#World Generation General

1 messages · Page 4 of 1

sly forge
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but i did notice with molang terrain, if you change the function sometimes the old generation can be overwritten in the chunk you’re literally in

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it’s weird

delicate trench
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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.

olive ridge
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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

modern pewter
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Lots changed in 1.20.30 I'd update your files and code

sly forge
sly forge
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i don’t have issues so idk

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i really don’t know

modern pewter
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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

sly forge
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im…having no issues with grounded

modern pewter
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What size are your structures? Do they have solid foundations?

sly forge
modern pewter
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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.

sly forge
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3 blocks

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but that part is underground

sly forge
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hmm

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it should work perfectly fine

compact crescent
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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.

upbeat barn
sly forge
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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

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except small islands cant be disabled by feature rules

compact crescent
compact crescent
sly forge
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irdk

modern pewter
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Question: What does branch_altitude_factor do?

compact crescent
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geodes? is it more lag efficient than ores?

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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

raw cedar
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How to solve

sly forge
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structure void

mint juniper
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/give @s structure_void

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fill every block that you don’t want to clip into the ground like that

raw cedar
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Thanks

modern pewter
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You should be able to use fill with keep if you need to do a larger area. I need to do this too.

compact crescent
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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

scenic harbor
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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?

upbeat barn
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catheartwave 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

delicate trench
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Can't access the link

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But would love to check it out 👍

upbeat barn
modern pewter
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Question: Can I only use structures in that 1 world gen type or can I use them in others too?

raw cedar
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I need help

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Structure

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What's happening

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Why does it generate like this?

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Because

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I can't take this generational shit anymore

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I just wanted to generate a village

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There must be someone experienced in word generation here

modern pewter
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Use structure voids around it, I think. Do't allow it to replace those blocks. Are 2 options

raw cedar
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Using Structure void doesn't do any good

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I'm using this shit

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It's not doing anything

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I've tried everything

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The structure only generates faith like shit

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I will have to remove the addon framework

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I've been in this structure since 8 am

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The structure does not create the right

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It just generates like this

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I don't know how to solve this

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What fucking structure

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I hate

upbeat barn
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Calm down with the curse words. Open a post so it doesnt flood the channel

raw cedar
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I got tired

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I give up on this structure

modern pewter
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How big is it?

raw cedar
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28x10x32

modern pewter
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try setting x/z to (-16, -15)

limber forum
# raw cedar 28x10x32

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

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Or a dummy entity with the same idea

raw cedar
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I already gave up on her

worldly oxide
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where do i get info on using a random building generator throughout ?

sly forge
worldly oxide
sly forge
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do you just mean a custom structure or do you mean a random-layout structure?

worldly oxide
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Like when villages spawn or random builds.

sly forge
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what exactly are you trying to make?

royal bison
worldly oxide
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Spawning buildings.... randomly through the world when a new chunk

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A chancd

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Chance

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Scatter or something

royal bison
worldly oxide
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I thought we were able to use structure blocks to scatter chance builds around

royal bison
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thats what I mean

worldly oxide
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Oh ok

royal bison
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you cant scatter an structure 100 blocks far for example

bitter fog
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Is anyone else here experiencing the structures not generating thing

royal bison
bitter fog
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Huh

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Cuz for me all the custom structures in my addon just doesnt generate

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The mcstructure files arent being recognised

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/structure command doesnt seem to spawn any structures at all (even the knes that were working

scenic kraken
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hey, is there a way to put now blocks with rotation

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in 1.20.50 they added the block rotation

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for structures

summer iris
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I think they rotate with the structure by default

upbeat barn
scenic kraken
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alr

scenic kraken
royal bison
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this happened when I used /structure with 90_degrees

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same with trapdoors

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and minecraft:queued_ticking stops working when I generate the customs blocks with /structure

summer iris
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Is there any way to prevent chorus flowers from generating?

thin fox
pulsar nebula
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Is it viable to add custom stalactites and stalagmites

delicate trench
pulsar nebula
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Thanks I'll give it a go

modern pewter
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Question: Can you use structures in grid features?

old minnow
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where do I find all the features?

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the vanilla ones

upbeat barn
open valve
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I have a question...

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The features and features rules does work in minecraft bedrock 1.20.51.1 ?

upbeat barn
open valve
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Nothing

open valve
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False alarm!
Yes, it worked lol.
I just forgot to change the format_engine in the manifest.

royal bison
upbeat barn
royal bison
uncut yoke
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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.

sly forge
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i don’t think you can do that by editing world files

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youll have to use molang-based terrain

uncut yoke
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I'm not a modder, so I do not know if I am even asking the questions correctly. But what is Molang-Based Terrain?

molten kraken
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i want to get started altering the world generation. i want to make rocks start generating on the surface

sly forge
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similar to how Minecraft terrain is made

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just…not as advanced

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and you can very well make a flat world with biomes using it

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just villages wont generate on top

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because Mojang is dumb and wont let us modify that stuff

soft turtle
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{
"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
]
}
}
}
}

soft turtle
upbeat barn
soft turtle
sly forge
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change it to 1.20.20

soft turtle
sly forge
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both the feature and the feature rule

soft turtle
sly forge
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whats ur manifest min engine version?

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it has to be at 1.20.30

soft turtle
sly forge
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idk then

sly forge
compact crescent
uncut yoke
sly forge
sly forge
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its part of Minecraft’s addons API

compact crescent
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@sly forge do you mean behavior pack features and feature rules? or is it something else?

sly forge
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???

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first off what are you talking about

simple pond
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What the.

compact crescent
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i am replaying to this message #1067870310055022672 message

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in response to this message #1067870310055022672 message

delicate trench
junior orbit
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I am having issues, with feature rules!!! My large structures are being cut off by the chunk bounds! Any ideas???

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^^^

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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.
junior orbit
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was updating

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i changed to 16 / 16

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still cuts off

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but i dont understand why the structure directly above it, is clearly within 2 chunks, and loads fine

upbeat barn
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It needs to be 0 and 0 so its in the corner of the chunk

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16 and 16 is the chunk outside

junior orbit
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or should those be 0 as well

upbeat barn
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Should be 0

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Any other features can be extent but large structures need to be strictly loaded within chunks

modern pewter
junior orbit
modern pewter
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Do you by chance want to share your tree structures?

junior orbit
modern pewter
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Dang, randomize tree designs are hard to make. We need a tree sharing party

junior orbit
modern pewter
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But it 10 people all gave their trees to each other. We'd have 90% that felt random to us

uncut yoke
# sly forge its part of Minecraft’s addons API

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.

sly forge
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also it has been done multiple times over

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as for a tutorial i think theres a few on wiki.bedrock.dev

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itll get yah started

uncut yoke
# sly forge also it has been done multiple times over

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.

uncut yoke
delicate trench
uncut yoke
# delicate trench <@916732712193245264> This might be a good starting point for you https://wiki.b...

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.

sly forge
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np

modern pewter
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Questions: Can I use structures in a grid feature system?

sly forge
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uhhh yeah?

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i thought everyone knew that lmao

modern pewter
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No, I've only used them in the one structure feature

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I'd like to make a town/village

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and I need a grid to do it

sly forge
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oh uhm

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uhhh

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i…don’t think it works like that lol

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unless u want an infinite city

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ur probably better off using scripts or scoreboards + command blocks

royal bison
modern pewter
sly forge
sly forge
modern pewter
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Whats the difference

thin fox
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Using the grid is pretty common in world generation

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So most people know about it

modern pewter
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Could I use minecraft:sequence_feature instead for a town layout

molten kraken
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is it possible to make the end / nether just a empty void?

wide grotto
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should do it

upbeat barn
bitter fog
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Is there a way to generate a structure bigger tban 32x32?

molten kraken
wide grotto
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I tested it

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the overworld remained unchanged while those two dimensions were void

molten kraken
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@wide grotto can you give me a link to dimension documentation, i cant find anything

still wing
molten kraken
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@still wing where can i see all dimension components?

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or the vanilla dimension files

still wing
molten kraken
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damn

still wing
molten kraken
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does it mean we cant change anything else, or does it mean we have to find that by ourselfes

still wing
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we can’t change anything else

molten kraken
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sad

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can i make overworld generation in nether tho?

still wing
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I don’t think you can

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it might be possible using features? but I doubt you will have the exact overworld generation

civic niche
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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

modern pewter
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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

bitter fog
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idk if its the biome tags

royal bison
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I want my structure to be generated with the same probability as the vanilla villages, what value should I put in scatter chance?

pulsar nebula
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is the Geode feature broken by chance

jolly ember
candid cape
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uuuhhh... why?

upbeat barn
candid cape
summer iris
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what vanilla feature rule handles placement of suger cane

velvet spade
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reeds feature

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it still uses the oldschool name as its feature and rules

royal bison
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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?

limber forum
royal bison
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it works, but sometimes not

limber forum
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Try adding tick delay

royal bison
summer iris
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tick delay 2 and ensure the fucntion works

royal bison
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could that be the problem?

summer iris
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use tick delay 2

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that value you set is way too high, causing it to take long

royal bison
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a very low tick delay causes the command block to be executed several times before being removed

summer iris
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i use tick delay 2 in all my structures and it works great

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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

royal bison
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then I changed to 10 and same problem

summer iris
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you sure the command block is always active?

royal bison
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yes

summer iris
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and you sure the command work? I use functions to replace the command block to air

royal bison
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I clarify that this problem does not always happen, it happens rarely, but it happens

summer iris
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interesting

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I do not know then..

royal bison
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I will try to use a function and try

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thank you for your time

royal bison
limber forum
royal bison
limber forum
# royal bison 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.

limber forum
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np

royal bison
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I used functions and the same problem

limber forum
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Honestly no clue then, sorry

royal bison
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F

ionic cloak
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One message removed from a suspended account.

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One message removed from a suspended account.

compact crescent
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how do you save a structure to the world from the structures folder without loading it to the world?

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i did it in the past but forgot how.

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never mind, it's the import button 🤦‍♂️

ionic cloak
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One message removed from a suspended account.

wide grotto
ionic cloak
ionic cloak
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One message removed from a suspended account.

wide grotto
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Add a ticking area, via the command, at the structure

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/tickingarea

acoustic horizon
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Don't forget about the 10 ticking areas limit!

quasi dove
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Is there a list of all the placement_pass options and their order? I tried looking but couldn't find anything.

jolly ember
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?placement pass

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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."

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That looks like the right order if I'm remembering correctly. @quasi dove ^

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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.

hushed knotBOT
#
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'\u2019'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

NoteL pregeneration_pass is reserved for carver features.

upbeat barn
upbeat barn
quasi dove
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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?

upbeat barn
quasi dove
# upbeat barn You can use aggregate features to place structure chunks next to each other. Oth...

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.

upbeat barn
quasi dove
upbeat barn
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Yep, the structure would just load in

quasi dove
upbeat barn
quasi dove
junior orbit
#

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...

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As you can see, the y coordinate is within range of my rule distribution.

wide grotto
# junior orbit

how are your frames so good with that many of those mushrooms?!

modern pewter
misty pivot
junior orbit
junior orbit
junior orbit
jolly ember
ionic cloak
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One message removed from a suspended account.

ionic cloak
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One message removed from a suspended account.

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One message removed from a suspended account.

upbeat barn
ionic cloak
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One message removed from a suspended account.

upbeat barn
summer iris
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I have mine set at 1, 2000 and it works great

upbeat barn
summer iris
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Iterations on 1 and Scatter change is set to 1-2000

delicate trench
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Why set it to anything over 100?

sly forge
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its set to 1 and 1/2000

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scatter chance also uses fractions

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and apparently decimals, but fractions give a little more control

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and remember im the one who set it :p :3

patent kindle
#

have custom biomes been fixed, can you make them now

hushed knotBOT
#
Can I make Custom Biomes?

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

ionic cloak
#

One message removed from a suspended account.

young nest
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do I have to create new world every time I change something in feature or feature_rule?

upbeat barn
ionic cloak
#

One message removed from a suspended account.

dawn dune
upbeat barn
upbeat barn
dawn dune
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They actaully currently tryna fix it?

upbeat barn
ionic cloak
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One message removed from a suspended account.

upbeat barn
summer iris
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iirc that makes the feature generate dead center in a chunk

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and there is no random placement for it in a chunk

ionic cloak
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One message removed from a suspended account.

summer iris
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also, is use

"extent": [0, 15]

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for structures larger than 16x16, I do 0, 31

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seems to work mostly, but dunno if that's the way to do it lol

junior orbit
upbeat barn
junior orbit
upbeat barn
hard cipher
#
y": "variable.random = (Math.random(50, 10)); return variable.random > (query.above_top_solid(variable.worldx, variable.worldz) 40) ? -999 : variable.random;",
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what's the problem with this?

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I use it in feature rule, but it gives an error

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and I don't know the reason for the problem

upbeat barn
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What's the error?

hard cipher
upbeat barn
# hard cipher

(query.above_top_solid(variable.worldx, variable.worldz) 40)
This seems to be the issue

hard cipher
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Are they underground structures, can't the "top_solid" component be used?

scenic cipher
#

can you replace vanilla structures with custom ones?

scenic cipher
# upbeat barn No

oh rip, so there is no way to make like basically yung's better structures on bedrock?

scenic cipher
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dang, well hopefully one day

ionic cloak
#

One message removed from a suspended account.

upbeat barn
halcyon elbow
#

Do custom biomes work, or do I need to mix and match features to get the same effect?

hushed knotBOT
#
Can I make Custom Biomes?

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

young nest
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how to put structures near villages?

grand silo
#

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

upbeat barn
grand silo
#

Thank you!

tight ridge
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I can remove lava from nether???

wide grotto
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like remove it or replace it

muted ether
modern pewter
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Is there any way to disable all world gen but 1 custom one

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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?

muted ether
modern pewter
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Yeah I want nothing.

cosmic wing
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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?

upbeat barn
royal bison
muted ether
royal bison
cosmic wing
royal bison
#

and in coordinates extremlly high

cosmic wing
cosmic wing
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Like force someone when joining this "dimension", it feels like it's own atom sphere

royal bison
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the shaders cant be modified in-game

cosmic wing
royal bison
cosmic wing
#

Oh

royal bison
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you can also create custom fog

cosmic wing
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I'm just a bit new in making dimensions

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Then, how would I prevent anyone from sneaking off the dimension and make it unnoticed?

bitter fog
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Does anyone know how to generate structures in the nether?

simple pond
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have you even watches our dev process

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or is intentionally hiding our method from others

steep socket
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hey

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I got a problem with my minecraft world, is this the correct channel to ask at 😅

steep socket
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nope, my world vanishing

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my world just randomly disappeared from the mc menu but it still exists in the mc world files..

simple pond
steep socket
sly forge
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or possibly the official minecraft discord in the bedrock mechanics channel

steep socket
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thanks

young nest
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is editting minecraft village structure nbt files affects how village generate?

upbeat barn
bitter fog
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Hey guys is there a way to allow certain blocks to intersect with structures?

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Im not sure how

simple dust
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Guys, I want to start to learn world generation, so today what can we do for the world generationmodding

undone lagoon
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is it possible to change the grass colour of a biome?

upbeat barn
undone lagoon
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oh alright

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cool

summer iris
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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?

muted ether
#

In iterations, something like: math.abs(v.originx) >= 512 || math.abs(v.originz) >= 512 ? 16

summer iris
#

Thanks :)

inland panther
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Quick question, I believe you aren't able to put features and feature rules into subfolders

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Did that change since they made them stable?

upbeat barn
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You can always do that, but the id needs to match

inland panther
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Really? Thought they had to match file path and all so you couldn't

delicate trench
upbeat barn
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^^^

inland panther
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Ah

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Thanks

delicate trench
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And the name of the file should stay custom_feature or whatever the equivalent is

inland panther
#

Related question if my structure's path is structures/test/build.mcstructure, do I need to do /structure load test/build

upbeat barn
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yes

inland panther
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Alr thanks

muted ether
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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.

inland panther
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Thanks

leaden furnace
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unit_cube

round cosmos
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Very real

junior orbit
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@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

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Figured it may be the placement_pass. but messed around with those and nothign

upbeat barn
abstract carbon
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Where do I get the vanilla biomes? And also how I add my custom blocks like custom grass and dirt blocks?

ember adder
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How could I generate structures in 1.20.50?

bitter fog
ember adder
karmic barn
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Is it no longer possible to edit vanilla biomes in 1.20.60?

simple pond
karmic barn
# simple pond 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.

abstract carbon
misty axle
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i had a quick question does anyone know how to remove spawners from dungeons and things like that in world generation ?

wide grotto
#

You can't edit vanilla structures

bitter fog
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Just wondering, what are the biome workarounds?

simple pond
bitter fog
bitter fog
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So I ah, did a big oopsie

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I'm using big chungus' noise biome generator

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It's floating

bitter fog
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So I feel like is messed up the feature placement order of any feature file under biome

junior orbit
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@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?

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@muted ether ^ 😄

muted ether
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Busy, sorry!

dense crow
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For a while I thought this was a bug

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The jigsaw block can help solve this problem but the bad news is that mojang doesn't update it for Bedrock

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The good news is we can wait for this, I'm so excited

leaden furnace
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That's great news. It will not save us the headache using jigsaw blocks tho 😄 But it's amazing news ^^

acoustic horizon
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How can I fix the cubes appearing in the ocean and floating?
I am trying to modify vanilla trees generation...

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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
    }
  }
}
acoustic horizon
#

the what

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like this?

"constraints": {
      "grounded": {}
    }
acoustic horizon
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Yup that fixed it, thanks!

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Now, how can I actually edit the vanilla ones?

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I pretty much want to replace vanilla trees in forests with my custom ones

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And this kinda seems like I am adding new structures to forest rather than replacing the existing ones

leaden furnace
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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?

round cosmos
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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!

round cosmos
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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
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Fixed it. Patch was trying to offset itself by world height

round cosmos
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Now we struggling with the simple things 🔥
For some reason my structure feature is only spawning facing one direction

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Even though I have "facing_direction": "random"

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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

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// 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)
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(This is with the structure outside of the sequence because I was worried that was causing it - Spoiler alert, it wasn't)

jolly ember
# round cosmos Fixed it. Patch was trying to offset itself by world height

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.)

round cosmos
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The block intersection isn't empty, just commented it out so it wouldn't be too long :)

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No stress, thanks for the message! I'll give aggregate a go the next time I open this up

jolly ember
round cosmos
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Haha I know right! Shame I haven't touched world gen in so long...
Feel like a noob again 🤣

round cosmos
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I have no explanation as to why it works now. All I did was change the scatter chance numerator and denominator

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So turns out just using a float instead of the n & d object prevents the "facing the same way" issue

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@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

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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

jolly ember
round cosmos
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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

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Luckily not needing one file per block anymore though

jolly ember
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Also found this a bit helpful but it looks like you've got things covered. Apologies for my *advanced *chicken scratch haha.

jolly ember
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Probably should clarify this too.

acoustic horizon
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How to make my structures spawn a bit... rarer

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too many stones

upbeat barn
leaden furnace
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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,

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It needs a couple of tries to find out the right setting tho

acoustic horizon
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Thanks!!

leaden furnace
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You could as well make different size of rock formations to get more variations, and put each structure feature into a weighted feature

acoustic horizon
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Yes I will

acoustic horizon
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What exactly is scatter_chance?

upbeat barn
ionic cloak
#

One message removed from a suspended account.

acoustic horizon
leaden furnace
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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)

median spade
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what biome tag to make a structure spawn in cold caves only?

upbeat barn
median spade
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like caves

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but in cold biomes

upbeat barn
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You could just use the cold biome tag and place it underground

median spade
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it would have to be cold in the surface

upbeat barn
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Caves dont have a tag unless theyre a biome

median spade
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hmm what abt jagged peaks

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like the ancient city?

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would i just do the samething execpt replace the tag as jagged peaks?

upbeat barn
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Sure

median spade
upbeat barn
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Sure

median spade
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thank you

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its not working

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ion see it

leaden furnace
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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)

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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 ^^)

median spade
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oh

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ima put it at 10

leaden furnace
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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..)

median spade
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didnt work its on surface 😭

leaden furnace
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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.

median spade
#

bouta test that rn

leaden furnace
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Post your structure feature as well in case of

median spade
acoustic horizon
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How to fix:

[FeatureRegistry][error]-Feature rule minecraft:forest_surface_trees_feature can't place internal feature type.

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Trying to totally vanish oak forest

upbeat barn
acoustic horizon
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somehow I feel like I did vanish them? not replaced though

acoustic horizon
acoustic horizon
#

World gen only changes never-loaded chuncks no?

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I pretty much dont want to destroy what players have already mad

acoustic horizon
#

How big can a structure be?

upbeat barn
acoustic horizon
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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

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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
    }
  }
}
leaden furnace
#

The places feature identifier doesn't match the feature identifier

acoustic horizon
#

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?

leaden furnace
#

Is the scatter_chance default 100 when not specified ? never tried(in the feature_rule)

acoustic horizon
#

I could try it

leaden furnace
#

With one iteration if you choose 50 as scatter chance, there will be 1/2 chance to spawn one tree per chunk

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more iteration equal more trees if the scatter is successful (if I'm getting it right)

acoustic horizon
#
"distribution": {
      "scatter_chance": 100,
      "iterations": 1,
      "x": 0,
      "y": 0,
      "z": 0
    }
#

This still doesn't work

leaden furnace
#

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 ] } } } }

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(when my game will be loaded.. it takes so many times sometimes 😦 )

acoustic horizon
#

I want to generate some gigantic trees

leaden furnace
#

gifantic like how

acoustic horizon
#

Though, they are all smaller than 48x48

leaden furnace
#

I have trees that are 25x35x20

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Maple trees

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The problem I have it is sometimes they are cut at the edges of the biomes

acoustic horizon
#

This is one of the biggest

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or the biggest

leaden furnace
#

that is fine, I have double palm trees bigger than that

acoustic horizon
#

Then why it is not appearing 😠

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Minecraft bad terraria better

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lol

leaden furnace
#

Ignore the fact I forget to add snow layers in my saved structure 😄 but it is what it does with the feature_rule above

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Ice plains are empty usually

acoustic horizon
#

That would probably cut my trees because of the size

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All these plains are actually forests, no trees

leaden furnace
#

Yeah 1 iteration is enough due to the size

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but you should have at least one tree per chunk imo or it will appear too empty

acoustic horizon
#

I can't even generate one tho

leaden furnace
#

scatter chance 100

acoustic horizon
#

I did try that, not generating any

leaden furnace
#

I think I found out$

#

It's y =0

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Replace y=0 by "y": "query.heightmap(variable.worldx, variable.worldz) + 0",

acoustic horizon
#

ah yes you found it

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Lovely

jolly ember
#

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.

leaden furnace
#

true as there is a lot of grass and they are not air

acoustic horizon
#

well

#

im in love

#

as a builder this is the fancier thing I have experienced with addons lmao

leaden furnace
#

Have you filled your structure with structure void(to replace air blocks)

leaden furnace
acoustic horizon
#

I do that by default lol

acoustic horizon
#

They are getting cut

leaden furnace
#

I am in love with custom trees, and I can relate about the feeling to see my own trees spawning naturally 🙂

leaden furnace
# acoustic horizon

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

delicate trench
acoustic horizon
acoustic horizon
#

World gen only applies to non-generated chunks?

acoustic horizon
delicate trench
acoustic horizon
#

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": {}
        }
    }
}
delicate trench
#

Set facing_direction to south for all 3 variations and see if that fixes the cutoffs

acoustic horizon
#

Seems fixed, yes

#

Having these trees facing the same direction will be quite unfortunate, though. There is no other fix?

leaden furnace
#

I was about to ask as well . Because it requires to create 2 or 3 versions of the structure to have it randomized

delicate trench
#

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

acoustic horizon
#

I see

#

Thank you!

hasty kelp
#

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

round cosmos
steep lintel
#

any Hello World example for Cusotm World Generation?

upbeat barn
steep lintel
#

does it still work?

leaden furnace
#

What is this page

steep lintel
#

i mean custom generation

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not custom biome

upbeat barn
#

Everything except Custom Biomes should work

delicate trench
#

There’s still a conditional list-shaped hole in my heart :(

upbeat barn
delicate trench
#

Feels like the wiki hasn’t been updated in at least a year

delicate trench
#

The heck’s been happening with the other pages then

simple pond
#

How do you remove small end islands

zealous sedge
zealous sedge
#

It's what works for me

simple pond
zealous sedge
#

What?

simple pond
#

Yeah

upbeat barn
#

Isnt this common knowledge though lol

zealous sedge
#

XD

upbeat barn
#

Afaik the method doesnt work with everything...chorus flowers, mineshafts

simple pond
zealous sedge
simple pond
#

people have been struggling to remove it for agess

zealous sedge
#

But you have to generate another block below that is not end stone

simple pond
upbeat barn
#

But see my previous comment, the method doesnt work with some features

zealous sedge
simple pond
upbeat barn
#

lol at this point just wait for Mojang to resume work on custom world gen

zealous sedge
simple pond
zealous sedge
#

Give me a minute

#

Just put an air texture

olive ridge
simple pond
olive ridge
simple pond
#

Oh

simple pond
ashen shadow
#

How do you load a custom BP structure with the sructure command?

#

do you need to specify what pack somewhere?

upbeat barn
ashen shadow
ashen shadow
#

I tries...
I'll try again later

#

or does the structure need to have the namespace in the name?

leaden furnace
ashen shadow
#

just command blocks for now

#

but I still think here is better than #1067869288859447416 for this particular case

leaden furnace
#

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

junior orbit
#

@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?

upbeat barn
abstract carbon
#

Can I make custom dimensions?

upbeat barn
abstract carbon
#

Is it broken?

leaden furnace
#

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

abstract carbon
#

Oh okay but can we make dimensions by using existing features?

abstract carbon
#

But can I modify the vanilla dimensions?

leaden furnace
#

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

abstract carbon
#

I found this video where he make own biomes by using an empty world

https://youtu.be/Y0yB3WCgqiU?si=8fdaqY6M0Pi8LO1q

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)...

▶ Play video
abstract carbon
leaden furnace
#

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 😄

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Just an illusion 😉

abstract carbon
leaden furnace
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At least the biome would be nice, and allow us to spawn big structures without having it cut in half...

simple pond
leaden furnace
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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

simple pond
leaden furnace
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What do you mean by that?

simple pond
leaden furnace
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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

steep lintel
leaden furnace
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Insane!

bitter fog
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guys, does the structure export button for andriod pack work anymore

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I used em and well when u press the button a file exports but the file is empty

thin fox
#

Does anyone know any methods for detecting the player's current biome? (without editing player.json)

bitter fog
thin fox
bitter fog
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ohh

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sry then i cant help you there 😬

jolly ember
# thin fox Does anyone know any methods for detecting the player's current biome? (without ...

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...

thin fox
jolly ember
misty pivot
misty pivot
thin fox
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i don't think it would either

thin fox
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I don't want to edit any vanilla entities

simple pond
#

is there a way to fully the remove little smol end islands ?

pale elk
#

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."

upbeat barn
round cosmos
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Is the trapdoor orientation in structure features bug still not fixed?

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Dang looks like that's the case

sly forge
#

…i might have figured out a way to more accurately place noise biomes

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instead of just a terrain map and a biome map using the same noise algorithm

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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?

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i had been thinking all wrong about biomes should determine what the terrain looks like, i should have thought the other way around

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i need to try this out sometime

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in this way i can also have these biomes seem a little more random in their placement

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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

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i can produce seeds higher than the 64-bit limit-

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this is insane

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why didn’t i think of this before

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its not that complicated

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as long as i can get the terrain algorithm where i want it, i’ll be set

steep lintel
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You may see some clounds in the distance

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idk if i should post it here lmao, since its not vanilla bp

delicate trench
delicate trench
steep lintel
minor girder
steep lintel
minor girder
#

awesome! what custom server software are you using?

steep lintel
#

like i made my own lmao

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i can share a github repo with you if you want

minor girder
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whoa 👀

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Sure, I'd love to check it out!

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That's honestly so impressive

steep lintel
sly forge
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molang loses precision at 16777216

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if i lower the offset to 100k i can only use 160 seeds for the terrain generation

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which is obviously a problem

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and i don’t know how i can combat this

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@olive ridge youre great at worldgen, think you can help me with this custom seed problem?

upbeat barn
#

Ideally q.noise would differ base on seed

olive ridge
sly forge
sly forge
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this was the original max offset

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but with that 16M limit it screws me over

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i need help figuring out how to layer terrain

olive ridge
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how would you even get to that number without an unplayable ammount of jitter

sly forge
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like how biomes in minecraft have both a temperature and humidity map

olive ridge
sly forge
sly forge
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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

olive ridge
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I'm really not sure what you're asking

sly forge
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how to layer them to determine how the terrain generates

olive ridge
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layer what

sly forge
#

i can only have up to 160 terrain shapes at this point

sly forge
olive ridge
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the climate maps determine the biome types, which determine the terrain shape

sly forge
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im doing things the opposite way around because it seems more viable

olive ridge
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don't

sly forge
#

its harder to map the terrain properly if i base everything off of biomes

olive ridge
#

you can get around that by running stuff for every column instead of every chunk

sly forge
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isn’t that how custom terrain works in the first place?

olive ridge
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yes, but there are ways to do it per chunk

sly forge
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i don’t think ive ever done that

olive ridge
#

you can probably approximate the position of the border based on the value and derivative of the perlin noise

sly forge
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the main reason it’s difficult is because id need to find a way for everything to transition properly

olive ridge
#

then you would also calculate the other biome and blend between the heights

sly forge
#

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 💀

olive ridge
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voronoi is just the way to do it

sly forge
olive ridge
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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

sly forge
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i don’t know how to blend different y values

olive ridge
sly forge
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i don’t even know how the lerp function works

olive ridge
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it's literally just lerp(a,b,k) = a*(1-k) + b*k

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which linearly blends between the two values based on k, which is the blend weight

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so if k = 0, then you get a, and it k = 1, you get b

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and for anything in the middle, you get something between a and b

sly forge
#

and how is k determined? how would i get the block values for each biome?

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i don’t understand this stuff

olive ridge
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k would be the distance to the edge of the biome

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probably multiplied by some constant and clamped from 0 to 1

sly forge
#

k would be the distance in terms of what exactly?

olive ridge
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blocks

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on the x/z plane

delicate trench
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Magnitude of the vector

olive ridge
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technically, it isn't a true distance

delicate trench
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He’s not using voronoi?

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Oh whoops he’s not

olive ridge
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voronoi edge distance generally isn't accurate

sly forge
olive ridge
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it's just to make sure it doesn't exceed a or b

sly forge
sly forge
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which is waaaay too low

delicate trench
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You’re trying to blend biomes together?

sly forge
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i want to hit the old bedrock edition limit MINIMUM

sly forge
delicate trench
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I’m confused, are you or are you not going to use voronoi?

sly forge
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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)

olive ridge
#

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...

sly forge
olive ridge
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and you don't have to blend the height

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ideally, you would blend the generation settings

sly forge
#

and how would i do that 💀

olive ridge
#

lerp(biomeA.noise_scale, biomeB.noise_scale, clamp(k,0,1))

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then you would do that for all of your settings

sly forge
#

and what is the noise scale?

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the algorithm used itself?

olive ridge
#

it could be color or anything else

sly forge
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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?

olive ridge
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it isn't meant to mean anything

sly forge
#

#

then can you fully explain what you mean by “noise scale”

olive ridge
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it means nothing

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it's just an example of a property of your biome

sly forge
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that doesn’t make much sense

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because that could literally mean the algorithm itself for that biome

delicate trench
#

Could you think of it like temperature, humidity, etc.?

olive ridge
#

use the same algorithm for all of you biomes

sly forge
olive ridge
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then just change the parameters of the algorithm

olive ridge
sly forge
olive ridge
#

start by writing your generator on shadertoy, then port to mc

sly forge
olive ridge
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but also yes for other reasons

delicate trench
#

Each biome should really just be its own arrangement of the parameters you choose

sly forge
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so lets say i want to make a desert dunes biome

olive ridge
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like I said, write your code in a real language, then convert to molang

sly forge
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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?

delicate trench
#

Like chungus said, lerp the values

sly forge
#

thats a lot of values to lerp

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if the plains biome had one value slightly different wouldn’t i have had to lerp the values 10 times?

delicate trench
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No?

sly forge
#

??

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seriously im stupid

delicate trench
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You lerp the same values everytime

sly forge
#

oh

delicate trench
#

That’s how blending works

sly forge
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so heat to heat

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humidity to humidity

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etc

delicate trench
#

Yes

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Each biome gets assigned a “threshold” of values. You blend the values and the biome changes when those values cross over the threshold.

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The blending just ensures the terrain remains continuous throughout the change

sly forge
#

especially since it wont always be between 0 and 1

delicate trench
sly forge
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that doesn’t tell me how to get it

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that explains only what it is

olive ridge
delicate trench
sly forge
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i understand molang more than anything thats there

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ik what “vec” is (vector)

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i know what for, int, float, if, else if, and return are

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everything else i don’t understand and the comments don’t help

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and what operator is “+=“

olive ridge
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it's supported by almost every language

sly forge
#

how can a variable equal more than itself

olive ridge
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hash just generates a random seeded vector

olive ridge
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it's just add something to x, then store the result back to x

sly forge
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oh ok

olive ridge
#

and x++ is just x += 1 is just x = x + 1

sly forge
#

where is the biomes[0] coming from

delicate trench
#

That's calling the first element in the biomes array

sly forge
#

then whats the other 3 being used for

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as well as the other 3 numbers in each part of the array

delicate trench
#

The other 3 elements are rgb values that correspond to each biome

sly forge
#

there’s nothing telling what theyre assigned to

delicate trench
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b1 = biomes[int(r*4.0)]

b2 = biomes[int(r*4.0)]

sly forge
#

again i don’t see anything that says that r, b, and g are the other 3 rows in the array

delicate trench
#

They're not part of the array, they're part of the Biome struct

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And the Biome structs are what's filling the array

sly forge
#

then where are the biomes 0, 1, 2, and 3 coming from? i don’t see any code relating to what they are

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and in the entire thing all i see references to is 0

delicate trench
#

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.

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In the shader, the rgb values matter more for visuals

sly forge
#

well im trying to understand how to set up voronoi as a whole

delicate trench
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Just download bigchungus' pack for that ¯_(ツ)_/¯

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Flip through the code and see how it works

sly forge
#

that wont explain anything

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itll tell me what’s being used, not what it does

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im guessing k is shown as 0_to_1 here?

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and where even is his pack in the first place

simple pond
#

just look at Chungus code jeez.

sly forge
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found it

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…where is v.rx even coming from

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welp since the only thing that’s happening is me getting confused i guess i’ll use the octaves for the seed

junior orbit
#

@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?

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Feature rule:

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Scatter:

upbeat barn
muted ether
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Yeah, but you can kinda stack vegetation patches for a quick-and-dirty solution. Just place multiple smaller ones. catshrug

junior orbit
#

sry 1 sec

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@muted ether i dont mind these, but the problem is that, they arent able to be placed in ground?

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id like to use the same clover patch shapes, like above.

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but simpl;y have them in the ground, as single blocks. Like the "pool" reference above

junior orbit
# junior orbit

with this exact rule, i simply swap scatter featuyre, for vegetation. but the vegatation is placed above the ground

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not under

muted ether
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Invisible tree trunks with ground blocks is one idea. Noise-based scatter features are another. Blob scatter features also would work.

junior orbit
#

New question! 😄