本页面尚未翻译成简体中文,因此以英文显示。 英文版本

Alien Structures

The settlements and ruins of the alien planets — procedurally generated from the alien decoration set, spaced apart so they never clutter the world.

Overview

Three structures generate on the surface, all built from the alien decoration blocks with a futuristic look: tile podiums, brick walls with glowing crystal window bands, taller lit corner pillars, tapered roofs and crystal spires. Each holds a Village Core.

Hamlets and Ruins appear on every world with villagers: Greenxertz, Cindara, Glacira and the Nyxara Twilight Band. Mega-Cities appear only on Greenxertz and in Nyxara's Twilight Band. Each culture builds the same shapes in its own materials:

PlanetWallsFloors and pillarsWindows and lights
Greenxertzalien bricksalien tile, alien pillarsalien crystal, alien lamps
CindaraBlock of Cindritepolished basalt, Basalt SpireMagma Glass, shroomlights
GlaciraBlock of Glacitepacked ice, Permafrostblue ice, sea lanterns
NyxaraNyx Stonepolished blackstone, purpur pillarstinted glass, Void Crystal

Structures only appear in newly generated land.

Hamlet

A small alien outpost — the common find and your "starter village".

  • A glowing tile plaza with a lamp border.
  • Two futuristic towers.
  • A central Village Core on a lit crystal podium.

Ancient Ruin

A large, half-buried, weathered alien hall — uncommon.

  • Built from cracked alien brick with collapsed walls and a broken roof (sunken into the ground).

  • A dead crystal core at the centre.

  • A loot vault (chest) of rare alien goods: Alien Core, Alien Tech Scrap, Alien Fragments, Nerosium

    Ingots and emeralds.

Mega-City

The massive end-state alien settlement — very rare, and a real expedition.

  • A pillared, lit, crenellated curtain wall (41×41) with four gates.

  • A tile plaza of futuristic towers around a central keep.

  • The keep holds a grand vault — Alien Cores, both pieces of Artificer gear,

    diamonds and emeralds — guarded by the Ruin Warden boss.

Spacing & density

To stop structures clustering (and to cap how many appear in an area), all three share a deterministic region grid:

  • The world is divided into 16×16-chunk cells (≈256 blocks).

  • Each cell gets at most one structure, chosen by a weighted hash: ~26% Hamlet, ~8% Ruin, ~2%

    Mega-City, and the rest empty for breathing room. Each newer world mixes its own planet value into

    the hash, so its structures do not line up with another world's. Greenxertz, Cindara and Glacira keep the

    original grid, so nothing moves in existing worlds.

  • The structure sits at a deterministic anchor chunk inside the cell, kept off the edge so footprints

    don't straddle boundaries.

The result is even spacing and a hard density cap, regardless of the placement RNG.

Details

  • Custom worldgen features listed in each villager planet's biomes.
  • A Mega-City is centred on its chunk, so the whole 41×41 city is always built. Before 2.0, a city near a chunk edge could lose part of its wall.
  • IDs: nerospace:hamlet, nerospace:ruin, nerospace:mega_city.

在所有 Nero 模组百科中搜索。百科内容目前为英文。