This article is about the format used by structure blocks. For the similar format used by many community programs, see Schematic file format.
This feature is exclusive to Java Edition.
Structure files are stored as an NBT file.
This file format is used to store structures such as end city, igloo and fossil into the data/minecraft/structures
folder inside client.jar. Custom structures can also be saved and loaded using the structure block. These structures are saved into the /generated/minecraft/structures
subfolder in the world save folder.
Structure Files[]
- base_floor.nbt
- base_roof.nbt
- bridge_end.nbt
- bridge_gentle_stairs.nbt
- bridge_piece.nbt
- bridge_steep_stairs.nbt
- fat_tower_base.nbt
- fat_tower_middle.nbt
- fat_tower_top.nbt
- second_floor_1.nbt
- second_floor_2.nbt
- second_roof.nbt
- ship.nbt
- third_floor_1.nbt
- third_floor_2.nbt
- third_roof.nbt
- tower_base.nbt
- tower_floor.nbt
- tower_piece.nbt
- tower_top.nbt
- skull_1.nbt
- skull_1_coal.nbt
- skull_2.nbt
- skull_2_coal.nbt
- skull_3.nbt
- skull_3_coal.nbt
- skull_4.nbt
- skull_4_coal.nbt
- spine_1.nbt
- spine_1_coal.nbt
- spine_2.nbt
- spine_2_coal.nbt
- spine_3.nbt
- spine_3_coal.nbt
- spine_4.nbt
- spine_4_coal.nbt
- bottom.nbt
- middle.nbt
- top.nbt
- base_plate.nbt
- feature_cage1.nbt
- feature_cage2.nbt
- feature_logs.nbt
- feature_plate.nbt
- feature_targets.nbt
- feature_tent1.nbt
- feature_tent2.nbt
- watchtower.nbt
- watchtower_overgrown.nbt
- rightsideup_backhalf.nbt
- rightsideup_backhalf_degraded.nbt
- rightsideup_fronthalf.nbt
- rightsideup_fronthalf_degraded.nbt
- rightsideup_full.nbt
- rightsideup_full_degraded.nbt
- sideways_backhalf.nbt
- sideways_backhalf_degraded.nbt
- sideways_fronthalf.nbt
- sideways_fronthalf_degraded.nbt
- sideways_full.nbt
- sideways_full_degraded.nbt
- upsidedown_backhalf.nbt
- upsidedown_backhalf_degraded.nbt
- upsidedown_fronthalf.nbt
- upsidedown_fronthalf_degraded.nbt
- upsidedown_full.nbt
- upsidedown_full_degraded.nbt
- with_mast.nbt
- with_mast_degraded.nbt
- big_brick_1.nbt
- big_brick_2.nbt
- big_brick_3.nbt
- big_brick_8.nbt
- big_cracked_1.nbt
- big_cracked_2.nbt
- big_cracked_3.nbt
- big_cracked_8.nbt
- big_mossy_1.nbt
- big_mossy_2.nbt
- big_mossy_3.nbt
- big_mossy_8.nbt
- big_warm_4.nbt
- big_warm_5.nbt
- big_warm_6.nbt
- big_warm_7.nbt
- brick_1.nbt
- brick_2.nbt
- brick_3.nbt
- brick_4.nbt
- brick_5.nbt
- brick_6.nbt
- brick_7.nbt
- brick_8.nbt
- cracked_1.nbt
- cracked_2.nbt
- cracked_3.nbt
- cracked_4.nbt
- cracked_5.nbt
- cracked_6.nbt
- cracked_7.nbt
- cracked_8.nbt
- mossy_1.nbt
- mossy_2.nbt
- mossy_3.nbt
- mossy_4.nbt
- mossy_5.nbt
- mossy_6.nbt
- mossy_7.nbt
- mossy_8.nbt
- warm_1.nbt
- warm_2.nbt
- warm_3.nbt
- warm_4.nbt
- warm_5.nbt
- warm_6.nbt
- warm_7.nbt
- warm_8.nbt
- common
- animals: Spawns a jigsaw block which sets the position of an animal.
- cat_black
- cat_british
- cat_calico
- cat_jellie
- cat_persian
- cat_ragdoll
- cat_red
- cat_siamese
- cat_tabby
- cat_white
- cows_1
- horses_1
- horses_2
- horses_3
- horses_4
- horses_5
- pigs_1
- sheep_1
- sheep_2
- well_bottom: Spawns the foundation of a village well.
- animals: Spawns a jigsaw block which sets the position of an animal.
- decays: Spawns a patch of grass of the specified dimensions.
- grass_9x9
- grass_11x13
- grass_16x16
- desert
- houses: Desert variants of village houses.
- desert_animal_pen_1
- desert_animal_pen_2
- desert_armorer_1
- desert_blacksmith_1
- desert_butcher_shop_1
- desert_cartographer_house_1
- desert_farm_1
- desert_farm_2
- desert_fisher_1
- desert_fletcher_house_1
- desert_large_farm_1
- desert_library_1
- desert_mason_1
- desert_medium_house_1
- desert_medium_house_2
- desert_shepherd_house_1
- desert_small_house_1
- desert_small_house_2
- desert_small_house_3
- desert_small_house_4
- desert_small_house_5
- desert_small_house_6
- desert_small_house_7
- desert_small_house_8
- desert_tannery_1
- desert_temple_1
- desert_temple_2
- desert_tool_smith_1
- desert_weaponsmith_1
- streets: Generates the streets that span across the village.
- corner_01
- corner_02
- crossroad_01
- crossroad_02
- crossroad_03
- square_01
- square_02
- straight_01
- straight_02
- straight_03
- turn_01
- terminators: Used to generate the village streets.
- terminator_01
- terminator_02
- town_centers: Centerpieces of the town.
- desert_meeting_point_1
- desert_meeting_point_2
- desert_meeting_point_3
- desert_lamp_1
- houses: Desert variants of village houses.
- plains
- houses: Plains variants of village houses.
- plains_accessory_1
- plains_animal_pen_1
- plains_animal_pen_2
- plains_animal_pen_3
- plains_armorer_house_1
- plains_big_house_1
- plains_butcher_shop_1
- plains_butcher_shop_2
- plains_cartographer_1
- plains_fisher_cottage_1
- plains_fletcher_house_1
- plains_large_farm_1
- plains_library_1
- plains_library_2
- plains_masons_house_1
- plains_medium_house_1
- plains_medium_house_2
- plains_meeting_point_4
- plains_meeting_point_5
- plains_shepherds_house_1
- plains_small_farm_1
- plains_small_house_1
- plains_small_house_2
- plains_small_house_3
- plains_small_house_4
- plains_small_house_5
- plains_small_house_6
- plains_small_house_7
- plains_small_house_8
- plains_stable_1
- plains_stable_2
- plains_tannery_1
- plains_temple_3
- plains_temple_4
- plains_tool_smith_1
- plains_weaponsmith_1
- streets: Generates the streets that span across the village.
- corner_01
- corner_02
- corner_03
- crossroad_01
- crossroad_02
- crossroad_03
- crossroad_04
- crossroad_05
- crossroad_06
- straight_01
- straight_02
- straight_03
- straight_04
- straight_05
- straight_06
- turn_01
- terminators: Used to generate the village streets.
- terminator_01
- terminator_02
- terminator_03
- terminator_04
- town_centers: Centerpieces of the town.
- plains_fountain_01
- plains_meeting_point_1
- plains_meeting_point_2
- plains_meeting_point_3
- villagers: Spawns a jigsaw block which sets the position of a villager.
- armorer
- butcher
- cartographer
- cleric
- farmer
- fishermen
- fletcher
- leatherworker
- librarian
- nitwit
- shepherd
- toolsmith
- unemployed
- weaponsmith
- plains_lamp_1
- houses: Plains variants of village houses.
- savanna
- houses: Savanna variants of village houses.
- savanna_animal_pen_1
- savanna_animal_pen_2
- savanna_animal_pen_3
- savanna_armorer_1
- savanna_butchers_shop_1
- savanna_butchers_shop_2
- savanna_cartographer_1
- savanna_fisher_cottage_1
- savanna_fletcher_house_1
- savanna_large_farm_1
- savanna_large_farm_2
- savanna_library_1
- savanna_mason_1
- savanna_medium_house_1
- savanna_medium_house_2
- savanna_shepherd_1
- savanna_small_farm
- savanna_small_house_1
- savanna_small_house_2
- savanna_small_house_3
- savanna_small_house_4
- savanna_small_house_5
- savanna_small_house_6
- savanna_small_house_7
- savanna_small_house_8
- savanna_tannery_1
- savanna_temple_1
- savanna_temple_2
- savanna_tool_smith_1
- savanna_weaponsmith_1
- savanna_weaponsmith_2
- streets: Generates the streets that span across the village.
- corner_01
- corner_03
- crossroad_02
- crossroad_03
- crossroad_04
- crossroad_05
- crossroad_06
- crossroad_07
- split_01
- split_02
- straight_02
- straight_04
- straight_05
- straight_06
- straight_08
- straight_09
- straight_10
- straight_11
- turn_01
- terminators: Used to generate the village streets.
- terminator_05
- town_centers: Centerpieces of the town.
- savanna_meeting_point_1
- savanna_meeting_point_2
- savanna_meeting_point_3
- savanna_meeting_point_4
- savanna_lamp_post_01
- houses: Savanna variants of village houses.
- snowy
- houses: Snowy variants of village houses.
- snowy_animal_pen_1
- snowy_animal_pen_2
- snowy_armorer_house_1
- snowy_armorer_house_2
- snowy_butchers_shop_1
- snowy_butchers_shop_2
- snowy_cartographer_house_1
- snowy_farm_1
- snowy_farm_2
- snowy_fisher_cottage
- snowy_fletcher_house_1
- snowy_library_1
- snowy_masons_house_1
- snowy_masons_house_2
- snowy_medium_house_1
- snowy_medium_house_2
- snowy_medium_house_3
- snowy_shepherds_house_1
- snowy_small_house_1
- snowy_small_house_2
- snowy_small_house_3
- snowy_small_house_4
- snowy_small_house_5
- snowy_small_house_6
- snowy_small_house_7
- snowy_small_house_8
- snowy_tannery_1
- snowy_temple_1
- snowy_tool_smith_1
- snowy_weapon_smith_1
- streets: Generates the streets that span across the village.
- corner_01
- corner_02
- corner_03
- crossroad_01
- crossroad_02
- crossroad_03
- crossroad_04
- crossroad_05
- crossroad_06
- square_01
- straight_01
- straight_02
- straight_03
- straight_04
- straight_06
- straight_08
- turn_01
- town_centers: Centerpieces of the town.
- snowy_meeting_point_1
- snowy_meeting_point_2
- snowy_meeting_point_3
- snowy_lamp_post_01
- snowy_lamp_post_02
- snowy_lamp_post_03
- houses: Snowy variants of village houses.
- taiga
- houses: Taiga variants of village houses.
- taiga_animal_pen_1
- taiga_armorer_2
- taiga_armorer_house_1
- taiga_armorer_house_2
- taiga_butcher_shop_1
- taiga_cartographer_house_1
- taiga_fisher_cottage_1
- taiga_fletcher_house_1
- taiga_large_farm_1
- taiga_large_farm_2
- taiga_library_1
- taiga_masons_house_1
- taiga_medium_house_1
- taiga_medium_house_2
- taiga_medium_house_3
- taiga_medium_house_4
- taiga_shepherds_house_1
- taiga_small_farm_1
- taiga_small_house_1
- taiga_small_house_2
- taiga_small_house_3
- taiga_small_house_4
- taiga_small_house_5
- taiga_tannery_1
- taiga_temple_1
- taiga_tool_smith_1
- taiga_weaponsmith_1
- taiga_weaponsmith_2
- streets: Generates the streets that span across the village.
- corner_01
- corner_02
- corner_03
- crossroad_01
- crossroad_02
- crossroad_03
- crossroad_04
- crossroad_05
- crossroad_06
- straight_01
- straight_02
- straight_03
- straight_04
- straight_05
- straight_06
- turn_01
- town_centers: Centerpieces of the town.
- taiga_meeting_point_1
- taiga_meeting_point_2
- taiga_decoration_1
- taiga_decoration_2
- taiga_decoration_3
- taiga_decoration_4
- taiga_decoration_5
- taiga_decoration_6
- taiga_lamp_post_1
- houses: Taiga variants of village houses.
- common
- 1x1_a1.nbt
- 1x1_a2.nbt
- 1x1_a3.nbt
- 1x1_a4.nbt
- 1x1_a5.nbt
- 1x1_as1.nbt
- 1x1_as2.nbt
- 1x1_as3.nbt
- 1x1_as4.nbt
- 1x1_b1.nbt
- 1x1_b2.nbt
- 1x1_b3.nbt
- 1x1_b4.nbt
- 1x1_b5.nbt
- 1x2_a1.nbt
- 1x2_a2.nbt
- 1x2_a3.nbt
- 1x2_a4.nbt
- 1x2_a5.nbt
- 1x2_a6.nbt
- 1x2_a7.nbt
- 1x2_a8.nbt
- 1x2_a9.nbt
- 1x2_b1.nbt
- 1x2_b2.nbt
- 1x2_b3.nbt
- 1x2_b4.nbt
- 1x2_b5.nbt
- 1x2_c1.nbt
- 1x2_c2.nbt
- 1x2_c3.nbt
- 1x2_c4.nbt
- 1x2_c_stairs.nbt
- 1x2_d1.nbt
- 1x2_d2.nbt
- 1x2_d3.nbt
- 1x2_d4.nbt
- 1x2_d5.nbt
- 1x2_d_stairs.nbt
- 1x2_s1.nbt
- 1x2_s2.nbt
- 1x2_se1.nbt
- 2x2_a1.nbt
- 2x2_a2.nbt
- 2x2_a3.nbt
- 2x2_a4.nbt
- 2x2_b1.nbt
- 2x2_b2.nbt
- 2x2_b3.nbt
- 2x2_b4.nbt
- 2x2_b5.nbt
- 2x2_s1.nbt
- carpet_east.nbt
- carpet_north.nbt
- carpet_south_1.nbt
- carpet_south_2.nbt
- carpet_west_1.nbt
- carpet_west_2.nbt
- corridor_floor.nbt
- entrance.nbt
- indoors_door_1.nbt
- indoors_door_2.nbt
- indoors_wall_1.nbt
- indoors_wall_2.nbt
- roof.nbt
- roof_corner.nbt
- roof_front.nbt
- roof_inner_corner.nbt
- small_wall.nbt
- small_wall_corner.nbt
- wall_corner.nbt
- wall_flat.nbt
- wall_window.nbt
NBT structure[]
All the specified positions are relative to the block located toward -X, -Y, -Z.
- The root tag.
- DataVersion: Data version of the NBT structure.
author: Name of the player who created this structure. Only exists for structures saved before 1.13.- size: 3 TAG_Int describing the size of the structure.
- palette: Set of different block states used in the structure.
- A block.
- Name: Block ID.
- Properties: List of block state properties, with [name] being the name of the block state property.
- Name: The block state name and its value.
- A block.
- palettes: Sets of different block states used in the structure, a random palette gets selected based on coordinates. Used in vanilla by shipwrecks.
- A set of different block states used in the structure.
- A block.
- Name: Block ID.
- Properties: List of block state properties, with [name] being the name of the block state property.
- Name: The block state name and its value.
- A block.
- A set of different block states used in the structure.
- blocks: List of individual blocks in the structure.
- An individual block.
- state: Index of the block in the palette.
- pos: 3 TAG_Int describing the position of this block.
- nbt: NBT of the associated block entity (optional, only present if the block has one). Does not contain x, y, or z fields. See Block entity format.
- An individual block.
- entities: List of entities in the structure.
- An entity.
- pos: 3 TAG_Double describing the exact position of the entity.
- blockPos: 3 TAG_Int describing the block position of the entity.
- nbt: NBT of the entity (required). See entity format.
- An entity.
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