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Place villages/bases/slots

Minecraft Legends

WorldPlacement
Official docs

One of the common use cases for placements is placing villages, bases, or slots. There is a lot that happens behind the scenes on the B# side, and I’m not going to get into too much detail on that.

{
  "unique_card_id": "badger_first_village_culture_required",
  "map_data": "badger:villager_culture_001",
  "village_data": "badger:villager_village_001",
  "placement_name": "forest_1_village",
  "placement_type": "village",
  "add_to_poi_graph": true,
  "allow_rivers_nearby": false,
  "initial_villages": {
    "small": {
      "count": 1
    }
  }, // placement rules follow...
  

#### map_data and village_data

This is referenced by B# for the campaign.

#### placement_name

The name that this system will use internally to reference the location that is chosen for this placement. See distance rule.

#### placement_type

See Types of placements. This must be one of the types listed there.

#### initial_villages

This is where we define how many of this placement to place, and what this placement’s invasion value should be.

##### [size]

We can specify any number of “sizes”, each one with its own count and invasion settings. [size] can be any string. B# can query these size names internally.

###### count

The number of copies of this placement we should place in the world.

###### invasion

This is referenced by B# for the campaign.