Worldshape Mod — Guide
Getting Started
Worldshape operates at the modpack level. Upon the first launch, the mod automatically generates a worldshape directory within your Minecraft instance folder (alongside mods, config, and saves). This folder acts as a local data repository for your custom generation rules.
Directory Structure
To add structures, you must follow a specific namespaced folder hierarchy:
| Folder Path | Description |
|---|---|
worldshape/data/<namespace>/structures/ |
Contains the .nbt schematic files for your structures. |
worldshape/data/<namespace>/structure_spawners/ |
Contains the .json configuration files that define how and where structures spawn. |
worldshape/data/<namespace>/worldgen/template_pool/ |
Contains .json files for Jigsaw block pools (optional). |
Note: Changes made to files in the structure_spawners folder require a game restart to take effect.
Placement Mechanics
The placement object determines the vertical logic and environment checks for the structure. Worldshape supports four primary placement types:
Placement Types
surface: Snaps the structure to the highest solid block. * Optional:fluidSurface(Boolean) allows spawning on water or lava.underground: Spawns the structure within solid terrain betweenminYandmaxY.cave: Specifically targets air pockets within caves. * Note: Structures usingcavetype are treated as "features" and cannot be found using the/locatecommand.nether: Optimized for the Nether's ceiling and floor logic.
Advanced Placement Settings
| Setting | Type | Relevant Types | Description |
|---|---|---|---|
minY / maxY |
Integer | All | Restricts spawning to a specific height range. |
offset |
Integer | All | Nudges the structure up or down from its found position. |
ceiling |
Boolean | Cave, Nether | If true, searches for a ceiling to hang the structure from. |
pickHighest |
Boolean | Cave, Nether | Searches for suitable spaces from top-to-bottom instead of bottom-to-top. |
minSpace |
Integer | Cave | The minimum vertical height required for the cave to be valid. |
Jigsaw System Support
Worldshape fully leverages Minecraft's Jigsaw system, allowing for procedural generation of large-scale POIs. By using the pool key in the template section, you can point to a template_pool JSON file.
Template Pools
Template pools define a list of structure pieces and their relative weights. This is the same system used by vanilla villages and Bastion Remnants.
- Location:
worldshape/data/<namespace>/worldgen/template_pool/ - Usage: Allows for randomized variations of a structure (e.g., a house that sometimes has a balcony or a different roof style).