#World Generation General

1 messages ¡ Page 5 of 1

junior orbit
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I have large floating islands. they are within 48x48x48 block size

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so i should be able to place them, without being cut off.

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here is my rule, what exactly do the coords need to be, so i can fit the entire 48x48 struct

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ive seen, we should use -16, to get the extra 16 blocks from a chunk?

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i tried to put my structs on the corner of the chunks, x:0 z:0, but i am still getting major cutoff.

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@upbeat barn 😄

upbeat barn
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No idea , I always use structures at max to be 32x32

junior orbit
upbeat barn
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Yeah

junior orbit
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no decent work arounds yet?

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kk ty

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@upbeat barn any ideas on this. #1214629968081063986 message

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they mention the -16

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and 48x48 limit

upbeat barn
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I havent tested that out, try it

sly forge
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if its over 16x16 there’s a chance it can be cut

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there is a way to fix this for up to 32x32

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but any larger than that idk

junior orbit
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#1214629968081063986 message

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seems like maybe 48 x 48 couod be max

sly forge
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it is the max

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but if you want to guarantee no cuts youll have to either go for 32x32 with special settings or go for using a command block to place the rest

junior orbit
sly forge
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you can do all at once, actually

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structure blocks themselves support up to 64x384x64

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without nbt editing

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its technically infinite with nbt editing

feral fern
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How do I get a custom sapling and make it grow into a tree?

upbeat barn
feral fern
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I'm going all over the place today

warm stratus
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Is there a website or something to learn about "loot_tables"?

summer iris
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Is there any reason for my end features to place in the overworld when biome filter is set to the_end

summer iris
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{
                  "test": "has_biome_tag",
                  "operator": "==",
                  "value": "the_end"
                }```

Yep
upbeat barn
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Show your full rule

summer iris
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{
    "format_version": "1.13.0",
    "minecraft:feature_rules": {
      "description": {
        "identifier": "better_on_bedrock:chorus_tree_rule",
        "places_feature": "better_on_bedrock:chorus_tree_feature"
        },
        "conditions": {
            "placement_pass": "first_pass",
            "minecraft:biome_filter": {
                "all_of": [
                    {
                        "test": "has_biome_tag",
                        "operator": "==",
                        "value": "the_end"
                      }
                ]
            }
        },
        "distribution": {
            "iterations": 15,
            "x":  {
                "distribution": "uniform",
                "extent": [ 0, 15 ]
              },
            "y": "query.heightmap(variable.worldx, variable.worldz)",
            "z":  {
                "distribution": "uniform",
                "extent": [ 0, 15 ]
              }
        }
    }
}```
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idk if it's a format version or placement pass issue

muted ether
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That is quite weird.

inner galleon
summer iris
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I use 1.20.50 i think

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.30 made features stable

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some got removed too iirc

inner galleon
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I have a question, I see that an ore feature cannot generate a block that replaces another block that is being generated by another feature, is there a way to achieve this?

muted ether
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Later placement pass?

inner galleon
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I think that is why the Features does not detect the block before being generated and therefore by the time the other block is generated the feature is not activated

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I tried using one that was patches but it seems like it's only for the surface of the map

muted ether
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I think it depends on the feature type you’re trying to use. I need to document this. Sorry, besides the later placement pass idea, I’ve got nothing.

inner galleon
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I understand no problem

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Could you tell me what types of Feature there are? I think I can fix it if I use a different type.

muted ether
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I’m on my phone, but it’s the features documentation you can find on bedrock.dev.

inner galleon
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If I'm already seeing that I think if I make a single block feature and then applied ore feature it might work

sly forge
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anyone know of a better noise algorithm than perlin?

delicate trench
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Simplex

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It’s more performant at 2D and has less directional artifacts

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You could also always use voronoi as chungus has demonstrated time and time again

sly forge
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probably because his programming knowledge is much higher

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he probably assumes i know the basics already

sly forge
# delicate trench Simplex

as for simplex, im not sure if it’s possible to implement, but then again i havent really come across a formula i can read either

delicate trench
sly forge
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so you cant link a formula i can actually understand.

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sigh

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i’ll try to understand

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i have some other ppl i can talk to now so

delicate trench
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If you give me a min I can pull up an article that explains it pretty well

sly forge
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ok ty

delicate trench
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Will be in airplane mode for the next few hours so if this doesn’t help, you’ll have to ask someone else

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I also sectioned the shader code with the steps so it hopefully makes a little more sense as to what does what

sly forge
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srry for seeming rude, im just a bit irritated today

sly forge
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im guessing xin and yin would be v.worldx and v.worldz in this case

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or two variables that use it in some way

sly forge
delicate trench
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Just put it in a loop

sly forge
delicate trench
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You run the function multiple times, making appropriate adjustments at the beginning of each iteration, and each iteration of the loop returns a value that you can add to a final sum which is used as the height

sly forge
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have another two variables that are set up for +=?

delicate trench
# sly forge but how would i do that?
t.l = 0;
t.p = 0;
t.height = 0;
t.i = 0;
loop(total octaves, {
    t.l = math.pow(2, -t.i);
    t.n = [simplex noise algorithm sampled with (v.worldx/t.l, v.worldz/t.l)];
    t.height = t.height + t.n * t.l;
    t.p = t.p + t.l;
    t.i = t.i + 1;
});

t.height = t.height / t.p;

t.p isn't really needed if you don't care about normalizing the height range, but it's often handy to have control over that.

sly forge
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i know Molang has a for loop but i don’t recall there being another loop function

delicate trench
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There's no for loop. for_each is for entities and loop is as close to the traditional "for" as Molang gets.

sly forge
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wait a minute i think i spot a small problem here

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its a simple one

delicate trench
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Then just fix it yourself XD

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I'm about to hit the hay

sly forge
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if t.l = math.pow(2, -t.i)

then in the v.worldx/t.l

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you would be dividing by a fraction

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lmao

delicate trench
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My guy

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When you divide by a fraction, you multiply by the reciprocal

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There's no problem lol

sly forge
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v.worldx * 2048

delicate trench
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Oh I see what you mean

sly forge
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Minecraft, but the entire world is on its side

delicate trench
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Just multiply then, that's really more of an ambiguity anyway, depends on what lacunarity and persistence the programmer wants

delicate trench
sly forge
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yEs~~

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fUn~~

delicate trench
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No I mean that wouldn't happen because of the division

sly forge
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it wasn’t supposed to be taken seriously lol

sly forge
delicate trench
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That's what I said

delicate trench
# sly forge v.worldx * 2048

Wait this doesn't cause problems, this is literally what you want. God, it's been forever since I've done Molang-based terrain. Ideally, the first octave's samples should be spread out, and as the octave increases, you multiply the inputs, which increases the frequency.

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That's as good a sign as any that I need sleep, I'm done here. Good night.

sly forge
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not multiply

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multiplying increases the slope

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…uhh nvm it doesn’t

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dividing spreads out the grid the higher the denominator is

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should see what multiplying does

delicate trench
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...I literally just explained this

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Ok nvm there's no point sticking around cya

sly forge
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gn

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oh i see what you mean now

sly forge
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welp

my other problem doesn’t appear to have a solution

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for some reason, any octave denominator between 64 and whatever the first one is doesnt have an effect on the terrain AT ALL

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not unless i multiply the entire section by 2, and that raises the terrain, it doesn’t vary the shores more

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i would need to figure out how to increase the amplitude on X and Z instead of Y without using two other planes of perlin for x and z

sly forge
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ig the only solution i have is to build a completely new noise formula lol

delicate trench
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Bigchungus already talked about making lateral octaves here #1116870822095769610 message
But if you want me to loop it for you, just give me a min

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t.l = 0;
t.offs = 0;
t.i = 1;
loop(total octaves, {
    t.l = math.pow(2, t.i);
    t.offs = t.offs + [noise algorithm(v.worldx*t.l, v.worldz*t.l)] / t.l;
    t.i = t.i + 1;
});

t.height = [noise algorithm(v.worldx + t.offs, v.worldz + t.offs)]
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Forgot to ping @sly forge

sly forge
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i have something better in mind for the offsets

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:3

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im making the generation seed-based, though its an annoying process

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thanks for the tip tho

sly forge
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(srry i only just had time to look)

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i mean i can see it, but i don’t know how it works

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because its in terms i don’t understand

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i can’t even understand voronoi

sly forge
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note: for some reason the heightmap formula im using to generate them based on the ocean's depth isnt working either

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@olive ridge sorry to ping you over something that might be small but do you have any idea whats going on here

olive ridge
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since the spires probably don't need to be larger than 3x3 chunks and don't need to be connected to each other, you're probably better off just placing the more like actual features than as terrain

sly forge
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the spires shouldn’t be any larger than 15 blocks

sly forge
olive ridge
sly forge
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?

olive ridge
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like randomize the height and radius

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or something like that

sly forge
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also im only using noise to determine a location for the features to place in

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also i tried randomizing the height but it wasn’t doing it per iteration, but rather per block

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the problems with math.random smh

sly forge
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besides manually implementing another algorithm?

sly forge
olive ridge
sly forge
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…since when does desmos have a 3D calculator

olive ridge
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it's in beta

sly forge
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ah

olive ridge
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but its been out for a few months

sly forge
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would have been nice to have six years ago

olive ridge
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anyways, that should work for spike gen

sly forge
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and its not that easy to do

olive ridge
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then apply some function that smooth clamps the height

sly forge
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…and for random heights? i have no idea what ur talking about tbh

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and random radius you never did answer back on that

olive ridge
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the radius is just determined by the factors in the polynomial, which are randomized

sly forge
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hmm

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i’ll try to decipher it later (cant read it on a phone lol)

sly forge
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the problem is that 128 is way too large

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i’ll have to try 16 instead

simple pond
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where were you ? i've been looking for you lol

simple pond
tight island
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You don't want the generation of an ore to work for me 😭

ionic cloak
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One message removed from a suspended account.

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One message removed from a suspended account.

brisk needle
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I want to randomize 13 structure and only spawn one structure per time on ground but it keeps scattering and places like 3-5 structures,
How can i edit the scatter chance so that the structure only gets loaded once?
Is the way i use features the wrong way? scatter -> random -> structure_template

upbeat barn
brisk needle
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is the scatter chance on top of the first generating? so if it scatters it generates a second structure?

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

void plover
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sorry for the bad photo quality, but does anyone know why my mcstructure file looks like this?

hushed knotBOT
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Please, no screenshots or photos!

Screenshots are hard to read, and photos even more so. This is especially true if you are using bridge or another tree editor, as this format obscures the JSON format.

We can help you best if you copy and paste your code here, or send it directly as a file.

void plover
covert jolt
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Hi everyone

Is it possible to generate terrain like the "farlands" at specified coordinates?

eternal spade
bitter fog
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hey guys is there a way to get rid of snow layers ontop of a plant like block

(I used singleblock then scatter features to generate)

covert jolt
covert jolt
covert jolt
unique egret
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What do you guys think when feature rules are coming out of experimental ?

unique egret
upbeat barn
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Yes

unique egret
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🤦‍♂️

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Thank you very much ❤️

unique egret
# upbeat barn Yes

just one question. Why this still has the "Experimental" tag ?

unique egret
upbeat barn
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Sorry, im just really busy rn. Only other thing i can think of is your id doesnt match your filename. That being said, if your file is in a folder your id has to be
namespace:folder_name/filename

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Upload your rule, feature, and a screenshot of the content log here

velvet spade
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Try a scatter feature.

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It should work better with the single block placer

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And the scatter feature has to place the block placer json with the placer placing the single block

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If that makes sence

inner galleon
olive sundial
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how do i make a custom new tree?

steep lintel
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basic sin/cos math functions lmao

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i use 4 detail layers

steep lintel
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world gen by script api:

delicate trench
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Nice

timid quest
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how to limit the number of specific structure per biome? Please ping

simple pond
steep lintel
simple pond
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Awesome work you did there,incredible

simple pond
steep lintel
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well, noises are that only part thats is not hard 😂 😅

simple pond
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XD

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anyway ,you're doing us bedrockers wonders.

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Imagine a method like "getBiome" ,if that's in the plan ?

steep lintel
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like in my plan? or ou are talking about Native apis

simple pond
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native API,we already have that with BiomeType class

steep lintel
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well, thats far future rn, but ya its not hard to implement, but problem is thats are custom abstract biomes that means the vanilla grass dont change colors depend on that biome, same for water or leaves

simple pond
steep lintel
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¯_(ツ)_/¯

old minnow
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don't know if this has been posted here already,
just read SmokeyStck's Article on how

Minecraft Bedrock Should Adopt Minecraft Legend's Custom World Generation System

Really interesting, I recommend to read it.. its not that much but gives links to interesting sources
It is here: https://smokeystack.dev/blog/bedrock-world-gen

timid quest
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Cool

leaden furnace
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Nice article, let's all spam Mojang with this link now 😅 "we found this interesting article and wondering why these interesting features are not yet in the game" 😬

olive sundial
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is there an only caves addon?

pulsar nebula
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Just for my own clarification areyou referi g to a single biome world gen

olive sundial
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how do i make a custom tree?

upbeat barn
olive sundial
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can you override the overworld biomes?

fading narwhal
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how do i make only one biome to generate?

scenic kraken
fading narwhal
sly forge
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i wanna try using this function for worldgen

just for shits

mint juniper
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are structures spawn with entities upon generating? i made a structure however the entity isn’t spawning when it generates

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i tried putting a zombie in my structure but it didn’t generate the zombie

upbeat barn
mint juniper
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dang it

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is there a work around?

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i might try making a block that generates the structure instead but idk

upbeat barn
sly forge
leaden furnace
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Tbh it's one the first thing I came across while playing with world gen, and found the workaround in an old post. It's not that obvious imo

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It's more like a bug for me

sly forge
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it was removed due to game crashes

leaden furnace
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Hmmm ok didn't know that

sly forge
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removed in 1.16.220 iirc

leaden furnace
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Then it's an.. old bug 😅

sly forge
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lol

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it’s unfortunate that mojang never fixed it after they removed it

mint juniper
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i managed to get it work by making a dummy block that generates and making the block generate the structure

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that kinda sucks though

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that they haven’t fixed it yet

leaden furnace
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Yep it's another workaround. It's how it is. It's logical they allocate more dev on the future upgrade than to the maintenance, but sometimes it's stupid 😅
Just pray they will bring world gen through the API, as afaik (haven't read the API chan for one month) they do a good job about this and it should be bug less. Smokey, do you think it would be possible to do world gen from the API as personal opinion?

unkempt bay
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Can we add dimensions to minecraft bedrock

upbeat barn
unkempt bay
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So aether its not possible ?

fading narwhal
real fiber
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How would I go about reducing the amount of villages, caves, and ruined portals?

Also seems that features and such are not included in the bedrock sample behavior pack. Is there a place that has these?

upbeat barn
hushed knotBOT
real fiber
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Found it, thanks!

covert jolt
sly forge
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ive already made the void lands on accident

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its nice that someone is purposely doing it tho

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must say, looks pretty convincing

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i do see a few issues tho, but they shouldn’t be too hard to iron out

covert jolt
sly forge
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tbf what ur doing rn could be considered a bit more difficult than what most ppl use it for

covert jolt
sly forge
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are you using 2D noise or 3D noise/multinoise?

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2D noise tends to work decently well as long as you don’t overcomplicate it

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3D noise is where the game has issues

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im thinking it’s because of how Molang works

covert jolt
sly forge
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…pfft

i think that was my old pack i was having someone help me with lmao

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yep thats 3D

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thats also how i accidentally created the voidlands

sly forge
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using 2D along the X and Z axis should make it run better, but the corner farlands would be a problem

covert jolt
sly forge
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is that the only part in the file?

covert jolt
# sly forge is that the only part in the file?

Basically, but I'm not quite sure how to make the layer. I feel like the method I'm using right now is terrible. Do you have any ideas?

Actually, without the layer I am currently using, it could run better

sly forge
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can you send the file?

covert jolt
sly forge
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i only need the feature file

covert jolt
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Thank you for your helpbao_mob_t_snowgolem

sly forge
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not everything

covert jolt
sly forge
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nope

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just the feature file

covert jolt
sly forge
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…you know you can send the json file by itself right?

covert jolt
sly forge
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hmm…

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…this looks to be a lot more complicated than it needs to be

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it shouldn’t take more than 6 feature files and 2 feature rule files

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(ofc this isn’t including the corner farlands as idk how those would even render)

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i’ll see what i can do tomorrow morning, it’s getting late

covert jolt
covert jolt
sly forge
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…well this is weird

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that variable DEFINITELY exists

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it’s doing it for worldy and worldz as well

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wtf

covert jolt
sly forge
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it shouldn’t generate at all tho

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and im confused cuz it works perfectly fine with my terrain generator

covert jolt
sly forge
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that doesn’t matter

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if that error shows up there’s something wrong

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in fact when i tried going to the coordinates i set (1000 on the x axis) my game crashed

covert jolt
sly forge
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im also on 1.20.81

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if my game is crashing there’s something seriously wrong

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there’s no reason for the game to crash like that with my pc being as good as it is

covert jolt
soft turtle
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how would someone go about making this, as someone who has never touched world gen is this something somewhat simple to make

delicate trench
soft turtle
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i wasnt even

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sure where to look

delicate trench
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For future reference then, this server has a (somewhat) affiliated wiki. That's usually a good place to start.

soft turtle
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i tried to skim it first but wasnt too sure what the names meant

upper forum
#

Hey small question, how do I make a .schematic file. I know some people use world edit on Java but I was wondering if there was a way to turn a structure block into a .schematic file

upper forum
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Nvm I figured it out ❤️

void plover
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anyone know what biome tags i could use to replicate the way end ships spawn?

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using "the_end" allows my structure to spawn where the ender dragon boss fight ia aswell instead of just in end cities

sly forge
void plover
delicate trench
# void plover how could I do that?

Set your iterations to (math.abs(v.worldx) > 1000 || math.abs(v.worldz) > 1000)). If you have more than one iteration set, multiply it by whatever value you have it on currently (ex: If iterations was previously set to 5, your new iteration value should be 5*(math.abs(v.worldx) > 1000 || math.abs(v.worldz) > 1000))).

void plover
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AHH THANK YOU SO MUCH

timid quest
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@delicate trench do you know if a way to connect a second structure to a already generated structure? Or should I use entities to control this?

I was thinking of using a CMD block to also control this

delicate trench
lapis moat
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how do you make structures not place air blocks like this? I don't want it to cut into the terrain looking weird

mint juniper
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surround every air block around the structure with structure air

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or fill

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if that makes sense

lapis moat
delicate trench
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*structure void

mint juniper
lapis moat
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ok that makes sense thx
I'll try that

sly forge
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it is a very real block

spiral ridge
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my structure isnt generating
its 20x20x20

runic badger
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How can I change the generation of the world? Like changing biomes, and creating other biomes

foggy jungle
#

Anyone happens to know what "consolidated_features" is?

candid cape
#

sad. Trying to fix an addon and this is one of them...
20:49:17[FeatureRegistry][error]-Test | raigen:levelled_crater_feature | The feature uses the feature type 'minecraft:structure_template_feature', which is considered internal and thus not compatible with this engine version of the game.

upbeat barn
light kayak
#

is it possible to string multiple smaller structures together?

modern pewter
#

sorry for the ping.

light kayak
hidden sapphire
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how to change tree generation

upbeat barn
hidden sapphire
#

from vanilla minecraft

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the tree itself

upbeat barn
# hidden sapphire the tree itself

Access the windowsapp folder and navigate to definitions/features folder. Find the right json file and copy it to your add-on. Then edit the file

hidden sapphire
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is there a video?

upbeat barn
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Video for?

hidden sapphire
upbeat barn
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Not as far as I know

hidden sapphire
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how to create a world without structures?

covert jolt
upbeat barn
covert jolt
covert jolt
upbeat barn
ionic cloak
#

One message removed from a suspended account.

ionic cloak
#

One message removed from a suspended account.

scenic kraken
#

Create new world > Flat world

ionic cloak
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

rare kite
#

Can I choose the shape of the leaves in a custom_tree_feature?

fiery crow
#

Hey does anybody know if we’re able to remove vanilla ore spawns in world generation?

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In bedrock specifically

timid quest
fiery crow
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awesome, thank you!

timid quest
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And look at the definitions folder

fiery crow
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thank you so much!!

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this is super helpful

timid quest
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Np

real fiber
#

Is it possible to modify the vanilla noise maps or biome placement in any way?

sly forge
#

is this a correct use for a ternary? im wanting a certain octave of a terrain generation function to only activate if the conditions are met

t.terrain_shadow > 110 ? t.mountain_modifier = 1.5 * t.terrain_shadow - 64 : t.mountain_modifier = 0;

rare kite
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I saw it here, and it looks like you can use this syntax, but I don't recommend it.

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but why don't you use if-else?

sly forge
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just a ternary

rare kite
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hm, I should have read your message better 😓
I thought this was javascript

sly forge
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i just don’t know if ternaries can be used to set variables

rare kite
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I think you can, on bedrock dot dev there is an example that shows this, but it is inside { and }

sly forge
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world wont load

upbeat barn
#

Can feature rules still not have folders? I know features can

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It seems like it can but doesnt follow the features id pattern where it's namespace:folder/file_name

sly forge
muted ether
sly forge
muted ether
#

Hmm, maybe I'm wrong, but I don't think so?

sly forge
#

trying the first one

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first one threw an error

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oops

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my bad lol wrong colon type

sly forge
#

hmm…

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im only returning t.base_terrain

could that be part of it?

sly forge
#

omg…i think i found the problem

#

the -64 isn’t exactly doing what im wanting it to do lol

sly forge
#

this is what mountain ranges will look like, however i need to learn how to implement lerping to get the transitions correct

sly forge
#

any idea why im still getting a flat wall?

t.terrain_shadow = 70 + 64 * q.noise(v.worldx/4096, v.worldz/4096); t.terrain_shadow > 110 ? {t.mountain_modifier = 1.5 * t.terrain_shadow; t.factor_1 = 32; t.factor_2 = 20; t.factor_3 = 8; t.factor_4 = 4;} : {t.mountain_modifier = 1; t.factor_1 = 1; t.factor_2 = 1; t.factor_3 = 2; t.factor_4 = 1;}; t.base_terrain = t.terrain_shadow + 16 * q.noise(v.worldx/1024, v.worldz/1024) + t.mountain_modifier * math.abs(math.pow(q.noise(v.worldx/512, v.worldz/512), 3)) + t.factor_1 * q.noise(v.worldx/256, v.worldz/256) + t.factor_2 * q.noise(v.worldx/128, v.worldz/128) + t.factor_3 *q.noise(v.worldx/64, v.worldz/64) + t.factor_4 * q.noise(v.worldx/32, v.worldz/32); math.lerp((t.terrain_shadow + 16 * q.noise(v.worldx/1024, v.worldz/1024) + math.abs(math.pow(q.noise(v.worldx/512, v.worldz/512), 3)) + q.noise(v.worldx/256, v.worldz/256) + q.noise(v.worldx/128, v.worldz/128) + 2 * q.noise(v.worldx/64, v.worldz/64) + q.noise(v.worldx/32, v.worldz/32)), (t.terrain_shadow + 16 * q.noise(v.worldx/1024, v.worldz/1024) + (1.5 * t.terrain_shadow) * math.abs(math.pow(q.noise(v.worldx/512, v.worldz/512), 3)) + 32 * q.noise(v.worldx/256, v.worldz/256) + 20 * q.noise(v.worldx/128, v.worldz/128) + 8 *q.noise(v.worldx/64, v.worldz/64) + 4 * q.noise(v.worldx/32, v.worldz/32)), 0.3); t.stone_height = t.base_terrain; return 1;

steep lintel
#

Hey anyone here know how could.i create own noise?

sly forge
steep lintel
sly forge
#

it is

#

it takes two values and creates noise using it

#

generally what’s used are v.worldx and v.worldz

#

dividing them by a number increases the size of the noisemap, multiplying the entire function changes the y value at certain points

steep lintel
#

thanks but what kind of noise it is? Is it perlin noise?

sly forge
#

yep

#

its perlin

sly forge
steep lintel
sly forge
#

LOL

#

cant claim a variable

steep lintel
steep lintel
sly forge
#

although id prefer if you didn’t use the temp variables im using to avoid conflicting addons

sly forge
steep lintel
sly forge
#

yes

steep lintel
#

I never worked with custom generation before, only via Scripting so everything is really new to me, well thanks for your info

#

Also we are not able to place specific blocks on specific coordinates right?

sly forge
#

yes, you can lol

#

i just don’t know how

steep lintel
#

uhhh

#

hmm

#

does someone knows?

timid quest
#

@sly forge could you add well generated structures on here? So basically if the level of the terrain is flat it should spawn in a large structure.

sly forge
#

it’s possible but uhm…

#

it’s probably not worth it

#

you can ask Ciosciaa about this

upbeat barn
#

@muted ether can you confirm three things for me:

  • Feature rules can be placed under folders but doesnt follow the features identifier naming scheme: namespace:folder/filename
  • scan_surface_feature isn't used in any vanilla features
  • sculk_patch_feature isn't useable
muted ether
#

Looks right

upbeat barn
#

The first one is quite annoying then

muted ether
#

Yes, yes, it is.

delicate trench
upbeat barn
#

Would anyone know why

        "may_attach_to": {
            "bottom": "minecraft:sand"
        },
``` adding this makes noise based columns only generate one layer?
#
{
    "format_version": "1.21.10",
    "minecraft:scatter_feature": {
        "description": {
            "identifier": "smokeystack_world_generation:desert/dunes"
        },
        "distribution": {
            "iterations": "t.height_1 = q.noise(v.worldx/64, v.worldz/128); t.height_2 = q.noise(v.worldz/256, v.worldx/512); t.height_3 = q.noise(t.height_1/1024, t.height_2/2048); t.height = (t.height_1 + t.height_2 +t.height_3) * 10; return t.height;",
            "x": 0,
            "y": {
                "distribution": "fixed_grid",
                "extent": [
                    0,
                    "t.height"
                ]
            },
            "z": 0
        },
        "places_feature": "smokeystack_world_generation:desert/sand"
    }
}
``` scatter feature
#

@muted ether

sly forge
#

i think?

#

i could be thinking of a different file

#

yk what nvm ill shut up lmao

muted ether
opaque ingot
#

Hi can someone tell me how to make custom village using nbt like in the minecraft files

opaque ingot
#

But there's a nbt file in the minecraft file structure it muss be work

upbeat barn
opaque ingot
#

Ohh

upbeat barn
#

I love debuggin world gen stuff

sly forge
#

PARKOUR!

acoustic horizon
#

beacon generator

timid quest
#

I don't get it

digital sky
#

is there a way to make exposed ores

muted ether
digital sky
#

none on features

#

and yeah late reply

muted ether
#

Start messing around with other feature systems first. That’s my recommendation.

upbeat barn
#

@muted ether is sequence still bugged? Trying to update my world gen addon and ive been using aggregate per tge wiki

muted ether
#

Yeah, it’s still got a lotta bugs.

winged raft
#

helo there anybody has a guideo n making custom sctructure in world generation?

#

how do you open mcstructure files?

scenic kraken
scenic kraken
velvet spade
real fiber
#

What is the correct process to generate large structures? I have a 64x32x64 structure, but it's loading in small random pieces.

Should I instead be using a feature rule to generate a comand block "structure" which then generates the actual structure?

real fiber
#

Looks like the best way is with command blocks as that can load the whole structure. Is normal process to have redstone trigger the command block when it loads? Seems a bit difficult to save the command block contraption as a structure before it deletes itself, but still have it auto run when it loads

nvm, looks like I can just do Redstone Block -> Impulse command block to generate the structure -> chain command block to remove the command block and redstone block

upbeat barn
#

Or make it execute a function

real fiber
#

it seems like if I load a structure that is a command block ontop of a redstone block, it does not execute

oh i see, repeating unconditional command block will just execute. and can delete itself

real fiber
real fiber
#

aren't they used for villages?

upbeat barn
real fiber
#

The UI comes up when I place it in creative. Is there no functionality at all? Or it is just limited?

real fiber
#

got it to generate properly. Used a structure that is a repeating, unconditional command block running a function that 1. gamerule commandblockoutput false, 2. loads the structure, 3. replaces itself with air

sly forge
real fiber
#

That seems more wasteful than just turning it off once when the command runs

I think there's a start.json that runs once on world start that I could use aswell

sly forge
#

and having tick.json doesn’t exactly cause any lag with one command

real fiber
#

That would be running a command every tick instead of just having a third command that runs when the structure generates. I already have a mcfunction to generate the structure because I also need to clear the command block after generation

#

What is the max size of a structure that can be loaded properly as a feature? Is it 48×64×48?

upbeat barn
#

Yeah

sly forge
#

i don’t think minecraft cares about the y value

real fiber
#

I think I'm going to change my pyramid to load the lower half as a structure so it can be seen from a distance. The lower half will have a command block to generate the upper part when player gets closer

Unless there's a better way to get big structures to load.

The total size is 64x32x64

sly forge
lavish falcon
#

Is it possible to make the grass colormap of a flatworld have certain areas with different colors?

sly forge
#

no

lavish falcon
#

😔

hidden sapphire
#

how to generate villages in a flat world

sly forge
#

hardcoded

#

thank Mojang for that poor decision

timid quest
timid quest
sly forge
#

the event runs a bp animation for a timer, the timer initiates the functions upon completion

timid quest
#

Oh...okay nvm then

sly forge
real fiber
#

Anyone know what the extra 1.20.2 diamond ore generation feature is called or where it can be found? I looked in all the bedrock server versions for 1.20 and didn't see the diamond ore feature anywhere.

sly forge
#

ok i want to generate custom terrain on the underside instead of the top, how do i do this?

solar lichen
#

Hi there,
It's possible to make a infinite ocean around a map? Nothing special, vanilla ocean would be perfect but it just need to be infinite

covert jolt
solar lichen
sly forge
#

though there are ways around it that i wont get into tonight

timid quest
#

Anybody know how to use the "minecraft:rect_layout" Feature?

upbeat barn
sly forge
#

i didn’t know it even existed

covert jolt
covert jolt
#

Hi.
Is it possible to give feature based biome a clay color strategy that perfectly corresponds to vanilla mesa biome.

(It means that the Custom mesa Biome has the same color scheme as the Vanilla Mesa Biome, which can better integrate the Custom Mesa Biome into the Vanilla Mesa Biome)

summer iris
#

Is depth broken in vegetation_patch_feature? What does it even do?

summer iris
#

I'm basically using this feature to generate ponds/lakes but I want them to be like 3 blocks deep but I don't think that's possible. I am not experienced in world gen so I can't make my own pond/lake feature thingy

timid quest
#

Anybody know what the variable.is_legacy? Means?

timid quest
# upbeat barn I believe thats removed
[FeatureRegistry][error]-Flame and Steel | fs:goblin_structure_layout_feature | The feature uses the feature type 'minecraft:rect_layout', which is considered internal and thus not compatible with this engine version of the game.```You might be right
upbeat barn
fringe junco
sly forge
#

it’s complicated lol

#

im using /scoreboard for the randomizer functions and the logic so im using a dummy entity

#

im also using command blocks and a timer using bp animations

fringe junco
#

Ah

fringe junco
#

Is there any way for me to have one feature_rule that can place one of several features?

#

I'm trying to, say, have several variations on one building

fringe junco
#

thank you so much!!!

#

i'm very new to addon development, helps a ton

zealous sedge
zealous sedge
zealous sedge
#

@covert jolt As far as I know, that is no longer possible, but maybe this cioscia file will help you: #old-world-generation message

junior orbit
#

Hey i noticed sometimes my structure would be slightly submerged into the ground. But the void blocks seem accurate? Any ideas? !

#

@upbeat barn 😄

undone lagoon
#

when a structure loads, any 'void' blocks will just be ignored and will remain as whatever block it was before the structure generated there

summer iris
#

Is there a feature that would allow me to only place something on a somewhat flat surface? I was thinking about search features but would that work?

velvet spade
#

There was a feature that did that it's deprecated

stoic spruce
#

hello

#

can someone help me

hushed knotBOT
upbeat barn
#

@stoic spruce

stoic spruce
#

i need help making a dimetion for a wave based game

stoic spruce
upbeat barn
stoic spruce
#

i dont need a dimetion

stoic spruce
fringe junco
#

Are Marketplace addon creators able to take advantage of the Feature and FeatureRule modules?

upbeat barn
fringe junco
#

Alright, thank you

#

Currently trying to figure out the best way to spawn structures without using FeatureRules then

#

Just looking at some of the addons on the marketplace, I think they have access to Features, but not the FeatureRules (Look at hydra bosses)

#

My current inclination is to do what Tinker's Construct/More Ores and Tools do and find spaces within the simulation distance around the player to place the structures, but I'm unsure how they track where they've already placed structures to avoid them spawning too close

#

I've done something very similar with command blocks and spawned named armor stands at the location of each structure, but that gets laggy fast and isn't feasible at scale IMO

fringe junco
#

Can one feature rule have multiple conditions?

#

I'm trying to make a structure that only spawns in the overworld, but not in desert biomes

fringe junco
#

after some digging, i found the docs for all_of and none_of

#

So far so good! I have a couple of structures with biome-specific feature rules, weighted feature pools for when I make structure variants, and loot tables implemented for the structures

junior orbit
#

Hey id like to create a feature / rule that simply places a block IN the ground. instead of ontop.
Which condition do i need for this?
Also, could i do this with a simple Rule > Scatter > single block feature

upbeat barn
junior orbit
upbeat barn
stoic spruce
#

does anyone know how to restrict player movement to a certain area

upbeat barn
stoic spruce
#

no

#

like i need to keep players in a void

#

are

#

for a space

#

experienc

stoic spruce
junior orbit
upbeat barn
#

Actually @summer iris you were recenetly messing around with ponds, got any insights?

junior orbit
#

@upbeat barn if you have time (no rush) could you show me a little example of some basic noise? thay may give me a circular sort of shape. I think it'd save me a lot of time. And I shouldnt need to ask again!

upbeat barn
summer iris
fringe junco
#

Isn't there some way to make Geodes uneven/skewed so they aren't fully spherical?

You could have geodes made entirely of air generate on the surface of the world, if there is a way to fill the replaced area with water

patent kindle
#

does anyone know how to generate a structure specifically at 0 ? 0 but nowhere else. So spawn i guess

sly forge
#

but ur limited to small structures

#

like rocks

#

i was actually sent something about this from iEmotionless

silver salmon
#

{
"format_version": "1.16.0",
"minecraft:feature_rules": {
"description": {
"identifier": "mt:mesa_terrain_rules_dirt",
"places_feature": "mt:mesa_block_feature_dirt"
},
"conditions": {
"placement_pass": "first_pass",
"minecraft:biome_filter": [
{
"any_of": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "desert"
}
]
}
]
},
"distribution": {
"iterations": 256,
"x": {
"distribution": "uniform",
"extent": [
0,
15
]
},
"y": "q.heightmap(v.worldx, v.worldz) >= 90 ? q.heightmap(v.worldx, v.worldz) - 1 : (math.mod(q.heightmap(v.worldx, v.worldz) - 1, 4) == 0 && q.heightmap(v.worldx, v.worldz) >= 70 ? q.heightmap(v.worldx, v.worldz) - 1 : -1)",
"z": {
"distribution": "uniform",
"extent": [0, 15]
}
}
}
}

The system said that my array is too small (1 < 2) at y extent, need help to fix this thxxx

steep socket
#

hello, I don't know if this is related here but is there a way to view a world's structures that weren't saved in the files of the bp?

gray lodge
#

Hey, just made a post about this but I figured this would be helpful to.
How do structure iterations work? Is the generation higher the lower the number is or higher?

median spade
#

how do i make my tree spawn in water only?

sly forge
#

if iterations is 1 itll only place 1 structure

#

as for scatter chance…the smaller the fraction the lower the chance of an iteration taking place in a chunk

#

so if the fraction is 1/10, the chance of a structure generating is 1 in 10 chunks

gray lodge
#

That's helpful 👍

junior orbit
#

Hey does anyone know why these structures are getting cut off.....I thought i overcame this issue....
Here is my super simple rule, and scatter.
I am placing at 0 > 1 of chunk origin. with 0 movement on scatter. and 0 adjustment radius on the actual structure feature...

#

@upbeat barn hey! any ideas?

junior orbit
upbeat barn
#

The structure could be overriding each other or other features could do the same. :/ unfortunately structure support is really sparse so there isn't much you can do except for making it smaller or rarer

junior orbit
upbeat barn
#

Yes

junior orbit
# upbeat barn Yes

This actually seemed to help quite a bit. by simply setting x, and z to -16

#1257986711762501732 message
For future reference!

summer iris
#

I am actually curious what I can do to search for a flat surface to place a structure? I assume I have to use a search feature but how does one do it?

oak cipher
#

im curious too

worldly oxide
#

Anyone have a generation addon, that changes design?

steep lintel
#

? What design?

dense crow
dim sentinel
#

Question... and it seems like it was added to the docs. But can you now change the height of terrain in vanilla biomes? or even the block types in the vanilla biomes? it looks like this was added from the microsoft docs, but i struggle with knowing what is preview and what is stable and what is experiemental still

upbeat barn
dim sentinel
#

Aah. nice... i can remove a bunch of lag from skyblock then by chaning things to stone.

dim sentinel
#

custom biomes are still expiremental missed that...

oak cipher
#

broke after 1.18

dim sentinel
#

They do

#

Just tested today

#

On 1.21.2

oak cipher
dim sentinel
#

Editing.. I don't want to add

oak cipher
#

bruh

#

you said custom biomes

#

I understand that the toggle is called that, but I thought you meant implementing your own biome

dim sentinel
#

I am sorry that you read my statement incorrectly

#

I didn't respond to you.. you didn't read the post I made literally just before that

oak cipher
#

its a public chat bruh

dim sentinel
#

You pinged me complaining about my post then pinged me every messages...

#

And used bruh like I owed you something

oak cipher
#

well I wasnt complaining, I was just explaining I was confused

#

didnt mean to come off like that 🤷‍♂️

dim sentinel
#

Reading 1 message out of a conversation will do that

dim sentinel
#

You don't need to ping me 10 times in 2 minutes

oak cipher
dim sentinel
oak cipher
undone lagoon
#

mfs be loosing it over getting pinged mid conversation

#

wild

timid quest
#

Fr

dim sentinel
#

Say what you want... but after the fist ping the other 9 were not necessary

#

you put free to ping in your name... do i have that in my name... It was mainly the Bruh that made me mad. maybe i was on the web when it was used as an exasperated insult for people to tell someone you are being a complete and utter moron... and the people these days dont use it that way... But that is how i read it..

dim sentinel
#

IE... i ask a question... but when it was not the question the responser wanted i get a bruh.

dim sentinel
limber forum
oak cipher
#

🤷‍♂️

agile socket
#

Guys, i'm confused, the way structures are distributed in a world using "scatter_chance": 1.0, will this number make it spread less or more? I read the docs, but i still don't understand. Does the number to make more appear have to be higher or lower for mass generation?

upbeat barn
#

What you're looking for is probably iteration which dictates how many times the game will place that feature in a chunk

agile socket
upbeat barn
agile socket
#

Another structure that I hardly see in the world, has its iteration 1 and scatter chance 1.0

marble escarp
#

why do custom blocks stop working when placed by a structure and how do i fix that?

upbeat barn
marble escarp
#

maybe it was fixed for regular block generation but not structures idk

left stream
#

Is it possible to prevent vanilla structures from appearing?

left stream
#

Ty

zenith pewter
#

Whats the best way to choose from like 4-5 differnet structures randomly when generating, should i use a seperate feature and rule for each??

halcyon elbow
#

If I make a new generated ore. Will I have to make a new world for it to spawn? Or will the ore generate in undiscovered chunks?

halcyon elbow
#

Sweet, thanks for the fast reply 👍

real fiber
# delicate trench Set your iterations to `(math.abs(v.worldx) > 1000 || math.abs(v.worldz) > 1000)...

I'm trying this now but I'm getting an error 'unhandled request for unknown variable 'variable.worldx'?

Any idea what may be wrong?

Feature rule:
{ "format_version": "1.20.20", "minecraft:feature_rules": { "description": { "identifier": "minere:end_end_portal_rule", "places_feature": "minere:end_end_portal_feature" }, "conditions": { "placement_pass": "first_pass", "minecraft:biome_filter": { "test": "has_biome_tag", "operator": "==", "value": "the_end" } }, "distribution": { "iterations": "(math.abs(v.worldx) > 1000 || math.abs(v.worldz) > 1000)", "x": { "extent": [0, 16], "distribution": "uniform" }, "y": "q.heightmap(v.worldx, v.worldz)", "z": { "extent": [0, 16], "distribution": "uniform" }, "scatter_chance": { "numerator": 1, "denominator": 25 } } } }

ornate wasp
#

Is there documentation on biomes for 1.21.2?

upbeat barn
ornate wasp
#

What kind of broken?

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

ornate wasp
#

oh

#

what about the experimental toggle?

upbeat barn
#

It doesn't work

ornate wasp
#

That's dumb.

#

Thanks anyway!

summer iris
#

Wanna verify something super quick. Feature rules are allowed to have subfolder in them right? I mean, they work, but they throw an error to the console.

summer iris
#

But why do they throw an error?

upbeat barn
#

And show an ss of your folder struct

summer iris
upbeat barn
#

It will ignore the foldernames

summer iris
#

Oooh

upbeat barn
#

So
folder/folder1/folder2/rule

Is still rule

summer iris
#

Thanks! ^^

upbeat barn
#

However, if its feature:
folder:folder1/folder2/feat

summer iris
#

I know ^^ thanks tho ^^

acoustic coyote
#

Is it possible to make caves bigger with the world generation ?

real fiber
sly forge
#

im having a bit of a strange issue

this worked perfectly fine in preview 1.21.20, why am i getting this in the content logs for 1.21.30 all of a sudden?

#

anyone?

ornate wasp
sly forge
#

its really weird

exotic estuary
#

how could I add clusters of custom blocks to vanilla biomes? clusters like granite, diorite, tuff, andesite

sly forge
#

anyways, custom superflat :D

hard cipher
#

Should loot added to chests inside structures really disappear when generated naturally in realms and servers?

undone lagoon
sly forge
#

lmao

real fiber
#

What do I need to set iterations to in order to get a feature to generate in the outer End islands?

With this I get:

"format_version": "1.13.0",
...
"iterations": "(math.abs(v.worldx) > 1000 || math.abs(v.worldz) > 1000) ? 1 : 0",

unhandled request for unknown variable 'variable.worldx'

umbral pebble
acoustic coyote
#

I'm looking for someone who knows how to do custom features

#

I can pay

light brook
#

yo does anyone know if it’s possible to make structures that blend in with its surroundings

#

like vanilla structures do

ionic cloak
#

One message removed from a suspended account.

junior orbit
#

Hey I didnt realize it was possible to simply replace vanilla structures? How can we do this? in feature rules somewhere?

junior orbit
#

Or maybe we just overwrite the vanilla files using the same identifier?

ionic cloak
#

One message removed from a suspended account.

sly forge
#

trees and stuff are replacable

#

you can also replace desert wells

#

but anything else? nope

ionic cloak
#

One message removed from a suspended account.

sly forge
#

disabled all above-ground features by setting iterations to 0, voiding out the world with features, and using 4 features to generate each of the 4 layers

#

if you learn a bit about how features work its extremely easy to do

ionic cloak
#

One message removed from a suspended account.

sly forge
#

np

junior orbit
sly forge
#

yh

junior orbit
sly forge
#

yh

ionic cloak
#

One message removed from a suspended account.

#

One message removed from a suspended account.

delicate trench
#

you have iterations set to 80, change it to 1 if you only want one tower to spawn

ionic cloak
acoustic coyote
#

I'm looking for someone who is willing to do custom features against money

ionic cloak
sly forge
ionic cloak
sly forge
#

wdym by 100

#

1/100?

ionic cloak
#

One message removed from a suspended account.

#

One message removed from a suspended account.

sly forge
#

weird

#

100 is supposed to mean 1 set of iterations generates every chunk

sly forge
#

means one structure should generate every 100 chunks on average

ionic cloak
sly forge
#

no

ionic cloak
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

sly forge
#

turn content logs on

#

im really not in the mood to scan through files rn…

ionic cloak
#

One message removed from a suspended account.

#

One message removed from a suspended account.

sly forge
#

np

silk spire
#

So what’s the extent we can modify world gen?

#

only structures or can we edit the actual way the terrain spawns

sly forge
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hmm

sly forge
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you can change vanilla non-structure features for the most part, and you can also change where desert wells spawn, but you cannot change anything else like desert temples

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you cannot modify the vanilla terrain generator and you cannot create custom biomes, however you can use scripting or molang to create your own terrain and biome generator yourself, though combining both may prove quite difficult

silk spire
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Ah so rip making deeper oceans

sly forge
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yep

sly forge
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im having an issue with my noisemap

it worked perfectly fine last night (1st image) but when i changed the color and noisemap size the yellow blocks are not there (replaced red with yellow)

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anyone know whats wrong?

sly forge
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anyone at all?

sly forge
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@delicate trench what about you?

sly forge
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nvm fixed it

round cosmos
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From quite a long time ago now haha

delicate trench
timid quest
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@sly forge
im fairly new to the feature files, but what values do i need to change to ensure that my structure only spawns around the same rate as the vanilla jungle and desert temple?

inner charm
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how do i fix this? 😭

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its just stuck here

storm thunder
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How can I put a structure between Y 35, 90 but with - 2 blocks?

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Like combining "y": { "extent": [35, 90], "distribution": "uniform" },with "y": "q.heightmap(v.worldx, v.worldz) - 2",

pure roost
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Does anyone know the patterns for ore distribution besides uniform

sly forge
sly forge
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try that

storm thunder
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Where would be the - 2 part?

delicate trench
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I can’t rn

sly forge
sly forge
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t.minmax = q.heightmap(v.worldx, v.worldz); t.minmax > 35; t.minmax < 90; return t.minmax - 2;

storm thunder
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Thanks, I'll try that. Unfortunately I'm a bit busy to test it at the moment.

marble escarp
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how can i make a structure spawn a set amount of times and at certain distance from the spawn?

sly forge
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i don’t think it’s possible for the first one

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second one i can’t remember how

timid quest
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Is there a log output that will tell me the status of a generated structure?

sly forge
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but if theres anything wrong the content log gui will tell you

timid quest
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Well...I know that, maybe I can use a CMD block to output a message for me

sly forge
timid quest
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Well I guess I'll see if it does help

stuck pebble
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how to make a custom biome?

upbeat barn
stuck pebble
timid quest
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I need help generating a structure on a flat surface...any pointers

runic cradle
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      "minecraft:generation": {
          "generator_type": "void"

what are the valid generator_type can i use instead of void ??

sly forge
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void is the only usable one atm

runic cradle
runic cradle
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without messing up the rest of the world ??

sly forge
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not without making it a void world no

runic cradle
haughty sonnet
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oh my god ive been looking for resources on how to create custom biomes for bedrock and I just figure out theyre not working at the moment?????

hushed knotBOT
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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

haughty sonnet
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I should have looked here first I made the blocks and everything

upbeat barn
sly forge
haughty sonnet
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If it's too long to explain that's all good, but if there's like a video or resource or something... I wouldn't mind having a look at it..

sly forge
haughty sonnet
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o h

sly forge
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it’s not really hard if you know algebra, but recreating the structures is the hard part

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not only that but it requires a bit of scripting knowledge as well as knowledge with block creation

compact crescent
sly forge
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its one of the easiest things you can do

compact crescent
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does it go below y 0?

sly forge
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it can if i want it to

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but id prefer not to (floating mineshafts and ruined portals)

compact crescent
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i mean the surface level, what's the lowest it can be?

compact crescent
sly forge
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it’s unfortunate

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its set to 80 rn

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itll go down to -64

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but id prefer not to

compact crescent
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i tried to do something similar before, but i couldn't get rid of the deepslate layers

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i think because i was using biomes only

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no features

sly forge
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you cant void biomes anymore

real fiber
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Does the end generate the same in Java as on Bedrock? I know the biome tags are missing on bedrock, but couldn't tell if the terrain was different

dawn flower
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I have old terrain generation code and it nono wanna. This unfortunately means I cannot mimic beta java terrain as desired. Does anybody know a better, different approach?

undone lagoon
sly forge
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anyone found a way to generate custom noise caves without tanking world load times or using cave carver features?

dawn flower
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A little theory, too. Quite literally, include empty space code based on the noise inside of your terrain placement equation.

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Like how it detects how a column should be placed? Use variables that lead back to an equation that leaves empty space in a tunnel-like pattern across the columns. that’s only a theory

rose flicker
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is it possible to delete vanilla structures?

sly forge
rose flicker
velvet spade
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any advice on getting started with world gen?

real fiber
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When structures are generated using the structure feature rule, is the position the center of the structure, one of the corners, or the location of the structure block?

upbeat barn
real fiber
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Anyone know how to get a feature to generate only in the outer end islands?

real fiber
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edit: use molang in the y coordinate and set to Y= -1000 if it's not somewhere the feature should generate

broken carbon
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Anyone has a map where in every dimension there is no single block for infinite distance?

sly forge
broken carbon
sly forge
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itll be infinite if you do it that way

broken carbon
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It‘s only the overworld and Idk what to use it for

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Should I just create a file called overworld.js and leave it clear?

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Same with nether.json and the_end.json?

void plover
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Is there anyway to simulate biomes by having a patch of a certain block spawn, along with structures that can only spawn on that specific block?

sly forge
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and it can be used for all 3 dimensions

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its explained on the Microsoft docs

sly forge
void plover
sly forge
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i think theres one on wiki.bedrock.dev but i could be wrong

celest willow
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Are custom biomes still broken or can we make them now?

delicate trench
celest willow
wooden gate
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does anyone know if an addon exists that increases the density of foliage?

misty pivot
celest willow
# misty pivot For now anyway...

Hasnt it been broken since before 1.18? Thats when I started messing around with addons. I don’t remember it ever working

misty pivot
olive sundial
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Is it possible to make custom trees?

scenic kraken
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structures

upbeat barn
upbeat barn
olive sundial
fringe junco
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I know marketplace addons can't currently use the FeatureRule API, but do they have access to Features? I'm trying to look into ways of making structures spawn using mob spawns (after reviewing similar projects i've done with commands and what MP addon developers have said)

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Here's the vision. The mob spawns and runs a test command to see if it detects a certain block within.... say..... 80x10x80. Let's say it's a new block- "Structure Core" or something. If it detects the structure core, it dies. If it doesn't detect the block, it generates the structure in question, which will contain a structure core

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I feel like this is possible, since iirc something nearly identical is doable with commands

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Me and a friend spent a good few weeks making a large number of sky structures, spawning them with a similar process

sly forge
velvet spade
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where do we get the updated features and feature rules at again? mines severly outdated lol

hushed knotBOT
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Info

This bot was created by SmokeyStack for the purpose of making a FAQ bot for the Bedrock Add-Ons Discord Server.

Managing Entries

To manage entries, please make a pull request on GitHub.

Source Code
spring thistle
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couldnt you, in theory, make it so a vanilla biomes mutated generation makes a modded biome?

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ima test this rq

spring thistle
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didnt work 😭

sly forge
strange kernel
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will you help make world generation

compact crescent
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how to make a lava lake feature?

wooden gate
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does anyone know how to make the generation of trees denser? or if a pack like that already exists?

upbeat barn
wooden gate
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or where to look for it

hushed knotBOT
upbeat barn
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You can grab the vanilla world gen jsons from any of the two sources above

wooden gate
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thanks!

wooden gate
velvet spade
wooden gate
upbeat barn
mint juniper
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or is it just for trees

mint juniper
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alr

wooden gate
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this is all very new to me, it's only my second time trying to make a pack. sry if I'm acting kinda slow

leaden furnace
wooden gate
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but before I go through each feature, it there a global iteration modifier I can change to do it quickly?
there prob isn't, but I figured it'd be worth asking

leaden furnace
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Nope, you need to look into each file

wooden gate
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alr

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thanks

leaden furnace
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IE : in feature rules, if you locate flower_forest_tree_feature.json, you can change the default iteration 1 to set it to 3 if you want more trees in flower forest biome ( you can't choose what vanilla trees afaik, only option for that is to create a custom one, put it into a structure and create a feature and feature rule for that)

wooden gate
upbeat barn
wooden gate
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oh

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what value should I change in order to increase it?

upbeat barn
wooden gate
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ah, I see.

leaden furnace
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hi Smokey any minecraft:legacy: whatever_feature is hard coded right?

upbeat barn
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Yep :/

leaden furnace
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😭

wooden gate
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I should organize my pack like this, right?

upbeat barn
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Yes

wooden gate
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alright
anyhow where do I view the output log

hushed knotBOT
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What is Content Log?

The content log gives you live feedback for most errors that could occur while developing your add-on.

In Minecraft:

  1. Go to settings
  2. In the General section, select "Creator"
  3. Enable Content Log GUI

For more information:
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log

upbeat barn