####################################################################### # +-----------------------------------------------------------------+ # # | 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: No description given # 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: true # 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 - randomY, highestBlock or highestSolidBlock. SpawnHeight: highestSolidBlock # The height limits for the BO3. MinHeight: 63 MaxHeight: 256 # 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 writer.write the BO3 name directly in the BiomeConfigs, this will be ignored. ExcludedBiomes: All ####################################################################### # +-----------------------------------------------------------------+ # # | Source block settings | # # +-----------------------------------------------------------------+ # ####################################################################### # The B(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: # B(x,y,z,id[.data][,nbtfile.nbt) # RB(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]]) # So RB(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. RB(-6,-4,0,45,10,45,100) RB(-6,-3,0,45,10,45,100) RB(-6,-2,0,45,10,45,100) B(-6,-1,0,AIR) B(-6,0,0,AIR) B(-6,1,0,AIR) B(-6,2,0,AIR) RB(-5,-4,-1,45,10,45,100) RB(-5,-4,0,45,10,45,100) RB(-5,-3,-1,45,10,45,100) RB(-5,-3,0,45,10,45,100) RB(-5,-2,-1,45,10,45,100) RB(-5,-2,0,45,10,45,100) B(-5,-1,-1,GRAVEL) RB(-5,-1,0,45,10,45,100) B(-5,0,-1,AIR) B(-5,0,0,44:4) B(-5,1,-1,AIR) B(-5,1,0,AIR) B(-5,2,-1,AIR) B(-5,2,0,AIR) RB(-4,-4,-2,45,10,45,100) RB(-4,-4,-1,45,10,45,100) RB(-4,-4,0,45,10,45,100) RB(-4,-4,1,45,10,45,100) RB(-4,-3,-2,45,10,45,100) B(-4,-3,-1,COBBLESTONE) B(-4,-3,0,DIRT) RB(-4,-3,1,45,10,45,100) RB(-4,-2,-2,45,10,45,100) B(-4,-2,-1,44:4) B(-4,-2,0,AIR) RB(-4,-2,1,45,10,45,100) RB(-4,-1,-2,45,10,45,100) B(-4,-1,-1,AIR) B(-4,-1,0,AIR) RB(-4,-1,1,45,10,45,100) B(-4,0,-2,AIR) B(-4,0,-1,AIR) B(-4,0,0,AIR) RB(-4,0,1,45,30,45,30,AIR,100) B(-4,1,-2,AIR) B(-4,1,-1,AIR) B(-4,1,0,AIR) B(-4,1,1,AIR) B(-4,2,-2,AIR) B(-4,2,-1,AIR) B(-4,2,0,AIR) B(-4,2,1,AIR) RB(-3,-4,-2,45,10,45,100) RB(-3,-4,-1,45,10,45,100) RB(-3,-4,0,45,10,45,100) RB(-3,-4,1,45,10,45,100) RB(-3,-4,2,45,10,45,100) RB(-3,-3,-2,45,10,45,100) B(-3,-3,-1,DIRT) B(-3,-3,0,DIRT) B(-3,-3,1,COBBLESTONE) RB(-3,-3,2,45,10,45,100) RB(-3,-2,-2,45,30,45,30,AIR,100) B(-3,-2,-1,AIR) B(-3,-2,0,LONG_GRASS:1) B(-3,-2,1,AIR) RB(-3,-2,2,45,30,45,30,AIR,100) B(-3,-1,-2,AIR) B(-3,-1,-1,AIR) B(-3,-1,0,AIR) B(-3,-1,1,AIR) B(-3,-1,2,AIR) B(-3,0,-2,AIR) B(-3,0,-1,AIR) B(-3,0,0,AIR) B(-3,0,1,AIR) B(-3,0,2,AIR) B(-3,1,-2,AIR) B(-3,1,-1,AIR) B(-3,1,0,AIR) B(-3,1,1,AIR) B(-3,1,2,AIR) B(-3,2,-2,AIR) B(-3,2,-1,AIR) B(-3,2,0,AIR) B(-3,2,1,AIR) B(-3,2,2,AIR) RB(-2,-5,-3,45,10,45,100) RB(-2,-5,-2,45,10,45,100) RB(-2,-5,-1,45,10,45,100) RB(-2,-5,0,45,10,45,100) RB(-2,-5,1,45,10,45,100) RB(-2,-5,2,45,10,45,100) RB(-2,-5,3,45,10,45,100) RB(-2,-4,-3,45,10,45,100) RB(-2,-4,-2,45,10,45,100) RB(-2,-4,-1,45,10,45,100) RB(-2,-4,0,45,10,45,100) RB(-2,-4,1,45,10,45,100) RB(-2,-4,2,45,10,45,100) RB(-2,-4,3,45,10,45,100) RB(-2,-3,-3,45,10,45,100) B(-2,-3,-2,COBBLESTONE) B(-2,-3,-1,COBBLESTONE) B(-2,-3,0,COBBLESTONE) B(-2,-3,1,COBBLESTONE) B(-2,-3,2,GRASS) RB(-2,-3,3,45,10,45,100) RB(-2,-2,-3,45,30,45,30,AIR,100) B(-2,-2,-2,AIR) B(-2,-2,-1,AIR) B(-2,-2,0,AIR) B(-2,-2,1,AIR) B(-2,-2,2,LONG_GRASS:1) RB(-2,-2,3,45,10,45,100) B(-2,-1,-3,AIR) B(-2,-1,-2,AIR) B(-2,-1,-1,AIR) B(-2,-1,0,AIR) B(-2,-1,1,AIR) B(-2,-1,2,AIR) B(-2,-1,3,IRON_FENCE) B(-2,0,-3,AIR) B(-2,0,-2,AIR) B(-2,0,-1,AIR) B(-2,0,0,AIR) B(-2,0,1,AIR) B(-2,0,2,AIR) B(-2,0,3,AIR) B(-2,1,-3,AIR) B(-2,1,-2,AIR) B(-2,1,-1,AIR) B(-2,1,0,AIR) B(-2,1,1,AIR) B(-2,1,2,AIR) B(-2,1,3,AIR) B(-2,2,-3,AIR) B(-2,2,-2,AIR) B(-2,2,-1,AIR) B(-2,2,0,AIR) B(-2,2,1,AIR) B(-2,2,2,AIR) B(-2,2,3,AIR) RB(-1,-5,-4,45,10,45,100) RB(-1,-5,-3,45,10,45,100) RB(-1,-5,-2,45,10,45,100) RB(-1,-5,-1,45,10,45,100) RB(-1,-5,0,45,10,45,100) RB(-1,-5,1,45,10,45,100) RB(-1,-5,2,45,10,45,100) RB(-1,-5,3,45,10,45,100) RB(-1,-4,-4,45,10,45,100) RB(-1,-4,-3,45,10,45,100) RB(-1,-4,-2,45,10,45,100) RB(-1,-4,-1,45,10,45,100) RB(-1,-4,0,45,10,45,100) RB(-1,-4,1,45,10,45,100) RB(-1,-4,2,45,10,45,100) RB(-1,-4,3,45,10,45,100) RB(-1,-3,-4,45,10,45,100) B(-1,-3,-3,COBBLESTONE) B(-1,-3,-2,GRASS) RB(-1,-3,-1,MOSSY_COBBLESTONE,33,AIR,100) B(-1,-3,0,COBBLESTONE) B(-1,-3,1,GRASS) B(-1,-3,2,GRASS) RB(-1,-3,3,45,10,45,100) RB(-1,-2,-4,45,10,45,100) B(-1,-2,-3,AIR) B(-1,-2,-2,LONG_GRASS:1) B(-1,-2,-1,AIR) B(-1,-2,0,AIR) B(-1,-2,1,LONG_GRASS:1) B(-1,-2,2,LEAVES:0) B(-1,-2,3,AIR) RB(-1,-1,-4,45,10,45,100) B(-1,-1,-3,AIR) B(-1,-1,-2,AIR) B(-1,-1,-1,AIR) B(-1,-1,0,AIR) B(-1,-1,1,AIR) B(-1,-1,2,AIR) B(-1,-1,3,AIR) B(-1,0,-4,GRAVEL) B(-1,0,-3,AIR) B(-1,0,-2,AIR) B(-1,0,-1,AIR) B(-1,0,0,AIR) B(-1,0,1,AIR) B(-1,0,2,AIR) B(-1,0,3,AIR) B(-1,1,-4,AIR) B(-1,1,-3,AIR) B(-1,1,-2,AIR) B(-1,1,-1,AIR) B(-1,1,0,AIR) B(-1,1,1,AIR) B(-1,1,2,AIR) B(-1,1,3,AIR) B(-1,2,-4,AIR) B(-1,2,-3,AIR) B(-1,2,-2,AIR) B(-1,2,-1,AIR) B(-1,2,0,AIR) B(-1,2,1,AIR) B(-1,2,2,AIR) B(-1,2,3,AIR) RB(0,-5,-3,45,10,45,100) RB(0,-5,-2,45,10,45,100) RB(0,-5,-1,45,10,45,100) RB(0,-5,0,45,10,45,100) RB(0,-5,1,45,10,45,100) RB(0,-5,2,45,10,45,100) RB(0,-5,3,45,10,45,100) RB(0,-4,-3,45,10,45,100) RB(0,-4,-2,45,10,45,100) RB(0,-4,-1,45,10,45,100) RB(0,-4,0,45,10,45,100) RB(0,-4,1,45,10,45,100) RB(0,-4,2,45,10,45,100) RB(0,-4,3,45,10,45,100) RB(0,-3,-3,45,10,45,100) B(0,-3,-2,COBBLESTONE) B(0,-3,-1,COBBLESTONE) B(0,-3,0,COBBLESTONE) B(0,-3,1,COBBLESTONE) B(0,-3,2,DIRT) RB(0,-3,3,45,30,45,30,AIR,100) RB(0,-2,-3,45,10,45,100) B(0,-2,-2,LOG) B(0,-2,-1,LEAVES:0) B(0,-2,0,AIR) B(0,-2,1,LEAVES:0) B(0,-2,2,LOG) RB(0,-2,3,45,10,45,100) RB(0,-1,-3,45,30,45,30,AIR,100) B(0,-1,-2,LEAVES:0) B(0,-1,-1,AIR) B(0,-1,0,AIR) B(0,-1,1,AIR) B(0,-1,2,LEAVES:0) B(0,-1,3,AIR) B(0,0,-3,AIR) B(0,0,-2,AIR) B(0,0,-1,AIR) B(0,0,0,AIR) B(0,0,1,AIR) B(0,0,2,AIR) B(0,0,3,AIR) B(0,1,-3,AIR) B(0,1,-2,AIR) B(0,1,-1,AIR) B(0,1,0,AIR) B(0,1,1,AIR) B(0,1,2,AIR) B(0,1,3,AIR) B(0,2,-3,AIR) B(0,2,-2,AIR) B(0,2,-1,AIR) B(0,2,0,AIR) B(0,2,1,AIR) B(0,2,2,AIR) B(0,2,3,AIR) RB(1,-5,-3,45,10,45,100) RB(1,-5,-2,45,10,45,100) RB(1,-5,-1,45,10,45,100) RB(1,-5,0,45,10,45,100) RB(1,-5,1,45,10,45,100) RB(1,-5,2,45,10,45,100) RB(1,-5,3,45,10,45,100) RB(1,-4,-3,45,10,45,100) RB(1,-4,-2,45,10,45,100) RB(1,-4,-1,45,10,45,100) RB(1,-4,0,45,10,45,100) RB(1,-4,1,45,10,45,100) RB(1,-4,2,45,10,45,100) RB(1,-4,3,45,10,45,100) RB(1,-3,-3,45,10,45,100) B(1,-3,-2,COBBLESTONE) B(1,-3,-1,COBBLESTONE) B(1,-3,0,COBBLESTONE) B(1,-3,1,DIRT) B(1,-3,2,COBBLESTONE) RB(1,-3,3,45,10,45,100) B(1,-2,-3,44:4) B(1,-2,-2,LEAVES:0) B(1,-2,-1,AIR) B(1,-2,0,AIR) B(1,-2,1,AIR) B(1,-2,2,LEAVES:0) RB(1,-2,3,45,10,45,100) B(1,-1,-3,AIR) B(1,-1,-2,AIR) B(1,-1,-1,AIR) B(1,-1,0,AIR) B(1,-1,1,AIR) B(1,-1,2,AIR) RB(1,-1,3,45,10,45,100) B(1,0,-3,AIR) B(1,0,-2,AIR) B(1,0,-1,AIR) B(1,0,0,AIR) B(1,0,1,AIR) B(1,0,2,AIR) RB(1,0,3,45,30,45,30,AIR,100) B(1,1,-3,AIR) B(1,1,-2,AIR) B(1,1,-1,AIR) B(1,1,0,AIR) B(1,1,1,AIR) B(1,1,2,AIR) B(1,1,3,AIR) B(1,2,-3,AIR) B(1,2,-2,AIR) B(1,2,-1,AIR) B(1,2,0,AIR) B(1,2,1,AIR) B(1,2,2,AIR) B(1,2,3,AIR) RB(2,-5,-4,45,10,45,100) RB(2,-5,-3,45,10,45,100) RB(2,-5,-2,45,10,45,100) RB(2,-5,-1,45,10,45,100) RB(2,-5,0,45,10,45,100) RB(2,-5,1,45,10,45,100) RB(2,-5,2,45,10,45,100) RB(2,-5,3,45,10,45,100) RB(2,-4,-4,45,10,45,100) RB(2,-4,-3,45,10,45,100) RB(2,-4,-2,45,10,45,100) RB(2,-4,-1,45,10,45,100) RB(2,-4,0,45,10,45,100) RB(2,-4,1,45,10,45,100) RB(2,-4,2,45,10,45,100) RB(2,-4,3,45,10,45,100) RB(2,-3,-4,45,10,45,100) RB(2,-3,-3,MOSSY_COBBLESTONE,33,AIR,100) B(2,-3,-2,COBBLESTONE) B(2,-3,-1,COBBLESTONE) B(2,-3,0,COBBLESTONE) B(2,-3,1,COBBLESTONE) B(2,-3,2,COBBLESTONE) RB(2,-3,3,45,10,45,100) RB(2,-2,-4,45,10,45,100) B(2,-2,-3,AIR) B(2,-2,-2,AIR) B(2,-2,-1,AIR) B(2,-2,0,AIR) B(2,-2,1,AIR) B(2,-2,2,44:4) RB(2,-2,3,45,10,45,100) B(2,-1,-4,AIR) B(2,-1,-3,AIR) B(2,-1,-2,AIR) B(2,-1,-1,AIR) B(2,-1,0,AIR) B(2,-1,1,AIR) B(2,-1,2,AIR) B(2,-1,3,AIR) B(2,0,-4,AIR) B(2,0,-3,AIR) B(2,0,-2,AIR) B(2,0,-1,AIR) B(2,0,0,AIR) B(2,0,1,AIR) B(2,0,2,AIR) B(2,0,3,AIR) B(2,1,-4,AIR) B(2,1,-3,AIR) B(2,1,-2,AIR) B(2,1,-1,AIR) B(2,1,0,AIR) B(2,1,1,AIR) B(2,1,2,AIR) B(2,1,3,AIR) B(2,2,-4,AIR) B(2,2,-3,AIR) B(2,2,-2,AIR) B(2,2,-1,AIR) B(2,2,0,AIR) B(2,2,1,AIR) B(2,2,2,AIR) B(2,2,3,AIR) RB(3,-5,-3,45,10,45,100) RB(3,-5,-2,45,10,45,100) RB(3,-5,-1,45,10,45,100) RB(3,-5,0,45,10,45,100) RB(3,-5,1,45,10,45,100) RB(3,-5,2,45,10,45,100) RB(3,-4,-3,45,10,45,100) RB(3,-4,-2,45,10,45,100) RB(3,-4,-1,45,10,45,100) RB(3,-4,0,45,10,45,100) RB(3,-4,1,45,10,45,100) RB(3,-4,2,45,10,45,100) RB(3,-3,-3,45,10,45,100) B(3,-3,-2,DIRT) B(3,-3,-1,DIRT) B(3,-3,0,COBBLESTONE) RB(3,-3,1,MOSSY_COBBLESTONE,33,AIR,100) RB(3,-3,2,45,10,45,100) RB(3,-2,-3,45,10,45,100) B(3,-2,-2,LONG_GRASS:1) B(3,-2,-1,AIR) B(3,-2,0,AIR) B(3,-2,1,AIR) RB(3,-2,2,45,30,45,30,AIR,100) B(3,-1,-3,44:4) B(3,-1,-2,AIR) B(3,-1,-1,AIR) B(3,-1,0,AIR) B(3,-1,1,AIR) B(3,-1,2,AIR) B(3,0,-3,AIR) B(3,0,-2,AIR) B(3,0,-1,AIR) B(3,0,0,AIR) B(3,0,1,AIR) B(3,0,2,AIR) B(3,1,-3,AIR) B(3,1,-2,AIR) B(3,1,-1,AIR) B(3,1,0,AIR) B(3,1,1,AIR) B(3,1,2,AIR) B(3,2,-3,AIR) B(3,2,-2,AIR) B(3,2,-1,AIR) B(3,2,0,AIR) B(3,2,1,AIR) B(3,2,2,AIR) RB(4,-5,-2,45,10,45,100) RB(4,-5,-1,45,10,45,100) RB(4,-5,0,45,10,45,100) RB(4,-5,1,45,10,45,100) RB(4,-4,-2,45,10,45,100) RB(4,-4,-1,45,10,45,100) RB(4,-4,0,45,10,45,100) RB(4,-4,1,45,10,45,100) RB(4,-3,-2,45,10,45,100) B(4,-3,-1,COBBLESTONE) B(4,-3,0,GRASS) RB(4,-3,1,45,10,45,100) RB(4,-2,-2,45,30,45,30,AIR,100) B(4,-2,-1,AIR) B(4,-2,0,LONG_GRASS:1) RB(4,-2,1,45,10,45,100) B(4,-1,-2,AIR) B(4,-1,-1,AIR) B(4,-1,0,AIR) B(4,-1,1,GRAVEL) B(4,0,-2,AIR) B(4,0,-1,AIR) B(4,0,0,AIR) B(4,0,1,AIR) B(4,1,-2,AIR) B(4,1,-1,AIR) B(4,1,0,AIR) B(4,1,1,AIR) B(4,2,-2,AIR) B(4,2,-1,AIR) B(4,2,0,AIR) B(4,2,1,AIR) RB(5,-5,-1,45,10,45,100) RB(5,-5,0,45,10,45,100) RB(5,-4,-1,45,10,45,100) RB(5,-4,0,45,10,45,100) B(5,-3,-1,GRAVEL) RB(5,-3,0,45,10,45,100) B(5,-2,-1,AIR) B(5,-2,0,AIR) B(5,-1,-1,AIR) B(5,-1,0,AIR) B(5,0,-1,AIR) B(5,0,0,AIR) B(5,1,-1,AIR) B(5,1,0,AIR) B(5,2,-1,AIR) B(5,2,0,AIR) ####################################################################### # +-----------------------------------------------------------------+ # # | 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: # 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 AIR just below the object # BlockCheck(0,-1,0,AIR:0) Require white AIR just below the object # BlockCheckNot(0,0,0,AIR:0) Require that there is no white AIR below the object # LightCheck(0,0,0,0,1) Require almost complete darkness just below the object BlockCheckNot(0,0,0,STATIONARY_WATER) BlockCheckNot(0,0,0,LOG) BlockCheck(0,-1,0,GRASS,DIRT,GRAVEL) ####################################################################### # +-----------------------------------------------------------------+ # # | 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. # WBR(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 WBR(-6,0,0,BrickRuinsBasementWall1x1,NORTH,1,BrickRuinsBasementBrickFloor1x2,NORTH,1,BrickRuinsBasementBrickWallBush5x6,NORTH,1,BrickRuinsBasementTorch1x1,NORTH,1,BrickRuinsBasementGravel1x1,NORTH,1,5) WBR(-6,0,-6,BrickRuinsBasementBrickfloor4x5,NORTH,1,BrickRuinsBasementBrickWall3x3,NORTH,1,BrickRuinsBasementCobblestone2x2,NORTH,1,BrickRuinsBasementWall1x1,NORTH,1,BrickRuinsBasementGravelBush3x3,NORTH,1,5) WBR(0,0,-6,BrickRuinsBasementWall1x1,NORTH,1,BrickRuinsBasementWall2x3,NORTH,1,BrickRuinsBasementBushWall3x3,NORTH,1,BrickRuinsBasementCobble1x1,NORTH,1,BrickRuinsBasementBrickWallBush5x6,NORTH,1,5) WBR(6,0,0,BrickRuinsBasementGravel1x1,NORTH,1,BrickRuinsBasementTorch1x1,NORTH,1,BrickRuinsBasementWall1x1,NORTH,1,BrickRuinsBasementWall2x3,NORTH,1,BrickRuinsBasementCobblestone2x2,NORTH,1,5) WBR(0,0,6,BrickRuinsBasementGravel1x1,NORTH,1,BrickRuinsBasementGravelBush3x3,NORTH,1,BrickRuinsBasementBrickWall3x4,NORTH,1,BrickRuinsBasementCobblestone2x2,NORTH,1,BrickRuinsBasementCobble1x1,NORTH,1,5) WBR(6,0,6,BrickRuinsBasementGravelBush3x3,NORTH,1,BrickRuinsBasementBrickFloor1x2,NORTH,1,BrickRuinsBasementGravel1x1,NORTH,1,BrickRuinsBasementBrickfloor4x5,NORTH,1,BrickRuinsBasementWall2x3,NORTH,1,5) WBR(-6,0,6,BrickRuinsBasementTorch1x1,NORTH,1,BrickRuinsBasementWall2x3,NORTH,1,BrickRuinsBasementBrickWallBush5x6,NORTH,1,BrickRuinsBasementBushWall3x3,NORTH,1,BrickRuinsBasementWall1x1,NORTH,1,5) WBR(6,0,-6,BrickRuinsBasementBrickFloor1x2,NORTH,1,BrickRuinsBasementGravelBush3x3,NORTH,1,BrickRuinsBasementCobblestone2x2,NORTH,1,BrickRuinsBasementCobble1x1,NORTH,1,BrickRuinsBasementGravel1x1,NORTH,1,5)