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Alien Structures

Dario Maselli edited this page Jun 20, 2026 · 1 revision

Alien Structures

The settlements and ruins of the alien planets — procedurally generated from the alien decoration set, spaced apart so they never clutter the world.

Overview

Three structures generate on the surface, all built from the alien decoration blocks with a futuristic look: tile podiums, brick walls with glowing crystal window bands, taller lit corner pillars, tapered roofs and crystal spires. Each holds a Village Core.

Hamlet

A small alien outpost — the common find and your "starter village".

  • A glowing tile plaza with a lamp border.
  • Two futuristic towers.
  • A central Village Core on a lit crystal podium.

Ancient Ruin

A large, half-buried, weathered alien hall — uncommon.

  • Built from cracked alien brick with collapsed walls and a broken roof (sunken into the ground).

  • A dead crystal core at the centre.

  • A loot vault (chest) of rare alien goods: Alien Core, Alien Tech Scrap, Alien Fragments, Nerosium

    Ingots and emeralds.

Mega-City

The massive end-state alien settlement — very rare, and a real expedition.

  • A pillared, lit, crenellated curtain wall (41×41) with four gates.

  • A tile plaza of futuristic towers around a central keep.

  • The keep holds a grand vault — Alien Cores, both pieces of Artificer gear,

    diamonds and emeralds — guarded by the Ruin Warden boss.

Spacing & density

To stop structures clustering (and to cap how many appear in an area), all three share a deterministic region grid:

  • The world is divided into 16×16-chunk cells (≈256 blocks).

  • Each cell gets at most one structure, chosen by a weighted hash: ~26% Hamlet, ~8% Ruin, ~2%

    Mega-City, and the rest empty for breathing room.

  • The structure sits at a deterministic anchor chunk inside the cell, kept off the edge so footprints

    don't straddle boundaries.

The result is even spacing and a hard density cap, regardless of the placement RNG.

Details

  • Custom worldgen features in the greenxertz biome (surface-structures step).
  • IDs: nerospace:hamlet, nerospace:ruin, nerospace:mega_city.

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