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StructBlend

Make structures blend better with the terrain!
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structblend-1.0.3.jar

File namestructblend-1.0.3.jar
Uploader
TheFlareStarTheFlareStar
Uploaded
Oct 10, 2026
Downloads
318
Size
332.8 KB
Mod Loaders
Fabric
File ID
9118783
Type
R
Release
Supported game versions
  • 1.20.1
  • 1.20

Curse Maven Snippet

Fabric

modImplementation "curse.maven:structblend-1718901:9118783"

Learn more about Curse Maven

What's new

Optimizations

  • Gentle slopes around buildings are no longer a series of neat steps. Previously, the contour lines of filled or cut slopes were rounded rectangles expanded outward from the building's outline, with identical gradients on all four sides, looking like a stepped pyramid. Now the length, steepness, and surface undulation of the slopes vary by position, with contours that are sometimes convex and sometimes concave, more closely resembling natural terrain; the ground at the foot of the building and near the entrance remains flat. This can be adjusted with the config option slopeIrregularity (0–1, default 1). Setting it to 0 restores the original uniform slopes.

Fixes

  • Large sandstone buildings with chamfered corners no longer leave a ring of straight walls at the corners of the bounding box. Some buildings do not occupy a full rectangle; their four corners are empty in the template (e.g., the Desert Warrior Arena sand_warrior_arena from HS Bosses). When placed, these corners were dug down by the template while the surrounding terrain remained unchanged, resulting in one- or two-block-high straight steps along the invisible bounding box edges. Now these corners are treated as the building's courtyard, and the surrounding ground slopes gently to the excavated height. Large sandstone buildings were previously excluded from courtyard handling; now they are treated the same as other materials.

  • Boats, villages, and platforms at sea are no longer padded with an underwater earth platform. Structures that only generate in oceans and are designed to float or stand on the water surface (e.g., the lily pad village from Ocean Lily Pad Village, and the ocean raider platforms and merchant ships from Trek) now remain as-is, with no underwater support filled in. Previously, only wooden hulls and rafts could be recognized. Structures sunk on the seabed, as well as land buildings that occasionally generate near water, are unaffected.

  • Large multi-winged buildings that overhang hillsides no longer have only a single floating slab underneath. A single building assembled from several pieces attached together (e.g., the Cloudy Temple cloudy_temple from Legendary Monsters: a central hall with a wing attached to each of its four sides, and small pavilions attached to the wings) was previously mistaken for a "village," and the village under-filling rules did not recognize its stone floor, so it was not handled at all. When built at the edge of a hilltop, the overhanging part had only a few blocks of vanilla dirt underneath, and below that a 20–30 block deep void. Now such buildings are handled like other large buildings, and the overhanging parts are filled in and supported. Real villages with roads between houses are unaffected.### Optimizations

  • Gentle slopes around buildings are no longer a series of neat steps. Previously, the contour lines of filled or cut slopes were rounded rectangles expanded outward from the building's outline, with identical gradients on all four sides, looking like a stepped pyramid. Now the length, steepness, and surface undulation of the slopes vary by position, with contours that are sometimes convex and sometimes concave, more closely resembling natural terrain; the ground at the foot of the building and near the entrance remains flat. This can be adjusted with the config option slopeIrregularity (0–1, default 1). Setting it to 0 restores the original uniform slopes.

Fixes

  • Large sandstone buildings with chamfered corners no longer leave a ring of straight walls at the corners of the bounding box. Some buildings do not occupy a full rectangle; their four corners are empty in the template (e.g., the Desert Warrior Arena sand_warrior_arena from HS Bosses). When placed, these corners were dug down by the template while the surrounding terrain remained unchanged, resulting in one- or two-block-high straight steps along the invisible bounding box edges. Now these corners are treated as the building's courtyard, and the surrounding ground slopes gently to the excavated height. Large sandstone buildings were previously excluded from courtyard handling; now they are treated the same as other materials.
  • Boats, villages, and platforms at sea are no longer padded with an underwater earth platform. Structures that only generate in oceans and are designed to float or stand on the water surface (e.g., the lily pad village from Ocean Lily Pad Village, and the ocean raider platforms and merchant ships from Trek) now remain as-is, with no underwater support filled in. Previously, only wooden hulls and rafts could be recognized. Structures sunk on the seabed, as well as land buildings that occasionally generate near water, are unaffected.
  • Large multi-winged buildings that overhang hillsides no longer have only a single floating slab underneath. A single building assembled from several pieces attached together (e.g., the Cloudy Temple cloudy_temple from Legendary Monsters: a central hall with a wing attached to each of its four sides, and small pavilions attached to the wings) was previously mistaken for a "village," and the village under-filling rules did not recognize its stone floor, so it was not handled at all. When built at the edge of a hilltop, the overhanging part had only a few blocks of vanilla dirt underneath, and below that a 20–30 block deep void. Now such buildings are handled like other large buildings, and the overhanging parts are filled in and supported. Real villages with roads between houses are unaffected.

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