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Description
This mod idea was inspired after playing with some structure mods and thinking: "It will be really cool if they would sometimes generate near each other?" Well now they would!
*I took some time off from studying/working, to create an ambitious modpack to test my skills as a game maker. If you are curious, I would appreciate it if you consider joining my Discord group that I have opened for it.
**
Discord: https://discord.gg/McYBqCNbnd
Important!
This mod is published only on Modrinth and CurseForge. If you find it anywhere else, it is not an official upload by me, and downloading from those sites is unsafe.
Features:
The main feaure of this mod is a new way for structures to be placed inside your world: As configured inside the mod common config at the time of world creation, "zones" would be placed randomly in your world. A "zone" is an area with different worldgen rules. Mostly, the mod is designed so it would mean different structure placement rules from how it is configured in default.
That is what makes the main goal of this mod possible - grouping structures together! For examples, a desert pyramids with a big desert village settled around it, a witch village living around mysterious jungle pyramids, a dungeon that is made by mineshafts tunnels and the stronghold. These zone examples are provided as ready-to-play by default, so you can just install the mod and starts exploring them!

Too big? Too rare or common? Or you just dont like these zone types? Then good news! The mod best part is being VERY configurable. Just go into the mod config, find the zone type in zoneDefinitions folder and edit its file to change its configuration, or in case you dont like it, just remove the file and it would remove that zone type from the next world you would create: Once a world has been created, it wouldn't be changeable by the mod's config. Changing an exited world configuration is possible, but is not recommnaded for most cases).
Oh and you CAN add your own custom zones into your worlds that includes either vanilla's structures or modded structures, like a zone with structures from Big Lost City mod:

that zone is not ready-to-play provided as part of the default zones - You can either configure it yourself or ask me for the configuration i used, but you would still need to install Big Lost City mod - the mod that provides the structures.
The mod also features (/locatezone) to locate nearby zones and a config field you could set to make yourself spawn inside a zone! Check the mod zones-common.toml config file to learn how to configure zones, which contain guidelines and examples of how to configure zones.
And if you are still having questions about the mod, ask me! I recommand by joining the Discord server.
Performance:
Still needs more tests, but the worse i personally had with shaders, distant horizons mod, embeddium mod, and with a couple of structure mods, was slower chunk loading and some more ram usage, which both depends on how many structures a zone tries to place. The code is written to be very optimized and for most of its logic to be called during world creation.
Compabillity with other mods:
Should work with every mod that doesn't change worldgen to not be by seed-determined generated. However this mod is still needed to be tested more with worldgen mods, so let me know if you find any compabillity bugs.
Usage in other projects:
You may use this mod code in any non-commercial project, as long as proper credit and a link to this mod’s page are provided.
You are not allowed to republish or redistribute this mod anywhere.
Having crushes or found a bug?
Please open an issue on my GitHub describing your problem and i will check it out.
You are also welcome to contact me on the mod's Discord server.
Fabric/Neoforge/other minecarft versions porting?
At the moment I don’t have the time, as I’m working on other projects. Source code is relased so if you want to make an official port, please contact me at the mod GitHub or at the mod Discord.
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