About
Syhr's Structure Distribution aims to make world generation more balanced by combining structure sets from multiple structure mods into a smaller number of organised sets.
Instead of having lots of individual structure sets competing for placement locations, structures are grouped by dimension and Overworld region. Each structure is then assigned a size category, allowing larger structures to generate further apart while smaller structures can appear more frequently.
The goal is to reduce areas becoming overcrowded with large structures, while still keeping world exploration varied and interesting.
How It Works
Structures are organised into six categories:
- Land: Structures that generate across the Overworld.
- Sky: Structures that generate above the Overworld terrain.
- Ocean: Structures that generate in underwater and ocean areas.
- Underground: Structures that generate below the surface.
- Nether: Structures that generate in the Nether.
- End: Structures that generate in the End.
Each category is further divided into five size groups:
- Tiny: More frequent placement locations.
- Small: Relatively frequent placement locations.
- Medium: A balanced distribution.
- Big: Less frequent placement locations.
- Gigantic: The widest spacing between placement locations.
This means that large structures are less likely to generate close together, while smaller structures can fill out the world between them.
Example Structure Distribution
The image below shows an example of how structure placement candidates may be distributed across a 10,000 x 10,000 block area using the Land settings.

Estimated Placement Candidates
The table below provides a rough estimate of how many placement candidates may occur within different sized areas.
| Size | Structures per Area: | 1k x 1k | 2.5k x 2.5k | 5k x 5k | 10k x 10k |
|---|---|---|---|---|---|
| Tiny | 61 | 381 | 1,526 | 6,104 | |
| Small | 15 | 95 | 381 | 1,526 | |
| Medium | 4 | 24 | 95 | 381 | |
| Big | 1 | 6 | 24 | 95 | |
| Gigantic | 0 | 1 | 5 | 20 |
These figures are estimates, not guaranteed structure counts. They represent potential placement locations based on the configured spacing. Actual structure generation can be lower due to biome restrictions, terrain requirements and other placement conditions. Results will also vary depending on the world seed.
Supported Mods
The following structure mods are currently included:
- ATI Structures - v1.4.7
- Dungeons and Taverns - v5.3.2
- Epic Structures: Dungeons - v1.2.5
- Epic Structures: Jungle Temples - v1.0.2
- Epic Structures: Witch Huts - v1.3.1
- Formations Nether - v1.0.5b
- Formations Overworld - v1.0.5c
- Grim Kingdoms: Lost Structures & Ruins - v2.0.3
- Hopo Better Underwater Ruins - v1.2.8
- MES - Moog's End Structures - v2.1.1
- MMR - Moog's Mineshafts Reimagined - v1.1.0
- MNS - Moog's Nether Structures - v3.1.1
- MOS - Moog's Ocean Structures - v1.1.1
- MSS - Moog's Soaring Structures - v2.2.0
- Not Enough Trials - v6.0
- ShellBound for AirShip - v1.0.1
- Simple Structures: Caves - v1.3
- Simple Structures: Desert - v1.3
- Simple Structures: Mushroom Fields - v1.1
- Simple Structures: Pale Garden - v1.1
- Stellarity - v6.0.1
- Stellarity ~ Enlightened - v0.9.0
- The Ancient Towns - v1.2.1
- Towns and Towers - v1.13.11

