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Structure Eye

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Structure Eye

By icywhenhotOwner

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Turn any item into an Eye of Ender for any structure.

Mod Loaders
Minecraft

About

Description

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Structure Eyes

Turn any item into a structure locator

Structure Eyes lets you assign any vanilla or modded item to a structure. Right-click the item and it launches like an Eye of Ender, floats toward the nearest matching structure, hovers, and drops.

The flying eye even uses the texture of the item that launched it.

The mod is made for modpack developers. You do not need to write Java or restart the game. Set up your mappings through the in-game config menu, the common config file, or a datapack.

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Features

  • Assign any vanilla or modded item to any structure.
  • Uses the normal Eye of Ender flight, arc, and drop behavior.
  • Supports individual structures, structure tags, and lists.
  • Each eye can be reusable or consumed when thrown.
  • Optional cooldowns stop players from spamming an eye.
  • Structures in other dimensions return a useful message instead of silently failing.
  • Changes apply with /reload, so the game does not need to restart.
  • Config mappings and datapack mappings can be used together.

Structure Eyes ships with no mappings of its own. Nothing changes until you configure it, so it will not interfere with vanilla items by default.

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Setting up an eye

The easiest way is through the in-game config screen:

  1. Open Esc > Mods > Structure Eyes > Config.
  2. Open Item to Structure Mappings and click +.
  3. Enter a mapping and click Done.

For example:

minecraft:ender_eye > #minecraft:village

This makes an Eye of Ender locate the nearest structure in the #minecraft:village tag.

To limit an eye to one dimension, add the dimension after @:

minecraft:blaze_rod > minecraft:fortress @ minecraft:the_nether

The full line format is:

<item> > <structure> @ <dimension>

The dimension is optional.

Item, structure, and dimension IDs use the normal modid:name format. Put # before a structure ID to target an entire structure tag.

You can also place these mappings directly in:

config/structureeyes-common.toml

This is the file you should include with a modpack. Config mappings share the consume setting, cooldown, and search radius from the [defaults] section.

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Datapack mappings

Datapacks give each item its own search radius, cooldown, consumption rule, dimension, and message settings.

Place mapping files in:

data/<your_namespace>/structureeyes/structure_eyes/<name>.json

Example:

{
  "item": "minecraft:ender_eye",
  "target": "#minecraft:village",
  "search_radius": 100,
  "consume_on_use": true,
  "cooldown_ticks": 0,
  "dimension": "minecraft:overworld"
}

Config mappings and datapack mappings work side by side. Use the config for quick setup and datapacks when individual eyes need different rules.

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Notes

  • The mod does nothing until at least one mapping has been added.
  • Structure searches run on the server.
  • It works in singleplayer and on dedicated servers.
  • A structure can only be found in a dimension where it generates.
  • Wrong-dimension messages can be disabled.
  • Use /reload after changing datapack mappings.

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Cloud Nord Server Hosting

Structure Eyes

Turn any item into an Eye of Ender for any structure.

Structure Eyes lets you assign an item — vanilla or modded — to point toward a structure of your choice. Right-click the item and it launches like a vanilla Eye of Ender: it floats toward the nearest matching structure, hovers, and drops, giving players the general direction to travel.

It's built for modpack developers. There's no Java, no restart, and no complicated setup — you assign items to structures right from an in-game menu or a single config file.


Features

  • 🧭 Any item → any structure. Use minecraft:ender_eye, a modded trinket, or anything else to locate villages, fortresses, modded dungeons — whatever you want.
  • 🎯 Real Eye of Ender behavior. Reuses vanilla's Eye of Ender, so the flight, arc, and drop feel exactly like the real thing — and the flying eye even shows your item's texture.
  • ⚙️ Two ways to set it up: a beginner-friendly config menu, or datapack JSON for advanced control.
  • ♻️ Reusable or consumable. Choose whether an eye is used up on use, and set an optional cooldown.
  • 🌍 Cross-dimension aware. Point an item at a Nether, End, or modded-dimension structure. If a player uses it in the wrong dimension, they get a helpful message instead of nothing (toggleable).
  • 🏷️ Structure tags supported. Point at a single structure, a whole group via a #tag, or a list.
  • 🔁 Live reload. Changes apply with /reload — no need to restart the game.

How to use it (the easy way)

No files required. In-game:

  1. Press Esc → Mods → Structure Eyes → Config
  2. Open Item to Structure Mappings and click +
  3. Type one line and click Done:
minecraft:ender_eye > #minecraft:village

Read it like a sentence: "ender_eye finds village."

To restrict it to one dimension, add @ <dimension> on the end:

minecraft:blaze_rod > minecraft:fortress @ minecraft:the_nether

Line format: <item> > <structure> (optionally @ <dimension>)

  • IDs look like modid:name (e.g. minecraft:ender_eye).
  • Put # before a structure to match a whole group, e.g. #minecraft:village.

You can also edit these lines directly in config/structureeyes-common.toml — this is the file modpacks ship. Consume / cooldown / search radius for all config lines come from the [defaults] section.


Advanced: datapack mappings

For per-item control (different consume/cooldown/message per item), add JSON files under:

data/<your_namespace>/structureeyes/structure_eyes/<name>.json
{
  "item": "minecraft:ender_eye",
  "target": "#minecraft:village",
  "search_radius": 100,
  "consume_on_use": true,
  "cooldown_ticks": 0,
  "dimension": "minecraft:overworld"
}

Config lines and datapack mappings work side by side — use whichever fits, or both.


Notes

  • Ships with no default mappings — it does nothing until you assign items, so it never interferes with vanilla items out of the box.
  • Locating happens server-side, so it works in singleplayer and on dedicated servers.
  • Structures can only be located in the dimension they generate in (that's what the cross-dimension message is for).