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JEI Structures(EMI/JEI)

View the loot and mobs contained in each structure in JEI.
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1.21.1-neoforge-JEI Structures-3.0-JEI 19.39.0+

File namejei_structures-1.21.1-3.0.jar
Uploader
hp12138hp12138
Uploaded
Nov 1, 2026
Downloads
21
Size
374.1 KB
Mod Loaders
NeoForge
File ID
9392782
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:jei-structures-1568462:9392782"

Learn more about Curse Maven

What's new

3.0 (1.21.1 NeoForge)

Major rework of the structure capture commands (/jei_structures debug_capture...) for modpack authors. On the same seed with 29 vanilla overworld structures, a full capture went from about 85 s to about 38 s, with identical loot and mob results.

Performance

  • Structure locating now computes the structure start directly on the locate thread instead of waiting for a chunk to load, so locating no longer competes with capture chunk generation.
  • Chunk readiness is polled asynchronously, and the player is teleported only after the chunks are ready.
  • The cooldown between structures has been removed, more structures are prefetched, and the mob wait time is shorter.
  • During capture, lighting, ordinary biome features (trees, ores, lakes, etc.) and chunk-generation animal spawns are skipped. Structure pieces are still placed. Chunks generated this way are not saved until the server restarts.
  • Client synchronization during capture is suppressed (silent teleport).
  • The game tick is frozen during capture and restored afterwards, so block entities, fluids and mobs no longer trigger chunk loads.

Fixes

  • Fixed main-thread stalls caused by the player standing in released chunks and by block entities such as vaults near spawn.
  • Fixed a deadlock when a mod queries its own chunk from a worldgen thread during structure generation (seen with AbyssalCraft + C2ME).
  • Fixed lock contention in StructureCheck between locate threads and the main thread.
  • A locate timeout is retried once before the structure is marked as failed.
  • On a chunk load timeout, the structure is moved to the end of the queue. On a second timeout it is skipped and recorded as failed, instead of blocking the server with a synchronous load.
  • Fixed ticket leaks for skipped queue entries.
  • Loot that belongs to vanilla dungeon features inside a structure's bounding box is no longer attributed to the structure.

Changes

  • Capture commands now show a red warning on the first use in each world. Run the command again to confirm. Capture should be done in a separate world.
  • New debugCapture config options: locateThreads, locateTimeoutSeconds, prefetchStructures, skipLighting, skipChunkSaving, skipFeatures, skipChunkGenerationMobs, and chunkLoadTimeoutSeconds (default 20) replacing chunkLoadsPerTick.
  • Added [JEI_DEBUG] timing and stall diagnostics to the log.

3.0(1.21.1 NeoForge)

面向整合包作者的结构采集指令(/jei_structures debug_capture...)大幅重做。同种子下采集原版主世界 29 个结构,耗时从约 85 秒降到约 38 秒,采集到的战利品和生物结果不变。

性能

  • 结构定位改为在定位线程中直接计算结构起点,不再等待区块加载,不会再和采集区块的生成互相抢占资源。
  • 改为异步检查区块是否就绪,区块就绪后才传送玩家。
  • 取消结构之间的冷却,增加预加载的结构数量,缩短等待生物的时间。
  • 采集期间跳过光照计算、普通地物(树、矿石、湖等)和区块生成时刷出的动物,结构本身照常放置。这样生成的区块在服务端重启前不会保存。
  • 采集期间屏蔽客户端同步(静默传送)。
  • 采集期间冻结游戏刻,结束后恢复,方块实体、流体和生物不会再触发区块加载。

修复

  • 修复玩家停留在已释放的区块、出生点附近的宝库等方块实体导致主线程卡顿的问题。
  • 修复模组在结构生成时从生成线程查询自身区块导致的死锁(AbyssalCraft 与 C2ME 同时安装时出现)。
  • 修复 StructureCheck 在定位线程和主线程之间的锁竞争。
  • 定位超时后会重试一次,仍然超时才把该结构记为失败。
  • 区块加载超时后,先把该结构移到队尾;第二次超时则跳过并记为失败,不再在主线程同步加载、卡住服务端。
  • 修复跳过的队列项没有释放区块票据的问题。
  • 结构包围盒内原版地牢等地物的战利品,不再算到结构头上。

变更

  • 采集指令在每个存档第一次使用时会显示红色警告,再次输入才开始采集。请在单独的存档中进行采集。
  • debugCapture 新增配置:locateThreads、locateTimeoutSeconds、prefetchStructures、skipLighting、skipChunkSaving、skipFeatures、skipChunkGenerationMobs,以及取代 chunkLoadsPerTick 的 chunkLoadTimeoutSeconds(默认 20)。
  • 日志新增 [JEI_DEBUG] 耗时与卡顿诊断信息。

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