
#######################################################################
# +-----------------------------------------------------------------+ #
# |                            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: 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 - 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 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.
Block(-2,-11,-2,LOG_2:1)
Block(-2,-11,-1,COBBLESTONE)
Block(-2,-11,0,COBBLESTONE)
Block(-2,-11,1,COBBLESTONE)
Block(-2,-11,2,LOG_2:1)
Block(-2,-10,-2,LOG_2:1)
Block(-2,-10,-1,COBBLESTONE)
Block(-2,-10,0,COBBLESTONE)
Block(-2,-10,1,COBBLESTONE)
Block(-2,-10,2,LOG_2:1)
Block(-2,-9,-2,LOG_2:1)
Block(-2,-9,-1,COBBLESTONE)
Block(-2,-9,0,COBBLESTONE)
Block(-2,-9,1,COBBLESTONE)
Block(-2,-9,2,LOG_2:1)
Block(-2,-8,-2,LOG_2:1)
Block(-2,-8,-1,COBBLESTONE)
Block(-2,-8,0,COBBLESTONE)
Block(-2,-8,1,COBBLESTONE)
Block(-2,-8,2,LOG_2:1)
Block(-2,-7,-2,LOG_2:1)
Block(-2,-7,-1,COBBLESTONE)
Block(-2,-7,0,COBBLESTONE)
Block(-2,-7,1,COBBLESTONE)
Block(-2,-7,2,LOG_2:1)
Block(-2,-6,-2,LOG_2:1)
Block(-2,-6,-1,COBBLESTONE)
Block(-2,-6,0,COBBLESTONE)
Block(-2,-6,1,COBBLESTONE)
Block(-2,-6,2,LOG_2:1)
Block(-2,-5,-2,LOG_2:1)
Block(-2,-5,-1,COBBLESTONE)
Block(-2,-5,0,COBBLESTONE)
Block(-2,-5,1,COBBLESTONE)
Block(-2,-5,2,LOG_2:1)
Block(-2,-4,-2,LOG_2:1)
Block(-2,-4,-1,COBBLESTONE)
Block(-2,-4,0,COBBLESTONE)
Block(-2,-4,1,COBBLESTONE)
Block(-2,-4,2,LOG_2:1)
Block(-2,-3,-2,LOG_2:1)
Block(-2,-3,-1,COBBLESTONE)
Block(-2,-3,0,COBBLESTONE)
Block(-2,-3,1,COBBLESTONE)
Block(-2,-3,2,LOG_2:1)
Block(-2,-2,-2,LOG_2:1)
Block(-2,-2,-1,COBBLESTONE)
Block(-2,-2,0,COBBLESTONE)
Block(-2,-2,1,COBBLESTONE)
Block(-2,-2,2,LOG_2:1)
Block(-2,-1,-2,LOG_2:1)
Block(-2,-1,-1,COBBLESTONE)
Block(-2,-1,0,COBBLESTONE)
Block(-2,-1,1,COBBLESTONE)
Block(-2,-1,2,LOG_2:1)
Block(-2,0,-3,AIR)
Block(-2,0,-2,LOG_2:1)
Block(-2,0,-1,COBBLESTONE)
Block(-2,0,0,COBBLESTONE)
Block(-2,0,1,COBBLESTONE)
Block(-2,0,2,LOG_2:1)
Block(-2,0,3,AIR)
Block(-2,1,-3,AIR)
Block(-2,1,-2,LOG_2:1)
Block(-2,1,-1,COBBLESTONE)
RandomBlock(-2,1,0,FLOWER_POT,../../nbt/Misc/FlowerPot1.nbt,20,FLOWER_POT,../../nbt/Misc/FlowerPot2.nbt,20,FLOWER_POT,../../nbt/Misc/FlowerPot3.nbt,20,FLOWER_POT,../../nbt/Misc/FlowerPot81.nbt,20,FLOWER_POT,../../nbt/Misc/FlowerPot4.nbt,20,FLOWER_POT,../../nbt/Misc/FlowerPot5.nbt,20,FLOWER_POT,../../nbt/Misc/FlowerPot6.nbt,20,FLOWER_POT,../../nbt/Misc/FlowerPot7.nbt,20,FLOWER_POT,../../nbt/Misc/FlowerPot8.nbt,100)
Block(-2,1,1,COBBLESTONE)
Block(-2,1,2,LOG_2:1)
Block(-2,1,3,AIR)
Block(-2,2,-3,AIR)
Block(-2,2,-2,LOG_2:1)
Block(-2,2,-1,WOOD:5)
Block(-2,2,0,WOOD:5)
Block(-2,2,1,WOOD:5)
Block(-2,2,2,LOG_2:1)
Block(-2,2,3,AIR)
Block(-2,3,-3,LOG_2:5)
Block(-2,3,-2,LOG_2:1)
Block(-2,3,-1,LOG_2:1)
Block(-2,3,0,WOOD:5)
Block(-2,3,1,LOG_2:1)
Block(-2,3,2,LOG_2:1)
Block(-2,3,3,LOG_2:5)
Block(-2,4,-3,AIR)
Block(-2,4,-2,LOG_2:5)
Block(-2,4,-1,LOG_2:1)
Block(-2,4,0,LOG_2:1)
Block(-2,4,1,LOG_2:1)
Block(-2,4,2,LOG_2:5)
Block(-2,4,3,AIR)
Block(-2,5,-3,AIR)
Block(-2,5,-2,AIR)
Block(-2,5,-1,LOG_2:5)
Block(-2,5,0,LOG_2:5)
Block(-2,5,1,LOG_2:5)
Block(-2,5,2,AIR)
Block(-2,5,3,AIR)
Block(-1,-11,-2,COBBLESTONE)
Block(-1,-11,-1,COBBLESTONE)
Block(-1,-11,0,COBBLESTONE)
Block(-1,-11,1,COBBLESTONE)
Block(-1,-11,2,COBBLESTONE)
Block(-1,-10,-2,COBBLESTONE)
Block(-1,-10,-1,COBBLESTONE)
Block(-1,-10,0,COBBLESTONE)
Block(-1,-10,1,COBBLESTONE)
Block(-1,-10,2,COBBLESTONE)
Block(-1,-9,-2,COBBLESTONE)
Block(-1,-9,-1,COBBLESTONE)
Block(-1,-9,0,COBBLESTONE)
Block(-1,-9,1,COBBLESTONE)
Block(-1,-9,2,COBBLESTONE)
Block(-1,-8,-2,COBBLESTONE)
Block(-1,-8,-1,COBBLESTONE)
Block(-1,-8,0,COBBLESTONE)
Block(-1,-8,1,COBBLESTONE)
Block(-1,-8,2,COBBLESTONE)
Block(-1,-7,-2,COBBLESTONE)
Block(-1,-7,-1,COBBLESTONE)
Block(-1,-7,0,COBBLESTONE)
Block(-1,-7,1,COBBLESTONE)
Block(-1,-7,2,COBBLESTONE)
Block(-1,-6,-2,COBBLESTONE)
Block(-1,-6,-1,COBBLESTONE)
Block(-1,-6,0,COBBLESTONE)
Block(-1,-6,1,COBBLESTONE)
Block(-1,-6,2,COBBLESTONE)
Block(-1,-5,-2,COBBLESTONE)
Block(-1,-5,-1,COBBLESTONE)
Block(-1,-5,0,COBBLESTONE)
Block(-1,-5,1,COBBLESTONE)
Block(-1,-5,2,COBBLESTONE)
Block(-1,-4,-2,COBBLESTONE)
Block(-1,-4,-1,COBBLESTONE)
Block(-1,-4,0,COBBLESTONE)
Block(-1,-4,1,COBBLESTONE)
Block(-1,-4,2,COBBLESTONE)
Block(-1,-3,-2,COBBLESTONE)
Block(-1,-3,-1,COBBLESTONE)
Block(-1,-3,0,COBBLESTONE)
Block(-1,-3,1,COBBLESTONE)
Block(-1,-3,2,COBBLESTONE)
Block(-1,-2,-2,COBBLESTONE)
Block(-1,-2,-1,COBBLESTONE)
Block(-1,-2,0,COBBLESTONE)
Block(-1,-2,1,COBBLESTONE)
Block(-1,-2,2,COBBLESTONE)
Block(-1,-1,-2,COBBLESTONE)
Block(-1,-1,-1,COBBLESTONE)
Block(-1,-1,0,COBBLESTONE)
Block(-1,-1,1,COBBLESTONE)
Block(-1,-1,2,COBBLESTONE)
Block(-1,0,-3,AIR)
Block(-1,0,-2,COBBLESTONE)
Block(-1,0,-1,AIR)
Block(-1,0,0,AIR)
Block(-1,0,1,AIR)
Block(-1,0,2,COBBLESTONE)
Block(-1,0,3,AIR)
Block(-1,1,-3,AIR)
Block(-1,1,-2,COBBLESTONE)
Block(-1,1,-1,AIR)
Block(-1,1,0,AIR)
Block(-1,1,1,AIR)
Block(-1,1,2,COBBLESTONE)
Block(-1,1,3,AIR)
Block(-1,2,-3,AIR)
Block(-1,2,-2,WOOD:5)
Block(-1,2,-1,AIR)
Block(-1,2,0,AIR)
Block(-1,2,1,AIR)
Block(-1,2,2,WOOD:5)
Block(-1,2,3,AIR)
Block(-1,3,-3,LOG_2:5)
Block(-1,3,-2,WOOD:5)
Block(-1,3,-1,AIR)
Block(-1,3,0,AIR)
Block(-1,3,1,AIR)
Block(-1,3,2,WOOD:5)
Block(-1,3,3,LOG_2:5)
Block(-1,4,-3,AIR)
Block(-1,4,-2,LOG_2:5)
Block(-1,4,-1,AIR)
Block(-1,4,0,AIR)
Block(-1,4,1,WEB)
Block(-1,4,2,LOG_2:5)
Block(-1,4,3,AIR)
Block(-1,5,-3,AIR)
Block(-1,5,-2,AIR)
Block(-1,5,-1,LOG_2:5)
Block(-1,5,0,LOG_2:5)
Block(-1,5,1,LOG_2:5)
Block(-1,5,2,AIR)
Block(-1,5,3,AIR)
Block(0,-11,-2,COBBLESTONE)
Block(0,-11,-1,COBBLESTONE)
Block(0,-11,0,COBBLESTONE)
Block(0,-11,1,COBBLESTONE)
Block(0,-11,2,COBBLESTONE)
Block(0,-10,-2,COBBLESTONE)
Block(0,-10,-1,COBBLESTONE)
Block(0,-10,0,COBBLESTONE)
Block(0,-10,1,COBBLESTONE)
Block(0,-10,2,COBBLESTONE)
Block(0,-9,-2,COBBLESTONE)
Block(0,-9,-1,COBBLESTONE)
Block(0,-9,0,COBBLESTONE)
Block(0,-9,1,COBBLESTONE)
Block(0,-9,2,COBBLESTONE)
Block(0,-8,-2,COBBLESTONE)
Block(0,-8,-1,COBBLESTONE)
Block(0,-8,0,COBBLESTONE)
Block(0,-8,1,COBBLESTONE)
Block(0,-8,2,COBBLESTONE)
Block(0,-7,-2,COBBLESTONE)
Block(0,-7,-1,COBBLESTONE)
Block(0,-7,0,COBBLESTONE)
Block(0,-7,1,COBBLESTONE)
Block(0,-7,2,COBBLESTONE)
Block(0,-6,-2,COBBLESTONE)
Block(0,-6,-1,COBBLESTONE)
Block(0,-6,0,COBBLESTONE)
Block(0,-6,1,COBBLESTONE)
Block(0,-6,2,COBBLESTONE)
Block(0,-5,-2,COBBLESTONE)
Block(0,-5,-1,COBBLESTONE)
Block(0,-5,0,COBBLESTONE)
Block(0,-5,1,COBBLESTONE)
Block(0,-5,2,COBBLESTONE)
Block(0,-4,-2,COBBLESTONE)
Block(0,-4,-1,COBBLESTONE)
Block(0,-4,0,COBBLESTONE)
Block(0,-4,1,COBBLESTONE)
Block(0,-4,2,COBBLESTONE)
Block(0,-3,-2,COBBLESTONE)
Block(0,-3,-1,COBBLESTONE)
Block(0,-3,0,COBBLESTONE)
Block(0,-3,1,COBBLESTONE)
Block(0,-3,2,COBBLESTONE)
Block(0,-2,-2,COBBLESTONE)
Block(0,-2,-1,COBBLESTONE)
Block(0,-2,0,COBBLESTONE)
Block(0,-2,1,COBBLESTONE)
Block(0,-2,2,COBBLESTONE)
Block(0,-1,-2,COBBLESTONE)
Block(0,-1,-1,COBBLESTONE)
Block(0,-1,0,COBBLESTONE)
Block(0,-1,1,COBBLESTONE)
Block(0,-1,2,COBBLESTONE)
Block(0,0,-3,AIR)
Block(0,0,-2,COBBLESTONE)
Block(0,0,-1,AIR)
Block(0,0,0,AIR)
Entity(0,0,0,Witch,1,Witch.txt)
RandomBlock(0,0,1,CHEST,../../nbt/VanillaLoot/simple_dungeon.nbt,50,CHEST,../../nbt/VanillaLoot/abandoned_mineshaft.nbt,100)
Block(0,0,2,COBBLESTONE)
Block(0,0,3,AIR)
Block(0,1,-3,AIR)
Block(0,1,-2,COBBLESTONE)
Block(0,1,-1,AIR)
Block(0,1,0,AIR)
Block(0,1,1,AIR)
Block(0,1,2,COBBLESTONE)
Block(0,1,3,AIR)
Block(0,2,-3,AIR)
Block(0,2,-2,WOOD:5)
Block(0,2,-1,AIR)
Block(0,2,0,AIR)
Block(0,2,1,AIR)
Block(0,2,2,WOOD:5)
Block(0,2,3,AIR)
Block(0,3,-3,LOG_2:5)
Block(0,3,-2,WOOD:5)
Block(0,3,-1,AIR)
Block(0,3,0,AIR)
Block(0,3,1,AIR)
Block(0,3,2,WOOD:5)
Block(0,3,3,LOG_2:5)
Block(0,4,-3,AIR)
Block(0,4,-2,LOG_2:5)
Block(0,4,-1,AIR)
Block(0,4,0,AIR)
Block(0,4,1,AIR)
Block(0,4,2,LOG_2:5)
Block(0,4,3,AIR)
Block(0,5,-3,AIR)
Block(0,5,-2,AIR)
Block(0,5,-1,LOG_2:5)
Block(0,5,0,LOG_2:5)
Block(0,5,1,LOG_2:5)
Block(0,5,2,AIR)
Block(0,5,3,AIR)
Block(1,-11,-2,COBBLESTONE)
Block(1,-11,-1,COBBLESTONE)
Block(1,-11,0,COBBLESTONE)
Block(1,-11,1,COBBLESTONE)
Block(1,-11,2,COBBLESTONE)
Block(1,-10,-2,COBBLESTONE)
Block(1,-10,-1,COBBLESTONE)
Block(1,-10,0,COBBLESTONE)
Block(1,-10,1,COBBLESTONE)
Block(1,-10,2,COBBLESTONE)
Block(1,-9,-2,COBBLESTONE)
Block(1,-9,-1,COBBLESTONE)
Block(1,-9,0,COBBLESTONE)
Block(1,-9,1,COBBLESTONE)
Block(1,-9,2,COBBLESTONE)
Block(1,-8,-2,COBBLESTONE)
Block(1,-8,-1,COBBLESTONE)
Block(1,-8,0,COBBLESTONE)
Block(1,-8,1,COBBLESTONE)
Block(1,-8,2,COBBLESTONE)
Block(1,-7,-2,COBBLESTONE)
Block(1,-7,-1,COBBLESTONE)
Block(1,-7,0,COBBLESTONE)
Block(1,-7,1,COBBLESTONE)
Block(1,-7,2,COBBLESTONE)
Block(1,-6,-2,COBBLESTONE)
Block(1,-6,-1,COBBLESTONE)
Block(1,-6,0,COBBLESTONE)
Block(1,-6,1,COBBLESTONE)
Block(1,-6,2,COBBLESTONE)
Block(1,-5,-2,COBBLESTONE)
Block(1,-5,-1,COBBLESTONE)
Block(1,-5,0,COBBLESTONE)
Block(1,-5,1,COBBLESTONE)
Block(1,-5,2,COBBLESTONE)
Block(1,-4,-2,COBBLESTONE)
Block(1,-4,-1,COBBLESTONE)
Block(1,-4,0,COBBLESTONE)
Block(1,-4,1,COBBLESTONE)
Block(1,-4,2,COBBLESTONE)
Block(1,-3,-2,COBBLESTONE)
Block(1,-3,-1,COBBLESTONE)
Block(1,-3,0,COBBLESTONE)
Block(1,-3,1,COBBLESTONE)
Block(1,-3,2,COBBLESTONE)
Block(1,-2,-2,COBBLESTONE)
Block(1,-2,-1,COBBLESTONE)
Block(1,-2,0,COBBLESTONE)
Block(1,-2,1,COBBLESTONE)
Block(1,-2,2,COBBLESTONE)
Block(1,-1,-2,COBBLESTONE)
Block(1,-1,-1,COBBLESTONE)
Block(1,-1,0,COBBLESTONE)
Block(1,-1,1,COBBLESTONE)
Block(1,-1,2,COBBLESTONE)
Block(1,0,-3,AIR)
Block(1,0,-2,COBBLESTONE)
Block(1,0,-1,WORKBENCH)
Block(1,0,0,AIR)
Block(1,0,1,AIR)
Block(1,0,2,COBBLESTONE)
Block(1,0,3,AIR)
Block(1,1,-3,AIR)
Block(1,1,-2,COBBLESTONE)
Block(1,1,-1,AIR)
Block(1,1,0,AIR)
Block(1,1,1,AIR)
Block(1,1,2,COBBLESTONE)
Block(1,1,3,AIR)
Block(1,2,-3,AIR)
Block(1,2,-2,WOOD:5)
Block(1,2,-1,AIR)
Block(1,2,0,AIR)
Block(1,2,1,AIR)
Block(1,2,2,WOOD:5)
Block(1,2,3,AIR)
Block(1,3,-3,LOG_2:5)
Block(1,3,-2,WOOD:5)
Block(1,3,-1,WEB)
Block(1,3,0,AIR)
Block(1,3,1,AIR)
Block(1,3,2,WOOD:5)
Block(1,3,3,LOG_2:5)
Block(1,4,-3,AIR)
Block(1,4,-2,LOG_2:5)
Block(1,4,-1,AIR)
Block(1,4,0,AIR)
Block(1,4,1,AIR)
Block(1,4,2,LOG_2:5)
Block(1,4,3,AIR)
Block(1,5,-3,AIR)
Block(1,5,-2,AIR)
Block(1,5,-1,LOG_2:5)
Block(1,5,0,LOG_2:5)
Block(1,5,1,LOG_2:5)
Block(1,5,2,AIR)
Block(1,5,3,AIR)
Block(2,-11,-2,LOG_2:1)
Block(2,-11,-1,COBBLESTONE)
Block(2,-11,0,COBBLESTONE)
Block(2,-11,1,COBBLESTONE)
Block(2,-11,2,LOG_2:1)
Block(2,-10,-2,LOG_2:1)
Block(2,-10,-1,COBBLESTONE)
Block(2,-10,0,COBBLESTONE)
Block(2,-10,1,COBBLESTONE)
Block(2,-10,2,LOG_2:1)
Block(2,-9,-2,LOG_2:1)
Block(2,-9,-1,COBBLESTONE)
Block(2,-9,0,COBBLESTONE)
Block(2,-9,1,COBBLESTONE)
Block(2,-9,2,LOG_2:1)
Block(2,-8,-2,LOG_2:1)
Block(2,-8,-1,COBBLESTONE)
Block(2,-8,0,COBBLESTONE)
Block(2,-8,1,COBBLESTONE)
Block(2,-8,2,LOG_2:1)
Block(2,-7,-2,LOG_2:1)
Block(2,-7,-1,COBBLESTONE)
Block(2,-7,0,COBBLESTONE)
Block(2,-7,1,COBBLESTONE)
Block(2,-7,2,LOG_2:1)
Block(2,-6,-2,LOG_2:1)
Block(2,-6,-1,COBBLESTONE)
Block(2,-6,0,COBBLESTONE)
Block(2,-6,1,COBBLESTONE)
Block(2,-6,2,LOG_2:1)
Block(2,-5,-2,LOG_2:1)
Block(2,-5,-1,COBBLESTONE)
Block(2,-5,0,COBBLESTONE)
Block(2,-5,1,COBBLESTONE)
Block(2,-5,2,LOG_2:1)
Block(2,-4,-2,LOG_2:1)
Block(2,-4,-1,COBBLESTONE)
Block(2,-4,0,COBBLESTONE)
Block(2,-4,1,COBBLESTONE)
Block(2,-4,2,LOG_2:1)
Block(2,-3,-2,LOG_2:1)
Block(2,-3,-1,COBBLESTONE)
Block(2,-3,0,COBBLESTONE)
Block(2,-3,1,COBBLESTONE)
Block(2,-3,2,LOG_2:1)
Block(2,-2,-2,LOG_2:1)
Block(2,-2,-1,COBBLESTONE)
Block(2,-2,0,COBBLESTONE)
Block(2,-2,1,COBBLESTONE)
Block(2,-2,2,LOG_2:1)
Block(2,-1,-2,LOG_2:1)
Block(2,-1,-1,COBBLESTONE)
Block(2,-1,0,COBBLESTONE)
Block(2,-1,1,COBBLESTONE)
Block(2,-1,2,LOG_2:1)
Block(2,0,-3,AIR)
Block(2,0,-2,LOG_2:1)
Block(2,0,-1,COBBLESTONE)
Block(2,0,0,COBBLESTONE)
Block(2,0,1,AIR)
Block(2,0,2,LOG_2:1)
Block(2,0,3,AIR)
Block(2,1,-3,AIR)
Block(2,1,-2,LOG_2:1)
Block(2,1,-1,COBBLESTONE)
Block(2,1,0,COBBLESTONE)
Block(2,1,1,AIR)
Block(2,1,2,LOG_2:1)
Block(2,1,3,AIR)
Block(2,2,-3,AIR)
Block(2,2,-2,LOG_2:1)
Block(2,2,-1,WOOD:5)
Block(2,2,0,WOOD:5)
Block(2,2,1,WOOD:5)
Block(2,2,2,LOG_2:1)
Block(2,2,3,AIR)
Block(2,3,-3,LOG_2:5)
Block(2,3,-2,LOG_2:1)
Block(2,3,-1,LOG_2:1)
Block(2,3,0,WOOD:5)
Block(2,3,1,LOG_2:1)
Block(2,3,2,LOG_2:1)
Block(2,3,3,LOG_2:5)
Block(2,4,-3,AIR)
Block(2,4,-2,LOG_2:5)
Block(2,4,-1,LOG_2:1)
Block(2,4,0,LOG_2:1)
Block(2,4,1,LOG_2:1)
Block(2,4,2,LOG_2:5)
Block(2,4,3,AIR)
Block(2,5,-3,AIR)
Block(2,5,-2,AIR)
Block(2,5,-1,LOG_2:5)
Block(2,5,0,LOG_2:5)
Block(2,5,1,LOG_2:5)
Block(2,5,2,AIR)
Block(2,5,3,AIR)
Block(3,0,-3,AIR)
Block(3,0,-2,AIR)
Block(3,0,-1,AIR)
Block(3,0,0,AIR)
Block(3,0,1,AIR)
Block(3,0,2,AIR)
Block(3,0,3,AIR)
Block(3,1,-3,AIR)
Block(3,1,-2,AIR)
Block(3,1,-1,AIR)
Block(3,1,0,AIR)
Block(3,1,1,AIR)
Block(3,1,2,AIR)
Block(3,1,3,AIR)
Block(3,2,-3,AIR)
Block(3,2,-2,AIR)
Block(3,2,-1,AIR)
Block(3,2,0,AIR)
Block(3,2,1,AIR)
Block(3,2,2,AIR)
Block(3,2,3,AIR)
Block(3,3,-3,AIR)
Block(3,3,-2,AIR)
Block(3,3,-1,AIR)
Block(3,3,0,AIR)
Block(3,3,1,AIR)
Block(3,3,2,AIR)
Block(3,3,3,AIR)
Block(3,4,-3,AIR)
Block(3,4,-2,AIR)
Block(3,4,-1,AIR)
Block(3,4,0,AIR)
Block(3,4,1,AIR)
Block(3,4,2,AIR)
Block(3,4,3,AIR)
Block(3,5,-3,AIR)
Block(3,5,-2,AIR)
Block(3,5,-1,AIR)
Block(3,5,0,AIR)
Block(3,5,1,AIR)
Block(3,5,2,AIR)
Block(3,5,3,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:
#   BlockCheck(0,-1,0,GRASS,DIRT,GRAVEL,SAND,SANDSTONE,DIRT:1,DIRT:2)  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.
# 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
