#World Generation General
1 messages · Page 4 of 1
Yes, they can. Goes without saying, but whatever's evaluated latest in the feature tree is what shows up in-game. If you were to, say, also place a structure feature and tree feature that intersect with that position, assuming both placements succeed, you'll see the rest of the structure and tree feature in the surrounding positions.
I'm currently dealing with a strange bug where some world gen isn't placing anything after updating to 1.20.20, but no errors are thrown
Lots changed in 1.20.30 I'd update your files and code
he already updated
try 1.20.30 ig
i don’t have issues so idk
i really don’t know
I got all mine working once I moved everything to 1.20.30/1.20.40 including manifest min version. I've spawn stupid numbers of stuff.
I kept thinking it was broken because of grounded and other issues but I just dind't understand how hard it is to place stuff with a large solid fountain.
Maybe turn off gounded and test it
im…having no issues with grounded
What size are your structures? Do they have solid foundations?
wdym by solid foundation? and its 31x98x31
the first layer of the structure blocks. For examle my trees with a small foundation but massive branches place way better than a park or field that has a large foundation.
i mean the base of the structure is like
3 blocks
but that part is underground
what features other than ore_features can stop chorus plats from generating? ore_feature makes a lot of lag and breaks on your render distance, i am trying to clear the end dimension from everything except end gateways.
Try single block features + scatter feature like other void generation?
doesn’t work fully unfortunately
and there’s actually no way to fully get rid of the small islands, those behave similarly to a dark oak forest with a void pack
except small islands cant be disabled by feature rules
that doesn't work on chorus plants
setting ore_feature to 17 blocks seems to get rid of all chorus plants by replacing end stone with air, but it's so laggy, do you know an efficient way to do it?
irdk
Question: What does branch_altitude_factor do?
geodes? is it more lag efficient than ores?
i don't have to get rid of small end islands by the way, large islands, chorus plants and end cities have to go, end gateways and small end islands may stay as long as they don't get distorted by the chorus plant clearing method. so what i want is an end dimension with only end gateways and full small islands
How to solve
structure void
/give @s structure_void
fill every block that you don’t want to clip into the ground like that
Thanks
You should be able to use fill with keep if you need to do a larger area. I need to do this too.
i have dealt with the cities already, and i probably can find a way to save the small islands shape. send it to me please
Hello, I would like to create a feature that allows me to create a Map with a spawn biome defined from coordinates A to coordinates B. Is it possible or not?
Hey y'all, i made a feedback post about Bedrock's custom world gen system. If y'all can read it and leave feedback there that would be appreciated
Question: Can I only use structures in that 1 world gen type or can I use them in others too?
I need help
Structure
Feature rule
feature
In Game
What's happening
Why does it generate like this?
Because
I can't take this generational shit anymore
I just wanted to generate a village
There must be someone experienced in word generation here
Use structure voids around it, I think. Do't allow it to replace those blocks. Are 2 options
Using Structure void doesn't do any good
I'm using this shit
It's not doing anything
I've tried everything
The structure only generates faith like shit
I will have to remove the addon framework
I've been in this structure since 8 am
The structure does not create the right
It just generates like this
I don't know how to solve this
What fucking structure
I hate
Calm down with the curse words. Open a post so it doesnt flood the channel
How big is it?
28x10x32
try setting x/z to (-16, -15)
Try splitting it into sections, and the main section have always active command blocks delayed in more or less 100 ticks that load the rest of the structures, using the /structure command
Or a dummy entity with the same idea
I already gave up on her
where do i get info on using a random building generator throughout ?
what exactly do you mean
world gen for custom buildings
idk what you mean
do you just mean a custom structure or do you mean a random-layout structure?
Like when villages spawn or random builds.
so random-layout
what exactly are you trying to make?
you mean randomize a house? you could use weighted feature
Spawning buildings.... randomly through the world when a new chunk
A chancd
Chance
Scatter or something
you cant via features because of chunks limitations, use entities instead
Chunk limitations?
I thought we were able to use structure blocks to scatter chance builds around
the structure size limit is 48x48, otherwise your structure get cuts
thats what I mean
you can under 48x48 size
Oh ok
you cant scatter an structure 100 blocks far for example
Is anyone else here experiencing the structures not generating thing
nope, all is working ok
Huh
Cuz for me all the custom structures in my addon just doesnt generate
The mcstructure files arent being recognised
/structure command doesnt seem to spawn any structures at all (even the knes that were working
hey, is there a way to put now blocks with rotation
in 1.20.50 they added the block rotation
for structures
I think they rotate with the structure by default
If you mean custom blocks, using the block traits should work now
alr
I'm trying to generate a plant with rotation naturally but for some reason it is not generated, does anyone know why?
In my experience, it still doesn't work.
this happened when I used /structure with 90_degrees
same with trapdoors
and minecraft:queued_ticking stops working when I generate the customs blocks with /structure
Is there any way to prevent chorus flowers from generating?
Are you able to replace them with air through the final_pass
Is it viable to add custom stalactites and stalagmites
Growing plant features might be what you’re looking for
https://wiki.bedrock.dev/world-generation/feature-types.html#growing-plant-features
Thanks I'll give it a go
Question: Can you use structures in grid features?
In the BDS zip file or your windowsapp folder
I have a question...
The features and features rules does work in minecraft bedrock 1.20.51.1 ?
Update your manifest min engine version to 1.20.50
Nothing
False alarm!
Yes, it worked lol.
I just forgot to change the format_engine in the manifest.
isnt 1.20.30 the min? now is 1.20.50?
Its always good to update your min engine version 🙂
true, except if a function is deleted xD
Does anyone know how to edit world files? I'm looking for a way to have a world generate Optimally like the Java "Tunnelers Dream" except it generates all the Overworld Biomes instead of just one.
i don’t think you can do that by editing world files
youll have to use molang-based terrain
I'm not a modder, so I do not know if I am even asking the questions correctly. But what is Molang-Based Terrain?
i want to get started altering the world generation. i want to make rocks start generating on the surface
it’s basically like making the terrain yourself except you use Molang, a custom language, to make the mathematical calculations to allow it to generate
similar to how Minecraft terrain is made
just…not as advanced
and you can very well make a flat world with biomes using it
just villages wont generate on top
because Mojang is dumb and wont let us modify that stuff
{
"format_version": "1.13.0",
"minecraft:feature_rules": {
"description": {
"identifier": "mob:prismin_crystal_feature",
"places_feature": "mob:prismin_crystal"
},
"conditions": {
"placement_pass": "underground_pass",
"minecraft:biome_filter": [
{
"any_of": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "overworld"
},
{
"test": "has_biome_tag",
"operator": "==",
"value": "overworld_generation"
}
]
}
]
},
"distribution": {
"iterations": 9,
"coordinate_eval_order": "zyx",
"x": {
"distribution": "uniform",
"extent": [
0,
16
]
},
"y": {
"distribution": "uniform",
"extent": [
29,
65
]
},
"z": {
"distribution": "uniform",
"extent": [
0,
16
]
}
}
}
}
Does anyone know why it's not generating in the world?
Any content log?
Not
“1.13.0”
change it to 1.20.20
Ok
both the feature and the feature rule
Did not work
1.20.30
idk then
@sly forge
wasnt me who said it
i think he is asking you to answer it, although i don't know why he choose you particularly?
So this is a 3rd party algorithm or app\service that one can use to generate customs maps like adding features like biomes to a world template like Java's "Tunneler's Dream"?
she was trying to show me i said something i didn’t say is what happened
no its not third-party
its part of Minecraft’s addons API
@sly forge do you mean behavior pack features and feature rules? or is it something else?
What the.
i am replaying to this message #1067870310055022672 message
in response to this message #1067870310055022672 message
Yes, the Molang goes into features and feature rules.
I am having issues, with feature rules!!! My large structures are being cut off by the chunk bounds! Any ideas???
^^^
I have changed my Rule Distribution to strictly
"iterations": 1,
"scatter_chance": 100,
"x": 16,
"y": "query.heightmap(v.worldx, v.worldz)",
"z": 16
}```
So that it is placed on directly 16 / 16 instead of randomly.
Change x and z to 0
check it
was updating
i changed to 16 / 16
still cuts off
but i dont understand why the structure directly above it, is clearly within 2 chunks, and loads fine
It needs to be 0 and 0 so its in the corner of the chunk
16 and 16 is the chunk outside
And then, what should the scatter dist be?
can it be like:
"distribution": "uniform",
"extent": [
-2,
2
]
},
"y": 0,
"z": {
"distribution": "uniform",
"extent": [
-2,
2
]
}```
or should those be 0 as well
Should be 0
Any other features can be extent but large structures need to be strictly loaded within chunks
Kkkk ty
oh this is my fault. I told them 16's.
No problem! Thanks for the help!
Do you by chance want to share your tree structures?
Sorry not mine to share!!
Dang, randomize tree designs are hard to make. We need a tree sharing party
Those were not random I believe. They are manually put together. Regardless a resource sharing party would be awesome
lol, yeah that's my point.
But it 10 people all gave their trees to each other. We'd have 90% that felt random to us
Ah, okay so you're indicating that there is an API function "Called Molang" that can be used to change the way worlds generate. Okay, can you link any reference documentation to start with using Molang? Like I said I am not a modder so I've never used their API. I just looking for information to even start to know what is involved in the end goal I am looking for. Seams quite complex, which I suppose may play a part in why it looks like this really has not been done yet. Thanks.
its not a function its a custom programming language created by Mojang for math calculations
also it has been done multiple times over
as for a tutorial i think theres a few on wiki.bedrock.dev
itll get yah started
What I ment with not been done is more along a plugin\web app\set of instructions for non developers/mod builders to use to put in the perimeters they want and get an output such as an in game command\string or even world DL file that is what the user put in.
Thanks will check this out.
@uncut yoke This might be a good starting point for you https://wiki.bedrock.dev/world-generation/heightmap-noise.html
Thank you @delicate trench and @sly forge. This is some pretty heavy content and in time I might be able to figure it out. It seams lime there is clearly a lack of knowledge that is making this look incredibly daunting. There is clearly some thing I dont know anything about regarding this that I don't know what to ask for. It's the classic "Don't know what I don't know" connundrum. I've only barely been able to understad out how to install addons in to a dedicated server. Other than that; I've never done anything technical with MC. This looks maybe kinda similar, but I'm not sure. Again thank you for the help I'll dig in and see if I can at least figure out inteligable questions to ask later.
np
Questions: Can I use structures in a grid feature system?
No, I've only used them in the one structure feature
I'd like to make a town/village
and I need a grid to do it
oh uhm
uhhh
i…don’t think it works like that lol
unless u want an infinite city
ur probably better off using scripts or scoreboards + command blocks
I did a village by using a central structure and entities
I showcased it here
https://discord.com/channels/523663022053392405/1188004425684492288
So what are you talking about that every one knows
you didn’t provide enough information
this question implies you asked if you can use the grid distribution for structures
Whats the difference
Could I use minecraft:sequence_feature instead for a town layout
is it possible to make the end / nether just a empty void?
yes
these in your dimensions folder in your BP
should do it
Void generator only works for Overworld
Is there a way to generate a structure bigger tban 32x32?
ily bro
it worked for those dimensions
I tested it
the overworld remained unchanged while those two dimensions were void
@wide grotto can you give me a link to dimension documentation, i cant find anything
@still wing where can i see all dimension components?
or the vanilla dimension files
that’s all we have currently
damn
also vanilla dimension are not data driven yet
does it mean we cant change anything else, or does it mean we have to find that by ourselfes
we can’t change anything else
I don’t think you can
it might be possible using features? but I doubt you will have the exact overworld generation
did i do something wrong with my code here? I cant seem to have the structures generate anywhere but im not getting any content logs telling me the code is messed up. Im pretty new to this stuff so any help would be awesome
Question: Anyone else had structures just not validating for features? Hordes of mine did after this last update.
[FeatureRegistry][error]-edited Structure_Gallery_07232 | olctd:lw_tree_b1_feature | minecraft:structure_template_feature | structure_name | Structure mystructure:olc_tree_b1 does not exist
im also having problems generating stuff in the nether
idk if its the biome tags
I want my structure to be generated with the same probability as the vanilla villages, what value should I put in scatter chance?
is the Geode feature broken by chance
No. It should be working just fine.
uuuhhh... why?
Upgrade your min engine versino to 1.20.50
what vanilla feature rule handles placement of suger cane
Hello! Im using command blocks to spawn entities on my structure but some times its not spawning nothing and I have to place the command block manually again, how can I solve that?
Did you put the command in Always Active?
obviously
it works, but sometimes not
Try adding tick delay
it has
tick delay 2 and ensure the fucntion works
The function works, a very low tick delay causes the function to be executed many times until it loads the chunk and then the command block it is deleted so I put a tick delay of 999
could that be the problem?
And how do I solve the problem I told you about?
a very low tick delay causes the command block to be executed several times before being removed
i use tick delay 2 in all my structures and it works great
if the tick delay is below 2, the command block will try to execute as soon as the thing is placed in a chunk you are yet to enter. Tick dealy 2-4 prevents that
I used 3 and had the problem I told
then I changed to 10 and same problem
you sure the command block is always active?
yes
and you sure the command work? I use functions to replace the command block to air
I used an entity to remove the command block
I clarify that this problem does not always happen, it happens rarely, but it happens
use normal command block
wdym by normal command block?
Impulse command block
What would change with that?
An impulse command block is the default block type; it executes only once when activated.
A chain command block executes every time when triggered.
A repeating command block executes every game tick as long as it is activated.
aah I will try then
thx
np
Honestly no clue then, sorry
F
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how do you save a structure to the world from the structures folder without loading it to the world?
i did it in the past but forgot how.
never mind, it's the import button 🤦♂️
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armour stands and functions
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Don't forget about the 10 ticking areas limit!
Is there a list of all the placement_pass options and their order? I tried looking but couldn't find anything.
?placement pass
eh . let me copy paste .
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."
That looks like the right order if I'm remembering correctly. @quasi dove ^
Though note that while this should be the order, features still find ways to not abide by them. Placement passes for lack of better words, "can work in mysterious ways" but for most things work fine.
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'\u2019'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
NoteL pregeneration_pass is reserved for carver features.
@quasi dove
btw, we have a new faq bot
ty ty, I appreciate it!
Also after a bit of testing it seems like feature rules are limited to loading a 3x3 chunk area around them. Which also limits any structure to 48x48. Is this correct? And if so is there a way around this?
You can use aggregate features to place structure chunks next to each other. Other than that, you could use the cmd block workaround(the cmd block loads the other parts of the structure)
In regards to the cmd blocks, how would that work when the chunks around them are unloaded. Does it just load them when the player comes close enough to load those chunks, or does it do it generation? If it's during generation it seems like it'd still be trying to load a structure in an unloaded area and fail (or queue it which would have the same issue as the player coming near).
For the aggregate features, does offsetting the origin of a feature into a separate chunk load it? So far I've only tested with the feature rules, but if features themselves load their chunk origins that would probably solve it.
The cmd block would be in a repeating state that executes a function. The function will load the structure than turn itself into an air block(or whatever block you prefer)
Hmm, I see. And it loads in when a player gets near enough to have the repeating cmd blocks loaded, I presume? I also just realized the way I tested kind of confirms features, at least scatter features, do not load the chunk they originate in. Just started the other day tho so I could be missing a number of things
Yep, the structure would just load in
Gotcha, thanks! Would you mind explaining a bit more about the aggregate features method you suggested?
https://wiki.bedrock.dev/world-generation/feature-types.html#aggregate-features Last I tried anyways, you can offset scatter features into other chunks and it will load fine
Hm, I'll take another look but I don't think it works anymore if it did previously. For small features it probably works the majority of the time b/c it would be within the 3x3 area. I made a structures with a few different sizes to test and everything outside the 3x3 chunks was cut off or if completely outside didn't spawn at all.
Hey! @modern pewter @upbeat barn Any idea what my cave issue could be!!
This is my rule, but i am not seeing any mushrooms spawn deeper into the caves, and in some large patches....Im simply looking to cover the entire ground, all levels of the cave, and then i will dial it back and tweak it.
As you can seem there are no mushroom on the lower level. or to the side. I have tried to add "deepslate" to the replaceable blocks array. And still nothing. I have tweaked a ton with the distribution, on the y pos. and the surface pass value.
At a loss...
As you can see, the y coordinate is within range of my rule distribution.
how are your frames so good with that many of those mushrooms?!
I have no idea. This is byond my current skill set.
I really don't think having that many mushrooms should lag the world...unless they all having ticking components.
im not on dev version. only loading 10 chunks or so. and a 3060ti maybe? not sure what else it'd be
damn okay, ty
yea i could lot a lot more, doesnt seem to impact it too badly
I suspect it's your biome filter. I'm guessing that not all "caves" have the "caves" biome tag. I don't see any other issue although I haven't touched a veg patch feature in over a year. Worth a test to change that to something like "overworld" or make it ubiquitous.
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No
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You can search through this discord or mcpedl for examples
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scatter chance is what determines how often a structure spawns. it ranges from 0-100
I have mine set at 1, 2000 and it works great
Iterations and scatter chance?
Iterations on 1 and Scatter change is set to 1-2000
Why set it to anything over 100?
incorrect
its set to 1 and 1/2000
scatter chance also uses fractions
and apparently decimals, but fractions give a little more control
and remember im the one who set it :p :3
have custom biomes been fixed, can you make them now
No. Custom biomes have been broken since 1.18. Mojang is fully aware of this and working hard to bring back this capability.
Here is the bug report: https://bugs.mojang.com/browse/MCPE-100700
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do I have to create new world every time I change something in feature or feature_rule?
You can just go to new chunks
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Working hard??
What?
feature rule needs to be 0 for x and z so it's chunk aligned
They actaully currently tryna fix it?
They are yes
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You may need to ease up on the restrictions then
may I ask why fixed_grid?
iirc that makes the feature generate dead center in a chunk
and there is no random placement for it in a chunk
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also, is use
"extent": [0, 15]
for structures larger than 16x16, I do 0, 31
seems to work mostly, but dunno if that's the way to do it lol
Hey man any idea about this! @upbeat barn It didnt end up being biome filter either
Just saw this, have you considered using scatter features and single block feature to place all the blocks in a chunk instead
I have not tried that.. ill get back to you
Vegetation issue itself could be the problem
y": "variable.random = (Math.random(50, 10)); return variable.random > (query.above_top_solid(variable.worldx, variable.worldz) 40) ? -999 : variable.random;",
what's the problem with this?
I use it in feature rule, but it gives an error
and I don't know the reason for the problem
What's the error?
(query.above_top_solid(variable.worldx, variable.worldz) 40)
This seems to be the issue
Are they underground structures, can't the "top_solid" component be used?
can you replace vanilla structures with custom ones?
oh rip, so there is no way to make like basically yung's better structures on bedrock?
That is correct
dang, well hopefully one day
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Scatter chance is on a range from 1-100
Do custom biomes work, or do I need to mix and match features to get the same effect?
No. Custom biomes have been broken since 1.18. Mojang is fully aware of this and working hard to bring back this capability.
Here is the bug report: https://bugs.mojang.com/browse/MCPE-100700
how to put structures near villages?
Hello hello, it's been a long time since I've touched the addon I take care of (few months). I heard some things about features changed? Pretty much all of the addon relied on structures and features. What exactly changed, what do I need to change? Also, are noise biomes still viable? I heard talk of those back then as well
Your manifest.json needs to me min engine version 1.20.50 now. Noise biome still works
Thank you!
I can remove lava from nether???
like remove it or replace it
You should just wait for biomes and Nether features to be fixed and released. It's not worth the performance loss right now.
Is there any way to disable all world gen but 1 custom one
I have an empty world in flat. I want to world gen 1 structure. But if I turn on world gen it all turns on. Can I disable all of it but the custom ones?
Do you mean features, like foliage and ores? You can't really disable vanilla structures or biomes right now.
Yeah I want nothing.
How can I make a custom dimension that used the end portal block?
My plan for my addon is making end portal frames crack and you shove something like a Ech Shard in it to make a custom dimension.
How can I do so?
Custom dimensions are not possible
custom dimensions are not possible, but you can simulate them with complex noise system in world generation
Sorry then. Looks like they're working on things, though. Maybe later this year?
that's our thing.
wdym?
Like make generation in a dimension like the over world?
in the end
and in coordinates extremlly high
Ok, but how would I give it's own vibe?
(Like sounds, shaders and lighting?)
use fog
Like force someone when joining this "dimension", it feels like it's own atom sphere
the shaders cant be modified in-game
Can you give me link?
its a command
Oh
you can also create custom fog
I'm just a bit new in making dimensions
Then, how would I prevent anyone from sneaking off the dimension and make it unnoticed?
Does anyone know how to generate structures in the nether?
you cant
srry
you can
have you even watches our dev process
or is intentionally hiding our method from others
hey
I got a problem with my minecraft world, is this the correct channel to ask at 😅
Is it addon related ?
nope, my world vanishing
my world just randomly disappeared from the mc menu but it still exists in the mc world files..
then this isn't the place
I can tell, perhaps where or what would the place be..
#off-topic
or possibly the official minecraft discord in the bedrock mechanics channel
thanks
is editting minecraft village structure nbt files affects how village generate?
You can't edit vanilla structures
Hey guys is there a way to allow certain blocks to intersect with structures?
Im not sure how
Guys, I want to start to learn world generation, so today what can we do for the world generationmodding
is it possible to change the grass colour of a biome?
Not feasibly. You can edit the colormap in RP iirc
How would I make a feature not place below 500 x or z coords from spawnpoint, but have it place above 500 x or z coords with an iteration of 16?
In iterations, something like: math.abs(v.originx) >= 512 || math.abs(v.originz) >= 512 ? 16
Thanks :)
Quick question, I believe you aren't able to put features and feature rules into subfolders
Did that change since they made them stable?
Uh no you can
You can always do that, but the id needs to match
Really? Thought they had to match file path and all so you couldn't
Wdym?
You can, just make sure the identifier of the feature is the file path starting after "features" (ex: namespace:folder/folder/custom_feature
^^^
And the name of the file should stay custom_feature or whatever the equivalent is
Related question if my structure's path is structures/test/build.mcstructure, do I need to do /structure load test/build
yes
Alr thanks
You actually have to include the path as part of the identifier for features. For feature rules, only the file name must match, not the whole path.
Thanks
unit_cube
Very real
@upbeat barn yoyoyo!
Any idea why my structures are not spawning with the correct "void blocks" inside the structure?
Grass / etc keeps spawning inside.
As you can see, my saved structure is covered / filled with void blocks.
just the inside seems to have objects spawn.
Attahced is the rule as well.
testing with lighthouse / outpost, you can disregard that mixup
Figured it may be the placement_pass. but messed around with those and nothign
Void blocks means you're allowing blocks to intersetc with it, your insides should be filled with air when youre exporting the structure
Where do I get the vanilla biomes? And also how I add my custom blocks like custom grass and dirt blocks?
How could I generate structures in 1.20.50?
Features + feature rules?
✍️
Is it no longer possible to edit vanilla biomes in 1.20.60?
try using chungus feature biome template
I'm currently only trying to edit a vanilla biome such as the plains biome, which worked fine before 1.20.60, but after the update it stopped working. Editing a vanilla biomes surface_parameters and surface_material_adjustments no longer have an effect along with other components.
How do I add trees or structures in that addon?
i had a quick question does anyone know how to remove spawners from dungeons and things like that in world generation ?
You can't edit vanilla structures
Just wondering, what are the biome workarounds?
You do Big chunguses 😄
Aight
So I ah, did a big oopsie
I'm using big chungus' noise biome generator
It's floating
So I feel like is messed up the feature placement order of any feature file under biome
@upbeat barn yoyo what rule values do you suggest to fix these super structures from cutting off.
Id like them to be in the air like this. And im trying to create them on x:0, z:0. what else do i need to change so they dont get cut off?
@muted ether ^ 😄
Busy, sorry!
@leaden furnace @junior orbit I, like you, tried all sorts of ways to fix the problem of the cut structure
For a while I thought this was a bug
The jigsaw block can help solve this problem but the bad news is that mojang doesn't update it for Bedrock
The good news is we can wait for this, I'm so excited
That's great news. It will not save us the headache using jigsaw blocks tho 😄 But it's amazing news ^^
How can I fix the cubes appearing in the ocean and floating?
I am trying to modify vanilla trees generation...
This is my feature:
{
"format_version": "1.13.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "kai:forest_trees_generation_feature"
},
"structure_name": "mystructure:tree",
"adjustment_radius": 8,
"facing_direction": "random",
"constraints": {
"block_intersection": {
"block_allowlist": [
"minecraft:air"
]
}
}
}
}
This is my feature rule:
{
"format_version": "1.13.0",
"minecraft:feature_rules": {
"description": {
"identifier": "kai:forest_trees_generation_feature_rule",
"places_feature": "kai:forest_trees_generation_feature"
},
"conditions": {
"placement_pass": "surface_pass",
"minecraft:biome_filter": [
{
"any_of": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "forest"
},
{
"test": "has_biome_tag",
"operator": "==",
"value": "forest_generation"
}
]
},
{
"test": "has_biome_tag",
"operator": "!=",
"value": "birch"
},
{
"test": "has_biome_tag",
"operator": "!=",
"value": "roofed"
},
{
"test": "has_biome_tag",
"operator": "!=",
"value": "extreme_hills"
},
{
"test": "has_biome_tag",
"operator": "!=",
"value": "taiga"
}
]
},
"distribution": {
"iterations": 1,
"coordinate_eval_order": "zxy",
"x": 0,
"y": "query.heightmap(variable.worldx, variable.worldz)",
"z": 0
}
}
}
Add the grounded constraints
Yup that fixed it, thanks!
Now, how can I actually edit the vanilla ones?
I pretty much want to replace vanilla trees in forests with my custom ones
And this kinda seems like I am adding new structures to forest rather than replacing the existing ones
Maybe try to replace minecraft:air with minecraft:oak_log, if it has the grounded constraint maybe it would replace the logs and place the structure(if your new tree is bigger than oak trees). I'm not sure how is evaluated "grounded " tho. According to the wiki :
"The optional "grounded" component ensures the base of a structure is not overhanging into open space — air, water, or lava. All non-structure void, non-air blocks along the bottom layer of the structure are considered; if air, water, or lava is beneath even one such block, generation will fail."
As the bottom layer below logs will be likely grass or dirt it would maybe worth to give a try?
Apologies if this is a dumb question, but how can I generate patches around a structure feature? I seem to recall some kind of old feature like a sequence, but I don't know if that has since been removed. Thanks!
I have a patch feature based off the wiki example, and that generates fine by itself. I also have a structure feature, again based off the wiki example, which also generates fine.
I then have this sequence feature which should spawn the patch and the structure:
{
"format_version": "1.13.0",
"minecraft:sequence_feature": {
"description": {
"identifier": "sr:pillars_feature"
},
"features": [
"sr:pillars_structure_feature",
"sr:patch_scatter_feature"
]
}
}```But it only spawns the structure and then not the patch. If I reorder it so the patch is first it won't spawn anything. Seems like the patch is failing somehow
Fixed it. Patch was trying to offset itself by world height
Now we struggling with the simple things 🔥
For some reason my structure feature is only spawning facing one direction
Even though I have "facing_direction": "random"
Hm upon forcefully rotating it by setting it to some fixed value like "west" I have realized that the structure rotates from the lowest x, z coordinate, not the center. This is very annoying lmao
// features/statue_a_structure_feature.json
{
"format_version": "1.13.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "simple_ruins:statue_a_structure_feature"
},
"structure_name": "simple_ruins:statue_a",
"facing_direction": "random",
"constraints": {
"block_intersection": {
"block_allowlist": [
// ...
]
},
"grounded": {}
},
"adjustment_radius": 4
}
}```I can't seem to figure this out. If anyone knows please chuck me a ping 🙏
Here's my feature file, and a screenshot in-game of 3 structures all facing the same way (every structure is facing this way lmao)
(This is with the structure outside of the sequence because I was worried that was causing it - Spoiler alert, it wasn't)
Might want to use an aggregate feature instead. Sequence features offset the feature origin by the highest point of the last feature (they work as intended now😅 ). And yes the rotation point of features is on the corner which I agree is super aggravating. Nothing seems wrong with the structure feature at cursory glance. Maybe chuck out the empty block intersection constraint. And the grounded too if that doesn't work. I can look at the full path (maybe tomorrow though, its rather late here haha.)
The block intersection isn't empty, just commented it out so it wouldn't be too long :)
No stress, thanks for the message! I'll give aggregate a go the next time I open this up
Sounds good! If you need any help or want to work through DMs feel free. It's the least I could do after getting into WG in the first place because of your FRG. That feels like so long ago now. Time flies.
Haha I know right! Shame I haven't touched world gen in so long...
Feel like a noob again 🤣
I have no explanation as to why it works now. All I did was change the scatter chance numerator and denominator
So turns out just using a float instead of the n & d object prevents the "facing the same way" issue
@jolly ember You wouldn't happen to have some pro tip for correcting centers when rotating? Due to rotating about the corner instead of the origin it makes the block patch offset from where the structure spawns. I could correct this using four variations (one for each rotation) and offsetting accordingly, but before I do just making sure there's no proper / easier way. Cheers
I mean I'm using regolith so I might as well just write a quick filter to generate these instead of doing it by hand
Unfortunately thats what I do. That is, create a scatter feature for each rotation and position it back to center. Helps avoid chunk cuts too (that is for the most part 😅 ).
Thanks for the help. I've got a decent system working, the only annoying thing is that it requires so many files lmao. Feels like early days all over again
Luckily not needing one file per block anymore though
Ah yes the 'good' & 'old' days. I think I still have some of my old stuff on a laptop... somewhere.
Also found this a bit helpful but it looks like you've got things covered. Apologies for my *advanced *chicken scratch haha.
Probably should clarify this too.
lower your scatter chance
With a mix between iteration and scatter_chance in the feature_rule(into distribution)
I have a frozen cabin that is spawing rarely with this
"iterations": 1,
"scatter_chance": 2,
It needs a couple of tries to find out the right setting tho
Thanks!!
You could as well make different size of rock formations to get more variations, and put each structure feature into a weighted feature
Yes I will
What exactly is scatter_chance?
The chance it will place your feature in a chunk
One message removed from a suspended account.
The higher the highest the chance?
Yep, it doesn't look like that at the first glance, but even a low scatter chance still generate some structures. My scatter chance is 1/50 chance(2 is 1 /50 as 100 is the max), but in an ice_plains biome as small as 320x256 there is already 320 chunks. Then 1/50 chance on 320 chunks is enough to have some structure(there is between 0 and 3 structures in my case depending the size of the biome)
what biome tag to make a structure spawn in cold caves only?
Wdym cold caves?
You could just use the cold biome tag and place it underground
it would have to be cold in the surface
Caves dont have a tag unless theyre a biome
hmm what abt jagged peaks
like the ancient city?
would i just do the samething execpt replace the tag as jagged peaks?
Sure
like this?
Sure
You have a scatter chance of 0.8 it means less than 1% (it's between 0 and 100, the higher the better chance it will spawn the structure)
I mean between 1 and 100(I don't see why we would create a feature if there's no chance for it to appear ^^)
yep , even higher if you are using a test world, just to see if it spawns and figure out if your feature is working, and adjust later the scatter_chance. edit don't set it 100 if you don't want your entire biome filled lol(true story..)
because you used "y": "query.heightmap(variable.worldx, variable.worldz) + 0"(meaning exactly at the surface), and maybe grounded in your structure feature. You need to remove grounded if it is in your structure feature, and change the line
"y": "query.heightmap(variable.worldx, variable.worldz) + 0", to specify the Y range you want to spawn your structure( below 63 at least, it depends how deep underground you want your structure)
Edit maybe don't remove grounded it depends how your structure is supposed to spawn.
bouta test that rn
Post your structure feature as well in case of
How to fix:
[FeatureRegistry][error]-Feature rule minecraft:forest_surface_trees_feature can't place internal feature type.
This is my feature rule
And this is my feature
Trying to totally vanish oak forest
Set your min engine version to 1 20 60
somehow I feel like I did vanish them? not replaced though
In the manifest no? It is already 1.20.60
World gen only changes never-loaded chuncks no?
I pretty much dont want to destroy what players have already mad
How big can a structure be?
48x48
Why this is not workinf then?
{
"format_version": "1.13.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "kai:forest_tree_variation_3"
},
"structure_name": "mystructure:tree_3",
"adjustment_radius": 8,
"facing_direction": "random",
"constraints": {
"grounded": {},
"block_intersection": {
"block_allowlist": [
"minecraft:air"
]
}
}
}
}
I thought it was because the trees are big but no, they are not big enough
This is my feature rule also:
{
"format_version": "1.13.0",
"minecraft:feature_rules": {
"description": {
"identifier": "kai:revamped_trees_feature_rule",
"places_feature": "kai:revamped_trees_random_feature"
},
"conditions": {
"placement_pass": "surface_pass",
"minecraft:biome_filter": [
{
"any_of": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "forest"
},
{
"test": "has_biome_tag",
"operator": "==",
"value": "forest_generation"
}
]
},
{
"test": "has_biome_tag",
"operator": "!=",
"value": "birch"
},
{
"test": "has_biome_tag",
"operator": "!=",
"value": "roofed"
},
{
"test": "has_biome_tag",
"operator": "!=",
"value": "extreme_hills"
},
{
"test": "has_biome_tag",
"operator": "!=",
"value": "taiga"
}
]
},
"distribution": {
"iterations": 1,
"x": 0,
"y": 0,
"z": 0
}
}
}
The places feature identifier doesn't match the feature identifier
oops sorry, forgot to send that one
{
"format_version": "1.13.0",
"minecraft:weighted_random_feature": {
"description": {
"identifier": "kai:revamped_trees_random_feature"
},
"features": [
[
"kai:forest_tree_variation_1",
5
],
[
"kai:forest_tree_variation_2",
5
],
[
"kai:forest_tree_variation_3",
5
]
]
}
}
Do you know what could be causing my trees not to generate?
Is the scatter_chance default 100 when not specified ? never tried(in the feature_rule)
I could try it
With one iteration if you choose 50 as scatter chance, there will be 1/2 chance to spawn one tree per chunk
more iteration equal more trees if the scatter is successful (if I'm getting it right)
"distribution": {
"scatter_chance": 100,
"iterations": 1,
"x": 0,
"y": 0,
"z": 0
}
This still doesn't work
Here's the one I'm using for my ice_plains trees, will send a picture to show what it does
{ "format_version": "1.13.0", "minecraft:feature_rules": { "description": { "identifier": "aquila:frozentree_feature_rule", "places_feature": "aquila:frozentree_weighted_feature" }, "conditions": { "placement_pass": "first_pass", "minecraft:biome_filter": { "test": "has_biome_tag", "operator": "==", "value": "ice_plains" } }, "distribution": { "iterations": 4, "scatter_chance": 50, "x": { "distribution": "uniform", "extent": [ 0, 16 ] }, "y": "query.heightmap(variable.worldx, variable.worldz) + 0", "z": { "distribution": "uniform", "extent": [ 0, 16 ] } } } }
(when my game will be loaded.. it takes so many times sometimes 😦 )
I want to generate some gigantic trees
gifantic like how
Though, they are all smaller than 48x48
I have trees that are 25x35x20
Maple trees
The problem I have it is sometimes they are cut at the edges of the biomes
that is fine, I have double palm trees bigger than that
Ignore the fact I forget to add snow layers in my saved structure 😄 but it is what it does with the feature_rule above
Ice plains are empty usually
That would probably cut my trees because of the size
All these plains are actually forests, no trees
Yeah 1 iteration is enough due to the size
but you should have at least one tree per chunk imo or it will appear too empty
I can't even generate one tho
scatter chance 100
I did try that, not generating any
I think I found out$
It's y =0
Replace y=0 by "y": "query.heightmap(variable.worldx, variable.worldz) + 0",
Yep ^ . Beat me to it. Might want to remove the block constraints due to the structure being large or it will probably appear supper rarely.
true as there is a lot of grass and they are not air
well
im in love
as a builder this is the fancier thing I have experienced with addons lmao
Have you filled your structure with structure void(to replace air blocks)
It's so nice 🙂
yes
I do that by default lol
I am in love with custom trees, and I can relate about the feeling to see my own trees spawning naturally 🙂
It doesn't look like there is biome edges tho.. I have also structures cut as well and some people have posted already about this and there is not much a solution emerging for now(apart replacing the structures with a command blocks always active inside a structure that load a function to spawn the structure and delete the command block) But I don't like this solution even if it works for two reasons:
The structure are not generating as far than the natural generation
Loading a lot of structures with commands create lag(with ghost placing around the structures load for a couple a ticks) while it does not with generation for some reasons
whats the structure size
28x21x30
12x17x12
23x22x28
Yeah I don’t think I want to make that
World gen only applies to non-generated chunks?
Unrelated question
Yes
Have you changed this file at all since you posted it here?
Yes, here is the updated file:
{
"format_version": "1.13.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "kai:forest_tree_variation_3"
},
"structure_name": "mystructure:tree_3",
"adjustment_radius": 16,
"facing_direction": "random",
"constraints": {
"grounded": {}
}
}
}
Set facing_direction to south for all 3 variations and see if that fixes the cutoffs
Seems fixed, yes
Having these trees facing the same direction will be quite unfortunate, though. There is no other fix?
I was about to ask as well . Because it requires to create 2 or 3 versions of the structure to have it randomized
youd have to make four variations of each structure with different rotations, the facing_direction rotates from the chunk origin, not from the center of the structure
screws with what parts of the structure get cut off and what parts dont
south is the default direction, so you can at least guarantee the rotation acts normal by keeping it at south
is there an addon that replaces the 1.18 world generation into the old one? Even with just the old mountains, I personally like the old world gen better ngl
Thanks, this is great! I figured it out but I'm sure someone else will find it super useful
any Hello World example for Cusotm World Generation?
What is this page
Everything except Custom Biomes should work
Eh, some features didn’t make it to stable
There’s still a conditional list-shaped hole in my heart :(
Chop chop update the wiki
Feels like the wiki hasn’t been updated in at least a year
The heck’s been happening with the other pages then
How do you remove small end islands
Making a false air block and then generating it with a column or also a solid block
have you tried that ?
Omg then you're the first one to found a way
What?
Yeah
Isnt this common knowledge though lol
Afaik the method doesnt work with everything...chorus flowers, mineshafts
i mean small end islands
The chorus flowers yes
people have been struggling to remove it for agess
But you have to generate another block below that is not end stone
No lol,look up all the attempts of people trying to remove small end islands with features
Its technically common knowledge that this method exists
But see my previous comment, the method doesnt work with some features
Because if you try to eliminate any of those things with normal air, the only thing it does is make them reappear again.
@olive ridge ever thought of this ?
at this point just wait for Mojang to resume work on custom world gen
If I have so many limitations

If you don't mind can you...forward us the method you use ? We really need it for a huge project we're doing and end island is what we are most struggling with 😭
Alr
Give me a minute
@simple pond
Just put an air texture
yes, but that isn't always effective
Still better than nothing
check the code
Oh
is there truly no other method ?
How do you load a custom BP structure with the sructure command?
do you need to specify what pack somewhere?
Just do /structure load <structure id>
I tries, it says it doesn't recognize the structure 🫤
The id is just the name of the file ? I can't find an id defined elsewhere is the .mcstructure
Needs to be namespace: id
I tries...
I'll try again later
or does the structure need to have the namespace in the name?
Do you want to generate your structures with features or just with commands, because it's different, this channel is for world generation
just command blocks for now
but I still think here is better than #1067869288859447416 for this particular case
There is people really good at commands there, they basically know everything. And what Smokey told you is what you need to do. If you are still struggling, post in the commands general
@upbeat barn hellooo, any idea what i could do about my command blocks only executing when within a certain range? I would like to spawn my command blocks, as structures, using feature rules, and have the command blocks automatically spawn these large structures, using the /structures load command.
And it is doing all of that! But only executing when within range, and not on start.
I know there has been a lot of talk about the command block generating large structs. Not sure if ive missed a solution. Is there anything i can do at all about the chunk generation for command blocks?
Nothing you can do really. Until Mojang gives Bedrock functional Jigsaw blocks you're stuck with this
Can I make custom dimensions?
No
Is it broken?
It never existed, it was only fake dimension
Make a custom portal texture, a custom portal frame, detect when the player are inside the portal and teleport them somewhere else (like really high in the sky) in a custom terrain/builds trees or whatever you have made
Oh okay but can we make dimensions by using existing features?
That's my plan but I don't know how to make the dimensions that's all
But can I modify the vanilla dimensions?
It has been made for the end, it looks hard, regarding the amount of post about it, but yes. If I would make something like that II would rather change the world height and generate new terrain/structures biome related to make variations more easily, and generate all of that at y 400
In the overworld
I found this video where he make own biomes by using an empty world
This Video shows the process of allowing custom biome mods like my extra biomes to be used in Minecraft bedrock edition 1.20.
Download Links:
The empty world files: https://github.com/finleyaubin/ExtraBiomes/releases/tag/Worlds
Extrabiomes: https://mcpedl.com/extrabiomes/
Music:
Aria Math by Dr. Bibop:
• C418 - Aria Math (Dr. Bibop Remix)...
Damn, that was so many works
I have pranked my kids with the Warden portal, I told them that in the preview there is a new item to lit the portal, then they crafted it and lit the portal, then they were teleported in a special terrain I have made, it was so funny 😄
Just an illusion 😉
Nice but I hope the next update will be that we can make our own dimensions and biomes
At least the biome would be nice, and allow us to spawn big structures without having it cut in half...
why not the end ? The end is more convienient
Because I like the end, custom dimension for me is a new one, or a fake new one.(I have made just a few modification in the end to have it less boring but that's it). I would not say more convenient as you need to delete everything and create new stuff. In the overworld there is multiple biome tags while there is only one for the end if I'm good. Making a fake dimension in the overworld easier. Just my opinion tho
How would you handle the big tree forests tho ?
What do you mean by that?
it's impossible to delete features like that via world voiding
It's not meant to be deleted.
You just create new terrain at y400 in the overworld, 1 million block away from the spawn(where nobody will get in survival), you don't have to delete anything, generate new terrain biome related at y400 like you would have generated in the end, but as the overworld has multiple bipme tag, customisations will be easier imo
Custom World Generation on Custom Server lmao
Insane!
guys, does the structure export button for andriod pack work anymore
I used em and well when u press the button a file exports but the file is empty
Does anyone know any methods for detecting the player's current biome? (without editing player.json)
i think script api has something for that but idrk
It's not stable 😔
only beta, so no
Well... you can place a specific block via features in the bottom bedrock level for each biome and use a block detect command in a function to apply a tag to the player. This is the method I created in order to regain control over custom fogs and particles for my noise biomes while avoiding player file editing. Although anyone else using this method makes it incompatible with my stuff😅 ) . Though I'll admit ZQ and SC would be a weird mix. Maybe use y:-63 instead of y:-64...
Yeah that's the method I've been using for my Ashlands biome, but it doesn't always seem to detect correctly
Hmm. Not sure then. I have placement issues with this system, but I alleviated most of the command detect issues by pairing it with a scoreboard counter.
What about entities? Like a dummy one? They can detect what biome they're in.
Wait nvm, don't think it would work in your situation.
i don't think it would either
I don't want to edit any vanilla entities
is there a way to fully the remove little smol end islands ?
i got a error on my custom ore feature, it said "The feature uses the feature type 'minecraft:ore_feature', which is considered internal and thus not compatible with this engine version of the game."
Set you min engine version to 1,20,60 in the manifest file
Is the trapdoor orientation in structure features bug still not fixed?
Dang looks like that's the case
…i might have figured out a way to more accurately place noise biomes
instead of just a terrain map and a biome map using the same noise algorithm
why not use the terrain generation algorithm to determine what is a mountain biome, what is a regular biome, and what is an ocean biome?
and then from there, use two completely different generation algorithms, one for heat and one for humidity to control those?
i had been thinking all wrong about biomes should determine what the terrain looks like, i should have thought the other way around
i need to try this out sometime
in this way i can also have these biomes seem a little more random in their placement
omg i can also use a scoreboard randomizer function that only triggers on first join and i can use this value to control each of the different maps
i can produce seeds higher than the 64-bit limit-
this is insane
why didn’t i think of this before
its not that complicated
as long as i can get the terrain algorithm where i want it, i’ll be set
You may see some clounds in the distance
idk if i should post it here lmao, since its not vanilla bp
It’s fine honestly, this chats dead anyway lol
This is just the system Henrik Kniberg explained in his terrain video from 2 yrs ago
well i got some cool clift when i was playing with proximity and 3 layers of perlin noise
What are you using to generate this? Custom server?
ya, i am learning world gen with custom server for now, bc its faster to change it bc it doesn't saves loeaded chunks
awesome! what custom server software are you using?
custom custom server software
like i made my own lmao
i can share a github repo with you if you want
if you want to try it let me know that setup is a bit not user friendly lmao
ah well i have a problem
molang loses precision at 16777216
if i lower the offset to 100k i can only use 160 seeds for the terrain generation
which is obviously a problem
and i don’t know how i can combat this
@olive ridge youre great at worldgen, think you can help me with this custom seed problem?
Ideally q.noise would differ base on seed
the game is unplayable out there anyways
ideally yes
but unfortunately it only queries the perlin noise map, not the seed
im offsetting the terrain at steps of 100k
this was the original max offset
but with that 16M limit it screws me over
i need help figuring out how to layer terrain
how would you even get to that number without an unplayable ammount of jitter
like how biomes in minecraft have both a temperature and humidity map
it's just 2 perlin functions
it was going to offset the terrain so you wouldn’t see the same hill or mountain every time
im not sure how to layer terrain maps because theyre essentially different
the biome maps have the ability to tell what block to place based on certain number parameters, you cant really do that with a heightmap
I'm really not sure what you're asking
how to layer them to determine how the terrain generates
layer what
i can only have up to 160 terrain shapes at this point
terrain algorithms
the climate maps determine the biome types, which determine the terrain shape
im doing things the opposite way around because it seems more viable
don't
its harder to map the terrain properly if i base everything off of biomes
you can get around that by running stuff for every column instead of every chunk
isn’t that how custom terrain works in the first place?
yes, but there are ways to do it per chunk
i don’t think ive ever done that
you can probably approximate the position of the border based on the value and derivative of the perlin noise
the main reason it’s difficult is because id need to find a way for everything to transition properly
oh god not calculus 💀
if you're using voronoi noise, you can approximate the edge distance and use that as a blending term
then you would also calculate the other biome and blend between the heights
i don’t want to use voronoi tho, i want to make a different system
i don’t want ppl to think im ripping off ur own 💀
voronoi is just the way to do it
and how would i go about this anyways
voronoi can give you the 2 closest biomes to a given point, so you just have to run the terrain for both then blend or blend the parameters
i don’t know how to blend different y values
just lerp between the two
i don’t even know how the lerp function works
it's literally just lerp(a,b,k) = a*(1-k) + b*k
which linearly blends between the two values based on k, which is the blend weight
so if k = 0, then you get a, and it k = 1, you get b
and for anything in the middle, you get something between a and b
and how is k determined? how would i get the block values for each biome?
i don’t understand this stuff
k would be the distance to the edge of the biome
probably multiplied by some constant and clamped from 0 to 1
k would be the distance in terms of what exactly?
Magnitude of the vector
voronoi edge distance generally isn't accurate
but then where does the 0 and 1 come from
x and (1-x)
it's just to make sure it doesn't exceed a or b
the point being if it were the case of it being in blocks, K would go over 1
i was planning on using perlin but apparently my terrain is limited to 160 options
which is waaaay too low
You’re trying to blend biomes together?
i want to hit the old bedrock edition limit MINIMUM
chungus is trying to explain voronoi to me
I’m confused, are you or are you not going to use voronoi?
i was going to have terrain determine what biomes can or cannot generate (i.e. at certain values you could get plains, mountains, or oceans)
In mathematics, a Voronoi diagram is a partition of a plane into regions close to each of a given set of objects. It can be classified also as a tessellation. In the simplest case, these objects are just finitely many points in the plane (called seeds, sites, or generators). For each seed there is a corresponding region, called a Voronoi cell, c...
ok thats just…not necessarily good for certain biomes
it's for blending between biomes
and you don't have to blend the height
ideally, you would blend the generation settings
and how would i do that 💀
lerp(biomeA.noise_scale, biomeB.noise_scale, clamp(k,0,1))
then you would do that for all of your settings
no, that would be some setting you use to generate your heightmap
it could be color or anything else
so basically for one biome maybe the number in front of it that determines where it generates like 96 and the lower biome was 73, this would be the noise scale?
noise scale was just an example
it isn't meant to mean anything
that doesn’t make much sense
because that could literally mean the algorithm itself for that biome
Could you think of it like temperature, humidity, etc.?
that's basically what it means
use the same algorithm for all of you biomes
but then it would be like 4 or 5 different numbers per biome which im not sure math.lerp allows
then just change the parameters of the algorithm
you lerp each one individually
so for a certain biome i could multiply the entire formula by 0.9 to get a lower y variation as a noise scale?
wouldn't reccomend it, but yes
start by writing your generator on shadertoy, then port to mc
but if i wanted over a certain amount of biomes like, say, 50, wouldn’t that be a crazy rabbit hole of making each biome lerp to every other biome manually?
no
but also yes for other reasons
Each biome should really just be its own arrangement of the parameters you choose
so lets say i want to make a desert dunes biome
like I said, write your code in a real language, then convert to molang
heat would be between 0.85 and 0.95, humidity would be between 0 and 0.05, erosion would be between 0.1 and 0.2, continentalness would be between 0.15 and 0.25, and one other arbitrary value would be between 0.6 and 0.7
how would i blend this with a flat plains biome with all values set to 0.5?
Like chungus said, lerp the values
thats a lot of values to lerp
if the plains biome had one value slightly different wouldn’t i have had to lerp the values 10 times?
No?
You lerp the same values everytime
oh
That’s how blending works
Yes
Each biome gets assigned a “threshold” of values. You blend the values and the biome changes when those values cross over the threshold.
The blending just ensures the terrain remains continuous throughout the change
but still, how would i get “k”
especially since it wont always be between 0 and 1
👆
@sly forge https://www.shadertoy.com/view/lXSXRm
Oh I never knew shadertoy supported structs, now I feel stupid lmao
i don’t understand anything thats going on here.
i understand molang more than anything thats there
ik what “vec” is (vector)
i know what for, int, float, if, else if, and return are
everything else i don’t understand and the comments don’t help
and what operator is “+=“
x += a is just x = x + a
it's supported by almost every language
how can a variable equal more than itself
hash just generates a random seeded vector
it's an assignemnt
it's just add something to x, then store the result back to x
oh ok
and x++ is just x += 1 is just x = x + 1
where is the biomes[0] coming from
That's calling the first element in the biomes array
then whats the other 3 being used for
as well as the other 3 numbers in each part of the array
Look further down in the code
The other 3 elements are rgb values that correspond to each biome
there’s nothing telling what theyre assigned to
b1 = biomes[int(r*4.0)]
b2 = biomes[int(r*4.0)]
again i don’t see anything that says that r, b, and g are the other 3 rows in the array
They're not part of the array, they're part of the Biome struct
And the Biome structs are what's filling the array
then where are the biomes 0, 1, 2, and 3 coming from? i don’t see any code relating to what they are
and in the entire thing all i see references to is 0
Bigchungus can correct me if I'm wrong, but I think those are more for in-game use. Like in a practical scenario, that's where you'd assign values to different biomes so you know where to generate biome-specific features.
In the shader, the rgb values matter more for visuals
well im trying to understand how to set up voronoi as a whole
Just download bigchungus' pack for that ¯_(ツ)_/¯
Flip through the code and see how it works
that wont explain anything
itll tell me what’s being used, not what it does
im guessing k is shown as 0_to_1 here?
and where even is his pack in the first place
you're in the team -.-
just look at Chungus code jeez.
looking at it now and it’s confusing asf to read
found it
…where is v.rx even coming from
welp since the only thing that’s happening is me getting confused i guess i’ll use the octaves for the seed
@upbeat barn Hey! Im curious what method you'd recommend for this "pool" look. (blue blocks)
I tried to create a basic rule, that places scatter feature. (yellow blocks), at world height + -1. So i have them in the ground correctly.
But the patches don't look very good.
I tried to replace the scatter feature, with a vegetation rule. But the vegetation rule, wasnt being placed in the ground, at -1.
Any suggestions?
Are we able to place vegetation features in the ground?
Or is there a nicer way, to get that cluster look, in the ground, with scatter feature?
Feature rule:
Scatter:
Last I tried placing blobs together I used https://wiki.bedrock.dev/world-generation/surface-builder.html something like this. Vegetation patch places a square though which is unsavoury. You got any other recomenndeations @muted ether ?
Yeah, but you can kinda stack vegetation patches for a quick-and-dirty solution. Just place multiple smaller ones. 
i have nice vegetation patches
sry 1 sec
@muted ether i dont mind these, but the problem is that, they arent able to be placed in ground?
id like to use the same clover patch shapes, like above.
but simpl;y have them in the ground, as single blocks. Like the "pool" reference above
with this exact rule, i simply swap scatter featuyre, for vegetation. but the vegatation is placed above the ground
not under
Invisible tree trunks with ground blocks is one idea. Noise-based scatter features are another. Blob scatter features also would work.
Thank you! Got it looking well!
New question! 😄