Generated structures data file format


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The Village.dat, Fortress.dat, Temple.dat, Mineshaft.dat, Stronghold.dat, and Monument.dat files are located in the data folder of a Minecraft Minecraft Author(s) Mojang AB (Credits) Markus "Notch" Persson (Creator) Jens "Jeb" Bergensten (Lead Developer) Jon "jonkagstrom" Kågström (AI Programmer) Nathan "Dinnerbone" Adams Erik "Grum" Broes Michael "Searge" Stoyke Thomas "ProfMobius" Guimbretière Agnes "LadyAgnes" Larsson Maria minecraft level and store information about the generation of villages Village Biome Plains, desert, savanna, taiga Consists of See Structure Can generate post-generation No First appearances See History See villages. For how to build the natural village style, see Village Blueprints. “ minecraft , Nether fortresses Nether Fortress Biome The Nether Consists of See Structure First appearances See history Nether fortresses are structures that are naturally generated in the Nether. Contents 1 Generation 1.1 Mobs 2 Structure 2.1 Blocks 3 Loot minecraft , desert Desert Temple Biome Desert Consists of See Blocks Can generate post-generation No First appearances See History Desert temples are generated structures. Contents 1 Generation 2 Structure 2.1 Loot 2.2 Blocks 3 Video 4 History 5 minecraft and jungle temples Jungle Temple Biome Jungle Consists of See Blocks Can generate post-generation No First appearances See History Jungle temples are generated structures found in jungle biomes. Contents 1 Generation 2 Structure 2.1 Puzzle 2.2 Trap 2.3 minecraft and witch huts and Igloos Igloo Biome Ice Plains, Cold Taiga Consists of Snow White Carpet Light Gray Carpet Ice (Packed Ice in Pocket Edition.) Redstone Torch Furnace Bed (Brown Bed, Light Blue Bed or White Bed) in Pocket Edition. minecraft , abandoned mineshafts Abandoned mineshaft Biome Any Consists of Wooden Planks Fence Rail Torch Cobweb Dirt Monster Spawner Minecart with Chest Can generate post-generation No First appearances See history "Mine" redirects here. For information about mining, see Mining. minecraft , strongholds Stronghold Portal Room Biome Any Consists of See Structure First appearances See History Strongholds are structures that occur naturally underground, and are primarily important because they house end portals. Strongholds can be located using eyes minecraft , and ocean monuments Ocean monument Biome Deep Ocean Consists of Prismarine Prismarine Bricks Dark Prismarine Sea Lantern Block of Gold Wet Sponge Elder Guardian Can generate post-generation Yes, in chunks inhabited less than 3 minutes “ Dive into minecraft , respectively, in the level. Each is stored as a gzipped NBT file See the NBT file format. For using NBT in commands, see Tutorials/Command NBT Tags. The Named Binary Tag format is used by Minecraft for the various files in which it saves data. minecraft .

NBT Structure

Note that many of the tags listed for the structure pieces apply only to specific piece types.


  • : The root tag.

    • data

      • Features: List of features.

        • X,Z: A structure. Tag name contains the chunk coordinates of the structure`s starting point.

          • id: Identifier for the structure type. Typically matches the file name.

          • ChunkX: Chunk X coordinate of the start of the structure.

          • ChunkZ: Chunk Z coordinate of the start of the structure.

          • BB: Bounding box of the entire structure. Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates.

          • Valid: (Village only) Whether the village generated at least 3 non-roads. If 0, the village isn`t actually generated.

          • Processed: (Monument only) List of chunks that have had their piece of the structure created.


              • X: Chunk X coordinate

              • Z: Chunk Z coordinate

          • Children: List of structure pieces making up this structure.

            • : Structure piece data.

              • id: Identifier for the structure piece. Typically a heavily abbreviated code rather than something human-readable.

              • GD: Appears to be some sort of measure of how far this piece is from the start.

              • O: Likely orientation of the structure piece.

              • BB: Bounding box of the structure piece. (Does not include the part of a village roof that can overhang the road.) Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates.

              • Width: (Temples and huts) Width of the structure (X/Z).

              • Height: (Temples and huts) Height of the structure (Y).

              • Depth: (Temples and huts) Depth of the structure (X/Z).

              • HPos: (Temples and huts) Y level the structure was moved to in order to place it on the surface, or -1 if it hasn`t been moved yet.

              • placedTrap1: (Jungle temple) Whether the hallway arrow trap dispenser was placed.

              • placedTrap2: (Jungle temple) Whether the chest arrow trap dispenser was placed.

              • placedMainChest: (Jungle temple) Whether the main chest was placed.

              • placedHiddenChest: (Jungle temple) Whether the hidden chest was placed.

              • hasPlacedChest0: (Desert temple) Whether chest was placed.

              • hasPlacedChest1: (Desert temple) Whether chest was placed.

              • hasPlacedChest2: (Desert temple) Whether chest was placed.

              • hasPlacedChest3: (Desert temple) Whether chest was placed.

              • Witch: (Witch hut) Whether the initial witch has been spawned for the hut.

              • hr: (Mineshaft "MSCorridor") Whether the corridor has rails.

              • sc: (Mineshaft "MSCorridor") Whether the corridor has cobwebs.

              • hps: (Mineshaft "MSCorridor") Whether the corridor has a cave spider spawner.

              • Num: (Mineshaft "MSCorridor") Corridor length.

              • tf: (Mineshaft "MSCrossing") Whether the crossing is two floors tall.

              • D: (Mineshaft "MSCrossing") Indicates the "incoming" direction for the crossing.

              • Entrances: (Mineshaft "MSRoom") List of exits from the room.

                • : Bounding box of the exit.

              • Chest: (Fortress "NeSCLT" and "NeSCRT") Whether this fortress piece should contain a chest but hasn`t had one generated yet.

              • Mob: (Fortress "NeMT") Whether this fortress piece should contain a Blaze spawner but hasn`t had one generated yet.

              • Seed: (Fortress "NeBEF") Random seed for the broken-bridge fortress piece.

              • EntryDoor: (Stronghold) The type of door at the entry to this piece.

              • Chest: (Stronghold "SHCC") Whether this chest in this stronghold piece was placed.

              • Steps: (Stronghold "SHFC") Length of the corridor

              • leftLow: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the upward staircase.

              • rightLow: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the downward staircase.

              • leftHigh: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the upward staircase.

              • rightHigh: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the downward staircase.

              • Tall: (Stronghold "SHLi") Whether the library has an upper level.

              • Mob: (Stronghold "SHPR") Whether the Silverfish spawner has been placed in this piece.

              • Type: (Stronghold "SHRC") Indicates whether the room contains a pillar with torches, a fountain, an upper level with a chest, or is just empty room.

              • Source: (Stronghold "SHSD") Whether the spiral staircase is the source of the Stronghold or was randomly generated.

              • Left: (Stronghold "SHS") Whether the corridor has an opening on the left.

              • Right: (Stronghold "SHS") Whether the corridor has an opening on the right.

              • Type: (Village) Village type: 0=plains, 1=desert, 2=savanna, 3=taiga.

              • Zombie: (Village) Whether this village generated as a zombie village.

              • VCount: (Village) Count of villagers spawned along with this piece.

              • HPos: (Village) Y level the piece was moved to in order to place it on the surface, or -1 if it hasn`t been moved yet.

              • Chest: (Village "ViS") Whether the blacksmith chest has been generated.

              • CA: (Village "ViF" and "ViDF") Crop in the farm plot, as a block ID (59= wheat Wheat Type Food Durability N/A Renewable Yes Stackable Yes (64) First appearances See History Data value dec: 296 hex: 128 bin: 100101000 Name wheat See the food item. For the planted seed and the wheat minecraft , 141= carrots Carrot Type Food Restores 3 () Cookable No Renewable Yes Stackable Yes (64) First appearances See History Data values Block dec: 141 hex: 8D bin: 10001101 Item dec: 391 hex: 187 bin: 110000111 Name Block carrots Item carrot This article is minecraft , 142= potatoes Potato Type Food Restores 1 () Cookable Yes Renewable Yes Stackable Yes (64) Experience Cooked: 0.35 First appearances See History Data values Block dec: 142 hex: 8E bin: 10001110 Item dec: 392 hex: 188 bin: 110001000 Name Block potatoes Item potato minecraft )

              • CB: (Village "ViF" and "ViDF") Crop in the farm plot.

              • CC: (Village "ViDF") Crop in the farm plot.

              • CD: (Village "ViDF") Crop in the farm plot.

              • Terrace: (Village "ViSH") Whether the house has a ladder to the roof and fencing.

              • T: (Village "ViSmH") Table: 0 is no table, 1 and 2 place it on either side of the hut.

              • C: (Village "ViSmH") Hut roof type.

              • Length: (Village "ViSR") Length of the road piece.