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RTStrucures Framework

Mod

A library focused on RTS structures mechanics

Type

Mod

Modrinth Downloads

16

Modrinth ID

EIhX9GCf

Last Updated

May 14, 2026

Description

This mod provides functional for RTS multiblock structures. It also can be used as a structure copy/paste

In-game functions

  • Save structures
  • Paste structures

To save structure you need structure tool - use /give or operator tab;

Right click - position 1;

Left click - position 2;

Shift + right click - anchor position

CTRL + mouse click - expand area (can be changed in keybinds)

Shift + left click - placement anchor

/rtstrucutres save - saves structure

/rtstrucutres load - pre-loads structure + displays paste box

/rtstrucutres execute <build_type> - pastes pre-loaded structure in world

/rtstrucutres execload <build_type> - pastes structure in world

/rtstrucutres toggle_boxes <true/false> - alway display tool selection area

Mod-Developer functions

Installation Guide

repositories { maven { url = "https://api.modrinth.com/maven" } } dependencies { implementation "maven.modrinth:rtstrucures-framework:0.1.4" }

Mod Guide

Here is the example of /execload command

ServerLevel level = ctx.getSource().getLevel(); String filename = "house"; Path worldDir = level.getServer().getWorldPath(LevelResource.ROOT); StructureTemplate template = StructureCache.get(worldDir, filename); BlockPos anchorPos = StructureToolState.placeAnchor; // Place position PlacementAnchor anchorMode = PlacementAnchor.CUSTOM; // Recommended to use custom anchor StructureInstance instance = new StructureInstance(level, template, anchorPos, anchorMode); StructureManager.add(instance); instance.build(BuildType.FAST, 2.0f); // Execute in the world; Layer-by layer building

StructureInstance class provides more methods for structure management;

Basic Usage

Saving Structure

StructureTemplate template = StructureCapture.capture(level, pos1, pos2, customAnchor); Path path = worldDir.resolve("generated/rtstructures/house.rtstructure"); StructureSerializer.save(template, path);

Loading Structure

Path path = worldDir.resolve("generated/rtstructures/house.rtstructure"); StructureTemplate template = StructureDeserializer.load(path);

Register Structure

StructureManager.add(instance);

Start Building

instance.build(BuildType.FAST,10);
  • BuildType = construction logic
  • speed = blocks per tick

Validation System

Check Damage

boolean damaged = instance.isDamaged();

Completion Percent

float percent = instance.getCompletionPercent();

Damage Percent

float percent = instance.getDamagePercent();

Full Validation Result

ValidationResult result = instance.validate();

Build Modes

WARNING! If structure won't be able to finish constructing, it will infinitly tick. Be aware of it (max steps amount will be added in next version)

FAST

Instant layered building

  • fast
  • unrestricted
  • replaces blocks

Best for:

  • debugging
  • cinematic building
  • RTS instant construction

FAST_SAFE

Layered building without replacing existing blocks

  • preserves world
  • safer placement
  • slower completion

Best for:

  • survival gameplay
  • protected worlds

CONNECT

Builds only connected blocks

  • realistic propagation
  • support-dependent
  • may stall if disconnected

Best for:

  • RTS simulation
  • organic building systems

SEPARATED

Growth-style construction from anchor

  • spreading build effect
  • directional expansion
  • organic appearance

Best for:

  • alien structures
  • plant-like construction
  • visual effects

SEPARATED_DIAGONAL

Just like SEPARATED but corner blocks are used as anchor too

DEMOLISH

Demolished structure from top to bottom

Advanced Usage (0.1.4+)

Registering Structure

Mod provides DefferedRegistered structure

public final class StructuresInit { private StructuresInit() {} public static final DeferredRegister<StructureType> STRUCTURES = DeferredRegister.create(RTSRegistries.STRUCTURES, RTStructureFramework.MOD_ID); public static final Supplier<StructureType> SIMPLE_HOUSE = STRUCTURES.register("simple_house", SimpleHouseStructure::new); public static final Supplier<StructureType> AIRFIELD = STRUCTURES.register("airfield", AirfieldStructure::new); public static final Supplier<StructureType> CRYSTAL = STRUCTURES.register("crystal", CrystalStructure::new); public static final Supplier<StructureType> PROTECTED_STRUCTURE = STRUCTURES.register("protected_structure", ProtectedStructure::new); public static void register(IEventBus bus) { STRUCTURES.register(bus); } }

Structure class

public class SimpleHouseStructure extends StructureType { public SimpleHouseStructure() { super("simple_house", StructureProperties.create() // Structure file .modPath("basic/simple_house", RTStructureFramework.MOD_ID) // In your resources/data/mod_id/... // Default placement .defaultAnchor(PlacementAnchor.CENTER) // Default build behavior .defaultBuildType(BuildType.FAST) .defaultBuildSpeed(2f) // Validation .damagedThreshold(0.15f) .destroyedThreshold(0.5f) ); } }

Library provides some methods for management

public void onCompleted(StructureInstance instance) {} public void onDamaged(StructureInstance instance) {} public void onDestroyed(StructureInstance instance) {} public void onDemolished(StructureInstance instance) {}

Example usage:

public class AirfieldStructure extends StructureType { private int productionTick; public AirfieldStructure() { super("airfield", StructureProperties.create() .modPath("basic/airfield", RTStructureFramework.MOD_ID) .defaultAnchor(PlacementAnchor.CENTER) .defaultBuildType(BuildType.FAST) .defaultBuildSpeed(3f) .damagedThreshold(0.2f) .destroyedThreshold(0.6f) ); } @Override public void onCompleted(StructureInstance instance) { System.out.println("[RTS] Airfield completed"); } @Override public void onTick(StructureInstance instance) { if (!instance.isCompleted()) return; productionTick++; if (productionTick >= 100) { productionTick = 0; System.out.println("[RTS] Kirov reporting..."); // Do your stuff. E.g spawn unit } } @Override public void onDestroyed(StructureInstance instance) { System.out.println("[RTS] Airfield destroyed!"); } }

Spawning structure

StructureInstance instance = StructuresInit.AIRFIELD.get().create(level, anchorPos); StructureManager.add(instance); instance.build();

Warning!

StructureManager.add(instance); Actually creates your structure class;

instance.build(); just constructs your structure;

If you need to remove your structure use instance.destroy(); (warning! could call stackoverflow)

Example of usage:

public class CrystalStructure extends StructureType { public CrystalStructure() { super("crystal", StructureProperties.create() .modPath("crystal", RTStructureFramework.MOD_ID) .defaultBuildType(BuildType.FAST) .defaultBuildSpeed(1f) .defaultAnchor(PlacementAnchor.CUSTOM) .damagedThreshold(0.05f) .destroyedThreshold(0.8f) ); } @Override public void onTick(StructureInstance instance) { if (instance.isDamaged()) { if (!instance.isBuilding()) { instance.build(BuildType.FAST, 0.5f); } } } @Override public void onDestroyed(StructureInstance instance) { if (instance.getDamagePercent() >= 0.95f) { instance.destroy(); } } @Override public void onCompleted(StructureInstance instance) { System.out.println(instance.debugInfo()); } }

This description will be scratched to a normal mod description. For documentation view github wiki

Compatibility

Mod Loaders

Neoforge

Game Versions

1.21.1

Screenshots

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External Resources