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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:
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
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
Credit | Talon - 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 |
Compatibility | Minecraft 1.17 |
to | Minecraft 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
-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
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https://bugs.mojang.com/browse/MC-252934
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
And they generate too often, I think it's better to make them less