Automatic structure generation in the minecraft world based on schematics

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Information

Adds new functionality to the world generator. It automatically spawns various structures based on schematics during world generation on the server side. It works both with server and client-integrated server. Strutures can reach gigantic proportions and generates as quickly as possible. During the world exploration you can discover neatly placed schematics that looks harmonically with environment. Any user can add arbitrary schematic to make it possible automatically appear in the world. Collected more than 2900+ great schematics and include them to standard mod releases. Mod config provides the ability to adjust spawn conditions and rates. One of the most important features of this mod is that structure spawning going much-much faster than similar mods do. The mod includes schematic control features and world pre-generation ability. There is possibility to automatically generate villages constructed from schematic sets and easily insert it into the world.


Details

First time launching this mod with 3000 schematics consumes about 1-5 min, because of reading new schematic entails appropriate calculating dump files to speed up pasting routine in future. If your schematic have ground level with grass, gravel, stone, dirt etc. it will dig down as it is necessary. if your scheme made roughly, paste process will automatically detect air outside of your structure and place it goodly. Creatures automatically spawns inside buildings. For example blazes and ghasts in nether, villagers in village, cave spiders in undergrounds. Every chest have random loot according to configuration and may reproduce some schematic-native items. I spent many time to identify the best approach of the problem of the most beautiful schematic insertion in the world. I realize that schematic cosmetic-configuring is very time-expensive, so I decide to entrust this job to computer. I figured out many ennobling approaches and sewed it all to the mod.


Differences

Differences with placemod

Limitations



Schematics

You can find all schematics inside special folder which you have to put inside your .minecraft root directory. By default it contains next subdirectories: Common, Floating, Underground, Underwater, Water, Village. Saves goes into subdirectory with name Saves and they exluded from world generation but available for commands. Put your own folders and schematics inside base folder without any problems.
Important folder names down below.
You can add your schematics to any sub-folder of %appdata%/.minecraft/schematics/Your_Schematics, or the folder you specified in config.
Biomes determines automatically and fully isolated from players and builders.
You can set biome manually, just make sure schematic relative path have folder that is one of down below.


Mod Configuration

Config file located in config/structpro.cfg
Recommendations


Commands

Aliases: /structpro or /spro
Pasting schematic in the world. Each field may not be specified. Available only for creative users.
If you want to paste village use /spro paste name="village folder name" village=true.
You can use any sub-word of schematic path and name.
/structpro paste

Schematic saving to schematics/Saves folder from world fragment. Fragment will be copied in increasing X,Y,Z direction.
Works only while server ticks. If you play integrated server you have to be in game to process ticks. /structpro save

Pre-generate world. Very important! Go to server.properties and set max-tick-time=-1.
To stop generation use /spro gen stop=true.
/structpro gen

Restore previous world data. Also works for village paste. Restores blocks for external mods. May be unsafe.
/structpro undo


FAQ

- Are you using any dependencies to spawn structures in the world?
- Structpro are fully independent

- Where does the schematic folder go?
- .minecraft/schematics/ by default, but you can configure it

- For using own schematics, do we also need something?
- Nope, you need to put your schematics in the folder. Nothing more

- How to make structures more rare?
- Go to config and open structpro.cfg file then put density, for instance 10 times less than before (0.005 -> 0.0005)

- I've got a crash with java.lang.Error
- Go to server.properties and set max-tick-time = -1

- Game crashing when opening chest
- That's because some other mods incorrectly implements items. All you can do with this mod - go to mod config and set ONLY_VANILLA_LOOT=true. This will prevent third-party items to appear in chests. Destroy bad chests using editor or generate a new world

- I don't want to spawn chests with items because it's unbalance
- Set LOOT_CHANCE=0 in mod config, it gives you zero-probability of loot

- I want calculate density where 1 structure drops per 400x400 blocks area
- Dinsity is a probability to spawn per each chunk, but it can be even more then one. Basic forula for area DENSITY= 256.0 / S, where S is area mesured in blocks, in case you pick area 400x400 density will be 0.0016

- I have some problems with ticking
- Set TICKER=false in mod config file. This flag will stop additional ticking before/after pasting structure.

- Can I paste schematic with modded items
- No, this function is disabled because modded items ids varies hard from one mod-pack to another. To not spoil the world with non-existent blocks. But, you can save it to schematics.

Screenshots

Click to expand spoler



Change log

Each new version have code improvements and at least small bug-fixes. Strongly recomended to use newest version.
Version Changes
1.2 Fixed lift bug
Allowed to save schematics
1.3 New config option: WORLD_BORDER. Added generation command
Fixed bug with chunk compression and null storage arrays
1.4 Improve chunkster pasting internals
Remove generation command
New config option: SCHEMATICS_FOLDER
1.5 Fixed critical bug - neighbor updates Forge stack overflow neighbor update routine
Now structures notify blocks about changes: water start flowing, rails reconnects, sand drops down, etc
New config option: MOB_SPAWNERS_EGGS_ONLY
1.6 Speed-up pasting process and cleanup code
Fix block-light bugs
Fix bug that makes village spawns always in pair with structure
New config option: IGNORE_LIGHT
1.7 Soil lians under roughly-generated basic ground-buildings cosmetics
Configurator generalization and improves
Block replacement improvements
Now blocks and items can be specified using regexp in configs
1.8 Performance issues
Better logging
1.9 Hotfix water impenetrability appeared in 1.8
Update chunksters before removing from cache
2.0 Fix major bug command /structpro save not saves tile entities
Fix bedrock replace bug
Small performance increase
Improve some default configurations
2.1 Fix major bug appeared in version 2.0 - Melting space around structure was incorrect
Add undo command
2.2 Fix bug that don't let undo restore tile entities from external mods
2.3 Extremely improve post tick-performance that prevents ugly spikes after spawning
Fixed super-major bug appeared in 2.2 - structure stop generates when block is null
Rotation metadata fully fixed
Fix undo liana under basic buildings
Add commands sound-effects
2.4 Native loot works with ids and names
fix native loot bugs (incorrect slots, ids, missing)
Items also can be configured by id
2.5 Fixed configurator issues for empty lists
Reconfigure some default values
Add configuration option IDEAL_LIGHT for ideal light calculation (slow not recommended)
Make block and world ticks a bit smarter during spawning
Added many cardinal-blocks to registry that makes area cleaning/remelting better
Added support for entire part of tile entities: TileEntityBanner, TileEntityComparator, TileEntityFlowerPot, TileEntityNote
Make Parallel-threads for loading process
2.6 light and shadow update New full-light calculation algorithm integrated (ideal accuracy)
Huge performance growth (now light calculations not required only for ticking)
Remove configuration IDEAL_LIGHT and IGNORE_LIGHT because now light not cost performance
2.7 sky-light fix Replace world and chunk caching to direct access
Fix sky light bugs
Increase performance
Added new option TICKER to config that allows additional force ticking
2.8 item missingno fix Prevent inventories to contain bad items with missing texture
Documented code
Improve command shortcuts (for example now you can use /spro save w=5 h=10 l=20)
2.9 Crash-protection when item extracting mesh texture
Commands now can work on client and server both
3.0 mc-1.7.10 support Add support for 1.7.10
Fix command block parameters parsing
3.1 height map Fixed height-map bug (inside chunk) that caused light issues. No more skylight inside structures
3.2 world pre-generation command Added world pre-generation command (chunk pre-populating) /spro gen size=64 step=16 sx=0 sz=0
Improved some calibration conditions for nether, end etc
3.3 structure distribution Fixed calibration conditions for all biomes
Structures spawns in nether, overworld, snow and the end more realistic
3.4 spawner fix Fixed mob-spawner transfering from schematic nbt tile data (Random mob in spawner bug)
3.5 save modded blocks New ability to save schematics with modded items or blocks (not paste)
New logo, new web-reference
Fixed 1.7.10 bug when ONLY_VANILLA_LOOT not works
3.6 World control Allow dimension selecting for commands using world=dimension
Unload chunks during /spro gen command proccess that prevents memory overflows
Now you can generate/save/paste/undo in any dimension even if you are not in the server
3.7 World control Now when you use /spro gen you can skip chunks that doesn't contains spro structures /spro gen skip=true
You can continue /spro gen generation using progess /spro gen process=number
Already decorated chunks skips to improve performance
3.8 Insecure projection and commands Now all command arguments with type boolean and value true can be passed as tokens - /spro paste village, /spro gen stop
Added wand - wooden axe as select tool, to appy append wand token to command - /spro save wand
Projection can be insecure. That means you can paste schematic 1:1 without loosing anything - /spro paste name=banner insecure
Adapted for 1.12 minecraft
Wand now are wooden hoe
3.9 Structure quota Integrated Forge API-pillow helps to transfer code between versions and apis. Isolated minecraft logic from mod logic
New config option - STRUCTURE_SPAWN_QUOTA. It says how much times each schematic can be spawned per world
New config option - PROTECT_BLOCKS. This is a set of blocks protected from replacing by structure during world generation
Java 1.8+ required
4.0 Code isolation Code security issues and architecture
Fixed bug in 1.7.10 (appeared in 3.9) with pre-generation


Known bugs

Sometimes spawned structures break nether-portals
Sometimes creative command "paste" may produce structures with temporary-invisible mobs
Falled-down sand/gravel can not be undone with /spro undo


Considered suggestions

Request Response
Support recurrent schematics Available only vanilla schematics
Schematica ghost image in the world Use schematica with structpro and execute paste command on schematic ghost
Insert default schematics into jar Inconveniences in jar-file flow system not allows to do it
Auto adding mob-spawners inside already generated structures It's badly correlated with mod logic, put spawners you need in your schematics
Clamp allowed spawn distance using folder names Planned in future
Add max schematic size for save command Planned in future


Installation and downloads



Schematic sets

You can suggest your own schematic-sets. Useful tools Don't forget to save original name and prefix schematic author or publisher in square brackets - [author]name.schematic.


Board of honor for best schematics builders

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