Structurify - Structure Control in FTB Evolution 2

FTB Evolution 2 1.4.0 ships version 2.0.43 · First seen in 1.0.2

Checked Sep 18, 2026FTB Evolution 2 1.4.0Sources: FTB Evolution 2 1.4.0 modlist.json · Modrinth

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Also in 3 other packs →

Structurify - Structure Control is a mod in FTB Evolution 2 1.4.0, where it is version 2.0.43. A structure configuration mod that eliminates the need for datapacks. Spread out structures, prevent overlap, enforce flat terrain, customize size and biomes. (Summary from the mod's Modrinth page.)

Structurify - Structure Control guide for FTB Evolution 2

Written for FTB Evolution 2 1.1.0 · also fits 1.0.2 to 1.4.0 · updated Oct 15, 2026

Last verified for FTB Evolution 2 v1.4.0 on Oct 17, 2026 · text last changed Oct 15, 2026

Also applies to:FTB Skies 2 1.0.1 to 1.24.0FTB Skies 2: Aero 1.0.3 to 1.10.0FTB StoneBlock 4 1.14.1 to 1.23.0

Sections
5

4 sections are written for this pack; 1 is shared from another pack's guide.

Every recipe and number here was checked against FTB Evolution 2 1.4.0, read from the running game on Oct 17, 2026.

What is Structurify - Structure Control?

2 parts

Same as in the FTB Skies 2 1.22.0 guide

Structurify is a structure configuration mod. It lets you control how structures generate in your world without writing a pile of datapacks. This pack currently includes version 2.0.34, the NeoForge build for Minecraft 1.21.1.[1][2]

It's for you if you want to tune world generation: spread structures out, stop them overlapping, keep them off bumpy terrain, or limit them to certain biomes.[1]

What you can control

  • Disable all structures globally with one setting, or disable individual structures.[1]
  • Edit the biome list for a specific structure, so it can be limited to the biomes you select.[1]
  • Set spacing and separation globally for all structure sets, or per structure set. Spacing is the average distance in chunks between structures in a set. Separation is the minimum distance in chunks, and it can't be greater than the spacing.[1]
  • Set the salt and frequency for individual structure sets, which can keep generation consistent but varied on the same world seed.[1]
  • Use a flatness check, so a structure only generates if the nearby terrain is flat enough for the threshold you set.[1]
  • Use a biome check, so a structure only generates where all nearby biomes are in a list you define. This helps avoid villages spawning across rivers.[1]

How you use it

Structurify is built for in-game configuration. On NeoForge it needs no extra mods. Structures are grouped by namespace, so settings from different mods and datapacks are easy to find, and you can search for a specific structure.[1]

Everything you set in-game is mirrored in a JSON file at config/structurify.json. That file is handy on servers, though the mod's author recommends configuring through the in-game screens. The command /structurify dump writes the complete config file with default settings.[1]

Watch out: Structure generation is complex, so things can occasionally break. This is most likely with mods that add their own custom structure generation or heavily change vanilla generation.[1]

How do you get started with Structurify - Structure Control?

2 parts

Good news and a heads-up, Structurify - Structure Control is a configuration mod for world structures. It exists so pack makers don't have to build multiple datapacks, and you control it through settings rather than by crafting anything.[1]

Unverified The sources here show no crafting recipes and no quests for this mod, so there is no item to craft first. If the pack's quest book mentions it anywhere, that detail is not covered here.

What to look at first

  1. Find the config file. Everything you can set in the in-game screens is mirrored in config/structurify.json, which is handy for servers.[1]
  2. Check the structure spread. In this pack general.enable_global_spacing_and_separation_modifier is true and general.global_spacing_and_separation_modifier is set to 1.3. Values above 1.0 spread structure sets further apart, so structures are less concentrated than they would be at the default.[3][4]
  3. Know the global switches. general.disable_all_structures is false and general.prevent_structure_overlap is false, so structures are generating and overlap prevention is not turned on.[4]
  4. Look at the per-structure changes. The pack disables several structures individually, including energizedpower:factory_1 and energizedpower:small_solar_farm from Energized Power, and xycraft_world:surface_geyser from XyCraft World. A number of ati_structures entries are disabled too, such as castillo, dark_keep and gnome_hut.[4]

Pack-specific structure set tweaks

Two NauTec 2 structure sets, nautec:crystal_geodes and nautec:ruins_1, have the override for the global spacing modifier switched on. That means they use their own settings instead of the global 1.3.[3][4]

The ati_structures:underground_small set also has custom structure weights. sculk_deposit, pufferfish_cave, silverfish_nest and rotting_temple_underground are each weighted 7, while underwater_dungeon is weighted 3. A bigger weight means a higher chance of being chosen over the others in that set.[3][4]

Tip: If you go looking for a structure with the locate command and get a message that it is disabled based on the Structurify config, that is the config at work and not a bug. The mod can also dump the complete config with default settings to a file using /structurify dump.[1][3]
Watch out: Each structure set can have its own placement rules and overrides from other mods and datapacks, so changing spacing values might not always give the spread you expect.[3]

How does Structurify - Structure Control work?

5 parts

Structurify - Structure Control is a configuration mod, so there are no machines, multiblocks, power or item handling to learn here. What it gives you is control over how world generation places structures: whether they appear, where, how far apart, and under what conditions. It replaces the datapacks you would otherwise write by hand.[1]

Where you change things

Everything is meant to be edited in game, and the mod needs YACL for that screen. Structures are grouped by namespace, which is the mod or datapack they come from, and you can search for a specific one. Every in-game setting is mirrored in config/structurify.json, which is handy on a server.[1]

There is also a command, /structurify dump, which writes the complete config file with default settings to disk.[1]

Structures: on, off and conditions

general.disable_all_structures switches off every structure regardless of the per-structure options. Individual structures can also be disabled one by one. If you try to locate a disabled structure, the locate command refuses and tells you it is disabled by the Structurify config.[1][3]

Each structure can also have its own checks. These are the ones the sources describe:[3]

  • Biome check: in Strict mode, a structure will not generate if any part of it touches a biome that is not on its biome list. In Blacklist mode, it will not generate if any part touches a biome on the blacklist.[3]
  • Flatness check: the structure only generates if the terrain under it is flat. There is an option to let liquid, air and other special blocks count as solid so they do not fail the check.[3]
  • Distance from world center: you can set a minimum and a maximum distance. In Circle mode distance is a radius in every direction. In Square mode it is measured along the X and Z axes.[3]
  • Overlap prevention: when on, structures are kept from overlapping each other. The padding setting is the number of extra chunks claimed around every structure's bounding box, and 0 disables padding.[3]

Structure sets: how spread works

A structure set is a group of structures that share placement rules. Spacing is the average distance in chunks between structures in the same set. Separation is the minimum distance in chunks, and it cannot be greater than spacing.[1][3]

Each set also has a salt, a number used as the seed for the random generator that scatters structures, and each set should have a unique one. Frequency is the chance that a structure attempts to generate once all other conditions are met: 1.0 is a 100% chance and 0.0 is 0%.[3]

Placement attempts is how many positions are tried in a structure's placement region. A value of 1 is vanilla behavior, where only the original position is tried. Higher values give failed structures extra deterministic positions in the same region, and the first valid one is used. Weights decide which structure in a set is picked: a bigger weight means a higher chance.[3]

Watch out: Individual mods and datapacks can define their own placement rules and overrides for a structure set, so changing spread values might not always give the result you expect.[3]

The global spread modifier

Instead of editing every set, you can use one global spacing and separation modifier that multiplies the spacing and separation of every structure set. Below 1.0 structures are more concentrated, exactly 1.0 changes nothing, and above 1.0 they are more spread out. A set can opt out with its own override setting and use its own values instead.[3]

What this pack sets

The pack turns the global modifier on with general.enable_global_spacing_and_separation_modifier and sets general.global_spacing_and_separation_modifier to 1.3, so structure sets are more spread out than the defaults. general.disable_all_structures and general.prevent_structure_overlap are both false, so structures still generate and overlap prevention is off globally.[3][4]

Two NauTec structure sets, nautec:crystal_geodes and nautec:ruins_1, have the override turned on, so they ignore the global modifier and use their own settings. The pack file does not list those values.[4]

The set ati_structures:underground_small has custom weights: sculk_deposit, pufferfish_cave, silverfish_nest and rotting_temple_underground are each 7, and underwater_dungeon is 3.[4]

Several structures are disabled in structures. These include a number from the ati_structures namespace, such as castillo, dark_keep, gnome_hut and ice_tribe, plus energizedpower:factory_1 and energizedpower:small_solar_farm from Energized Power and xycraft_world:surface_geyser from XyCraft World. The ati_structures:pufferfish_cave structure is both disabled there and listed in the weights above.[4]

The pack leaves structure_namespaces and structure_template_pools as empty lists. The config file reports version 2.0.28 in config_version.[4]

Tip: Several structures are disabled in this pack's config, so check structures before you go searching for one. If you try to locate a structure that is currently disabled, the locate command tells you it is disabled based on the Structurify config.[3][4]

Which Structurify - Structure Control config options matter?

3 parts

Structurify - Structure Control lets you control world structures from one config file instead of a pile of datapacks. This pack's settings live in structures and the other keys of that file. Here is what the pack sets and what each part does.[1][4]

General switches

Structures the pack disables

The mod can disable individual structures, and the pack uses that in structures. Every entry there has is_disabled set to true. The disabled structures come from these sources:[1][4]

  • ati_structures: arachnid_dwelling, castillo, catalonian_castle, dark_keep, deepslate_keep, gnome_hut, ice_tribe, pufferfish_cave, rotten_log and small_keep.[4]
  • Energized Power: energizedpower:factory_1 and energizedpower:small_solar_farm.[4]
  • XyCraft World: xycraft_world:surface_geyser.[4]

Per-set overrides

structure_sets has entries for NauTec 2 sets: nautec:crystal_geodes and nautec:ruins_1. Both have override_global_spacing_and_separation_modifier set to true.[4]

The other entry in structure_sets is ati_structures:underground_small, which has custom structure_weights: sculk_deposit 7, pufferfish_cave 7, silverfish_nest 7, underwater_dungeon 3 and rotting_temple_underground 7. Note that pufferfish_cave is also in the disabled structures list above.[4]

structure_namespaces and structure_template_pools are both empty in this pack.[4]

Tip: Want to see every option the mod offers? Run /structurify dump in game. It writes the complete config file with default settings to a file.[1]

What changed in Structurify - Structure Control between versions?

1 part

FTB Evolution 2 1.1.0 ships Structurify - Structure Control version 2.0.42. The mod was already in the pack by 1.0.2 or earlier, so it is not a new addition in this release.[5]

Changes in 2.0.42

The mod's own changelog for 2.0.42 lists two fixes, both about how your structure settings are applied:[6]

  • Structure set spacing or separation is no longer dropped on load when only one of the two was changed.[6]
  • Per namespace and per structure min/max distance from world center is no longer ignored unless "Override global settings" was enabled.[6]

In practice, if you tweak only the spacing or only the separation of a structure set, that single change should now survive a reload. The distance-from-center limits also work without having to switch on the global override option first.[6]

Unverified The sources here do not show any pack changelog entries for this mod, so whether the FTB Evolution 2 release notes mention Structurify changes is unverified.

Sources

  1. Structurify - Structure Control project page (modrinth) · official mod data
  2. FTB Skies 2 1.22.0 mod list · pack file
  3. structurify names, screen text and descriptions (English lang file) · official mod data
  4. FTB Evolution 2 1.1.0 config: config/structurify.json · pack file
  5. FTB Evolution 2 1.1.0 mod list · pack file
  6. Structurify - Structure Control 2.0.42 changelog · changelog
Where this guide comes from

Written from what FTB Evolution 2 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 17, 2026.

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Version in each release

9 releases, first in 1.0.2
FTB Evolution 2VersionJarWhere it came from
1.4.0
Oct 17, 2026
2.0.43structurify-neoforge-2.0.43+mc26.1.2.jarFrom the published release
1.3.2
Oct 16, 2026
2.0.43structurify-neoforge-2.0.43+mc26.1.2.jarFrom the published release
1.3.1
Oct 15, 2026
2.0.43structurify-neoforge-2.0.43+mc26.1.2.jarFrom the published release
1.3.0
Oct 14, 2026
2.0.43structurify-neoforge-2.0.43+mc26.1.2.jarFrom the published release
1.2.2
Oct 13, 2026
2.0.42structurify-neoforge-2.0.42+mc26.1.2.jarFrom the published release
1.2.1
Oct 12, 2026
2.0.42structurify-neoforge-2.0.42+mc26.1.2.jarFrom the published release
1.2.0
Oct 12, 2026
2.0.42structurify-neoforge-2.0.42+mc26.1.2.jarFrom the published release
1.1.0
Oct 10, 2026
2.0.42structurify-neoforge-2.0.42+mc26.1.2.jarFrom the published release
1.0.2
Oct 8, 2026
2.0.42structurify-neoforge-2.0.42+mc26.1.2.jarFrom the published release

"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.

Items and blocks

We can't match this mod to the pack's item list: it registers as structurify, and the pack's recipe dump has nothing under that name. That means we found nothing, not that the mod adds nothing. Search the item browser

Config options (how FTB Evolution 2 sets them)

10 settings this pack ships for the mod. We don't have the mod's own defaults to compare them against yet.

See all 10 settings →

Show settings
SettingFTB Evolution 2 value
config_datetime
config/structurify.json
2026-07-29_16-38-42
config_version
config/structurify.json
2.0.28
general.disable_all_structures
config/structurify.json
false
general.enable_global_spacing_and_separation_modifier
config/structurify.json
true
general.global_spacing_and_separation_modifier
config/structurify.json
1.3
general.prevent_structure_overlap
config/structurify.json
false

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