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Structural Safety

Seamlessly secure any structure with automatic Adventure Mode, interactive block-breaking rules, timed torches, and an interactive admin configuration.

File Details

structuralsafety-1.2.2-fabric-1.21.1.jar

  • R
  • May 29, 2026
  • 134.60 KB
  • 5
  • 1.21.1+1
  • Fabric

File Name

structuralsafety-1.2.2-fabric-1.21.1.jar

Supported Versions

  • 1.21.1
  • 1.21

Curse Maven Snippet

Fabric

modImplementation "curse.maven:structural-safety-1484444:8164836"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Structural Safety - 1.2.2

Villages are now fully protected — not just the center. Previously, protection only kicked in inside the tight bounding boxes of individual jigsaw pieces (the well, single houses). The squares, gardens and paths between buildings were left unprotected. From now on, sprawling (loosely-built) structures use the overall bounding box of the StructureStart, so the entire village area is covered New config list: sprawling_structures Structures on this list use the wide-area protection check. By default, all 5 vanilla village variants are included:
  • Plains Village
  • Desert Village
  • Savanna Village
  • Snowy Village
  • Taiga Village

New admin commands:

  /structuralsafety admin sprawling list
  /structuralsafety admin sprawling add <id>
  /structuralsafety admin sprawling remove <id>
Tab-completion suggests registered structure IDs — including IDs added by other mods (e.g. ChoiceTheorem's Overhauled Village, Repurposed Structures, …). /structuralsafety info now displays the number of configured sprawling structures.

🔧 Notes

Activation is still required. Sprawling membership only changes how the protected area is calculated — not whether protection is active. For each structure you still need to run /structuralsafety admin structure add <id> to actually turn protection on. Existing configs are migrated automatically. On first launch after the update, the 5 vanilla villages are added to sprawling_structures via the existing addIfMissing migration. Your existing settings (structures, items, etc.) are left untouched. Compact structures are unchanged. Dungeons, mansions, strongholds, fortresses and co. still use the tight per-piece check, so existing balancing for those structures is preserved.

🛠️ Modded Villages (CTOV, Repurposed Structures, …)

Modded village variants are not auto-detected as sprawling, since they live under their own namespaces. Example setup for CTOV:
/structuralsafety admin structure add ctov:plains_giant
/structuralsafety admin sprawling add ctov:plains_giant
You can find available IDs via /structuralsafety admin structure list.