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Command Structures

by TelepathicGrunt · for Minecraft

Spawn Jigsaw Structures by command!

45KDownloads
15d agoLast updated
MITLicense
Fabric · Forge +2Loaders

About Command Structures

From Modrinth

Spawn Jigsaw Structures by command!

This utility mod for Neoforge, Forge, Fabric, and Quilt is great for any modder or datapacker that is looking to create custom jigsaw structures but wants a way to spawn the structures quickly or have all nbt pieces laid out neatly. It also provides a way to spawn configuredfeatures and placedfeatures to make debugging those easier.

 

What this mod does is it created the /spawnstructure, /spawnpieces, /spawnfeature/ and spawnplacedfeature command that you can use. The full args for the commands are:

 

/spawnstructure <location> <startpoolresourcelocation> <depth> <heightmapsnap> <legacyboundingboxrule> <disableprocessors> <sendchunklightingpacket> <randomseed>

<location> - Where to spawn the structure. Can do ~ ~ ~ to spawn it where you currently are or ~50 ~ ~ to spawn it 50 blocks away from you.

<startpoolresourcelocation> -  the path to the template pool to use to start the structure gen from. For plains vanilla village, this would be "minecraft:village/plains/town_centers" which is the start pool for villages. You can choose other pools for testing purposes. This is the only required argument. All other arguments are optional.

<depth> - How many pieces outward from the starting piece should the jigsaw structure generate. Think of it like how long a branch should go in length. Not how many pieces in the structure total. Villages are 6 in depth.

<heightmapsnap> - Whether the structure should generate at top land or should spawn where the player is.

<legacyboundingboxrule> - Special internal rule that fiddles with bounding boxes of the pieces. This is required to be true for villages to generate properly. All other structures should have this be false.

<disableprocessors> - Whether structure processors should be turned off for this structure generation or not. Processors are often used to randomized a structure's block or replace blocks based on conditions like how village roads turns into planks when it goes into water.

<sendchunklightingpacket> - If true, the game will send a packet to try and cause players to reload all visible chunks. If off, it may provide significant performance boost but if the structure or feature places blocks in a very weird way, those blocks may not show up until the chunk is reloaded. Example, minecraft:forest_rock feature places blocks without sending changes to client. Most features and structures will be fine and sendchunklightingpacket can be set to false. (default is false)

<randomseed> - Use this and pass in a seed if you want to keep generating the same structure layout over and over every time you run the command anywhere. Great for testing to see if you fixed why a piece wasn't spawning in your structure.

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(1.20.4+ only) /fillstructurevoid <size>

<size> - The size of the sphere outward from where you're standing. The air in the sphere will be replaced with structure void. It does so by recursively spreading out, so it won't replace air inside house or enclosed spaces. Good for filling outside of houses with structure void in a quick and dirty way. Used best with Structure Void Toggle mod.

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(1.18 only) spawnrawstructure <location> <configuredstructure> <savestructurebounds> <sendchunklightingpacket> <randomseed>

<location> - Where to spawn the structure. Can do ~ ~ ~ to spawn it. Note: ConfigureStructures may ignore the y value of this argument so be aware of that. Ocean Monuments always spawn below sealevel for example.

<configuredstructure> -  The ConfiguredStructure to spawn. Note, many structures have special hardcoded internal checks that may prevent generation. For example, End Cities will not spawn is land at spot is below 60, Desert Temple and Jungle temples will not spawn at or below sealevel, and other structures may have more strict checks. The biome checks has been bypassed and for many vanilla structures, I have added code to bypass many of their strict checks so that Mineshafts always spawn when doing this command for example. Modded structures may have extremely strict checks that prevent generation. This argument is a required argument. The rest of the arguments past this one are optional.

<savestructurebounds> - Whether to save the structure's boundaries to the chunk itself. This bounds is for triggering advancements, spawning structure specific mobs over time like guardians and pillagers, and various other bounds related stuff.

<sendchunklightingpacket> - If true, the game will send a packet to try and cause players to reload all visible chunks. If off, it may provide significant performance boost but if the structure or feature places blocks in a very weird way, those blocks may not show up until the chunk is reloaded. Example, minecraft:forest_rock feature places blocks without sending changes to client. Most features and structures will be fine and sendchunklightingpacket can be set to false. (default is true)

<randomseed> - Use this and pass in a seed if you want to keep generating the same structure layout over and over every time you run the command anywhere. Great for testing to see if you fixed why a piece wasn't spawning in your structure.

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/spawnpieces <resourcelocationpath> <location> <savepieces> <floorblock> <fillerblock> <rowlength> <spacing (1.20.4+)>

<resourcelocationpath> - The path to search under for all nbt pieces to spawn in a grid. This command can target a single nbt piece as well. This is the only required argument. All other arguments are optional.

<location> - Where to start placing the pieces down at. ~ ~ ~ is the default which is where the player is standing.

<savepieces> - Whether to auto save every nbt piece spawned into the "generated" folder in the world's save folder.

Read the full description on Modrinth →

Highlights

From source data

Game versions

Supports 28 Minecraft versions, the newest being 26.3.

Loaders

Runs on Fabric, Forge, NeoForge and Quilt.

Footprint

Rated a light load on a server.

What kind of mod it is

From the catalog
Listed on Modrinth as “Mods”

World generation

Changes or adds to how new terrain, biomes and structures are created.

Runs on your server

From source side support

Modrinth lists Command Structures as required on the server. Check its Modrinth page to see whether players need it too.

Compatibility

Game
Minecraft
Loaders
FabricForgeNeoForgeQuilt
Runs on
Serverrequired on the server
Game versions
26.3 and 27 earlier

Verified at the source

  • ✓ModrinthOfficial listing, checked 2026-10-01Open ↗
  • ✓AuthorTelepathicGrunt, as published on Modrinth
  • ✓LicenseMITFree

Command Structures, answered

Generated from the mod’s own source data.

Do my players need to install Command Structures?

Modrinth lists Command Structures as required on the server. Check its Modrinth page to see whether players need it too.

Which loaders does it support?

Fabric, Forge, NeoForge and Quilt.

Is it free?

Yes. Command Structures is free to download from Modrinth. Its license is MIT.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run Command Structures on a Minecraft server.

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