#World Generation General

1 messages · Page 3 of 1

round cosmos
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I'd expect this to generate from t.heightmap-3 to t.heightmap, so should be 3 blocks thick

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okay, got something working. Using a scatter feature to offset the height and the column just always generates as 3 blocks tall. Not sure why the other setup didn't work tho

delicate trench
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I’ll be able to start working on an example in like 20 mins

round cosmos
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Yeah maybe your setup will be more efficient than mine haha. No rush tho if you're busy with other work I get that

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(I'm meant to be doing other work too 😬 )

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it could definitely be done better than this

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don't even have the air or water system yet

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officially not what I wanted lmfao

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if you ignore the floating vines and such it works

round cosmos
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no idea how these slipped thru the air column

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awkward

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dumb mistake and lost my files lmao

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phew got everything setup again

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only just remembered how lmao

delicate trench
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Done 👍

delicate trench
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This would be a lot more complicated to set up than simply calling q.noise, but if you want better performance, I'd suggest writing another psuedorandom algorithm for the terrain from scratch. Something less taxing than Perlin, obviously. Maybe value noise would be good enough, even if its tiling is slightly more noticeable.

round cosmos
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Oh sick ty! I'll look into that when I get home. Much appreciated

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What's value noise? Would some combination of trig functions still be less taxing than q.noise?

delicate trench
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Just about anything is less taxing than q.noise lol

round cosmos
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But q.noise is so nice 😔

delicate trench
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And value noise is kinda like a "dumbed down" version of Perlin. Instead of taking four offset vectors and four gradient vectors, value noise just takes four psuedorandom values, one per corner, and smoothly interpolates between them.

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So you kinda lose the extra randomness from Perlin's offset vectors, but Perlin has directional artifacts anyway so eh ¯_(ツ)_/¯

round cosmos
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Right, fair enough. I did some tests a while ago with sine based noise and it was alright

delicate trench
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Honestly if you just want to mash a bunch of trigs together and call it a day that would probably be good enough for whatever you're doing XD

round cosmos
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Yeah lmao here's the only gif I could find of the sine noise

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Not best demo but it was pretty good. Just added multiple sines together with non repeating multiples of x like sqrt 2, pi, etc so it'd never have tiling

delicate trench
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Yeah, if it works, it works

round cosmos
round cosmos
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For whatever reason my system seemed to be a lot faster. I will continue looking into this to hopefully figure out why

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Or maybe I'm just not seeing something and it wasn't

undone lagoon
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.

sly forge
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@delicate trench idk if u know this or not but there's something else u cant do with ur terraria addon

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dungeons

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theyre orderly but theyre also cavelike, too natural to use a dungeon generator for without doing some crazy stuff

round cosmos
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I've got my dungeon generator wip tho and it may be suitable

delicate trench
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also, i havent thought about the terraria addon in literal months lol

round cosmos
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Yeah valid

dim sentinel
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Is there a good way to modify things like ocean monuments and strong holds?

sly forge
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oh and look who it is lol

the person i talked to about that chest addon (creator)

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i can create a custom stronghold but i cant remove a vanilla one without voiding out the blocks that make up strongholds or modifying BDS

dim sentinel
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For my purpose that isnt a problem

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Skyblock...

sly forge
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OH

dim sentinel
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I just want to void the blocks and put in a frame/spawner

sly forge
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u want custom structures to spawn or no?

dim sentinel
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I would like the vanilla ones.

sly forge
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oh hmm

dim sentinel
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Just want to put some blocks back if i void the area

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Like a micro monuement spounge room

sly forge
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in that case, void out every block in the entire game that doesnt make up those structures

dim sentinel
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Yeah but i want to put something there so the player knows that there would have been a structure

sly forge
dim sentinel
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So assume i void the world

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I would like to make the world playable without using chunkbase. including getting guardians

sly forge
dim sentinel
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So i cant put a portal frame in and have ender pearls go towards it.

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Just trying to figure out what i can do vs cant. I know i can void out the world

sly forge
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nope not without doing everything custom

dim sentinel
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hmm.

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The way i was doing it was running a custome feature over and voiding all the blocks that were not blocks specific to those strucutres.

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but that got reall slow.

sly forge
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also you shouldnt have ruined portal troubles since you want those

dim sentinel
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And got much worse in 1.20.30

sly forge
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columns its much faster

dim sentinel
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i was doing it with single block features.

sly forge
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yh thatll do it

dim sentinel
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Yeah... it worked but will the colums replace blocks that i dont want replaced? Like can i do the "replace only"

sly forge
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yes, its just an aggregate iirc

dim sentinel
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Sorry got it to work and stopped fiddling until it broke.

sly forge
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lemme check my custom terrain files

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nvm its a bunch of scatter features hooked up to an aggregate

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nvm again yeesh

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its been a while lemme figure this out lol

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ok its single block features hooked up to an aggregate feature that gets placed by a scatter feature

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the scatter feature is what generates with feature rules

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youll need all ur single block features hooked up to an aggregate with placement rules set by a scatter feature, the reason its slow is probably because ur using well over 100 feature rules when you really only need 1

dim sentinel
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interesting.

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Techincally i have 1 feature rule that itterates throuhg all space

sly forge
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hmm idk then, could be just the sheer amount

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might just have to go full custom

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ofc guardian farms would require chunkbase tho

dim sentinel
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Yeah. if i went full custom i would just load a structure every chunk that is air.

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maybe if i do that at the beginning things will be happier... i need to play some more.. i just hate the make new world portion...

sly forge
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and youll have issues with mineshafts partially appearing

dim sentinel
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yeah i know that problem

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nothing i can do about that.

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I have been playing with this on and off since 1.16...

sly forge
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  • you need to disable all dark oak forest features and sculk features, if the dark oak ones can still be removed

if not youll need a custom air block layer at y=319

dim sentinel
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And all the water features for sea grass and coral

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Because the replace with air leaves water on layer 1 of the world file

sly forge
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those shouldnt generate with a void pack because coral needs a support block

dim sentinel
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Basically i disable all the features.

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And i guess i would have to put in strongholds manually...

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And the player would have to find them randomly

sly forge
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youll never be able to get it exactly right

not unless Mojang fully 100% data-drives worldgen

dim sentinel
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I wonder if i could mess with the path finding algorithm for the ender pearl using API....

sly forge
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you can

dim sentinel
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or just replace enderpears with custom ender pears and point them to the correct spots.

sly forge
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you can do that too

dim sentinel
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then i would have to put the portal frames in fixed spots... not based upon the seed...

sly forge
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you might still be able to do it with js

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idk for certain cuz i dont mess with it

dim sentinel
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I dont think i have access to the seed

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So if i generated the location based upon the seed... then i wouldn't know where to look.

sly forge
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it really is unfortunate that bedrock is so limited

dim sentinel
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I have been mucking about with it for a few years. it isnt as limited as people think. you just have to be creative.

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Usually there is a work around...

sly forge
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ik this personally

dim sentinel
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Many people have told me things were impossible... and they were just requiring a new perspective

sly forge
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my workaround for Creeping Crypts is only effective to the full extent because i didnt use a custom ticking block, which those tend to cause freezing issues

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i used command blocks :p

dim sentinel
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I mean... Structura (litematica for bedrock), Chunk borders, UHC, decent sky block... i was told all were litterally impossible... but they all work.

upbeat barn
sly forge
dim sentinel
upbeat barn
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So the issue is just optimization then

dim sentinel
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Like things that loaded in 30 seconds in 1.20.10 take 20+minutes to load now

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Yes it is an optimization issue.

sly forge
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unfortunately Molang is unoptimized for what ur doing

dim sentinel
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Just looking for ideas.

sly forge
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its even worse for 3-plane 2D perlin

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as far as the monument issue goes, why not just have guardians spawn on prismarine in general

its cheaty and very abusable but itll work

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or a structure in an ocean biome that has a spawner

zealous sedge
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kill mojang bao_bee_happy

dim sentinel
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My goal is to play skyblock as vanilla as possible without the need for chunkbase.

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I have had that in the past. And it was alot of fun... I had a "semi hardcore" version where when you died you ended up on a new random island... so you would discover the world and the structures around you as you played. it felt alot more "alive" than other versions of skyblock.

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People i played with pillared thousands of blocks over the void just to see what was around. we would figure out what biomes were what. use all the rules we know from normal minecraft to play normally.

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There were sky villages... and other random things that were fun... Just trying to get that working again with the least amount of lag.

sly forge
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as i mentioned ur probably better off with custom structures that resemble vanilla ones as much as possible

dim sentinel
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For everything but the HCSS i am good with that

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And the end portal.

sly forge
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sorry but unless ur up to spending thousands of hours trying to precisely pinpoint where every vanilla structure generates by using random values ur out of luck

dim sentinel
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Hard coded structure spawns

sly forge
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oh well

dim sentinel
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IE guardians.. blaze, ECT

sly forge
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thats every vanilla structure

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besides maybe desert wells

dim sentinel
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the list for structures without HCSS is really really long.

sly forge
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trees

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caves

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ores

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thats all i really know unless something major changed in this version (havent updated yet)

dim sentinel
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Yeah... the list for things that have it is Witch huts, outposts. fortresses, ocean monuements.

sly forge
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villages are hardcoded unfortunately

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its stupid ik

dim sentinel
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yeah but that isnt a structure spawn

sly forge
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Java has the same problem without mod loaders

dim sentinel
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IE in the game code there isnt a single block in the X-Z space that spawns unique monsters for it

sly forge
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OHHH you mean like that, for mobs

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nvm

dim sentinel
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yeah strucure spawns...

sly forge
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bastions are hardcoded and do have higher chances for piglins afaik

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no guarantees on that one tho

dim sentinel
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They are biome spawns

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Not HCSS

sly forge
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not like there's really a point to that either

dim sentinel
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The brutes are world summoned.

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That is different then structure spawn

sly forge
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hmmm...

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monuments u can use an explorer map

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i dont think so for witch huts or outposts tho

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do mansions have structure spawns?

dim sentinel
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nope.

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but they are fun to see in skyblock

sly forge
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awh maan

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geez honestly why couldnt Mojang have added a blacklist function or the ability to whitelist multiple blocks for single block features

upbeat barn
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In Legends there is a blacklist feature 😔 Legends took all my gripes with Bedrock and fixes it there

sly forge
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wish Mojang would add those things over to the game where the engine originated from

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they dont pay enough attention to their main product lines where ALL their money is

dim sentinel
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the love java and their other pet games... but seem to not really focus on bedrock much even though it is the money maker.

dim sentinel
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But i will tell you if you have not looked at API take a peak. it is getting there and it is in stable... unlike most of the other cool stuff.

sly forge
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i’ll check it out when i have access to the world seed lol

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i want that at minimum

dim sentinel
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I dont think that is on the roadmap... doesnt have access to biomes either. just blocks and entities.

sly forge
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actually it might be because Kayla asked about it at some point how the API would help worldgen in the future

dim sentinel
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To me. the more i can do in JS and the less i have to do in molang.. the better

sly forge
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i don’t like whats going on with molang

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it feels a little messy sometimes

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and it isn’t a complete language, it’s missing a few basic operators

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it’s turing-complete but thats it

dim sentinel
# sly forge it’s turing-complete but thats it

https://en.wikipedia.org/wiki/One-instruction_set_computer

It is harder to make something not turning complete than turing complete.

A one-instruction set computer (OISC), sometimes referred to as an ultimate reduced instruction set computer (URISC), is an abstract machine that uses only one instruction – obviating the need for a machine language opcode. With a judicious choice for the single instruction and given infinite resources, an OISC is capable of being a universal co...

sly forge
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inputs a 2 in the machine code

meager nymph
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Did 1.20.30 broke scatter features?

summer iris
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Nope

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They work for me

undone lagoon
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how would you go about making a feature that generates the same as river clay

sly forge
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uhh…block intersection?

delicate graniteBOT
#
All FAQ Tags
Tags
porn                   pretify
preview-loopback       priority-for-behaviors
priority-orderings     projectiles
promise                pv
pv                     q
q-list                 queries
query                  query-list
query.is_item_name_any query.scoreboard
question               question-detail```
#
Placement Passes

Placement passes can just be thought of as a named ordering for when placement of a feature rule’s target feature should occur. Nothing special occurs during a pass; it’s just a name.

The available passes are:

  • pregeneration_pass
  • first_pass
  • before_underground_pass
  • underground_pass
  • after_underground_pass
  • before_surface_pass
  • surface_pass
  • after_surface_pass
  • before_sky_pass
  • sky_pass
  • after_sky_pass
  • final_pass

Note that the pregeneration pass is reserved for carver features.

delicate trench
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#bot-usage for future reference :)

dim sentinel
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Sorry

delicate trench
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No worries

royal bison
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whats the biome tag for cherry biome?

sly forge
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no idea

royal bison
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its not documented on wiki

delicate trench
scenic kraken
meager nymph
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Wait what 💀💀💀

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Bruh I need to remake entire addon 💀💀💀💀💀

meager nymph
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This is nightmare 💀

scenic kraken
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☠️

zealous sedge
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Does anyone know how to fix it?

polar adder
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I HAVE a problem, it's not happening to me, can you help me?

teal canyon
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Yo, new to world gen stuff, just wondering what is and isnt possible anymore

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any info or vids are appreciated

royal bison
dense crow
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I have a problem
'minecraft:structure_template_feature', which is considered internal and thus not compatible with this engine version of the game.

upbeat barn
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Update your min_engine_version to 1.20.20

dense crow
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Thanks, I didn't read the Release Changelogs carefully

solar seal
upbeat barn
solar seal
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"min_engine_version": [1, 16, 0]?

upbeat barn
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Yerps

solar seal
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Do I like, change it to 1 20 20 or…? I made this pack ages ago and kinda fogor

solar seal
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Thank you!

glad forge
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I just copied a world from a realm but when I try to use /reload it won't let me

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Why?

dim sentinel
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Is there any list of the features out of experimental?

upbeat barn
dim sentinel
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What about ones that were deprocated... because there are many that we can't access anymore

dim sentinel
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yeah i found that.

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Talking with bud in another channel. trying to figure out what changed...

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Previously we worked off of the old behavior packs that were distributed in bds. and would combine them in to 1 mega pack to figure out what structures there were. now some of those seem to be broken, but still in bds

upbeat barn
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If I recall, 1.20.30 will not allow custom feature rule to place vanilla features

dim sentinel
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aah

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exactly as you said you cant place vanilla features...

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BUT you can place some

upbeat barn
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Ofc... FrogFace Mojang moment

dim sentinel
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So now to making custom features that look kinda like vanilla features...

upbeat barn
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Do the ones that work have anything in common?

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CC: @quartz tangle Is this intentional? Feature rules can place some vanilla features now rather than any

dim sentinel
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I believe that the red ones are "no" the yellow ones are yes and the white ones are also yes

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And i think the common denominator is that they are not "hard coded"

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IE you can place any vanilla feature that is defined in molang in BDS. but you cannot place any that have not been converted to Molang. This may be an artifact of how behavior packs are loaded... IE it loads all the base behavior packs and if the vanilla feature is in json... then we have access. IE intended-ish

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And there are some that dont have feature rules... Like nether ores for instance.

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It is a bit all over the shop... so kinda typical.

round cosmos
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@dim sentinel can you not place them through an aggregate? I think I saw someone mention that

dim sentinel
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I do not believe so.

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You could in 1.15 but not any more

dim sentinel
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How do you get a block name...

sly forge
dim sentinel
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let block = player.dimension.getBlock({x:0,y:0,z:0})//returns block object https://stirante.com/script/server/1.5.0/classes/Block.html
let perm=block.permutation// this is a permuation
let perm.resolve(BlockNAmeRequired )// no object here has block name
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See if a block is air

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or not

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ooh it is in block components...

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just needed a few minutes to wake up...

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Nevermind still looking

sly forge
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just use

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air

dim sentinel
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Aah my problem is block.typeId is not in stable

sly forge
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thats how yah do it lmao

sly forge
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yh should probably be using 1.6.0-beta then

dim sentinel
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no

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I should not use betas unless i am doing something experimental

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The answer of "just use betas" is why we had the bug where 1.20.30 couldn't load 1.1.0 ui

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using betas is the last resort, not the first one... I teleportTry in my case

sly forge
dim sentinel
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At this point i am pretty much done with betas.

dim sentinel
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tryTeleport is also bugged... so to the very very ugly method of

for(let y = 60;  y<250;y++){
  if ((player.runCommand(`testforblock ${player.location.x, ${y} ${player.location.z} air`).successCount==0) && (player.runCommand(`testforblock ${player.location.x, ${y} ${player.location.z} air`).successCount>0)&& (player.runCommand(`testforblock ${player.location.x, ${y} ${player.location.z} air`).successCount>0)){
    player.teleport({x:centerBlock.x+offset[0],y:y+1,z:centerBlock.z+offset[1]})
  }
}
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It is so ugly it breaks discord syntax highlighting...

sly forge
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testforblock is no longer a valid command

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ur gonna have to use new execute

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“execute if block”

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thats the new command

dim sentinel
scenic kraken
sly forge
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its not supposed to work

dim sentinel
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we just have permutations

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and that requries block.typeId

scenic kraken
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const block = player.dimension.getBlock(x,y,z).typeId;
dim sentinel
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In stable?

scenic kraken
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no it's not stable

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should be in the next version

dim sentinel
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I dont use beta. because nobody else tests stable... and that is how bugs stayed in for 3 months.

scenic kraken
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ye

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but u can make an update if it's necessary

dim sentinel
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yup when mojang fixes the bug with tryTeleport... or when block.typeId is added i will fix it

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But until that actually is in production... i have horrible hacks

scenic kraken
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xd

dim sentinel
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but this method seems really reliable

dim sentinel
sly forge
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weird

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very weird

dim sentinel
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The /execute one is removed.

sly forge
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because i used to use it and it didn’t work after 1.19 dropped

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…oh wait it didn’t work cuz i implemented a more reliable block detect nvm

dim sentinel
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No worries. this seems to be good enough for my cases. I tested 40 itterations and it does work.

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Sorry for off topic realized I thought I was in the script chat

sly forge
#

its fine

ivory pewter
#

hiiiiiii , can you fix some issue in mc map

delicate graniteBOT
#
Your search for ***flower*** returned:

For more information on a result, use </wiki details:1051148733145952370>

(1) Double ***__Flower__*** Pot Example - Precise Interaction
(2) Double ***__Flower__*** Pot Example - Precise Interaction
(3) ... such as Shattered Savannas and ***__Flower__*** Forests, also allow for ... - Biomes
(4) ... adding the Pigeonholes and Double ***__Flower__*** Pot blocks into the ... - Precise Interaction
(5) ... from ores to grass and ***__flower__***s, vegetation to granite or ... - Intro to World Generation
zealous sedge
#

Does anyone know how I can generate a temp that generates a column at > 0.5?

dim sentinel
#

Has anyone had issues with world generation features not happening on linux bds?

I have a windows BDS instance that it is working perfectly on... copy the settings over to linux and none of the stuff applies.

Works on android just fine... works on single player just fine. using only the feature rules in stable.

sly forge
#

huh…

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i don’t use linux bds so i wouldn’t know

dim sentinel
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So... this isn't related to world gen... no bps are loading in my install

sly forge
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or are they just not importing

dim sentinel
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Well there is a bug

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That if you have a specific set of file system settings it won't work

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Kinda like how there is a bug where you can't export structures to OneDrive folders

raw cedar
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Can anyone tell me if the Distribution

"y": "q.heightmap(v.worldx, v.worldz) - 1",

It works in the Nether, I don't think it's working

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My structures are not showing

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Small Structures were supposed to be appearing in the SoulSand valley

sly forge
raw cedar
#
    "format_version": "1.13.0",
    "minecraft:structure_template_feature": {
        "description": {
            "identifier": "hiro:soul_feature"
        },
        "structure_name": "mystructure:soul",
        "adjustment_radius": 6,
        "facing_direction": "random",
        "constraints": {
       "grounded": {},
       "block_intersection": {
        "block_whitelist": [
          "minecraft:soul_soil",
          "minecraft:air"
        ]
      }
    }
  }
} ```
raw cedar
sly forge
#

send the rule too

raw cedar
#
    "format_version": "1.16.0",
    "minecraft:feature_rules": {
        "description": {
            "identifier": "hiro:soul_feature_rule",
            "places_feature": "hiro:soul_feature"
        },
        "conditions": {
            "placement_pass": "surface_pass",
            "minecraft:biome_filter": {
                "test": "has_biome_tag",
                "value": "soulsand_valley"
            }
        },
       "distribution": {
            "scatter_chance": 20,
            "iterations": 1,
            
            "x": {
                "distribution": "uniform",
                "extent": [0, 16]
            },
        "y": "q.heightmap(v.worldx, v.worldz) - 1",
            "z": {
                "distribution": "uniform",
                "extent": [0, 16]
            }
        }
    }
} ```
raw cedar
sly forge
#

found it

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ur format version is wrong

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set it to 1.20.20 and set the manifest to 1.20.30

raw cedar
#

Even in the Nether

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This structure stopped working

sly forge
#

and when was the last time you checked

raw cedar
#

The others are working

raw cedar
sly forge
#

well change the format version anyways

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its strange that any are working at all

raw cedar
#

I put the same code that I use in my structures, the same codes and only this one is not working

sly forge
raw cedar
sly forge
#

just do it.

sly forge
raw cedar
#

My manifest is already at 1.20.30

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It's not an error in the manifest

sly forge
#

CHANGE. FORMAT. TO. 1.20.20. IN. THE. FEATURE AND FEATURE. RULE.

raw cedar
#

Now this is how you explained

sly forge
#

do this and it will work

raw cedar
#

I'll try

raw cedar
sly forge
#

were those chunks already loaded

#

also turn content log GUI on

raw cedar
sly forge
#

and make sure ur using the development behavior packs folder

raw cedar
sly forge
#

how tall is the structure

raw cedar
sly forge
#

is it an entity

raw cedar
#

is a Structure, 2 blocks high

sly forge
#

are you sure the content log GUI is turned on? double check

sly forge
#

i said double check to see if the log is turned on

raw cedar
#

You're really shit

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I'm saying that there is no error record

sly forge
#

just do what i asked

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make sure its turned on

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because you may have thought you turned it on but didn’t

raw cedar
#

for your happiness

#

I hung up

#

I logged in

#

I created a new world

#

And it still doesn't work

raw cedar
#

OK? If I'm saying there are no mistakes

#

It's because there are no errors

sly forge
#

you took a whole ass roundabout way of answering a yes or no question

raw cedar
#

No error is appearing, the code is correct

raw cedar
#

My god friend

sly forge
#

i cant assume that with anyone because assuming someone has them on is stupid

#

anyways does the structure use custom blocks

raw cedar
#

I'm not new to addons, you're talking as if I were a Neanderthal

sly forge
#

i want you to be straightforward so we can find the problem now seriously just answer my questions

raw cedar
#

The structure is made up of two customized blocks, 2 tall and 1 by 1 wide.

sly forge
#

any experiments enabled?

raw cedar
#

This is my only Structure in the Nether that is not working, the other Structures that contain custom blocks are working perfectly

raw cedar
#

If I had turned it off I would have millions of log content errors

sly forge
#

…once again i cant assume that either because i don’t know anything about the addon

raw cedar
#

What's wrong is that you're asking questions that have nothing to do with the subject

sly forge
#

it has EVERYTHING to do with it

raw cedar
#

If I'm saying that this Framework isn't working, why the hell are you asking about active experiments?

#

Everything in my addon is working, just this Structure that is not generating

#

The other Structures are generating perfectly

raw cedar
#

How do you say something has to do with what it could be?

sly forge
#

ive been having issues with structures not loading via import recently, can you place another structure using the same feature rule to check?

raw cedar
#

This Structure has the same code as other My Structures

#

With the version format you asked to change

sly forge
#

im asking this for a reason

raw cedar
#

The format less than 1.20.30

sly forge
#

the structure block has also been a bit buggy recently

raw cedar
#

And they work

raw cedar
#

Because I've been using the same addon for the structure block for months

sly forge
#

just try using these files with a different structure thats not supposed to generate in the soul sand valleys

#

it can help narrow down the problem

#

the structure block issue only started happening for me when 1.20.31 dropped so months doesnt necessarily mean anything

raw cedar
sly forge
#

yh that’s probably it then

raw cedar
#

Two other Structures that I updated yesterday are also not generating

sly forge
#

re-export them

#

then ur problem should be solved

#

man Mojang needs to fix structure blocks

raw cedar
#

When I use /Structure load they appear but they are not generating in the game

sly forge
#

hell you cant edit animation time if you already have an animation time in it

raw cedar
sly forge
#

because if its a structure export problem it’ll possibly be fixed

raw cedar
sly forge
#

just do what you did to export the structure before

raw cedar
#

Do I enter the world and export the Structures again? I'm on version 1.20.32

sly forge
#

except use a new structure block

raw cedar
sly forge
#

yes just break it and place it back down

raw cedar
#

Ahhh, I thought you were talking about downloading another Structure file

sly forge
#

no lol

#

just export it again to the same structure folder you did before

raw cedar
#

I'll test it here again

raw cedar
#

I still can't find an underground structure

#

The structure of the Nether for some mysterious reason

#

It is only being generated outside the SoulSand valley biome, in the soul sand valley it is not generating

#

I don't know what it could be, but from the test I did only in SoulSand valley, the Structure does not generate

raw cedar
sly forge
#

hmm…

#

i can’t get to my pc rn, did you check if the block ID for soul soil is correct

delicate trench
#

So your y distribution should look something like:

"y": {
    "distribution": "uniform",
    "extent": [
        31,
        111
    ]
}```
And instead of pointing directly to the structure feature, point to a snap to surface feature with `surface` set to floor and `feature_to_snap` set to `hiro:soul_feature`.
sly forge
#

ugh...

@muted ether wasnt there a way to guarantee a certain amount of space between structures?

delicate trench
#

You mean supertiling?

sly forge
delicate trench
#

It's a simple cell system you can use to link all the coordinates in each cell to values unique to that cell

#

Super handy, I use it all the time

#

You set it up by flooring the x and z coords divided by whatever you want the cell size to be. Then you multiply them by that size value and they're all linked to the relative origin of that cell.

sly forge
#

im wanting to guarantee at least 1000 blocks between these dungeons

delicate trench
#

Yes, what else? lol

sly forge
#

hmm

#

but wait...

#

from how im reading this ur saying to divide by the number and then multiply the floor values by the same number

#

also doesnt this mean theyll always appear at set coordinates?

#

because i still want them to generate randomly, i dont want set coordinates

delicate trench
#

How big are your dungeons?

#

Or rather, what's their maximum potential size?

sly forge
#

generally they dont go further than 300 blocks but the maximum is 3795 blocks

#

thats if its all one straight hall with no interruptions

#

but i dont want these to always appear at a factor of, say, 1000 in the coordinates scale

delicate trench
#

They won't

sly forge
#

hmm...

delicate trench
#

But that size variability is kind of annoying

#

If 1000's what you want though, I'll stick with that

sly forge
#

xork that possibility is nearly impossible to happen

#

i just want 1000 because THESE can run into eachother

#

plus its supposed to be a very rare structure

delicate trench
#

Dude I'm not making a big deal out of this, give me one min and I'll get the system I sent Grimm, I've already made a bare-bones for this before lol

delicate trench
#

The "tower" equivalent is a gold block that generates at y 200. I went with a cell size of 1024 because multiples of 16 are easier to work with.

#

Oh right I should ping
@sly forge

sly forge
#

ty

sly forge
delicate trench
#

Technically yes. But it's better to assign a chance value to each cell.

#

Scatter chance doesn't work well with multiple features that are supposed to be placed in the same cell across different chunks, cuz one could be placed and other might not be.

delicate trench
#

You'll have to use a psuedorandom function that takes in the cell's x and z as an input, since math.random differs across chunks. You could just use another q.noise call with differently scaled parameters if you don't feel like making a hash function from scratch.

#

And in the scatter's return value, check if that chance value is lower than (or equal to, optional) the chance you've set

sly forge
#

hmm...

#

and can i use scatter chance if im not generating another feature?

delicate trench
#

Yeah, since (I assume) your tower is one structure you can use scatter chance

sly forge
#

yh its one structure, but it might end up having variants later on

#

depending on biome generated in

mellow forge
#

can I modify vanilla feature rules like ore features?

dull orchid
#

I need help

#

I have an addon called deadzone that the structures are not generated, I have already changed the minimum version of the engine to 1.20.20 and 1.20.30 and it still does not work even with the conditional list in the features rules codes, can anyone help me?

sly forge
round cosmos
#

Or any content log errors ^^

dull orchid
#

Yes one moment

#

@sly forge

sly forge
#

no

#

not screenshots

#

send the feature and feature rule

#

send the physical file

dull orchid
dull orchid
#

One moment

#

example

#

@sly forge

sly forge
#
  1. ur using "all_of" incorrectly, thats used to pin a certain biome which there isnt a single biome with all those tags
#

also how large is the structure

dull orchid
#

It didn't come with the addon

#

What version format do I put? and in what files in both?

sly forge
sly forge
#

and set the manifest to 1.20.30

dull orchid
sly forge
# sly forge

all_of says the biome has to have ALL the tags, use any_of

dull orchid
dull orchid
sly forge
#

change it to any_of

dull orchid
sly forge
#

i just showed you

#

just change all to any

#

its not that hard

dull orchid
#

#w?

scenic kraken
#

@dull orchid
all_of: todas las condiciones se deben cumplir
any_of: cualquiera de las condiciones

dull orchid
#

hi

#

ya me iban a funar

scenic kraken
#

reading other cannels

dull orchid
#

ah ok

dull orchid
#

@sly forge

sly forge
dull orchid
#

Nothing remains the same, I just created a world and it is the same

#

XD

#

I put all that in all the feature rules

dull orchid
#

mojang what the hell did you do

sly forge
dull orchid
#

feature too?

sly forge
#

negative numbers dont work properly for extent

#

remove extent entirely and use 0

#

use scatter chance,m and put numerator as 1

#

1250 as the denominator should be ok

dull orchid
#

what are you talking about?

sly forge
#

scatter_chance

dull orchid
sly forge
#

wrong

#

ur using a molang value atm

#

im suggesting using the other way, which allows things to be even rarer

dull orchid
#

I already saw it, I'm damn blind xD

dull orchid
sly forge
#

read

dull orchid
#

💀

scenic kraken
#

lol

dull orchid
dull orchid
sly forge
#

1250 is relatively rare, youll see them decently often but it wont be crazy

#

remember thats the denominator

dull orchid
sly forge
#

1250 is rarer than having an int value of 1

#

1 is 1/100

#

1/1250 is…well…1/1250

#

my addon is set to 1/3000 and also uses supertiling so my dungeons are pretty rare

dull orchid
#

ok

dull orchid
dull orchid
#

nothing, there is no way for them to appear@sly forge

sly forge
#

idk then

dull orchid
#

What is idk?

sly forge
#

try re-exporting the structure

#

structure blocks have been having problems recently

dull orchid
#

I've never done

sly forge
#

…by exporting the structure

sly forge
dull orchid
sly forge
#

if you don’t know how to use a structure block im not helping

dull orchid
#

okay

#

how do I do this

dull orchid
sly forge
#

use the world you built the structure in

#

just replace the structure block and export the structure

dull orchid
sly forge
#

then idk i cant help you

errant quiver
sly forge
errant quiver
sly forge
#

it should be listed on bedrock.dev

#

i was getting that info straight off the 1.20.30 changelogs

errant quiver
#

every example is 1.13

sly forge
#

…the 1.20.30 changelogs

#

do you not read them

errant quiver
#

i dont even know where they are at or heard of them

#

theres nothing here about the format version for features

sly forge
#

see where it says the feature stuff was ported to stable?

#

scroll down from there

#

go to the items section

#

see where everything there was released or deprecated in format version 1.20.20 and higher?

#

thats how you know unless you kept up with preview changelogs

errant quiver
#

this is the only thing there

errant quiver
#

regardless my pack doesnt even work anymore

sly forge
#

if something is released in a format of something or higher generally thats how it is for EVERYTHING released into stable for that version

errant quiver
#

so should they all be set to 1.20.30

#

since thats where its stable

#

?

sly forge
#

1.20.20

errant quiver
#

why 1.20.20

#

i thought they didnt come out till 1.20.30

#

any way to remove the default trees entirely?

#

im getting weird generation like this too

#

and my birch trees do not spawn in the birch forest despite the content logs not saying there is an error

#

my oak trees are spawning in the birch forest biome despite only being specified to spawn in the forest

sly forge
#

thats not how tags work silly

errant quiver
#

🥹 how do tags work

#

im still new to deving

sly forge
#

a biome tag means itll spawn in biomes with that tag

#

for example if you want ur structure to spawn anywhere except mushroom biomes you could use the monster tag

errant quiver
sly forge
#

if you want it to spawn in forests you select forest

errant quiver
#

how do i get the birch trees to spawn in only the birch forest

#

and the oak trees to spawn in only the oak forest

sly forge
#

you can view tags of different biomes in BDS files under definitions

errant quiver
#

where 😭

sly forge
#

BDS files

#

yk

#

bedrock dedicated server

errant quiver
#

i dont know 😭

sly forge
#

are you on pc

errant quiver
#

yeah

sly forge
#

ok go to WindowsApps

#

its in the program files folder under C:/

errant quiver
#

o

errant quiver
sly forge
#

wtf

#

what are you using

#

wait do you have hidden folders turned on

errant quiver
#

i am way out of my element

sly forge
#

turn hidden folders on and you should be fine

#

unless you also have developer mode disabled

errant quiver
#

i have hidden folders on now

#

but i cant open it

errant quiver
#

i dont have it disabled

errant quiver
#

oh well

#

i figured out how biome tags work. I'm just wondering if its possible to removal all default trees

#

without experimental features

hard cipher
#

How do chest items not disappear on servers and realms?

#

Don't the items just disappear if you add the structure by command?

sly forge
hard cipher
dull orchid
#

I will explain my situation again, I have an addon that I am modifying and the structures are not generated, I changed the conditional list and several things like the min engine version and format version, but it still does not work, would anyone know how I can fix it?
@sly forge

sly forge
hard cipher
sly forge
#

then it wasn’t saved properly ig

#

or its a BDS problem

zealous sedge
#

@delicate trench Sorry for the ping but do you know if the same condition can be set from the same scatter feature?

#

Is it possible to directly put the feature that is going to be generated and the cell that is going to be used there?

dull orchid
#

or Easy Minecraft Hosting is very nuce

#

Nice*

errant quiver
#

is it possible to add a loot table to a structure with chests in world generation?

sly forge
#

check out the bedrock.dev wiki

errant quiver
sly forge
#

yes?

#

you just asked that

errant quiver
#

hm

#

well i know nothing about loot tables and i dont have time to figure it it out

sly forge
raw cedar
#
         "minecraft:sandstone", "data": 2
        ], ```

- does this mob spawn filter work???
upbeat barn
#

Thats not how arrays work

raw cedar
royal bison
#
"minecraft:spawns_on_block_filter": [
            {
         "minecraft:sandstone",
         "data": 2
             }
        ], ```
#

try that

scenic kraken
raw cedar
sly forge
#

dUh

raw cedar
sly forge
raw cedar
#

It wasn't a question

sly forge
#

i mean if you know what arrays are it should be pretty obvious

scenic kraken
#

u have ur response

#

in the link

#

what's an array

brittle dove
#

h

scenic kraken
#

i

still wing
#

hi

sly forge
#

uhhh…how do i prevent structures from getting cut again?

sly forge
#

@delicate trench do you know? (pinging because i wanna post this patch tonight)

delicate trench
#

Yeah I found the problem, but unfortunately because of time I'm not gonna have a solution by "tonight"

#

If you want to figure it out yourself, it has to do with the return expression. Maybe start by subtracting 16 from it. That's not gonna do it outright, but maybe it'll point you in the right direction. I don't have time right now.

sly forge
#

ok

sly forge
#

i take the silence as a yes

royal talon
#

Can you remove… biomes?

sly forge
#

cant change biome placement or make custom biomes

royal talon
#

You can’t make custom biomes?

sly forge
#

nope

royal bison
dull orchid
#

mojang didn't return the damn conditional list

#

the structures haven't spawn

zealous sedge
#

And using scatter is a pain ☠️

dull orchid
#

💀

royal bison
#

when? I dont know, maybe the same time it takes to resolve the entities in the structures? maybe

raw cedar
#

What are the codes to generate Structures in the oceans?

raw cedar
#

Does anyone know how to make the Structure generate at the bottom of the ocean? like the ruins of the Ocean

royal bison
royal bison
raw cedar
royal bison
raw cedar
#

Generate ruins like oceans

#

Ruins

royal bison
raw cedar
royal bison
royal bison
#

@raw cedar I found this xd

zealous sedge
#

Sex

sly forge
#

zealous sedge
sly forge
zealous sedge
sly forge
#

nO

zealous sedge
#

Yeah

#

I show you the very powerful 24cm

scenic kraken
old sapphire
#

how do i generate a village ? (custom houses, roads etc)
new to world gen

thin fox
#

But if you get creative you can make something close to a village

old sapphire
#

isn't there any way to generate structures side by side ?

sly forge
#

scripts

#

entities

#

there’s quite a few

thin fox
#

But there's nothing straightforward like vanilla villages

lethal heath
#

Is there a way to make my biome extend all the way down to y -60

lethal heath
#

I beg of thee

sly forge
thin fox
sly forge
#

and i wouldn’t assume that as most of em mean actual biomes

thin fox
sly forge
#

oh hmm

lethal heath
#

It's not actually a custom biome

lethal heath
#

But I want it to extend deeper

sly forge
#

honestly idk

lethal heath
#

Well, it's actually gonna be a custom block that damages you when you stand on it unless you Crouch (so functionally a magma block) all the way down till you hit deepslate at which point it becomes a sort of gravel cave? But the second part isnt super important

sly forge
#

still pretty much the same thing

lethal heath
#

Yeah

#

Idc if I have to use features or whatever to do it tho

sly forge
#

i think there’s a way in the biome file

#

i just can’t remember what the component was

#

something about “base material” and “mid material” or something

lethal heath
#

Oh yeah that

#

There is a depth limit for that

#

I can't get the "foundation material" (the bottom one) to keep going past like 20 blocks

sly forge
#

hmm

#

what was that old one from the onion institute…

#

they did exactly what ur wanting

#

though its really old

lethal heath
#

I see...

lethal heath
#

Do you happen to have a copy of it?

lethal heath
#

Nvm I found it

worthy lynx
#

Hello, can someone confirm for me if structures are not generated in the soul sand valley? I'm trying to generate my structure there and it doesn't work.

olive ridge
#

are itterations in scatter features evaluated every itteration?

#

@sly forge

olive ridge
#

f

sly forge
#

i don’t really mess with them

olive ridge
#

oh no

#

now I must scramble to update my template

eager echo
#

Is it possible to overwrite or replace vanilla biomes with custom ones?

#

Not only biomes but also the cave system and ect..

eager echo
sly forge
#

some things cant be changed

eager echo
#

i need as much info as possibile to see if my project is possible

sly forge
#

biome placement

#

temperature

#

etc

eager echo
#

the vanilla cold biomes can become the custom cold biome

sly forge
#

i didn’t say you couldn’t replace the features

eager echo
#

it's fine if they are randomized

sly forge
#

i said you cant modify where they generate

eager echo
sly forge
#

no

upbeat barn
#

🤨 Does v.worldz and v.worldz not work anymore?

raw cedar
#

How do I fix this

#

The structure does not generate on the floor of the Ocean biome

#

Either you're floating or you're underground

#

I wanted vanilla minecraft style

raw cedar
#

There's no one in this chat, how depressing

soft turtle
#

How can i make a structure spawn just one time?

misty pivot
royal bison
#

thats the unic method

raw cedar
#

and it's not working

royal bison
#

uh

royal bison
#

maybe this helps

raw cedar
#

It's just generating like this

#
            "iterations": 1,
            "x": {
                "extent": [0, 16],
                "distribution": "uniform"
            },
            "y": "q.above_top_solid(v.worldx, v.worldz)",
            "z": {
                "extent": [0, 16],
                "distribution": "uniform"
            },
            "scatter_chance": {
                "numerator": 1,
                "denominator": 25
            }
        }
    }
}

royal bison
#

I dont know then, sorry

olive ridge
#

is structure_template_feature dead, or is there an alternative?

royal bison
#

it works for me (stable 1.20.41)

surreal knoll
#

Is it normal that structure_template_feature features load in relatively late? (like the world only seems to notice they even register that it was supposed to spawn the tree within 4-5 chunks around the player).
Testing out a addon I saw on mcpedl (Nature's Spirit), but the trees seem to load in really late 🤔
(stuff like flowers that are placed with single_block_feature seem to be generate without issues).

To be fair, the same problem happens with other packs too, so I guess it's a general problem, but just asking in case anyways.
(please ping when you reply)

surreal knoll
#

there is guides/docs in the pinned messages

modern pewter
#

Where can I get the updates features files?

modern pewter
#

I updated features files from latest apk. 1.20.40, I updated minimum version to 1.20.40 but I get these errors all over. Can't place internal feature type

upbeat barn
modern pewter
#

I simply want to make giant trees. but I either crash the game or get odd errors. But yeah. I'm on 1.20.40. I tried changing all feature and feature rules format versions to 1.20.40 too. If I delete all the vanilla feature rules then the errors go away.

modern pewter
#

Even if all I do is change the tree stats nothing seems to happne. Any advice.

upbeat barn
modern pewter
#

So I add my own feature to replace vanilla l. I simply want large tree. How would you suggest the correct SOP for that. Ive never even see a addon for them. i assume they are not possible..

upbeat barn
modern pewter
#

What is this? the templates

upbeat barn
modern pewter
#

Thanks, I was going the wrong way, trying to use the vanilla features and just change them. I'll try the other way. Were you able to change tree sizes?

upbeat barn
modern pewter
#

Great thats my goal today.

#

Someone said I could also place mcstructures is that still in exp mode?

delicate trench
#

That’s in stable now

modern pewter
#

Are there any guides. The wiki seem pretty outdate on the subject.

delicate trench
#

The example feature on the wiki still works, as long as you update the format version. Telling the game how to place it works the same as any other feature. Facing direction should be south if you don’t want random because other orientations affect how the game orders placement positions.

#

Lateral boundaries of any single feature are 48x48, or a 3x3 radius around the chunk where placement starts. To get the full 48x48 boundary you have to make sure the structure is placed at x and z values of -16.

modern pewter
modern pewter
#

I can only seem to get really small things to spawn in. Even without any log errors I wish if an structure was too big it would say something.

#

I don't understand this setting

upbeat barn
modern pewter
#

0,16 are only options. Do I miss understand that setting, you were saying 48x48

#

I can get 1 very samll house to spawn. But thats it

modern pewter
upbeat barn
modern pewter
#

Thank you.

modern pewter
#

What options would you suggest to get a dense forest?

modern pewter
#

the -16

modern pewter
#

I got some structures in but there are alot I can't figure why don't show up.

modern pewter
#

What are the suggested block_allowlist for trees and replacing softblocks.

    "block_intersection": {
        "block_allowlist": [
            {
                "name": "minecraft:air"
            },
            {
                "name": "minecraft:leaves"
            },
            {
                "name": "minecraft:leaves2"
            },
            {
                "name": "minecraft:dirt"
            },
            {
                "name": "minecraft:grass"
            },
            {
                "name": "minecraft:tallgrass"
            },
            {
                "name": "minecraft:yellow_flower"
            },
            {
                "name": "minecraft:red_flower"
            },
            {
                "name": "minecraft:log"
            },
            {
                "name": "minecraft:double_plant"
            },
            {
                "name": "minecraft:log2"
            },
            {
                "name": "minecraft:sapling"
            }
        ]
    }
}```
#

What am I missing?

#

For Y how would I get the lowest point instead of the highest? I'm having issue with large strucutures with foundations spawning in with grounded.

modern pewter
#

For example say I want a tree to be placed in the bottom of a valley, or the lowest point of the terrain.

sly forge
#

anything thats leaves

anything else is really unnecessary tbh

modern pewter
#

I'm trying to get some 64x64 stuff places and I just wont do it with grounded on

sly forge
#

and for something like that you can’t really ever guarantee itll be in a completely flat spot

#

it’s almost impossible to find a place THAT flat in Minecraft

modern pewter
#

Maybe I'm missing something but as far I can tell they gen just fine just not grouned.

modern pewter
modern pewter
#

How do you know that?

sly forge
sly forge
#

i want to do something crazy

i want to add the farlands back in (ive done it by accident before but not on the y axis)

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and then i want to add in new terrain beyond them

#

i was thinking of an addon name called “worlds beyond” and thats what i came up with

#

another thing i thought of is putting a border around a certain radius of the overworld and having 8 border worlds beyond it

misty pivot
#

That would be cool. Would that be possible tho?

sly forge
modern pewter
#

After addin heaven in the game now I have random vanilla underwater features floating half way in the sky. I have not changes any vanilla stuff. they aren't grounded as they are floating half way between the water and my heaven features. Any idea why ocean features would be doign this?

modern pewter
#

Here is an example

modern pewter
#

Is there a limit to how high a mountain will generate in vanilla?

modern pewter
#

Can I change that. Or is that in the biome side of things?

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My heaven realm is visible around 160. So it would be nice to flat down the top mountains just a little. I wish I could move the water to 0. But I want this to be a endless map and custom water level would mean a custom limited map, in my understanding

upbeat barn
#

🤷 Not sure, I doubt you can change vanilla biomes anymore

modern pewter
#

So mountain hight is in the biome settings.

#

Sorry, I don't know what controls what in world gen.

sly forge
#

if not its probably just vanilla as this happens all the time lol

#

structure gen in bedrock has been broken for a long time

sly forge
#

the only way around it is custom terrain

sly forge
royal bison
#

how can I set my structure that is generated by an aggregate and scatter feature his own height on the terrain, because it takes the height from the feature rule even if I use query.heightmap on the scatter

olive ridge
#

why is only the first feature placing?

sly forge
olive ridge
#

bruh

#

gotta love how the game doesn't even compalin

#

pos

sly forge
#

i can’t guarantee it’ll completely fix this tho

modern pewter
sly forge
modern pewter
#

Sure. But any reason why.

#

What do I change in them to stop it?

sly forge
#

but that will definitely look weird

modern pewter
modern pewter
#

If I have a flat map. Can I generate custom features on it?

modern pewter
#

Thats a bummer

modern pewter
#

So you can start with a flat map then turn on generation in nbt/map editor. So that works. My problem is it overwrites by flat map content. So I now need to figure out how to turn off vanilla featrues

modern pewter
#

Are there any filters for world gen based on the age of the world. For example in first 100 days I want medievil gen, but at 200 days I want modern world. 300 days space age....

delicate trench
#

You can’t re-generate a chunk after it’s been loaded, if that’s what you’re asking

modern pewter
delicate trench
modern pewter
#

But there no known way to just stop something vanilla from generating. Say I want to stop all vanilla trees.

upbeat barn
modern pewter
#

that perfect.

#

So I can change the rules but not the features? Or some of the rules

#

I'm having a hard time knowing what I can and can't do

upbeat barn
#

Just set the biome filter in the feature rules to point to a nonexistent biome tag

modern pewter
#

Perfect. What about land. Anyway to stop land generation since biomes are broken?

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Someone asked for a water world which I have but it has no generation on it. If I can turn off the vanilla land I can fix that.

soft turtle
#

how i can run a biome.json for 5 minecraft days???

soft turtle
modern pewter
#

me too

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but with features

soft turtle
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???

modern pewter
#

I have the same questions but I know biomes are a mess. I want to generate a feature for 100 days then stop. Then generate a diffrent feature after 100 days..

thin fox
sly forge
#

those are not exposed iirc

modern pewter
#

no but i do need to turn of ships. They are floating if I have heaven above them.

#

Even though heaven is at 310. For some reason they avg it and end up in the sky.

sly forge
#

wait i WAS right

#

confus

modern pewter
#

welcome to my world.

#

When I added Heaven in with features and rules. Some vanilla stuff I find in the middle of the sky floating mainly ship wrecks and some ocean gen stuff. Not much just 2-3 so it's fine. Just odd.

sly forge
#

you can try the same seed without the pack and go to the same coordinates

#

thatll tell you

modern pewter
#

example.

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Started after I added this. #1067870310055022672 message

raw cedar
#

silly little question

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What is interactions and scatter change

#

Scatter chance is the chance to appear in the world, right?

#

While interactions is the number of things close to the same thing

#

I'm trying to find a good pattern

sly forge
#

correction: iterations is how many times a feature has a chance to generate in a chunk (16x16x384 is maximum)

#

scatter chance is the chance it will evaluate an iteration

compact crescent
#

how do i make a scatter feature generate more than one feature?

upbeat barn
compact crescent
#

what? i meant more that one different feature, like multiple feature files

#

or how to make one feature rule control multiple features, it doesn't matter

delicate trench
olive ridge
#

does anyone know if features can place a new block after they've already placed a block in the same spot?

sly forge