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Groups

For the purpose of simplicity below, the following structures are grouped together.

Bastion Type Group Structures
Bridge Group 1

walls/[X]
ramparts/[X]
rampart_plates/plate_0

Group 2

starting_pieces/entrance_base
starting_pieces/entrance_face
legs/[X]
connectors/[X]

Group 3 starting_pieces/entrance
Group 4 bridge_pieces/bridge
Hoglin Stable Group 1

starting_pieces/[X]
walls/wall_base
stairs/[X]
small_stables/[X]
large_stables/<inner/outer>_<0-3>
posts/[X]
ramparts/[X]
rampart_plates/rampart_plate_1
connectors/end_post_connector

Group 2 walls/side_wall_[X]
Treasure Group 1 roofs/[X]
Group 2

big_air_full
bases/[X]
stairs/lower_stairs
brains/center_brain
walls/lava_wall
walls/bottom/[X]
walls/mid/[X]
walls/top/[X]
connectors/[X]
entrances/entrance_0
ramparts/mid_wall_[X]
ramparts/lava_basin_[X]
corners/bottom/[X]
corners/middle/[X]
corners/top/[X]
extensions/[X]

Group 3

walls/entrance_wall
walls/outer/[X]
corners/edges/[X]

Group 4 ramparts/top_wall
Group 5 ramparts/bottom_wall_0
Housing Units Group 1 All

Replacing Blocks

Upon generation, some block in bastion remnants have a chance of being replaced by other blocks.

Original Block Replacing Block Chance per Block Affected Groups
Polished Blackstone Bricks Cracked Polished Blackstone Bricks 50% Treasure Group 3
40% Bridge Group 1
35% Treasure Group 2
30%

Bridge Group 2
Bridge Group 4
Housing Units Group 1
Treasure Group 1

10% Hoglin Stable Group 1
Blackstone 30%

Treasure Group 1
Treasure Group 3

Air 15% Treasure Group 1
1% Treasure Group 3
0.01%

Bridge Group 1

Blackstone Cracked Polished Blackstone Bricks 1% Bridge Group 1
Gilded Blackstone 1%

Bridge Group 1
Bridge Group 2
Bridge Group 3
Hoglin Stable Group 1
Hoglin Stable Group 2
Housing Units Group 1
Treasure Group 2
Treasure Group 5

Air 0.01%

Bridge Group 1
Bridge Group 2
Bridge Group 4
Hoglin Stable Group 1
Housing Units Group 1

Block of Gold Cracked Polished Blackstone Bricks 60% Bridge Group 3
30%

Bridge Group 1
Bridge Group 2
Treasure Group 4

10% Hoglin Stable Group 2
Chiseled Polished Blackstone Air 50%

Bridge Group 3
Hoglin Stable Group 2

Cracked Polished Blackstone Bricks 10% Treasure Group 2
Magma Block Cracked Polished Blackstone Bricks 75% Treasure Group 5
Cracked Polished Blackstone Bricks Polished Blackstone Bricks 15% Treasure Group 5
Any Air 5%[more information needed] Treasure Group 4

Bridge Generation

Bridge generation starts with a single structure and branches off with different jigsaw blocks, represented by the different bullet points.

  • Generation starts with the starting_pieces/entrance_base structure.
    • walls/wall_base_0 generates to the left and walls/wall_base_1 generates to the right, connected to the base at the bottom.
      • Each wall base generates a random rampart from ramparts/rampart_<0-1> above it.
        • If ramparts/rampart_1 is chosen, it generates rampart_plates/plate_0 on its front near the top.
    • At the back and towards the top, the connectors/back_bridge_bottom structure generates.
    • The structure starting_pieces/entrance generates directly above.
      • At the back, near the bottom, connectors/back_bridge_top generates.
      • At the front, also near the bottom, bridge_pieces/bridge generates.
        • On the bottom of the bridge, two random legs from legs/leg_<0-1> generate.
      • On the front, starting_pieces/entrance_face generates.

Hoglin Stable Generation

Hoglin stable generation starts with a single structure and branches off with different jigsaw blocks, represented by the different bullet points.

  • Generations starts with the air_base structure.
    • Facing outwards at the front, walls/wall_base generates.
      • At the back, on either side a random wall from walls/side_wall_<0-1> generates. Each wall has two different places it can connect to the base.
        • Each side wall generates a random rampart from ramparts/rampart_<1-3> above it.
          • If ramparts/rampart_1 is chosen, it generates rampart_plates/rampart_plate_1 on its front.
      • The wall base also generates a random rampart above it. See the side wall section for specifics.
    • Starting inwards towards the air base, a random starting stairs is generated from starting_pieces/starting_stairs_<0-4>
      • Towards the front left of the starting stairs, a inner small stable from small_stables/inner_<0-3> is generated, connected at the right.
        • On the left of the inner small stable, a random outer large stable from large_stables/outer_<0-3> is generated. Note that large_stables/outer_4 does not generate.
      • Towards the back left of the starting stairs, the structure posts/stair_post is generated, connected at the right.
        • The stair posts generate a random mirrored stairs from starting_pieces/stairs_<0-4>_mirrored.
          • The mirrored stairs generate a random inner large stable from large_stables/inner_<0-3> at the back left. Note that large_stables/inner_4 does not generate.
            • On the left of the large stable, a random outer small stable from small_stables/outer_<0-3< is generated.
          • The mirrored stairs generate a random inner small stable at the back right. See the starting stairs section for details.
          • At the back at the top, the mirrored stairs generate a random stairs 1 from stairs/stairs_1_<0-4>.
            • The stairs 1 generate a random inner large stable at the front left. See the mirrored stairs section for details.
            • The stairs 1 generate a random inner small stable at the front right. See the starting stairs section for details.
            • These stairs generate a random stairs 2 from stairs/stairs_2_<0-4> at the front on top.
              • These stairs generate a random inner small stable on the left and a random inner large stable on the right. See the above sections for details.
              • These stairs generate a random stairs 3 from stairs/stairs_3_<0-4> at the front on top.
                • These stairs generate a random inner large stable on the left and a random inner small stable on the right. See the above sections for details.
        • At the top of the posts, the structure connectors/end_post_connector is generated.
          • At the other end of the connector, the structure posts/end_post is generated.
      • Towards the front right of the starting stairs, a random inner large stable is generated. See the above sections for details.
      • Above the starting stairs, a random stair 1 is generated. See the above sections for details.

Treasure Generation

Treasure generation starts with a single structure and branches off with different jigsaw blocks, represented by the different bullet points.

  • Generations starts with the big_air_full structure.
    • Roughly in the middle of the structure, bases/lava_basin generates.
      • In the center of the lava basin, a random center generates from bases/centers/center_<0-3>.
      • On each side of the lava basin, a random bottom wall from walls/bottom/wall_<0-3> is generated.
        • On the front of the bottom wall, the structure walls/outer/medium_outer_wall is generated.
        • On the left and right sides of the bottom wall, a random bottom corner from corners/bottom/corner_<0-1> is generated.
          • On the side opposite and the side left or right of where it connects to the bottom wall, the bottom corner generates the structure walls/outer/bottom_corner.
            • On the left and right sides of the bottom corner wall, the structure corners/edges/bottom generates.
        • If walls/bottom/wall_<0-1> is chosen, two large extensions are generated on the back at either side of the top of the wall. If walls/bottom/wall_1 is chosen, two more generate roughly beneath the other two. These structures are chosen randomly from extensions/empty (13 chance), extensions/fire_room (19 chance), extensions/large_bridge_<0-3> (19 chance per bridge), or extensions/roofed_bridge (19 chance).
      • Along the top of the lava basin, the structure stairs/lower_stairs generates.
      • At the top center of the lava basin, the structure brains/center_brain generates.
        • About 16 of the way up, the structure connectors/center_to_wall_middle generates in all four directions.
          • At the opposite end of the connector, a random mid wall generates from walls/mid/wall_<0-2>.
            • On the front of the mid wall, the structure walls/outer/outer_wall generates.
            • On the left and right sides of the mid wall, a random middle corner from corners/middle/corner_<0-1> is generated.
              • On the side opposite and the side left or right of where it connects to the mid wall, the middle corner generates the structure walls/outer/mid_corner generates.
                • On the front and back of the outer mid corner wall, the structure corners/edges/middle generates.
            • If walls/mid/wall_<0-1> is chosen, a random large extension is generated on the center back of the mid wall. If walls/mid/wall_0 is chosen, two more generate on the top back of the mid wall. See the above sections for details.
            • If walls/mid/wall_<0/2> is chosen, 2 random small extensions are generated about 23 of the way up on the back. If walls/mid/wall_0 is chosen, a third generates here as well. If walls/mid/wall_1 is chosen, 4 small extensions are generated at the top back of the mid wall. These structures are chosen randomly from extensions/empty (27 chance), extensions/fire_room (17 chance), or extensions/small_bridge_<0-3> (17 chance per bridge).
        • About 12 of the way up, the structure connectors/center_to_wall_top generates in 3 of 4 directions.
          • On the opposite end of the connector, a random top wall generates from walls/top/wall_<0-1>.
        • About 12 of the way up, the structure connectors/center_to_wall_top_entrance generates in the 4th direction.
          • On the opposite end of the connector, the structure walls/top/main_entrance generates.
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