# Minecraft Structure Set

> Minecraft Structure Set 结构集定义：STRUCTURE_SET 注册表、data/<namespace>/worldgen/structure_set/ 数据包路径、tags/worldgen/structure_set/ 标签、JSON 格式（structures 可放置结构特性列表 structure+weight、placement 放置行为 salt 随机种子盐 frequency 尝试概率 0-1 frequency_reduction_method 频率降低方法 default/legacy_type_1/legacy_type_2/legacy_type_3、exclusion_zone 排除区域 chunk_count+other_set、locate_offset /locate偏移 chunks -16..16、type 放置类型）、Placement Types 放置类型（concentric_rings 同心环 固定数量 环绕世界中心：distance 环宽度+间隙 6区块单位 0-1023、count 总尝试次数 1-4095、spread 中心环尝试次数 0-1023、preferred_biomes 首选生物群系；random_spread 随机扩散 分割维度为spacing区块单元格 每个尝试一次 结构仅在separation区块内生成：spread_type linear/triangular、spacing 平均距离 1-4096区块、separation 最小距离 0<spacing；dimension_origin 维度原点 26.3 放置在维度原点 噪声生成器首选spawn_target 否则区块(0,0)）、Definition Behavior 定义行为（服务器启动加载一次、/reload 不重新加载、生成期间每个维度评估可用集 结构仅在概率/生物群系/地形检查通过时放置）。

- Skill: `zmjjkk123-hub/minecraft-structure-set` (Agent Skill)
- Install (CLI): `npx skillmds@latest add zmjjkk123-hub/minecraft-structure-set`
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- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: ZMJJKK123-hub (https://skillmd.com/u/zmjjkk123-hub)
- Updated: 2026-09-22
- Page: https://skillmd.com/skills/zmjjkk123-hub/minecraft-structure-set

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# Structure Sets

This content applies only to Java Edition.

Structure sets determine how structures generate during world generation. Definition files are their data-driven definitions in datapacks.

## Definition format

Structure sets use the `STRUCTURE_SET` registry; the datapack path is `worldgen/structure_set` (definitions in `data/<namespace>/worldgen/structure_set`, tags in `data/<namespace>/tags/worldgen/structure_set`).

Definition files use JSON with the following structure:

- JSON file root object
  - `structures` (list, may be empty): placeable structure features.
    - `structure` (string/compound, required): a structure; inline definitions fail chunk saving (no namespace ID).
    - `weight` (int, required): (≥1) selection weight.
  - `placement` (compound, required): placement behavior.
    - `salt` (int, required): random seed salt (non-negative).
    - `frequency` (float, default 1.0): (0.0≤v≤1.0) attempt probability when other conditions hold.
    - `frequency_reduction_method` (string, default `default`): `default` (world seed + coords + salt), `legacy_type_1` (seed + coords only), `legacy_type_2` (like default with fixed salt 10387320), `legacy_type_3` (seed + coords only).
    - `exclusion_zone` (compound): structures of this set cannot generate near another set; `chunk_count` (int, required, 1–16) + `other_set` (string, required).
    - `locate_offset` (list, default [0,0,0]): `/locate structure` offset in chunks; each −16..16.
    - `type` (string, required): placement type (below).

### Placement types

- `concentric_rings` (vanilla strongholds): fixed count per dimension in concentric rings around the world center.
  - `distance` (int, required): (0≤v≤1023) ring width + gap, in 6-chunk units.
  - `count` (int, required): (1≤v≤4095) total attempts in the dimension.
  - `spread` (int, required): (0≤v≤1023) attempts in the central ring.
  - `preferred_biomes` (string/list, required): biomes the structure prefers.
- `random_spread` (vanilla ocean monuments, swamp huts): the dimension is divided into `spacing`-chunk cells, each attempting once; structures generate only inside a `separation`-chunk inner area (extra strips never generate).
  - `spread_type` (string, default `linear`): `linear` or `triangular` (fewer extremes).
  - `spacing` (int, required): (1≤v≤4096) average distance in chunks.
  - `separation` (int, required): (0≤v<spacing) minimum distance; max distance = 2×spacing − separation.
- `dimension_origin` (upcoming, Java 26.3): places at the dimension origin — for noise generators, preferably from `spawn_target`; otherwise chunk (0,0).

## Definition behavior

Structure set data is loaded only once at server startup; `/reload` does not reload it — a server restart is required. During generation each dimension evaluates available sets; a structure is placed only if the probability, biome, and terrain checks pass, recording structure pieces to generate on chunk load.

