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content/world/worldgen/prefabs.en.md
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content/world/worldgen/prefabs.en.md
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---
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title: Prefabs
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type: docs
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weight: 5
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---
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Prefabs are pre-built structures that can be placed during world generation, such as buildings, ruins, and dungeons.
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**Package:** `com.hypixel.hytale.server.worldgen.prefab`
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## Prefab System
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The prefab system handles structure placement:
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```java
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public class PrefabPlacer {
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// Place prefab at position
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public boolean place(Prefab prefab, World world, Vector3i position);
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// Check if prefab can be placed
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public boolean canPlace(Prefab prefab, World world, Vector3i position);
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// Find valid position for prefab
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public Vector3i findPlacement(Prefab prefab, World world, int chunkX, int chunkZ);
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}
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```
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## Prefab Definition
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```yaml
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# prefabs/village_house.yaml
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Type: Prefab
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Id: village_house
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Size: [7, 5, 9]
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Origin: [3, 0, 4]
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Palette:
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W: oak_planks
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S: stone_bricks
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G: glass_pane
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D: oak_door
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A: air
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Structure:
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- "SSSSSSS"
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- "SWWGWWS"
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- "SWWAWWS"
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- "SWWDWWS"
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- "SSSSSSS"
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# ... more layers
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PlacementRules:
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RequiresSolidGround: true
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MinGroundLevel: 60
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MaxGroundLevel: 100
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AllowedBiomes: [plains, forest]
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```
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## Prefab Class
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```java
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public class Prefab {
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private String id;
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private Vector3i size;
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private Vector3i origin;
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private Map<Character, BlockType> palette;
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private List<String[]> structure;
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private PlacementRules rules;
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// Get block at relative position
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public BlockType getBlock(int x, int y, int z);
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// Get size
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public Vector3i getSize();
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// Check placement rules
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public boolean canPlace(World world, Vector3i position);
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}
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```
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## Placement Rules
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```java
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public class PlacementRules {
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private boolean requiresSolidGround;
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private int minGroundLevel;
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private int maxGroundLevel;
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private Set<String> allowedBiomes;
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private float spacing;
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private int maxSlope;
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public boolean evaluate(World world, Vector3i position) {
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// Check ground level
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if (position.y < minGroundLevel || position.y > maxGroundLevel) {
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return false;
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}
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// Check biome
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Biome biome = world.getBiome(position.x, position.z);
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if (!allowedBiomes.contains(biome.getId())) {
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return false;
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}
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// Check solid ground
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if (requiresSolidGround && !hasSolidGround(world, position)) {
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return false;
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}
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return true;
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}
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}
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```
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## Structure Placement
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```java
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public class StructurePlacer {
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public void placeStructure(Prefab prefab, World world, Vector3i position, Rotation rotation) {
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Vector3i size = prefab.getSize();
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for (int y = 0; y < size.y; y++) {
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for (int z = 0; z < size.z; z++) {
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for (int x = 0; x < size.x; x++) {
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BlockType block = prefab.getBlock(x, y, z);
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if (block != null && block != BlockTypes.AIR) {
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Vector3i rotated = rotate(x, y, z, rotation, size);
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Vector3i worldPos = position.add(rotated);
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world.setBlock(worldPos, block);
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}
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}
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}
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}
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}
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}
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```
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## Rotation Support
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```java
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public enum Rotation {
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NONE(0),
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CW_90(90),
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CW_180(180),
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CW_270(270);
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public Vector3i rotate(Vector3i pos, Vector3i size) {
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switch (this) {
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case NONE:
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return pos;
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case CW_90:
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return new Vector3i(size.z - pos.z - 1, pos.y, pos.x);
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case CW_180:
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return new Vector3i(size.x - pos.x - 1, pos.y, size.z - pos.z - 1);
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case CW_270:
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return new Vector3i(pos.z, pos.y, size.x - pos.x - 1);
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}
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return pos;
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}
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}
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```
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## Prefab Variants
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Support for randomized variants:
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```yaml
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# prefabs/tree_oak.yaml
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Type: PrefabGroup
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Id: tree_oak
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Variants:
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- prefabs/tree_oak_small
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- prefabs/tree_oak_medium
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- prefabs/tree_oak_large
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Weights: [0.5, 0.35, 0.15]
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```
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## Generation Integration
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```java
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public class PrefabGenerator {
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private List<PrefabConfig> configs;
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public void generatePrefabs(GenerationContainer container, int chunkX, int chunkZ) {
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for (PrefabConfig config : configs) {
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if (random.nextFloat() < config.frequency) {
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Vector3i position = findValidPosition(config.prefab, container, chunkX, chunkZ);
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if (position != null) {
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Rotation rotation = Rotation.values()[random.nextInt(4)];
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placePrefab(config.prefab, container, position, rotation);
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}
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}
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}
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}
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}
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```
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## Entity Spawners
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Prefabs can include entity spawn points:
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```yaml
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# prefabs/dungeon_room.yaml
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Type: Prefab
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Id: dungeon_room
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EntitySpawns:
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- Type: skeleton
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Position: [5, 1, 5]
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Count: 2
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- Type: chest
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Position: [7, 1, 7]
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LootTable: dungeon_loot
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```
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## Best Practices
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{{< callout type="info" >}}
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**Prefab Guidelines:**
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- Use palettes for easy block substitution
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- Define clear placement rules
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- Support rotation for variety
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- Include variants for visual diversity
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- Consider performance with complex structures
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{{< /callout >}}
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