#World Generation General
1 messages · Page 3 of 1
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
I’ll be able to start working on an example in like 20 mins
Yeah maybe your setup will be more efficient than mine haha. No rush tho if you're busy with other work I get that
(I'm meant to be doing other work too 😬 )
it could definitely be done better than this
don't even have the air or water system yet
officially not what I wanted lmfao
if you ignore the floating vines and such it works
no idea how these slipped thru the air column
awkward
dumb mistake and lost my files lmao
phew got everything setup again
only just remembered how lmao
Done 👍
It's not perfect. It has the same problem you ran into here. But it's a lot less complicated. You can fine tune the terrain yourself, I just used a basic q.noise call.
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.
Oh sick ty! I'll look into that when I get home. Much appreciated
What's value noise? Would some combination of trig functions still be less taxing than q.noise?
Just about anything is less taxing than q.noise lol
But q.noise is so nice 😔
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.
So you kinda lose the extra randomness from Perlin's offset vectors, but Perlin has directional artifacts anyway so eh ¯_(ツ)_/¯
Right, fair enough. I did some tests a while ago with sine based noise and it was alright
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
Yeah lmao here's the only gif I could find of the sine noise
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
Yeah, if it works, it works
Ahh v.worldy is what I was looking for but couldn't figure out!
For whatever reason my system seemed to be a lot faster. I will continue looking into this to hopefully figure out why
Or maybe I'm just not seeing something and it wasn't
.
@delicate trench idk if u know this or not but there's something else u cant do with ur terraria addon
dungeons
theyre orderly but theyre also cavelike, too natural to use a dungeon generator for without doing some crazy stuff
I've got my dungeon generator wip tho and it may be suitable
dw about it, that wasnt how i planned to make the terraria dungeon anyway
also, i havent thought about the terraria addon in literal months lol
Yeah valid
Is there a good way to modify things like ocean monuments and strong holds?
unfortunately no, to my knowledge
oh and look who it is lol
the person i talked to about that chest addon (creator)
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
OH
I just want to void the blocks and put in a frame/spawner
u want custom structures to spawn or no?
I would like the vanilla ones.
oh hmm
Just want to put some blocks back if i void the area
Like a micro monuement spounge room
in that case, void out every block in the entire game that doesnt make up those structures
Yeah but i want to put something there so the player knows that there would have been a structure
uhm nvm im not sure what ur getting at here
So assume i void the world
I would like to make the world playable without using chunkbase. including getting guardians
oh uhm...
yh thats not possible, the feature rules for vanilla structures arent data-driven afaik
So i cant put a portal frame in and have ender pearls go towards it.
Just trying to figure out what i can do vs cant. I know i can void out the world
nope not without doing everything custom
hmm.
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.
but that got reall slow.
also you shouldnt have ruined portal troubles since you want those
And got much worse in 1.20.30
are you doing it with single block features only or r u doing it with columns?
columns its much faster
i was doing it with single block features.
yh thatll do it
Yeah... it worked but will the colums replace blocks that i dont want replaced? Like can i do the "replace only"
yes, its just an aggregate iirc
Sorry got it to work and stopped fiddling until it broke.
lemme check my custom terrain files
nvm its a bunch of scatter features hooked up to an aggregate
nvm again yeesh
its been a while lemme figure this out lol
ok its single block features hooked up to an aggregate feature that gets placed by a scatter feature
the scatter feature is what generates with feature rules
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
hmm idk then, could be just the sheer amount
might just have to go full custom
ofc guardian farms would require chunkbase tho
Yeah. if i went full custom i would just load a structure every chunk that is air.
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...
and youll have issues with mineshafts partially appearing
yeah i know that problem
nothing i can do about that.
I have been playing with this on and off since 1.16...
- 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
And all the water features for sea grass and coral
Because the replace with air leaves water on layer 1 of the world file
those shouldnt generate with a void pack because coral needs a support block
Basically i disable all the features.
And i guess i would have to put in strongholds manually...
And the player would have to find them randomly
youll never be able to get it exactly right
not unless Mojang fully 100% data-drives worldgen
I wonder if i could mess with the path finding algorithm for the ender pearl using API....
you can
or just replace enderpears with custom ender pears and point them to the correct spots.
you can do that too
then i would have to put the portal frames in fixed spots... not based upon the seed...
I dont think i have access to the seed
So if i generated the location based upon the seed... then i wouldn't know where to look.
it really is unfortunate that bedrock is so limited
I have been mucking about with it for a few years. it isnt as limited as people think. you just have to be creative.
Usually there is a work around...
ik this personally
Many people have told me things were impossible... and they were just requiring a new perspective
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
i used command blocks :p
I mean... Structura (litematica for bedrock), Chunk borders, UHC, decent sky block... i was told all were litterally impossible... but they all work.
Ig technically couldnt you just replace all the prismarine in a world, and then in a later palcement pass place prismarine adjacent to sponges? Though Im not sure if that will work
pretty much every modded java player is like that ngl
Right now i am having trouble with lag when replacing blocks of specifi types.
So the issue is just optimization then
Like things that loaded in 30 seconds in 1.20.10 take 20+minutes to load now
Yes it is an optimization issue.
unfortunately Molang is unoptimized for what ur doing
Just looking for ideas.
its even worse for 3-plane 2D perlin
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
or a structure in an ocean biome that has a spawner
kill mojang 
My goal is to play skyblock as vanilla as possible without the need for chunkbase.
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.
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.
There were sky villages... and other random things that were fun... Just trying to get that working again with the least amount of lag.
as i mentioned ur probably better off with custom structures that resemble vanilla ones as much as possible
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
HCSS?
Hard coded structure spawns
oh well
IE guardians.. blaze, ECT
the list for structures without HCSS is really really long.
trees
caves
ores
thats all i really know unless something major changed in this version (havent updated yet)
Yeah... the list for things that have it is Witch huts, outposts. fortresses, ocean monuements.
much more laggy.
yeah but that isnt a structure spawn
Java has the same problem without mod loaders
IE in the game code there isnt a single block in the X-Z space that spawns unique monsters for it
yeah strucure spawns...
bastions are hardcoded and do have higher chances for piglins afaik
no guarantees on that one tho
not like there's really a point to that either
hmmm...
monuments u can use an explorer map
i dont think so for witch huts or outposts tho
do mansions have structure spawns?
awh maan
geez honestly why couldnt Mojang have added a blacklist function or the ability to whitelist multiple blocks for single block features
In Legends there is a blacklist feature 😔 Legends took all my gripes with Bedrock and fixes it there
wish Mojang would add those things over to the game where the engine originated from
they dont pay enough attention to their main product lines where ALL their money is
the love java and their other pet games... but seem to not really focus on bedrock much even though it is the money maker.
ikr
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.
I dont think that is on the roadmap... doesnt have access to biomes either. just blocks and entities.
actually it might be because Kayla asked about it at some point how the API would help worldgen in the future
To me. the more i can do in JS and the less i have to do in molang.. the better
i don’t like whats going on with molang
it feels a little messy sometimes
and it isn’t a complete language, it’s missing a few basic operators
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...
inputs a 2 in the machine code
Did 1.20.30 broke scatter features?
how would you go about making a feature that generates the same as river clay
uhh…block intersection?
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 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_passfirst_passbefore_underground_passunderground_passafter_underground_passbefore_surface_passsurface_passafter_surface_passbefore_sky_passsky_passafter_sky_passfinal_pass
Note that the pregeneration pass is reserved for carver features.
#bot-usage for future reference :)
Sorry
No worries
whats the biome tag for cherry biome?
no idea
its not documented on wiki
"mountains": {},
"monster": {},
"overworld": {},
"cherry_grove": {},
"bee_habitat": {}
thank you!
they removed the conditional lists ☠️
same
This is nightmare 💀
☠️
Does anyone know how to fix it?
Yo, new to world gen stuff, just wondering what is and isnt possible anymore
any info or vids are appreciated
search on wiki.bedrock.dev, features category
I have a problem
'minecraft:structure_template_feature', which is considered internal and thus not compatible with this engine version of the game.
Update your min_engine_version to 1.20.20
Thanks, I didn't read the Release Changelogs carefully
Where do ya do that? I forget
Your manifest.json
"min_engine_version": [1, 16, 0]?
Yerps
Do I like, change it to 1 20 20 or…? I made this pack ages ago and kinda fogor
Yep
Thank you!
I just copied a world from a realm but when I try to use /reload it won't let me
Why?
Is there any list of the features out of experimental?
What about ones that were deprocated... because there are many that we can't access anymore
yeah i found that.
Talking with bud in another channel. trying to figure out what changed...
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
Broken how?
If I recall, 1.20.30 will not allow custom feature rule to place vanilla features
aah
exactly as you said you cant place vanilla features...
BUT you can place some
Ofc...
Mojang moment
So now to making custom features that look kinda like vanilla features...
Do the ones that work have anything in common?
CC: @quartz tangle Is this intentional? Feature rules can place some vanilla features now rather than any
I believe that the red ones are "no" the yellow ones are yes and the white ones are also yes
And i think the common denominator is that they are not "hard coded"
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
And there are some that dont have feature rules... Like nether ores for instance.
It is a bit all over the shop... so kinda typical.
@dim sentinel can you not place them through an aggregate? I think I saw someone mention that
How do you get a block name...
what r u trying to do?
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
See if a block is air
or not
ooh it is in block components...
just needed a few minutes to wake up...
Nevermind still looking
Aah my problem is block.typeId is not in stable
thats how yah do it lmao
hmm
yh should probably be using 1.6.0-beta then
no
I should not use betas unless i am doing something experimental
The answer of "just use betas" is why we had the bug where 1.20.30 couldn't load 1.1.0 ui
using betas is the last resort, not the first one... I teleportTry in my case
true
i switched my addon over to using scripts only to find out that the component i need is in beta and that my dungeon rooms didn’t generate properly
At this point i am pretty much done with betas.
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]})
}
}
It is so ugly it breaks discord syntax highlighting...
wrong
testforblock is no longer a valid command
ur gonna have to use new execute
“execute if block”
thats the new command
It works
and we already have getBlock
We dont have block.typeId though
we just have permutations
and that requries block.typeId
const block = player.dimension.getBlock(x,y,z).typeId;
In stable?
Not there in stable https://stirante.com/script/server/1.5.0/classes/Block.html
IE 1.5.0 I wanted to use that.
I dont use beta. because nobody else tests stable... and that is how bugs stayed in for 3 months.
yup when mojang fixes the bug with tryTeleport... or when block.typeId is added i will fix it
But until that actually is in production... i have horrible hacks
xd
but this method seems really reliable
FYI. it is still command highlighted. I am not using /execute
The /execute one is removed.
because i used to use it and it didn’t work after 1.19 dropped
…oh wait it didn’t work cuz i implemented a more reliable block detect nvm
No worries. this seems to be good enough for my cases. I tested 40 itterations and it does work.
Sorry for off topic realized I thought I was in the script chat
its fine
hiiiiiii , can you fix some issue in mc map
For more information on a result, use </wiki details:1051148733145952370>
Does anyone know how I can generate a temp that generates a column at > 0.5?
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.
So... this isn't related to world gen... no bps are loading in my install
hmm…are content logs turned on?
or are they just not importing
Well there is a bug
That if you have a specific set of file system settings it won't work
Kinda like how there is a bug where you can't export structures to OneDrive folders
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
My structures are not showing
Small Structures were supposed to be appearing in the SoulSand valley
send the full feature and feature rule
"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"
]
}
}
}
} ```
Feature
send the rule too
"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]
}
}
}
} ```
Feature rule
found it
ur format version is wrong
set it to 1.20.20 and set the manifest to 1.20.30
It's strange that I use this version format in my other Structures and everything is working perfectly in them
Even in the Nether
This structure stopped working
and when was the last time you checked
The others are working
Today
I put the same code that I use in my structures, the same codes and only this one is not working
.
What do I have to change to this format?
just do it.
1.20.20 it’s literally right there
CHANGE. FORMAT. TO. 1.20.20. IN. THE. FEATURE AND FEATURE. RULE.
Now this is how you explained
do this and it will work
I'll try
still not working
No, I created a new world
and make sure ur using the development behavior packs folder
No error log
how tall is the structure
2
is it an entity
are you sure the content log GUI is turned on? double check
No error log
i said double check to see if the log is turned on
well there cant be one if its turned off
just do what i asked
make sure its turned on
because you may have thought you turned it on but didn’t
for your happiness
I hung up
I logged in
I created a new world
And it still doesn't work
I'm not new to creating addons friend, I know there is error content
OK? If I'm saying there are no mistakes
It's because there are no errors
you took a whole ass roundabout way of answering a yes or no question
No error is appearing, the code is correct
I live with the error code on, it's never off
My god friend
i cant assume that with anyone because assuming someone has them on is stupid
anyways does the structure use custom blocks
I'm not new to addons, you're talking as if I were a Neanderthal
i want you to be straightforward so we can find the problem now seriously just answer my questions
The structure is made up of two customized blocks, 2 tall and 1 by 1 wide.
any experiments enabled?
This is my only Structure in the Nether that is not working, the other Structures that contain custom blocks are working perfectly
Yes friend, the addon is working for a reason
If I had turned it off I would have millions of log content errors
…once again i cant assume that either because i don’t know anything about the addon
What's wrong is that you're asking questions that have nothing to do with the subject
it has EVERYTHING to do with it
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
I just want help with the problem man
How do you say something has to do with what it could be?
ive been having issues with structures not loading via import recently, can you place another structure using the same feature rule to check?
This Structure has the same code as other My Structures
With the version format you asked to change
im asking this for a reason
The format less than 1.20.30
the structure block has also been a bit buggy recently
And they work
I will test here
Because I've been using the same addon for the structure block for months
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
I think the error must be in exporting the Structure via Structure block
yh that’s probably it then
Two other Structures that I updated yesterday are also not generating
re-export them
then ur problem should be solved
man Mojang needs to fix structure blocks
When I use /Structure load they appear but they are not generating in the game
hell you cant edit animation time if you already have an animation time in it
If it's not working with the Structure I created today, what's the point of re-exporting it again?
because if its a structure export problem it’ll possibly be fixed
It will be? So what do I do??
just do what you did to export the structure before
Do I enter the world and export the Structures again? I'm on version 1.20.32
except use a new structure block
New?
yes just break it and place it back down
Ahhh, I thought you were talking about downloading another Structure file
I'll test it here again
well, two of the Structures returned to generate
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
is the tag correct?
Yes
q.heightmap in the nether puts features on the nether roof. You have to use uniform distribution with a snap to surface feature instead.
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`.
You can look at this example if you've never worked with snap to surface before (though keep in mind the wiki's format versions are outdated and will need to be changed)
https://wiki.bedrock.dev/world-generation/feature-types.html#snap-to-surface-features
thanks
ugh...
@muted ether wasnt there a way to guarantee a certain amount of space between structures?
You mean supertiling?
whats that
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.
im wanting to guarantee at least 1000 blocks between these dungeons
using math.floor?
Yes, what else? lol
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
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
They won't
hmm...
But that size variability is kind of annoying
If 1000's what you want though, I'll stick with that
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
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
im not either lmao
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
ty
does scatter chance work with this
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.
how do i go about this
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
Yeah, since (I assume) your tower is one structure you can use scatter chance
yh its one structure, but it might end up having variants later on
depending on biome generated in
can I modify vanilla feature rules like ore features?
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?
send the feature and feature rule of one of the structures
Or any content log errors ^^
No errors appear, literally they do not appear, they are not generated and I have already spoken to several people but there is no way.
Yes one moment
Feature rule
@sly forge
Archive?
- ur format versions are wrong
- 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
It didn't come with the addon
What version format do I put? and in what files in both?
where?
1.20.20
and set the manifest to 1.20.30
shit how did I know
it's already changed
Regarding this, what should I do just remove all off?
change it to any_of
yes but where in feature rules and where exactly
@dull orchid
all_of: todas las condiciones se deben cumplir
any_of: cualquiera de las condiciones
Halo, what are you doing here?
hi
ya me iban a funar
reading other cannels
ah ok
good
Nothing remains the same, I just created a world and it is the same
XD
I put all that in all the feature rules
did you change the feature format version too
feature too?
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
one moment
what are you talking about?
scatter_chance
none of the features and features rules files have anything like that
wrong
ur using a molang value atm
im suggesting using the other way, which allows things to be even rarer
I already saw it, I'm damn blind xD
Ok, what should I put there then?
💀
lol
is it worth 1250 in each feature rule?
why lol? He only ordered me to read more than 500 lines xD
1250 is relatively rare, youll see them decently often but it wont be crazy
remember thats the denominator
I mean then there couldn't be another way for them to appear?
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
ok
I'm going to test if they finally spawn
nothing, there is no way for them to appear@sly forge
idk then
What is idk?
…by exporting the structure
if youve never exported the structure no wonder it wont generate
but where is that done from within the world?
if you don’t know how to use a structure block im not helping
I don't understand what you mean by this, what you want me to do is import them into a world and take out the structures again?
no
use the world you built the structure in
just replace the structure block and export the structure
em, it's not my addon, it's one that I downloaded and am modifying, it's called deadzone
then idk i cant help you
anyone know why this is happening??
ur format version probably isn’t set to 1.20.20
where are you getting this information. Every source of documation i go to doesn't speak of this
it should be listed on bedrock.dev
i was getting that info straight off the 1.20.30 changelogs
wheere
i dont even know where they are at or heard of them
theres nothing here about the format version for features
there is
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
i see where this is but it said nothing about the features
regardless my pack doesnt even work anymore
if something is released in a format of something or higher generally thats how it is for EVERYTHING released into stable for that version
1.20.20
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
because a birch forest is still a forest
thats not how tags work silly
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
if you want it to spawn in forests you select forest
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
you can view tags of different biomes in BDS files under definitions
where 😭
i dont know 😭
are you on pc
i dont have that folder
turn hidden folders on and you should be fine
unless you also have developer mode disabled
i dont have it disabled
oh well
i figured out how biome tags work. I'm just wondering if its possible to removal all default trees
without experimental features
How do chest items not disappear on servers and realms?
Don't the items just disappear if you add the structure by command?
uhh no? if the chest had a loot table added itll randomized
and if theres stuff already in the chest itll save
The loot was saved in the structure, however when loading on servers the chest is empty, on a private map it appears normally, on servers the loot only appears when I use the command to load the structure
Isn't there some way for them to reproduce?
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
if ur using aternos thats ur problem
But in realms it also happens
@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?
server pro is the best free minecraft hosting
or Easy Minecraft Hosting is very nuce
Nice*
is it possible to add a loot table to a structure with chests in world generation?
yes and it has been for some time now
check out the bedrock.dev wiki
a custom structure?
.
"minecraft:sandstone", "data": 2
], ```
- does this mob spawn filter work???
Thats not how arrays work
Array???
Array is when you use [ ]
"minecraft:spawns_on_block_filter": [
{
"minecraft:sandstone",
"data": 2
}
], ```
try that
P Why are you tagging me in this?
because its in response to your message
dUh
What message, I don't remember asking for anything
you literally asked about arrays
I hadn't asked for anything about the array, I had just said array because I hadn't understood what the guy was trying to say.
It wasn't a question
i mean if you know what arrays are it should be pretty obvious
burh
u have ur response
in the link
what's an array
h
i
hi
uhhh…how do i prevent structures from getting cut again?
@delicate trench do you know? (pinging because i wanna post this patch tonight)
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.
ok
is the return expression the one with 688 in it
i take the silence as a yes
Can you remove… biomes?
nope
cant change biome placement or make custom biomes
You can’t make custom biomes?
nope
only simulate them with noise
Yeah
And using scatter is a pain ☠️
💀
Devs said they were going to bring it back
when? I dont know, maybe the same time it takes to resolve the entities in the structures? maybe
What are the codes to generate Structures in the oceans?
feature rules, has_biome_tag, ocean
It is not that simple
Does anyone know how to make the Structure generate at the bottom of the ocean? like the ruins of the Ocean
simple question, simple answer
thats more specific, you need to use query.heightmap in the feature rule for that
I tried using this query and it didn't work
it generate on top of water?
I know you want to generate ruins, but what happen when you use query.heightmap?
Nothing, I can't even find the Structure
hmm, I dont know what type of placement pass you need to use for ocean structures
try using query.above_top_solid instead of query.heightmap
@raw cedar I found this xd
Sex
…
XD
grabs knife, chops off ur reproductive organs
nO

how do i generate a village ? (custom houses, roads etc)
new to world gen
You can't exactly do that
But if you get creative you can make something close to a village
isn't there any way to generate structures side by side ?
command blocks
scripts
entities
there’s quite a few
But there's nothing straightforward like vanilla villages
Is there a way to make my biome extend all the way down to y -60
I beg of thee
its not possible to make custom biomes
I think they mean a feature-based biome
no way to actually know if they don’t respond
and i wouldn’t assume that as most of em mean actual biomes
They talked about it before
oh hmm
It's not actually a custom biome
It's a custom biome that just replaces the jungle biome
But I want it to extend deeper
so ur wanting like an underground jungle, basically?
honestly idk
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
still pretty much the same thing
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
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
hmm
what was that old one from the onion institute…
they did exactly what ur wanting
though its really old
I see...
Do you happen to have a copy of it?
Nvm I found it
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.
f
i don’t really mess with them
Yes
Is it possible to overwrite or replace vanilla biomes with custom ones?
Not only biomes but also the cave system and ect..
to a point
which point
some things cant be changed
such as?
i need as much info as possibile to see if my project is possible
i need all the vanilla biomes to be replaced
the vanilla cold biomes can become the custom cold biome
i didn’t say you couldn’t replace the features
it's fine if they are randomized
i said you cant modify where they generate
oh
what about the cave system can it be overwritten and how do you change their shape?
no
🤨 Does v.worldz and v.worldz not work anymore?
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
There's no one in this chat, how depressing
How can i make a structure spawn just one time?
I'm pretty sure that error was here before 1.20.40. I just ignored it, as my custom generation worked...at least until they stopped generating after 1.20.40.
use query.heightmap
thats the unic method
uh
maybe this helps
Dude, I'm using the codes from the website
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
}
}
}
}
I dont know then, sorry
is structure_template_feature dead, or is there an alternative?
it works for me (stable 1.20.41)
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)
there is guides/docs in the pinned messages
Where can I get the updates features files?
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
You sure you manifest.json min engine version is set to 1.20.40?
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.
Even if all I do is change the tree stats nothing seems to happne. Any advice.
Huh, I think that if youre editing vanilla features its not allowed anymore. You can edit the rules but no the features
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..
What is this? the templates
No, just an example addon that uses the VANILLA feature rules and places CUSTOM features
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?
Yes, you can make a custom tree features that has the configs you want, find the vanilla feature rule that places the vanilla tree, change the rule to place your feature instead
Great thats my goal today.
Someone said I could also place mcstructures is that still in exp mode?
That’s in stable now
Are there any guides. The wiki seem pretty outdate on the subject.
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.
Example feature btw https://wiki.bedrock.dev/world-generation/feature-types.html#structure-template-features
hmm, most of these tree structures are 64x64x64 because thats the structure limit and we wanted as big as we could. Is there a way scale or still use these with out having to redo them?
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
Seems like youre overstepping the boundaries for the adjustment radius
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
I was more asking what is adjustment_radius if it can only be 0,16?
Thank you.
What options would you suggest to get a dense forest?
Is this in the structure when I make it or in the feature rule?
the -16
I got some structures in but there are alot I can't figure why don't show up.
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.
For example say I want a tree to be placed in the bottom of a valley, or the lowest point of the terrain.
anything thats dirt
anything thats leaves
anything else is really unnecessary tbh
I'm trying to get some 64x64 stuff places and I just wont do it with grounded on
you can’t generate a 64x64 structure at all actually, not without using command blocks
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
Maybe I'm missing something but as far I can tell they gen just fine just not grouned.
Do you have a link to the docs where the limits are? I haven't been able to find anything
48x384x48
How do you know that?
uhm…its common knowledge?
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)
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
That would be cool. Would that be possible tho?
possible is an understatement
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?
Here is an example
Is there a limit to how high a mountain will generate in vanilla?
Can I change that. Or is that in the biome side of things?
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
🤷 Not sure, I doubt you can change vanilla biomes anymore
So mountain hight is in the biome settings.
Sorry, I don't know what controls what in world gen.
are any of your islands above it?
if not its probably just vanilla as this happens all the time lol
structure gen in bedrock has been broken for a long time
its biome, you cant change it sadly
the only way around it is custom terrain
some things can still be changed but it cant affect terrain or biome placement
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
why is only the first feature placing?
format version is wrong for one thing
the proper format for features and feature rules is 1.20.20
i can’t guarantee it’ll completely fix this tho
solved
yeah heaven is generating in the sky at 310
Presented by CyberAxe of www.OutLandishlyCrafted.com
Tip and Support Welcome, it takes hordes of hours to provide free support.
HTTP://www.OutLandishlyCrafted.com
#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype #live
might be the problem lol
cant really stop it unfortunately, not possible to change vanilla structure spawning, u might be able to get away with heaven not generating over oceans
but that will definitely look weird
bummer. maybe I can disable it somehow.
If I have a flat map. Can I generate custom features on it?
Thats a bummer
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
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....
You can’t re-generate a chunk after it’s been loaded, if that’s what you’re asking
It's been doing it for me when I'm using custom features. I change the features or rules reload map updates with out moving or loading new areas.
Probably something to do with what's being saved (e.g., some chunks couldn't save properly). But it's not supposed to work like that, so don't rely on it.
But there no known way to just stop something vanilla from generating. Say I want to stop all vanilla trees.
Besides just setting the feature rules to generate in no existent biomes?
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
Just set the biome filter in the feature rules to point to a nonexistent biome tag
Perfect. What about land. Anyway to stop land generation since biomes are broken?
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.
how i can run a biome.json for 5 minecraft days???
@thin fox I have this file and I want to know if it's possible to run in for 5 Minecraft days and after to stop
???
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..
Well biomes are set in stone after being generated
his issue is shipwrecks
those are not exposed iirc
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.
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.
floating shipwrecks is normal tho, but i haven’t seen what ur looking at so idk if it’s normal broken bedrock worldgen or if its actually your addon
you can try the same seed without the pack and go to the same coordinates
thatll tell you
#1067870310055022672 message
example.
Started after I added this. #1067870310055022672 message
silly little question
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
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
how do i make a scatter feature generate more than one feature?
Increase the iterations?
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
If you want a feature to place multiple other features, you'd use an aggregate feature. Check this link for documentation:
https://wiki.bedrock.dev/world-generation/feature-types.html#aggregate-features
does anyone know if features can place a new block after they've already placed a block in the same spot?
…i don’t think so, at least its not supposed to

