
#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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: MC_Pitman

# 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: 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: 10.0

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

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

# 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: -1

# 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: 46

######################
# 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 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.
# 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.
B(-8,0,0,PRISMARINE)
B(-8,0,1,PRISMARINE)
B(-8,0,2,PRISMARINE)
B(-8,1,0,PRISMARINE)
B(-8,1,2,SPONGE)
B(-7,0,-2,PRISMARINE)
B(-7,0,-1,PRISMARINE)
B(-7,0,0,CLAY)
B(-7,0,1,PRISMARINE)
B(-7,0,2,PRISMARINE)
B(-7,0,3,CLAY)
B(-7,0,4,PRISMARINE)
B(-7,1,-2,PRISMARINE)
B(-7,1,-1,CLAY)
B(-7,1,0,PRISMARINE)
B(-7,1,1,PRISMARINE)
B(-7,1,2,PRISMARINE)
B(-7,1,3,SPONGE)
B(-7,2,0,PRISMARINE)
B(-7,2,1,PRISMARINE)
B(-7,2,3,PRISMARINE)
B(-7,3,0,PRISMARINE)
B(-7,3,1,PRISMARINE)
B(0,5,-1,STATIONARY_WATER)
E(0,5,-1,Guardian,1,Guardian.txt)
B(-6,0,-5,PRISMARINE)
B(-6,0,-4,PRISMARINE)
B(-6,0,-3,PRISMARINE)
B(-6,0,-2,PRISMARINE)
B(-6,0,-1,PRISMARINE)
B(-6,0,0,PRISMARINE)
B(-6,0,1,PRISMARINE)
B(-6,0,2,PRISMARINE)
B(-6,0,3,PRISMARINE)
B(-6,0,4,PRISMARINE)
B(-6,0,5,CLAY)
B(-6,1,-4,PRISMARINE)
B(-6,1,-3,PRISMARINE)
B(-6,1,-2,PRISMARINE)
B(-6,1,-1,PRISMARINE)
B(-6,1,0,CLAY)
B(-6,1,1,PRISMARINE)
B(-6,1,5,PRISMARINE)
B(-6,2,-2,PRISMARINE)
B(-6,2,-1,PRISMARINE)
B(-6,2,0,PRISMARINE)
B(-6,2,1,PRISMARINE)
B(-6,3,-1,SPONGE:1)
B(-6,3,1,PRISMARINE)
B(-6,4,-1,SPONGE:1)
B(-5,0,-6,PRISMARINE)
B(-5,0,-5,PRISMARINE)
B(-5,0,-2,PRISMARINE)
B(-5,0,-1,PRISMARINE)
B(-5,0,0,PRISMARINE)
B(-5,0,1,SPONGE)
B(-5,0,2,PRISMARINE)
B(-5,0,3,PRISMARINE)
B(-5,0,4,PRISMARINE)
B(-5,0,6,PRISMARINE)
B(-5,1,-6,PRISMARINE)
B(-5,1,-5,CLAY)
B(-5,1,-2,PRISMARINE)
B(-5,1,-1,PRISMARINE)
B(-5,1,0,PRISMARINE)
B(-5,1,1,PRISMARINE)
B(-5,1,2,PRISMARINE)
B(-5,1,3,PRISMARINE)
B(-5,1,4,PRISMARINE)
B(-5,2,-2,PRISMARINE)
B(-5,2,1,PRISMARINE)
B(-5,2,4,PRISMARINE)
B(-5,3,1,CLAY)
B(-5,3,4,SPONGE:1)
B(-5,4,1,PRISMARINE)
B(-5,4,4,SPONGE:1)
B(-5,5,4,SPONGE:1)
B(-5,6,5,SPONGE:1)
B(-4,0,-7,PRISMARINE)
B(-4,0,-6,PRISMARINE)
B(-4,0,-5,PRISMARINE)
B(-4,0,-4,PRISMARINE)
B(-4,0,-3,PRISMARINE)
B(-4,0,-2,PRISMARINE)
B(-4,0,-1,PRISMARINE)
B(-4,0,0,PRISMARINE)
B(-4,0,1,PRISMARINE)
B(-4,0,2,PRISMARINE)
B(-4,0,3,PRISMARINE)
B(-4,0,4,SPONGE)
B(-4,0,5,PRISMARINE)
B(-4,0,6,PRISMARINE)
B(-4,0,7,PRISMARINE)
B(-4,1,-7,PRISMARINE)
B(-4,1,-5,PRISMARINE)
B(-4,1,-4,PRISMARINE)
B(-4,1,-3,PRISMARINE)
B(-4,1,-2,PRISMARINE)
B(-4,1,0,PRISMARINE)
B(-4,1,1,CLAY)
B(-4,1,2,PRISMARINE)
B(-4,1,4,CLAY)
B(-4,1,5,CLAY)
B(-4,2,-5,SPONGE:1)
B(-4,2,0,CLAY)
B(-4,2,1,PRISMARINE)
B(-4,2,2,PRISMARINE)
B(-4,2,4,PRISMARINE)
B(-4,2,5,PRISMARINE)
B(-4,3,-5,SPONGE:1)
B(-4,3,1,PRISMARINE)
B(-4,3,2,PRISMARINE)
B(-4,3,5,CLAY)
B(-4,4,-5,SPONGE:1)
B(-4,4,2,PRISMARINE)
B(-4,5,2,SPONGE:1)
B(-4,6,2,SPONGE:1)
B(-3,0,-7,SPONGE)
B(-3,0,-5,PRISMARINE)
B(-3,0,-4,PRISMARINE)
B(-3,0,-3,PRISMARINE)
B(-3,0,-2,PRISMARINE)
B(-3,0,-1,PRISMARINE)
B(-3,0,0,PRISMARINE)
B(-3,0,1,PRISMARINE)
B(-3,0,2,PRISMARINE)
B(-3,0,3,PRISMARINE)
B(-3,0,4,PRISMARINE)
B(-3,0,5,PRISMARINE)
B(-3,0,6,PRISMARINE)
B(-3,0,7,PRISMARINE)
B(-3,1,-5,PRISMARINE)
B(-3,1,-4,PRISMARINE)
B(-3,1,-3,PRISMARINE)
B(-3,1,-2,CLAY)
B(-3,1,-1,PRISMARINE)
B(-3,1,0,PRISMARINE)
B(-3,1,1,PRISMARINE)
B(-3,1,2,PRISMARINE)
B(-3,1,3,PRISMARINE)
B(-3,1,7,PRISMARINE)
B(-3,2,-5,CLAY)
B(-3,2,-4,PRISMARINE)
B(-3,2,-3,PRISMARINE)
B(-3,2,-2,CLAY)
B(-3,2,-1,PRISMARINE)
B(-3,2,0,PRISMARINE)
B(-3,2,1,PRISMARINE)
B(-3,2,2,PRISMARINE)
B(-3,3,-4,PRISMARINE)
B(-3,3,0,PRISMARINE)
B(-3,4,0,SPONGE:1)
B(-3,5,0,SPONGE:1)
B(-3,6,0,SPONGE:1)
B(-3,7,-1,SPONGE:1)
B(-2,0,-8,PRISMARINE)
B(-2,0,-7,PRISMARINE)
B(-2,0,-6,PRISMARINE)
B(-2,0,-5,PRISMARINE)
B(-2,0,-4,PRISMARINE)
B(-2,0,-3,SPONGE)
B(-2,0,-2,PRISMARINE)
B(-2,0,-1,PRISMARINE)
B(-2,0,0,PRISMARINE)
B(-2,0,1,PRISMARINE)
B(-2,0,2,PRISMARINE)
B(-2,0,3,PRISMARINE)
B(-2,0,4,PRISMARINE)
B(-2,0,5,PRISMARINE)
B(-2,0,6,PRISMARINE)
B(-2,0,7,PRISMARINE)
B(-2,0,8,PRISMARINE)
B(-2,1,-6,PRISMARINE)
B(-2,1,-5,PRISMARINE)
B(-2,1,-4,PRISMARINE)
B(-2,1,-3,PRISMARINE)
B(-2,1,-2,PRISMARINE)
B(-2,1,-1,CLAY)
B(-2,1,0,PRISMARINE)
B(-2,1,1,PRISMARINE)
B(-2,1,2,PRISMARINE)
B(-2,1,3,PRISMARINE)
B(-2,1,4,PRISMARINE)
B(-2,1,5,PRISMARINE)
B(-2,2,-6,PRISMARINE)
B(-2,2,-4,PRISMARINE)
B(-2,2,-3,PRISMARINE)
B(-2,2,-2,PRISMARINE)
B(-2,2,-1,CLAY)
B(-2,2,0,PRISMARINE)
B(-2,2,1,PRISMARINE)
B(-2,2,2,PRISMARINE)
B(-2,2,3,SPONGE)
B(-2,2,4,SPONGE:1)
B(-2,3,-3,SPONGE:1)
B(-2,3,-2,PRISMARINE)
B(-2,3,-1,CLAY)
B(-2,3,0,PRISMARINE)
B(-2,3,2,PRISMARINE)
B(-2,3,4,SPONGE:1)
B(-2,4,-3,SPONGE:1)
B(-2,4,-1,PRISMARINE)
B(-2,5,-3,SPONGE:1)
B(-1,0,-8,CLAY)
B(-1,0,-6,PRISMARINE)
B(-1,0,-5,PRISMARINE)
B(-1,0,-4,PRISMARINE)
B(-1,0,-3,CLAY)
B(-1,0,-2,PRISMARINE)
B(-1,0,-1,PRISMARINE)
B(-1,0,0,CLAY)
B(-1,0,1,PRISMARINE)
B(-1,0,2,PRISMARINE)
B(-1,0,3,PRISMARINE)
B(-1,0,4,PRISMARINE)
B(-1,0,5,PRISMARINE)
B(-1,0,6,PRISMARINE)
B(-1,0,7,PRISMARINE)
B(-1,1,-6,CLAY)
B(-1,1,-5,PRISMARINE)
B(-1,1,-4,PRISMARINE)
B(-1,1,-3,PRISMARINE)
B(-1,1,-2,PRISMARINE)
B(-1,1,-1,PRISMARINE)
B(-1,1,0,PRISMARINE)
B(-1,1,1,CLAY)
B(-1,1,2,PRISMARINE)
B(-1,1,3,PRISMARINE)
B(-1,1,4,PRISMARINE)
B(-1,1,5,PRISMARINE)
B(-1,1,6,PRISMARINE)
B(-1,2,-6,PRISMARINE)
B(-1,2,-4,PRISMARINE)
B(-1,2,-1,CLAY)
B(-1,2,0,PRISMARINE)
B(-1,2,1,PRISMARINE)
B(-1,2,2,PRISMARINE)
B(-1,2,3,PRISMARINE)
B(-1,2,4,PRISMARINE)
B(-1,2,6,PRISMARINE)
B(-1,3,-4,PRISMARINE)
B(-1,3,2,PRISMARINE)
B(-1,3,3,PRISMARINE)
B(-1,3,4,PRISMARINE)
B(-1,4,4,SPONGE:1)
B(-1,5,4,SPONGE:1)
B(-1,6,-3,SPONGE:1)
B(-1,6,4,SPONGE:1)
B(0,0,-8,PRISMARINE)
B(0,0,-7,PRISMARINE)
B(0,0,-6,PRISMARINE)
B(0,0,-5,PRISMARINE)
B(0,0,-3,PRISMARINE)
B(0,0,-2,PRISMARINE)
B(0,0,-1,PRISMARINE)
B(0,0,0,PRISMARINE)
B(0,0,1,PRISMARINE)
B(0,0,2,PRISMARINE)
B(0,0,3,CLAY)
B(0,0,4,SPONGE)
B(0,0,5,PRISMARINE)
B(0,0,6,PRISMARINE)
B(0,0,7,PRISMARINE)
B(0,0,8,PRISMARINE)
B(0,1,-8,CLAY)
B(0,1,-7,CLAY)
B(0,1,-6,CLAY)
B(0,1,-5,PRISMARINE)
B(0,1,-3,CLAY)
B(0,1,-2,SPONGE)
B(0,1,-1,PRISMARINE)
B(0,1,0,PRISMARINE)
B(0,1,1,PRISMARINE)
B(0,1,2,PRISMARINE)
B(0,1,3,PRISMARINE)
B(0,1,4,PRISMARINE)
B(0,1,5,PRISMARINE)
B(0,1,7,PRISMARINE)
B(0,1,8,PRISMARINE)
B(0,2,-8,CLAY)
B(0,2,-6,PRISMARINE)
B(0,2,-5,CLAY)
B(0,2,-2,PRISMARINE)
B(0,2,-1,PRISMARINE)
B(0,2,1,PRISMARINE)
B(0,2,2,PRISMARINE)
B(0,2,3,PRISMARINE)
B(0,2,4,PRISMARINE)
B(0,2,5,CLAY)
B(0,2,7,PRISMARINE)
B(0,3,-6,CLAY)
B(0,3,-1,PRISMARINE)
B(0,3,1,PRISMARINE)
B(0,3,3,PRISMARINE)
B(0,3,4,PRISMARINE)
B(0,4,-1,SPONGE:1)
B(0,5,-1,SPONGE:1)
B(1,0,-7,PRISMARINE)
B(1,0,-6,SPONGE)
B(1,0,-5,PRISMARINE)
B(1,0,-4,PRISMARINE)
B(1,0,-3,PRISMARINE)
B(1,0,-2,PRISMARINE)
B(1,0,-1,CLAY)
B(1,0,0,PRISMARINE)
B(1,0,1,PRISMARINE)
B(1,0,2,PRISMARINE)
B(1,0,3,PRISMARINE)
B(1,0,4,PRISMARINE)
B(1,0,5,PRISMARINE)
B(1,0,6,PRISMARINE)
B(1,0,7,PRISMARINE)
B(1,0,8,PRISMARINE)
B(1,1,-7,PRISMARINE)
B(1,1,-6,PRISMARINE)
B(1,1,-4,PRISMARINE)
B(1,1,-3,PRISMARINE)
B(1,1,-2,PRISMARINE)
B(1,1,-1,PRISMARINE)
B(1,1,0,CLAY)
B(1,1,1,CLAY)
B(1,1,2,PRISMARINE)
B(1,1,3,PRISMARINE)
B(1,1,4,PRISMARINE)
B(1,1,5,PRISMARINE)
B(1,1,6,PRISMARINE)
B(1,2,-4,PRISMARINE)
B(1,2,-3,CLAY)
B(1,2,-2,PRISMARINE)
B(1,2,-1,PRISMARINE)
B(1,2,0,PRISMARINE)
B(1,2,1,PRISMARINE)
B(1,2,2,PRISMARINE)
B(1,2,3,CLAY)
B(1,2,4,PRISMARINE)
B(1,2,5,CLAY)
B(1,3,-3,CLAY)
B(1,3,-2,PRISMARINE)
B(1,3,2,SPONGE:1)
B(1,4,2,SPONGE:1)
B(1,5,2,SPONGE:1)
B(2,0,-8,CLAY)
B(2,0,-7,SPONGE)
B(2,0,-6,PRISMARINE)
B(2,0,-5,PRISMARINE)
B(2,0,-4,PRISMARINE)
B(2,0,-3,PRISMARINE)
B(2,0,-2,CLAY)
B(2,0,-1,SPONGE)
B(2,0,0,CLAY)
B(2,0,1,CLAY)
B(2,0,2,PRISMARINE)
B(2,0,3,PRISMARINE)
B(2,0,4,PRISMARINE)
B(2,0,5,PRISMARINE)
B(2,0,6,CLAY)
B(2,0,7,PRISMARINE)
B(2,0,8,PRISMARINE)
B(2,1,-8,PRISMARINE)
B(2,1,-6,PRISMARINE)
B(2,1,-5,PRISMARINE)
B(2,1,-4,PRISMARINE)
B(2,1,-3,PRISMARINE)
B(2,1,-2,SPONGE)
B(2,1,-1,PRISMARINE)
B(2,1,0,SPONGE)
B(2,1,1,CLAY)
B(2,1,2,PRISMARINE)
B(2,1,3,CLAY)
B(2,1,4,PRISMARINE)
B(2,1,5,PRISMARINE)
B(2,1,6,CLAY)
B(2,1,7,CLAY)
B(2,2,-6,PRISMARINE)
B(2,2,-5,CLAY)
B(2,2,-4,PRISMARINE)
B(2,2,-3,CLAY)
B(2,2,-2,PRISMARINE)
B(2,2,-1,PRISMARINE)
B(2,2,0,PRISMARINE)
B(2,2,1,PRISMARINE)
B(2,2,2,PRISMARINE)
B(2,2,3,PRISMARINE)
B(2,2,4,PRISMARINE)
B(2,2,5,PRISMARINE)
B(2,2,6,CLAY)
B(2,3,-6,PRISMARINE)
B(2,3,-5,PRISMARINE)
B(2,3,-3,PRISMARINE)
B(2,3,4,PRISMARINE)
B(2,3,5,PRISMARINE)
B(2,4,-5,SPONGE:1)
B(2,5,-5,SPONGE:1)
B(2,6,-5,SPONGE:1)
B(3,0,-7,CLAY)
B(3,0,-6,PRISMARINE)
B(3,0,-5,CLAY)
B(3,0,-4,CLAY)
B(3,0,-3,PRISMARINE)
B(3,0,-2,PRISMARINE)
B(3,0,-1,PRISMARINE)
B(3,0,0,PRISMARINE)
B(3,0,1,CLAY)
B(3,0,2,PRISMARINE)
B(3,0,3,CLAY)
B(3,0,4,CLAY)
B(3,0,5,PRISMARINE)
B(3,0,6,PRISMARINE)
B(3,1,-6,CLAY)
B(3,1,-5,PRISMARINE)
B(3,1,-4,SPONGE)
B(3,1,-3,PRISMARINE)
B(3,1,-2,CLAY)
B(3,1,-1,PRISMARINE)
B(3,1,0,PRISMARINE)
B(3,1,1,PRISMARINE)
B(3,1,2,PRISMARINE)
B(3,1,3,PRISMARINE)
B(3,1,4,PRISMARINE)
B(3,1,5,PRISMARINE)
B(3,1,6,SPONGE:1)
B(3,2,-6,PRISMARINE)
B(3,2,-5,PRISMARINE)
B(3,2,-4,CLAY)
B(3,2,-3,SPONGE)
B(3,2,-2,CLAY)
B(3,2,-1,CLAY)
B(3,2,0,PRISMARINE)
B(3,2,1,CLAY)
B(3,2,2,PRISMARINE)
B(3,2,3,PRISMARINE)
B(3,3,-6,PRISMARINE)
B(3,3,-4,PRISMARINE)
B(3,3,-3,PRISMARINE)
B(3,3,-2,PRISMARINE)
B(3,3,-1,PRISMARINE)
B(3,4,-6,PRISMARINE)
B(3,4,-4,PRISMARINE)
B(3,4,-1,SPONGE:1)
B(3,5,-1,SPONGE:1)
B(3,6,0,SPONGE:1)
B(4,0,-7,PRISMARINE)
B(4,0,-6,PRISMARINE)
B(4,0,-5,PRISMARINE)
B(4,0,-4,PRISMARINE)
B(4,0,-3,PRISMARINE)
B(4,0,-2,PRISMARINE)
B(4,0,-1,PRISMARINE)
B(4,0,0,PRISMARINE)
B(4,0,1,PRISMARINE)
B(4,0,2,PRISMARINE)
B(4,0,3,PRISMARINE)
B(4,0,4,PRISMARINE)
B(4,0,5,PRISMARINE)
B(4,0,6,PRISMARINE)
B(4,0,7,PRISMARINE)
B(4,1,-6,PRISMARINE)
B(4,1,-4,PRISMARINE)
B(4,1,-3,PRISMARINE)
B(4,1,-2,PRISMARINE)
B(4,1,-1,PRISMARINE)
B(4,1,0,PRISMARINE)
B(4,1,1,PRISMARINE)
B(4,1,2,PRISMARINE)
B(4,1,3,PRISMARINE)
B(4,1,4,PRISMARINE)
B(4,1,6,PRISMARINE)
B(4,2,-4,CLAY)
B(4,2,-2,PRISMARINE)
B(4,2,-1,PRISMARINE)
B(4,2,0,PRISMARINE)
B(4,2,1,CLAY)
B(4,2,2,PRISMARINE)
B(4,2,3,PRISMARINE)
B(4,2,6,PRISMARINE)
B(4,3,0,CLAY)
B(4,3,3,SPONGE:1)
B(4,3,6,PRISMARINE)
B(4,4,3,SPONGE:1)
B(4,5,3,SPONGE:1)
B(5,0,-7,PRISMARINE)
B(5,0,-6,CLAY)
B(5,0,-5,PRISMARINE)
B(5,0,-4,CLAY)
B(5,0,-3,PRISMARINE)
B(5,0,-2,PRISMARINE)
B(5,0,-1,PRISMARINE)
B(5,0,0,PRISMARINE)
B(5,0,1,PRISMARINE)
B(5,0,2,PRISMARINE)
B(5,0,3,PRISMARINE)
B(5,0,4,PRISMARINE)
B(5,0,5,SPONGE)
B(5,0,6,PRISMARINE)
B(5,1,-6,CLAY)
B(5,1,-5,PRISMARINE)
B(5,1,-4,PRISMARINE)
B(5,1,-3,PRISMARINE)
B(5,1,-2,PRISMARINE)
B(5,1,-1,PRISMARINE)
B(5,1,0,PRISMARINE)
B(5,1,1,CLAY)
B(5,1,2,PRISMARINE)
B(5,1,3,CLAY)
B(5,1,4,PRISMARINE)
B(5,1,6,PRISMARINE)
B(5,2,-6,CLAY)
B(5,2,-5,CLAY)
B(5,2,-2,PRISMARINE)
B(5,2,-1,PRISMARINE)
B(5,2,1,CLAY)
B(5,2,3,PRISMARINE)
B(5,2,4,PRISMARINE)
B(6,0,-6,CLAY)
B(6,0,-5,PRISMARINE)
B(6,0,-4,PRISMARINE)
B(6,0,-3,PRISMARINE)
B(6,0,-2,CLAY)
B(6,0,-1,PRISMARINE)
B(6,0,0,SPONGE)
B(6,0,1,PRISMARINE)
B(6,0,2,PRISMARINE)
B(6,0,3,PRISMARINE)
B(6,0,4,PRISMARINE)
B(6,0,5,PRISMARINE)
B(6,1,-5,PRISMARINE)
B(6,1,-4,CLAY)
B(6,1,-3,CLAY)
B(6,1,-2,PRISMARINE)
B(6,1,-1,PRISMARINE)
B(6,1,0,PRISMARINE)
B(6,1,1,CLAY)
B(6,1,2,CLAY)
B(6,1,3,PRISMARINE)
B(6,1,5,PRISMARINE)
B(6,2,-5,SPONGE)
B(6,2,-2,PRISMARINE)
B(6,2,-1,PRISMARINE)
B(6,2,1,PRISMARINE)
B(6,2,3,PRISMARINE)
B(6,2,5,PRISMARINE)
B(6,3,-2,SPONGE:1)
B(6,3,1,PRISMARINE)
B(6,4,-2,SPONGE:1)
B(6,5,-1,SPONGE:1)
B(6,6,-1,SPONGE:1)
B(7,0,-4,PRISMARINE)
B(7,0,-2,PRISMARINE)
B(7,0,-1,CLAY)
B(7,0,0,PRISMARINE)
B(7,0,1,PRISMARINE)
B(7,0,2,PRISMARINE)
B(7,0,3,PRISMARINE)
B(7,0,4,CLAY)
B(7,1,-2,PRISMARINE)
B(7,1,-1,CLAY)
B(7,1,0,PRISMARINE)
B(7,2,-2,PRISMARINE)
B(7,2,-1,PRISMARINE)
B(8,0,-2,PRISMARINE)
B(8,0,-1,PRISMARINE)
B(8,0,0,PRISMARINE)
B(8,0,2,CLAY)
B(8,1,2,PRISMARINE)

#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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,WOOL)        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.
# 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
