{'desc': "'Initiates construction of the Structure Component picked, at the current Location of StructGen'", 'searge': 'func_35004_a', 'name': 'buildComponent', 'side': '0'}
{'desc': "'overwrites Air and Liquids from selected Position downwards, stops at hitting anything else'", 'searge': 'func_35005_b', 'name': 'fillCurrentPositionBlocksDownwards', 'side': '0'}
{'desc': "'arguments: World worldObj, StructureBoundingBox structBB, Random rand, float randLimit, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, int olaceBlockId, int replaceBlockId, boolean alwaysreplace'", 'searge': 'func_35010_a', 'name': 'randomlyFillWithBlocks', 'side': '0'}
{'desc': "'arguments: (World worldObj, StructureBoundingBox structBB, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, int placeBlockId, int replaceBlockId, boolean alwaysreplace)'", 'searge': 'func_35011_a', 'name': 'fillWithBlocks', 'side': '0'}
{'desc': "'checks the entire StructureBoundingBox for Liquids'", 'searge': 'func_35013_a', 'name': 'isLiquidInStructureBoundingBox', 'side': '0'}
{'desc': "'Randomly decides if placing or not. Used for Decoration such as Torches and Spiderwebs'", 'searge': 'func_35014_a', 'name': 'randomlyPlaceBlock', 'side': '0'}
{'desc': "'deletes all continuous Blocks from selected Position upwards. Stops at hitting air'", 'searge': 'func_35016_b', 'name': 'clearCurrentPositionBlocksUpwards', 'side': '0'}
{'desc': "'current Position depends on currently set Coordinates mode, is computed here'", 'searge': 'func_35018_a', 'name': 'placeBlockAtCurrentPosition', 'side': '0'}
{'desc': "'arguments: World worldObj, StructureBoundingBox structBB, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, boolean alwaysreplace, Random rand, StructurePieceBlockSelector blockselector'", 'searge': 'func_35022_a', 'name': 'fillWithRandomizedBlocks', 'side': '0'}
{'desc': "'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...'", 'searge': 'func_35023_a', 'name': 'addComponentParts', 'side': '0'}
{'desc': "'builds a door of the enumerated types (empty opening is a door)'", 'searge': 'func_35033_a', 'name': 'placeDoor', 'side': '0'}
{'desc': "'performs some checks, then gives out a fresh Stairs component'", 'searge': 'func_35034_a', 'name': 'getStrongholdStairsComponent', 'side': '0'}
{'desc': "'Goes straight to getLightBrightnessForSkyBlocks for Blocks, does some fancy computing for Fluids'", 'searge': 'func_35275_c', 'name': 'getMixedBrightnessForBlock', 'side': '0'}
{'desc': "'Any Light rendered on a 1.8 Block goes through here'", 'searge': 'func_35451_b', 'name': 'getLightBrightnessForSkyBlocks', 'side': '0'}
{'desc': "'is only used on stairs and tilled fields'", 'searge': 'func_35453_b', 'name': 'getSpecialBlockBrightness', 'side': '0'}
{'desc': "'attempts to find a next Village Component to be spawned'", 'searge': 'func_35700_c', 'name': 'getNextVillageComponent', 'side': '0'}
{'desc': "'attempts to find a next Structure Component to be spawned, private Village function'", 'searge': 'func_35702_d', 'name': 'getNextVillageStructureComponent', 'side': '0'}
{'desc': "'attempts to find a next Structure Component to be spawned'", 'searge': 'func_35704_a', 'name': 'getNextStructureComponent', 'side': '0'}
{'desc': "'picks Block Ids and Metadata (Silverfish)'", 'searge': 'func_35706_a', 'name': 'selectBlocks', 'side': '0'}
{'desc': "'Keeps iterating Structure Pieces and spawning them until the checks tell it to stop'", 'searge': 'func_35711_a', 'name': 'generateStructure', 'side': '0'}
{'desc': "'offsets the structure Bounding Boxes up to a certain height, typically 63 - 10'", 'searge': 'func_35713_a', 'name': 'markAvailableHeight', 'side': '0'}
{'desc': "'currently only defined for Villages, returns true if Village has more than 2 non-road components'", 'searge': 'func_35715_c', 'name': 'isSizeableStructure', 'side': '0'}
{'desc': "'returns a new StructureBoundingBox with MAX values'", 'searge': 'func_35741_a', 'name': 'getNewBoundingBox', 'side': '0'}
{'desc': "'used to project a possible new component Bounding Box - to check if it would cut anything already spawned'", 'searge': 'func_35747_a', 'name': 'getComponentToAddBoundingBox', 'side': '0'}
{'desc': "'sets up Arrays with the Structure pieces and their weights'", 'searge': 'func_35849_a', 'name': 'prepareStructurePieces', 'side': '0'}
{'desc': "'translates the PieceWeight class to the Component class'", 'searge': 'func_35851_a', 'name': 'getStrongholdComponentFromWeightedPiece', 'side': '0'}
{'desc': "'arguments: (World worldObj, StructureBoundingBox structBB, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, int placeBlockId, int replaceBlockId, boolean alwaysreplace)'", 'searge': 'func_35294_a', 'name': 'fillWithBlocks', 'side': '1'}
{'desc': "'checks the entire StructureBoundingBox for Liquids'", 'searge': 'func_35295_a', 'name': 'isLiquidInStructureBoundingBox', 'side': '1'}
{'desc': "'Randomly decides if placing or not. Used for Decoration such as Torches and Spiderwebs'", 'searge': 'func_35302_a', 'name': 'randomlyPlaceBlock', 'side': '1'}
{'desc': "'Initiates construction of the Structure Component picked, at the current Location of StructGen'", 'searge': 'func_35308_a', 'name': 'buildComponent', 'side': '1'}
{'desc': "'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...'", 'searge': 'func_35310_a', 'name': 'addComponentParts', 'side': '1'}
{'desc': "'arguments: World worldObj, StructureBoundingBox structBB, Random rand, float randLimit, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, int olaceBlockId, int replaceBlockId, boolean alwaysreplace'", 'searge': 'func_35315_a', 'name': 'randomlyFillWithBlocks', 'side': '1'}
{'desc': "'builds a door of the enumerated types (empty opening is a door)'", 'searge': 'func_35323_a', 'name': 'placeDoor', 'side': '1'}
{'desc': "'performs some checks, then gives out a fresh Stairs component'", 'searge': 'func_35325_a', 'name': 'getStrongholdStairsComponent', 'side': '1'}
{'desc': "'Keeps iterating Structure Pieces and spawning them until the checks tell it to stop'", 'searge': 'func_35541_a', 'name': 'generateStructure', 'side': '1'}
{'desc': "'currently only defined for Villages, returns true if Village has more than 2 non-road components'", 'searge': 'func_35542_a', 'name': 'isSizeableStructure', 'side': '1'}
{'desc': "'picks Block Ids and Metadata (Silverfish)'", 'searge': 'func_35565_a', 'name': 'selectBlocks', 'side': '1'}
{'desc': "'translates the PieceWeight class to the Component class'", 'searge': 'func_35620_a', 'name': 'getStrongholdComponentFromWeightedPiece', 'side': '1'}
{'desc': "'sets up Arrays with the Structure pieces and their weights'", 'searge': 'func_35625_a', 'name': 'prepareStructurePieces', 'side': '1'}
{'desc': "'attempts to find a next Structure Component to be spawned'", 'searge': 'func_35640_a', 'name': 'getNextStructureComponent', 'side': '1'}
{'desc': "'attempts to find a next Structure Component to be spawned, private Village function'", 'searge': 'func_35641_d', 'name': 'getNextVillageStructureComponent', 'side': '1'}
{'desc': "'attempts to find a next Village Component to be spawned'", 'searge': 'func_35643_c', 'name': 'getNextVillageComponent', 'side': '1'}
{'desc': "'switches the Coordinate System base off the Bounding Box'", 'searge': 'field_35025_h', 'name': 'coordBaseMode', 'side': '0'}
{'desc': "'hardcore', 'creative' or 'survival'", 'searge': 'field_35364_f', 'name': 'gameMode', 'side': '0'}
{'desc': "'Contains stuff you might find in chests'", 'searge': 'field_35589_a', 'name': 'lootArray', 'side': '0'}
{'desc': "'How many Structure Pieces of this type may spawn in a structure'", 'searge': 'field_35615_d', 'name': 'instancesLimit', 'side': '0'}
{'desc': "'This basically keeps track of the 'epicness' of a structure. Epic structure components have a higher 'weight', and Structures may only grow up to a certain 'weight' before generation is stopped'", 'searge': 'field_35616_b', 'name': 'pieceWeight', 'side': '0'}
{'desc': "'well ... thats what it does'", 'searge': 'field_35718_c', 'name': 'hasMoreThanTwoComponents', 'side': '0'}
{'desc': "'default' or 'flat'", 'searge': 'field_46139_c', 'name': 'worldType', 'side': '0'}
{'desc': "'switches the Coordinate System base off the Bounding Box'", 'searge': 'field_35317_h', 'name': 'coordBaseMode', 'side': '1'}
{'desc': "'well ... thats what it does'", 'searge': 'field_35548_c', 'name': 'hasMoreThanTwoComponents', 'side': '1'}
{'desc': "'How many Structure Pieces of this type may spawn in a structure'", 'searge': 'field_35577_d', 'name': 'instancesLimit', 'side': '1'}
{'desc': "'This basically keeps track of the 'epicness' of a structure. Epic structure components have a higher 'weight', and Structures may only grow up to a certain 'weight' before generation is stopped'", 'searge': 'field_35578_b', 'name': 'pieceWeight', 'side': '1'}