
#######################################################################
# +-----------------------------------------------------------------+ #
# |                            BO3 object                           | #
# +-----------------------------------------------------------------+ #
#######################################################################

# This is the config file of a custom object.
# If you add this object correctly to your BiomeConfigs, it will spawn in the world.

# This is the creator of this BO3 object
Author: LordSmellyPants

# A short description of this BO3 object
Description: Bridge piece

# The BO3 version, don't change this! It can be used by external applications to do a version check.
Version: 3

# The settings mode, WriteAll, WriteWithoutComments or WriteDisable. See WorldConfig.
SettingsMode: WriteDisable


#######################################################################
# +-----------------------------------------------------------------+ #
# |                          Main settings                          | #
# +-----------------------------------------------------------------+ #
#######################################################################

# This needs to be set to true to spawn the object in the Tree and Sapling resources.
Tree: false

# The frequency of the BO3 from 1 to 200. Tries this many times to spawn this BO3 when using the CustomObject(...) resource.
# Ignored by Tree(..), Sapling(..) and CustomStructure(..)
Frequency: 1

# The rarity of the BO3 from 0 to 100. Each spawn attempt has rarity% chance to succeed when using the CustomObject(...) resource.
# Ignored by Tree(..), Sapling(..) and CustomStructure(..)
Rarity: 100.0

# If you set this to true, the BO3 will be placed with a random rotation.
RotateRandomly: false

# The spawn height of the BO3 - atMinY, randomY, highestBlock or highestSolidBlock.
SpawnHeight: randomY

# The offset from the spawn height to spawn this BO3
# Ex. SpawnHeight = highestSolidBlock, SpawnHeightOffset = 3; This object will spawn 3 blocks above the highest solid block
SpawnHeightOffset: 0

# A random amount to offset the spawn location from the spawn offset height
# Ex. SpawnHeightOffset = 3, SpawnHeightVariance = 3; This object will spawn 3 to 6 blocks above the original spot it would have spawned
SpawnHeightVariance: 0

##############################
# Height Limits for the BO3. #
##############################

# When in randomY mode used as the minimum Y or in atMinY mode as the actual Y to spawn this BO3 at.
MinHeight: 0

# When in randomY mode used as the maximum Y to spawn this BO3 at.
MaxHeight: 200

######################
# Extrusion settings #
######################

# The style of extrusion you wish to use - BottomDown, TopUp, None (Default)
ExtrudeMode: None

# The blocks to extrude your BO3 through
ExtrudeThroughBlocks: AIR

# Objects can have other objects attacthed to it: branches. Branches can also
# have branches attached to it, which can also have branches, etc. This is the
# maximum branch depth for this objects.
MaxBranchDepth: 10

# When spawned with the UseWorld keyword, this BO3 should NOT spawn in the following biomes.
# If you write the BO3 name directly in the BiomeConfigs, this will be ignored.
ExcludedBiomes: All


#######################################################################
# +-----------------------------------------------------------------+ #
# |                      Source block settings                      | #
# +-----------------------------------------------------------------+ #
#######################################################################

# The block(s) the BO3 should spawn in.
SourceBlocks: AIR

# The maximum percentage of the BO3 that can be outside the SourceBlock.
# The BO3 won't be placed on a location with more blocks outside the SourceBlock than this percentage.
MaxPercentageOutsideSourceBlock: 100

# What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway)
OutsideSourceBlock: placeAnyway


#######################################################################
# +-----------------------------------------------------------------+ #
# |                              Blocks                             | #
# +-----------------------------------------------------------------+ #
#######################################################################

# All the blocks used in the BO3 are listed here. Possible blocks:
# Block(x,y,z,id[.data][,nbtfile.nbt)
# RandomBlock(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]])
#  So RandomBlock(0,0,0,CHEST,chest.nbt,50,CHEST,anotherchest.nbt,100) will spawn a chest at
#  the BO3 origin, and give it a 50% chance to have the contents of chest.nbt, or, if that
#  fails, a 100% percent chance to have the contents of anotherchest.nbt.
# MinecraftObject(x,y,z,name)
#  Spawns an object in the Mojang NBT structure format. For example, 
#  MinecraftObject(0,0,0,minecraft:igloo/igloo_bottom)
#  spawns the bottom part of an igloo.


Block(-4,-24,-2,SMOOTH_BRICK)
Block(-4,-24,-1,SMOOTH_BRICK)
Block(-4,-24,0,SMOOTH_BRICK)
Block(-4,-24,1,SMOOTH_BRICK)
Block(-4,-24,2,SMOOTH_BRICK)
Block(-4,-24,3,SMOOTH_BRICK)
Block(-4,-23,-2,SMOOTH_BRICK)
Block(-4,-23,-1,SMOOTH_BRICK)
Block(-4,-23,0,SMOOTH_BRICK)
Block(-4,-23,1,SMOOTH_BRICK)
Block(-4,-23,2,SMOOTH_BRICK)
Block(-4,-23,3,SMOOTH_BRICK)
Block(-4,-22,-2,SMOOTH_BRICK)
Block(-4,-22,-1,SMOOTH_BRICK)
Block(-4,-22,0,SMOOTH_BRICK)
Block(-4,-22,1,SMOOTH_BRICK)
Block(-4,-22,2,SMOOTH_BRICK)
Block(-4,-22,3,SMOOTH_BRICK)
Block(-4,-21,-2,SMOOTH_BRICK)
Block(-4,-21,-1,SMOOTH_BRICK)
Block(-4,-21,0,SMOOTH_BRICK)
Block(-4,-21,1,SMOOTH_BRICK)
Block(-4,-21,2,SMOOTH_BRICK)
Block(-4,-21,3,SMOOTH_BRICK)
Block(-4,-20,-2,SMOOTH_BRICK)
Block(-4,-20,-1,SMOOTH_BRICK)
Block(-4,-20,0,SMOOTH_BRICK)
Block(-4,-20,1,SMOOTH_BRICK)
Block(-4,-20,2,SMOOTH_BRICK)
Block(-4,-20,3,SMOOTH_BRICK)
Block(-4,-19,-2,SMOOTH_BRICK)
Block(-4,-19,-1,SMOOTH_BRICK)
Block(-4,-19,0,SMOOTH_BRICK)
Block(-4,-19,1,SMOOTH_BRICK)
Block(-4,-19,2,SMOOTH_BRICK)
Block(-4,-19,3,SMOOTH_BRICK)
Block(-4,-18,-2,SMOOTH_BRICK)
Block(-4,-18,-1,SMOOTH_BRICK)
Block(-4,-18,0,SMOOTH_BRICK)
Block(-4,-18,1,SMOOTH_BRICK)
Block(-4,-18,2,SMOOTH_BRICK)
Block(-4,-18,3,SMOOTH_BRICK)
Block(-4,-17,-2,SMOOTH_BRICK)
Block(-4,-17,-1,SMOOTH_BRICK)
Block(-4,-17,0,SMOOTH_BRICK)
Block(-4,-17,1,SMOOTH_BRICK)
Block(-4,-17,2,SMOOTH_BRICK)
Block(-4,-17,3,SMOOTH_BRICK)
Block(-4,-16,-2,SMOOTH_BRICK)
Block(-4,-16,-1,SMOOTH_BRICK)
Block(-4,-16,0,SMOOTH_BRICK)
Block(-4,-16,1,SMOOTH_BRICK)
Block(-4,-16,2,SMOOTH_BRICK)
Block(-4,-16,3,SMOOTH_BRICK)
Block(-4,-15,-2,SMOOTH_BRICK)
Block(-4,-15,-1,SMOOTH_BRICK)
Block(-4,-15,0,SMOOTH_BRICK)
Block(-4,-15,1,SMOOTH_BRICK)
Block(-4,-15,2,SMOOTH_BRICK)
Block(-4,-15,3,SMOOTH_BRICK)
Block(-4,-14,-2,SMOOTH_BRICK)
Block(-4,-14,-1,SMOOTH_BRICK)
Block(-4,-14,0,SMOOTH_BRICK)
Block(-4,-14,1,SMOOTH_BRICK)
Block(-4,-14,2,SMOOTH_BRICK)
Block(-4,-14,3,SMOOTH_BRICK)
Block(-4,-13,-2,SMOOTH_BRICK)
Block(-4,-13,-1,SMOOTH_BRICK)
Block(-4,-13,0,SMOOTH_BRICK)
Block(-4,-13,1,SMOOTH_BRICK)
Block(-4,-13,2,SMOOTH_BRICK)
Block(-4,-13,3,SMOOTH_BRICK)
Block(-4,-12,-2,SMOOTH_BRICK)
Block(-4,-12,-1,SMOOTH_BRICK)
Block(-4,-12,0,SMOOTH_BRICK)
Block(-4,-12,1,SMOOTH_BRICK)
Block(-4,-12,2,SMOOTH_BRICK)
Block(-4,-12,3,SMOOTH_BRICK)
Block(-4,-11,-2,SMOOTH_BRICK)
Block(-4,-11,-1,SMOOTH_BRICK)
Block(-4,-11,0,SMOOTH_BRICK)
Block(-4,-11,1,SMOOTH_BRICK)
Block(-4,-11,2,SMOOTH_BRICK)
Block(-4,-11,3,SMOOTH_BRICK)
Block(-4,-10,-2,SMOOTH_BRICK)
Block(-4,-10,-1,SMOOTH_BRICK)
Block(-4,-10,0,SMOOTH_BRICK)
Block(-4,-10,1,SMOOTH_BRICK)
Block(-4,-10,2,SMOOTH_BRICK)
Block(-4,-10,3,SMOOTH_BRICK)
Block(-4,-9,-2,SMOOTH_BRICK)
Block(-4,-9,-1,SMOOTH_BRICK)
Block(-4,-9,0,SMOOTH_BRICK)
Block(-4,-9,1,SMOOTH_BRICK)
Block(-4,-9,2,SMOOTH_BRICK)
Block(-4,-9,3,SMOOTH_BRICK)
Block(-4,-8,-2,SMOOTH_BRICK)
Block(-4,-8,-1,SMOOTH_BRICK)
Block(-4,-8,0,SMOOTH_BRICK)
Block(-4,-8,1,SMOOTH_BRICK)
Block(-4,-8,2,SMOOTH_BRICK)
Block(-4,-8,3,SMOOTH_BRICK)
Block(-3,-24,-2,SMOOTH_BRICK)
Block(-3,-24,-1,SMOOTH_BRICK)
Block(-3,-24,0,SMOOTH_BRICK)
Block(-3,-24,1,SMOOTH_BRICK)
Block(-3,-24,2,SMOOTH_BRICK)
Block(-3,-24,3,SMOOTH_BRICK)
Block(-3,-23,-2,SMOOTH_BRICK)
Block(-3,-23,-1,SMOOTH_BRICK)
Block(-3,-23,0,SMOOTH_BRICK)
Block(-3,-23,1,SMOOTH_BRICK)
Block(-3,-23,2,SMOOTH_BRICK)
Block(-3,-23,3,SMOOTH_BRICK)
Block(-3,-22,-2,SMOOTH_BRICK)
Block(-3,-22,-1,SMOOTH_BRICK)
Block(-3,-22,0,SMOOTH_BRICK)
Block(-3,-22,1,SMOOTH_BRICK)
Block(-3,-22,2,SMOOTH_BRICK)
Block(-3,-22,3,SMOOTH_BRICK)
Block(-3,-21,-2,SMOOTH_BRICK)
Block(-3,-21,-1,SMOOTH_BRICK)
Block(-3,-21,0,SMOOTH_BRICK)
Block(-3,-21,1,SMOOTH_BRICK)
Block(-3,-21,2,SMOOTH_BRICK)
Block(-3,-21,3,SMOOTH_BRICK)
Block(-3,-20,-2,SMOOTH_BRICK)
Block(-3,-20,-1,SMOOTH_BRICK)
Block(-3,-20,0,SMOOTH_BRICK)
Block(-3,-20,1,SMOOTH_BRICK)
Block(-3,-20,2,SMOOTH_BRICK)
Block(-3,-20,3,SMOOTH_BRICK)
Block(-3,-19,-2,SMOOTH_BRICK)
Block(-3,-19,-1,SMOOTH_BRICK)
Block(-3,-19,0,SMOOTH_BRICK)
Block(-3,-19,1,SMOOTH_BRICK)
Block(-3,-19,2,SMOOTH_BRICK)
Block(-3,-19,3,SMOOTH_BRICK)
Block(-3,-18,-2,SMOOTH_BRICK)
Block(-3,-18,-1,SMOOTH_BRICK)
Block(-3,-18,0,SMOOTH_BRICK)
Block(-3,-18,1,SMOOTH_BRICK)
Block(-3,-18,2,SMOOTH_BRICK)
Block(-3,-18,3,SMOOTH_BRICK)
Block(-3,-17,-2,SMOOTH_BRICK)
Block(-3,-17,-1,SMOOTH_BRICK)
Block(-3,-17,0,SMOOTH_BRICK)
Block(-3,-17,1,SMOOTH_BRICK)
Block(-3,-17,2,SMOOTH_BRICK)
Block(-3,-17,3,SMOOTH_BRICK)
Block(-3,-16,-2,SMOOTH_BRICK)
Block(-3,-16,-1,SMOOTH_BRICK)
Block(-3,-16,0,SMOOTH_BRICK)
Block(-3,-16,1,SMOOTH_BRICK)
Block(-3,-16,2,SMOOTH_BRICK)
Block(-3,-16,3,SMOOTH_BRICK)
Block(-3,-15,-2,SMOOTH_BRICK)
Block(-3,-15,-1,SMOOTH_BRICK)
Block(-3,-15,0,SMOOTH_BRICK)
Block(-3,-15,1,SMOOTH_BRICK)
Block(-3,-15,2,SMOOTH_BRICK)
Block(-3,-15,3,SMOOTH_BRICK)
Block(-3,-14,-2,SMOOTH_BRICK)
Block(-3,-14,-1,SMOOTH_BRICK)
Block(-3,-14,0,SMOOTH_BRICK)
Block(-3,-14,1,SMOOTH_BRICK)
Block(-3,-14,2,SMOOTH_BRICK)
Block(-3,-14,3,SMOOTH_BRICK)
Block(-3,-13,-2,SMOOTH_BRICK)
Block(-3,-13,-1,SMOOTH_BRICK)
Block(-3,-13,0,SMOOTH_BRICK)
Block(-3,-13,1,SMOOTH_BRICK)
Block(-3,-13,2,SMOOTH_BRICK)
Block(-3,-13,3,SMOOTH_BRICK)
Block(-3,-12,-2,SMOOTH_BRICK)
Block(-3,-12,-1,SMOOTH_BRICK)
Block(-3,-12,0,SMOOTH_BRICK)
Block(-3,-12,1,SMOOTH_BRICK)
Block(-3,-12,2,SMOOTH_BRICK)
Block(-3,-12,3,SMOOTH_BRICK)
Block(-3,-11,-2,SMOOTH_BRICK)
Block(-3,-11,-1,SMOOTH_BRICK)
Block(-3,-11,0,SMOOTH_BRICK)
Block(-3,-11,1,SMOOTH_BRICK)
Block(-3,-11,2,SMOOTH_BRICK)
Block(-3,-11,3,SMOOTH_BRICK)
Block(-3,-10,-2,SMOOTH_BRICK)
Block(-3,-10,-1,SMOOTH_BRICK)
Block(-3,-10,0,SMOOTH_BRICK)
Block(-3,-10,1,SMOOTH_BRICK)
Block(-3,-10,2,SMOOTH_BRICK)
Block(-3,-10,3,SMOOTH_BRICK)
Block(-3,-9,-2,SMOOTH_BRICK)
Block(-3,-9,-1,SMOOTH_BRICK)
Block(-3,-9,0,SMOOTH_BRICK)
Block(-3,-9,1,SMOOTH_BRICK)
Block(-3,-9,2,SMOOTH_BRICK)
Block(-3,-9,3,SMOOTH_BRICK)
Block(-3,-8,-2,SMOOTH_BRICK)
Block(-3,-8,-1,SMOOTH_BRICK)
Block(-3,-8,0,SMOOTH_BRICK)
Block(-3,-8,1,SMOOTH_BRICK)
Block(-3,-8,2,SMOOTH_BRICK)
Block(-3,-8,3,SMOOTH_BRICK)
Block(-3,-7,3,SMOOTH_STAIRS:0)
Block(-2,-24,-2,SMOOTH_BRICK)
Block(-2,-24,-1,SMOOTH_BRICK)
Block(-2,-24,0,SMOOTH_BRICK)
Block(-2,-24,1,SMOOTH_BRICK)
Block(-2,-24,2,SMOOTH_BRICK)
Block(-2,-24,3,SMOOTH_BRICK)
Block(-2,-23,-2,SMOOTH_BRICK)
Block(-2,-23,-1,SMOOTH_BRICK)
Block(-2,-23,0,SMOOTH_BRICK)
Block(-2,-23,1,SMOOTH_BRICK)
Block(-2,-23,2,SMOOTH_BRICK)
Block(-2,-23,3,SMOOTH_BRICK)
Block(-2,-22,-2,SMOOTH_BRICK)
Block(-2,-22,-1,SMOOTH_BRICK)
Block(-2,-22,0,SMOOTH_BRICK)
Block(-2,-22,1,SMOOTH_BRICK)
Block(-2,-22,2,SMOOTH_BRICK)
Block(-2,-22,3,SMOOTH_BRICK)
Block(-2,-21,-2,SMOOTH_BRICK)
Block(-2,-21,-1,SMOOTH_BRICK)
Block(-2,-21,0,SMOOTH_BRICK)
Block(-2,-21,1,SMOOTH_BRICK)
Block(-2,-21,2,SMOOTH_BRICK)
Block(-2,-21,3,SMOOTH_BRICK)
Block(-2,-20,-2,SMOOTH_BRICK)
Block(-2,-20,-1,SMOOTH_BRICK)
Block(-2,-20,0,SMOOTH_BRICK)
Block(-2,-20,1,SMOOTH_BRICK)
Block(-2,-20,2,SMOOTH_BRICK)
Block(-2,-20,3,SMOOTH_BRICK)
Block(-2,-19,-2,SMOOTH_BRICK)
Block(-2,-19,-1,SMOOTH_BRICK)
Block(-2,-19,0,SMOOTH_BRICK)
Block(-2,-19,1,SMOOTH_BRICK)
Block(-2,-19,2,SMOOTH_BRICK)
Block(-2,-19,3,SMOOTH_BRICK)
Block(-2,-18,-2,SMOOTH_BRICK)
Block(-2,-18,-1,SMOOTH_BRICK)
Block(-2,-18,0,SMOOTH_BRICK)
Block(-2,-18,1,SMOOTH_BRICK)
Block(-2,-18,2,SMOOTH_BRICK)
Block(-2,-18,3,SMOOTH_BRICK)
Block(-2,-17,-2,SMOOTH_BRICK)
Block(-2,-17,-1,SMOOTH_BRICK)
Block(-2,-17,0,SMOOTH_BRICK)
Block(-2,-17,1,SMOOTH_BRICK)
Block(-2,-17,2,SMOOTH_BRICK)
Block(-2,-17,3,SMOOTH_BRICK)
Block(-2,-16,-2,SMOOTH_BRICK)
Block(-2,-16,-1,SMOOTH_BRICK)
Block(-2,-16,0,SMOOTH_BRICK)
Block(-2,-16,1,SMOOTH_BRICK)
Block(-2,-16,2,SMOOTH_BRICK)
Block(-2,-16,3,SMOOTH_BRICK)
Block(-2,-15,-2,SMOOTH_BRICK)
Block(-2,-15,-1,SMOOTH_BRICK)
Block(-2,-15,0,SMOOTH_BRICK)
Block(-2,-15,1,SMOOTH_BRICK)
Block(-2,-15,2,SMOOTH_BRICK)
Block(-2,-15,3,SMOOTH_BRICK)
Block(-2,-14,-2,SMOOTH_BRICK)
Block(-2,-14,-1,SMOOTH_BRICK)
Block(-2,-14,0,SMOOTH_BRICK)
Block(-2,-14,1,SMOOTH_BRICK)
Block(-2,-14,2,SMOOTH_BRICK)
Block(-2,-14,3,SMOOTH_BRICK)
Block(-2,-13,-2,SMOOTH_BRICK)
Block(-2,-13,-1,SMOOTH_BRICK)
Block(-2,-13,0,SMOOTH_BRICK)
Block(-2,-13,1,SMOOTH_BRICK)
Block(-2,-13,2,SMOOTH_BRICK)
Block(-2,-13,3,SMOOTH_BRICK)
Block(-2,-12,-2,SMOOTH_BRICK)
Block(-2,-12,-1,SMOOTH_BRICK)
Block(-2,-12,0,SMOOTH_BRICK)
Block(-2,-12,1,SMOOTH_BRICK)
Block(-2,-12,2,SMOOTH_BRICK)
Block(-2,-12,3,SMOOTH_BRICK)
Block(-2,-11,-2,SMOOTH_BRICK)
Block(-2,-11,-1,SMOOTH_BRICK)
Block(-2,-11,0,SMOOTH_BRICK)
Block(-2,-11,1,SMOOTH_BRICK)
Block(-2,-11,2,SMOOTH_BRICK)
Block(-2,-11,3,SMOOTH_BRICK)
Block(-2,-10,-2,SMOOTH_BRICK)
Block(-2,-10,-1,SMOOTH_BRICK)
Block(-2,-10,0,SMOOTH_BRICK)
Block(-2,-10,1,SMOOTH_BRICK)
Block(-2,-10,2,SMOOTH_BRICK)
Block(-2,-10,3,SMOOTH_BRICK)
Block(-2,-9,-2,SMOOTH_BRICK)
Block(-2,-9,-1,SMOOTH_BRICK)
Block(-2,-9,0,SMOOTH_BRICK)
Block(-2,-9,1,SMOOTH_BRICK)
Block(-2,-9,2,SMOOTH_BRICK)
Block(-2,-9,3,SMOOTH_BRICK)
Block(-2,-8,-2,SMOOTH_BRICK)
Block(-2,-8,-1,SMOOTH_BRICK)
Block(-2,-8,0,SMOOTH_BRICK)
Block(-2,-8,1,SMOOTH_BRICK)
Block(-2,-8,2,SMOOTH_BRICK)
Block(-2,-8,3,SMOOTH_BRICK)
Block(-2,-7,3,SMOOTH_BRICK)
Block(-2,-6,3,SMOOTH_BRICK)
Block(-2,-5,3,SMOOTH_BRICK)
Block(-2,-4,3,SMOOTH_BRICK)
Block(-2,-3,3,SMOOTH_BRICK)
Block(-2,-2,-2,SMOOTH_BRICK)
Block(-2,-2,2,SMOOTH_BRICK)
Block(-2,-2,3,SMOOTH_BRICK)
Block(-2,-1,-2,SMOOTH_BRICK)
Block(-2,-1,-1,SMOOTH_BRICK)
Block(-2,-1,1,SMOOTH_BRICK)
Block(-2,-1,2,SMOOTH_BRICK)
Block(-2,-1,3,SMOOTH_BRICK)
Block(-2,0,-2,SMOOTH_BRICK)
Block(-2,0,-1,SMOOTH_BRICK)
Block(-2,0,0,SMOOTH_BRICK:3)
Block(-2,0,1,SMOOTH_BRICK)
Block(-2,0,2,SMOOTH_BRICK)
Block(-2,0,3,SMOOTH_BRICK)
Block(-2,1,-2,STEP:5)
Block(-2,1,0,STEP:5)
Block(-2,1,2,STEP:5)
Block(-2,1,3,SMOOTH_BRICK)
Block(-2,2,3,SMOOTH_BRICK)
Block(-2,3,3,STEP)
Block(-1,-24,-2,SMOOTH_BRICK)
Block(-1,-24,-1,SMOOTH_BRICK)
Block(-1,-24,0,SMOOTH_BRICK)
Block(-1,-24,1,SMOOTH_BRICK)
Block(-1,-24,2,SMOOTH_BRICK)
Block(-1,-23,-2,SMOOTH_BRICK)
Block(-1,-23,-1,SMOOTH_BRICK)
Block(-1,-23,0,SMOOTH_BRICK)
Block(-1,-23,1,SMOOTH_BRICK)
Block(-1,-23,2,SMOOTH_BRICK)
Block(-1,-22,-2,SMOOTH_BRICK)
Block(-1,-22,-1,SMOOTH_BRICK)
Block(-1,-22,0,SMOOTH_BRICK)
Block(-1,-22,1,SMOOTH_BRICK)
Block(-1,-22,2,SMOOTH_BRICK)
Block(-1,-21,-2,SMOOTH_BRICK)
Block(-1,-21,-1,SMOOTH_BRICK)
Block(-1,-21,0,SMOOTH_BRICK)
Block(-1,-21,1,SMOOTH_BRICK)
Block(-1,-21,2,SMOOTH_BRICK)
Block(-1,-20,-2,SMOOTH_BRICK)
Block(-1,-20,-1,SMOOTH_BRICK)
Block(-1,-20,0,SMOOTH_BRICK)
Block(-1,-20,1,SMOOTH_BRICK)
Block(-1,-20,2,SMOOTH_BRICK)
Block(-1,-19,-2,SMOOTH_BRICK)
Block(-1,-19,-1,SMOOTH_BRICK)
Block(-1,-19,0,SMOOTH_BRICK)
Block(-1,-19,1,SMOOTH_BRICK)
Block(-1,-19,2,SMOOTH_BRICK)
Block(-1,-18,-2,SMOOTH_BRICK)
Block(-1,-18,-1,SMOOTH_BRICK)
Block(-1,-18,0,SMOOTH_BRICK)
Block(-1,-18,1,SMOOTH_BRICK)
Block(-1,-18,2,SMOOTH_BRICK)
Block(-1,-17,-2,SMOOTH_BRICK)
Block(-1,-17,-1,SMOOTH_BRICK)
Block(-1,-17,0,SMOOTH_BRICK)
Block(-1,-17,1,SMOOTH_BRICK)
Block(-1,-17,2,SMOOTH_BRICK)
Block(-1,-16,-2,SMOOTH_BRICK)
Block(-1,-16,-1,SMOOTH_BRICK)
Block(-1,-16,0,SMOOTH_BRICK)
Block(-1,-16,1,SMOOTH_BRICK)
Block(-1,-16,2,SMOOTH_BRICK)
Block(-1,-15,-2,SMOOTH_BRICK)
Block(-1,-15,-1,SMOOTH_BRICK)
Block(-1,-15,0,SMOOTH_BRICK)
Block(-1,-15,1,SMOOTH_BRICK)
Block(-1,-15,2,SMOOTH_BRICK)
Block(-1,-14,-2,SMOOTH_BRICK)
Block(-1,-14,-1,SMOOTH_BRICK)
Block(-1,-14,0,SMOOTH_BRICK)
Block(-1,-14,1,SMOOTH_BRICK)
Block(-1,-14,2,SMOOTH_BRICK)
Block(-1,-13,-2,SMOOTH_BRICK)
Block(-1,-13,-1,SMOOTH_BRICK)
Block(-1,-13,0,SMOOTH_BRICK)
Block(-1,-13,1,SMOOTH_BRICK)
Block(-1,-13,2,SMOOTH_BRICK)
Block(-1,-12,-2,SMOOTH_BRICK)
Block(-1,-12,-1,SMOOTH_BRICK)
Block(-1,-12,0,SMOOTH_BRICK)
Block(-1,-12,1,SMOOTH_BRICK)
Block(-1,-12,2,SMOOTH_BRICK)
Block(-1,-11,-2,SMOOTH_BRICK)
Block(-1,-11,-1,SMOOTH_BRICK)
Block(-1,-11,0,SMOOTH_BRICK)
Block(-1,-11,1,SMOOTH_BRICK)
Block(-1,-11,2,SMOOTH_BRICK)
Block(-1,-10,-2,SMOOTH_BRICK)
Block(-1,-10,-1,SMOOTH_BRICK)
Block(-1,-10,0,SMOOTH_BRICK)
Block(-1,-10,1,SMOOTH_BRICK)
Block(-1,-10,2,SMOOTH_BRICK)
Block(-1,-9,-2,SMOOTH_BRICK)
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Block(2,-7,3,SMOOTH_BRICK)
Block(2,-6,3,SMOOTH_BRICK)
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Block(2,-4,3,SMOOTH_BRICK)
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Block(2,3,3,STEP)
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Block(3,-7,3,SMOOTH_STAIRS:1)
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Block(4,-17,0,SMOOTH_BRICK)
Block(4,-17,1,SMOOTH_BRICK)
Block(4,-17,2,SMOOTH_BRICK)
Block(4,-17,3,SMOOTH_BRICK)
Block(4,-16,-2,SMOOTH_BRICK)
Block(4,-16,-1,SMOOTH_BRICK)
Block(4,-16,0,SMOOTH_BRICK)
Block(4,-16,1,SMOOTH_BRICK)
Block(4,-16,2,SMOOTH_BRICK)
Block(4,-16,3,SMOOTH_BRICK)
Block(4,-15,-2,SMOOTH_BRICK)
Block(4,-15,-1,SMOOTH_BRICK)
Block(4,-15,0,SMOOTH_BRICK)
Block(4,-15,1,SMOOTH_BRICK)
Block(4,-15,2,SMOOTH_BRICK)
Block(4,-15,3,SMOOTH_BRICK)
Block(4,-14,-2,SMOOTH_BRICK)
Block(4,-14,-1,SMOOTH_BRICK)
Block(4,-14,0,SMOOTH_BRICK)
Block(4,-14,1,SMOOTH_BRICK)
Block(4,-14,2,SMOOTH_BRICK)
Block(4,-14,3,SMOOTH_BRICK)
Block(4,-13,-2,SMOOTH_BRICK)
Block(4,-13,-1,SMOOTH_BRICK)
Block(4,-13,0,SMOOTH_BRICK)
Block(4,-13,1,SMOOTH_BRICK)
Block(4,-13,2,SMOOTH_BRICK)
Block(4,-13,3,SMOOTH_BRICK)
Block(4,-12,-2,SMOOTH_BRICK)
Block(4,-12,-1,SMOOTH_BRICK)
Block(4,-12,0,SMOOTH_BRICK)
Block(4,-12,1,SMOOTH_BRICK)
Block(4,-12,2,SMOOTH_BRICK)
Block(4,-12,3,SMOOTH_BRICK)
Block(4,-11,-2,SMOOTH_BRICK)
Block(4,-11,-1,SMOOTH_BRICK)
Block(4,-11,0,SMOOTH_BRICK)
Block(4,-11,1,SMOOTH_BRICK)
Block(4,-11,2,SMOOTH_BRICK)
Block(4,-11,3,SMOOTH_BRICK)
Block(4,-10,-2,SMOOTH_BRICK)
Block(4,-10,-1,SMOOTH_BRICK)
Block(4,-10,0,SMOOTH_BRICK)
Block(4,-10,1,SMOOTH_BRICK)
Block(4,-10,2,SMOOTH_BRICK)
Block(4,-10,3,SMOOTH_BRICK)
Block(4,-9,-2,SMOOTH_BRICK)
Block(4,-9,-1,SMOOTH_BRICK)
Block(4,-9,0,SMOOTH_BRICK)
Block(4,-9,1,SMOOTH_BRICK)
Block(4,-9,2,SMOOTH_BRICK)
Block(4,-9,3,SMOOTH_BRICK)
Block(4,-8,-2,SMOOTH_BRICK)
Block(4,-8,-1,SMOOTH_BRICK)
Block(4,-8,0,SMOOTH_BRICK)
Block(4,-8,1,SMOOTH_BRICK)
Block(4,-8,2,SMOOTH_BRICK)
Block(4,-8,3,SMOOTH_BRICK)


#######################################################################
# +-----------------------------------------------------------------+ #
# |                            BO3 checks                           | #
# +-----------------------------------------------------------------+ #
#######################################################################

# Require a condition at a certain location in order for the BO3 to be spawned.
# BlockCheck(x,y,z,BlockName[,BlockName[,...]]) - one of the blocks must be at the location
# BlockCheckNot(x,y,z,BlockName[,BlockName[,...]]) - all the blocks must not be at the location
# LightCheck(x,y,z,minLightLevel,maxLightLevel) - light must be between min and max (inclusive)

# You can use "Solid" as a BlockName for matching all solid blocks or "All" to match all blocks that aren't air.

# Examples:
#   BlockCheck(0,-1,0,GRASS,DIRT)  Require grass or dirt just below the object
#   BlockCheck(0,-1,0,Solid)       Require any solid block just below the object
#   BlockCheck(0,-1,0,AIR)        Require any type of wool just below the object
#   BlockCheck(0,-1,0,WOOL:0)      Require white wool just below the object
#   BlockCheckNot(0,-1,0,WOOL:0)   Require that there is no white wool below the object
#   LightCheck(0,0,0,0,1)          Require almost complete darkness just below the object

#######################################################################
# +-----------------------------------------------------------------+ #
# |                             Branches                            | #
# +-----------------------------------------------------------------+ #
#######################################################################

# Branches are objects that will spawn when this object spawns when it is used in
# the CustomStructure resource. Branches can also have branches, making complex
# structures possible. See the wiki for more details.

# Regular Branches spawn each branch with an independent chance of spawning.
# Branch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][IndividualChance])
# branchName - name of the object to spawn.
# rotation - NORTH, SOUTH, EAST or WEST.
# IndividualChance - The chance each branch has to spawn, assumed to be 100 when left blank

# Weighted Branches spawn branches with a dependent chance of spawning.
# WeightedBranch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][MaxChanceOutOf])
# MaxChanceOutOf - The chance all branches have to spawn out of, assumed to be 100 when left blank
WeightedBranch(0,0,4,FortressN7-1Copy,NORTH,35,FortressS4-1Copy,NORTH,50,FortressN7-1,NORTH,100)
Branch(-10,0,0,FortressTorch,NORTH,30)
Branch(10,0,0,FortressTorch,NORTH,30)