MineColonies Wiki


Schematics are files containing block and entity information of a certain area a player scanned with the Scan Tool in-game. You can use the scan tool and scan ANY building or structure you like in singleplayer or multiplayer and then have your Builder build it for you (provided that you give them all the materials needed, of course).

Scanning a New Structure

Once you have a structure or area you want to scan to have your Builder build, you need to determine the exact area that needs to be scanned.


Take your Scan Tool and left-click the lowest left block of the area and then place a block (it can be a placeholder block in the top right corner and right-click on it.



Then click in the air to see the entire structure.


Once you have the full area set, you can press Escape and the white outline of the scan area will stay in place. Go around it to double-check that everything you want is in the scan area. If the area contains multiple eligible anchor blocks (hut blocks, tag anchors or decoration controllers), you need to shift+left click the correct anchor block (e.g. the barracks hut block in a barracks schematic). When you are ready, you can right-click in the air again to get the GUI to display where you can enter your scan name. Then press the green checkmark to save the scan.

SPECIAL NOTE: Do not rename the file after scanning. It MUST be scanned with the correct name.

Scans are saved in ../minecolonies/scan/new/....
Once the scans are saved, they need to be moved to the ../structurize/schematics/(folder)/file if they are a custom hut.

Scans are saved in */blueprints/<yourplayername>/scans.
Once the scans are saved, they need to be placed in a style pack, preferably in the correct folder. See the style packs chapter for more details.

Placing a Schematic.

Once you have scanned a structure, you can use the build tool to have your Builder build it for you. Once you right-click with the build tool, you will have to select “My Schematics” (in the left dropdown menu) and on the right dropdown menu you will see the scans that you have made. There is also a Rename button where you can change the name of the scan. You can also delete any of your saved scans.


The scanned structure can be found in the build tool under the style pack with your own name. Click “Switch Pack” -> “<yourplayername>” (icon looks like the scan tool) -> “scans”.

Style packs

Styles are now structured in so-called style packs. This is similar to a resource pack or data pack, in that it has a file with some metadata about the style (the name, a description, optionally a link to an image, etc.), and a folder structure with the actual files.

Stylepacks live in the blueprints folder, within your Minecraft folder. This folder already contains one style pack: One with your player’s name. This style pack will contain your scanned files, and can be used to test schematics. In order to make a new style, you need to make a new schematic pack.

The pack.json

This json file contains metadata describing the style:

Key Name Type Description
"version" number Pack version, 1 at the moment
"pack-format" number Descriptor for the pack format, needs to be 1 at the moment
"desc" string Description of the style. This will be visible in the build tool to explain what your style is about
"authors" array of strings Names of the authors, in order to credit them. This is visible in the build tool
"mods" array of strings Names of used mods (ids). The style is not visible if one of those mods is not installed, to prevent broken schematics
"name" string The name of the style pack
"icon" string The name of the file with an icon which is showed in the style packs selection screen

The folder structure

There are several folders, separating the buildings and decorations in categories. Each of the folders at the highest level can have a couple of icons, named icon.png and icon_disabled.png. Those are shown in the button bar right above the hot bar.

You can download a template folder structure from github (template.zip), which contains the icons used for the official styles already. That github page also contains examples how different styles are structured. An overview with which buildings go into which folders can also be found here.

Decorations are less strict. You can make categories for them as you see fit. E.g. if you have two styles of roads, one for early game and one for later game, you could put them in infrastructure/roads/simple/ and infrastructure/roads/nice/.

Note: Each folder can only contain folders or files. If there are folders there, files won’t be visible in the build tool!


This is a FAQ section to answer common questions regarding schematics in MineColonies.

How do I install custom schematics I just downloaded?

Those custom schematics go in */structurize/schematics. Unzip the zip you downloaded, and put all subfolders in the schematics folder. That folder should contain folders like <stylename>, decorations, walls, supplycamps etc. (depending on which style you installed)

The style pack goes in the “blueprints” folder. Unzip the zip, and find the folder containing the pack.json (either the unzipped folder, or a folder directly in it, depending on how the zip was made). This folder needs to be placed in */blueprints

What and where is the scans folder?

The scans folder is where the schematics are saved after performing a scan using the scan tool in MineColonies.

This is a client-side-only directory which is located in Minecraft’s folder under: */structurize/scans/. Freshly scanned schematics can be found in */structurize/scans/new/ unless they have been renamed in-game. (If they aren’t there, look in */minecolonies/scans/new.) This directory is shared between all your singleplayer games and multiplayer games.

This is located in your own style pack in Minecraft’s folder under: */blueprints/<yourplayername>/scans/. This folder is shared between all your singleylayer and multiplayer games.

Where is the schematic folder?

Custom schematics need to be copied inside the schematic folder. For both singleplayer and multiplayer games, the folder is under */structurize/schematics/.

Custom schematics need to be placed in a (custom) style pack. For more information about that, look there.

I have a “*/minecolonies/01e6a291-8a01-4763-bcae-f3a8797b1d52/cache/” folder, what is that for?

When playing on a server, the server needs to send the schematics to the players so that the build tool’s preview works. Those schematics are saved in Minecraft’s directory under */structurize/{ServerUUID}/cache/, where ServerUUID is the unique identifier of the server. Those directories can be safely removed as they are automatically created by the server when needed.

This was previously used to save schematics from a server and was automatically created as needed. However, this is no longer needed in 1.19.2 and later, so this folder can be removed safely.

How to create custom huts?

To create new schematics, there are some guidelines that you must follow: the scans MUST have the same footprint for each level of the hut; the scans must contain the hut’s block, for example the Builder’s Hut block for the Builder’s Hut; the hut block need to be exactly at the same place and have the same rotation for each level

Ensure you are building your custom hut outside of any colony borders. When placing the hut block inside the custom hut, shift+right click to place it without activating it. Then you can scan and save the schematic.

The scans’ filenames need to follow the naming convention: {StyleName}/{HutName}{HutLevel}.blueprint. For example, for the Builder’s Huts with the MyOwn style, we would have:

myown/builder1.blueprint myown/builder2.blueprint myown/builder3.blueprint myown/builder4.blueprint myown/builder5.blueprint

  • Note: In the build tool, the extension is hidden. HutName can be any of the listed huts below. The maximum level is 5 (except for the Tavern; its max level is 3).

Alternative designs can be placed under as style name like “myownalternative”.

Once ready, move the myown folder into the blueprints folder and start your game. You should be able to see it with the the build tool.

Note: Remember that you need the appropriate hut in your inventory to be able to see the schematics in the build tool.

The naming for the buildings is not strict anymore. The only things that are important are that they are named consistently, that their names end with the hut level, and that you do not use capital letters in the hut names. Alternate designs can just have a different name than the primary one. E.g. if you named the level 1 builder’s hut “builder1”, an alternative version could be called “altbuilder1” or “builderalt1” or even something completely different (“constructionworker1”).

Once ready, you need to make a style pack out of them. The schematics are visible in the build tool without the hut block, but you can’t view them in survival mode (their button is greyed out, with an error message that you need to have the hut block).

[1.18] Custom Hut Filenames

Here is a full list, up-to-date as of 14 October 2022, of the building names. Please note do not use capital letters in hut names.

Level 1 Level 2 Level 3 Level 4 Level 5
archery1 archery2 archery3 archery4 archery5
alchemist1 alchemist2 alchemist3 alchemist4 alchemist5
baker1 baker2 baker3 baker4 baker5
barracks1 barracks2 barracks3 barracks4 barracks5
barrackstower1 barrackstower2 barrackstower3 barrackstower4 barrackstower5
beekeeper1 beekeeper2 beekeeper3 beekeeper4 beekeeper5
blacksmith1 blacksmith2 blacksmith3 blacksmith4 blacksmith5
builder1 builder2 builder3 builder4 builder5
chickenherder1 chickenherder2 chickenherder3 chickenherder4 chickenherder5
citizen1 citizen2 citizen3 citizen4 citizen5
combatacademy1 combatacademy2 combatacademy3 combatacademy4 combatacademy5
composter1 composter2 composter3 composter4 composter5
concretemixer1 concretemixer2 concretemixer3 concretemixer4 concretemixer5
cook1 cook2 cook3 cook4 cook5
cowboy1 cowboy2 cowboy3 cowboy4 cowboy5
crusher1 crusher2 crusher3 crusher4 crusher5
deliveryman1 deliveryman2 deliveryman3 deliveryman4 deliveryman5
dyer1 dyer2 dyer3 dyer4 dyer5
enchanter1 enchanter2 enchanter3 enchanter4 enchanter5
farmer1 farmer2 farmer3 farmer4 farmer5
fisherman1 fisherman2 fisherman3 fisherman4 fisherman5
fletcher1 fletcher2 fletcher3 fletcher4 fletcher5
florist1 florist2 florist3 florist4 florist5
glassblower1 glassblower2 glassblower3 glassblower4 glassblower5
graveyard1 graveyard2 graveyard3 graveyard4 graveyard5
guardtower1 guardtower2 guardtower3 guardtower4 guardtower5
hospital1 hospital2 hospital3 hospital4 hospital5
library1 library2 library3 library4 library5
lumberjack1 lumberjack2 lumberjack3 lumberjack4 lumberjack5
mechanic1 mechanic2 mechanic3 mechanic4 mechanic5
miner1 miner2 miner3 miner4 miner5
mysticalsite1 mysticalsite2 mysticalsite3 mysticalsite4 mysticalsite5
netherworker1 netherworker2 netherworker3 netherworker4 netherworker5
plantation1 plantation2 plantation3 plantation4 plantation5
rabbithutch1 rabbithutch2 rabbithutch3 rabbithutch4 rabbithutch5
sawmill1 sawmill2 sawmill3 sawmill4 sawmill5
school1 school2 school3 school4 school5
shepherd1 shepherd2 shepherd3 shepherd4 shepherd5
sifter1 sifter2 sifter3 sifter4 sifter5
smeltery1 smeltery2 smeltery3 smeltery4 smeltery5
stonemason1 stonemason2 stonemason3 stonemason4 stonemason5
stonesmeltery1 stonesmeltery2 stonesmeltery3 stonesmeltery4 stonesmeltery5
swineherder1 swineherder2 swineherder3 swineherder4 swineherder5
tavern1 tavern2 tavern3 N/A N/A
townhall1 townhall2 townhall3 townhall4 townhall5
university1 university2 university3 university4 university5
warehouse1 warehouse2 warehouse3 warehouse4 warehouse5

Custom Supply Ships and Camps

The process for custom supply ships and camps is slightly different:

Camp or Ship File Name and Path
Camp structurize/schematics/supplycamp/myownsupplycamp
Ship structurize/schematics/supplyship/myownsupplyship

So, for example, the path would be structurize/schematics/wildwest/builder1 for the Builder’s Hut level 1 and structurize/schematics/supplycamp/wildwestsupplycamp for the supply camp.

Camp or Ship File Name and Path
Camp blueprints/<myownstyle>/decorations/supplies/supplycamp
Ship blueprints/<myownstyle>/decorations/supplies/supplyship

So, for example, the path would be blueprints/wildwest/fundamentals/builder1 for the Builder’s Hut level 1 and blueprints/wildwest/decorations/supplies/supplycamp for the supply camp.

Hut Requirements

Building Requirements Suggested
Archery 1 archery dummy (a hay bale with a button on it); 1 bed per level at least 1 standing position per level (a glowstone block, or any block tagged with work)
Alchemist 1 brewing stand per level; 2 soul sand per level starting at level 2 (with 4 soul sand); leaves next to logs, i.e. “trees”  
Bakery 1 furnace  
Barracks 1 Barracks Tower per level (up to level 4)  
Barracks Tower   1 bed per level
Builder’s Hut   1 rack per level
Combat Academy 1 combat dummy per level (a pumpkin on top of a bale of hay); 1 bed per level  
Composter’s Hut 1 compost barrel per level  
Concrete Mixer’s Hut 3 blocks of flowing water with solid blocks below and air blocks above  
Dyer’s Hut 1 furnace  
Fisher’s Hut Hut block placed on a block at water level At least 6x5x1 unobstructed body of water if integrating fishing location in the schematic
Flower Shop 4 compost blocks per level  
Glassblower’s Hut 1 furnace per level  
Graveyard Named Graves, with the amount increasing per level 14 named graves at level 1, 18 named graves at level 2, 27 named graves at level 3, 36 named graves at level 4, 50 named graves at level 5
Guard Tower   1 bed for aesthetics
Hospital 1 bed per level  
House 1 bed per level  
Library Bookshelves  
Mine A few starting ladders where the shaft’s ladders will go  
Nether Mine A nether portal, and an enclosed 1x1x2 room  
Plantation 12 per level, 4 for each of sugar cane, cactus and bamboo  
Restaurant 1 furnace per level  
School 2 carpets per level 4 carpets per level
Smeltery 1 furnace per level  
Stone Smeltery 1 furnace per level  
Tavern 4 beds and a dining room Horizontal barrels and/or vertical barrels
University Bookshelves  
Warehouse Racks (more each level)  

Some buildings may also require tags to be set on certain blocks using the tag tool.

Level Requirements for Overworld Styles

Level Requirements
Level 1 Very Easy - Wooden
Level 2 Easy - Iron
Level 3 Medium - Nether
Level 4 Difficult - Ocean
Level 5 Very Difficult - End

Level Requirements for Nether Styles

Level Requirements
Level 1 Very Easy - Nether
Level 2 Easy - Rarer Nether
Level 3 Medium - Overworld
Level 4 Difficult - Ocean
Level 5 Very Difficult - End

Tips on Building


  • Make all levels of a hut have the same footprint for x, y, and z
  • Place the hut block in the same location with the same rotation
  • Make sure all racks and furnaces are in the same location through all levels (to prevent the contents spilling out when they're getting moved)
  • Use placeholders where you want to keep any existing block (including from level to level), like the Barracks Towers in the Barracks schematic
  • Use solid placeholders at or below ground level
  • Place a groundlevel tag at ground level if your hut isn't sitting directly on the ground.
  • Use only vanilla blocks or Structurize blocks (for official styles)
  • Use Books and Quills instead of blank books, or written books on a lectern. (Keep a copy of the original book and quill somewhere, if it turns out you made a mistake!)


  • Use unobtainable items in builds (no command blocks, petrified wood, infested blocks, or mob heads (including player heads))
  • Change someone else's style (officially) unless specifically asked to do so
  • Rename schematics after scanning

Additional Information

How to override some built-in schematics?

Simply create a schematic file with the same style/name. For instance, to override the Builder’s Hut wooden level 1, create a schematic file name called wooden/builder1.blueprint.

Unfortunately, this is not possible, unless you override the entire style (make a style pack with the same name as an existing style pack, in that case).

How to use custom huts?

The custom huts need to be copied in the schematics folder.

The custom huts need to be copied in in a style pack.

Once copied, you can start your singleplayer or multiplayer game as usual. You should see them in the build tool (if you have the hut block in your inventory).

How to allow my players to use their own huts’ schematics on my server?

You will have to copy them yourself in the blueprints folder on the server and restart it.

How to allow my players to use their scanned decoration schematics on my server?

Edit the Structurize configuration file at minecraft/config/structurize-common.toml and set allowPlayerSchematics to true. This allows the player to use their own decorations. It is not possible for the player to use their own huts’ schematics. You can also limit the number of players’ schematics at any given time by editing maxCachedSchematics (default is 100). When the limit is reached, the server will start deleting unused schematics.

How to disable built-in schematics completely?

Edit the Structurize configuration file at minecraft/config/structurize-common.toml and set ignoreSchematicsFromJar to true. Be aware: things will break if some huts’ schematics are missing.

How to create upgradable decoration schematics?

Add the deco controller somewhere in the schematic with the name of the schematic, where you’ll put it in the file directory, and its level. Make sure to actually put the decoration in that file path, but only after scanning - don’t include the path in the scan name.

Put the deco controller somewhere in the schematic, and make sure the name of the schematic ends with a number while scanning. The decoration controller will automatically find the decoration in the same folder with the next number.

Upgradable Decos

If changes are needed or you think there is content missing, feel free to edit this page (the button at the top right) or submit an issue for us to make edits. - MineColonies Wiki Team