#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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: 0.1

# 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: 0

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.
B(-5,-9,-1,STONE)
B(-5,-9,0,STONE)
B(-5,-8,-1,STONE)
B(-5,-8,0,STONE)
B(-5,-7,-1,STONE)
B(-5,-7,0,STONE)
B(-5,-6,-1,STONE)
B(-5,-6,0,STONE)
B(-5,-5,-1,STONE)
B(-5,-5,0,STEP:11)
B(-5,-4,-1,DIRT)
B(-5,-4,0,DIRT)
B(-5,-3,-1,DIRT)
B(-5,-3,0,DIRT)
B(-5,-2,-1,DIRT)
B(-5,-2,0,DIRT)
B(-5,-1,-1,GRASS)
B(-5,-1,0,GRASS)
B(-5,1,-3,LEAVES:0)
B(-4,-9,-4,STONE)
B(-4,-9,-3,STONE)
B(-4,-9,-2,STONE)
B(-4,-9,-1,STONE)
B(-4,-9,0,STONE)
B(-4,-9,1,STONE)
B(-4,-8,-4,STONE)
B(-4,-8,-3,STONE)
B(-4,-8,-2,STONE)
B(-4,-8,-1,AIR)
B(-4,-8,0,AIR)
B(-4,-8,1,STONE)
B(-4,-7,-4,STONE)
B(-4,-7,-3,STONE)
B(-4,-7,-2,STONE)
B(-4,-7,-1,AIR)
B(-4,-7,0,AIR)
B(-4,-7,1,STONE)
B(-4,-6,-4,STONE)
B(-4,-6,-3,STEP:3)
B(-4,-6,-2,STONE)
B(-4,-6,-1,AIR)
B(-4,-6,0,AIR)
B(-4,-6,1,STONE)
B(-4,-5,-4,STONE)
B(-4,-5,-3,STONE)
B(-4,-5,-2,STONE)
B(-4,-5,-1,AIR)
B(-4,-5,0,AIR)
B(-4,-5,1,STONE)
B(-4,-4,-4,DIRT)
B(-4,-4,-3,DIRT)
B(-4,-4,-2,DIRT)
B(-4,-4,-1,AIR)
B(-4,-4,0,AIR)
B(-4,-4,1,DIRT)
B(-4,-3,-4,DIRT)
B(-4,-3,-3,DIRT)
B(-4,-3,-2,DIRT)
B(-4,-3,-1,DIRT)
B(-4,-3,0,AIR)
B(-4,-3,1,DIRT)
B(-4,-2,-4,DIRT)
B(-4,-2,-3,LOG)
B(-4,-2,-2,DIRT)
B(-4,-2,-1,DIRT)
B(-4,-2,0,AIR)
B(-4,-2,1,DIRT)
B(-4,-1,-4,DIRT)
B(-4,-1,-3,LOG)
B(-4,-1,-2,GRASS)
B(-4,-1,-1,GRASS)
B(-4,-1,0,AIR)
B(-4,-1,1,GRASS)
B(-4,0,-4,LOG:8)
B(-4,0,-3,LOG)
B(-4,0,0,SMOOTH_BRICK)
B(-4,1,-4,LEAVES:0)
B(-4,1,-3,LOG)
B(-4,1,-2,LEAVES:0)
B(-4,1,0,SMOOTH_BRICK)
B(-4,2,-3,LEAVES:0)
B(-4,2,0,SMOOTH_BRICK)
B(-3,-9,-6,STONE)
B(-3,-9,-5,STONE)
B(-3,-9,-4,STONE)
B(-3,-9,-3,STONE)
B(-3,-9,-2,STONE)
B(-3,-9,-1,STONE)
B(-3,-9,0,STONE)
B(-3,-9,1,STONE)
B(-3,-9,2,STONE)
B(-3,-9,3,STONE)
B(-3,-8,-6,STONE)
B(-3,-8,-5,STONE)
B(-3,-8,-4,DOUBLE_STEP:3)
B(-3,-8,-3,STEP:3)
B(-3,-8,-2,AIR)
B(-3,-8,-1,AIR)
B(-3,-8,0,AIR)
B(-3,-8,1,AIR)
B(-3,-8,2,STONE)
B(-3,-8,3,STONE)
B(-3,-7,-6,STONE)
B(-3,-7,-5,STONE)
B(-3,-7,-4,AIR)
B(-3,-7,-3,AIR)
B(-3,-7,-2,AIR)
B(-3,-7,-1,AIR)
B(-3,-7,0,AIR)
B(-3,-7,1,AIR)
B(-3,-7,2,STONE)
B(-3,-7,3,STONE)
B(-3,-6,-6,STONE)
B(-3,-6,-5,STONE)
B(-3,-6,-4,AIR)
B(-3,-6,-3,AIR)
B(-3,-6,-2,AIR)
B(-3,-6,-1,AIR)
B(-3,-6,0,AIR)
B(-3,-6,1,AIR)
B(-3,-6,2,STONE)
B(-3,-6,3,STONE)
B(-3,-5,-6,STONE)
B(-3,-5,-5,STONE)
B(-3,-5,-4,AIR)
B(-3,-5,-3,AIR)
B(-3,-5,-2,AIR)
B(-3,-5,-1,AIR)
B(-3,-5,0,AIR)
B(-3,-5,1,AIR)
B(-3,-5,2,STEP:3)
B(-3,-5,3,STONE)
B(-3,-4,-6,DIRT)
B(-3,-4,-5,DIRT)
B(-3,-4,-4,STONE)
B(-3,-4,-3,STONE)
B(-3,-4,-2,AIR)
B(-3,-4,-1,AIR)
B(-3,-4,0,AIR)
B(-3,-4,1,AIR)
B(-3,-4,2,DIRT)
B(-3,-4,3,DIRT)
B(-3,-3,-6,DIRT)
B(-3,-3,-5,DIRT)
B(-3,-3,-4,DIRT)
B(-3,-3,-3,DIRT)
B(-3,-3,-2,DIRT)
B(-3,-3,-1,DIRT)
B(-3,-3,0,AIR)
B(-3,-3,1,DIRT)
B(-3,-3,2,DIRT)
B(-3,-3,3,DIRT)
B(-3,-2,-6,DIRT)
B(-3,-2,-5,DIRT)
B(-3,-2,-4,DIRT)
B(-3,-2,-3,DIRT)
B(-3,-2,-2,DIRT)
B(-3,-2,-1,DIRT)
B(-3,-2,0,AIR)
B(-3,-2,1,DIRT)
B(-3,-2,2,DIRT)
B(-3,-2,3,DIRT)
B(-3,-1,-6,GRASS)
B(-3,-1,-5,GRASS)
B(-3,-1,-4,GRASS)
B(-3,-1,-3,GRASS)
B(-3,-1,-2,DIRT)
B(-3,-1,-1,DIRT)
B(-3,-1,0,TRAP_DOOR:9)
B(-3,-1,1,DIRT)
B(-3,-1,2,DIRT)
B(-3,-1,3,GRASS)
B(-3,0,-6,LEAVES:0)
B(-3,0,-4,LEAVES:0)
B(-3,0,-2,SMOOTH_BRICK)
B(-3,0,-1,SMOOTH_BRICK)
B(-3,0,1,SMOOTH_BRICK)
B(-3,0,2,SMOOTH_BRICK)
B(-3,1,-6,LEAVES:0)
B(-3,1,-3,LEAVES:0)
B(-3,1,-1,SMOOTH_BRICK)
B(-3,1,0,VINE:2)
B(-3,1,1,VINE:1)
B(-3,1,2,SMOOTH_BRICK)
B(-3,2,0,VINE:2)
B(-2,-9,-6,STONE)
B(-2,-9,-5,STONE)
B(-2,-9,-4,STONE)
B(-2,-9,-3,STONE)
B(-2,-9,-2,STONE)
B(-2,-9,-1,STEP:3)
B(-2,-9,0,STONE)
B(-2,-9,1,STONE)
B(-2,-9,2,STONE)
B(-2,-9,3,STONE)
B(-2,-8,-6,STONE)
B(-2,-8,-5,STEP:3)
B(-2,-8,-4,AIR)
B(-2,-8,-3,AIR)
B(-2,-8,-2,AIR)
B(-2,-8,-1,AIR)
B(-2,-8,0,AIR)
B(-2,-8,1,AIR)
B(-2,-8,2,STONE)
B(-2,-8,3,STONE)
B(-2,-7,-6,STEP:3)
B(-2,-7,-5,AIR)
B(-2,-7,-4,AIR)
B(-2,-7,-3,AIR)
B(-2,-7,-2,AIR)
B(-2,-7,-1,AIR)
B(-2,-7,0,AIR)
B(-2,-7,1,AIR)
B(-2,-7,2,STEP:3)
B(-2,-7,3,STONE)
B(-2,-6,-6,STONE)
B(-2,-6,-5,AIR)
B(-2,-6,-4,AIR)
B(-2,-6,-3,AIR)
B(-2,-6,-2,AIR)
B(-2,-6,-1,AIR)
B(-2,-6,0,AIR)
B(-2,-6,1,AIR)
B(-2,-6,2,AIR)
B(-2,-6,3,STONE)
B(-2,-5,-6,STONE)
B(-2,-5,-5,AIR)
B(-2,-5,-4,AIR)
B(-2,-5,-3,AIR)
B(-2,-5,-2,AIR)
B(-2,-5,-1,AIR)
B(-2,-5,0,AIR)
B(-2,-5,1,AIR)
B(-2,-5,2,AIR)
B(-2,-5,3,STONE)
B(-2,-4,-6,DIRT)
B(-2,-4,-5,STONE)
B(-2,-4,-4,STONE)
B(-2,-4,-3,AIR)
B(-2,-4,-2,AIR)
B(-2,-4,-1,IRON_FENCE)
B(-2,-4,0,AIR)
B(-2,-4,1,AIR)
B(-2,-4,2,DIRT)
B(-2,-4,3,DIRT)
B(-2,-3,-6,DIRT)
B(-2,-3,-5,DIRT)
B(-2,-3,-4,DIRT)
B(-2,-3,-3,DIRT)
B(-2,-3,-2,DIRT)
B(-2,-3,-1,DIRT)
B(-2,-3,0,DIRT)
B(-2,-3,1,DIRT)
B(-2,-3,2,DIRT)
B(-2,-3,3,DIRT)
B(-2,-2,-6,DIRT)
B(-2,-2,-5,DIRT)
B(-2,-2,-4,DIRT)
B(-2,-2,-3,DIRT)
B(-2,-2,-2,DIRT)
B(-2,-2,-1,DIRT)
B(-2,-2,0,DIRT)
B(-2,-2,1,DIRT)
B(-2,-2,2,DIRT)
B(-2,-2,3,DIRT)
B(-2,-1,-6,DIRT)
B(-2,-1,-5,GRASS)
B(-2,-1,-4,GRASS)
B(-2,-1,-3,GRASS)
B(-2,-1,-2,GRASS)
B(-2,-1,-1,SMOOTH_BRICK)
B(-2,-1,0,GRASS)
B(-2,-1,1,DIRT)
B(-2,-1,2,DIRT)
B(-2,-1,3,GRASS)
B(-2,0,-6,LOG:4)
B(-2,0,-5,LEAVES:0)
B(-2,0,-4,VINE:4)
B(-2,0,-2,VINE:2)
B(-2,0,-1,VINE:2)
B(-2,0,0,LEAVES:0)
B(-2,0,1,LOG)
B(-2,0,2,SMOOTH_BRICK)
B(-2,0,4,LEAVES:0)
B(-2,1,-7,LEAVES:0)
B(-2,1,-6,LEAVES:0)
B(-2,1,-5,VINE:4)
B(-2,1,-3,VINE:2)
B(-2,1,-1,VINE:2)
B(-2,1,1,LEAVES:0)
B(-2,1,2,SMOOTH_BRICK)
B(-2,2,-6,LEAVES:0)
B(-2,2,-5,VINE:4)
B(-1,-9,-6,STONE)
B(-1,-9,-5,STONE)
B(-1,-9,-4,STONE)
B(-1,-9,-3,STONE)
B(-1,-9,-2,STONE)
B(-1,-9,-1,STONE)
B(-1,-9,0,DOUBLE_STEP:3)
B(-1,-9,1,STONE)
B(-1,-9,2,STONE)
B(-1,-9,3,STONE)
B(-1,-9,4,STONE)
B(-1,-8,-6,STONE)
B(-1,-8,-5,AIR)
B(-1,-8,-4,AIR)
B(-1,-8,-3,AIR)
RB(-1,-8,-2,MOB_SPAWNER,../../nbt/Spawner/Skeleton.nbt,50,MOB_SPAWNER,../../nbt/Spawner/Zombie.nbt,50)
B(-1,-8,-1,AIR)
B(-1,-8,0,AIR)
B(-1,-8,1,AIR)
B(-1,-8,2,STEP:3)
B(-1,-8,3,STONE)
B(-1,-8,4,STONE)
B(-1,-7,-6,STONE)
B(-1,-7,-5,AIR)
B(-1,-7,-4,AIR)
B(-1,-7,-3,AIR)
B(-1,-7,-2,AIR)
B(-1,-7,-1,AIR)
B(-1,-7,0,AIR)
B(-1,-7,1,AIR)
B(-1,-7,2,AIR)
B(-1,-7,3,STONE)
B(-1,-7,4,STONE)
B(-1,-6,-6,STONE)
B(-1,-6,-5,AIR)
B(-1,-6,-4,AIR)
B(-1,-6,-3,AIR)
B(-1,-6,-2,AIR)
B(-1,-6,-1,AIR)
B(-1,-6,0,AIR)
B(-1,-6,1,AIR)
B(-1,-6,2,AIR)
B(-1,-6,3,STEP:3)
B(-1,-6,4,STEP:3)
B(-1,-5,-6,STONE)
B(-1,-5,-5,AIR)
B(-1,-5,-4,IRON_FENCE)
B(-1,-5,-3,AIR)
B(-1,-5,-2,AIR)
B(-1,-5,-1,AIR)
B(-1,-5,0,AIR)
B(-1,-5,1,AIR)
B(-1,-5,2,AIR)
B(-1,-5,3,AIR)
B(-1,-5,4,STONE)
B(-1,-4,-6,STONE)
B(-1,-4,-5,STONE)
B(-1,-4,-4,STONE)
B(-1,-4,-3,AIR)
B(-1,-4,-2,AIR)
B(-1,-4,-1,AIR)
B(-1,-4,0,AIR)
B(-1,-4,1,AIR)
B(-1,-4,2,DIRT)
B(-1,-4,3,DIRT)
B(-1,-4,4,DIRT)
B(-1,-3,-6,DIRT)
B(-1,-3,-5,DIRT)
B(-1,-3,-4,DIRT)
B(-1,-3,-3,DIRT)
B(-1,-3,-2,DIRT)
B(-1,-3,-1,DIRT)
B(-1,-3,0,DIRT)
B(-1,-3,1,DIRT)
B(-1,-3,2,DIRT)
B(-1,-3,3,DIRT)
B(-1,-3,4,DIRT)
B(-1,-2,-6,DIRT)
B(-1,-2,-5,DIRT)
B(-1,-2,-4,DIRT)
B(-1,-2,-3,DIRT)
B(-1,-2,-2,DIRT)
B(-1,-2,-1,DIRT)
B(-1,-2,0,DIRT)
B(-1,-2,1,DIRT)
B(-1,-2,2,DIRT)
B(-1,-2,3,DIRT)
B(-1,-2,4,DIRT)
B(-1,-1,-6,LOG)
B(-1,-1,-5,GRASS)
B(-1,-1,-4,GRASS)
B(-1,-1,-3,GRASS)
B(-1,-1,-2,SMOOTH_BRICK)
B(-1,-1,-1,SMOOTH_BRICK)
B(-1,-1,0,DIRT)
B(-1,-1,1,GRASS)
B(-1,-1,2,GRASS)
B(-1,-1,3,GRASS)
B(-1,-1,4,DIRT)
B(-1,0,-7,LEAVES:0)
B(-1,0,-6,LOG)
B(-1,0,-5,LEAVES:0)
B(-1,0,-4,LEAVES:0)
B(-1,0,-3,VINE:4)
B(-1,0,-2,VINE:1)
B(-1,0,-1,LOG)
B(-1,0,0,LOG)
B(-1,0,1,LEAVES:0)
B(-1,0,2,VINE:2)
B(-1,0,3,LEAVES:0)
B(-1,0,4,LOG:4)
B(-1,1,-7,LEAVES:0)
B(-1,1,-6,LOG)
B(-1,1,-5,LEAVES:0)
B(-1,1,-4,VINE:4)
B(-1,1,-2,VINE:1)
B(-1,1,-1,LOG)
B(-1,1,0,LOG)
B(-1,1,2,VINE:2)
B(-1,1,3,LEAVES:0)
B(-1,1,4,LEAVES:0)
B(-1,2,-6,LEAVES:0)
B(-1,2,-5,VINE:4)
B(-1,2,-2,VINE:1)
B(-1,2,-1,LOG)
B(0,-9,-6,STONE)
B(0,-9,-5,STONE)
B(0,-9,-4,STONE)
B(0,-9,-3,STONE)
B(0,-9,-2,STONE)
B(0,-9,-1,DOUBLE_STEP:3)
B(0,-9,0,STONE)
B(0,-9,1,STONE)
B(0,-9,2,STONE)
B(0,-9,3,STEP:3)
B(0,-9,4,STONE)
B(0,-8,-6,STONE)
B(0,-8,-5,AIR)
B(0,-8,-4,AIR)
B(0,-8,-3,AIR)
B(0,-8,-2,AIR)
B(0,-8,-1,AIR)
B(0,-8,0,AIR)
B(0,-8,1,AIR)
B(0,-8,2,AIR)
B(0,-8,3,AIR)
B(0,-8,4,STONE)
B(0,-7,-6,STONE)
B(0,-7,-5,AIR)
B(0,-7,-4,AIR)
B(0,-7,-3,AIR)
B(0,-7,-2,AIR)
B(0,-7,-1,AIR)
B(0,-7,0,AIR)
B(0,-7,1,AIR)
B(0,-7,2,AIR)
B(0,-7,3,AIR)
B(0,-7,4,STONE)
B(0,-6,-6,STONE)
B(0,-6,-5,AIR)
B(0,-6,-4,AIR)
B(0,-6,-3,AIR)
B(0,-6,-2,AIR)
B(0,-6,-1,AIR)
B(0,-6,0,AIR)
B(0,-6,1,AIR)
B(0,-6,2,AIR)
B(0,-6,3,AIR)
B(0,-6,4,STONE)
B(0,-5,-6,STONE)
B(0,-5,-5,AIR)
B(0,-5,-4,AIR)
B(0,-5,-3,AIR)
B(0,-5,-2,AIR)
B(0,-5,-1,AIR)
B(0,-5,0,AIR)
B(0,-5,1,AIR)
B(0,-5,2,AIR)
B(0,-5,3,STONE)
B(0,-5,4,STONE)
B(0,-4,-6,STONE)
B(0,-4,-5,STONE)
B(0,-4,-4,AIR)
B(0,-4,-3,AIR)
B(0,-4,-2,AIR)
B(0,-4,-1,IRON_FENCE)
B(0,-4,1,AIR)
B(0,-4,2,AIR)
B(0,-4,3,DIRT)
B(0,-4,4,DIRT)
B(0,-3,-6,DIRT)
B(0,-3,-5,DIRT)
B(0,-3,-4,DIRT)
B(0,-3,-3,DIRT)
B(0,-3,-2,DIRT)
B(0,-3,-1,DIRT)
B(0,-3,0,DIRT)
B(0,-3,1,DIRT)
B(0,-3,2,DIRT)
B(0,-3,3,DIRT)
B(0,-3,4,DIRT)
B(0,-2,-6,DIRT)
B(0,-2,-5,DIRT)
B(0,-2,-4,DIRT)
B(0,-2,-3,DIRT)
B(0,-2,-2,DIRT)
B(0,-2,-1,DIRT)
B(0,-2,0,DIRT)
B(0,-2,1,DIRT)
B(0,-2,2,DIRT)
B(0,-2,3,DIRT)
B(0,-2,4,DIRT)
B(0,-1,-6,GRASS)
B(0,-1,-5,GRASS)
B(0,-1,-4,GRASS)
B(0,-1,-3,GRASS)
B(0,-1,-2,SMOOTH_BRICK)
B(0,-1,-1,LOG)
B(0,-1,0,DIRT)
B(0,-1,1,SMOOTH_BRICK)
B(0,-1,2,GRASS)
B(0,-1,3,GRASS)
B(0,-1,4,DIRT)
B(0,0,-6,LEAVES:0)
B(0,0,-5,LEAVES:0)
B(0,0,-4,VINE:4)
B(0,0,-1,VINE:2)
B(0,0,0,LOG)
B(0,0,1,LOG)
B(0,0,3,LEAVES:0)
B(0,0,4,LOG)
B(0,1,-6,LEAVES:0)
B(0,1,-5,VINE:4)
B(0,1,-1,VINE:2)
B(0,1,0,VINE:2)
B(0,1,1,LOG)
B(0,1,2,VINE:1)
B(0,1,3,LEAVES:0)
B(0,1,4,LOG)
B(0,2,-1,VINE:2)
B(0,2,4,LEAVES:0)
B(1,-9,-7,STONE)
B(1,-9,-6,STONE)
B(1,-9,-5,STONE)
B(1,-9,-4,STONE)
B(1,-9,-3,STEP:11)
B(1,-9,-2,STONE)
B(1,-9,-1,STONE)
B(1,-9,0,STONE)
B(1,-9,1,STONE)
B(1,-9,2,STEP:3)
B(1,-9,3,STONE)
B(1,-9,4,STONE)
B(1,-8,-7,STONE)
B(1,-8,-6,AIR)
B(1,-8,-5,AIR)
B(1,-8,-4,AIR)
B(1,-8,-3,AIR)
B(1,-8,-2,AIR)
B(1,-8,-1,AIR)
B(1,-8,0,AIR)
B(1,-8,1,AIR)
B(1,-8,2,AIR)
B(1,-8,3,STEP:3)
B(1,-8,4,STONE)
B(1,-7,-7,STONE)
B(1,-7,-6,AIR)
B(1,-7,-5,AIR)
B(1,-7,-4,AIR)
B(1,-7,-3,AIR)
B(1,-7,-2,AIR)
B(1,-7,-1,AIR)
B(1,-7,0,AIR)
B(1,-7,1,AIR)
B(1,-7,2,AIR)
B(1,-7,3,AIR)
B(1,-7,4,STONE)
B(1,-6,-7,STONE)
B(1,-6,-6,AIR)
B(1,-6,-5,AIR)
B(1,-6,-4,AIR)
B(1,-6,-3,AIR)
B(1,-6,-2,AIR)
B(1,-6,-1,AIR)
B(1,-6,0,AIR)
B(1,-6,1,AIR)
B(1,-6,2,AIR)
B(1,-6,3,STONE)
B(1,-6,4,STONE)
B(1,-5,-7,STONE)
B(1,-5,-6,AIR)
B(1,-5,-5,AIR)
B(1,-5,-4,AIR)
B(1,-5,-3,AIR)
B(1,-5,-2,AIR)
B(1,-5,-1,AIR)
B(1,-5,0,IRON_FENCE)
B(1,-5,1,AIR)
B(1,-5,2,STONE)
B(1,-5,3,STONE)
B(1,-5,4,STONE)
B(1,-4,-7,DIRT)
B(1,-4,-6,STONE)
B(1,-4,-5,STONE)
B(1,-4,-4,AIR)
B(1,-4,-3,AIR)
B(1,-4,-2,AIR)
B(1,-4,-1,AIR)
B(1,-4,0,IRON_FENCE)
B(1,-4,1,AIR)
B(1,-4,2,DIRT)
B(1,-4,3,DIRT)
B(1,-4,4,DIRT)
B(1,-3,-7,DIRT)
B(1,-3,-6,DIRT)
B(1,-3,-5,DIRT)
B(1,-3,-4,DIRT)
B(1,-3,-3,DIRT)
B(1,-3,-2,DIRT)
B(1,-3,-1,DIRT)
B(1,-3,0,DIRT)
B(1,-3,1,DIRT)
B(1,-3,2,DIRT)
B(1,-3,3,DIRT)
B(1,-3,4,DIRT)
B(1,-2,-7,DIRT)
B(1,-2,-6,DIRT)
B(1,-2,-5,DIRT)
B(1,-2,-4,DIRT)
B(1,-2,-3,DIRT)
B(1,-2,-2,DIRT)
B(1,-2,-1,DIRT)
B(1,-2,0,DIRT)
B(1,-2,1,DIRT)
B(1,-2,2,DIRT)
B(1,-2,3,DIRT)
B(1,-2,4,DIRT)
B(1,-1,-7,GRASS)
B(1,-1,-6,GRASS)
B(1,-1,-5,GRASS)
B(1,-1,-4,SMOOTH_BRICK)
B(1,-1,-3,GRASS)
B(1,-1,-2,LOG)
B(1,-1,-1,LOG)
B(1,-1,0,LOG)
B(1,-1,1,GRASS)
B(1,-1,2,GRASS)
B(1,-1,3,GRASS)
B(1,-1,4,GRASS)
B(1,0,-6,LEAVES:0)
B(1,0,-5,VINE:4)
B(1,0,-1,VINE:8)
B(1,0,0,VINE:8)
B(1,0,1,LEAVES:0)
B(1,0,2,LEAVES:0)
B(1,0,3,LEAVES:0)
B(1,0,4,LEAVES:0)
B(1,1,0,VINE:1)
B(1,1,1,LOG)
B(1,1,2,LEAVES:0)
B(1,1,3,VINE:1)
B(1,1,4,LEAVES:0)
B(1,2,0,VINE:1)
B(1,2,1,LOG)
B(1,2,3,VINE:1)
B(1,2,4,LEAVES:0)
B(2,-9,-7,STONE)
B(2,-9,-6,STONE)
B(2,-9,-5,STONE)
B(2,-9,-4,STEP:3)
B(2,-9,-3,STEP:3)
B(2,-9,-2,STONE)
B(2,-9,-1,STONE)
B(2,-9,0,STONE)
B(2,-9,1,STONE)
B(2,-9,2,STONE)
B(2,-9,3,STONE)
B(2,-9,4,STONE)
B(2,-8,-7,STONE)
B(2,-8,-6,AIR)
B(2,-8,-5,AIR)
B(2,-8,-4,AIR)
B(2,-8,-3,AIR)
B(2,-8,-2,AIR)
B(2,-8,-1,AIR)
B(2,-8,0,AIR)
B(2,-8,1,AIR)
B(2,-8,2,AIR)
B(2,-8,3,STEP:3)
B(2,-8,4,STONE)
B(2,-7,-7,STONE)
B(2,-7,-6,AIR)
B(2,-7,-5,AIR)
B(2,-7,-4,AIR)
B(2,-7,-3,AIR)
B(2,-7,-2,AIR)
B(2,-7,-1,AIR)
B(2,-7,0,AIR)
B(2,-7,1,AIR)
B(2,-7,2,AIR)
B(2,-7,3,AIR)
B(2,-7,4,STONE)
B(2,-6,-7,STONE)
B(2,-6,-6,AIR)
B(2,-6,-5,AIR)
B(2,-6,-4,AIR)
B(2,-6,-3,AIR)
B(2,-6,-2,AIR)
B(2,-6,-1,AIR)
B(2,-6,0,AIR)
B(2,-6,1,AIR)
B(2,-6,2,AIR)
B(2,-6,3,STONE)
B(2,-6,4,STONE)
B(2,-5,-7,STONE)
B(2,-5,-6,AIR)
B(2,-5,-5,AIR)
B(2,-5,-4,IRON_FENCE)
B(2,-5,-3,AIR)
B(2,-5,-2,AIR)
B(2,-5,-1,AIR)
B(2,-5,0,AIR)
B(2,-5,1,AIR)
B(2,-5,2,AIR)
B(2,-5,3,STONE)
B(2,-5,4,STONE)
B(2,-4,-7,DIRT)
B(2,-4,-6,STONE)
B(2,-4,-5,STONE)
B(2,-4,-4,STONE)
B(2,-4,-3,AIR)
B(2,-4,-2,AIR)
B(2,-4,-1,AIR)
B(2,-4,0,AIR)
B(2,-4,1,AIR)
B(2,-4,2,DIRT)
B(2,-4,3,DIRT)
B(2,-4,4,DIRT)
B(2,-3,-7,DIRT)
B(2,-3,-6,DIRT)
B(2,-3,-5,DIRT)
B(2,-3,-4,DIRT)
B(2,-3,-3,DIRT)
B(2,-3,-2,DIRT)
B(2,-3,-1,DIRT)
B(2,-3,0,DIRT)
B(2,-3,1,DIRT)
B(2,-3,2,DIRT)
B(2,-3,3,DIRT)
B(2,-3,4,DIRT)
B(2,-2,-7,DIRT)
B(2,-2,-6,DIRT)
B(2,-2,-5,DIRT)
B(2,-2,-4,DIRT)
B(2,-2,-3,DIRT)
B(2,-2,-2,DIRT)
B(2,-2,-1,DIRT)
B(2,-2,0,DIRT)
B(2,-2,1,DIRT)
B(2,-2,2,DIRT)
B(2,-2,3,DIRT)
B(2,-2,4,DIRT)
B(2,-1,-7,GRASS)
B(2,-1,-6,SMOOTH_BRICK)
B(2,-1,-5,GRASS)
B(2,-1,-4,GRASS)
B(2,-1,-3,GRASS)
B(2,-1,-2,DIRT)
B(2,-1,-1,DIRT)
B(2,-1,0,SMOOTH_BRICK)
B(2,-1,1,SMOOTH_BRICK)
B(2,-1,2,GRASS)
B(2,-1,3,GRASS)
B(2,-1,4,GRASS)
B(2,0,-6,VINE:2)
B(2,0,-3,VINE:1)
B(2,0,-2,LOG)
B(2,0,-1,LOG)
B(2,0,0,LOG)
B(2,0,1,LOG)
B(2,0,2,LEAVES:0)
B(2,0,3,LEAVES:0)
B(2,0,4,LEAVES:0)
B(2,1,-2,VINE:1)
B(2,1,-1,LOG)
B(2,1,0,LOG)
B(2,1,1,LOG)
B(2,1,2,LEAVES:0)
B(3,-9,-6,STONE)
B(3,-9,-5,STONE)
B(3,-9,-4,STONE)
B(3,-9,-3,STONE)
B(3,-9,-2,STONE)
B(3,-9,-1,STONE)
B(3,-9,0,STONE)
B(3,-9,1,STONE)
B(3,-9,2,STONE)
B(3,-9,3,STONE)
B(3,-9,4,STONE)
B(3,-8,-6,STONE)
B(3,-8,-5,AIR)
B(3,-8,-4,AIR)
B(3,-8,-3,AIR)
B(3,-8,-2,COBBLESTONE_STAIRS:7)
B(3,-8,-1,STEP:11)
B(3,-8,0,COBBLESTONE_STAIRS:6)
B(3,-8,1,AIR)
B(3,-8,2,STONE)
B(3,-8,3,STONE)
B(3,-8,4,STONE)
B(3,-7,-6,STONE)
B(3,-7,-5,AIR)
B(3,-7,-4,AIR)
B(3,-7,-3,AIR)
RB(3,-7,-2,CHEST,../../nbt/VanillaLoot/desert_pyramid.nbt,50,CHEST,../../nbt/VanillaLoot/jungle_temple.nbt,100)
B(3,-7,-1,AIR)
B(3,-7,0,SKULL:1)
B(3,-7,1,AIR)
B(3,-7,2,STEP:3)
B(3,-7,3,STONE)
B(3,-7,4,STONE)
B(3,-6,-6,STONE)
B(3,-6,-5,AIR)
B(3,-6,-4,AIR)
B(3,-6,-3,AIR)
B(3,-6,-2,AIR)
B(3,-6,-1,AIR)
B(3,-6,0,AIR)
B(3,-6,1,AIR)
B(3,-6,2,AIR)
B(3,-6,3,STONE)
B(3,-6,4,STONE)
B(3,-5,-6,DIRT)
B(3,-5,-5,AIR)
B(3,-5,-4,AIR)
B(3,-5,-3,AIR)
B(3,-5,-2,AIR)
B(3,-5,-1,AIR)
B(3,-5,0,AIR)
B(3,-5,1,AIR)
B(3,-5,2,STONE)
B(3,-5,3,STONE)
B(3,-5,4,STONE)
B(3,-4,-6,STONE)
B(3,-4,-5,STONE)
B(3,-4,-4,STONE)
B(3,-4,-3,STONE)
B(3,-4,-2,AIR)
B(3,-4,-1,AIR)
B(3,-4,0,AIR)
B(3,-4,1,AIR)
B(3,-4,2,DIRT)
B(3,-4,3,DIRT)
B(3,-4,4,DIRT)
B(3,-3,-6,DIRT)
B(3,-3,-5,DIRT)
B(3,-3,-4,DIRT)
B(3,-3,-3,DIRT)
B(3,-3,-2,DIRT)
B(3,-3,-1,DIRT)
B(3,-3,0,DIRT)
B(3,-3,1,DIRT)
B(3,-3,2,DIRT)
B(3,-3,3,DIRT)
B(3,-3,4,DIRT)
B(3,-2,-6,DIRT)
B(3,-2,-5,DIRT)
B(3,-2,-4,DIRT)
B(3,-2,-3,DIRT)
B(3,-2,-2,DIRT)
B(3,-2,-1,DIRT)
B(3,-2,0,DIRT)
B(3,-2,1,DIRT)
B(3,-2,2,DIRT)
B(3,-2,3,DIRT)
B(3,-2,4,DIRT)
B(3,-1,-6,SMOOTH_BRICK)
B(3,-1,-5,SMOOTH_BRICK)
B(3,-1,-4,SMOOTH_BRICK)
B(3,-1,-3,GRASS)
B(3,-1,-2,GRASS)
B(3,-1,-1,GRASS)
B(3,-1,0,SMOOTH_BRICK)
B(3,-1,1,GRASS)
B(3,-1,2,GRASS)
B(3,-1,3,GRASS)
B(3,-1,4,DIRT)
B(3,0,-4,VINE:1)
B(3,0,-3,LEAVES:0)
B(3,0,2,LEAVES:0)
B(3,0,3,LEAVES:0)
B(3,0,4,LOG)
B(3,1,-3,VINE:8)
B(3,1,-2,VINE:8)
B(3,1,-1,VINE:2)
B(3,1,0,VINE:1)
B(3,1,1,LEAVES:0)
B(3,1,2,LEAVES:0)
B(3,2,-3,VINE:8)
B(3,2,1,VINE:1)
B(3,2,2,LEAVES:0)
B(4,-9,-5,STONE)
B(4,-9,-4,STONE)
B(4,-9,-3,STONE)
B(4,-9,-2,STONE)
B(4,-9,-1,STONE)
B(4,-9,0,STONE)
B(4,-9,1,STONE)
B(4,-9,2,STONE)
B(4,-8,-5,STONE)
B(4,-8,-4,STONE)
B(4,-8,-3,STONE)
B(4,-8,-2,STONE)
B(4,-8,-1,STONE)
B(4,-8,0,STONE)
B(4,-8,1,STONE)
B(4,-8,2,STONE)
B(4,-7,-5,STONE)
B(4,-7,-4,STEP:3)
B(4,-7,-3,STONE)
B(4,-7,-2,STONE)
B(4,-7,-1,STONE)
B(4,-7,0,STONE)
B(4,-7,1,STONE)
B(4,-7,2,STONE)
B(4,-6,-5,STONE)
B(4,-6,-4,STONE)
B(4,-6,-3,STONE)
B(4,-6,-2,STONE)
B(4,-6,-1,STEP:3)
B(4,-6,0,STONE)
B(4,-6,1,STONE)
B(4,-6,2,STONE)
B(4,-5,-5,DIRT)
B(4,-5,-4,DIRT)
B(4,-5,-3,STONE)
B(4,-5,-2,STONE)
B(4,-5,-1,STONE)
B(4,-5,0,STEP:3)
B(4,-5,1,STONE)
B(4,-5,2,STONE)
B(4,-4,-5,DIRT)
B(4,-4,-4,DIRT)
B(4,-4,-3,DIRT)
B(4,-4,-2,DIRT)
B(4,-4,-1,DIRT)
B(4,-4,0,DIRT)
B(4,-4,1,DIRT)
B(4,-4,2,DIRT)
B(4,-3,-5,DIRT)
B(4,-3,-4,DIRT)
B(4,-3,-3,LOG)
B(4,-3,-2,DIRT)
B(4,-3,-1,DIRT)
B(4,-3,0,DIRT)
B(4,-3,1,DIRT)
B(4,-3,2,DIRT)
B(4,-2,-5,DIRT)
B(4,-2,-4,DIRT)
B(4,-2,-3,LOG)
B(4,-2,-2,DIRT)
B(4,-2,-1,DIRT)
B(4,-2,0,DIRT)
B(4,-2,1,DIRT)
B(4,-2,2,DIRT)
B(4,-1,-5,SMOOTH_BRICK)
B(4,-1,-4,SMOOTH_BRICK)
B(4,-1,-3,LOG)
B(4,-1,-2,DIRT)
B(4,-1,-1,DIRT)
B(4,-1,0,DIRT)
B(4,-1,1,DIRT)
B(4,-1,2,DIRT)
B(4,0,-3,LOG)
B(4,0,-2,SMOOTH_BRICK)
B(4,0,-1,SMOOTH_BRICK)
B(4,0,0,SMOOTH_BRICK)
B(4,0,1,SMOOTH_BRICK)
B(4,0,2,LOG)
B(4,0,3,LEAVES:0)
B(4,0,4,LEAVES:0)
B(4,1,-4,LEAVES:0)
B(4,1,-3,LEAVES:0)
B(4,1,-2,SMOOTH_BRICK)
B(4,1,0,LEAVES:0)
B(4,1,1,LOG:8)
B(4,1,2,LOG)
B(4,1,3,LEAVES:0)
B(4,2,-3,LEAVES:0)
B(4,2,-2,LEAVES:0)
B(4,2,1,LEAVES:0)
B(4,2,2,LOG)
B(4,2,3,LEAVES:0)
B(4,3,2,LEAVES:0)
B(5,0,-3,LEAVES:0)
B(5,0,2,LEAVES:0)
B(5,1,-3,LEAVES:0)
B(5,1,-2,LEAVES:0)
B(5,1,1,LEAVES:0)
B(5,1,2,LEAVES:0)
B(5,2,2,LEAVES:0)

#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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(0,0,0,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
BlockCheck(0,-1,0,GRASS,DIRT,DIRT:2,STONE,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