Creating the first structure
To create it, you will need a construction schematic.
Recommendations for the schematic
Place the main point in the center of the building.
Build a foundation for your schematics so that your buildings don't float in the air. An example of the foundation is below.

You can create any schematic, any size. There are no restrictions.
Mobs
To spawn vanilla mobs, use their ID directly in the schematic.

If you use MythicMobs, then write [mythicmobs]ID, if it doesn’t fit, then move it to other lines, as shown in the screenshot below.

Create a configuration file in the same folder with the same name as the schematic. If the schematic is named test.schem, the configuration file should be named test.yml.
Configure the .yml file as described below.
biomes
Accepts many biome values.
minecraft:mushroom_fields minemagic:astral_mushrooms ...
WhiteListBlocks
On which block is the schematic allowed to appear.
GRASS_BLOCK MOSS_BLOCK ...
threshold
The lower this value, the more often your building will be generated.
Takes values from 0 to 1
scale
The second value is for the noise generator. I recommend setting it to 0.6.
distance
At what distance from each other will the structures appear. Counted in blocks
I recommend avoiding placing multiple buildings in a single biome within 5 blocks of each other. This may impact server TPS.
world
The world in which structures will be generated. Takes one value.
world world_the_end ...
seed
Specify the seed for noise
90813958915
surface
A value of true will generate structures on the ground. A value of false will create them in the air or underground.
true false
offsetX
Offsets a building by a certain number of blocks in X direction. Useful for using multiple identical buildings so they don't spawn in the same place. If you don't need to use it, delete the line.
-10
offsetZ
Offsets a building by a certain number of blocks in Z direction. Useful for using multiple identical buildings so they don't spawn in the same place. If you don't need to use it, delete the line.
30
minY
Used if surface is false. The structure will not appear below this point. If you don't need to use it, delete the line.
200
maxY
Used if surface is false. The structure will not appear above this point. If you don't need to use it, delete the line.
250
height
Structure insertion priority. Structures with a higher priority will be inserted first.
10
lootTableKey
Specify the loottable ID. All containers in your structure will use the loot from it.
minecraft:chests/jungle_temple_dispenser
Examples of loottable:
minecraft:chests/abandoned_mineshaft minecraft:chests/ancient_city
minecraft:chests/ancient_city_ice_box
minecraft:chests/bastion_bridge minecraft:chests/bastion_hoglin_stable
minecraft:chests/bastion_other minecraft:chests/bastion_treasure
minecraft:chests/buried_treasure
minecraft:chests/desert_pyramid
minecraft:chests/end_city_treasure
minecraft:chests/igloo_chest
minecraft:chests/jungle_temple minecraft:chests/jungle_temple_dispenser
minecraft:chests/nether_bridge
minecraft:chests/pillager_outpost
minecraft:chests/ruined_portal
minecraft:chests/shipwreck_map minecraft:chests/shipwreck_supply
minecraft:chests/shipwreck_treasure
minecraft:chests/simple_dungeon
minecraft:chests/stronghold_corridor
minecraft:chests/stronghold_crossing minecraft:chests/stronghold_library
minecraft:chests/underwater_ruin_big
minecraft:chests/underwater_ruin_small
minecraft:chests/woodland_mansion
.....
For loottable you can use my other plugin - MagicLootStructures
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