Package org.bukkit

Class StructureType

java.lang.Object
org.bukkit.StructureType
All Implemented Interfaces:
Keyed

public final class StructureType extends Object implements Keyed
This class handles the creation and storage of all structure types for Bukkit. Structure Types are the different kinds of structures that can be generated during world/chunk generation. These include Villages, Mineshafts, Mansions, etc.
The registration of new StructureTypes is case-sensitive.
  • Field Details

    • MINESHAFT

      public static final StructureType MINESHAFT
      Mineshafts are underground structures which consist of branching mining tunnels with wooden supports and broken rails.
      They are the only place where cave spider spawners and minecarts with chests can be found naturally.
    • VILLAGE

      public static final StructureType VILLAGE
      Villages are naturally generating structures that form above ground.
      They are usually generated in desert, plains, taiga, and savanna biomes and are a site for villager spawns, with whom the player can trade.
    • NETHER_FORTRESS

      public static final StructureType NETHER_FORTRESS
      Nether fortresses are very large complexes that mainly consist of netherbricks.
      They contain blaze spawners, nether wart farms, and loot chests. They are only generated in the nether dimension.
    • STRONGHOLD

      public static final StructureType STRONGHOLD
      Strongholds are underground structures that consist of many rooms, libraries, and an end portal room.
      They can be found using an Material.ENDER_EYE.
    • JUNGLE_PYRAMID

      public static final StructureType JUNGLE_PYRAMID
      Jungle pyramids (also known as jungle temples) are found in jungles.
      They are usually composed of cobblestone and mossy cobblestone. They consist of three floors, with the bottom floor containing treasure chests.
    • OCEAN_RUIN

      public static final StructureType OCEAN_RUIN
      Ocean ruins are clusters of many different blocks that generate underwater in ocean biomes (as well as on the surface of beaches).
      They come in my different variations. The cold variants consist primarily of stone brick, and the warm variants consist of sandstone.
    • DESERT_PYRAMID

      public static final StructureType DESERT_PYRAMID
      Desert pyramids (also known as desert temples) are found in deserts.
      They are usually composed of sandstone and stained terracotta.
    • IGLOO

      public static final StructureType IGLOO
      Igloos are structures that generate in snowy biomes.
      They consist of the house, as well as a basement.
    • SWAMP_HUT

      public static final StructureType SWAMP_HUT
      Swamp huts (also known as witch huts) generate in swamp biomes and have the ability to spawn witches.
    • OCEAN_MONUMENT

      public static final StructureType OCEAN_MONUMENT
      Ocean monuments are underwater structures.
      They are usually composed on all three different prismarine types and sea lanterns. They are the only place guardians and elder guardians spawn naturally.
    • END_CITY

      public static final StructureType END_CITY
      End Cities are tall castle-like structures that generate in the outer island of the End dimension.
      They consist primarily of end stone bricks, purpur blocks, and end rods. They are the only place where shulkers can be found.
    • WOODLAND_MANSION

      public static final StructureType WOODLAND_MANSION
      Mansions (also known as woodland mansions) are massive house structures that generate in dark forests, containing a wide variety of rooms.
      They are the only place where evokers, vindicators, and vexes spawn naturally (but only once)
    • BURIED_TREASURE

      public static final StructureType BURIED_TREASURE
      Buried treasure consists of a single chest buried in the beach sand or gravel, with random loot in it.
    • SHIPWRECK

      public static final StructureType SHIPWRECK
      Shipwrecks are structures that generate on the floor of oceans or beaches.
      They are made up of wood materials, and contain 1-3 loot chests. They can generate sideways, upside-down, or upright.
    • PILLAGER_OUTPOST

      public static final StructureType PILLAGER_OUTPOST
      Pillager outposts may contain crossbows.
    • NETHER_FOSSIL

      public static final StructureType NETHER_FOSSIL
      Nether fossils.
    • RUINED_PORTAL

      public static final StructureType RUINED_PORTAL
      Ruined portal.
    • BASTION_REMNANT

      public static final StructureType BASTION_REMNANT
      Bastion remnant.
  • Method Details

    • getName

      @NotNull public String getName()
      Get the name of this structure. This is case-sensitive when used in commands.
      Returns:
      the name of this structure
    • getMapIcon

      @Nullable public MapCursor.Type getMapIcon()
      Get the MapCursor.Type that this structure can use on maps. If this is null, this structure will not appear on explorer maps.
      Returns:
      the MapCursor.Type or null.
    • equals

      public boolean equals(Object other)
      Overrides:
      equals in class Object
    • hashCode

      public int hashCode()
      Overrides:
      hashCode in class Object
    • toString

      public String toString()
      Overrides:
      toString in class Object
    • getStructureTypes

      @NotNull public static Map<String,StructureType> getStructureTypes()
      Get all registered StructureTypes.
      Returns:
      an immutable copy of registered structure types.
    • getKey

      @NotNull public NamespacedKey getKey()
      Description copied from interface: Keyed
      Return the namespaced identifier for this object.
      Specified by:
      getKey in interface Keyed
      Returns:
      this object's key