Structure System Overview
Lithostitched structures use three main components:- Structure Template Pools: Collections of structure pieces that can be placed
- Structure Processors: Modify blocks during placement (randomization, swapping, etc.)
- Structure Configuration: Controls size, height, and placement rules
Creating a Basic Jigsaw Structure
Create structure NBT files
Build your structure pieces in-game using structure blocks and save them to:
Template Pool Configuration
Pool Elements
Each pool element defines a structure piece that can be placed:- weight: Relative spawn chance (higher = more common)
- location: Path to structure NBT file
- processors: Processor list to apply (or
minecraft:empty) - projection:
rigid(exact) orterrain_matching(follows ground) - element_type: Usually
minecraft:single_pool_element
Multiple Pieces in One Pool
Structure Processors
Processors modify blocks during structure placement. Lithostitched provides several custom processor types.Block Swap Processor
Replace specific blocks with alternatives:Random Processor Application
Apply different processor lists randomly for variety:per_piece: Each structure piece gets a random processorper_structure: Entire structure uses same random processor
Creating Processor Lists
Define processor lists at:Weathering Processor
Multi-Palette System
Create a tag for random palette selection:Alternate Jigsaw Configuration
Lithostitched’salternate_jigsaw structure type extends vanilla jigsaw structures with additional features.
Basic Configuration
Size Configuration
Thesize field controls jigsaw depth:
Fixed size:
Height Providers
Control where structures spawn vertically: Fixed height:Terrain Adaptation
Controls how structures interact with terrain:none: No adaptationbury: Buries underground portionsbeard_thin: Small beard of terrain below structurebeard_box: Box-shaped terrain beardencapsulate: Completely encapsulates in terrain
Pool Aliases
Pool aliases allow dynamic pool substitution:treasure pool with treasure_common during generation.
Adding to Existing Structures
Use modifiers to add your pieces to vanilla structures:Advanced Techniques
Multi-Level Structures
Create structures with multiple floors:- Create pools for each floor level
- Use jigsaw blocks to connect levels
- Set appropriate projection types
Conditional Piece Placement
Use processor conditions to place pieces based on environment:Random Loot Integration
Add loot chests to your structures using block entities in your NBT files, then reference loot tables:Testing Your Structure
Best Practices
Design modular pieces
Design modular pieces
- Create reusable pieces that work in multiple contexts
- Use consistent jigsaw connector names
- Keep piece sizes reasonable (16x16 or smaller when possible)
- Design pieces with multiple connection points
Balance weights carefully
Balance weights carefully
- Common pieces: 10-20
- Uncommon pieces: 5-10
- Rare pieces: 1-3
- Ensure variety without over-randomization
Use processor lists effectively
Use processor lists effectively
- Keep processors lightweight
- Use tags for material palettes
- Test performance with complex processors
- Avoid excessive randomization
Structure placement considerations
Structure placement considerations
- Choose appropriate terrain adaptation
- Set reasonable max_distance values
- Use correct biome tags
- Balance spacing and separation
Common Issues
Structure not generating
- Verify biome tag includes target biomes
- Check structure set spacing/separation
- Ensure start pool exists and is valid
- Verify structure step is appropriate
Pieces not connecting
- Match jigsaw connector names exactly
- Check projection types match
- Verify size allows enough depth
- Ensure fallback pool exists
Processors not applying
- Check processor list path is correct
- Verify processor syntax
- Test with simple block swap first
- Check for conflicting processors
Performance problems
- Reduce max_distance_from_center
- Simplify processor rules
- Limit structure size
- Optimize pool element count
Next Steps
Bandlands Terrain
Create banded terrain patterns for unique biomes
Common Patterns
Explore common worldgen patterns and techniques
Processor Reference
Complete documentation of all processor types
Structure Examples
Browse example structures for inspiration
