#World Generation General

1 messages · Page 2 of 1

mild stratus
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not even Elektrika can do that, i don't think you can....maybe something more simple ? 🤔

mild stratus
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even then he can't do things such as splines for example.

hushed rivet
delicate trench
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Once again, it’s all about what people are willing to learn. Do I even need to elaborate at this point? :/

sly forge
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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

olive ridge
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wtf why is it placing like this

soft turtle
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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

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this is for the feature rules

sly forge
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also he isn’t placing a structure

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he’s placing a scatter feature that doesn’t go outside 16x16

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also its not a bug, its a poorly implemented feature

jolly ember
sly forge
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HOWEVER

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the larger-than-one-chunk-structure-cut issue isnt a bug

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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

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there is no reserved area for unloaded chunks in the API

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specifically for addons

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its reserved for vanilla only

soft turtle
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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

limber forum
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As others have told you, you should do it in latest release and experiment with q.noise

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As for me, I don't understand completely how to make custom generation, though I try making different things to see what happens

sly forge
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put in some effort urself

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we aren’t gonna spoon-feed you

hushed rivet
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ffs
Electrika how can you say that

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you’ve never done anything yourself
You always want help or other people to do it

sly forge
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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)

undone lagoon
sly forge
undone lagoon
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what

sly forge
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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

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which took him several days to say

jolly ember
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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.

jolly ember
# soft turtle Zalcyan, you can modify the feature rule of my biome simply to see how it looks ...

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"

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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.

soft turtle
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for example something like this

soft turtle
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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

delicate trench
sly forge
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it’s probably a gap in intelligence

why didn’t i think of this -.-

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clowns self

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but it doesn’t change the fact they didn’t mention they were using EDU from the start

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i need to put myself in other peoples’ perspective more often

mild stratus
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he's probably autistic,be patient -.-

soft turtle
# dawn dune 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

dawn dune
soft turtle
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1 feature

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and feature rules

dawn dune
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Oh

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@sly forge were u gonna do this

sly forge
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dude

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there’s a cave feature yk

dawn dune
delicate trench
delicate trench
mild stratus
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^^

sly forge
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didn’t have time to

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anyways

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can an aggregate feature place another aggregate feature?

delicate trench
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Yes

sly forge
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hmm

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that’s interesting

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i’ll try that now

sly forge
delicate trench
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?

sly forge
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lol

delicate trench
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Well yeah that’s just simple multinoise

sly forge
delicate trench
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I guess

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Just give credit ofc

sly forge
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ofc i will

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Hya already knows

delicate trench
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Honestly I need to rework that system. Might be the first thing I attempt after I’m satisfied with my TotK shenanigans.

sly forge
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as you can see ive already kinda gone and done that

delicate trench
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You just modified the values from the looks of it

sly forge
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yes, but it was enough to change the biome size completely

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and their generation pattern

delicate trench
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That’s not what I meant by rework but yeah, if the current system’s good enough for you don’t bother ig

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That is what it was meant for, after all

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Being used by everyday people

sly forge
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honestly for what we are wanting to do, we actually need the stone strip as a transition biome

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cant do something like that when it comes to literally any other system

delicate trench
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Transition areas are mandatory imo

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That’s why multinoise is so nice

sly forge
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its just that multinoise is highly unoptimized so it cant be used for a reliable terrain generator without insane world load times

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but it works fine for something like this

sly forge
hushed rivet
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what

sly forge
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and its not even actual 3D

delicate trench
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Who the heck used multinoise to generate 3D noise?

hushed rivet
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^

sly forge
delicate trench
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Vaguely?

sly forge
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yh

that was multinoise

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using 3 planes of 2D

delicate trench
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…No it wasn’t XD

delicate trench
hushed rivet
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^

delicate trench
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Those are layered noisemaps

sly forge
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then what is it

delicate trench
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Not the same thing

sly forge
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hmm

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welp, its definitely unoptimized as hell

delicate trench
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Multinoise isn’t unoptimized bruh

hushed rivet
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then make your own 🤯

delicate trench
sly forge
delicate trench
# sly forge

3D noise and multinoise are not the same thjng

sly forge
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i meant the layering ig

delicate trench
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Yeah

sly forge
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if Molang supported Vector3 we could have actual 3D noise

delicate trench
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It’s not Vector3, idk what they use for the json api, but yeah I agree we need an actual 3D query

hushed rivet
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wdym by "Vector3"

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that makes no sense

delicate trench
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Now please I’ve been trying to type something for the past 2 minutes but kept getting interrupted

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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

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So a prime example, and actually this is why I made that system ur using…

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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.

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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

sly forge
delicate trench
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Tho obviously I simplified the heck out of it

sly forge
delicate trench
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Why not?

sly forge
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LuMinh tried using it but it was impossible to work with

delicate trench
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Who’s luminh

sly forge
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even with someone who knew what was going on

sly forge
delicate trench
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Ok, and how was it “impossible to work with” exactly?

sly forge
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for what LuMinh needed it wouldnt work because of how the placement system works

delicate trench
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What placement system bruh

sly forge
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as a result said member created his own using Voronoi, and it works very well

sly forge
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what else

delicate trench
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Feature placement, block placement, structures, a lot actually

hushed rivet
delicate trench
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You gotta get to the point my dude

sly forge
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the entire topic thus far has been about biome gen systems .-.

delicate trench
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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

delicate trench
sly forge
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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

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LuMinh couldnt use it because almost all biomes fall under one row

hushed rivet
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doesn’t seem like a system fault…

sly forge
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the only exceptions were two mountain biomes and one ocean

sly forge
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it just wasnt usable because of the type of system

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they went with a Voronoi system instead

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"what in the doppler map"

soft turtle
delicate trench
soft turtle
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ahhh ok ok

sly forge
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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.

delicate trench
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Multinoise is what I was talking about

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If you want to make really any biome system imo, let alone 24, you really should use it

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It’s just…better

sly forge
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It is also far easier to use than most other systems.

delicate trench
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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

sly forge
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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.

soft turtle
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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

sly forge
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Sure, it’s pretty simple. I’ll modify them a little so they work in the End and not on custom terrain.

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Or i can give you the map itself so it is easier for you to view.

soft turtle
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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

sly forge
soft turtle
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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

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send it to me if you want in .zip

sly forge
soft turtle
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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

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ok I'll go to behavior packs now..

sly forge
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You’ll have to do that yourself.

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Also, in that image you saw, my render distance was set to 96.

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Keep that in mind when you do your biomes.

soft turtle
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ok look I'm going to behaviors that more. It takes me 4 months to do v1.0 of my addon

sly forge
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You didn’t understand me.

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I am GIVING you the pack.

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So you can look through it and play with it.

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There you go.

limber forum
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Actually I'm going to have a look onto that as well

soft turtle
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ok I downloaded it let me try it and recreate it

sly forge
limber forum
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That's just experimenting with the noise parameters

sly forge
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When you import it, just move the folder from "behavior_packs" in Minecraft's files to "development_behavior_packs".

limber forum
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Also this ^

sly forge
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Then you can play with it as much as you want.

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I recommend keeping it as a separate pack until you learn how to use it.

soft turtle
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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

soft turtle
sly forge
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What I gave you is a blank slate you can apply however you like.

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Besides , I cannot give you the code of my terrain as that is information I cannot leak.

soft turtle
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ummm look I have an idea send it to me but in private just out of curiosity

sly forge
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I cannot send my terrain.

soft turtle
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ah ok ok let's see if I can do it

sly forge
dawn dune
sly forge
dawn dune
sly forge
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.-.

ashen shadow
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How do you define custom fog for a biome?

upbeat barn
ashen shadow
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it's hard coming back to Bedrock addons

sly forge
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its hard dealing with Mojang not adding the ability to add custom biomes back in

ashen shadow
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where is the fog to be used for each biome defined?

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I can't use minecraft: namespace in the override the biome fog def

upbeat barn
ashen shadow
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huh for some reason didn't find that one

olive ridge
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@muted ether any ideas on how I can generate this?

undone lagoon
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might need a structure

olive ridge
undone lagoon
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if not it would probably be something to do with aggregate if i had to guess

raw cedar
olive ridge
sly forge
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they look like egg sacs

raw cedar
olive ridge
delicate trench
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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

summer iris
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Or...

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We can document it..

delicate trench
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Dk how :/

sly forge
delicate trench
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Man now I’m away from home :/

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I’ll do it when I get back tho

delicate trench
# sly forge 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

royal bison
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how do you discovered that feature?

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because is not documented

delicate trench
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Ah it is

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My bad

delicate trench
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And at the time there was no documentation on it but ig there is now

sly forge
undone lagoon
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    "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"
    }
  }
}```
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seems interesting

olive ridge
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is there a way to make a structure that randomizes a block state?

limber forum
limber forum
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oh, yeah, well, you know what I mean

soft turtle
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before

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after:

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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

soft turtle
misty pivot
zealous sedge
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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

soft turtle
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bro how to make 4 or 5 biomes since i saw foggy mushroomland blossoming spires and amber land

zealous sedge
soft turtle
# zealous sedge 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

zealous sedge
soft turtle
zealous sedge
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@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?

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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;

delicate trench
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That expression isn’t returning anything

zealous sedge
jolly ember
# zealous sedge 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.

delicate trench
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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.

zealous sedge
delicate trench
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No it does, I'm just saying put it in a scatter feature instead of the feature rule file

stray glacier
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trying to spawn a ore/block in magma iterations high for testing

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but it's not spawning

olive ridge
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what on earth is this error?

olive ridge
stray glacier
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oh ok

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on x & y

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right

olive ridge
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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

stray glacier
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ok

olive ridge
stray glacier
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sorry ya

soft turtle
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foggy mushroom land v1.15

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blossoming spires v1.11

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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

soft turtle
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Chorus forest v1

soft turtle
summer iris
delicate trench
summer iris
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Oh right, /fog

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Forgot about it

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I'm planning to do to this "custom biome" thing for my project. I'm working of off cicis templates to get it working.

soft turtle
# summer iris Oh right, /fog

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

soft turtle
sly forge
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shush

soft turtle
soft turtle
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Does anyone know how to generate structures or caves and caverns in the end?

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captures or json files of feature and feature rules

round cosmos
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Can you use carver features for that?

sly forge
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unfortunately not

round cosmos
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Oh bruh

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Could always use single block air features and noise to fake carvers

soft turtle
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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

arctic dawn
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Anyone know why I can't fill the mineshaft planks with air?

sly forge
arctic dawn
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Hmm... so there's no way to remove the mineshaft? I also tried putting a custom structure on it and it failed.

soft turtle
sly forge
arctic dawn
delicate trench
dawn dune
arctic dawn
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i think final_pass will destroy all custom structure

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generated before final_pass

sly forge
sly forge
soft turtle
limber forum
soft turtle
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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

undone kindle
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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

olive ridge
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I wonder if there's a way to overwrite spawn rules for vanilla features that don't have spawn rule files

delicate trench
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Wdym spawn rules? Do you mean distribution?

sly forge
delicate trench
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So distribution

soft turtle
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{
"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"
}
}
}

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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

arctic dawn
cosmic lynx
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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

sly forge
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itll be easier to help that way

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THE FILES

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NOT THE TEXT

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youll flood the channel

cosmic lynx
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The ores are not generating at all

upbeat barn
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Any content log

cosmic lynx
delicate trench
# cosmic lynx

You're using capital letters. Use ttp, all lowercase, as the namespace instead.

cosmic lynx
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Now it works! Thanks you, im really new on this 😅

scenic kraken
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how to fix

grand silo
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Does anyone know the biome tag for the new cherry biome?

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Nevermind, its "cherry_grove"

summer iris
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I wanna know how I could make my structure features to only generate on grass (or just snap to grass)

zealous sedge
misty pivot
severe tangle
upbeat barn
severe tangle
upbeat barn
#

😅 Uhhh...that's not a json file it seems...no extension

steep lintel
zealous sedge
#

This time what did I do wrong?

delicate trench
#

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.

zealous sedge
steep lintel
thorn cosmos
#

how do i find my biome

upbeat barn
thorn cosmos
#

;-;

#

is there any way to test out biome then?

delicate trench
#

You could try biomegen with noise-driven molang, or other pseudorandom systems for that matter (but q.noise is less hassle)

abstract carbon
#

How

abstract carbon
delicate trench
abstract carbon
#

What happens if I edit any biome file in the Minecraft server and that biome changes in all those biomes?

abstract carbon
delicate trench
delicate trench
mint juniper
#

HELLO

zealous sedge
#

Hi

abstract carbon
#

@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

misty pivot
#

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.

misty pivot
arctic dawn
delicate trench
#

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

misty pivot
misty pivot
delicate trench
#

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

abstract carbon
royal bison
#

its not possible to make custom biomes bro

delicate trench
royal bison
misty pivot
#

Hi guys! I think I've figured something out! Can you guess what's up with this pic?

mint juniper
#

not sure 😅

delicate trench
#

Looks like there's several things going on, which one in particular are u talking about? 😂

misty pivot
#

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.

mint juniper
#

awesome 👏

delicate trench
#

So 3D noise?

misty pivot
#

A bit, yeah.

delicate trench
#

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.

misty pivot
#

Sigh, I know. I'll be careful..bao_foxxo_smile

native abyss
#

Is it possible to add new items to chests that appear in villages?

upbeat barn
native abyss
upbeat barn
native abyss
#

How do I do that, is there an article?

delicate graniteBOT
hushed rivet
delicate trench
#

lol

thorn cosmos
#

is this fixed yet?

delicate trench
#

no

supple magnet
#

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

thorn cosmos
#

so are structures not broken then?

delicate trench
sly forge
#

and have it only replace stone or something

native abyss
#

@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

native abyss
native abyss
#

I await an answer please.

thin fox
#

The way you worded your question is a bit odd

#

But you can use NBT editing to add chest loot tables to your structure

native abyss
misty pivot
delicate graniteBOT
native abyss
#

Here

misty pivot
# native abyss 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.

native abyss
#

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

misty pivot
#

Yes. With the same folder name and file name.

native abyss
#

Loot tablets/chests/village_two_room_house.json

#

True?

#

That's the chest of the rooms I guess

#

@misty pivot

misty pivot
#

Probably. You meant loot_tables/chests/village_two_room_house.json, right? Not loot tables/chests...

native abyss
#

Yes

#

I'll try it, thanks

native abyss
#

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

misty pivot
native abyss
#

Mmmm

#

And what is the name so that it appears in all biomes

native abyss
#

@misty pivot

misty pivot
native abyss
#

Is there any way to find the igloo by commands? @misty pivot

#

I edited his chest but I don't get any igloo

mint juniper
#

bros getting pinged left and right

misty pivot
#

I know right?😅

native abyss
misty pivot
# native abyss What

Don't worry. I'll answer your question. I don't believe you can find the igloo using commands unfortunately.

native abyss
#

Uh

#

Thx Equal

native abyss
#

because when editing the chest of the jungle temple, just entering it throws me several errors (without moving anything), especially about horse armor

upbeat barn
#

@native abyss I will say editing loot tables is a #1067869659757543555 question not world gen

delicate graniteBOT
peak flint
#

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?

delicate trench
#

No

#

But you can mimic a "custom biome" with molang-based features

grand silo
#

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

misty pivot
grand silo
#

Trying that now!

grand silo
#

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
    }
}
grand silo
#

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??

stuck gull
#

Guys

#

Anybody know

#

How to generate a structure in specific place

#

Like near village

#

Or something like that ?

stuck gull
#

._.

#

@night mantle

#

._. do u know how to do it ?

night mantle
#

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?

stuck gull
#

._.

#

Yep

#

I really need it to my add-on

#

I want to put a new villager structure

#

Or even edit the villages structures

night mantle
#

So your want to edit the structure?

stuck gull
#

Yep

#

Is it possible ?

#

I am beinger

night mantle
#

So which one? Edit or add new structure

#

Or you want to customize the village?

stuck gull
#

Both

#

Yep

stuck gull
night mantle
#

Ok, I will create a template pack! Just a sec...

stuck gull
#

I know how to put structure to generate it in game

night mantle
#

I will do both

stuck gull
#

Thx ❤️

#

I appreciate it

#

Is that hard ._. !

night mantle
#

I'm not sure

stuck gull
#

,_, ah

#

I have another question? Questions*

night mantle
#

Hw can i assist?

stuck gull
#

Can i make a costume gui

#

._. like regular block

#

Like Smithing table

#

Etc...

night mantle
#

Costume? Like a piece of clothing?

stuck gull
#

Nah

#

Costume gui for block

#

GUI

night mantle
#

So a picture?

stuck gull
#

._. nah nah

#

Like that

night mantle
#

Using scripts?

stuck gull
#

Like that i mean

#

But not entity

night mantle
#

Im not good with that

stuck gull
#

._. 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 ?

night mantle
#

Yes

#

I am not qualified enough to answer this question

stuck gull
#

Ah ok ._.

#

What about ,, costume structure template ..

night mantle
#

i am testing and trying to get it to work

stuck gull
#

._. ok , Np

#

Just asking ._.

#

Can i put the new structure in any place or just villages ?

#

Or everything?

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"
                ]
            }
        }
    }
}
upbeat barn
#

🤔

delicate graniteBOT
stuck gull
#

._.

#

@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 ._. ?

night mantle
#

yes

stuck gull
#

How can i use it ._. !

#

I mean how can i put in village

#

Or something like that

#

U ._. know

night mantle
#

I found this file path in game file, I will try modify the structure: structures\village\plains\houses

stuck gull
#

,_, :-: thx

#

._. can u do it for mansions

#

Trails

#

Another dimension

#

Anything

#

Or just villages

#

NVM

#

@upbeat barn :-:

night mantle
#

I am converting a structure from .nbt to .mcstructure, Jusgt a sec...

stuck gull
#

,_, ah

#

Is just even possible too .__. ?

night mantle
#

I will see when im done

stuck gull
#

._. ok no problem

#

Take ur time ._.

night mantle
#

Its quite troubling, But i will get there: Sorry for my time

stuck gull
#

._.

#

What ,_, !

#

Ok ._.

night mantle
#

It is not possible to edit the strucutres in game

dark bison
#

even if you edited the .nbt files in \structures folder?

stuck gull
#

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

night mantle
#

How i spawn the village structure in game?

stuck gull
#

._. idk

#

It s somebody answer

#

U can find him in json ui

undone lagoon
stuck gull
#

._. minato

#

:-:

dark bison
#

what ._.

stuck gull
#

Huh :-: finally i found u

dark bison
#

generate a new village with your structure in it

stuck gull
#

._.

#

Huh :-: ?

#

So u know how ._. ?

dark bison
#

no lol

stuck gull
#

Wtf

dark bison
#

im just giving you an idea

stuck gull
#

Yeah ._.

#

@night mantle :-: how about ?

#

Template._.

#

Did u quit !?

night mantle
#

No

#

I do not quit

stuck gull
#

:-: ,_,

#

Good

#

They released new stable bedrock update with new templates

#

Or something like that

night mantle
#

They don't contain the structures

stuck gull
#

._. sad

#

Structures are .nbt files

#

U know ._.

night mantle
#

yes

stuck gull
#

So :-: can u do it ?

#

Or it s impossibllllllle !!!!!!!!!!!

night mantle
#

yes its possible

stuck gull
#

._. ah

#

Yay finnaly i can make new villages structures , thx u ❤️ :-:

thin fox
#

And you can't edit or remove vanilla structures

stuck gull
#

._. ah

misty pivot
stuck gull
#

._. !

grand silo
stuck gull
#

@night mantle :-: any news ?

delicate trench
stuck gull
#

@night mantle :-:

night mantle
#

Nnews\

#

No nes]

#

No news\

stuck gull
#

:-: mission failed

night mantle
#

Which mission?

stuck gull
#

._. nothing

#

._. did u make it :-: ?

night mantle
#

You cannot fail something that never existed

stuck gull
#

:-:

night mantle
#

Ohh the structure generation?

stuck gull
#

Yep ._.

night mantle
#

Oh, I will ceatere

stuck gull
#

,_,

#

Ok ._. np

#

Sorry for disturbing you:-:

night mantle
#

What disturbance?

stuck gull
#

:-: idk

stuck gull
#

Does it takes too long time :-: !

night mantle
#

ohh i keep forgetting everthing

#

I go for 1 hour drives and never return to my device

night mantle
#

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

stuck gull
#

._.

#

What is dis :-:

night mantle
#

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": {}
}
}
}

misty pivot
eternal orchid
#

What should i exactly do in order to generate some floating islands (like islands in the end dimension) in overworld?

stuck gull
#

._.

rough raven
#

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

upbeat barn
#

😉 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 🙂

undone lagoon
#

tf happen over here

night mantle
#

Looks like a user did not read the rules! Better luck next time

native abyss
#

Guys

zealous sedge
#

@scenic kraken

scenic kraken
#

if u make a feature with a block, the component minecraft:on_placed it's executed?

upbeat barn
native abyss
#

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

delicate graniteBOT
upbeat barn
#

@native abyss

native abyss
#

Does the .bp/loot tablets filename have to be the same as the filename that I export with the structure?

native abyss
#

and do I have to put the empty chests in the structure or how?

tall dagger
#

.

#

Hi guys

#

Can anyone do a quick summary on what possible with World Generation?

#

Custom Biome? Custom Structure? etc

delicate trench
#

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.

royal ruin
#

How can I update my features to work in the new Preview version?

delicate trench
#

Set the manifest’s format version to 1.20.20

tall dagger
delicate trench
#

Be more specific

delicate trench
#

This is a bedrock addons server :/

acoustic horizon
#

You can check for add-ons in MCPEDL. You have other options such making it by yourself or porting a Java world to Bedrock.

royal bison
#

isnt the seeds same as java?

#

or you mean by the structures?

#

ah, so, literally the features dont match java edition

delicate trench
#

Yeah, nbt based structures also spawn in different places. Like the ocean monuments, fortresses, strongholds, etc. don’t match the ones in java

native abyss
#

Is it possible to adjust how buried I want my structure to appear? Example I want 2 buried blocks to appear.

night swallow
#

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?

thin fox
#

It'd been used for end add-ons

night swallow
thin fox
#

I don't have one

night swallow
thin fox
#

Here

#

Somewhere

native abyss
#

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

upbeat barn
native abyss
#

Thanks

#

Does it include taiga hills and all that?

upbeat barn
native abyss
#

Ok

native abyss
#

Que

#

Esta medio bugueada esa textura

zealous sedge
#

Sorry I sent it wrong

zealous sedge
native abyss
#

Y que es entonces

#

Habla español no te hagas pndjo

zealous sedge
#

Lol

#

It is a server in English, you cannot speak another language

native abyss
#

Do you know anything about loot tablets in the structure? @zealous sedge @zealous sedge

scenic kraken
native abyss
#

what is the page "loot tableR"?

scenic kraken
dawn dune
native abyss
dawn dune
native abyss
dawn dune
native abyss
#

one question, the file to put there on the page (loot_tables/chests, etc)

#

does it have to be empty?

#

or as

#

How

native abyss
#

@dawn dune

dawn dune
native abyss
#

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?

dawn dune
#

The chest in Minecraft has to be empty the file needs to have the loot table stuff

native abyss
#

Ok i understand

#

So I add the items is coding, not in Minecraft.

pearl bane
#

What's the best way to create custom biomes?

upbeat barn
pearl bane
#

Yes I know

upbeat barn
#

You can use features

pearl bane
#

Right

native abyss
#

What is the features and features rule for a structure to appear on the ocean floor?

scenic kraken
native abyss
#

What is the function of "Minecraft:Air" in the features?

muted ether
muted ether
scenic kraken
muted ether
#

Sure.

zealous sedge
muted ether
#

Got it.

muted ether
zealous sedge
muted ether
#

Got it.

zealous sedge
muted ether
#

@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".

soft turtle
native abyss
#

Does anyone know why my structure appears floating and not on the floor?

muted ether
native abyss
#

Ok

native abyss
native abyss
#

[FeatureRegistry][error]-Mi mundo | No definition found for feature 'mc:craneo_mcstructure'

#

what does this error mean?

muted ether
native abyss
#

And look, I used the same file that you gave me for another nether structure and it doesn't appear..

olive ridge
#

then offset it in with a scatter feature

native abyss
#

How

thin fox
#

Make it blend with the terrain

native abyss
#

Already solved

native abyss
deep dew
#

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 🙂

thorn cosmos
#

So wait hoe long will world gen be broken?

muted ether
muted ether
thorn cosmos
#

Alright

junior prism
#

is there any way that structures like pyramids or villages do not generate

deep dew
# muted ether I feel like I tried this a couple weeks ago, and it worked flawlessly.

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.

native abyss
#

Anyone know of structures in the nether here?

compact crescent
#

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

sick kraken
#

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?

muted ether
misty pivot
sick kraken
#

Do noise_params still work?

scenic kraken
#

its possible make gen of block with an especific block property (custom block)?

olive ridge
native abyss
#

How can I make my structure appear in the whole world except where there is water?

dawn dune
royal bison
native abyss
native abyss
#

What is the name of the biome so that it appears worldwide?

olive ridge
sick kraken
#

How can I stop this from happening?, my trees keep generating on stone sometimes

native abyss
#

Ok

scenic kraken
sick kraken
#

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?

heady cove
#

What does variance in the tree feature do?

#

How does it influence the size of my trees?

heady cove
#

Hi

heady cove
#

;-;

dense crow
#

Hi, how can I reduce the number of trees in a biome?

zealous sedge
muted ether
muted ether
muted ether
# dawn dune Why both tho?

Because for backwards-compatible reasons, not all Overworld biomes use the overworld tag. Some of them instead use overworld_generation.

dawn dune
#

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

muted ether
#

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. 😦

dawn dune
delicate trench
delicate trench
#

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

Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.

dawn dune
#

I can't just write iterations : "y = x"

delicate trench
#

No, but you can create a variable using that equation and treat the q.noise call as x.

dawn dune
delicate trench
#

No because I’m about to go to bed :)

#

But maybe tomorrow

dawn dune
heady cove
native abyss
#

can someone help me with something? my structure doesn't show up, the content log doesn't show any error either.

light tapir
#

Hey, is it possible to generate structures with entities without Wierd mob spawners and nbt editing shenanigans?

scenic kraken
#

u can put commands

#

command blocks

#

and when the structure was generated

#

the commands disappear and then set the structure

patent kindle
#

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

upbeat barn
patent kindle
#

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

upbeat barn
#

Show your code?

patent kindle
#

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

upbeat barn
#

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

patent kindle
#

alright i'll restart from scratch, if i run into the same problem again i'll notify

zealous sedge
zealous sedge
#

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?

soft turtle
#

How does a natural village spawn???

upbeat barn
soft turtle
#

@upbeat barn what do you mean???

#

Basically what the way to make this???

upbeat barn
#

You have to use a combo of feature rules, scatterred feature to place the structures

soft turtle
#

@upbeat barn you have any example so I can work with it???

upbeat barn
#

You can search in this channel for examples

dull obsidian
#

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...

scenic kraken
#

why i have a ping?

sly forge
#

idk

summer iris
#

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

Take advantage of these resources to master World Generation and leverage its power to create dynamic landscapes in Minecraft Bedrock Edition.

raw cedar
#

How do I make the structure lower?

#

like 7 blocks to stay at the right height

sly forge
raw cedar
#

I don't know which one it is

delicate trench
zealous sedge
#

Help, for some reason gridded walls are generated, does anyone know how to fix it?

undone lagoon
#

Can you not set states for the leaves on random spread canopy? i'm tryna make azalea leaves never decay

raw cedar
delicate trench
sly forge
#

i mean if you do it correctly you CAN actually limit the range of values

delicate trench
#

That wasn't what he was asking

sly forge
round cosmos
#

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

sly forge
round cosmos
#

dang

#

ig I can downgrade the generator version tho

#

thanks for letting me know

upbeat barn
muted ether
upbeat barn
muted ether
#

No clue then

upbeat barn
summer iris
#

cant use vanilla features

#

they kinda forced us to use a new min engine version to use features

upbeat barn
#

This is a custom feature

summer iris
#

yea, you can't place internal features

#

they did this in 1.20.20

#

you could play with format versions

upbeat barn
summer iris
#

this is an internal feature

#

minecraft:feature_name counts as internal

#

even if you place a vanilla feature, it will not let you

upbeat barn
#

Wtf

summer iris
#

I know, it is bad

summer iris
upbeat barn
summer iris
#

The feature you're placing uses minecraft:

upbeat barn
summer iris
upbeat barn
summer iris
#

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

broken salmon
#

how did I end up here

round cosmos
#

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!

scenic kraken
#

not sure, but probably noise

delicate trench
# round cosmos Any way I can fake an infinite ocean world? I'm considering using a similar meth...

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.

round cosmos
#

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

round cosmos
#

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

round cosmos
#

wait it's really dumb to try do it with separate features

#

might try using a conditional list feature

round cosmos
delicate trench
# round cosmos

Are you aiming for completely submerged terrain, or mostly submerged with islands?

round cosmos
#

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!

delicate trench
round cosmos
#

Yes sorry, forgot to mention it's preview

#

Using preview scripts for the project so I can't use stable...

delicate trench
#

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

round cosmos
#

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..?

delicate trench
#

v.worldy is how you get the y coordinate, but it matters where you put it.

round cosmos
#

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

delicate trench
#

Yes, but they don’t get reevaluated unless you redefine them further down the hierarchy.

round cosmos
#

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

delicate trench
#

“Distributed everywhere” could mean many things. How exactly have you set up your column generation?

round cosmos
#
// 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
        }
    }
}```
delicate trench
round cosmos
#

oh?

#

I see #1074006708185215096
Did you ever get that stuff functioning?

delicate trench
#

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.

round cosmos
#

#1074006708185215096 message

#

does this link work?

delicate trench
#

Oh I got it

round cosmos
#

Oh sick

#

I'm happy to use scatter features, just not sure where to start

delicate trench
#

Yeah I got that working like a few days after I posted that

delicate trench
#

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.

round cosmos
#

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)

delicate trench
#

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

round cosmos
#

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"
        }
    }
}```