Astruct
ModAsync Structure Generator: build jigsaw structures far beyond vanilla limits with off-thread planning to reduce server lag.
Type
Mod
Modrinth Downloads
923
Modrinth ID
lKFnpHZe
Last Updated
Jul 26, 2026
Description
Async Structure Generator (Astruct)
Astruct lets you generate massive jigsaw-based structures without freezing the server. It plans structures off-thread, queues placements, and only builds blocks once the required chunks are loaded.
In practice, very large structures may “stream in” over a few seconds—especially after teleporting—since planning can take time. In survival, this is usually unnoticeable when plan_horizon_chunks is set high enough.
Why use Astruct?
- Way beyond vanilla limits – plan thousands of jigsaw pieces safely.
- Off-thread planning – heavy jigsaw expansion runs outside the main thread, avoiding TPS spikes.
- Datapack-driven – ship content via JSON; no code required.
How it works (short version)
- Centers – The world is partitioned into “cells” (spacing). Each cell gets a deterministic, seed-based center per structure ID.
- Proximity scan – As players roam, Astruct pre-plans cells well ahead of them.
- Async expansion – Jigsaw expansion runs off-thread.
- Placement queue – Finished plans enqueue pieces, keyed by the chunks they need.
- Chunk-safe build – On chunk load (and periodic sweeps), Astruct places only pieces whose chunks are currently loaded.
JSON definition (datapack)
Place JSON files at:
data/<namespace>/worldgen/async_structure/<id>.jsonExample
{ "id": "example:castle", "dimension": "minecraft:the_nether", "start_pool": "castle:start", "fallback_pool": "castle:caps", "soft_radius_chunks": 16, "plan_horizon_chunks": 160, "budgets": { "max_steps": 30, "max_open_connectors": 128 }, "gen_y": { "mode": "surface", "value": 0 }, "spacing": 2048 }Field reference
-
id
Unique structure ID (should match the file path key). -
dimension
Target dimension key (e.g. minecraft:the_nether). -
start_pool
Template pool to start expansion from. -
fallback_pool
Pool used to cap dead-ends (end pieces). -
soft_radius_chunks
Max distance budget (in chunks) from the center during expansion. -
plan_horizon_chunks
How far ahead (in chunks) the planner prepares around players. -
budgets.max_steps
Upper bound on jigsaw pieces per plan. -
budgets.max_open_connectors
Safety limit for outstanding connectors. -
gen_y
Controls how the final Y coordinate is chosen.
Y is resolved late, at the final structure position.Supported modes:
-
"fixed"
Always use value as the Y level. -
"min_plus"
min_build_height + value. -
"world_y"
World sea level. -
"surface"
Terrain surface at the structure’s X/Z position
(plus optional offset via value).
Example:
"gen_y": { "mode": "surface", "value": 0 } -
-
spacing
Cell size in blocks (effective density control).
Field reference
- id – Unique structure ID (should match the file path key).
- dimension – Target dimension key (e.g. minecraft:the_nether).
- start_pool – Template pool to start expansion from.
- fallback_pool – Pool used to cap dead-ends (end pieces).
- soft_radius_chunks – Max distance budget (in chunks) from the center during expansion.
- plan_horizon_chunks – How far ahead (in chunks) the planner prepares around players.
- budgets.max_steps – Upper bound on jigsaw pieces per plan.
- budgets.max_open_connectors – Safety limit for outstanding connectors.
- gen_y.mode – "fixed" | "world_y" | "min_plus".
- gen_y.value – Y or offset (depending on mode).
- spacing – Cell size in blocks (effective density control).
- piece_rules.deny_overlap_tile_entities – Optional safety flag to skip pieces that would overlap TEs.
Commands
Astruct plugs into the vanilla /locate root:
- /locate astruct – Nearest center for any Astruct structure in this dimension.
- /locate astruct <id> – Nearest center for a specific structure ID.
Config (server)
astruct-common.toml:
- debug_logs (bool, default false) – Verbose diagnostics.
- max_placements_per_tick (int, default 10) – Upper bound on pieces placed each tick. Tune for your hardware/pack.
Performance notes
- Planning cost scales with max_steps and pool complexity. Thousands of pieces may take seconds off-thread—that’s expected. Players won’t lag; placement is paced.
- Placement is chunk-paced. Pieces place only when their chunks are loaded, producing a smooth “streaming” effect as you approach.
Compatibility
- Works alongside vanilla and modded structures. Astruct doesn’t replace vanilla generation; it adds an async planner/placer on top.
Troubleshooting
- “Unknown structure id” in commands Check your datapack path and that id inside JSON matches the file’s namespaced key.
- “My structure never generates” / “It takes ages” Enable debug_logs to see planning times. Very high max_steps or complex pools can take long. Reduce max_steps, increase plan_horizon_chunks, or increase spacing.
- Spammy logs Set debug_logs = false (default).
Roadmap
- Per-structure placement throttles.
- In-game visualization for planned cells.
- Integration under /locate structure.
Compatibility
Mod Loaders
Game Versions
Screenshots
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