Mod - Modrinth
MES - Moog's End Structures (config pack)
A customisable datapack for the MES mod, allowing for easy control over the mod

Source-provided project description. FreeMinecraftMods keeps creator credit and adds separate compatibility and decision guidance below.
Project overview
 *** [](https://ko-fi.com/D1D8LKA5N) [](https://discord.com/invite/S5nffJbuvA) [](https://www.curseforge.com/members/finndog_123/projects) ***  *** ## **This datapack is automatically kept up to date.** It now stays in sync with the latest version of the mod. Prefer a different approach? You can still build your own config pack from our git repos or use a config mod like [Cristel Lib](https://modrinth.com/mod/cristel-lib) Feedback Please comment any ideas you may have to improve this mod. Any and all feedback is greatly appreciated :) Additionally, if you make any configs you think other people would enjoy, send it to me on Discord and I'll be happy to upload it here! NeoForge and Fabric All datapack versions work on Forge, NeoForge **and** Fabric. How To Use This Datapack This is a template ("config") datapack for my structure mod, **Moog's End Structures**. Everything MES generates is data-driven, so this pack lets you re-configure the mod (remove structures, change how rare they are, and control which biomes they spawn in) just by editing JSON files. No coding required. ### Step 1: Install the datapack 1. **Download** the version of this pack that matches your Minecraft version from the **Versions** tab above. 2. **Add it to your world:** - **One world:** drop the downloaded `.zip` into `.minecraft/saves/ /datapacks/`. - **Every world / on a server:** use a datapack loader such as [Paxi](https://modrinth.com/mod/paxi) so the pack is applied globally instead of per-world. 3. **Enable it in-game:** load the world and run `/datapack enable "file/ "`, or run `/reload` if the pack is already in the folder. > ⚠️ **Worldgen only affects new chunks.** Changes to structure spawning, rarity, or biomes only appear in **newly generated terrain**. Already-explored chunks won't change. To see your edits, explore into fresh land or start a new world. ### Step 2: Edit the pack 1. Open the datapack `.zip` (or unzip it) and browse to the `data/mes/` folder. 2. Edit the JSON file for the thing you want to change (see the common tasks below). 3. Save, re-zip if you unzipped it, then run `/reload` in-game (or regenerate the world) to apply. ### Common things people want to do **Remove a structure completely** Open its file in `data/mes/worldgen/structure_set/…` and empty the `structures` array so nothing spawns: ```json { "structures": [], "placement": { "type": "mes:advanced_random_spread", "salt": 136568741, "spacing": 25, "separation": 15, "min_distance_from_world_origin": 1000 } } ``` Example file: `data/mes/worldgen/structure_set/other_decoration/astral_hideaway.json` **Make a structure rarer or more common** In the same `structure_set` file, change `spacing` and `separation`. Larger `spacing` means rarer. `separation` must always be smaller than `spacing`. ```json "placement": { "type": "mes:advanced_random_spread", "salt": 136568741, "spacing": 100, "separation": 80, "min_distance_from_world_origin": 1000 } ``` **Change which biomes a structure spawns in** Edit the matching tag in `data/mes/tags/worldgen/biome/has_structure/…` and add or remove entries from `values`: ```json { "replace": false, "values": [ "#minecraft:is_end", { "id": "#c:end_islands", "required": false } ] } ``` - Plain biomes look like `"minecraft:end_highlands"`; biome tags start with `#`, e.g. `"#minecraft:is_end"`. - **Modded** biomes/tags must use `"required": false` so the pack still loads when that mod isn't installed. Full Per-File Customisation Reference The tasks above cover the most common tweaks. **Every** JSON file in this pack (structures, template pools, placement types, biome tags and the `.nbt` building blocks) is documented in full on the **Moog's Structure Lib Wiki**: 📖 **[Moog's Structure Lib Wiki »](https://github.com/FinnSetchell/MoogsStructureLib/wiki)** | What you want to edit | Wiki page | | --- | --- | | Where structures spawn (spacing, salt, biomes) | [Structure Sets](https://github.com/FinnSetchell/MoogsStructureLib/wiki/Structure-Sets) | | A structure's type & properties | [Structure Files](https://github.com/FinnSetchell/MoogsStructureLib/wiki/Structure-Files) | | Which building pieces are used | [Template Pools](https://github.com/FinnSetchell/MoogsStructureLib/wiki/Template-Pools) | | Advanced placement & terrain adaptation | [Placement Systems](https://github.com/FinnSetchell/MoogsStructureLib/wiki/Placement-Systems) | | The `.nbt` structure files themselves | [NBT Files](https://github.com/FinnSetchell/MoogsStructureLib/wiki/NBT-Files) | | New to all of this? | [Getting Started](https://github.com/FinnSetchell/MoogsStructureLib/wiki/Getting-Started) | The wiki's examples use Moog's Voyager Structures (MVS), but the layout is identical for MES. Just swap the `mvs` namespace for `mes`. *** 