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Aetherial Structure Compatibility

Мод NeoForge

Structure compatibility mod for flying isles type generation. Transfers the start of structures to suitable flying islands. Сompatible with C2ME, YOUNG's and Integrated structures.

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Aetherial Structure Compatibility

Version: 1.0.0g
Minecraft: 1.21.1
Loader: NeoForge 21.1.242+
Java: 21
Author: OurElephant
Contact: slon1k.nash@atomicmail.io

Structure compatibility mod for flying isles type generation. Transfers the start of structures to suitable flying islands

Purpose

Aetherial Structure Compatibility (ASC) adapts normal Minecraft structure generation to worlds made from separated flying islands. In an unmodified structure pipeline, a structure start is chosen from the biome and structure-set rules without knowing whether enough terrain exists below or around the resulting pieces. In an island world this can produce structures in the void, structures split between unrelated islands, unsupported rooms, or underground structures outside the available rock mass.

ASC evaluates nearby island terrain before accepting a structure start. It searches for a suitable island and anchor, validates the generated structure against that island, and either generates the start at the target or translates the completed structure pieces, depending on the selected generation strategy.

ASC changes placement only. It does not add structures, replace structure loot, alter structure-set spacing, or change biome eligibility rules beyond probing valid target positions.

How it works

  1. Minecraft requests a structure start in its nominal chunk.
  2. ASC identifies the structure and loads its individual profile, falling back to the defaults profile when necessary.
  3. Nearby columns are sampled and grouped into flying-island candidates.
  4. Candidate anchors are ranked by island size, thickness, free space, and relocation distance.
  5. ASC generates or relocates the structure according to generationStrategy.
  6. The real structure pieces are checked against one island. Surface structures require terrain under most pieces; underground structures require enough containment or overlap; aquatic structures require appropriate water and floor conditions.
  7. If no target passes validation, global.fallback determines whether the structure is skipped or kept at its vanilla position.

The nominal start chunk remains the structure owner. The structure pieces and cached bounding box are updated so placement and /locate structure use the relocated geometry while remaining inside Minecraft's maximum eight-chunk structure-reference distance.

Changes to structure generation

  • Structure starts can be moved horizontally and vertically to a validated island anchor.
  • regenerate_at_target asks the structure generator to create the start at the target chunk.
  • generate_then_translate generates the original start first and then moves all completed pieces as a group.
  • auto selects the normal target-generation path, with special translation handling for YUNG's Better Mineshafts and buried treasure.
  • Surface structures are validated by their real pieces rather than only by one large bounding rectangle.
  • Branching mineshafts are checked piece by piece so empty gaps between tunnels do not count as missing terrain.
  • Trial Chambers and other piece-aware underground structures are aligned and validated by actual rooms and corridors.
  • Standard vertical support columns can be disabled with verticalSupports. Dedicated YUNG compatibility keeps chains while suppressing unwanted solid support legs.
  • Already generated structures are not moved retroactively. Test changes in a new world or unexplored chunks.

Performance

ASC performs additional terrain sampling, island detection, candidate ranking, and structure validation while chunks are generated. This increases CPU work during world generation and may noticeably slow chunk generation, especially when using a large search radius, high sampling limits, or many structure mods.

For large worlds and modpacks, it is recommended to use Chunky to pre-generate the intended world area before normal play. C2ME is also recommended for parallel chunk loading and generation, which can reduce the practical impact of ASC on exploration and server startup. Performance still depends on the world preset, hardware, modpack, and configuration values, so test settings on a backup before generating a production world.

Compatibility

ASC has no required structure-mod dependency. It reads the active dynamic STRUCTURE registry, so standard registry-based structures from mods and datapacks can receive profiles automatically.

The bundled template contains ready-to-edit profiles for:

  • Vanilla Minecraft structures;
  • YUNG's Better Desert Temples;
  • YUNG's Better Dungeons;
  • YUNG's Better Nether Fortresses;
  • YUNG's Better Jungle Temples;
  • YUNG's Better Mineshafts;
  • YUNG's Better Ocean Monuments;
  • YUNG's Better Strongholds;
  • YUNG's Better Witch Huts;
  • Integrated Dungeons and Structures (IDAS);
  • Integrated Stronghold;
  • Integrated Villages;
  • Revamped Shipwrecks;
  • Supplementaries structures.

Dedicated mixins are included for YUNG's Better Mineshafts and YUNG's Better Dungeons where those mods place support legs directly. These optional adapters do not require the YUNG mods to be installed.

The generation and cache code is designed for parallel world generation, including C2ME. Distant Horizons auxiliary world-generation threads do not run island scanning; the configured fallback is used there to avoid worker-thread chunk-generation stalls.

Configuration location

The configuration file is:

config/aetherial_structure_compat.json

When the file does not exist, ASC writes the bundled template. After the structure registry becomes available, ASC expands the file with one complete section per registered structure. Internal keys beginning with _ are migration or template markers and are hidden from the in-game structure list.

Global settings

Field Default Accepted value Description
enabled true Boolean Master switch for ASC. When false, vanilla structure generation is used.
searchRadius 128 161024 blocks Maximum radius used to search for island terrain.
maxRelocationChunks 8 18 chunks Maximum horizontal start relocation. Eight is also Minecraft's structure-reference limit.
cacheRadius 128 16256 blocks Radius retained by the island analysis cache.
maxAttempts 32 1256 Maximum candidate generation attempts for a normal structure.
sampleStep 8 264 blocks Spacing of columns during initial island sampling. Smaller values are more accurate and more expensive.
maxSampleColumns 8192 6416384 Hard cap on columns inspected during initial island analysis.
validationStep 4 232 blocks Column spacing used during detailed placement validation.
maxValidationColumns 4096 328192 Hard cap on columns inspected during detailed validation.
verticalConnectionTolerance 16 064 blocks Maximum vertical separation used when grouping sampled regions into one island.
maxAnchorsPerIsland 12 132 Maximum candidate anchor points retained for each island.
maxCacheEntries 64 42048 Maximum entries in the main island cache.
maxColumnCacheEntries 786432 81922097152 Maximum number of sampled world columns retained.
maxColumnCacheMemoryMb 384 32512 MiB Approximate memory ceiling for the column cache.
fallback skip skip, vanilla Action when no suitable island is found: skip the start or retain vanilla placement.
logDecisions false Boolean Writes detailed placement decisions and rejection statistics to the log.

Default and per-structure placement fields

The defaults object provides inherited values. A top-level object named with a structure identifier, such as minecraft:village_plains, overrides those values for that structure.

Field Default Accepted value Description
enabled true Boolean Enables ASC processing for this scope or structure.
chanceMultiplier 1.0 0.01.0 Probability that ASC processes a non-mandatory structure start.
mode auto auto, surface, underground, aquatic Target environment. auto infers a mode from the structure identifier.
undergroundPlacement auto auto, relaxed, contained, mandatory Underground containment policy. relaxed accepts partial tunnel overlap; contained requires enclosure; mandatory performs a wider required search.
generationStrategy auto auto, regenerate_at_target, generate_then_translate Chooses whether the start is regenerated at the island or generated first and translated.
verticalSupports false Boolean Allows standard vertical support columns beneath pieces. False is safer for floating terrain.
minRadius 10 02048 blocks Minimum horizontal island radius.
minDepth 5 1384 blocks Minimum island thickness or usable vertical depth.
minSurfaceArea 160 020000000 columns Minimum usable surface area.
minSolidPercent 0.18 0.01.0 Minimum solid-block fraction in the evaluated island volume.
minStonePercent 0.0 0.01.0 Minimum stone-like fraction, primarily for underground structures.
minFreeSpace 0.06 0.01.0 Minimum free-volume fraction around or inside the target.
minWaterDepth 0 0384 blocks Minimum water depth for aquatic placement.
minWaterCoverage 0.0 0.01.0 Minimum fraction of the footprint covered by water.
minFootprintCoverage 0.56 0.01.0 Minimum fraction of the structure's real piece footprint supported by the chosen island. Effective thresholds may be stricter for surface or piece-aware structures.
maxSurfaceVariation 14 0128 blocks Maximum accepted height variation across the placement.
aquaticPlacement floor floor, water_surface, preserve Aligns aquatic structures to the seabed, water surface, or original relative height.
verticalOffset 0 -6464 blocks Additional Y offset applied after alignment.
horizontalMargin 2 0128 blocks Additional horizontal clearance around the footprint.
verticalMargin 1 0128 blocks Additional clearance above and below the structure.
sizeWeight 0.38 Decimal Contribution of island size to candidate ranking.
distanceWeight 0.12 Decimal Contribution of relocation distance to candidate ranking.
thicknessWeight 0.32 Decimal Contribution of island thickness to candidate ranking.
freeSpaceWeight 0.18 Decimal Contribution of free volume to candidate ranking.

The four ranking weights do not have to total exactly 1.0, but keeping a normalized sum makes their relative influence easier to understand.

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