/structure
Command
Saves or loads a structure in the world. See examples of this command in use in the Structure Blocks documentation.
Permission Level | Game Directors |
---|---|
Requires Cheats? | Yes |
Usage
Save structure, optional save mode
/structure save <name: string> <from: x y z> <to: x y z> [saveMode: StructureSaveMode]
Save
a structure
with required structure name
, from
, and to
, and an optional save mode
.
Save structure, optional entities, blocks, save mode
/structure save <name: string> <from: x y z> <to: x y z> [includeEntities: Boolean] [saveMode: StructureSaveMode] [includeBlocks: Boolean]
Save
a structure
with required structure name
, from
, and to
, and optional entities
, blocks
, and save mode
.
Delete structure
/structure delete <name: string>
Delete
a structure
by name
.
Load structure
/structure load <name: string> <to: x y z> [rotation: Rotation] [mirror: Mirror] [includeEntities: Boolean] [includeBlocks: Boolean] [waterlogged: Boolean] [integrity: float] [seed: string]
Load
a structure
with required structure name
and to
, and optional rotation
, mirror
, entities
, blocks
, integrity
, and seed
.
Load structure, optional animation mode, animation seconds
/structure load <name: string> <to: x y z> [rotation: Rotation] [mirror: Mirror] [animationMode: StructureAnimationMode] [animationSeconds: float] [includeEntities: Boolean] [includeBlocks: Boolean] [waterlogged: Boolean] [integrity: float] [seed: string]
Load
a structure
with required structure name
and to
, and optional rotation
, mirror
, animation mode
, animation seconds
, entities
, blocks
, integrity
, and seed
.
Arguments
animationMode
: StructureAnimationMode Anenum
ofblock_by_block
to load blocks in one at a time orlayer_by_layer
to load them in in layers. Default:none
.animationSeconds
: float Afloat
of the duration of the time to animate the structure loading in. Default:0.0
.from: x y z
: position Avector
used withto
that specifies the opposing corners of a structure.includeBlocks
: Boolean ABoolean
that specifies whether to save or load blocks inside the structure. Default:true
.includeEntities
: Boolean ABoolean
that specifies whether to save or load entities inside the structure. Default:true
.integrity
: float Afloat
that specifies the percentage likelihood a block will load. 100 loads all blocks, 0 loads none. Default: 100.mirror
: Mirror Anenum
that specifies the axis to mirror when loading a structure. Either0_degrees
,90_degrees
,180_degrees
, or270_degrees
. Default:none
.name
: string Astring
that specifies the name of the structure. May include a namespace.rotation
: Rotation Anenum
of the rotation when loading in a structure. Must be one of0_degrees
,90_degrees
,180_degrees
, or270_degrees
. Default:none
.saveMode
: StructureSaveMode Anenum
of of eitherdisk
to save structure to the world database which persists between game loads, ormemory
that temporarily saves the structure. Default:memory
.seed
: string Astring
that specifies the seed when loading in a block with variable integrity.to: x y z
: position Avector
used withfrom
that specifies the opposing corners of a structure.waterlogged
: Boolean
Enums
Mirror
An enum
of 0
for none, 1
to mirror X, 2
to mirror Z, or 3
to mirror XZ.
Values
x
x - choose '1' to mirror xz
z - choose '2' to mirror znone
none - choose '0' for nonexz
xz - choose '3' to mirror xz
Rotation
An enum
of the rotation when loading in a structure. Must be one of 0_degrees
, 90_degrees
, 180_degrees
, or 270_degrees
.
Default: 0_degrees
.
Values
0_degrees
No rotation90_degrees
Rotate 90 degrees180_degrees
Rotate 180 degrees270_degrees
Rotate 270 degrees
StructureAnimationMode
Enum of Structure Animation Mode
Values
block_by_block
Block by Blocklayer_by_layer
Layer by Layer
StructureSaveMode
Enum of Structure Save Modes
Values
disk
Diskmemory
Memory
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