Drop custom CityWorld schematics here to have the generator use them.

Layout:  config/cityworld/schematics/<Family>/<name>.schematic
         (an optional sidecar sets ground level, odds, etc. -- see below)

One subfolder per family; the folder name decides where the building appears:
  Highrise, Midrise, Lowrise, Municipal, Industrial, Construction,
  Park, Neighborhood, Farm, Roundabout, Nature, Outland
  (Outland = the frontier edge of the wild; Nature = the deep wild;
   Roundabout = a single-chunk statue at a roundabout centre.)

Formats: .schematic (legacy MCEdit), .schem (WorldEdit), .litematic (Litematica),
and .nbt (vanilla structure). Very old files may lose blocks that were renamed in
later versions (they place as air); modern exports come through cleanly.

-- Sidecar (.yml) ----------------------------------------------------------------
Name it <name>.<ext>.yml (e.g. house.schematic.yml) or <name>.yml. Keys:

  GroundLevelY: 0      How many of the build's bottom layers sit BELOW ground, i.e.
                       the buried foundation/basement depth. Raise it to sink a build.
  OddsOfAppearance: 0.1  Chance (0..1) it drops in each eligible platmap. Big or
                       landmark builds want this low (0.02); small filler higher.
  FlipableX: false     Allow a random mirror across X / Z. Leave off for anything with
  FlipableZ: false     signs or a deliberate front, or it may read backwards.
  Decayable: true      Whether the ruined-world decay pass may chew it up.
  PristineChance: -1   Per-build override of the world's odds of being spared decay
                       (-1 = use the world default).
  BroadcastLocation: false  Announce its coords in chat when it generates. Needs the
                       world's broadcastSpecialPlaces setting on too; it is always
                       written to the debug log regardless.
  Title: ""            Display name used in that announcement. Defaults to the file's
                       own name, so name it nicely or set this (winchester.schematic
                       -> Title: "The Winchester Tavern").
  Ocean: false         Offshore build (rig, ship, lighthouse): places only in deep
                       open water and rides the surface on its own legs/hull -- no
                       foundation. Put it in Nature/. GroundLevelY here is how many
                       blocks of legs/hull sit below the waterline. Below-water blocks
                       are waterlogged automatically so the sea flows through them.
  Anchor: false        (Ocean builds only) extend each solid column of the build's bottom
                       row straight down to the sea floor, so it stands on real legs
                       instead of a floating stub of rock.
  KeepAir: false       Place the schematic's air blocks instead of skipping them, so
                       enclosed voids (a cellar, a hollow tower) stay open instead of
                       being filled by the terrain the build overlays. Costs the overlay
                       behaviour -- the whole bounding box, air included, is stamped over
                       the ground -- so trim dead air off the build first.

Land builds automatically level a foundation pad and keep off water/mountains.
Ocean: true builds are the exception -- they leave the sea floor untouched and just
drop the build into deep open water.

Turn placement on by enabling schematics in the world's settings (the Customize
screen when creating a CityWorld world, or the world_settings datapack), then
generate fresh chunks. Files here are loaded at startup - relaunch after adding.
