Minecraft Data Packs / World Generation

Pillager Stronghold [ 1.19 - Worldgen - No structure replacement ]

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  • check_circle Loot Tables
  • check_circle Structures
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GentlemanRevvnar's Avatar GentlemanRevvnar
Level 67 : High Grandmaster Blacksmith
220
A "simple" worldgen structure that is like a bigger brother to normal pillager outposts.
Normal pillager outposts still exists in game and in their normal biomes.
This structure spawns in plains, savanna, taiga, grove, swamp, forest, flower_forest, birch_forest, old_growth_birch_forest, dark_forest.

If you want to locate it instantly, use /locate structure prototypedungeons:pillager_castle

The structure generates as a top part (the castle) and then randomized underground. It includes chests and barrels with various custom loot tables, and buffed pillager type enemies to provide a threat for fully geared players, so it's suitable for servers.

This datapack only contains structures and worldgen/jigsaw files (not a single function that is being used upon and after generation) so it's rather FPS/TPS friendly.

To install it, just simply put the donwloaded .zip into datapacks folder. Do NOT have to unpack. If you use it in an already generated world, then you will be able to find the structure only in newly generated chunks (unless you delete region file from already generated ones).

Only the surface castle part was taken and edited by me from some submisson ~8 or so years ago, that I can't find again. I'll give credit when i find it. The rest is made by me.

There is a bug in 1.19 where console spams an error: [Server thread/ERROR]: Hanging entity at invalid position: gt{x=-75, y=15, z=-55}I dunno how to fix this, but it only makes a little mess in the console, only when the castle generates for the first time. It's only an aesthetical error, since it doesn't break anything in the game, so just ignore it!


Alternative with disabled infinite respawning of pillagers around the castle -
https://www.dropbox.com/s/e5oov9ggje5n23k/Pillager_stronghold_1.19_disabled_pillager_respawn.zip?dl=1


Some info for people who might try to learn how to make similiar stuff:
-
Go watch https://youtu.be/5a4DAkWW3JQ for some introduction as to what is what (especially in using jigsaws)

-I made a guide on how to make custom structures with jigsaws on 1.19 Take a look if you want:
https://gist.github.com/GentlemanRevvnar/387f9ee28613715c187a36dbc1dff35d



========================= OLDER SECTION (IGNORE IT IF YOU PLAY AT 1.19) ==========================
1.18.2 version of this datapack and both worlds:
Only datapack :
https://www.dropbox.com/s/qcbdi5ooy7l2p3g/Pillager_stronghold_1.18.2.zip?dl=1
https://www.dropbox.com/s/8s7c6tmtm6kwxud/Pillager_stronghold_1.18.2_disabled_pillager_respawn.zip?dl=1
Both editing and testing worlds with datapack already intalled in them :
https://www.dropbox.com/s/basdt9i1h3c9ffr/Castle%20Editing-Testing%20worlds-1.18.2.zip?dl=1


1.17 version of this datapack and both worlds:
Only datapack :
https://www.dropbox.com/s/nrpm0e6eu83y4p4/Pillager_stronghold_1-17.zip?dl=1
Both editing and testing worlds with datapack already intalled in them :
https://www.dropbox.com/s/dscott59jj0lpyx/Castle%20Editing-Testing%20worlds-1.17.zip?dl=1

The 1.17 version of this datapack uses new names for previous vanilla biome parameters, from 1.16.5. The game will refuse to load the 1.17 version of the datapack on 1.16.5. This datapacks strongly depends on worldgen so it might be not compatible with much earlier versions.
The biome files were taken from 1.17 so the new features such as amethyst caves, etc. generate as normal.

This structure generates as a pillager outpost (by worldgen norms), but in other biomes where pillager outposts don't normally spawn.
(it spawns in birch_forest, dark_forest, flower_forest, forest, swamp) <- Edited vanilla biome.json where only 1 line is added for it to spawn.


1.16.5 version of this datapack and both worlds:
Only datapack :
https://www.dropbox.com/s/omkt451ianpv94t/Pillager-stronghold_1.16.5.zip?dl=1
Both editing and testing worlds with datapack already intalled in them :
https://www.dropbox.com/s/0f9l5xhfqu6douc/Castle%20Editing-Testing%20worlds-1.16.5.zip?dl=1
CreditTalon - for making a nice tutorial on YT that helped me semi-understand this crazy mess that is worldgen; Eyva -for helping build some of the individual rooms used in generation
CompatibilityMinecraft 1.17
toMinecraft 1.19
Tags

5 Update Logs

Update #5 : by GentlemanRevvnar 07/23/2022 5:07:33 pmJul 23rd, 2022

-Added 3 amethyst themes rooms,
-Added 2 rooms that can contain Allays
-Musical horns can now be rarely found in various chests throughout the castle and it's underground parts
LOAD MORE LOGS

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CrystalSMP
05/23/2023 5:32 pm
Level 1 : New Miner
history
CrystalSMP's Avatar
There's is a explanation of the error we get in the console while structure is generating (first time)



https://bugs.mojang.com/browse/MC-252934
1
Superbenni
05/12/2023 9:47 am
Level 1 : New Miner
Superbenni's Avatar
Hi, First Off really nice datapack, but i have a Problem. Whenever I try using IT in a singelplayer world my Game Starts lagging so when I Break a Block First IT reapiers and only Drops a few Seconds after or Mobs move studdering and Like in slow Motion. This also Happens when I try using simular datapacks that add structures to Minecraft. Does anyone know how to fix this Problem?
1
allanonmage
04/09/2023 8:52 pm
Level 1 : New Miner
allanonmage's Avatar
I've loaded this to my world because I think it's awesome, and saw it in a wattles video on Youtube.

  1. I wasn't able to affect a change in the included loot tables. Which one should I edit in the pack?
  2. I am using the mod Friends and Foes, and I can't disable the Illusioner, nor disabling it in Raids. This is the only other thing that might be enabling it. Will this enable the Illusioner in Raids, or only within the Pillager Stronghold?
  3. The totems from the Evokers in this structure do not stack, when I have All Stackables enabled on the server and allow totem stacking to 64. I think that's similar to what someone else meant in the comments.
1
GentlemanRevvnar
04/12/2023 4:55 pm
Level 67 : High Grandmaster Blacksmith
GentlemanRevvnar's Avatar
1. Just change the loot tables in the "loot_tables" folder, there will be a lot of them here.
2. Illusioner spawns through a jigsaw structure, deleting the illusioner.nbt file in "enemies" folder should disable him from appearing in the castle
3. Totems have random CustomModelData when dropped from evokers that are spawned through jigsaws. Simplest way is to find the structure file in "enemies" folder and edit nbt data of evoker.nbt change change his incoded loot table to a vanilla one
1
SirFluffyPuffs
02/18/2023 9:02 pm
Level 9 : Apprentice Miner
SirFluffyPuffs's Avatar
hmm i noticed the only time this structure generates ok is when they generate around y:64 you should implement a condition that makes them only generate at y:64
1
Patchu01
02/13/2023 3:13 pm
Level 1 : New Miner
Patchu01's Avatar
They reaaally don't want you in there! :D
1
MechaKillerRichMC
01/23/2023 7:46 pm
Level 10 : Journeyman Explorer
MechaKillerRichMC's Avatar
GentlemanRevvnar Why does the evoker in this data pack drop other types of totems, is it because another data pack is needed for it to work?
1
Dragonboi
01/27/2023 1:49 pm
Level 3 : Apprentice Miner
Dragonboi's Avatar
what do you mean other types of totems? there is only one in vanilla
1
Natha1
01/21/2023 10:35 am
Level 27 : Expert Explorer
history
Natha1's Avatar
One suggestion to the pillager spawns: In the file worldgen/structure/pillager_castle.json, set bounding box to piece sothat they don't spawn randomly in caves near the castle.
And they generate too often, I think it's better to make them less
1
AstienGreenhart
01/14/2023 11:31 am
Level 1 : New Miner
AstienGreenhart's Avatar
Would it be possible to update this to make it compatible with some Terralith biomes?
1
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