# Structure port notes — ground truth from the 26.1.2 jar Everything below was read out of `versions/26.1.2/server-26.1.2.jar` with javap. It is the working map for porting structure piece generation; treat it as reference, not as finished code. ## Placement grid (implemented, see worldgen/structures.go) RandomSpreadStructurePlacement.getPotentialStructureChunk: regionX = floorDiv(chunkX, spacing) regionZ = floorDiv(chunkZ, spacing) r = WorldgenRandom(LegacyRandomSource(0)) r.setLargeFeatureWithSalt(seed, regionX, regionZ, salt) span = spacing - separation offsetX = spread.evaluate(r, span) offsetZ = spread.evaluate(r, span) chunk = (regionX*spacing + offsetX, regionZ*spacing + offsetZ) RandomSpreadType.evaluate: linear -> nextInt(span); triangular -> (nextInt(span)+nextInt(span))/2. setLargeFeatureWithSalt(seed, x, z, salt): seed' = x*341873128712 + z*132897987541 + seed + salt, setSeed, zero draws. applyAdditionalChunkRestrictions runs only when frequency < 1.0f and calls the configured reducer shouldGenerate(seed, salt, x, z, frequency): - default / probabilityReducer: setLargeFeatureWithSalt(seed, x, z, salt); nextFloat() < frequency. - legacy_type_1 / legacyPillagerOutpostReducer: regionX=x>>4, regionZ=z>>4; setSeed((long)(regionX ^ (regionZ<<4)) ^ seed); nextInt() discarded once; return nextInt((int)(1.0f/frequency)) == 0. For 0.2f the bound computes to 4. - legacy_type_2 / legacyArbitrarySaltProbabilityReducer: setLargeFeatureWithSalt(seed, x, z, **10387320**) — the set's own salt is ignored; nextFloat() < frequency. Buried treasure uses this with 0.01. - legacy_type_3 / legacyProbabilityReducerWithDouble: setLargeFeatureSeed(seed, x, z) (the two-long XOR mix, no salt); nextDouble() < (double)frequency. Mineshafts use this with 0.004. Verified against the fixture on seed 12345: ruined_portals claims exactly chunk (1,0), where the capture carries the portal's obsidian/gold/crying obsidian; mineshaft starts land at (-4,1), (-3,10), (4,-1), consistent with the deep oak-plank cells crossing chunks (0,0)/(1,0). Not wired yet: concentric_rings (strongholds only). ## Ruined portal (decoded, not yet ported) RuinedPortalStructure.findGenerationPoint, in draw order: 1. Setup selection — skipped entirely (zero draws) when setups.size() <= 1; otherwise sum weights, one nextFloat(), walk setups subtracting weight/total, take the first that leaves the accumulator negative. 2. properties.airPocket = sample(nextFloat vs setup.airPocketProbability), where sample returns false at p==0, true at p==1, else nextFloat() < p. 3. Template: nextFloat() < 0.05 picks giant_portal_{1..3}, otherwise portal_{1..10} (both arrays exactly these names, one nextInt(len)). 4. Rotation = Util.getRandom(Rotation.values(), random) -> one nextInt(4) over [none, clockwise_90, clockwise_180, counterclockwise_90]. 5. Mirror: nextFloat() < 0.5 -> none, else front_back. 6. pivot = (size.x/2, 0, size.z/2) (Java truncating division). 7. box = template.getBoundingBox(chunkOriginBlockPos, rotation, pivot, mirror). 8. surfaceY = getBaseHeight(box.center.x, box.center.z, getHeightMapType(setup.placement)) - 1, where the type is OCEAN_FLOOR_WG for on_ocean_floor and WORLD_SURFACE_WG otherwise. 9. y = findSuitableY(...) below. 10. Stub position = (chunkOriginX, y, chunkOriginZ). The piece consumer sets properties.cold = setup.canBeCold && biomeAt(quart pos).coldEnoughToSnow(pos, seaLevel), then adds one RuinedPortalPiece(templateManager, pos, placement, properties, templateId, template, rotation, mirror, pivot). findSuitableY(random, generator, placement, airPocket, surfaceY, ySpan, box, accessor, randomState): minCut = accessor.minY + 15 switch placement: in_nether: airPocket ? y = randomBetweenInclusive(32, 100) : nextFloat() < 0.5 ? randomBetweenInclusive(27, 29) : randomBetweenInclusive(29, 100) in_mountain: y = getRandomWithinInterval(70, surfaceY - ySpan) underground: y = getRandomWithinInterval(minCut, surfaceY - ySpan) partly_buried: y = surfaceY + randomBetweenInclusive(2, 8) default: y = surfaceY (on_land_surface, on_ocean_floor) // settle: sample the four CORNER columns of the box as raw base columns corners = [(minX,minZ),(maxX,minZ),(minX,maxZ),(maxX,maxZ)] as NoiseColumn type = on_ocean_floor ? OCEAN_FLOOR_WG : WORLD_SURFACE_WG (isOpaque test) while y > minCut: opaque = 0 for column in corners: if type.isOpaque(column.getBlock(y)): opaque++ if opaque == 3: return y // stops inside the scan y-- return y getRandomWithinInterval(r, a, b): a >= b ? b : randomBetweenInclusive(a, b). randomBetweenInclusive(r, lo, hi) = lo + nextInt(hi - lo + 1). Remaining to read before coding the piece: RuinedPortalPiece.postProcess (mossiness block swaps, air-pocket carving bounds, lava under portal blocks, vine/overgrown decoration, cold cracked-cobble substitution), and StructureTemplate's bounding-box/palette transform math (rotation + front_back mirror around the pivot). The 13 ruined_portal templates are extracted under internal/worldgen/data/structure_template/ruined_portal/. ## Fixture markers worth remembering Seed 12345, committed fixture chunks (0,0) (1,0) (0,1) (-1,-1): - (1,0): ruined portal — obsidian (17,13,3), crying obsidian (21,13,3), gold block (19,18,3), chest (17,13,2). - (0,0)/(1,0): mineshaft planks/fences near y=-41..-42. - (-1,-1): unexplained cobblestone+mossy floor at y=35 under gravel/water with two chests nearby — attributed to no replayed feature yet. Candidate leads: a dungeon whose placement stream we mismatch, or an ocean ruin whose pieces reach across the chunk border.