Custom structure

Structures are large decorations that can write to a much larger area than the 3x3 chunks of a feature. They're placed globally and spaced out in a randomized grid (or in concentric rings for strongholds), and can be scanned for and found using. Structures can affect terrain generation. Configured structures are stored as JSON files within a data pack in the path. They are used in world generation as a part of structure sets.

JSON Format

 * The root tag
 * : The type of structure feature. Must be one of the types listed below.
 * : The biome tag that this structure is allowed to spawn in.
 * : (Optional) The type of terrain adaption used for the structure.  is used for pillager outposts and villages,    is used for ancient cities, and   is used for strongholds.
 * : Overrides the mobs that can spawn in this structure. Used for things like blaze and wither skeleton spawning in nether fortresses, and can also be used to block mobs from spawning like in ancient cities. Required, but can be an empty compound.
 * : The type of structure feature. Must be one of the types listed below.
 * If  is   :
 * The template pool ID the structure starts from.
 * The depth of jigsaw structures to generate. Value between 0 and 7.
 * Integer value. If  is unset, the structure will start at the value provided. Otherwise, the value acts as an offset from the heightmap.
 * (optional) The name of the jigsaw the structure start attaches to.
 * (optional) The heightmap the structure should project to.
 * The maximum distance from the structure start that jigsaws will place. Value between 1 and 128.
 * (optional) Only used for villages.
 * If  is   :
 * Either  or  .   mineshafts can only generate under Y-level 10, while   mineshafts can spawn at any level.
 * If  is   :
 * The y-value that the structure will start.
 * If  is   :
 * Either  or  . Determines which structures this feature uses.
 * : The probability of this structure using the large variant buildings. Must be between 0 and 1.
 * : The probability of a cluster of ocean ruins generating, instead of just one. Must be between 0 and 1.
 * If  is   :
 * A list of ruined portal setups.
 * Either,  ,  ,  ,  ,  . Determines how the ruined portal will be placed.
 * The probability that the ruined portal will generate an air pocket around it. Must be between 0 and 1.
 * Determines how mossy the ruined portal is. Must be between 0 and 1.
 * Determines whether or not the ruined portal will be overgrown.
 * Determines whether or not vines generate on the ruined portal.
 * Determines whether or not lava in the ruined portal will be replaced with netherrack if the biome temperature is less than 0.15.
 * Determines whether or not stone bricks in the ruined portal will be replaced with their blackstone equivalents.
 * The chance this ruined portal setup will be chosen over other setups
 * If  is   :
 * (optional) Whether or not the shipwreck is beached. Defaults to false.

已配置的结构地物