VanillaStructureAPI icon

VanillaStructureAPI -----

Small API to configure and place Vanilla Structures like Bastions, Villages, Strongholds...



How to create a Structure:

Code (Java):
VanillaStructureAPI. placeStructure (StructureConfig ) ;
Every StructureConfig can be found in "StructureConfigs"
This Method will return true if everything is ok (ok means not 100% placement-success) or false if an error occurred.

Configurations:
  • Pillager Outpost
    • new PillagerOutpost(Location, maxdepth)
      Location: Where to place
      maxdepth: maximal placement itterations
      NOTE: Will always spawn at the Top of the World-Generation
  • Mineshaft
    • new Mineshaft(Location, MineshaftType, probability, forcedHeight
      Location: Where to place
      MineshaftType: NORMAL or MESA
      probability: 0.0 to 1.0 (probably doesnt change result)
      forcedHeight: Whether the Location-Y will be used or vanilla behaviour
      NOTE: Mineshafts only generate in solid Blocks, not Air
  • Woodland Mansion
    • new WoodlandMansion(Location, forcedHeight)
      Location: Where to place
      forcedHeight: Whether the Location-Y will be used or vanilla behaviour
  • Jungle Temple
    • new JunglePyramid(Location)
      Location: Where to place
      NOTE: Will always spawn at the Top of the World-Generation
  • Desert Pyramid
    • new DesertPyramid(Location)
      Location: Where to place
      NOTE: Will always spawn at Y=~64
  • Igloo
    • new Igloo(Location, forceGenerateLaboratory, ladderAdjustment)
      Location: Where to place
      forceGenerateLaboratory: Whether the Laboratory will spawn 100% or only 50%(like Vanilla)
      ladderAdjustment: OptionalLong.empty() will change nothing, OptionalLong.of(high) will increase the Ladder to an Laboratory by high*3
  • Ruined Portal
    • new
      RuinedPortal(Location, RuinedPortalType)
      Location: Where to place
      RuinedPortalType: STANDARD, DESERT, JUNGLE, SWAMP, MOUNTAIN, OCEAN, NETHER

      Extra Methods:
    • setMossinessProbability(Float probability)
      • null for default Settings or 0.0 to 1.0
    • setGiantPortalProbability(Float probability)
      • null for default Settings or 0.0 to 1.0
    • setAirPocket(Boolean airPocket)
      • null for default Settings or true/false
    • setOvergrown(Boolean overgrown)
      • null for default Settings or true/false
    • setReplaceWithBlackstone(Boolean replaceWithBlackstone)
      • null for default Settings or true/false
    • setVines(Boolean vines)
      • null for default Settings or true/false

      By default all those settings are null and the Portals will have vanilla behaviour.
  • Shipwreck
    • new Shipwreck(Location, isBeached)
      Location: Where to place
      isBeached: Whether the Ship is beached or not
  • Swamp Hut
    • new SwampHut(Location)
      Location: Where to place
  • Stronghold
    • new Stronghold(Location, forcedHeight)
      Location: Where to place
      forcedHeight: Whether the Location-Y will be used or vanilla behaviour
  • Ocean Monument
    • new OceanMonument(Location)
      Location: Where to place
      NOTE: Generates always at Y=~64
  • Ocean Ruin
    • new
      OceanRuin(Location, OceanRuinType, large_probability, clusterProbability)
      Location: Where to place
      OceanRuinType: WARM or COLD
      large_probability: 0.0 to 1.0 Chance for a big Ruin
      clusterProbability: 0.0 to 1.0 Chance for more Ruins
  • Nether Fortress
    • new NetherFortress(Location, forcedHeight)
      Location: Where to place
      forcedHeight: Whether the Location-Y will be used or vanilla behaviour
      NOTE: Generates Blocks from the paths down to the next solid block
  • End City
    • new EndCity(Location, forcedHeight)
      Location: Where to place
      forcedHeight: Whether the Location-Y will be used or vanilla behaviour
  • Buried Treasure
    • new BuriedTreasure(Location, probability)
      Location: Where to place
      probability: 0.0 to 1.0 (probably doesnt change result)
  • Village
    • new Village(Location, VillageType, maxdepth)
      Location: Where to place
      VillageType: PLAINS, DESERT, SAVANNA, SNOWY, TAIGA
      maxdepth: maximal placement itterations
      NOTE: Village-Paths conflict with Grass and other Blocks that are also passable -> Paths look weird
  • Nether Fossil
    • new NetherFossil(Location, bottomDistance, topDistance)
      Location: Where to place
      bottomDistance: Distance of the Structure from the Bottom of the World
      topDistance: Distance of the Structure from the Top of the World
  • Bastion Remnant
    • new BastionRemnant(Location, maxdepth)
      Location: Where to place
      maxdepth: maximal placement itterations
Resource Information
Author:
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Total Downloads: 202
First Release: Jan 1, 2022
Last Update: Jan 2, 2022
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