Compatibility
Minecraft: Java Edition
1.21.x
Platforms
Tags
Creators
Details
Licensed ARR
Published last year
Updated last week
Features
- Eleven ruined structures with different environments, layouts, hazards, enemies, and loot.
- Automatic generation in newly generated chunks.
- Deterministic per-chunk spawn decisions, preventing repeated decisions from changing after reloads.
- Configurable global and per-world spawn chances.
- Per-structure world allow-lists and block-lists.
- Configurable biome and vertical-range restrictions.
- Configurable worlds where no structures may generate.
- Empty biome lists mean that every biome is accepted.
- Overlap prevention with a configurable minimum distance between structures.
- Main-thread generation queue with a configurable generation limit per tick.
- Optional protection checks when a protection plugin is installed.
- Configurable mob encounters with entity type, count, and glowing settings.
- Difficulty scaling based on world difficulty and distance from the world origin.
- First-open randomized loot for registered chests and barrels.
- Custom loot tables with amount ranges, weighted chances, and enchantments.
- Persistent loot state across restarts.
- Persistent structure locations, changed-block protection, and bounding-box tracking.
- Safe removal that restores only blocks that players have not changed.
- Regeneration of the nearest tracked structure.
- Locate and management commands for administrators.
- Optional debug logging.
Included Structures
- Piglin Village: A Nether settlement containing piglins, piglin brutes, houses, paths, and valuable supplies.
- Collapsed Watchtower: A damaged defensive tower with ladders, a skeleton spawner, and elevated loot.
- Ruined House: A small surface ruin with a partially collapsed roof, debris, cobwebs, and supplies.
- Sunken Shrine: An underwater ruin with prismarine materials, a drowned spawner, and aquatic loot.
- Bandit Camp: A surface camp with wagons, tents, pillager defenses, and stacked barrels.
- Pillager Castle: A fortified ruin with towers, spawners, rooms, stairs, and several loot containers.
- Abandoned Quarry: A large open excavation with exposed ores, a hut, scaffolding, barrels, and hostile spawners.
- Haunted Graveyard: A surface graveyard with graves, a crypt, undead spawners, and hidden containers.
- Sunken Graveyard: An underwater graveyard with submerged graves, a crypt, drowned enemies, and aquatic loot.
- Collapsed Mineshaft: An underground mine ruin with tunnels, barrels, exposed ores, and a pillager spawner.
- Desert Temple Ruins: A desert ruin with hidden rooms, husk spawners, loot, and a functional TNT pressure-plate trap.
Commands
/spawnstructure <structure_name>: Queue a structure at your current location./rs999 reload: Reload structure and gameplay settings./rs999 list: List enabled structures, their current-world spawn chances, and whether they are enabled in the current world./rs999 info <structure_name>: Show a structure's spawn chance, accepted biomes, and vertical range./rs999 locate <structure_name> [radius]: Find the nearest tracked structure of the selected type in your world, optionally within a radius./rs999 despawn <radius>: Safely remove tracked structures within the radius while preserving player changes./rs999 regenerate <structure_name>: Safely regenerate the nearest tracked structure of the selected type.
Structure names are:
piglin_village, collapsed_watchtower, ruined_house, sunken_shrine, bandit_camp, pillager_castle, abandoned_quarry, haunted_graveyard, sunken_graveyard, collapsed_mineshaft, and desert_temple_ruins.
Permissions
ruinedstructures999.spawnstructure: Use/spawnstructure.ruinedstructures999.reload: Use/rs999 reload.ruinedstructures999.list: Use/rs999 list.ruinedstructures999.info: Use/rs999 info.ruinedstructures999.locate: Use/rs999 locate.ruinedstructures999.despawn: Use/rs999 despawn.ruinedstructures999.regenerate: Use/rs999 regenerate.
All permissions default to operators.
Configuration
General settings
debug: Enables diagnostic logging when set totrue.disabled-worlds: A list of worlds where no automatic structure generation occurs.performance.max-structures-per-tick: Maximum number of queued structures generated per tick.performance.auto-save-ticks: Number of ticks between persistence saves. Values below 20 are raised to 20.protection.enabled: Enables the optional protection check. If enabled and WorldGuard is installed, generation is checked against protected areas.structure-overlap-prevention.enabled: Enables minimum-distance checks.structure-overlap-prevention.radius: Minimum distance used to prevent overlapping structure generation.
Mob encounters and difficulty
mob-encounters.enabled: Enables the shared encounter defaults.mob-encounters.entity: Entity type used by shared encounter defaults.mob-encounters.count: Base number of encounter entities.mob-encounters.glowing: Makes encounter entities glow when enabled.difficulty-scaling.base-multiplier: Base encounter multiplier.difficulty-scaling.distance-step: Distance interval used for distance scaling.difficulty-scaling.distance-factor: Additional multiplier added per distance interval.
Each structure can override encounter settings under structures.<structure_name>.mob-encounter using enabled, entity, count, and glowing.
Per-structure settings
Every structure supports:
enabled: Enables or disables the structure.spawn-chance-per-chunk: Default chance for a new chunk to receive a spawn attempt.world-specific-spawn-chance: Optional world-name-to-chance overrides.min-spawn-yandmax-spawn-y: Allowed vertical range.allowed-biomes: Accepted biome names. An empty list accepts every biome.enabled-worlds: Optional allow-list. When non-empty, only listed worlds may generate the structure.disabled-worlds: Optional block-list for that structure.loot-table: Optional weighted custom loot entries.
Custom loot entries
Each loot entry may contain:
item: A valid item name.min-amount: Minimum stack amount.max-amount: Maximum stack amount.chance: Relative weight used when selecting loot.enchantments: Optional list containing an enchantmenttypeandlevel.
If a structure has no custom loot table, it uses its built-in themed loot pool.


