.schematicfile support!- Developers can now specify and register any file format they please using the new
StructureProviderRegistry - The correct serialization method will be chosen based on the file extension given, no override is currently available
- By default,
.nbtserialization will be used - It is recommended to not use
.schematicfor structures you want to use in world generation, as it can't serializenullblocks correctly!
- Developers can now specify and register any file format they please using the new
- Tandems!
- These are jigsaw blocks that defer generating connected pieces until after world generation has completed
- Since it occurs after the chunk (and surrounding affected chunks, to prevent cascades) has generated, the exact y-level of the jigsaw connection is now known, meaning any
alignToTerrainorconformToTerrainpieces can be connected to directly without issues caused by uneven terrain! - In future, this queued generation system will be extended to allow for Witchery style wall generation, and more complex structure bases and connections will be possible via dynamically repeating tandem jigsaw segments! (think: Roguelike Dungeons style stairwells connecting a surface structure to a dungeon!)
- Loot block spawning improved!
- For authors - your loot blocks won't have correct rotations until you reapply your loot block (use a chest/crate/barrel/etc on the structure loot block) and save the structure
- Clientless support - clients can connect to a dedicated server without the mod, if block registration is disabled on the server
- Structure Saving/Loading Blocks!
- Replaces the Structure Wand for saving and loading structures in your
.minecraft/structuresdirectory, for much easier editing! - The Structure Wand still exists though, as a quick and easy way to instantly configure a new Structure Saving Block
- Replaces the Structure Wand for saving and loading structures in your
- Biome aware
BlockSelectors- Can be used to replace blocks with dirt/grass/sand/etc depending on your current biome
- StructurePacks will now add new pools if none with the selected name exist yet, allowing for more complex structure extensions
- Rewritten
SpawnConditionweight selection for performance and consistency - Fix servers not loading structures with
--universeoption set
StructurePacks!
- You can now download
.zips loaded up with.nbtstructures to spawn in your worlds - These packs can also add new structures to existing jigsaw structure pools from other mods, meaning you can add new loot and content to dungeons as you please!
- Fix crash on single piece structures (ones without a
pooldefined)
- Platforms!
- You can prevent a structure from spawning in mid-air by placing an autogenerated platform beneath it
- The blocks in this platform can be randomised using a
BlockSelector
- Piece instance limit
- Prevents a jigsaw piece from spawning more than the defined number of times, for special rooms
- Piece required flag
- Forces generation of the structure to continue beyond defined limits if the piece has not yet generated
- There is a hard cap of 1024 pieces before it will give up, to prevent a hardlock
- Add
listto the/locatecommand
- Backports a command from modern MC:
/locate- This can be used to locate structures by name, up to 256 chunks away.
- JigsawPiece names are now namespaced to prevent collisions between mods.
- SpawnConditions must now be named, for locating and serialization.
- Trapdoors should now be correctly rotated in structures
- More error handling, to help you find incorrect structure definitions.
- Seeding adjusted to avoid collisions with Nuclear Tech Mod, which uses a similar structure spawning system.
Reorganised API, breaking changes ahead! This may occur a few more times as we progress through Alpha.
NBTStructure split out into NBTStructure and NBTGeneration, one handling building structures from .nbt files and the other handling world generation.
Initial release



