Custom world generation/structure set


 * : Root object.
 * : The structures that may be placed.
 * : A structure to be placed.
 * : The configured structure feature to be placed. Can be a namespaced ID or a object of configured structure feature.
 * : Determines the chance of it being chosen over others. Must be a positive integer.
 * How the structures should be placed.
 * : A number that assists in randomization; see . Must be a non-nagtive integer.
 * : (Optional, default to 1.0) Probability to try to generate if other conditions below are met. Values between 0.0 to 1.0 (inclusive). Setting it to a number does not mean one structure is generated this often, only that the game attempts to generate one; biomes or terrain could lead to the structure not being generated.
 * : (Optional, defaults to ) Provides a random number generator algorithm for frequency. One of   (the random number depends on the the seed, position and ),   (the random number depends only on the seed and position, and randomness only occurs when the locations differ greatly),   (same as , but with fixed salt: 10387320) and   (the random number depends only on seed and position).
 * : Specifies that it cannot be placed near certain structures.
 * : Value betwenn 1 and 16 (inclusive).
 * : A structure set ID, or a structure set object.
 * : (optional, defaults to [0,0,0]) The chunk coordinate offset given when using.
 * : X. Value between -16 and 16 (inclusive).
 * : Y. Value between -16 and 16 (inclusive).
 * : Z. Value between -16 and 16 (inclusive).
 * : One of  or.
 * If  is   (distributed like strongholds), additional fields are as follows :
 * : The thickness of a ring plus that of a gap between two rings. Value between 0 and 1023 (inclusive). Unit is 6 chunks
 * : The total number of generation attempts in this dimension. Value between 1 and 4095 (inclusive).
 * : How many attempts are on the closest ring to spawn. Value between 0 and 1023 (inclusive). The number of attempts on the Nth ring is:, until the number of attempts reaches the total.
 * If  is   (distributed like bastion remnants or swamp huts), additional fields are as follows :
 * : (optional, defaults to ) One of   or.
 * : Average distance between two neighboring generation attempts. Value between 0 and 4096 (inclusive).
 * : Minimum distance (in chunks) between two neighboring attempts. Value between 0 and 4096 (inclusive). And be not bigger than . The maximum distance of two neighboring generation attempts is.