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Structure spawn rules

Civillis normally suppresses natural hostile spawning where civilization score is high. In a few special places, vanilla still expects hostiles to spawn even when the surrounding area is civilized — so the mod does not apply that suppression inside those structures.

What you experience

Inside matched large vanilla structures, natural hostile spawns can still happen the way Minecraft intends: for example guardians in ocean monuments, blazes in nether fortresses, activity in bastions, mansions, ancient cities, end cities, trial chambers, and strongholds. Outside those footprints, normal civilization rules apply.

When you are in one of these structure-tinted areas, the zone transition HUD may show Caution — a heads-up that spawn logic here is not the same as ordinary “safe” civilized ground.

For the full technical pipeline (order of checks, datapack hooks), see How It Works and Architecture.

How this differs from dimension rules

Structure rules only tweak behavior inside specific structures in worlds where civilization scoring is otherwise active. Per-dimension on/off (whole dimensions with no civ scoring, or no head logic) is separate — see Dimension rules.

Defaults and reference

The mod ships built-in rules so the above structures stay dangerous without you configuring anything. Exact structure IDs and JSON: Built-in Compatibility (Zone policies) and, for authors, Data-Driven Registries under Zone policies (civil_zone_policies).

See also