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Spawning and Structures
File: tacznpc_structures.json. Root keys are structure registry IDs; each contains an array of replacement rules.
{
"minecraft:village_plains": [
{
"entities":["minecraft:villager"],
"loadout":"guard",
"chance":0.25
}
]
}| Field | Meaning |
|---|---|
| entities | Original entity-type IDs eligible for replacement |
| loadout | Loadout assigned to the new NPC |
| chance | Probability for this matching rule; use 0–1 |
Define the referenced loadout first. Multiple rules may be listed, but they are sequential chances, not one normalized weighted pool. A matching rule that fails its chance may be followed by another rule. Overlapping structures/rules should not be used to promise a precise aggregate ratio.
The hook marks qualifying STRUCTURE/NATURAL spawns and evaluates the replacement on the original mob's server tick. It only replaces mobs located in a matching registered structure. Once attempted, that marker is consumed; reload does not reroll the same mob indefinitely. At most one successful replacement is made. If another mod rejects the NPC spawn, the original remains.
This is not a global retroactive conversion of existing villagers and does not create population from nothing. Spawn eggs, command summons and arbitrary existing mobs do not become NPCs merely because they are in a structure. A loadout alone has no natural spawn registration.
The deferred path avoids world/config/loot queries in the generation callback, addressing this mod's previous C2ME worker-thread problem. It is not a compatibility guarantee for every world-generation mod combination.
Test a new area or summon a loadout directly to verify its equipment separately from generation. Use exact modded structure/entity registry IDs; Lost Cities layouts are not automatically mapped to these structure IDs.
Configuration reference for the customized TACZ NPCs Alive build, baseline 2.2.1-hiki.c2me.1. Home · Troubleshooting
- TACZ NPCs Alive : Configuration Wiki
- Getting started
- Configuration map and inheritance
- Configuration recipes
- Behavior and perception
- Offline loot by biome
- Resting, campfires and social space
- Combat: reaction, accuracy and firing patterns
- Administrator commands
- Recruitment and companion orders
- Dialogue profiles and selection rules
- Factions, relations and player reputation
- Friendly-fire prevention and damage protection
- Greetings and contextual replies
- Inventory, interests and item replacement
- Levels, health and accuracy progression
- Loadouts and equipment
- Offline activity and the time wallet
- Autonomous NPC quests
- Player supply requests
- Spawning and structure replacement
- Trading, prices and currency denominations
- Experimental offline travel
- Troubleshooting and migration
- Weapon-specific percentage modifiers