CurseForge · Minecraft mod
RTStructures Framework
A library focused on RTS structures mechanics
Quick answer
Which RTStructures Framework release should I use?
RTStructures Framework rtstructures-0.1.5 - 1.21.1 NeoForge targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is RTStructures Framework required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does RTStructures Framework rtstructures-0.1.5 - 1.21.1 NeoForge need?
rtstructures-0.1.5 - 1.21.1 NeoForge. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add RTStructures Framework without breaking your instance.
Built for RTStructures Framework rtstructures-0.1.5 - 1.21.1 NeoForge. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use rtstructures-0.1.5 - 1.21.1 NeoForge. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside rtstructures-0.1.5 - 1.21.1 NeoForge. It opens that exact file at the source.
About this project
What does RTStructures Framework add?
This mod provides functional for RTS multiblock structures. It also can be used as a structure copy/paste
In-game functions
- Save structures
- Paste structures
To save structure you need structure tool - use /give or operator tab;
Right click - position 1;
Left click - position 2;
Shift + right click - anchor position
CTRL + mouse click - expand area (can be changed in keybinds)
Shift + left click - placement anchor
/rtstrucutres save <name> - saves structure
/rtstrucutres load <name> <anchor> - pre-loads structure + displays paste box
/rtstrucutres execute <build_type> - pastes pre-loaded structure in world
/rtstrucutres execload <name> <anchor> <build_type> - pastes structure in world
/rtstrucutres toggle_boxes <true/false> - alway display tool selection area
Mod-Developer functions
Installation Guide
repositories {
maven {
url = "https://api.modrinth.com/maven"
}
}
dependencies {
implementation "maven.modrinth:rtstrucures-framework:0.1.4"
}
Mod Guide
Here is the example of /execload command
ServerLevel level = ctx.getSource().getLevel();
String filename = "house";
Path worldDir = level.getServer().getWorldPath(LevelResource.ROOT);
StructureTemplate template = StructureCache.get(worldDir, filename);
BlockPos anchorPos = StructureToolState.placeAnchor; // Place position
PlacementAnchor anchorMode = PlacementAnchor.CUSTOM; // Recommended to use custom anchor
StructureInstance instance = new StructureInstance(level, template, anchorPos, anchorMode);
StructureManager.add(instance);
instance.build(BuildType.FAST, 2.0f); // Execute in the world; Layer-by layer building
StructureInstance class provides more methods for structure management;
Basic Usage
Saving Structure
StructureTemplate template = StructureCapture.capture(level, pos1, pos2, customAnchor);
Path path = worldDir.resolve("generated/rtstructures/house.rtstructure");
StructureSerializer.save(template, path);
Loading Structure
Path path = worldDir.resolve("generated/rtstructures/house.rtstructure");
StructureTemplate template = StructureDeserializer.load(path);
Register Structure
StructureManager.add(instance);
Start Building
instance.build(BuildType.FAST,10);
BuildType= construction logicspeed= blocks per tick
Validation System
Check Damage
boolean damaged = instance.isDamaged();
Completion Percent
float percent = instance.getCompletionPercent();
Damage Percent
float percent = instance.getDamagePercent();
Full Validation Result
ValidationResult result = instance.validate();
Build Modes
WARNING! If structure won't be able to finish constructing, it will infinitly tick. Be aware of it (max steps amount will be added in next version)
FAST
Instant layered building
- fast
- unrestricted
- replaces blocks
Best for:
- debugging
- cinematic building
- RTS instant construction
FAST_SAFE
Layered building without replacing existing blocks
- preserves world
- safer placement
- slower completion
Best for:
- survival gameplay
- protected worlds
CONNECT
Builds only connected blocks
- realistic propagation
- support-dependent
- may stall if disconnected
Best for:
- RTS simulation
- organic building systems
SEPARATED
Growth-style construction from anchor
- spreading build effect
- directional expansion
- organic appearance
Best for:
- alien structures
- plant-like construction
- visual effects
SEPARATED_DIAGONAL
Just like SEPARATED but corner blocks are used as anchor too
DEMOLISH
Demolished structure from top to bottom
Advanced Usage (0.1.4+)
Registering Structure
Mod provides DefferedRegistered structure
public final class StructuresInit {
private StructuresInit() {}
public static final DeferredRegister<StructureType> STRUCTURES =
DeferredRegister.create(RTSRegistries.STRUCTURES, RTStructureFramework.MOD_ID);
public static final Supplier<StructureType> SIMPLE_HOUSE = STRUCTURES.register("simple_house", SimpleHouseStructure::new);
public static final Supplier<StructureType> AIRFIELD = STRUCTURES.register("airfield", AirfieldStructure::new);
public static final Supplier<StructureType> CRYSTAL = STRUCTURES.register("crystal", CrystalStructure::new);
public static final Supplier<StructureType> PROTECTED_STRUCTURE = STRUCTURES.register("protected_structure", ProtectedStructure::new);
public static void register(IEventBus bus) {
STRUCTURES.register(bus);
}
}
Structure class
public class SimpleHouseStructure extends StructureType {
public SimpleHouseStructure() {
super("simple_house", StructureProperties.create()
// Structure file
.modPath("basic/simple_house", RTStructureFramework.MOD_ID) // In your resources/data/mod_id/...
// Default placement
.defaultAnchor(PlacementAnchor.CENTER)
// Default build behavior
.defaultBuildType(BuildType.FAST)
.defaultBuildSpeed(2f)
// Validation
.damagedThreshold(0.15f)
.destroyedThreshold(0.5f)
);
}
}
Library provides some methods for management
public void onCompleted(StructureInstance instance) {}
public void onDamaged(StructureInstance instance) {}
public void onDestroyed(StructureInstance instance) {}
public void onDemolished(StructureInstance instance) {}
Example usage:
public class AirfieldStructure extends StructureType {
private int productionTick;
public AirfieldStructure() {
super("airfield", StructureProperties.create()
.modPath("basic/airfield", RTStructureFramework.MOD_ID)
.defaultAnchor(PlacementAnchor.CENTER)
.defaultBuildType(BuildType.FAST)
.defaultBuildSpeed(3f)
.damagedThreshold(0.2f)
.destroyedThreshold(0.6f)
);
}
@Override
public void onCompleted(StructureInstance instance) {
System.out.println("[RTS] Airfield completed");
}
@Override
public void onTick(StructureInstance instance) {
if (!instance.isCompleted()) return;
productionTick++;
if (productionTick >= 100) {
productionTick = 0;
System.out.println("[RTS] Kirov reporting...");
// Do your stuff. E.g spawn unit
}
}
@Override
public void onDestroyed(StructureInstance instance) {
System.out.println("[RTS] Airfield destroyed!");
}
}
Spawning structure
StructureInstance instance = StructuresInit.AIRFIELD.get().create(level, anchorPos);
StructureManager.add(instance);
instance.build();
Warning!
StructureManager.add(instance); Actually creates your structure class;
instance.build(); just constructs your structure;
If you need to remove your structure use instance.destroy(); (warning! could call stackoverflow)
Example of usage:
public class CrystalStructure extends StructureType {
public CrystalStructure() {
super("crystal", StructureProperties.create()
.modPath("crystal", RTStructureFramework.MOD_ID)
.defaultBuildType(BuildType.FAST)
.defaultBuildSpeed(1f)
.defaultAnchor(PlacementAnchor.CUSTOM)
.damagedThreshold(0.05f)
.destroyedThreshold(0.8f)
);
}
@Override
public void onTick(StructureInstance instance) {
if (instance.isDamaged()) {
if (!instance.isBuilding()) {
instance.build(BuildType.FAST, 0.5f);
}
}
}
@Override
public void onDestroyed(StructureInstance instance) {
if (instance.getDamagePercent() >= 0.95f) {
instance.destroy();
}
}
@Override
public void onCompleted(StructureInstance instance) {
System.out.println(instance.debugInfo());
}
}
This description will be scratched to a normal mod description. For documentation view github wiki
Project description from CurseForge.
Pick your setup
RTStructures Framework by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
RTStructures Framework versions and loaders
rtstructures-0.1.5 - 1.21.1 NeoForge
rtstructures-0.1.5 - 1.21.1 NeoForge.jar
26 May 2026
RTStructuresFramework-0.1.4 - NeoForge 1.21.1
rtstructures-0.1.4 - 1.21.1 NeoForge.jar
14 May 2026
rtstructures_framework-0.1.2 - 1.21.1 NeoForge.jar
10 May 2026
Looking for an older file? The official CurseForge project page is in Resources.