#World Generation General
1 messages · Page 2 of 1
Electrika is your base…?
but like....he's just getting started ? While Elektrika had been an addon creator for longer.
even then he can't do things such as splines for example.
And eletrika can…?
Once again, it’s all about what people are willing to learn. Do I even need to elaborate at this point? :/
it turns out Flakey’s worldgen doesn’t 100% work properly, especially since the terrain is entirely multinoise so its pretty inefficient
however Chungus figured out biomes within a couple days on his own when he hadn’t even gotten used to worldgen yet, he’s pretty smart
this was sent to me by zalcyan ....... I'm confused with your question. Theres only the "the_end" 'biome'? Are you talking about the chunk cuts in the first two images? If so, his is an old structure bug. The "facing_direction": "random" component is responsible for cutting parts off. One potential way to fix this is to set the direction (such as south instead of "random") . If you really want the structure to still rotate randomly, another way is this: old-world-generation by Ciosciaa. You will have to have the archival roles active to see the message. I just read your other comments in General. If you are trying to get multiple biomes to generate, you need to divide up your noise into chunks. For example using "q.noise(v.originx / 512, v.originz / 512) > 0.5" will place the biome over 1/4th of the End, where the noise is between 0.5 and 1 (noise ranges from -1 to 1). "q.noise(v.originx / 512, v.originz / 512) > 0.5 && q.noise(v.originx / 512, v.originz / 512) < 0.75" will place the biome over 1/8th of the end. This is the simplest way. Of course, this will make biomes whose noise range is near 0 more linear. To counteract, you can add a multiple noise maps, of which are offset, and test to their union (as seen here(note this is for custom gen, but the ideas are the same): old-world-generation
this is for the feature rules
its not 100% responsible actually
also he isn’t placing a structure
he’s placing a scatter feature that doesn’t go outside 16x16
also its not a bug, its a poorly implemented feature
Are you referring to the chunk cuts I mentioned? Last I checked MCPE-82010 is marked as unresolved. https://bugs.mojang.com/browse/MCPE-82010?jql=text ~ "structure chunk cut"
the rotation one is a bug
HOWEVER
the larger-than-one-chunk-structure-cut issue isnt a bug
its poorly-implemented generation that doesnt take into account that structures need to be able to fully generate even if structures are partially in unloaded chunks
there is no reserved area for unloaded chunks in the API
specifically for addons
its reserved for vanilla only
Zalcyan, you can modify the feature rule of my biome simply to see how it looks for you so that you can pass it to me to see if I make more biomes at the end
bruh what you said there feels like you want it to get done by someone else.
As others have told you, you should do it in latest release and experiment with q.noise
As for me, I don't understand completely how to make custom generation, though I try making different things to see what happens
no.
put in some effort urself
we aren’t gonna spoon-feed you
ffs
Electrika how can you say that
you’ve never done anything yourself
You always want help or other people to do it
i have done things myself
ive asked for help on how to do something specific in the past because i still don’t fully understand some of the more advanced stuff with worldgen (like noise biomes, i just stopped that and left it to another person who actually knew what they were doing)
try helping them learn instead of being rude maybe
have fun backreading
what
that guy has really pissed me off with his not listening
in fact he kept lying and said he couldn’t use 1.19 because his pc could only handle 1.18, when in fact he is using education edition
which took him several days to say
Woah there. We have always been cordial to beginners in World Generation. At least I hope so. I suspect they are trying to overcome a language barrier on top of trying to get an answer to a moderately difficult question that may look easy for a beginner.
See that y for for your feature? The "(q.noise(v.worldx / 512, v.worldz / 512) + q.noise(v.worldx, v.worldz) * 0.05 > 0.5 && (math.abs(v.worldx) > 200 || math.abs(v.worldz) > 200)) ? (q.heightmap(v.worldx, v.worldz) - 1) : -1"
Lets break that down.
See the "?" and ":" in there? These form a ternary conditional operator. Essentially its asking a question, and uses what's before the colon if true, or after if false.
question- "(q.noise(v.worldx / 512, v.worldz / 512) + q.noise(v.worldx, v.worldz) * 0.05 > 0.5 && (math.abs(v.worldx) > 200 || math.abs(v.worldz) > 200))"
if true- "(q.heightmap(v.worldx, v.worldz) - 1)"
if false - "-1"
Lets look at the question.
"q.noise(v.worldx / 512, v.worldz / 512) + q.noise(v.worldx, v.worldz) * 0.05 > 0.5"
This is sampling noise at a given point were your feature generates and asks if it is greater than 0.5 (remember noise in MC ranges from -1 to 1). This says we want this biome to be clustered on the positive end of the noise spectrum. We divide by values such as 512 because Minecraft's default noise is small. What you need to know here is that the bigger number you divide by, the bigger the biomes will be. The other "+ q.noise(v.worldx, v.worldz) * 0.05" is adding some more variation to the shape of the biomes . (math.abs(v.worldx) > 200 || math.abs(v.worldz) > 200)) is there to prevent the feature form being placed on the main end island.
You can divide your noise map into chunks to create more regions/ biomes. Lets have the 'question' ask for different chunks across 1- to 1 (note "&&" just means "and":
biome 1
"q.noise(v.worldx / 512, v.worldz / 512) > 0.5"
biome 2
"q.noise(v.worldx / 512, v.worldz / 512) < 0.5 && q.noise(v.worldx / 512, v.worldz / 512) > 0.0"
biome 3
"q.noise(v.worldx / 512, v.worldz / 512) < 0 && q.noise(v.worldx / 512, v.worldz / 512) > -0.5"
biome 4
"q.noise(v.worldx / 512, v.worldz / 512) < -0.5"
See how we divided the noise range of -1 to 1 into four chunks to create four biomes?
You can divide further into as many biomes as you want.
Lets look at the true statement "(q.heightmap(v.worldx, v.worldz) - 1)"
This says that the feature should be placed on the ground layer. If it was in the overworld, the feature would replace grass.
Lets look at the false statement "-1". Essentially this is here to prevent the structure from being placed when the question returns false by selecting a Y coordinate that does not exist in the End. (You cant place blocks in the End at Y=-1)
This is the best I can do to explain this topic. Its not easy, and if you feel confused, read through https://wiki.bedrock.dev/world-generation/feature-types.html and the associated documentation. Note that some guides are outdated and biome files dont work. Hope this helps.
ahh ok let me do the test to see but send me screenshots of what I have to do to make the 4 5 biomes for version 1.1 of my addon simply to see it in more detail
for example something like this
I did understand everything you wrote and more alone than to understand it just a little more in detail, send me a screenshot to understand it a little more in detail or if you want I'll give you my addon with the 4 feature rules that are chorus_forest , foggy_mushroom_land , blossoming_spires and amber_land
On behalf of everyone who considers themselves a "worldgen person" and as someone who wished they could help like you are but simply doesn't have the time, thank you. This is one of the many reasons I genuinely respect you.
ok i backread and i think i now know why they were asking chungus to create the biomes for em
it’s probably a gap in intelligence
why didn’t i think of this -.-
clowns self
but it doesn’t change the fact they didn’t mention they were using EDU from the start
i need to put myself in other peoples’ perspective more often
he's probably autistic,be patient -.-
How did u do end caves?
Well, about the caves, I did, but I can't tell you yet since I have to update it to 1.4 where I will add the caves a little bigger and expand in 1.6 where there will be 2 more biomes, I will add what would be the caverns at the end
There is no feature for it documented so howd ya do it??
Teach us
How about you actually provide them with something they can go off of instead of talking them down for not knowing something?
^^
srry i was a little busy
didn’t have time to
anyways
can an aggregate feature place another aggregate feature?
Yes
it didnt take long to get ur old biome generator to work on terrain lmao
?
Well yeah that’s just simple multinoise
i wanted to use ur system for our SBS project
ofc i will definitely be modifying hte code
Honestly I need to rework that system. Might be the first thing I attempt after I’m satisfied with my TotK shenanigans.
as you can see ive already kinda gone and done that
You just modified the values from the looks of it
yes, but it was enough to change the biome size completely
and their generation pattern
That’s not what I meant by rework but yeah, if the current system’s good enough for you don’t bother ig
That is what it was meant for, after all
Being used by everyday people
honestly for what we are wanting to do, we actually need the stone strip as a transition biome
cant do something like that when it comes to literally any other system
its just that multinoise is highly unoptimized so it cant be used for a reliable terrain generator without insane world load times
but it works fine for something like this
?
yk, 3D noise terrain takes ages to load into a world
what
and its not even actual 3D
Who the heck used multinoise to generate 3D noise?
^
remember that asteroid pack you handed me?
Vaguely?
…No it wasn’t XD
Ok that’s not multinoise
^
Those are layered noisemaps
then what is it
Not the same thing
Multinoise isn’t unoptimized bruh
then make your own 🤯
i meant the layering ig
Yeah
if Molang supported Vector3 we could have actual 3D noise
It’s not Vector3, idk what they use for the json api, but yeah I agree we need an actual 3D query
Now please I’ve been trying to type something for the past 2 minutes but kept getting interrupted
Multinoise is figuring out how to generate “something” with multiple noisemaps, not layered on top of each other, but rather both of them are used individually to figure out if something should be placed
So a prime example, and actually this is why I made that system ur using…
Say you want more than one biome to be able to generate in a given value range. You’d split that range into further distinct areas using another noise query with different parameters (obviously so you don’t get identical values to the first query), and presto. Now you can have a desert or a savannah generating in high “temperatures” depending on the value of another variable.
That’s how the vanilla biome system works, and in fact I’m pretty sure it’s what flakey used to create his awesome af biome system
they use 2D perlin i think
also Chippy, i meant 3D perlin, my bad
Tho obviously I simplified the heck out of it
unfortunately it doesnt work well at all
Why not?
LuMinh tried using it but it was impossible to work with
Who’s luminh
even with someone who knew what was going on
a studio
Ok, and how was it “impossible to work with” exactly?
its not flexible
for what LuMinh needed it wouldnt work because of how the placement system works
What placement system bruh
as a result said member created his own using Voronoi, and it works very well
Feature placement, block placement, structures, a lot actually
…it could be anything with you
You gotta get to the point my dude
the entire topic thus far has been about biome gen systems .-.
But anyway, there’s no reason for multinoise to work with the biome system because, sad as it is, we actually don’t have any way to reference the vanilla variables
Well for who knows how long you’ve apparently been describing 3D as multinoise, so sorry if I’m a bit unsure of what you’re talking about
anyways the reason it didnt work is because it uses a chart placement system, in that if two things intersect, it will place there, and there are transitions that are practically not usable for what was being done
LuMinh couldnt use it because almost all biomes fall under one row
doesn’t seem like a system fault…
the only exceptions were two mountain biomes and one ocean
i never said it was
it just wasnt usable because of the type of system
they went with a Voronoi system instead
pfft-
"what in the doppler map"
This is what you need for your biome system
ahhh ok ok
It will work for up to four biomes. If you want to use more than that, you might want to learn to use Multinoise, which is used here.
Multinoise is what I was talking about
If you want to make really any biome system imo, let alone 24, you really should use it
It’s just…better
It is also far easier to use than most other systems.
I’d love to help out but I’m about to leave for a hike in literally two mins, so hopefully someone else can take the reins
I do not fully understand it yet because I never took the time to. However, it should be pretty straightforward as to how it works.
You can pass me the multi noise or the multi noise feature rule to make the biomes to see how it looks for me in .json or capture
Sure, it’s pretty simple. I’ll modify them a little so they work in the End and not on custom terrain.
Or i can give you the map itself so it is easier for you to view.
you can do the 2 little things but you know that I would recommend that you expand the blocks of each color of a biome a little more, that is, you can expand it just a little more so that the biomes are not a little small
I mean, you can easily do this yourself. Just change the number in the “_column” files in the features folder from 1024 to a higher number
emm what am I telling you look pass me the world simply to see it in my minecraft and see what blocks of each color of the biome you put just to see it only that I can not pass screenshots at the moment
send it to me if you want in .zip
I wont be giving you a world file. What I meant by “map” was the biome generator behavior pack.
ahhh look wait for me but first let me tell you to delete the 2 remaining biomes simply to start with the feature rules again and leave the 2 biomes that I created at the beginning of my addon v1.0
ok I'll go to behavior packs now..
You’ll have to do that yourself.
Also, in that image you saw, my render distance was set to 96.
Keep that in mind when you do your biomes.
ok look I'm going to behaviors that more. It takes me 4 months to do v1.0 of my addon
You didn’t understand me.
I am GIVING you the pack.
So you can look through it and play with it.
There you go.
Actually I'm going to have a look onto that as well
ok I downloaded it let me try it and recreate it
No need to.
You just need to check the files and change what you want it to be
That's just experimenting with the noise parameters
When you import it, just move the folder from "behavior_packs" in Minecraft's files to "development_behavior_packs".
Also this ^
Then you can play with it as much as you want.
I recommend keeping it as a separate pack until you learn how to use it.
Look, sample biomes look good on you, that is, there is only a not-so-big error and that is that it generated an infinite world and I appeared in an infinite world but in a single block plane and it is not because of a complaint, it turned out well on you
all the land would look haci and not flat not to complain as I said
I gave you a simple biome map so you could toy with the biome values and expressions on your own.
What I gave you is a blank slate you can apply however you like.
Besides , I cannot give you the code of my terrain as that is information I cannot leak.
ummm look I have an idea send it to me but in private just out of curiosity
I cannot send my terrain.
ah ok ok let's see if I can do it
when ur back i need some help with something
Does that mean we're getting the rivers?
they’re already in place
I mean to separate the biomes like sen wanted
.-.
How do you define custom fog for a biome?
Take a look at the fog file and override the proper biome
oh yeah forgot I was overriding a biome 🤦♂️
it's hard coming back to Bedrock addons
its hard dealing with Mojang not adding the ability to add custom biomes back in
where is the fog to be used for each biome defined?
I can't use minecraft: namespace in the override the biome fog def
huh for some reason didn't find that one
@muted ether any ideas on how I can generate this?
might need a structure
that could work I suppose
if not it would probably be something to do with aggregate if i had to guess
what is that? in the middle of the dripstone
the geyser blocks?
they look like egg sacs
it makes sense
it will make sense with particles
Believe it or not, there’s actually a feature type for this
Sadly it’s undocumented, and I have no idea why, but lmk when you’re back online and I can DM you an example of it
Dk how :/
at least name it 💀
It’s called the exposed blob feature, idk much about it cuz I haven’t done much testing with it but the basic pattern looks a lot like what chungus wants
xork…
its literally on bedrock.dev
Found it in an old vanilla pack like a year ago
And at the time there was no documentation on it but ig there is now
yh true, a few months ago it was undocumented, only the schema was provided
"format_version": "1.13.0",
"minecraft:partially_exposed_blob_feature": {
"description": {
"identifier": "minecraft:underwater_magma_feature"
},
"places_block": "minecraft:magma",
"placement_radius_around_floor": 1,
"placement_probability_per_valid_position": 0.5,
"exposed_face": "up"
}
}
}```
seems interesting
is there a way to make a structure that randomizes a block state?
I don't think so, you could make 3 structures with each state and with a weighted feature randomize it
4 structures*
0, 1, 2, 3
oh, yeah, well, you know what I mean
before
after:
Well, I don't want them to pass me the feature rule terrain, I just want them to modify the terrain a bit so that it doesn't look like the before, but with the after to make multinoise
Yeah, there is a feature type that allows you to randomize block states, but it refuses to recognize custom block states, so structures with different custom block states is your best bet.
Does anyone know how to fix this? The problem is that it generates new islands on top of the original ones, I made my biomes also go up to those islands but when the trees appear they remove the grass

bro how to make 4 or 5 biomes since i saw foggy mushroomland blossoming spires and amber land
As I mentioned you have to divide the noise
yes emm how you divide the noises is that being honest I don't know how to divide noises because in my addon I only have 2 biomes the foggy mushroom land and blossoming spires since I don't know much about feature rules send me a capture of the feature rules in private at least
@soft turtle follow those instructions
bro EL_CORDERO_XD em how did you do to make the new terrain in the air at the end let's see how it turns out I'm just curious
Modify a mountains pack by cioscia
@jolly ember I tried to use the steps you sent in world generation to create biomes but it didn't work for me what did I do wrong?
t.grid_one = query.noise(v.originx / 600, v.originz / 600); t.grid_two = query.noise((v.originx+5000) / 600, (v.originz+5000) / 600); t.pos_grid_one = 1/(1+math.pow(10,-20*t.grid_one )); t.column_height = 7 * t.pos_grid_one * t.pos_grid_two + 20;
That expression isn’t returning anything
How can I solve it?
I cant quite solve it without exactly knowing where you've placed this. My guess this is in some scatter feature that connects to later scatter features in a chain? Try making this function return 1;. And iterations of the later features t.column_height.
You'd probably want to put it in a scatter feature whether you already have or not, because setting expressions in the feature rule will return the exact same values for every future iteration. In other words, instead of smooth looking noise terrain, you'd get weird blocky terrain with every chunk being elevated to a different height.
So it doesn't work for biomes?
No it does, I'm just saying put it in a scatter feature instead of the feature rule file
trying to spawn a ore/block in magma iterations high for testing
but it's not spawning
what on earth is this error?
distribution should be 0-15 since a bchunk is 16 blocks wide
other than that just check the the name of the feature you're calling is correct and that all you feature names match the file names
ok
x z
sorry ya
foggy mushroom land v1.15
blossoming spires v1.11
I've improved a little more or less with the biomes, I'm going to see if I can do the third one, which is the chorus forest biome
Chorus forest v1
amber forest v1
Wait what, yellow sky?
Yeah, fog
Oh right, /fog
Forgot about it
I'm planning to do to this "custom biome" thing for my project. I'm working of off cicis templates to get it working.
I did that by creating a block and behaviors making a fog of a different color in resources and making mcfuntion that when you pass in a block it changes the color depending on the biome where you are
for the nether?
nope is the end with the 4 biomes already created but in beta
bruh im not talking to you and i didn’t ask you
shush
oh ok ok
Does anyone know how to generate structures or caves and caverns in the end?
captures or json files of feature and feature rules
Can you use carver features for that?
It is that I almost did not find the way to generate caves, so I used the second option to make cave structures a little lower down, something like in the enderite addon
Anyone know why I can't fill the mineshaft planks with air?
because thats how mineshafts work
Hmm... so there's no way to remove the mineshaft? I also tried putting a custom structure on it and it failed.
Dave you know at least how to make that type of terrain but in the end since my idea is that my addon has as a terrain something to do with the already created biomes
you can try using ore features that replace wood ig
Ok it doesn't work, no problem, I'll take it as a parkour feature
... what do you mean? ...
You can't remove mineshafts with features.
Replace it using single block features then make it final pass in feature rules
you are correct
mineshafts generate AFTER final_pass iirc
that is to say do as a terrain of the end but above as Y 180 and do as a biome type in that terrain
he wants that generation you have made
This is crazy I did this and the new terrain already appeared it doesn't even give me lag I mean there is only an error in the terrain and at the bottom
I made a system for structures spawn together in an area (a bit like villages) but they spawn very close to each other, does anyone know how I can make them stay away from each other
its not an error actually
I wonder if there's a way to overwrite spawn rules for vanilla features that don't have spawn rule files
Wdym spawn rules? Do you mean distribution?
he’s talking about feature rules
So distribution
It's not just that, it's just the mind that this happened to Dave a bit, although I can't be seen at all, I just used this
{
"format_version": "1.13.0",
"minecraft:scatter_feature": {
"description": {
"identifier": "betterend:new_terrain_theend"
},
"iterations": "v.noise.size = 1024;
v.multinoise.temp = q.noise(v.originx/v.noise.size, v.originz/v.noise.size);v.multinoise.hum = q.noise((v.originx+1024)/(v.noise.size/2), (v.originz-1024)/(v.noise.size/2));t.height = q.noise(v.originz/64,v.originx/64)*8; return t.height;",
"places_feature": "betterend:end_stone",
"x": "(v.multinoise.temp) && (v.multinoise.hum)",
"z": "(v.multinoise.temp) && (v.multinoise.hum)",
"y": {
"extent": [
"0",
"t.height"
],
"distribution": "fixed_grid"
}
}
}
ok I generated the above now I have to generate the below how can I make this terrain to be generated but a little lower and biomes can be put there but at the end
"t.hight * -1" maybe this is what you mean..
ok
Hi, well I'm currently making a project and I am having trouble with ores generation(Im new making them), I have enabled the CustomBiome in the worlds AND in the project but still nothing, someone knows what it could be that im missing?, Here are the Feature and the FeatureRule
send the actual files
itll be easier to help that way
THE FILES
NOT THE TEXT
youll flood the channel
Whats not working
The ores are not generating at all
Any content log
You're using capital letters. Use ttp, all lowercase, as the namespace instead.
Now it works! Thanks you, im really new on this 😅
how to fix
Does anyone know the biome tag for the new cherry biome?
Nevermind, its "cherry_grove"
I wanna know how I could make my structure features to only generate on grass (or just snap to grass)
You can use vegetation patch feature
As El_CORDERO_XD said, you can use the vegetation patch feature. What I usually do is to set it to spawn one block that replaces the block you want to place the structure on. Then set the vegetation feature that will be placed on the top as the structure feature, with the vegetation chance at 1.0. Hope that helps!
How does this feature rule work?
I dont see anything in this file
Sorry
😅 Uhhh...that's not a json file it seems...no extension
you cant send file.json on discord, discord API doesn't allo that
I have to go in a minute, but it's a pretty simple problem anyway. Your declaring of variables is backwards. Placement evaluation starts at the feature rule and works its way back to the single block. In other words, all those variables in the "culumn_height" feature aren't defined at the time you're calling them.
Just define them before you use them in the t.column_height expression and you should be good.
Ahhhhh, thank you very much and sorry for bothering you so much 😅
since when
yes you can
that preview is just broken
how do i find my biome
Custom biomes are broken in the latest version
They're broken, there's nothing to test
You could try biomegen with noise-driven molang, or other pseudorandom systems for that matter (but q.noise is less hassle)
How
mcstructure and feature, my dude
My guy, that question got answered ages ago
What happens if I edit any biome file in the Minecraft server and that biome changes in all those biomes?
Oh 😮 but he didn't know
He didn't when he asked the question, but then we answered it, and now he does
Also, this question makes no sense. What are you trying to do?
HELLO
Hi
@delicate trench because I try edit any biomes in minecraft server folder and I don't know if they change only one or all of it
Why do I find this interesting?
Everyone seems to be focused on making many biomes in the End. But... I think I've found a rough paper method.
what is that tall pillar? looks cool
Yeah I like how it gets more degraded as you go up
Procedurally, I think you could do that with the same method I used for the dissolve "biome" transition everyone seems to love so much
Thanks! The tall pillar is in early stages tho. The plan was to climb the tower to collect some rare flowers on the top.
I actually was planning to use your method to see if I could have more control over my "biomes" being placed. Size wise and rarity wise anyway...
Yeah, you just need to change the noisemap sizes and change around the values in the “multinoise chooser” feature. And of course, you can add more biomes and more variables if you’re willing to brave through a headache or two XD
So you use features or not?
its not possible to make custom biomes bro
You can mimic them with features still, but officially yeah they're still broken. Just saying we're not out of options.
yes, I mean the answer is yes, he used features because you can't make custom biomes xd
Hi guys! I think I've figured something out! Can you guess what's up with this pic?
not sure 😅
Looks like there's several things going on, which one in particular are u talking about? 😂
The mushroom forest! It's hard to see, since it's underground, but I've found a way to use noise values to create "biomes"... underground!
You see... the problem with Cici's End Biome Template (if that is what it is called) was that the ground was placed on the surface, never underground.
awesome 👏
So 3D noise?
A bit, yeah.
Wdym "a bit"
Well ig it couldn't be genuine 3D, unless you use that god-awful pre-generated index mapping method chippy showed me (no offense chippy, in all fairness you hate it too D:)
Anyway, looks cool. Wouldn't recommend going too crazy with it though, since assuming you're using the same 3D method we messed with a while back, it can put a real load on game performance.
Sigh, I know. I'll be careful..
Is it possible to add new items to chests that appear in villages?
Yes just edit the loot table
Loot table of?
Whatever loot
How do I do that, is there an article?
I’ll never say it’s good lol
lol
is this fixed yet?
no
how can i prevent a structure from generating on top of grass without removing air as an intersectable block type or setting the upper height limit below sea level? it's a giant salt block, i want it to be able to generate partially exposed sometimes and inside mountains but i don't want it to generate in the middle of a grassy field
so are structures not broken then?
features still work, custom biomes do not
use ore features
and have it only replace stone or something
@upbeat barn I have seen the loot tablets but I understand only to add a new item (that appears in the world) how can I say that this item appears in the chests of villages, but of a specific structure
Or do I have to add a loot tablet with the chest name of that biome (as it appears in the apk) and add my item to it?
I await an answer please.
The way you worded your question is a bit odd
But you can use NBT editing to add chest loot tables to your structure
Look, I want to edit what the chests in the villages originally have. And I want to add my custom item to those chests
There are vanilla loot tables that define what can be found in the village chests. Do you know where to find that?
Yes
?vp
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Here
Okay great! In the loot tables folder, there is a chests folder. And in that chests folder is a village folder, which defines all the items found in village chests.
I know
My question is, do I have to add that folder as it is to my addon and add my item from there?
With the same name and everything
Yes. With the same folder name and file name.
Loot tablets/chests/village_two_room_house.json
True?
That's the chest of the rooms I guess
@misty pivot
Probably. You meant loot_tables/chests/village_two_room_house.json, right? Not loot tables/chests...
Hey bro @misty pivot
I just tried it and everything but I couldn't find it and that I went through 3 villages in total, is that name that we are placing for the rooms of all the villages of different biomes? or for which
Wait a second. I don't think that loot table said above deals with all the villages in different biomes! Tbh I'm not sure which village house it's referring to...
@misty pivot
Not really sure. I have yet to test those tables...
Is there any way to find the igloo by commands? @misty pivot
I edited his chest but I don't get any igloo
bros getting pinged left and right
I know right?😅
What
Don't worry. I'll answer your question. I don't believe you can find the igloo using commands unfortunately.
because when editing the chest of the jungle temple, just entering it throws me several errors (without moving anything), especially about horse armor
@native abyss I will say editing loot tables is a #1067869659757543555 question not world gen
Oh sorry
is it possible to make a new biome from scratch that doesn't need to change the code of an official biome that is already in the game in minecraft 1.20?
Does anyone know if it is possible to get naturally generating structures to generate only on specific blocks?
I’ve got some flowers that I have saved as a structure due to them being 3 blocks tall and they keep spawning in random areas
Try using vegetation patch features. You can set it to spawn one block and your structure as a vegetation feature with a chance of 100 percent. This will allow you to place the structure on a specific type of block.
Trying that now!
Using this has definitely cut down on the amount of flowers in weird places, but it didn’t eliminate it completely for some reason. I’m still getting some flowers on others. Would there be any reason why this is still happening, a reason I can fix? Or is it just Minecraft being stupid?
Here's the code for those flowers (they all use the same code, just with different features and names depending on the flower)
{
"format_version": "1.13.0",
"minecraft:vegetation_patch_feature": {
"description": {
"identifier": "nature:large_moonflower"
},
"horizontal_radius": 0,
"surface": "floor",
"ground_block": "minecraft:grass",
"replaceable_blocks": [
"minecraft:dirt",
"minecraft:grass"
],
"vegetation_feature": "nature:moonflower_2",
"vegetation_chance": 1,
"vertical_range": 10,
"depth": 0
}
}
I'm wondering if its the placement pass I used? It seems to still spawn on trees, but only the trees that the addon uses and nothing vanilla. At the same time though, some of the flowers are spawning on stone for some reason??
Guys
Anybody know
How to generate a structure in specific place
Like near village
Or something like that ?
I will check it out, I will find out how to do it
So you wish to have a structure spawning next to a village?
._.
Yep
I really need it to my add-on
I want to put a new villager structure
Or even edit the villages structures
So your want to edit the structure?
Yep
Ok, I will create a template pack! Just a sec...
I know how to put structure to generate it in game
I will do both
I'm not sure
Hw can i assist?
Costume? Like a piece of clothing?
So a picture?
Using scripts?
Im not good with that
._. ah no problem
I'm just asking
So , items files
Like shield item , and block item
Can u found it in win 10 files M
?
:-: hmm hmm
._.
,___, any ?
@night mantle :-: are u alive ?
i am testing and trying to get it to work
._. ok , Np
Just asking ._.
Can i put the new structure in any place or just villages ?
Or everything?
My big brain done it!
{
"format_version": "1.13.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "wiki:house_feature"
},
"structure_name": "mystructure:test",// Structure name
"adjustment_radius": 4,
"facing_direction": "random",
"constraints": {
"grounded": {},
"unburied": {},
"block_intersection": {
"block_allowlist": [
"minecraft:air"
]
}
}
}
}
🤔
**Structure template features **generate structures by referencing saved structure files. These features trade power and flexibility for convenience.
Wiki Explanation:
https://wiki.bedrock.dev/world-generation/feature-types.html#structure-template-features
Tutorial:
https://wiki.bedrock.dev/world-generation/structure-features.html
._.
@night mantle ._. ؟
{
"format_version": "1.13.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "wiki:house_feature"
},
"structure_name": "mystructure:test",// Structure name
"adjustment_radius": 4,
"facing_direction": "random",
"constraints": {
"grounded": {},
"unburied": {},
"block_intersection": {
"block_allowlist": [
"minecraft:air"
]
}
}
}
}
That ._. ?
yes
How can i use it ._. !
I mean how can i put in village
Or something like that
U ._. know
I found this file path in game file, I will try modify the structure: structures\village\plains\houses
,_, :-: thx
._. can u do it for mansions
Trails
Another dimension
Anything
Or just villages
NVM
@upbeat barn :-:
I am converting a structure from .nbt to .mcstructure, Jusgt a sec...
I will see when im done
Its quite troubling, But i will get there: Sorry for my time
It is not possible to edit the strucutres in game
even if you edited the .nbt files in \structures folder?
Man @night mantle
looks like you have edited the structure not from the minecraft but using a nbt/strcutre editor then it something is wrong. i recommend to make the strcuture in the game and export/save it using strcture block
Look
How i spawn the village structure in game?
what's the placement pass for the trees and the placement pass for the flowers?
what ._.
Huh :-: finally i found u
generate a new village with your structure in it
no lol
Wtf
im just giving you an idea
:-: ,_,
Good
They released new stable bedrock update with new templates
Or something like that
They don't contain the structures
yes
yes its possible
You can't
And you can't edit or remove vanilla structures
._. ah
That's very strange. That's not supposed to happen. Make sure the feature file called in the vegetation feature doesn't scatter the flowers all around but places one, like using a single block feature.
._. !
I figured it out, I just had to set the depth to 1 and the vertical range to 0 and that fixed the problem. Thanks for the help!
No problem!😊
@night mantle :-: any news ?
This already got answered by Grimm
@night mantle :-:
:-: mission failed
Which mission?
You cannot fail something that never existed
:-:
Ohh the structure generation?
Yep ._.
Oh, I will ceatere
What disturbance?
:-: idk
Does it takes too long time :-: !
ohh i keep forgetting everthing
I go for 1 hour drives and never return to my device
feature_rules: ```json
{
"format_version": "1.13.0",
"minecraft:feature_rules": {
"description": {
"identifier": "wiki:plains_house_feature",
"places_feature": "defow:test"
},
"conditions": {
"placement_pass": "first_pass",
"minecraft:biome_filter": {
"test": "has_biome_tag",
"operator": "==",
"value": "plains"
}
},
"distribution": {
"iterations": 1,
"x": {
"extent": [
0,
16
],
"distribution": "uniform"
},
"y": "query.heightmap(v.worldx, v.worldz)",
"z": {
"extent": [
0,
16
],
"distribution": "uniform"
},
"scatter_chance": {
"numerator": 1,
"denominator": 25
}
}
}
}
features: ```json
{
"format_version": "1.13.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "defow:test"
},
"structure_name": "mystructure:test",
"adjustment_radius": 4,
"facing_direction": "random",
"constraints": {
"grounded": {},
"unburied": {},
"block_intersection": {
"block_allowlist": [
"minecraft:air"
]
}
}
}
}
@stuck gull
the structure generation
Why is this not a biome ingame?: ```js
{
"format_version": "1.13.0",
"minecraft:biome": {
"description": {
"identifier": "test"
},
"components": {
"minecraft:climate": {
"downfall": 0.7,
"snow_accumulation": [
0.6,
0.9
],
"temperature": 15.0
},
"minecraft:overworld_height": {
"noise_params": [
0.6,
0.9
]
},
"minecraft:surface_parameters": {
"sea_floor_depth": 7,
"sea_floor_material": "minecraft:blue_ice",
"foundation_material": "minecraft:cobblestone",
"mid_material": "minecraft:concrete",
"top_material": "minecraft:glass",
"sea_material": "minecraft:water"
},
"minecraft:overworld_generation_rules": {
"generate_for_climates": [
[
"medium",
100
],
[
"warm",
100
],
[
"cold",
100
]
]
},
"test": {}
}
}
}
Oh, hasn't anyone told you? Custom biomes don't work anymore. They've been broken since 1.18.
What should i exactly do in order to generate some floating islands (like islands in the end dimension) in overworld?
._.
You can talk to me here, what did you need.. and DMing w/o permission is not what most people want.
I can guarentee you that no where on mine does it or will it ever say that... regardless... I don't do world gen or outside connections with non-mc stuff... just entities and blocks
😉 Its ok to DM people as long as you tell them beforehand per our rules
😉 Our server, our rules
Yes
🤷 We can always kick you for breaking our guidelines
Fine by me 🙂
tf happen over here
Looks like a user did not read the rules! Better luck next time
if u make a feature with a block, the component minecraft:on_placed it's executed?
Im pretty sure no last I checked. Could test again
Guys, does anyone know how I can edit the items in the chests of my custom structure?
So that they are generated differently in each structure
@native abyss
Does the .bp/loot tablets filename have to be the same as the filename that I export with the structure?
and do I have to put the empty chests in the structure or how?
.
Hi guys
Can anyone do a quick summary on what possible with World Generation?
Custom Biome? Custom Structure? etc
Custom biomes, officially, aren’t possible. You can mimic them with features, which is the only really functional part of world generation atm. Using features, you can place blocks, patches of grass, trees, custom structures, and with enough patience and understanding, you can make fake biomes like I said earlier using noise and Molang.
How can I update my features to work in the new Preview version?
Set the manifest’s format version to 1.20.20
About the place feature, can I do cave stuff with it?
Be more specific
This is a bedrock addons server :/
You can check for add-ons in MCPEDL. You have other options such making it by yourself or porting a Java world to Bedrock.
isnt the seeds same as java?
or you mean by the structures?
ah, so, literally the features dont match java edition
Yeah, nbt based structures also spawn in different places. Like the ocean monuments, fortresses, strongholds, etc. don’t match the ones in java
Is it possible to adjust how buried I want my structure to appear? Example I want 2 buried blocks to appear.
If I want some floating islands to be naturally generated in the map (I don't want to use pre-built structures)
Is this possible?
Use 3D noise
It'd been used for end add-ons
Can you give me a link so I can learn it
I don't have one
so where can i find it
Guys if I put "taiga" in the features rules, will this structure appear in all taiga biomes? or do i have to specify each one
It will appear in every biome that has the taiga tag
🤷 Check the files or the wiki
Ok
Sorry I sent it wrong
not a texture
Stfu
Do you know anything about loot tablets in the structure? @zealous sedge @zealous sedge
I divided the noise map into 16 parts. The problem is that these biomes no longer seem to have a very strange shape. Increasing the size doesn't help much. Does anyone know how to fix it?
what is the page "loot tableR"?
@muted ether srry for the ping, u are very good in wg, u know about that? 
Mcbe essentials
Very thanks bro
Np
hey bro, you used that page before?
Yep
one question, the file to put there on the page (loot_tables/chests, etc)
does it have to be empty?
or as
How
@dawn dune
Chest has to be empty write the loot table file name in the loot table section
I understand, so the chest has to have the loot in Minecraft? More in the loot tablets/chests the file has to be empty
True?
The chest in Minecraft has to be empty the file needs to have the loot table stuff
What's the best way to create custom biomes?
Custom biomes are broken
Yes I know
You can use features
Right
Hmm? They're getting cut off?
What is the features and features rule for a structure to appear on the ocean floor?
i tried to divide the noise map into 16 parts to generate 16 biomes for the same reason that it was divided into so many parts they stop looking like biomes
What is the function of "Minecraft:Air" in the features?
Where did you see this?
Send me all your relevant files. Send the whole pack if you wanna save me some time.
thx, can i send u to dm the pack?
Sure.
Hi, I'm a friend of Halo's, he's busy so I'll pass it on to you
Got it.
Oof, sorry, which feature rules and feature files am I looking for? multinoise_chooser.json?
If also variables.json are in the multinoise folder and the feature rule is multinoise_map.json
Got it.

@zealous sedge: Yeah, the conditions in the conditional list feature don't make a lot of sense.
You're using 5 noises with like 15 different conditional placements.
It's hard to describe, but you'd need to "fill out" the entire range of all combinations of the 5D space for that to work.
So for example, if you just had x and y as your noises (like with a Cartesian plane), you could do:
- x ≥ 0 & y ≥ 0
- x < 0 & y ≥ 0
- x ≥ 0 & y < 0
- x < 0 & y < 0
Or even just:
- x ≥ 0
- x < 0 & y ≥ 0
- x < 0 & y < 0
Either system fills out all of space. But your example doesn't. If you don't understand, I'd strongly recomend just lessening the number of noise queries you're setting up. Maybe down to 2 or 3. And then make sure every single value from -1 to 1 is "covered".
Does anyone know why my structure appears floating and not on the floor?
Sorry, I'm late getting back to you; I've felt pretty shit the past couple days. I made this for you. Use these files as an example for your own Nether structure:
Ok
Cheer up Bro! Get better.
it worked! but it appears on the surface and I want something "semi buried" to appear, that is, something like a crater.
[FeatureRegistry][error]-Mi mundo | No definition found for feature 'mc:craneo_mcstructure'
what does this error mean?
I'm sorry to say that exactly what you're wanting is nearly impossible. It's very challenging to make this work. 😦
The best I can say is to remove the Netherrack from the structure and use just air, adjacent blocks, and structure voids.
Oh
Do you know what this is for?
And look, I used the same file that you gave me for another nether structure and it doesn't appear..
you can add a rim to the structure so that it blends into the ground
then offset it in with a scatter feature
How
Someone help me?
Already solved
But now I have another problem
Hi, I have created a custom flower with different properties/states, and I'm wondering if it's possible to define the block state of a custom block in a single_block_feature. It seems to be buggy, and I was wondering if you have any ideas on how to fix it, thanks 🙂
So wait hoe long will world gen be broken?
I feel like I tried this a couple weeks ago, and it worked flawlessly.
Features and feature rules (most of them) are headed to stable. Biomes will stay broken for the foreseeable future. Custom dimensions have never been supported.
Alright
is there any way that structures like pyramids or villages do not generate
feature: json { "format_version": "1.13.0", "minecraft:single_block_feature": { "description": { "identifier": "better_tree:pine_snowy_tallgrass" }, "places_block": { "name": "better_tree:snowy_tallgrass", "states": { "better_tree:variations": 1 } }, "enforce_survivability_rules": true, "enforce_placement_rules": true, "may_replace": [ "minecraft:air" ], "may_attach_to": { "bottom": [ "better_tree:snowy_grass_block" ] } } }
custom block: json { "format_version": "1.19.50", "minecraft:block": { "description": { "identifier": "better_tree:snowy_tallgrass", "menu_category": { "category": "nature", "group": "itemGroup.name.grass" }, "properties": { "better_tree:variations": [ 0, 1, 2 ] }, }, "components": { "tag:grass": {}, "minecraft:geometry": "geometry.snowy_tallgrass", "minecraft:material_instances": { "*": { "texture": "snowy_tallgrass_01", "render_method": "alpha_test", "face_dimming": false } }, "minecraft:destructible_by_mining": { "seconds_to_destroy": 0.5 }, "minecraft:light_dampening": 0, "minecraft:collision_box": false, "minecraft:placement_filter": { "conditions": [ { "allowed_faces": [ "up" ], "block_filter": [ "dirt", "grass", "better_tree:snowy_grass_block" ] } ] } } } }
And I get this error : [Json][error]-test | better_tree:pine_snowy_tallgrass | minecraft:single_block_feature | places_block | Invalid state during block parsing: block name better_tree:snowy_tallgrass, state name better_tree:variations, state type 1.
Anyone know of structures in the nether here?
does anyone one know why my feature rules stopped working in 1.20.10 they used to work before, i can provide code if needed
but otherwise what did change about them in 1.20.10 there is absolutely no error message
Hi, is it possible to trigger a block event when the block is being placed down because, I am using a custom block to spawn in the trees, and you can see the block for a few seconds, and it completely ignores the queued_ticking component , unless it is placed down by a player or is used by setblock?
I didn't use your example, but I can confirm that this was working with at least numeric and enumeration states on custom blocks in my tests recently. I admittedly did not try your specific files.
Really? When I tried it a long time ago, it didn't work. I just thought that features couldn't read custom block states, only minecraft ones...
Do noise_params still work?
its possible make gen of block with an especific block property (custom block)?
unfortunatly only with structures
How can I make my structure appear in the whole world except where there is water?
Make sure u blacklist water in the structures
I know there is a whitelist for blocks, not a blacklist
K
What is the name of the biome so that it appears worldwide?
you can test for water by attempting to place a block that can only place in water, then another block that replaces that block with water again, then by using "early_out": "first_success" you can place your structure only when the water test fails
How can I stop this from happening?, my trees keep generating on stone sometimes
Ok
Overworld
Ok
and trait?
Does anyone know how to make trees spread out more when generating, because sometimes the trees will clip in half when I add something to the extent in feature rules?
What does variance in the tree feature do?
How does it influence the size of my trees?
Hi
;-;
Hi, how can I reduce the number of trees in a biome?
How are you generating it?
Reduce the iterations.
You need two tags for the Overworld: overworld and overworld_generation.
Why both tho?
Because for backwards-compatible reasons, not all Overworld biomes use the overworld tag. Some of them instead use overworld_generation.
U busy I cld use ur help
I know lots abt features and stuff but I know very little abt noise and I wanna know how to do stuff like that
heres an example howd that look as a iretation
That is quite a brutal thing to cover. One day (soon now that these are stable), I will have to author a tutorial. In the meantime, I'm afraid others here and example packs are all you have to go off. 😦
alr but plz tell me howd only this look as a iretaton:((
It’d heavily depend on what you do with that equation. But assuming you’d use it for both x and z directions and since it’s a sinusoidal curve, it’d look something like this screenshot from henrik’s worldgen video.
And ik this will barely help at all, but q.noise takes two parameters and uses perlin noise to return a value in between -1 and 1 (including -1 and 1).
From there you can either return some amplified version of the value directly, or use equations like your desmos one to assign specific values to different ranges of noise (e.g. #old-showcase message).
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I watched that vid as well:) however maths like that has to translated to molang dosen't it
I can't just write iterations : "y = x"
No, but you can create a variable using that equation and treat the q.noise call as x.
Cld u give a example of howd that look as a Minecraft bedrock iretation?
Alr plz do tho:)
Bump
I've been experimenting with variance but I still cannot ascertain what it does. I'm trying to make my trees of a constant size.
can someone help me with something? my structure doesn't show up, the content log doesn't show any error either.
Hey, is it possible to generate structures with entities without Wierd mob spawners and nbt editing shenanigans?
No
yes
u can put commands
command blocks
and when the structure was generated
the commands disappear and then set the structure
how would i be able to generate custom block patches that resemble granite or andesite clusters that spawn in the overworld but make some spawn in the nether and with my block, because there is nothing that says anything on nether generation anywhere
ive tried to do something similar in the past but instead with an ore, and it never gave me an error but it never spawned in so i just gave up and deleted the code
Just use the same ore feature and change the feature rule to generate in the nether biomes. Also change the replace filters
that did nothing
there is nothing on placement passes and which to use or which actually exist, and the biome tags when changed to nether biomes or the hell/nether tag didnt make them spawn either
Any content log?
Show your code?
well like i said, i deleted it and gave up, there was no error, empty content log, and when i asked for help my message was deleted cause i accidentally sent it in the blocks section instead of this one cause i didnt even notice this one existed so then i double gave up, but now half a month later im back here, but if im correct i think this was it, ive tried different passes like underground pass, ive tried with and without the hell/nether tags, i dont think ive tried it with just the biomes seperately
but i never got any content log feedback
Make sure you have the Custom Biome toggle turned on unless your format version is 1.20.20 or higher. Increase the iterations
You can always remove the replace filters and let your block generate everywhere
alright i'll restart from scratch, if i run into the same problem again i'll notify
Help I don't understand for some reason the trees are cut in a very strange way which also affects the grass

Did u change the noise?
I'm trying to make grass spawn on all layers like nether vanilla biomes without using vegetation patch and snap to floor do everything from single block and biome features I have not achieved anything, does anyone have an idea how to do it?

How does a natural village spawn???
Its hardcoded
You have to use a combo of feature rules, scatterred feature to place the structures
@upbeat barn you have any example so I can work with it???
You can search in this channel for examples
Can someone please help me? I've been having a problem with structure generation, idk why even if I use the same structure of features and rules the structures don't spawn, I even try loaders if the size is the problem...
why i have a ping?
idk
World Generation
This forum is for discussion of anything related to world generation, such as biomes, features, structures and molang based generation.
Introduction: Introduction to Features and Feature Rules and how to properly utilize them.
Biomes Documentation
- Beginner's Guide: Introduction to learn what World Generation is and what it can do.
- Wiki Explanation: Explanation what custom biomes do and how they work(Currently Broken).
- Raw Documentation: Raw documentation on Biomes, Features and Feature Rules with some comments
Features
- Feature Types: A list of all feature types.
Take advantage of these resources to master World Generation and leverage its power to create dynamic landscapes in Minecraft Bedrock Edition.
for the y value, instead of using the normal heightmap query, put a -7 after it
do you have this query?
I don't know which one it is
q.heightmap(v.worldx, v.worldz) - 7
Help, for some reason gridded walls are generated, does anyone know how to fix it?
Can you not set states for the leaves on random spread canopy? i'm tryna make azalea leaves never decay
"y": {
"extent": [
60,
150
],
"distribution": "q.heightmap(v.worldx, v.worldz) - 7"
},
like this??
no, like this:
"y": "q.heightmap(v.worldx, v.worldz) - 7"
i mean if you do it correctly you CAN actually limit the range of values
That wasn't what he was asking
ik, but if you pay attention to their code block it seems that is what they are wanting to do
Does BiomeOverride still work? I've set it up but I'm having issues. Trying to make the whole world into frozen_ocean but normal chunks are still generating...
as I fly through the world trees vanish and ruined ocean structures appear on the surface within like a 4x4 chunk region around me
so it's like it's loading the structures client side then the server is telling the client that they're not there
...it hasnt worked since 1.18 afaik

Min engine version?
1.20.40
No clue then

cant use vanilla features
they kinda forced us to use a new min engine version to use features
yea, you can't place internal features
they did this in 1.20.20
you could play with format versions
But it isnt an internal feature...its using scatter to place my blocks
this is an internal feature
minecraft:feature_name counts as internal
even if you place a vanilla feature, it will not let you
Ah, so basically we cant use any world gen feature anymore
Wtf
I know, it is bad
the namespace needs to be custom to work
But it is? The identifier is my own custon namespace
The feature you're placing uses minecraft:
It is nit
^
That's a bug
The feature type counts as internal
Despite it being data driven
Exposed the following feature placement rules from behind the data driven biome experimental toggle. This allows creators to attach their custom features to a biome, and to define the rules by which those features are placed
minecraft:aggregate_feature
minecraft:cave_carver_feature
minecraft:fossil_feature
minecraft:geode_feature
minecraft:growing_plant_feature
minecraft:multiface_feature
minecraft:nether_cave_carver_feature
minecraft:ore_feature
minecraft:partially_exposed_blob_feature
minecraft:scatter_feature
minecraft:search_feature
minecraft:sequence_feature
minecraft:single_block_feature
minecraft:snap_to_surface_feature
minecraft:structure_template_feature
minecraft:surface_relative_threshold_feature
minecraft:tree_feature
minecraft:underwater_cave_carver_feature
minecraft:vegetation_patch_feature
minecraft:weighted_random_feature
It's also not experimental anymore
Here
try format version 1.20.40
I pinged smokey
Goofy ahh mobile
@upbeat barn
how did I end up here
Any way I can fake an infinite ocean world? I'm considering using a similar method to the old void world thing (using features to overwrite the terrain), but I'm not really sure where to start. If anyone could provide some pointers that'd be great! Thanks!
not sure, but probably noise
I’d just use a bunch of multilayered columns to generate terrain. Start with stone at the bottom, water in the middle until you reach some arbitrary sea level, then air for the rest of the column until y 256, or whatever the max possible height for 1.18 mountain generation is. That way you kill two birds with one stone, though keep in mind it will have similar performance to a manual void since, in principle, you’re doing the same thing.
I’m a bit busy this week but I’ll try to make an example for you if I can.
No rush for an example- Don't stress it. I'll experiment and let you know if I run into any issues. Just got to figure out how to generate a column lmao
Maybe if I can find one of those manual void world examples I'll use that as a starting point
getting closer but still struggling to figure out how to get a "fake" water level
thought this'd work...
{
"format_version": "1.13.0",
"minecraft:scatter_feature": {
"description": {
"identifier": "mb:column_water"
},
"iterations": "t.heightmap = 63+(q.noise(v.originz/128,v.originx/128))*16;; return 75-t.heightmap;",
"places_feature": "mb:water_feature",
"x": 0,
"z": 0,
"y": {
"extent": ["t.heightmap", "75"],
"distribution": "fixed_grid"
}
}
}```
Yeah I genuinely cannot figure out how to get the water column working, I've tried so much lmao
wracking my brain for far too long and this is the best I can do unfortunately
{
"format_version": "1.13.0",
"minecraft:scatter_feature": {
"description": {
"identifier": "mb:column_water"
},
"iterations": "t.heightmap = math.floor(63+(q.noise(v.originz/128,v.originx/128))*10); return t.heightmap<62 ? 128: 0;", // testing with 128 iterations so ik iterations aren't the cause of any issues if not generating
"places_feature": "mb:water_feature",
"x": 0,
"z": 0,
"y": {
"extent": ["t.heightmap", 63],
"distribution": "gaussian" // idk why fixed_grid wasn't working
}
}
}```
water_feature is an obisidian block
wait it's really dumb to try do it with separate features
might try using a conditional list feature
Manage to find a solution?
Are you aiming for completely submerged terrain, or mostly submerged with islands?
Mostly submerged with islands
So what I was trying to do was: use a column, and each block in the column was a conditional list that picked the block to placed based on the noise height map and sea level, so that it'd generate the terrain, water, and air. But that didn't work due to the "considered internal and thus not compatible" bug
After that I can scatter vanilla things like kelp and seagrass, and eventually fake biomes and scatter coral
Actually no need to fake biomes, they're already there!
Are you doing this on preview? Cuz I’m not getting that error on stable
Yes sorry, forgot to mention it's preview
Using preview scripts for the project so I can't use stable...
Ah that makes sense. Well then sadly I can’t help you. :(
I guess I could still send an example for you to look at, but idk what good that would do
Yeah that's alright, I'll try create a system in stable and just hope that the preview bugs are just bugs
Oh alr so I've got the columns working again in stable
just wondering how I can check the y value at a single block in a column..?
v.worldy is how you get the y coordinate, but it matters where you put it.
well I'm putting all columns starting at y=-62
do variables get copied over to "sub features"?
oh well actually that doesn't help
Yes, but they don’t get reevaluated unless you redefine them further down the hierarchy.
Basically I've got:
Column, distributed everywhere, which places blocks
Block which should determine its type based on some heightmap value
well actually, if I just put two columns stacked using a sequence or something that'd work around the beta bug
“Distributed everywhere” could mean many things. How exactly have you set up your column generation?
// column_feature_rule.json
{
"format_version": "1.14.0",
"minecraft:feature_rules": {
"description": {
"identifier": "raft:column_feature_rule",
"places_feature": "raft:column"
},
"conditions": {
"placement_pass": "first_pass",
"minecraft:biome_filter": {
"test": "has_biome_tag",
"operator": "==",
"value": "overworld"
}
},
"distribution": {
"iterations": 256,
"x": {
"extent": [0, 15],
"distribution": "fixed_grid"
},
"y": "0",
"z": {
"extent": [0, 15],
"distribution": "fixed_grid"
},
"scatter_chance": 100
}
}
}```
You still have to use scatter features to place the columns. There’s no way around it.
I can’t use that link for whatever reason. Anyway, I’m wrong, there is technically a workaround but it’s pretty cumbersome and kind of taxing on the processing. You set up two feature rules with all the same variables, but each one places a column with a different material and at different starting heights.
Oh I got it
Yeah I got that working like a few days after I posted that
I like to think of scatter features as “mini feature rules.” The only real difference I can think of off the top of my head is afaik you can’t filter them with biome tags. You can declare variables in them, do math, use distribution to transform the evaluation point, you name it.
But anyway, you’re already on the right track. You basically just need to declare a sea level constant, some terrain function, an aggregate that holds all column types, and the column features themselves.
yep I've got the columns working, but can't figure out how to determine the y value at each block still
(This water is vanilla sea level, not my custom one)
I might be able to send you something later, but I’m doing tedious college stuff rn, so who knows? ¯_(ツ)_/¯
I’ll help if I can
Yeah for sure. I might stop with this for now because I'm getting nowhere
oops
could anyone tell me why my column is only one block thick?
{
"format_version": "1.13.0",
"minecraft:scatter_feature": {
"description": {
"identifier": "raft:column_dirt"
},
"iterations": "t.heightmap = 62+(q.noise(v.originz/128,v.originx/128) + q.noise((v.originz+10000)/24,v.originx/24)*0.15)*16; return 3;",
"places_feature": "raft:block_dirt",
"x": 0,
"z": 0,
"y": {
"extent": ["t.heightmap-3", "t.heightmap"],
"distribution": "fixed_grid"
}
}
}```