Structure Block

A structure block is used to manually generate structures. They can also be used to save and load structures, alongside structure void blocks.

Obtaining
Structure blocks and structure voids are available only using the, , or commands, meanwhile it can be obtained in the creative inventory in. Structure blocks when placed are unbreakable in survival and have the same blast resistance as bedrock. This is similar to the command block.

Usage
When placed, the structure block to open the structure block GUI. The GUI opens only if the player is in Creative mode, and has the proper permissions. Once a structure is named, its name appears above the structure block when highlighted, preceded by the block mode (e.g. "Save:House").

Before being placed, the structure block uses a "blank" texture in the inventory, a texture that is not used when on a placed block.

A piston cannot move a structure block, but can move a structure void.

Structures saved only to memory have a higher priority than structures of the same name that were saved to disk. To remove a structure from active memory, players need to quit and reload their current game.

Switching between modes preserves the settings of the structure block wherever possible.

Save


Save mode allows the player to highlight a structure in the world and save it to a file.


 * Structure Name
 * The name of the structure is entered into this text box. Capital letters and special characters are not allowed. Underscores (_) and hyphens (-) are allowed. It has "mystructure:" prefix on default.


 * Relative Position
 * Enter the X, Y, and Z values for the structure here, based on the position of the structure block. Sets the origin of the structure outline.
 * Maximum allowed distance from the structure block $$ is 48 blocks in any direction and 64 on horizontal direction and 256 on vertical direction $$.


 * Show invisible blocks
 * Displays air and structure void blocks as small colored cubes. Red cubes signify structure void, while blue cubes signify air. Off by default.


 * Structure Size
 * Enter the X, Y, and Z values to set the distance from the Relative Position coordinates. This sets the opposite corner of the structure, and defines its size.
 * Maximum structure size is 48x48x48 $$ and 64x256x64 $$.
 * When successful, generates a white outline surrounding the structure. $$, the outline is green, blue, or red (depending on the axis) and the preview design can be used to see every layer of fragmented structure and to change the structure size to be saved.


 * Detect structure size and position
 * Automatically calculates the size and position of the structure using a corner block placed on the opposite corner of the structure.
 * The name of the structure in the save block must match the name within the corner block, or the size calculation fails.


 * Remove blocks
 * While saving the structure, doesn't include any blocks within structure.


 * Include entities
 * While saving the structure, saves any entities within the structure as well


 * Save
 * When all coordinates and a structure name have been entered, press this button to save the structure to a file. The name of the structure is the name of the file.
 * Structures can be saved to a file on disk only by manually pressing this button. If a structure block in Save mode is instead powered by redstone, the structure is saved only in memory by default. This is the case even if a file for that structure already exists on disk. Reloading the world clears any structures stored in memory. $$, the player can set up the structure block so that it saves to the disk even when automated with redstone.
 * By default, structure blocks are saved in the  namespace. This can be changed by prefixing the structure name with   in the structure block.
 * $$, structures are saved in.

file, which can be used to load from the  folder of a behavior pack. If the structure contains a custom block from a behavior pack, then the block is also saved on the structure block.

Load


Load mode allows the player to load and rotate saved structure files.


 * Structure Name
 * The path and name of the structure file to load from.
 * Name is case sensitive; it must match exactly with the name of the saved structure.
 * This may be a file found in the  folders in minecraft.jar. To load from a folder, simply type  . The following folders exist:


 * Relative Position
 * The X, Y, and Z coordinates of the corner in which to generate the structure, based on the position of the structure block, as long as the coordinates are within -64 and 64.


 * Show bounding box
 * Highlights the outline of the structure; on by default.


 * Structure Integrity and Seed
 * Removes random blocks that compose the structure based on a user-defined seed.


 * Lower integrity values result in more blocks being removed. The integrity value must be between 0.0 and 1.0.


 * Include entities
 * Include any entities saved in the structure file when loading the structure. Off by default.


 * Rotation (0, 90, 180, 270)
 * Sets the rotation of the structure to 0° (no rotation), 90° clockwise, 180° clockwise, and 270° clockwise (or 90° counter-clockwise).


 * Mirror (¦, <>, ^v)
 * Sets the mirroring of the structure to none (¦), left to right (<>), or front to back (^v). At 0° rotation <> mirrors across the X-axis and ^v mirrors across the Z-axis.


 * Load
 * Press this button once to prepare the outline preview of the structure. When satisfied with the position, press again to generate the structure.
 * This process may also be automated with the use of redstone.

Corner


Corner mode allows for an easier and automatic size calculation while saving or loading structures.
 * To use, place on the opposite corner of a save structure block or a second corner structure block. Then, using a save block, press "DETECT".
 * When successful, a white outline appears.


 * Structure Name
 * The name of the structure on which to calculate the size and position.
 * Name is case sensitive; it must match exactly with the name provided by the complementary save or corner structure block.

Data


Data mode can be used only during natural generation. They mark the location to run a function specified by its metadata input, which can be used only for relevant structures. The structure block is removed afterward. This mode is the default mode when a structure block is first placed.


 * Custom Data Tag Name
 * The name of the function to run.
 * Igloo
 * "chest" - sets the loot table for a chest beneath the structure block to "chests/igloo_chest" and sets the loot table seed dependent on the world seed.
 * End city
 * "Chest" - Sets the loot table for a chest beneath the structure block to "chests/end_city_treasure" and sets the loot table seed dependent on the world seed.
 * "Sentry" - Creates a shulker at the location of the structure block.
 * "Elytra" - Creates an item frame entity with an elytra item inside it at the location of the structure block.
 * Woodland mansion
 * "ChestSouth" - Sets the loot table for a chest that replaces the structure block to "chests/woodland_mansion" and sets the loot table seed dependent on the world seed.
 * "ChestNorth" - Sets the loot table for a chest that replaces the structure block to "chests/woodland_mansion" and sets the loot table seed dependent on the world seed.
 * "ChestEast" - Sets the loot table for a chest that replaces the structure block to "chests/woodland_mansion" and sets the loot table seed dependent on the world seed.
 * "ChestWest" - Sets the loot table for a chest that replaces the structure block to "chests/woodland_mansion" and sets the loot table seed dependent on the world seed.
 * "Mage" - Creates an evoker at the location of the structure block.
 * "Warrior" - Creates a vindicator at the location of the structure block.
 * Ocean Ruin
 * "chest" - Creates a chest at the location of the structure block, setting its loot table to either "chests/underwater_ruin_big" or "chests/underwater_ruin_small", with seed dependent on the world seed.
 * "drowned" - Creates a drowned at the location of the structure block.

3D Export


3D Export mode, is similar to save mode, but the structure is saved as a 3D render rather than as an actual structure. Therefore, structures saved this way can be viewed, but cannot be generated via load mode.


 * Structure Name
 * Enter the name of the structure. Case sensitive. The player must enter a file name in order to export.


 * Relative Position
 * Enter the X, Y, and Z values for the structure here, based on the position of the structure block. Sets the origin of the structure outline.
 * Maximum allowed distance from the structure block is 64 blocks in any direction.


 * Structure Size
 * Enter the X, Y, and Z values to set the distance from the Relative Position coordinates. This sets the opposite corner of the structure, and defines its size.
 * Maximum structure size is 64×256×64.


 * Detect structure size and position
 * Automatically calculates the size and position of the structure using a corner block placed on the opposite corner of the structure.
 * The name of the structure in the save block must match the name within the corner block, or the size calculation fails.


 * Include entities
 * While saving the structure, saves any entities within the structure as well.


 * Include players
 * While saving the structure, saves any players within the structure as well.

Structure void


Structure void can be placed as part of a structure and are ignored when the structure file is saved.


 * This results in the blocks at the location where the structure is placed being maintained and not being overridden. For example, if a player saves a 2 block high structure with air at the top and a structure void at the bottom, and loads it into a 2 block high area of stone, the top block becomes air but the bottom stays stone.


 * $$, structure void blocks have no collision box but have a small hitbox. Additionally, they are invisible, but are displayed as red cubes when "Show invisible blocks" is turned on in Save mode. Blocks can also replace structure voids similarly to snow and grass


 * $$, structure void block's hitboxes are the same as a full block, and, similar to barriers, appear when held by the player. Unlike Java Edition, they can support blocks such as signs, torches, and redstone.

As there is no collision box, entities can pass through, although liquids cannot.

ID




Block data
$$, structure blocks uses the following data values:

Block states
Export Structure Block

Block entity
A structure block also has a block entity associated with it.

Video
(Advanced)

Trivia
If Classic Textures are used, structure voids appear like instead of