#World Generation General
1 messages ¡ Page 5 of 1
so i should be able to place them, without being cut off.
here is my rule, what exactly do the coords need to be, so i can fit the entire 48x48 struct
ive seen, we should use -16, to get the extra 16 blocks from a chunk?
i tried to put my structs on the corner of the chunks, x:0 z:0, but i am still getting major cutoff.
@upbeat barn đ
No idea , I always use structures at max to be 32x32
do you avoid larger structures because they cannot be generated properly as of now?
Yeah
no decent work arounds yet?
kk ty
@upbeat barn any ideas on this. #1214629968081063986 message
they mention the -16
and 48x48 limit
I havent tested that out, try it
actually not true
if its over 16x16 thereâs a chance it can be cut
there is a way to fix this for up to 32x32
but any larger than that idk
kk great ty. what do you think of this. going to test
#1214629968081063986 message
seems like maybe 48 x 48 couod be max
it is the max
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
id need multiple command blocks i believe, to spawn the respective pieces of the structure. Seems doable, but tedious
you can do all at once, actually
structure blocks themselves support up to 64x384x64
without nbt editing
its technically infinite with nbt editing
How do I get a custom sapling and make it grow into a tree?
Thats more of a #1067876857103536159 question
I'm going all over the place today
Is there a website or something to learn about "loot_tables"?
thank youu
Is there any reason for my end features to place in the overworld when biome filter is set to the_end
You sure it's == and not !=
Show your full rule
{
"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 ]
}
}
}
}```
idk if it's a format version or placement pass issue
That is quite weird.
Lol
Yep. Tried everything I could.
I use 1.20.50 i think
.30 made features stable
some got removed too iirc
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?
Later placement pass?
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
I tried using one that was patches but it seems like it's only for the surface of the map
I think it depends on the feature type youâre trying to use. I need to document this. Sorry, besides the later placement pass idea, Iâve got nothing.
I understand no problem
Could you tell me what types of Feature there are? I think I can fix it if I use a different type.
Iâm on my phone, but itâs the features documentation you can find on bedrock.dev.
If I'm already seeing that I think if I make a single block feature and then applied ore feature it might work
anyone know of a better noise algorithm than perlin?
Simplex
Itâs more performant at 2D and has less directional artifacts
You could also always use voronoi as chungus has demonstrated time and time again
he wouldnât properly explain it to me
probably because his programming knowledge is much higher
he probably assumes i know the basics already
as for simplex, im not sure if itâs possible to implement, but then again i havent really come across a formula i can read either
I did it a few months back, but Iâm out of town this week, so a shadertoy link is the best I can offer
so you cant link a formula i can actually understand.
sigh
iâll try to understand
i have some other ppl i can talk to now so
If you give me a min I can pull up an article that explains it pretty well
ok ty
Will be in airplane mode for the next few hours so if this doesnât help, youâll have to ask someone else
I also sectioned the shader code with the steps so it hopefully makes a little more sense as to what does what
srry for seeming rude, im just a bit irritated today
the article explains things a lot better, and it also somewhat explains the variables
im guessing xin and yin would be v.worldx and v.worldz in this case
or two variables that use it in some way
Yes
and i would have to copy the entire function to use octaves?
Just put it in a loop
huh? but what does that have to do with octaves?
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
but how would i do that?
have another two variables that are set up for +=?
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.
i know Molang has a for loop but i donât recall there being another loop function
There's no for loop. for_each is for entities and loop is as close to the traditional "for" as Molang gets.
if t.l = math.pow(2, -t.i)
then in the v.worldx/t.l
you would be dividing by a fraction
lmao
My guy
When you divide by a fraction, you multiply by the reciprocal
There's no problem lol
v.worldx * 2048
Oh I see what you mean
Minecraft, but the entire world is on its side
Just multiply then, that's really more of an ambiguity anyway, depends on what lacunarity and persistence the programmer wants
No
No I mean that wouldn't happen because of the division
it wasnât supposed to be taken seriously lol
the easiest way to fix this is to remove the negative from -t.i
That's what I said
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.
That's as good a sign as any that I need sleep, I'm done here. Good night.
uhhh you want to divide
not multiply
multiplying increases the slope
âŚuhh nvm it doesnât
dividing spreads out the grid the higher the denominator is
should see what multiplying does
welp
my other problem doesnât appear to have a solution
for some reason, any octave denominator between 64 and whatever the first one is doesnt have an effect on the terrain AT ALL
not unless i multiply the entire section by 2, and that raises the terrain, it doesnât vary the shores more
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
ig the only solution i have is to build a completely new noise formula lol
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
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)]
Forgot to ping @sly forge
i have something better in mind for the offsets
:3
im making the generation seed-based, though its an annoying process
thanks for the tip tho
as for the lateral octaves, i dont actually understand the differences between the two
(srry i only just had time to look)
i mean i can see it, but i donât know how it works
because its in terms i donât understand
i canât even understand voronoi
ok um...
this is supposed to generate spires in the ocean, but for some reason im getting this. any idea why?
also the grass floating is another problem im not understanding (this is the second json file)
note: for some reason the heightmap formula im using to generate them based on the ocean's depth isnt working either
@olive ridge sorry to ping you over something that might be small but do you have any idea whats going on here
no clue, but you probably don't need to be using noise for this
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
id really rather use noise for this, because of variation
the spires shouldnât be any larger than 15 blocks
i sure hope its not another case like thisâŚ
use random instead of noise
?
also im only using noise to determine a location for the features to place in
also i tried randomizing the height but it wasnât doing it per iteration, but rather per block
the problems with math.random smh
since this clearly wasnât working, is there another way i can go about placing them?
besides manually implementing another algorithm?
radius is also a little difficult because math.random is so irritating
@sly forge https://www.desmos.com/3d/b7a73eeb1f
âŚsince when does desmos have a 3D calculator
it's in beta
ah
but its been out for a few months
would have been nice to have six years ago
anyways, that should work for spike gen
the main issue is i want a flat top
and its not that easy to do
then apply some function that smooth clamps the height
âŚand for random heights? i have no idea what ur talking about tbh
and random radius you never did answer back on that
the radius is just determined by the factors in the polynomial, which are randomized
i figured out why it happened lol
the problem is that 128 is way too large
iâll have to try 16 instead
highly elaborate catboy
where were you ? i've been looking for you lol
ded
u-u no ur not-
You don't want the generation of an ore to work for me đ
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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
Set your scatter_chance to a really low number and set iterations to 1
is the scatter chance on top of the first generating? so if it scatters it generates a second structure?
No, scatter_chance determines the change a chunk has to generate a structure. iterations determines how many of that structure to place in a chunk
not possible
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sorry for the bad photo quality, but does anyone know why my mcstructure file looks like this?
That's normal
Secondly
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.
oh ok, thank you
Hi everyone
Is it possible to generate terrain like the "farlands" at specified coordinates?
you are viewing it as a text file, you should open it using an .mcstructure viewer
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)
Well, I successfully achieved similar terrain generation on the x-z plane, but can someone tell me how to implement it on the x-y or z-y plane?
Here is the current display
This terrain generation based on this tutorial (https://wiki.bedrock.dev/world-generation/heightmap-noise.html)
I achieved this by modifying the molang in the iterations of features/column.json
What do you guys think when feature rules are coming out of experimental ?
Its already stable now
So you're telling me that we can generate structures using feature rules ?
Yes
just one question. Why this still has the "Experimental" tag ?
Hasnt been updated then
Yeah
I just tried and it works : )
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
Upload your rule, feature, and a screenshot of the content log here
Try a scatter feature.
It should work better with the single block placer
And the scatter feature has to place the block placer json with the placer placing the single block
If that makes sence
XDD
how do i make a custom new tree?
world gen by script api:
Nice
how to limit the number of specific structure per biome? Please ping
any plan to make this a public NPM package ?
not anytime soon, but you can look at prototype code its pretty similar
well ,it would've been nice if you could one day make the code interface more interactable by abstracting ,but it looks pretty good imo â¤ď¸
Awesome work you did there,incredible
ya, thats my plan
Like it would be nice if you could call certain noise/feature via a static method
well, noises are that only part thats is not hard đ đ
XD
anyway ,you're doing us bedrockers wonders.
Imagine a method like "getBiome" ,if that's in the plan ?
like in my plan? or ou are talking about Native apis
i mean like in the plan for custom biomes using your system :P
native API,we already have that with BiomeType class
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
đ¤ i see that's an issue ,but most custom biomes use custom grass block anyway so...
ÂŻ_(ă)_/ÂŻ
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
Cool
Nice article, let's all spam Mojang with this link now đ "we found this interesting article and wondering why these interesting features are not yet in the game" đŹ
is there an only caves addon?
Just for my own clarification areyou referi g to a single biome world gen
sort of
how do i make a custom tree?
Take a loot at https://bedrock.dev/docs/stable/Features the tree feature
can you override the overworld biomes?
how do i make only one biome to generate?
the biomes are deprecated
so making only one biome to spawn is impossible?
i guess i will need to change every biome to the same right?
yup
i wanna try using this function for worldgen
just for shits
are structures spawn with entities upon generating? i made a structure however the entity isnât spawning when it generates
i tried putting a zombie in my structure but it didnât generate the zombie
Structures cannot load entities upin world gen
dang it
is there a work around?
i might try making a block that generates the structure instead but idk
Have a repeating command block that executes a function that summons a mob and setblovk to air
its surprising how many ppl donât know this
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
It's more like a bug for me
it was removed due to game crashes
Hmmm ok didn't know that
removed in 1.16.220 iirc
Then it's an.. old bug đ
i managed to get it work by making a dummy block that generates and making the block generate the structure
that kinda sucks though
that they havenât fixed it yet
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 đ
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?
Can we add dimensions to minecraft bedrock
No
unless aether would be a biome
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?
reducing the amount of villages, caves, and ruined portals?
Not possible
Also seems that features and such are not included in the bedrock sample behavior pack. Is there a place that has these?
Check BDS or the windowsapp folder
The Window Apps Folder has additional files, not available in the VRP/VBP downloads.
Location: ProgramFiles/WindowsApps/someminecraftfolderuwp
How to get Access: https://www.maketecheasier.com/access-windowsapps-folder-windows-10/
Found it, thanks!
lol its not actually hard to do
ive already made the void lands on accident
its nice that someone is purposely doing it tho
must say, looks pretty convincing
i do see a few issues tho, but they shouldnât be too hard to iron out
I am new to the world generation.
Doing this is too difficult for me
tbf what ur doing rn could be considered a bit more difficult than what most ppl use it for
Thank you.
But actually, its performance is very poor because terrain generation is extremely slow. I'm not sure if I should remake it with the script or something else
actually that depends on how youâre handling it
are you using 2D noise or 3D noise/multinoise?
2D noise tends to work decently well as long as you donât overcomplicate it
3D noise is where the game has issues
im thinking itâs because of how Molang works
Perhaps it's 3D noise.
I make the farlands based on this tutorial pack.
I modified the molang in the iterations of features/asteroids.json and it works
âŚpfft
i think that was my old pack i was having someone help me with lmao
yep thats 3D
thats also how i accidentally created the voidlands
Wow, what a coincidence!
using 2D along the X and Z axis should make it run better, but the corner farlands would be a problem
"t.noise = q.noise(v.worldy / 16, v.worldx / 8) > 0.01 ? 1 : 0; return t.noise;"
This is the molang I am currently using, and I think I may have added surface layers to the terrain in the wrong way, which cause the slow running
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
can you send the file?
Okay, but it may seem a bit difficult as I haven't organized the files very well yet.
i only need the feature file
i only needed the feature file lmao
not everything
Sorry, and do you need the feature_rules file?
âŚyou know you can send the json file by itself right?
But I used more than one feature file
hmmâŚ
âŚthis looks to be a lot more complicated than it needs to be
it shouldnât take more than 6 feature files and 2 feature rule files
(ofc this isnât including the corner farlands as idk how those would even render)
iâll see what i can do tomorrow morning, itâs getting late
Yeah, I just realized now
By the way, the corner farlands is similar to the normal terrain, but is cut layer by layer. I think it might be impossible to achieve it only through the feature generation.
Thanks. See you tomorrow
(However it's still daylight here, the time difference is so interesting haha)
âŚwell this is weird
that variable DEFINITELY exists
itâs doing it for worldy and worldz as well
wtf
Maybe it's okay, I've encountered such a problem before, but it seems that the farlands just generating normally
it shouldnât generate at all tho
and im confused cuz it works perfectly fine with my terrain generator
Have you tp to the specific coordinate ?
that doesnât matter
if that error shows up thereâs something wrong
in fact when i tried going to the coordinates i set (1000 on the x axis) my game crashed
Sometimes this error will disappear by itself, it's really strange (I use 1.20.81)
im also on 1.20.81
if my game is crashing thereâs something seriously wrong
thereâs no reason for the game to crash like that with my pc being as good as it is
Yeah, my pc sometimes crashes as well. I don't know what's going on either
how would someone go about making this, as someone who has never touched world gen is this something somewhat simple to make
It is quite easy to do, we have a tutorial on the wiki :)
https://wiki.bedrock.dev/world-generation/heightmap-noise.html
i will check this out! Thank you :)
i wasnt even
sure where to look
For future reference then, this server has a (somewhat) affiliated wiki. That's usually a good place to start.
i tried to skim it first but wasnt too sure what the names meant
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
Nvm I figured it out â¤ď¸
anyone know what biome tags i could use to replicate the way end ships spawn?
using "the_end" allows my structure to spawn where the ender dragon boss fight ia aswell instead of just in end cities
unless you limit it to the outer end in the feature rule
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))).
AHH THANK YOU SO MUCH
@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
Cmd blocks are probably the easiest way to do that
how do you make structures not place air blocks like this? I don't want it to cut into the terrain looking weird
surround every air block around the structure with structure air
or fill
if that makes sense
so how would I do that?
isn't it already air
*structure void
yeah that mb
ok that makes sense thx
I'll try that
afaik structure air (structure void with a data value of 1) just acts as structure void
it is a very real block
my structure isnt generating
its 20x20x20
How can I change the generation of the world? Like changing biomes, and creating other biomes
Anyone happens to know what "consolidated_features" is?
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.
Set your ming engine version to 1 20 80
is it possible to string multiple smaller structures together?
sorry for the ping.
can someone help I want to make a BIG structure because those are cool
how to change tree generation
Could you elaborate? Are you trying to change how often they generate? The tree themslves? Which tree type? or are you tring to make your custom tree?
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
is there a video?
Video for?
.
Not as far as I know
how to create a world without structures?
Oh, by the way, is it possible to change the height range of the vanilla tree generation?
For example, the oak trees can still generate when y>256.
You can change the feature rule
But how should I modify it? I have tried to increase the value of y in the distribution, and the trees only being generated at high altitudes and not at low altitudes.
Modify it to use range instead
Oh, can you give me an example? I am not sure how to use range.
Ok, I'll try it later. Thanks.
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Create new world > Flat world
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Can I choose the shape of the leaves in a custom_tree_feature?
Hey does anybody know if weâre able to remove vanilla ore spawns in world generation?
In bedrock specifically
If I'm not mistaken. I believe the ore generation files can be found in the features folder. From there you can modify them
awesome, thank you!
if you need help locating the files for this you can download it from this link
https://www.minecraft.net/en-us/download/server/bedrock
And look at the definitions folder
Np
Is it possible to modify the vanilla noise maps or biome placement in any way?
No
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;
condition ? if true : if false
I saw it here, and it looks like you can use this syntax, but I don't recommend it.
but why don't you use if-else?
last i checked there is no if-else with molang
just a ternary
hm, I should have read your message better đ
I thought this was javascript
i just donât know if ternaries can be used to set variables
I think you can, on bedrock dot dev there is an example that shows this, but it is inside { and }
world wont load
Can feature rules still not have folders? I know features can
It seems like it can but doesnt follow the features id pattern where it's namespace:folder/file_name
@muted ether maybe you can help when ur on? world wont load
It'd be eitherâŚ
t.terrain_shadow > 110 ? {
t.mountain_modifier = 1.5 * t.terrain_shadow - 64;
} : {
t.mountain_modifier = 0;
};
orâŚ
t.mountain_modifier =
t.terrain_shadow > 110 ?
1.5 * t.terrain_shadow - 64
: 0
;
well the second one stops my game from loading
Hmm, maybe I'm wrong, but I don't think so?
froze on first as well
hmmâŚ
im only returning t.base_terrain
could that be part of it?
ok seems that me only returning one variable was the problem but uhmâŚwtf just happened
omgâŚi think i found the problem
the -64 isnât exactly doing what im wanting it to do lol
this is what mountain ranges will look like, however i need to learn how to implement lerping to get the transitions correct
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;
Hey anyone here know how could.i create own noise?
i feel terrible that you saw what i sent before you asked that lmao
ohhh, lmao
but q.noise looks like an build in method right?
it is
it takes two values and creates noise using it
generally whatâs 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
thanks but what kind of noise it is? Is it perlin noise?
hereâs a formatted version, im having trouble with lerping between the two functions
terrain_shadow is your own property?
âŚits a temp variable
LOL
cant claim a variable
I also have problem with lerping so, so far i am just multiplying some noises to gether
hmmm, like for biomes?
although id prefer if you didnât use the temp variables im using to avoid conflicting addons
no, terrain
i can use any name for such a variable?
yes
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 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.
itâs possible but uhmâŚ
itâs probably not worth it
you can ask Ciosciaa about this
@muted ether can you confirm three things for me:
- Feature rules can be placed under folders but doesnt follow the
featuresidentifier naming scheme:namespace:folder/filename scan_surface_featureisn't used in any vanilla featuressculk_patch_featureisn't useable
Looks right
The first one is quite annoying then
Yes, yes, it is.
you should look into this
#old-world-generation message
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
change âyâ to 0
i think?
i could be thinking of a different file
yk what nvm ill shut up lmao
Because they're all placed at one time (so far as I can tell). Dump that constraint.
Hi can someone tell me how to make custom village using nbt like in the minecraft files
You cannot
But there's a nbt file in the minecraft file structure it muss be work
Seeing how jigsaw blocks arent useable by creators, think again
Ohh
I love debuggin world gen stuff
beacon generator
I don't get it
is there a way to make exposed ores
Yeah, but it would require a ton of manual systems. How much do you know right now?
Start messing around with other feature systems first. Thatâs my recommendation.
@muted ether is sequence still bugged? Trying to update my world gen addon and ive been using aggregate per tge wiki
Yeah, itâs still got a lotta bugs.
helo there anybody has a guideo n making custom sctructure in world generation?
how do you open mcstructure files?
i thin "machine builder" has one video
nbt studio
Try a weighted random into the aggregate and see if that does anything.
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?
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
Or you could do a repeating command block and turn off commandblock in your test world as well
Or make it execute a function
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
on further testing, it seems that it would have been better instead to breakdown the structure into 4 templates connected with Jigsaw blocks. Will try that and see how it goes.
The command block method leads to the structure only popping into existence when the player gets pretty close
Jigsaw blocks dont work btw
Theyre not useable for creators
The UI comes up when I place it in creative. Is there no functionality at all? Or it is just limited?
No functuonality at all
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
why not hust use tick.json to have that gamerule constantly off?
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
it reduces the amount of commands required
and having tick.json doesnât exactly cause any lag with one command
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 48Ă64Ă48?
Yeah
48 x 384 x 48
i donât think minecraft cares about the y value
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
i mean i use tick.json for my structure
but then again i donât exactly have a choice for this lol
Is it possible to make the grass colormap of a flatworld have certain areas with different colors?
no
đ
how to generate villages in a flat world
you cant
hardcoded
thank Mojang for that poor decision
How are you randomizing the structures? Are you using an entity or CMD block?
both
also using functions
What does the CMD block do?
summons the entity with a corresponding event for the placement direction
the event runs a bp animation for a timer, the timer initiates the functions upon completion
Oh...okay nvm then
wdym lol
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.
ok i want to generate custom terrain on the underside instead of the top, how do i do this?
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
Hi.
Are you saying there is a specific construction area, and outside of this area is the vanilla ocean biomes?
yes, basically is that I want, I want everything to be ocean
custom biome placement isnât possible unfortunately
though there are ways around it that i wont get into tonight
Anybody know how to use the "minecraft:rect_layout" Feature?
I believe thats removed
i didnât know it even existed
I'm not sure if it's possible, but maybe we can replace other biome files with ocean biome code.
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)
Is depth broken in vegetation_patch_feature? What does it even do?
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
anyone?
Anybody know what the variable.is_legacy? Means?
[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
I would assume it returns true if the feature is a legacy/internal instance
what process are you using to generate randomized dungeons/structures like that?
itâs 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
Ah
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
You can use minecraft:weighted_random_feature
Do you mean using the lines from the mesa biome for another biome?
depth doesn't work for that
Wait for me
@covert jolt As far as I know, that is no longer possible, but maybe this cioscia file will help you: #old-world-generation message
Oh, thank you so much.
Hey i noticed sometimes my structure would be slightly submerged into the ground. But the void blocks seem accurate? Any ideas? !
@upbeat barn đ
if you don't want blocks to generate, don't put voids there
when a structure loads, any 'void' blocks will just be ignored and will remain as whatever block it was before the structure generated there
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?
There was a feature that did that it's deprecated
@stoic spruce
i need help making a dimetion for a wave based game
do you know how
You cant make custom dimension
i dont need a dimetion
i just need to make the whole world into a space based game
Are Marketplace addon creators able to take advantage of the Feature and FeatureRule modules?
Not for addons. Dynamic worlds yes
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
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
Yep!
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
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
If its a single block you just need
Rule -> single block
With the rule's y value:
q.heightmap(v.worldx, v.worldz)-1
Thanks! That seemed to work for scatter / single block. But not vegetation feature. Is there anything i need to possibly change on the vegetation?
Im just going for a sort of 'pool' look.
but with a block. Not water
Vegetation feature is somewhat bugged and not really useful(it places the blocks in a square). If you're going for a pool look might as well just use scatter feature to get the right size
does anyone know how to restrict player movement to a certain area
Thats not a world gen question, you can probably achieve that via border blocks or scriptapi
how do i make the word into space
Hey thanks đ Getting into the ground works. But im not liking how squared the feature placement is.
I was able to find nicer placement using vegetation, but as you mentioned its buggy.
Any ideas for me to make this look more like a 'pool'?
I would personally use a scatter feature that places a single block feature in noise pattern so it's more circular ish
Actually @summer iris you were recenetly messing around with ponds, got any insights?
Okay thanks, here is my incredibly basic scatter, and rule. You would just add a noise, to the distribution of the scatter.
@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!
https://wiki.bedrock.dev/world-generation/heightmap-noise.html This article should explain how noise works.
I only modified Cici's pool pack and it's really scuffed.
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
does anyone know how to generate a structure specifically at 0 ? 0 but nowhere else. So spawn i guess
from what i read you can for addons
but ur limited to small structures
like rocks
i was actually sent something about this from iEmotionless
i still need help here :/
{
"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
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?
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?
the lower the number the lesser the chance for it to appear in a chunk
if iterations is 1 itll only place 1 structure
as for scatter chanceâŚthe 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
That's helpful đ
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?
Does it happen often?
there is 100% scatter chance. i can see it happeneing on probably every 1 / 8 trees
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
Honestly its happening on like 6 / 8 structs. Fkkk. so you suggest just less spawn chance for now?
Yes
This actually seemed to help quite a bit. by simply setting x, and z to -16
#1257986711762501732 message
For future reference!
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?
im curious too
Anyone have a generation addon, that changes design?
? What design?
I have this problem constantly and I have tried many ways to fix it but none have completely fixed it. I'm OCD, which made me frustrated and stop updating my addon been dreaming for a long time, now can only wait for mojang to fix it
I would like to know this too
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
Block types yes, terrain gen is...iffy
Aah. nice... i can remove a bunch of lag from skyblock then by chaning things to stone.
custom biomes are still expiremental missed that...
and they dont work
broke after 1.18
editing an existing one or actually adding a biome
Editing.. I don't want to add
...
bruh
you said custom biomes
I understand that the toggle is called that, but I thought you meant implementing your own biome
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
its a public chat bruh
Nope, I did not.
You pinged me complaining about my post then pinged me every messages...
And used bruh like I owed you something
well I wasnt complaining, I was just explaining I was confused
didnt mean to come off like that đ¤ˇââď¸
Reading 1 message out of a conversation will do that
You don't need to ping me 10 times in 2 minutes
habit of replying lmfao
Thanks for the info!
Fr
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..
This one illicitied the salt.. not the pings.
IE... i ask a question... but when it was not the question the responser wanted i get a bruh.
And this one with a ping...
đ¤ˇââď¸
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?
Scatter chance is the chance the game will place your feature in a chunk
What you're looking for is probably iteration which dictates how many times the game will place that feature in a chunk
I have an apartment (structure) that is generating too much, its iteration is 1 and the scatter chance is 0.5. Is it correct to see so many apartments with this? I need less than it is currently generating.
Set the numerator to 1 then denominator to 100. That gives it a 1% chance
Another structure that I hardly see in the world, has its iteration 1 and scatter chance 1.0
why do custom blocks stop working when placed by a structure and how do i fix that?
I believe thats fixed in 1.21.10
i remember seeing that in the changelog but im in 1.21.2
maybe it was fixed for regular block generation but not structures idk
Is it possible to prevent vanilla structures from appearing?
Ty
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??
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?
Undiscovered chunks
Sweet, thanks for the fast reply đ
Ok thanks
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 } } } }
Is there documentation on biomes for 1.21.2?
Check the MS Docs or Bedrock.dev. FYI, custom biomes are borken
What kind of broken?
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
It doesn't work
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.
Yes
But why do they throw an error?
What error
And show an ss of your folder struct
"better_on_bedrock:vacant_dusk/big_fungus"
Feat rules dont follow that id format
It will ignore the foldernames
Oooh
So
folder/folder1/folder2/rule
Is still rule
Thanks! ^^
However, if its feature:
folder:folder1/folder2/feat
I know ^^ thanks tho ^^
Is it possible to make caves bigger with the world generation ?
Yes. You can use features to make new caves. Look in the bedrock server files.
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?
I'm having the same problem.
its really weird
how could I add clusters of custom blocks to vanilla biomes? clusters like granite, diorite, tuff, andesite
ore features
anyways, custom superflat :D
Should loot added to chests inside structures really disappear when generated naturally in realms and servers?
epic
Generation masters:
lmao
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'
You literally leveled the playing field
yo does anyone know if itâs possible to make structures that blend in with its surroundings
like vanilla structures do
One message removed from a suspended account.
Hey I didnt realize it was possible to simply replace vanilla structures? How can we do this? in feature rules somewhere?
Or maybe we just overwrite the vanilla files using the same identifier?
yep
One message removed from a suspended account.
trees and stuff are replacable
you can also replace desert wells
but anything else? nope
One message removed from a suspended account.
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
One message removed from a suspended account.
np
So i just create a feature, with same identifier as vanilla, and make edits on the feature file?
yh
is that what you did for this? just set all vanilla iterations to 0? by overwriting?
yh
One message removed from a suspended account.
One message removed from a suspended account.
you have iterations set to 80, change it to 1 if you only want one tower to spawn
One message removed from a suspended account.
I'm looking for someone who is willing to do custom features against money
One message removed from a suspended account.
its how many can generate in a single chunk
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
try the other way, using numerator of 1 and denominator of 100
means one structure should generate every 100 chunks on average
One message removed from a suspended account.
no
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.
One message removed from a suspended account.
One message removed from a suspended account.
np
So whatâs the extent we can modify world gen?
only structures or can we edit the actual way the terrain spawns
hmm
ur gonna want to grab a little popcorn
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
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
Ah so rip making deeper oceans
yep
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)
these are the relevant files for the "pure" color (wool)
anyone know whats wrong?
anyone at all?
@delicate trench what about you?
nvm fixed it
It's actually my fault lmao
From quite a long time ago now haha
Todayâs my first day of college classes, not a good time
@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?
How can I put a structure between Y 35, 90 but with - 2 blocks?
Like combining "y": { "extent": [35, 90], "distribution": "uniform" },with "y": "q.heightmap(v.worldx, v.worldz) - 2",
Does anyone know the patterns for ore distribution besides uniform
âŚitâs complicated, you would have to ask @delicate trench about that
t.minmax = q.heightmap(v.worldx, v.worldz); t.minmax > 35; t.minmax < 90;
try that
Where would be the - 2 part?
Why dude
I canât rn
ur the only one who can to my knowledge
hmmâŚ
t.minmax = q.heightmap(v.worldx, v.worldz); t.minmax > 35; t.minmax < 90; return t.minmax - 2;
Thanks, I'll try that. Unfortunately I'm a bit busy to test it at the moment.
how can i make a structure spawn a set amount of times and at certain distance from the spawn?
Is there a log output that will tell me the status of a generated structure?
if its already generated, no
but if theres anything wrong the content log gui will tell you
Well...I know that, maybe I can use a CMD block to output a message for me
aaand how exactly is that gonna help?
Well I guess I'll see if it does help
how to make a custom biome?
You cant
how about a massive custom structure (like the acient city)
I need help generating a structure on a flat surface...any pointers
"minecraft:generation": {
"generator_type": "void"
what are the valid generator_type can i use instead of void ??
nope
void is the only usable one atm
oh ok
any way to increase the max world height ?
without messing up the rest of the world ??
not without making it a void world no
oki oki
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?????
Correct
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
I should have looked here first I made the blocks and everything
There are signs thag custom biomes are close to returning. Though likely youll have to wait until 2026
there is another option but itll take a long time
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..
it requires you to rebuild the entire overworld
o h
itâs not really hard if you know algebra, but recreating the structures is the hard part
not only that but it requires a bit of scripting knowledge as well as knowledge with block creation
Wa-
how did you do that!!!!
basic features knowledge
its one of the easiest things you can do
does it go below y 0?
i mean the surface level, what's the lowest it can be?
yeah, that's what i thought, we can't get rid of those still.
i tried to do something similar before, but i couldn't get rid of the deepslate layers
i think because i was using biomes only
no features
you cant void biomes anymore
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
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?
i believe the only difference is the location of end cities and ender gateway
anyone found a way to generate custom noise caves without tanking world load times or using cave carver features?
I was scouring for world gen knowledge just cus I wanted to get my dimension working, and I came across this.
I disregarded it earlier, but this guy, if you message him, may have some leads on this.
#1115780473235456000 message
A little theory, too. Quite literally, include empty space code based on the noise inside of your terrain placement equation.
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. thatâs only a theory
is it possible to delete vanilla structures?
other than wells, no
đŚ
any advice on getting started with world gen?
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?
The corner of the structure. It's essentially like using a structure block or the structure command
Anyone know how to get a feature to generate only in the outer end islands?
edit: use molang in the y coordinate and set to Y= -1000 if it's not somewhere the feature should generate
Anyone has a map where in every dimension there is no single block for infinite distance?
you can do that without a map pretty easily
How?
Itâs only the overworld and Idk what to use it for
Should I just create a file called overworld.js and leave it clear?
Same with nether.json and the_end.json?
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?
Mcpedl
theres certain things you have to do
and it can be used for all 3 dimensions
its explained on the Microsoft docs
yes, and its been done many times before
Are there any guides or resources for it?
i think theres one on wiki.bedrock.dev but i could be wrong
Are custom biomes still broken or can we make them now?
still broken
Thank you!
does anyone know if an addon exists that increases the density of foliage?
For now anyway...
Hasnt it been broken since before 1.18? Thats when I started messing around with addons. I donât remember it ever working
Pretty sure it broke after 1.18, due to the new way terrain generates.
Makes sense
Is it possible to make custom trees?
structures
Yes
No need for structures
How?
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)
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
I feel like this is possible, since iirc something nearly identical is doable with commands
Me and a friend spent a good few weeks making a large number of sky structures, spawning them with a similar process
features and feature rules go hand in hand, so no
where do we get the updated features and feature rules at again? mines severly outdated lol
This bot was created by SmokeyStack for the purpose of making a FAQ bot for the Bedrock Add-Ons Discord Server.
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couldnt you, in theory, make it so a vanilla biomes mutated generation makes a modded biome?
ima test this rq
didnt work đ
mutated biomes are deprecated iirc
how to make a lava lake feature?
does anyone know how to make the generation of trees denser? or if a pack like that already exists?
You can modify the vanilla feature rules to place more iterations
sry I'm pretty new to this, do you know where that value is located?
or where to look for it
The Window Apps Folder has additional files, not available in the VRP/VBP downloads.
Location: ProgramFiles/WindowsApps/someminecraftfolderuwp
How to get Access: https://www.maketecheasier.com/access-windowsapps-folder-windows-10/
You can grab the vanilla world gen jsons from any of the two sources above
thanks!
I downloaded bedrock samples 1.21.30.3 from the GitHub, but I can't find anything called vanilla world gen
This was the closest thing I could find
most of the links are either outdated or broken ive found. but you can make your own features and feature rules with bridge extensions
Iâm sorry, but whatâs the bridge extension?
Dont use the bedrock samples, use the links i gave above
wait, is it possible to use this to make structures spawn more, or less?
or is it just for trees
Not structures
alr
I looked a what you sent me as well, but I still couldn't find anything
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
In these two folders you will find everything you need. Follow the link that Smokey gave to you to access this folder on Windows
I found it! thank you!
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
Nope, you need to look into each file
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)
alright, but what does this monstrosity mean lol
It takes the noise value and does math to produce the number of iterations
You can set it to just a normal value if you want, so every chunk will have exactly 160 instead of based on its position in the world
ah, I see.
hi Smokey any minecraft:legacy: whatever_feature is hard coded right?
Yep :/
đ
I should organize my pack like this, right?
Yes
alright
anyhow where do I view the output log
The content log gives you live feedback for most errors that could occur while developing your add-on.
In Minecraft:
- Go to settings
- In the General section, select "Creator"
- Enable Content Log GUI
For more information:
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log
@wooden gateThis?

