--- title: Adding custom structures versions: - '1.18.2' - '1.19' tags: - worldgen - structures --- This guide will showcase how to create a data pack that adds a custom structure to the world. There is also a [data pack download]({#[1.18.2] https://gist.github.com/misode/45559d34627755ecaa52497daea83544/raw/8ece848257e6ce17769ca17eccdf89b5889afbe2/tall-towers-1.18.2.zip #}{#[1.19] https://gist.github.com/misode/45559d34627755ecaa52497daea83544/raw/b7d7c44a132641d308cbdc93ce4cf061759d15c5/tall-towers-1.19.zip #}) of this complete example. > **Always leave the world and rejoin to apply the new changes!** ## Pack.mcmeta Like every data pack, we need a `pack.mcmeta`. In this version, the pack format is {#pack_format#}. ```json { "pack": { "pack_format": {#pack_format#}, "description": "A tall tower" } } ``` ## The structure set A structure set is where the placement starts. It defines where in the world the structure should be placed, and how rare it is. It takes a weighted list of different structures, allowing structure variants (for example the [vanilla nether](/worldgen/structure-set/?preset=nether_complexes&version={#version#}) has a structure set with both the bastion and fortress). **`data/example/worldgen/structure_set/tall_towers.json`** ```json { "structures": [ { "structure": "example:tall_tower", "weight": 1 } ], "placement": { "type": "minecraft:random_spread", "spacing": 5, "separation": 2, "salt": 1646207470 } } ``` Structure sets are made up of two parts: * f`structures`: A weighted list of configured structure features [(see next step)](#the{#[1.18.2] -configured #}-structure). * f`placement`: The structure placement * f`type`: Either s`random_spread` or s`concentric_rings`. The latter is only used by strongholds in vanilla, so we'll focus on s`random_spread` * f`spacing`: Roughly the average distance in chunks between two structures in this set. * f`separation`: The minimum distance in chunks. Needs to be smaller than spacing. * f`salt`: A random number that is combined with the world seed. Always use a different random number for different structures, otherwise they will end up being placed in the same spot! When using the s`random_spread` placement type, it generates structures grid-based. Here's an illustration of the above example with `spacing = 5`, `separation = 2`. There will be one structure attempt in each 5x5 chunk grid, and only at `X` a structure can spawn. ``` ............. ..XXX..XXX..X ..XXX..XXX..X ..XXX..XXX..X ............. ............. ..XXX..XXX..X ..XXX..XXX..X ..XXX..XXX..X ``` ## The {#[1.18.2] configured structure #}{#[1.19] structure #} The {#[1.18.2] configured structure (feature) #}{#[1.19] structure #} is the ID you will be able to reference in `/locate`. **`data/example/worldgen/{#[1.18.2] configured_structure_feature #}{#[1.19] structure #}/tall_tower.json`** ```json {#[1.18.2] { "type": "minecraft:village", "config": { "start_pool": "example:tall_tower", "size": 1 }, "biomes": "#minecraft:has_structure/mineshaft", "adapt_noise": true, "spawn_overrides": {} } #}{#[1.19] { "type": "minecraft:jigsaw", "biomes": "#minecraft:has_structure/mineshaft", "step": "surface_structures", "spawn_overrides": {}, "terrain_adaptation": "beard_thin", "start_pool": "example:tall_tower", "size": 1, "start_height": { "absolute": 0 }, "project_start_to_heightmap": "WORLD_SURFACE_WG", "max_distance_from_center": 80, "use_expansion_hack": false } #} ``` Let's go over all the fields. {#[1.18.2] * f`type`: This is the structure feature type. When making custom structures, you almost always want to set this to s`village` or s`bastion_remnant`. There is one important difference between the two: using s`village` will spawn the structure on the surface, while s`bastion_remnant` will always spawn the structure at Y=33. * f`config`: * f`start_pool`: This is a reference to the template pool [(see next step)](#the-template-pool). * f`size`: This is a number between 1 and 7. This is important if your structure uses jigsaw. In this simple example, we'll leave it at 1. * f`biomes`: This controls in which biomes this structure is allowed to generate. You can give it any biome tag, a list of biomes, or a single biome. For easy testing we'll set it to every biome with mineshafts. * f`adapt_noise`: When true, it will add extra terrain below each structure piece. * f`spawn_overrides`: This field allows you to override mob spawning inside the structure bounding boxes. This is outside the scope of this guide, but you could look at the [vanilla monument](/worldgen/structure-feature/?preset=monument&version={#version#}) structure feature as a reference. #}{#[1.19] * f`type`: This is the structure type. When making custom structures, you almost always want to set this to s`jigsaw`. * f`biomes`: This controls in which biomes this structure is allowed to generate. You can give it any biome tag, a list of biomes, or a single biome. For easy testing we'll set it to every biome with mineshafts. * f`step`: The generation step to place the features in. This matches the steps in a biome's `feature` list. Possible values: s`raw_generation`, s`lakes`, s`local_modifications`, s`underground_structures`, s`surface_structures`, s`strongholds`, s`underground_ores`, s`underground_decoration`, s`fluid_springs`, s`vegetal_decoration`, and s`top_layer_modification`. * f`terrain_adaptation`: Controls how the structure will affect the terrain. It has 4 options: * s`none`: (default) No effect on the terrain. * s`beard_thin`: Adds terrain below the structure and removes inside the structure. This is what villages use. * s`beard_box`: Stronger version of s`beard_thin`. This is what ancient cities use. * s`bury`: Adds terrain completely around the structure. This is what strongholds use. * f`spawn_overrides`: This field allows you to override mob spawning inside the structure bounding boxes. This is outside the scope of this guide, but you could look at the [vanilla monument](/worldgen/structure/?preset=monument&version={#version#}) structure feature as a reference. * f`start_pool`: This is a reference to the template pool [(see next step)](#the-template-pool). * f`size`: This is a number between 1 and 7. This is important if your structure uses jigsaw. In this simple example, we'll leave it at 1. * f`start_height`: A height provider specifying at which height the structure should spawn. The example uses the constant shorthand so it just specifies a vertical anchor. If used together with f`project_start_to_heightmap`, will offset the height relative to the heightmap. * f`project_start_to_heightmap`: An optional [heightmap type](/guides/heightmap-types/). Possible values: s`WORLD_SURFACE_WG`, s`WORLD_SURFACE`, s`OCEAN_FLOOR_WG`, s`OCEAN_FLOOR`, s`MOTION_BLOCKING`, and s`MOTION_BLOCKING_NO_LEAVES`. * f`max_distance_from_center`: Value between 1 and 128. The maximum distance that a jigsaw can branch out. * f`use_expansion_hack`: You should always set this to false. Vanilla villages set this to true to fix an issue with their streets. #} ## The template pool The template pool defines how to build up your structure. Since we're not using jigsaw, this is quite straight forward: we want to place a single NBT structure. **`data/example/worldgen/template_pool/tall_tower.json`** ```json { "name": "example:tall_tower", "fallback": "minecraft:empty", "elements": [ { "weight": 1, "element": { "element_type": "minecraft:single_pool_element", "location": "example:stone_tall_tower", "projection": "rigid", "processors": "minecraft:empty" } } ] } ``` Again, let's go over the fields: * f`name`: For some reason, the game needs the name of this template pool. Just set this to the ID of the template pool. * f`fallback`: Used in jigsaw structures, but we can simply use s`minecraft:empty`. * f`elements`: A weighted list of pool elements to choose from. You can add multiple elements here if your structure has different starting structure files. For example in vanilla a plains village has different town center variants. * f`element_type`: The type of this element. One of s`empty_pool_element` (placing nothing), s`feature_pool_element` (placing a placed feature), s`legacy_single_pool_element`, s`list_pool_element`, and s`single_pool_element` (placing a structure). * f`location`: The path to the structure NBT file. [(see next step)](#the-structure-nbt). * f`projection`: Either s`rigid` or s`terrain_matching`. Use the latter if you want the structure to match the terrain, just like village paths do. * f`processors`: If you want to run any processor lists, this is quite complicated so again we'll skip this for now and set it to s`minecraft:empty`. ## The structure NBT Creating the structure NBT file is entirely up to you. In this example I'm going to use a tower structure from [Gamemode 4](https://gm4.co/modules/tower-structures). **`data/example/structures/stone_tall_tower.nbt`** (binary NBT file) [Download the structure from this example](https://gist.github.com/misode/45559d34627755ecaa52497daea83544/raw/8b41b3e273210e0455e4bd4fa97b5504b65aff2c/stone_tall_tower.nbt) ## Result ![stone tower close-up](https://user-images.githubusercontent.com/17352009/154780743-c704d23b-9343-4167-8273-acc7a380d037.png) ![a bunch of towers in a forest](https://user-images.githubusercontent.com/17352009/154780794-1585c927-682c-4b26-b1cc-f9132fffc24a.png)