#World Generation General
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You can click on that toast to open the log
oh lol
I'm slow
trees don't generate anymore now
the confusing part is, it's all trees, not just the ones I altered
and it's not even all features, it's just trees
Using a vanilla features in an addon will deactivate it.
in the last months world gen had a bug on blocks that didn't make them go on the next state, unless you had to make them without "block.json>events" or "block.json>states" ....does anyone know if its already fix that bug...?
š š 
How can I fix this? The trees are generating in the air
SET IT TO Q.HEIGHTMAP
Or use constraint: grounded in your feature(I assume your trees are structure and you're using structure_template_feature ?)
set ur y value to q.heightmap(v.worldx, v.worldz)
in feature rules
oh, how do I fix it?
Delete the vanilla features file. You can make it spawn vanilla trees with structures or recreate the vanilla trees with the tree feature just make it as you would any tree feature it's just anything hard coded it won't add
Oh wait I think I'm misunderstanding something here, since I don't have any "vanilla features" file. Do you think something else could be causing it?
(everything in the "feature rules" file is default)
actually nvm I'll move this to a unique thread as to not spam general
Is it possible to make a feature rule that generates a structure beside a player and only one structure like the end portal
is it possible to just disable every generation biomes/feature etc without experimental
like a void world
Can someone help me in my post? Please
i guess biomes can be edited now. just havent had success creating my own yet
are features and feature rules experimental?
No
so it's just biome files?
and what's about vanilla biomes? are they experimental?
I was told this wasnāt possibleā¦
Guys, can someone help me with features? I have post named "I'm clueless"... I rly don't know why this is happening
itās technically not superflat
however its doable with worldgen, and its extremely easy to do
Iāve been trying to make ācustom superflat survivalā for ages now
Keeping the grind but making the game beatable
And unlocking usually unobtainable blocks via different more grindy ways
I need to generate a structure feature on the both river floor and the surface. How can I achieve this with the feature rule?
anyone have luck using the single block feature to place like a hanging plant or a random block on a tree ? like what they did with the jungle tree or birch with the bee nest
im not having any luck replicating it
Thats possible. Youll need to use a combo of a few features.
I've been trying to use the search feature with the single block but when I define what the single block can attach too it stops working. No matter what I put
what exactly are you trying to do?
are you trying to do something with trees?
Trying to get another block to attach to trees to give the tree more of a odd shape or replicate the nether trees using the shroomlight
Does anyone know how I can get structures to generate on superflat worlds?
thereās a component for that in the tree features
Not possible afaik, your only bet is to convert a java flat world into a bedrock one (it's not bug free)
ohhh thereās another way
it wont be without bugs but
thereās another way
Really? Following š I tried to find a way myself not even a week ago and ended converting a java world
...
BRUH
custom worldgen can do this
due to certain issues ur kinda stuck with having the flat terrain up at y 80 but
this is very much possible
however you cant currently make custom villages with jigsaw, and you cant modify vanilla ones either, so youll have to find a generator thats capable of this
Yeah but decorations only work with certain canopy or trunks. And I can't mix canopy types so I opted for a single block scatter for tree decorations but I'm not getting any luck
theres a fruit component
thats what allows for beehives, cocoa beans, and shroomlights
Beehives actually use search feature I thought?
iirc no
pretty sure i saw something in the schema mentioning it was the fruit component
could be wrong tho
They do. They use a search aggregate and scatter. Not all for the same feature
Unfortunately for me I do not have Java Edition
How to generate a biome like sunflowers, but with pink tulips or dandelion flowers
How do I make an addon like this?
Only the BHR and RSR folders are needed, plus the Biomes folder and its manifest.json in each folder,BHR and RSR,in the biomes folder the json the biome that will be generated?
custom biomes currently donāt work
Hello, one question, they don't work in the latest versions, that is, 1.21?
they donāt work at all in any version past 1.18.0
they havenāt been reimplemented just yet
if its just generating flowers, you can use features.
theyre generating a custom biome
Creating a mod would work? Or is it the same, you can't work with biomes
You can edit existing biomes
this isnt the server for modding talk
how do you set block states in features? I have this right now
"places_block": {
"name": "runecraft:visadyme_plant",
"states": {
"runecraft:growth_stage": "math.random_integer(1, 3);"
}
},
and it looks like it should work, but everything is getting defaulted to the initial value.
It might not accept molang?
maybe it should
I had this working at some point I'm pretty sure
then I deleted everything
Although I may have been messing around with it via scripting and detecting on generation to randomize it
You could just use the weighted random feature i guess?
i don't think using random_integer is a good idea
unless random_integer is based on seed?
Why?
it is
but
q.noise is seed-locked which is annoying
I also tried this with logs rotation for a tree decoration I had to make a dummy block in that rotation to place it
wouldn't matter for me, I'm using to randomly generate my plants in different growth states
Ur better off using the growing plant feature and a search feature to place your plant as a feature on the feature if u get it
Itl grow in world gen that way too.
I used a search feature to place my pink shroomlight on fungus it works pretty well. It's a bit finicky though
No?
Honestly @broken salmon , your best move is to use weighted random feature and place the single block feature with the different states.
Yeah that's for vines nvm. But I've tried doing the same with my hanging plants and it does nothing. If I try to add states it tells him it's invalid
What if you just tried math.random(0,3)? no semicolons, no random_integer?
Features are kinda outdated tbh. They need an overhaul. I was messing around with tree features last night and I changed the number of branches range to like 1 min and 3 max and it crashed my game lmao
I wouldn't say they're outdated.
They became stable like last year.
You should see mine. I have like 4 features for a biome and it's like 12 files
I'm failing to see how that is "outdated"?
It can't be outdated if that's how they designed it, there's nothing to compare it to
Rotations for decorations doesn't work. Theres missing capabilites for features while the same features are in the game, Adding states to blocks in features doesn't work. They crash the game using them normally. Ik they've been stable for addons but they've been using features for a while now before letting us use them. Also there's missing files in the feature and feature rules.
Rotations should work if you use the block traits.
Adding states to blocks in features doesn't work
What?
Missing files doesn't mean outdated. By that definition blocks are completely outdated.
I've tried several times. Nothing has worked for states.
Then you're doing it wrong I guess.
Probably. But I'm not getting errors in game which is weird
I thought something they recently did with world gen fixed the rotations
unless im missing something "minecraft:facing_direction" is a state right?
this is what i tried with my decoration. i used a log to add some weird pattern to the side of the tree
"trunk_block": "blushrooms:cwood_log",
"trunk_decoration": {
"decoration_chance": {
"numerator": 7,
"denominator": 10
},
"decoration_block": {
"name": "blushrooms:cwood_log",
"states": {
"minecraft:facing_direction": "up"
}
},
"num_steps": 2,
"step_direction": "up"
}
},
gives no errors in any editor i used but in game its always facing the cardinal directions
thats why i opted for a dummy block in the rotation i needed
left is trying to use the states for the block and the right is the dummy block
What is a dummy block?
uh, how can i make it spawn the new ore more often when u go up, but less when u go down?
Check the vanilla files.
where could i find them?
Windowsapp folder or BDS.
I'm on mobile
Then BDS.
link? if u have
No the official one at the TOP of the page.
should be this one?
dont rage im lost
i think i found it
the point of seeds is to get the same generation every time
a small thing but i thing we should keep it in mind
I somewhat disagree, loot for example.
The placement is also the same, only difference is sometimes it will be not grown vs fully grown. Variations are nice to have.
isn't loot also seed based?
in vanilla
It is now, but back then no.
And also depending on what add-on you make. š Kind of like Fortnite where chest spawns vary.
it really depend on the use case
but for now we work with what we have
?
You can still have randomized states not sure what you mean.
can we make it seed based?
without any work around
That's what weighted random feature is yeah? I'm confused what you're trying to say.
like a fake block? its a block that just has one state/rotation that drops the normal log block when broken. i cant get the states part to work it just shows as the first picture
Does your block even rotate properly?
yeah it has all the normal rotations for facing direction
i mean unless theres a better way to do it idk
Could you just send your feature/rule here so I can test it with my own custom block?
i forgot that sorry
never worked with world gen
the random has 2 trees just delete the louro_tree
well i guess if your tree needs better branches you can use a tree feature to make them lmao
What have you been using?
tree features and a search feature with aggregate
?.? htf i wasnt able to get it
"trunk_block": {
"name": "custom_namespace:custom_block_perm",
"states": {
"wiki:boolean_state_example": true
}
}
for the decoration?
That says trunk_block.
right i was talking about the decoration for the trunk block
Works as well.
hmm maybe it was the ""
yeah this is what i have and still the same rotation
"trunk_block": "blushrooms:cwood_log",
"trunk_decoration": {
"decoration_chance": {
"numerator": 7,
"denominator": 10
},
"decoration_block": {
"name": "blushrooms:cwood_log",
"states": {
"minecraft:facing_direction": "up"
}
},
"num_steps": 2,
"step_direction": "up"
}
},
uh, i found it but its kinda wrong
could it be that the state is connected with the down state having the same rotation?
{
"format_version": "1.13.0",
"minecraft:feature_rules": {
"description": {
"identifier": "minecraft:overworld_underground_diamond_ore_feature",
"places_feature": "minecraft:diamond_ore_feature"
},
"conditions": {
"placement_pass": "underground_pass",
"minecraft:biome_filter": [
{
"any_of": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "overworld"
},
{
"test": "has_biome_tag",
"operator": "==",
"value": "overworld_generation"
}
]
}
]
},
"distribution": {
"iterations": 1,
"coordinate_eval_order": "zyx",
"x": {
"distribution": "uniform",
"extent": [ 0, 16 ]
},
"y": {
"distribution": "uniform",
"extent": [ 0, 16 ]
},
"z": {
"distribution": "uniform",
"extent": [ 0, 16 ]
}
}
}
}```it is wrong ig
"'up'"
not really sure what you mean
yeah it doesnt matter what state i put its always in the cardinal
even used different decoration blocks
" 'up' "

sooo,
my issue is still not resolved yet
well "'up'" is hard to tell
You never specified your issue.
making my ore feature rules spawn the ore more often when u go higher than when u go lower
it spawn more at y 64, but less at y -16
thats all
wouldnt it be yxz?
Right, did you check the vanilla files?
it d check the y first in that order
this is from the vanilla files ig
Youre checking the wrong one.
ahh
do iron or copper
iron would be about what youd want since iron spawns more higher than lower now
the only problem is
i have no idea how to find them, im so lost in that link
emerald:
Did you download the bds...
emerald too
this one?
Yes.
the feature rules should be there right?
yep just download the latest one and itl have all that
biomes as well. you can change a few things in the biomes files thatl overwrite in world gen you just cant make a true custom biome yet
like changing the name to a custom name would just deactivate the biome file entirly
uh, theres like 4 of them so, which one should i download?
for pc/ mobile if theyre seperate
What do you mean?
it says for windows, for Linux, for windows preview and for Linux preview
windows

thats what i downloaded
ok go to downloads and extract it to where ever you want to. you need a file explorer
right but, idk where can i find whatever im searching for
Navigate to the 1.18 behaviour packs.
Or use a file explorer and search?
O.O
right.
there is it
{
"format_version": "1.13.0",
"minecraft:feature_rules": {
"description": {
"identifier": "minecraft:overworld_underground_emerald_ore_feature",
"places_feature": "minecraft:emerald_ore_feature"
},
"conditions": {
"placement_pass": "underground_pass",
"minecraft:biome_filter": [
{
"any_of": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "mountains"
},
{
"test": "has_biome_tag",
"operator": "==",
"value": "extreme_hills"
}
]
}
]
},
"distribution": {
"iterations": 100,
"coordinate_eval_order": "zyx",
"x": {
"distribution": "uniform",
"extent": [ 0, 16 ]
},
"y": {
"distribution": "triangle",
"extent": [ -16, 480 ]
},
"z": {
"distribution": "uniform",
"extent": [ 0, 16 ]
}
}
}
}```
triangle^
the triangle distribution should spawn it more often when u go up, but less when u go down
my problem is solved ig
idk lemme try
this is the log file for the tree idk if its the same states as what youre using for the log rotation but idk what else to do beside keep using the dummy block cuz nothing i put is working its still the same rotation or not decoration at all
Seems like block traits do not work but custom states do work.
In either case yo udon't need a dummy block, just a dummy state.
got ya
thats normal for features especially when using molang
d u guys have any link of dynamic world things
||@upbeat barn || sorry for the ping but i need some help
welp, unfortunately i may not make my addon a marketplace exclusive, bec of the marketplace requirements
keep an eye out, theyre changing in the future š
I'll use scripts for now
it is possible to generate ores using scripts
but i have no idea how
no
thats
just
weird
and laggy
soo, the marketplace should accept it when it has subpacks?
i mean
should i use feature rules inside of that subpacks and the marketplace will accept it or what?
also im not trying to make it enabled or disabled, i just want to make them spawn in the world and it will be accepted by the marketplace
actually...
...you would need a dynamic world
idk if dynamic worlds support subpacks or not
just dont have an option to disable them
why should i?
you also need a LOT of content to qualify for a dynamic world
uh
afaik dynamic worlds dont have subpacks
and using scripts to spawn ores might automatically disqualify you
forgot to mention, my addon is used custom chest UI, it will not be an addon
it will be a marketplace map
it will be a map so, custom ore generation is allowed there right?
im too lost rn
ore generation wont even work with a map
maps are fixed to a specific seed and structure, block-for-block
dynamic worlds are much different
as they function just like a vanilla world
it will be a dynamic world then
its like an addon, but with high content requirements
dynamic worlds will have random seed things right?
yes
yah it will be a dynamic world
so,
what is available there?
i mean
is the custom UI allowed or not? for a dynamic world
prob yes
it should be
bec I've seen some worlds that are on the marketplace and they have a custom UI or generation
I think it's best to ask your marketplace manager.
like craftee custom hearts, that addon or world or whatever it is has a custom UI and a random seed feature
i don't have any
for now
uh
reason? there's a major bug that needs fixed, its supposedly large enough that applicants cant be reviewed

Well 90% of the policies are nda so hence why I said.
should i go for WORK WITH OUR PUBLISHERS?
i mean...ur kinda lucky that you dont need an entire team to complete ur project lol
my project does, and itll end up on the scale of a DLC š
its not that large tho, just over 400 new stuff
also i love coding everything by myself so i can get more knowledge, and a bit of challenging
400 ores??
soo, please tell me i can use ( features / feature rules ) on a dynamic world..
naah
new machines armor tools weapons
where should i put them
also ive seen your ore textures
really good
ty
no ai usage right?
400 ores be like:
some bad informations
?
like where can i find some of the new ores, at what Y level
just like so
you can
no, all by myself

how do you think Realism has structures lol
wait a moment
structures need to be done using a dynamic world?!
mojang literally broke my future structures and dungeons addon
i love making them by myself so i can get better at texturing
add it to the dynamic world :p
right approach
that leaves me with one question
does the marketplace allow a nuclear reactor?
uhh...
honestly...
no clue
its not a nuke so it should be fine but dont take my word for it
no its not a nuke
it will be when u explode it
I'll not mention that so yah
when u explode anything nearby the nuclear reactor base, rest in f*cking peace
uh, how can i make the ore generation spawn more ores down than up?
wait a moment
i think i know how
first one is the structure tree i made the second is the tree feature recreation of it
i think im on to something with this search feature lol
im guessing you used the acacia tree base for this?
Cherry actually
What values in a feature rule will allow me to ensure that my structure spawns at a rare rate
Numerator and denominator. Set numerator 1 and denom to like 100. Itl be rare enough
Thank you sir
is world gen (specifically generating custom ores, patches, etc) fixed?
It was never broken?
Why cant you make custom ones?
really, REALLY bad bugs
Can you force world gen to only generate 2D terrain? 1 block thick with the rest void
not directly
but it is possible
Sorry for the ping, but do you have a preset addon with this type of generation available?
i have the entire pack, but be aware that its not as small as you might think
#1304561293969330228
Thank you!
np
#1067869232395735130 Revival is coming soon
i can feel it
we have bided our time long enough worldgenbros
locks channel so it cant be revived. Gatekeeping! /s
No! You canāt gatekeep me!!!
random states placement with 4 files in features its possible??
or i need to do a bunch of single features for every state?
what do they mean by this?
Biome client files are no longer in one large json file. We can now control sky colpur and easier ambient soinds.
ah, sweet
do we have ambient particles?
I take it server biomes are still broken tho, right?
No. Those were defined in server pre 1.17.
Use Chunker to visualize, modify, and convert your worlds!
Download Chunker
it works? D:
It does
any limitations?
Depends on the usage you want to give it. I recommend giving it a shot
Are structure files meant to look like this?
yes
you can use https://mcbe-essentials.github.io/structure-editor/ to edit it.
Thanks a lot
How do I merge two or more structures into just one feature? Or otherwise? Because I need to generate a structure larger than 64x64, and the only thing I thought of is to merge them
Maybe wait for jigsaws?
Hmmm, never thought about them, I'll wait
Or if you're impatient like me, use scripts š¤£
@scenic kraken
Could be great to add this in biomes_client.json or other file.
You're in luck, actually. They've added these to client biome definitions recently!
Sorry I didn't have post creation turned off. That's confusing.
is that already stable? where i can see that
Preview.
ty
cave carver feature is working?
Can someone help on how to generate a structure that is centered in the player when the structure generates it is always in the edge
yes, but there might not be a point in trying to use it as a regular cave unless ur wanting it to be filled with something other than air
offsets
Yeah already figured it out
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cant
biomes cant be modified
use a biome thats not a mountain biome
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ĀÆ_(ć)_/ĀÆ
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can anyone help me with search features? ive never used em before and i need to do something like this
...anyone?
feature nom nom
It's a range search feature basicly searches an area within the parameters set with xyz to look to place the feature specified by the feature can place on variable.
Like using it to look for a log to place cocoa beans on the y axis needs a side to place on and ect. I use it for my fungus to place the lights similar to the warped fungus trees
Ore you can also use it to place tree branches for a more random looking tree
Paired with a weighted random or a aggregate. I don't suggest doing both lol I did that and crashed it with every reload
@ionic cloak almost would be swamp. It's the most flat biome
im currently trying to make custom river depth with the vanilla biomes for my custom flat generation project
I'm not super sure how rivers generate tbh.
I'm sure you could make make slices of a river and use an aggregate with the search for the feature to place. Dunno how well it would work
ik how they generate
its just that i have to have rivers, lakes, and oceans deeper than 1 block
otherwise itll look strange
You could make columns of varying sizes with several search features replacing ground and attaching to water and also put a river bed or ocean bed block at the bottom in an aggregate or sequence
looks unnatural
(also how are you getting vanilla features to generate? game doesnt let me)
What is the best way to spread vegetation, such as grass
vegetation patch features
Hello! Having some issue with blocks destroying on placement, even with the feature rule, overriding the block component
so the survival rules work. But overridng it with 'false' does not work
I'm currently using a scatter feature, but it seems to cut off bigger features at the chunk borders.. does anyone know how this could be fixed?
this happens with vanilla stone blobs so irdk, you can try having the scatter feature generate in a pass before the larger features
so, running certain features in different passes fixes it?
not entirely sure cuz ore features are weird
why are ore features weird?
they dont seem to follow the rules
what are the rules?
Could you be a bit more specific, this all seems very interesting and useful
im just speaking of the generation passes
ore features seem to disregard these passes from my own testing and itās honestly pretty weird
Where are the jigsaw docs if I may ask?
#1301216627185942571 message
Pins in #1301216627185942571
Thank you!
Put a can place on as the farmland u want it to place on. Itl stop breaking
same way you did for the other two
@sly forge i did but it's not working
damn. having the same issue.
when in hand. i can only place on farmland. which is good.
But in my feature rule, i would like it to place on grass.
But the feature rule is not overriding the block placement filter.
The feature rule is not placing on grass. it is being destroyed.
I added 'may_attach_to' but it is still being destroyed on the grass
Here is my simple block file again...
I am simply trying to override 'placement-filter' but its not working
For a feature id opt to use a fake block. Use the same file but add it to be placed on grass but invisible in the menues
Like duplicate the file name it something else obviously and just make the category none in the file.
any way to stop vines from generating on my plants?
guess I could just move the placement pass to not be on "surface_pass" ?
I'm also having problems with my plants generating way more commonly than I am intending, but it seems like any iteration value below 0.5 just makes stuff not generate
Why wouldn't you just use a single block place feature? I have never faced this bug using it and iteration works just fine š¤ I mean your block looks like just a custom flower, even if it's part of a higher level biome generation feature, you still can generate this specific block bugless
what are you saying
Update it to the newer format using the 1.21.40 format. The iterations will be under the distributions componant and use numerator and denominator. It's much easier to get the spawning right with that
where is this documentation? I just checked all over and couldn't find anything beyond the "distributions" section, which on bedrock.dev, is using format version 1.13.0 still
Is it possible to delete a structure cause a I have a boss structure and after the boss dies I want to completely remove that structure, is it possible?
The changelog mentioned it that it was moved under the dist object.
What do you want to achieve 𤣠I have an addon with custom grass patches and custom blocks/flowers on top of it, working in a realm for month and never seen a vine generating on the sides
which placement pass is yours in?
Are you referring to this? it's in the 1.21.20 logs
Yeah.
I don't think that has any affect on "iterations"
I need the iteration chance smaller than 0.5
#1247938434753101845 message
features already had all of those, it's just now bundled into "distribution"
Oh yeah thats what I meant. š Thought you needed more info what distribution consisted of.
Is this possible?
surface_pass
okay so scatter_chance is what changes the odds of it generating
I thought that was for changing the odds of additional of a block generating
Do they generate in a jungle?
Oh no...I can't even see how you interpreted that.
I can't interpret anything, world gen just looks like an absolute mess
features and feature rules both using iterations and scatter chance just makes everything bad
Yes, they do, unless there is a new bug(let me check that) I have custom blocks in EVERY biomes, and never seen vines generating. Maybe it's a niche bug ? (I will test that, tp me in new jungle biomes to see what is going on)
('
I have made a flower addon to generate more than 100 new flowers in every existing biomes
I thought "iterations" was to say how many of a block can appear, so "iterations:" 3, means that there can be 3 max of a block that generates, and whenever that feature would generate, "scatter_chance" would be used to determine whether an additional block would generate, up to that iteration number
Nope, if i remember it good(Smokey you are the man) The way to understand it is : iteration is how many times by chunk the feature will try to place the feature, and scatter chance is the chance to place this feature. Like so you have really precise way to place or NOT place feature
don't even tell me about math.random_integer
Anyway , iteration is definitely by chunk, then more iterations , more of this blocks in 16x16 area, and if it is too much , lower wheter the iteration, that will make your block really rare, or find the right balance between iteration(attempts/chunk) and scatter chance
got it
I just need to figure out how to get vines to stop generating on the sides of my plants now and then I'm good
Correct,
Scatter chance is the chance your feature gets placed per chunk.
Iterations is how many times the game will place your feature in said chunk.
Regarding this, if it is only in jungle biomes that you find this unwated behavior , vines are generating literally everywhere ONLY in jungle biomes , even on not custom blocks
Likely placement pass as previously said. A surefire was is to do sky pass.
and trust me, I have made a jungle base 6 years ago with my wife and vines drove us mad š¤£
Just to get an idea how to generate a rare block/structure or whatever, take a look at this feature to understand the iteration/scatter_chance options
{ "format_version": "1.13.0", "minecraft:feature_rules": { "description": { "identifier": "aquila:frozen_house_feature_rule", "places_feature": "aquila:frozen_house_feature" }, "conditions": { "placement_pass": "first_pass", "minecraft:biome_filter": { "test": "has_biome_tag", "operator": "==", "value": "ice_plains" } }, "distribution": { "iterations": 1, "scatter_chance": 2, "x": { "distribution": "uniform", "extent": [ 0, 16 ] }, "y": "query.heightmap(variable.worldx, variable.worldz) + 0", "z": { "distribution": "uniform", "extent": [ 0, 16 ] } } } }
in this code iteration is how many times the game will try to generate this feature(in this case only once) and scatter_chance is evaluated out of 100(in this cas 2%, that is really low, and it is exactly what I wanted to achieve to generate a rare custom structure in frozen biomes, like an igloo)
well thats part of ur problem
ur using iterations
you should be using scatter chance
nope, i donāt think itās possible unfortunately, no thanks to Mojang
nvm forget that i just read everything and it was already taken care of lmao
there isnt any as far as i know. i had to delete the componant to find out
Is it possible to generate jigsaw structures on the ocean surface? Whenever I select world_surface for heightmap projection, it just generates on the ocean floor. (https://bugs.mojang.com/browse/MCPE-188721)
dont use heightmap projection lol
ĀÆ_(ć)_/ĀÆ
ocean_floor
afaik word_surface is bugged a little.
jigsaw still has a lot of issues rn
i have a crazy idea. is there a way to place features using the javascript scripting? (like feature.attemptPlace(x,y,z) or something)
/place feature yeah.
CRAZY, okay thank you so much :)
I'm not seeing /placefeature on the wiki, it looks like it was taken out of beta
Oh wait I'm dumb
I can probably just load the structure
I need a way to "gate" features from generating behind a dynamic property
Or ANY player having a tag
This may be another thing where I just need to keep reading the wiki, but I feel I'm learning a lot about scripting, but not a way to apply that to feature rules
Here's the vision. The player does something- eats a food, or plants a tree, for example. This sets a dynamic property for the world enabling new flowers to grow in newly loaded chunks.
its preview only and its behind a toggle
script api cant interact with feature rules
alright! thank you. as an alternative then, is there a way to check against a tag being on any player?
like, in molang, is there a way to do a for-each for every player, and try to detect a player with a tag? because if so, i have a workaround.
There is /place featurerule if I understand correctly. Though, upon further reading, it seems they want to detect new chunks which isn't possible.
There used to...not anymore.
rip. i really needed this. i'll find a workaround, thank you
does get_nearby_entities no longer work? i found it on the docs
because it stands to reason it should work, so long as there's a way to either check against the iterated entity's tag or scoreboard
@copper blade how
Script api
back for the 2 week minecraft phase, was custom biomes finally fixed???
No.
Should features be in the features folder or can they be in subfolders?
Like:
features/rock_stone_feature.json
features/rocks/stone_feature.json
.yes
In your example:
namespace:folder/file
Tysm
How to create a badlands type mountain biome
Is there any way to create a biome with this badlands terrain generation? I really liked those mountains, and I would like to create a forest biome with that terrain generation.
I want to design a biome with that type of terrain generation, if someone could help me in this regard I would appreciate it.
Do sub-biomes work?
If I create a custom biome and set it to generate as a sub-biome plains muttation for example, will it generate correctly?
No.
So how could I make a new biome with that kind of mountain generation?
Is there a way? Is it just impossible?
Custom biomes are borken.
Too bad, I was already getting excited about creating a biome like this.
Is it possible to make the terrain smoother?
no
thats never been a feature
anyone know a great tutorial on how to use the jigsaw blocks
unless it can be summed up in 3 sentences i can take that too
custom caves! yipee!!!
totally visible yeah
anyone know why my structure isnt generating anymore? used to work a few updates ago
"[FeatureRegistry][error]-My World | divine_steps | no valid version passed by the caller or found in the input"
"format_version": "1.13.0",
"minecraft:feature_rules": {
"description": {
"identifier": "rel:divine_steps",
"places_feature": "rel:divine_steps"
},
"conditions": {
"placement_pass": "first_pass"
},
"distribution": {
"iterations": "
v.target_x = 0;
v.target_z = 0;
v.chunk_x = math.mod(v.target_x, 16) + 16 * (v.target_x < 0);
v.chunk_z = math.mod(v.target_z, 16) + 16 * (v.target_z < 0);
return
v.originx == 16 * math.floor(v.target_x / 16)
&& v.originz == 16 * math.floor(v.target_z / 16)
;
",
"x": "v.chunk_x",
"z": "v.chunk_z",
"y": "query.heightmap(v.worldx, v.worldz)"
}
}
}```
"format_version": "1.13.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "rel:divine_steps"
},
"structure_name": "mystructure:divine_steps",
"adjustment_radius": 16,
"facing_direction": "random",
"constraints": {
"block_intersection": {
"block_allowlist": [
"minecraft:air",
"minecraft:grass",
"minecraft:dirt",
"minecraft:stone",
"minecraft:sand"
]
}
}
}
}
what it did was generate my structure at 0 0 on the highest y value available
im just gonna pray its another bug and leave for another month and hopefully when i get back theres a fix
The issue lies in iterations. You can't have a string that's multiple lines in JSON.
The Molang has to be all in one line
"v.target_x = 0; v.target_z = 0; v.chunk_x = math.mod(v.target_x, 16) + 16 * (v.target_x < 0); v.chunk_z = math.mod(v.target_z, 16) + 16 * (v.target_z < 0); return (v.originx == 16 * math.floor(v.target_x / 16) && v.originz == 16 * math.floor(v.target_z / 16));"
that is actually so dumb because it worked for so long before my absence but im just happy to be done with it
it only stopped working when 1.21.50 dropped
as such my addon doesnāt work, and i cant fix it cuz curseforge marks the new file as a dupe
They just changed this.
I think these are also the only filetypes they changed this for. š¦
I always had Molang in one line š
Why this dont working with structures?
Do you have a feature rule for it?
Yeah
Do you have content log enabled? If so, any errors?
I have, but dont thrown any errors
huh, could you show a definition of one of the features it places?
yep
and its stupid
that change broke my addon, and because of how small it is i canāt upload the patch to curseforge cuz itll be marked as a dupe
its a stupid change made for a stupid reason
how to restrict a feature rule to place features only between certain x and z coordinates?
or rather prevent it from accessing a certain area, i want to prevent it from placing in the main end island, so i don't want it to be placed from -200, -200 to 200, 200.
I'm trying to design a tree that has a random chance to generate a flowering leaf block, much like the Azalea trees... Does anyone know how the vanilla azalea tree feature does this?
https://bedrock.dev/docs/stable/Features#minecraft%3Aweighted_random_feature
Scroll down a bit to see Feature Schema and look at the tree feature.
thanks. so... random_spread_canopy is my answer.
interesting....
random_spread_canopy seems to work for the acacia_trunk style, but not the cherry_trunk style
Do any1 know how I can make custom structures in bridge-core?
guys, is there a way to make a structure feature generate only above/under specific block?
you can't make a custom biome but you can apply mesa mountain generation to vanilla biomes tho it can be a bit finicky
no that doesnt work either
you cant modify generation of existing biomes
you can only modify whats in them, like what the top block is
idk man it worked for me
i dont remember that ever working
ĀÆ_(ć)_/ĀÆ
how do i check if addon need custom biomes toggle or not
and is there anyway to fix half structures generation? like there are few structure which generates half
there is, but im not explaining it this late at night
also, most addons dont use that toggle
feature rules dont need that toggle anymo or everything related structures are stable now except jigsaw
Have you found a way to use more than two blocks with mesa generation? Played with it a while ago but never figured that out
from what i remember it wasnt something i got done
it has been abt a year since i tried tho
How do I generate only one structure per world?
With entities
I don't want to use it /structure load, why it causes lag, and I can't detect the height of the surface, nor the biome in an unloaded area far from the player
It is also not feasible to use tickingarea
Because I would have to guess where the correct biome would be to generate the structure

why would you do that in an infinite world š
thats, like, the worst thing to do in a world thatās 60 million by 60 million blocks
i already know of an easy way to do this but its only feasible if the structure is meant to be underground
also you forgot that /structure has a block_by_block feature that makes the structureās generation lagless
Oh, you saved me
Thanks
Eh... the lag with block_by_block is higher
itās really not
are you adding a time to it?
How do I do this?
hold on
the command should look something like this:
structure load <structure_name> ~ ~ ~ 0_degrees none block_by_block <time>
where <structure_name> is the name and <time> is the time it takes to generate, in seconds
note: < and > are to be left out
Thanks
np
Anyone know the resource pack that allows mobile users to export structures?
I looked at the wiki but it's gone on MCPEDL
Never mind, found it and still works.
And how could it be? I am very interested in knowing
i just added the mesa's mountain component to another biome
it needs the custom biome toggle fyi
I changed desert's terrain but I figured out it requires the custom biomes experiment, is there any way I can add, at least the bryce pillars, without the need of experimental features?
(without using features)
What is the right track for me to start on adding small structures into the world like 8x8 and 16x16 as much but mainly 8x8 kind of structures
Even 1x1 because I want to add new flowers
I have added 120 new flowers biomes related in almost every biomes using single block feature and then weighted feature to decide what flower is more rare. Maybe there's a better and faster way, at least it works pretty well
is it an actual structure, like a house or a rock?
also for flowers you dont use structures
Can you put negative values in extent?
Yes
How do a file for one flower looks like? May I see?
yes
I want to spawn rocks and
and other buildings of similar size
i mean its quite easy to do, and theres a lot of addons that add structures, so looking at the code should help
Single block feature to place a flower on the grass
{ "format_version": "1.13.0", "minecraft:single_block_feature": { "description": { "identifier": "aquila:anastasia_feature" }, "may_replace": [ "minecraft:air" ], "may_attach_to": { "bottom": ["minecraft:grass"] }, "places_block": "aquila:anastasia", "enforce_placement_rules": true, "enforce_survivability_rules": true } }
I haven't checked but I think it's grass_block now
Thanks!! Iāll check it out
Don't use random rotation, there's a bug about it(stilll not fixed...) There is not many solutions. One is to create 4 version of the same tree and save it in a different rotation in a structure, and then using weighted feature to place the trees
The other one is complicated and I don't remember exactly, last year I saw a post about it
Weighted feature dont work for me, but I will try
Thanks
What is the best way to generate a new ore?
ore features
change to 1.20.20
no the toggle is required lol
I was needing this, really needing this, thanks
yeah, I'm building giant boulders and using features now
looks impressive
Thanks
How did you get the fluffy leaves tho? Looks really good šš»
Guys I have a mcstructure called simplehouse.mcstructure how can I spawn it for every village I want to spawn it near the village so the village have more House
Not possible even with scripting
cant
jigsaw is extremely buggy rn
i donāt advise using it rn
I got this feature rule, this random weighted feature, and the structure template feature along with 2 other basically identical ones. Yet, only the first ruined fort structure places and none of the other ones. Am I doing something wrong??
do jigsaw have the option for terrain matching like in java?
"projection": "terrain_matching"
yes there is
i donāt recommend doing anything with jigsaw
its extremely buggy atm
mh i think it works fine the things i tried all worked well, the only buggy "that i think its my fault" is that it places structures on top of trees and places structures on top of each other
theres other issues
this right here is an actual jigsaw bug
theres also an issue where jigsaws sometimes double back on themselves or generate a structure with the wrong rotation, though that's hard to explain, sometimes the offsets are also wrong
its not a you problem
its a Mojang problem
i think you might be right 
isnt there a way to debug in the world without having to create a new world every time?
yes
like in java you press generate, in bedrock?
thereās a /place command as well as /reload all
/place structure_name?
just make sure the pack is in the development behavior packs folder
no, theres subcommands
i think its /place structure
is it currently possible to have a jigsaw structure always end with a specified pool? like closing off any holes of a dungeon.
whats the point
theyre too buggy to use in a practical way
I think fallbacks but jigsaws donāt work well.
y'all right. guess i'll wait for improvements
Yeah they're aweful
Are features within features possible
Cuz like
I want to use feature-generated biomes
But i also want the biome's features to be contained within it
thats not an "it can be done" idea, you should edit default biomes, variants much easier there are a lot
I've never heard of biomes having variant, can you explain?
I'm really sorry i never worked with biomes that much
some of them says mutant or they are just similar biomes with slight changes
birch_forest_mutated
birch_forest_hills_mutated
roofed_forest_mutated
jungle_edge_mutated
cold_taiga_mutated
......
thats the site with all biome id make sure you re lookign at bedrock ones
Interesting if we want to integrate a custom rare feature(in mutated biomes)
And these variants are defined in the same file, right?
if you got questions ask me im good with biomes
nope
So are variants just custom biomes that are similar to the original ones?
I'm a bit confused
they have a separate file for each mutated biome so you can create you own editing them.
theese are the biomes i edited
mutated biomes are biomes with little changes on them they have completely different files
and make sure to remove the vegetation and trees feature for the mutated biomes unless youll have that trees
addons for custom biomes do use that everytime
yes
Might see if there are any swamp variants
This is cool btw
swampland_mutated
thanks
but like keep in mind that mutated biomes are rare, like the swampland spawns about 3 times in the entire world
But i can amplify the probability, right?
no, generation chances above 1.16 cant be changed
you should use like birch forest mutated to create the biome
its more comon
But i can change the climate, right?
Or not
like birch mutated is the birch biome with higher trees, you can just increase height on the normal biome
Because i really need the swamp climate
yes, temperature
Just one more thing
Where do i get the vanilla files from?
Since the GitHub files do not contain them
thats all the biomes
bedrock dedicated server
thats all the tree and other... features & feature rules in case you need them
what does forked mean
why are you trying to fork a vanilla feature
Modifying a default file; overriding
I need this.... can you share your sea plant solution for features/feature_rules??? Pleaseeeeeeeeeeeeeeeeeeeeeeeee
So I've tried to smooth out the birch mutated forest terrain but i keep getting unnecessarily high hills
Is this perhaps a feature or is there a specific property (other than overworld_height) that I need to adjust
then i think swamp mutated is the best option, depends on the seed it may be easy or hard to dinf
find
Since i sent that message, i forgot to give an update
I realised i can just set the first parameter to 0.0
In this message you told me it is possible to change temperature, however i did and it does not seem the colour of grass/foliage changed
Unless a different factor contributed to that
Contributes*
You have to change it a lot to give that factors like if you go below 0 it will snow and all will be blue green
Is the range above 1.0?
Since mine is 0.9
Actually I'll just try it
Nah i set it to 9 and still no difference
Are you going to the mutated biome?
Yes
I'll play around with the values and see if i get any results
no i figured it out you have to change the colormap
and you have to set the water to
biomes_client.json
{
"biomes": {
"swampland": {
"fog_identifier": "minecraft:fog_swampland",
"inherit_from_prior_fog": false,
"water_surface_color": "#4c6559",
"water_surface_transparency": 1.0
}
}
}
swamp foliage, swamp grass
foliage, grass
Wdym by this btw
I apologise for the ping
Actually, I'll spare you the explaining, I'll try doing it myself
Useful thing i found
i dont see the problem ping as much as you want
Ok so
I thought i could do it myself
And i kinda can
But is there a way to find the specific biome without interfering with the colors of other biomes?
i think you should add in some part raraly used the new color and set the biome to be that color
Wdym by "raraly"?
rarely
like use paint and put a color in some corner then edit the values to only the swamp be in that color
Ok I'll do that
But wait a minute
Shouldn't it automatically load from the corresponding climate?
Or does it map from the vanilla climate
Like i have a birch biome and it has a temperature and humidity of 1.0, but the vanilla ones are ~0.5, so would it map from the vanilla climate or overridden climate?
you canāt modify vanilla biome placement
I got it working
then ur not using a regular version of the game
because it is genuinely impossible to mess with biome placement parameters
such as temperature and humidity
No i did not use those, i changed the colormap as advised by Carchi77
ah
ok then
Might honestly leave the colormap as is cuz it also modifies the colormap for regular birch
someone's good at biomes š
One more question regarding biome overriding
It seems that surface parameter overriding is not possible
Is that true?
yes
unless like you re using like mesa canyons
mesa canyons can override biomes
all the generation
Well there goes my water floorš„²
as i said you should edit the swamp to get all ready
Ok so i kinda need to replace the grass with another block anyway but
Would it affect performance much if i made a feature that manually replaces all grass using a single block feature?
That is the bug with Jigsaws.
Cuz idk
I mean i would assume not
It will slow down world load time and chunk generation time
All the feature and feature rules slow down chunk load time and also more iterations mean more time to load
Yes, instead I've realised to just use exposed blob features because it would better suit my needs, and reduce load time too
Not related to the previous topic but do rivers/lakes have a feature
No they donāt, before cave and cliffs they were between different biomes now I think itās just noise generation
lakes are noise generation now iirc
rivers are biomes
How many mods did you put in that thing?
Has anyone founda fix to the issue where structures get cut off at the chunk border?
They're getting cut off on occasion. I know there's the 3x3 chunk limit, but I can't figure out how to make structures spawn properly within that limit
just for you:

I tried removing the scatter rule and that did nothing
change the bounds from 0,15 to -16,-1
this is exactly what i'm trying now lmao thank you
i'm currently just trying setting it to -16 on the X and Z to be able to try for 48x48
if it clips by a block on the edges idm, it's when it cuts half the structure off i care
Man what is going on with my partially exposed blobs
this actually made almost every structure clip off lol. i set it back to 0 for x and z and still am getting the cutoff
i'm seeing if it's the rotation issue now
(the grid was absolutely not the intended result)
it was the rotation lmfao
silly silly silly
i don't know how this isn't fixed yet, given addons are literally on the marketplace now using Features/FeatureRules
But would there be a way to replicate them through features?
Cuz i tried using blobs, and well... I sent the result
idk it seems a lot comblex
complex
Or at the very least, for the partially exposed blobs to have no obstruction
Unless that's more of a random probability thing
what are blobs?
blocks?
minecraft:partially_exposed_blob is what i am referring to
I think they are used for blackstone patches
And many more
ohh
you should use jigsaws, when they will work
or you should do ore feature that replaces grass and dirt at y level query.worldy
no no dont do that i found a better solution
"minecraft:surface_material_adjustments": {
"adjustments": [
{
"materials": {
"mid_material": "minecraft:water",
"top_material": "minecraft:water"
},
"noise_frequency_scale": 0.035,
"noise_range": [
-0.0425,
0.0425
]
}
]
},
use that
thats basically the things mountain use to generate like granite cuts
But shouldn't the adjustments be ignored since you can't modify vanilla terrain?
they work i just shown you a picture
Seems like i must use the ore feature since this method has no effect
Hello! Are Nether feature_rules for crimson trees hard-coded? I am trying to overwrite the vanilla rules, and set iterations to 0.
But I cannot find vanilla RULE, only the crimson scatter features. But setting the iterations to 0 on the scatter features, does not seem to remove them from spawning in game.
Yeah, most nether/end stuff are hardcoded.
There is definitions\feature_rules\netherwart_forest_trees_feature.json but it places minecraft:legacy:birch_forest_tree_feature which indicates internal.
#1324376503848275980 try searching here
I finally got it working with ore_feature
what
i swear terrain adjustments work for me
It's not exact but close to what i imagined
try that biome it has water
Not needed, i already got my intended generation
But thank you
For... 2 days worth of helpš
no problem
Vegetation patch feature would work too just change clay to water and itl just be water pools can even make the patches larger and deeper
Just use a pc
yes
its intentional
the ui is disabled
Then why is it available on iosš
Like apart from the operating system, there is not much of a difference
Mojang hates Android šš
So uhh
I got a single block feature which is meant to place a block every 1-2 blocks
But somehow, it's placing them like half a chunk apart
there is actually
Android stores minecraft files in the internal folders
iOS does not
also im pretty sure its also disabled on iOS
One small question
How do i prevent vegetation in minecraft:vegetation_patch_feature from spawning on top of certain blocks
Like i have a vegetation patch that is meant to only spawn on grass, but it occasionally spawns on water, though this may be a density problem, I'm not sure
survivability rules
"enforce_survivability_rules": true,
"enforce_placement_rules": true,
help plz, do you guys know why when i find my custom structure and this one was keeping entities inside at the moment it generates it spawns a LOT of the same enitiy which was meant to spawn once??
You're using Jigsaws right?
yes
I believe it is a known issue that jigsaws will duplicate entities stored in them upon being generated.
@summer iris do you have the bug report?
but i've seen other addons that spawn entities and work pretty fine
:((
No, not yet.
I'm still messing with jigsaws before I make some.
Jigsaw generation is just so weird right now.
You best solution is to have a command block spawn the entity after 3 ticks of the command block being loaded.
and to make it dissapear??
you run a function which spawns the entity and sets the command block to air
i found another way, using an extra structure and connect with with the jigsaw block, this new structure contains the entity and the jigsaw, just that
interesting, there is currently no report at all...
IS It possible to make a replaced biome spawn from a certain coordinate and above?
Is it possible to manually write a structure file?
Why would you do that
If you send me your world with all the structure and send me which one to export I can export them for you
Bro is so generous
And i genuinely mean it
Thank you
I just gotta design the structure first
No problem I like helping people, and also I want to see a lot of cool addons to play
honestly Smokey, I've seen you idk how many years now and how many times answering those questions over and over again, kinda funny tbh
4 years to be precise
You can disable it in the vanilla files and replace it with your own trees
REALLY??
THANKS!!!
No, thank Carchi77
didnt you need to export some structures from your world?
Yes, but I'm still designing them
Has anyone else had issues with single block features not spawning in the sky?
Never had that issue, any constraints?
Yeah, I had an air placement filter. Iāll remove em all tomorrow and try again
Is there a max size scatter features should be?
chat i think netherrack used in non-jigsaw structures causes crashes, i made several netherrack spikes naturally spawn and i was randomly crashing but now that i removed them, im no longer crashing
Is there a way to spawn a feature in only one biome despite several biomes having the same tags?
Like forest and birch forest have the same tags but i need it to spawn only in the oak forest
i think its the fact you have them so common

