pub struct Structure {
pub bb: Option<[i32; 6]>,
pub biome: Option<String>,
pub chunk_x: Option<i32>,
pub chunk_z: Option<i32>,
pub id: String,
pub processed: Option<Vec<ProcessedChunk>>,
pub valid: Option<bool>,
}
Fields§
§bb: Option<[i32; 6]>
Bounding box of the entire structure (remaining Children). Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates. Absent if id is INVALID
.
BB
biome: Option<String>
The biome id this structure is in. Absent if id is INVALID
.
chunk_x: Option<i32>
List of structure pieces making up this structure, that were not generated yet. Absent if id is INVALID
.
Children
Chunk X coordinate of the start of the structure. Absent if id is INVALID
.
ChunkX
chunk_z: Option<i32>
Chunk Z coordinate of the start of the structure. Absent if id is INVALID
.
ChunkZ
id: String
If there’s no structure of this kind in this chunk, this value is INVALID
, else it’s the structure name.
processed: Option<Vec<ProcessedChunk>>
(Monument only) List of chunks that have had their piece of the structure created. Absent if id is INVALID
.
Processed
valid: Option<bool>
(Village only) Whether the village generated at least 3 non-roads. Absent if id is INVALID
.
Valid