#World Generation General

1 messages Ā· Page 7 of 1

sly forge
#

theres better ways to go about this

#

like growing plant features

proper dew
#

Btw i figured it out already

sly forge
#

birch forest has another tag

#

:p

fickle elm
#

I dont think so, cause i tested the same thing with obsidian and nothing happened

sly forge
#

weird

civic gazelle
#

do custom biomes with biome.json files work now or is everyone still using the feature trick?

upbeat barn
civic gazelle
upbeat barn
#

I think it's still noise based features.

sly forge
#

indeed it is

proper dew
sly forge
#

either solution is a bit of a jank solution

velvet spade
#

could someone explain to me how the search feature works? ive been trying to get this thing to place anything on my tree feature and im just not understanding it.

civic gazelle
#

How can i pass data from one scatter feature to child scatter feature?

velvet spade
#

are you trying to use a scatter feature to scatter another scatter feature?lol

civic gazelle
#

yeah šŸ˜„

#

but generally i wanna know how its done with any feature, i know some people add variables in the iterations but im not sure whats the correct syntax

civic gazelle
#

is it possible to edit vanilla biomes? ive been fiddling with parameters and vanilla files but nothing seemed to make a change in the game?

velvet spade
#

As far as I've seen is you can change what blocks are used as the biome itself. You can add the slope blocks to mountaisn ect. Can't really change the generation itself.

dense crow
#

How to adjust the rotation axis in jigsaw structure system?

undone junco
undone junco
#

should depend

#

jigsaws rn do what dthey want

velvet spade
#

whats the best way to get features to place underground?

gilded bay
#

tryna search smth

ionic cloak
#

One message removed from a suspended account.

upbeat barn
#

Take a look at the client biome file.

ionic cloak
#

One message removed from a suspended account.

junior brook
#

i need some guidance

#

i want to generate custom block (grass like) in some certain biome only

#

i have no idea where to start

sly forge
#

biome tags

rough raven
# junior brook i have no idea where to start

This post: https://discord.com/channels/523663022053392405/1324376503848275980 has a download for the vanilla feature and feature rules files, so learn how it works through there. It does not have everything, as some stuff is still hardcoded, but it has enough to learn how it works. Use this with the MS Learn site info: https://learn.microsoft.com/en-us/minecraft/creator/reference/content/featuresreference/examples/examplefeatureschema?view=minecraft-bedrock-stable

Examples of feature schemas available in Minecraft: Bedrock Edition.

unborn axle
#

Has anyone else noticed that world generation randomization doesn't seem to work properly anymore? I made a single-block feature with various variants within the file, but only 2 of them generate when there's 5 total variations. I also made a weighed random feature the other day and only one of the weighed features ever loaded.

silent aurora
unborn axle
#

Hm, that's strange.

dense crow
#

Jigsaw structure can't spawn in many biomes?

summer iris
#

Hm?

opal crown
#

Is there perhaps a limit on how big a structure can be when placed with a feature? Because some of my structures are like cut off in the middle

opal crown
#

Eh

#

Mine is 55x55

#

Guess i'll need to make changes

#

But thanks

rough raven
junior brook
#

i have a question

#

according to what i've read, feature rule dictates how a feature is placed

#

then how can apply a condition on the rule?

#
{
    "format_version": "1.21.0",
    "minecraft:feature_rules": {
        "description": {
            "identifier": "namespace:block",
            "places_feature": "namespace:block"
        },
        "conditions": {
            "placement_pass": "surface_pass",
            "minecraft:biome_filter": [
                {
                    "any_of": [
                        {
                            "test": "has_biome_tag",
                            "operator": "==",
                            "value": "plains"
                        }
                    ]
                }
            ]
        },
        "distribution": {
            "iterations": 0.5,
            "x": {
                "distribution": "uniform",
                "extent": [
                    0,
                    15
                ]
            },
            "y": "query.heightmap(v.worldx, v.worldz)",
            "z": {
                "distribution": "uniform",
                "extent": [
                    0,
                    15
                ]
            }
        }
    }
}
#

how can i say only generate ontop of grass and dirt

rough raven
#

There are features and feture rules, to different types of files. For a good example, look and the Magma files. You can have multiple features. Pay attention to how sometimes a feature is applied to another feature, like stacking

rough raven
#

DId you download the vanilla files I pointed you to

junior brook
#

the link u give only for biome

#

there's no specific feature that go in great details for specific rule

rough raven
#

No, this has biomes and features.. #1324376503848275980 message

junior brook
#

can u just at least tell me how to make them only generate ontop of grass and dirt

#

the file is just overwhelming

#

there's no point of asking here then to get told to read the file, thats nothing better than just google

rough raven
#

Because it is not simple. And I have to do the same research that you would have to do. I have to find something similar and see how it does it. And the point of this discord is to help people learn to help themselves so they can understand.

#

Here is an example of a Sea Sponge I am working on. json { "format_version": "1.21.40", "minecraft:single_block_feature": { "description": { "identifier": "dw623:place_sea_sponge_feature_v1" }, "places_block": "dw623:sea_sponge_v1", "randomize_rotation": false, "enforce_survivability_rules": true, "enforce_placement_rules": true, "may_attach_to": { "auto_rotate": false, "min_sides_must_attach": 1, "top": [ "dw623:sea_sponge_v1", "minecraft:sand", "minecraft:red_sand", "minecraft:brain_coral_block", "minecraft:bubble_coral_block", "minecraft:fire_coral_block", "minecraft:horn_coral_block", "minecraft:tube_coral_block" ] }, "may_replace": [ "minecraft:water", "minecraft:kelp", "minecraft:sea_grass", "minecraft:dirt", "minecraft:stone", "minecraft:gravel", "minecraft:clay", "minecraft:sand", "minecraft:sandstone", "minecraft:red_sand" ] } }In order to even get this far, I had to study how vanilla did similar stuff and read ALL the features to see which I would need. This version has 2 feature files and 1 feature rule file.

#

It is called research

#

So I think you need the may_attach part

junior brook
#

Thats all I need

ionic cloak
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

undone junco
#

just dont place any jigsaw in your structure and in your addon add a jigsaw structure, then you can set the jigsaw structure to have a beard

ionic cloak
#

One message removed from a suspended account.

#

One message removed from a suspended account.

undone junco
#
Bp
 |- worldgen
    |- jigsaw_structures
    |- processors
    |- structure_sets
    |- template_pools
ionic cloak
#

One message removed from a suspended account.

ionic cloak
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

round cosmos
#

Is there a way to use Jigsaw structures in combination with standard features? I don't like the way jigsaw structures are defined due to their lack of placement control and such

round cosmos
#

Dang

#

Can't wait til we can

civic gazelle
#

does anyone have a working example of the ore feature? im trying to make a blob in the air, its says structure placed but nothing appears. not sure if its lagging or if it doesnt work

misty pivot
#

Do conditional features work?

upbeat barn
misty pivot
#

Does anyone know where that post of explaining q.noise like "(q.noise(v.worldx / 512, v.worldz / 512) + q.noise(v.worldx, v.worldz) * 0.05 > 0.52) && (q.noise(v.worldx / 128, v.worldz / 128) + q.noise(v.worldx / 1, v.worldz / 1) > 0.09 && (math.abs(v.worldx) > 80 || math.abs(v.worldz) > 80)) ? (q.heightmap(v.worldx, v.worldz) - 1)" is? I really liked that post as it explained what each part did, but I was not smart enough to understand it fully back then.

misty pivot
#

Nevermind, I found the post.

#

I did some experimentation... and got this, unfortunately...

upbeat barn
#

Goes hard.

misty pivot
#

I know right? But this looks more like a giant mountain spire, where I just want a underwater forest lol

misty pivot
#

At least it looks way better now.

misty pivot
# sly forge alien trees?

It does look alien... but no, they're supposed to be tiny trees. Just that (for some reason) they kept stacking upon each other lol.

sly forge
#

q.heightmap(v.worldx, v.worldz)

#

use that as the Y value

#

its also possible for them to only generate if the heightmap is below a certain y level as well

misty pivot
sly forge
#

water doesnt count as terrain

#

at least last i checked

misty pivot
#

Alright then, I'll try it and see how it generates.

raw abyss
#

Hello,
I am very new to world generation and just wanted to know, if there is a good tutorial on how to spawn a structure.
I have seen the jigsaw-dungeons on microsoft learn, but if I wanted to only spawn lets say a house, (with the natural world generation) do I need to do it with a jigsaw block or is there a way for a structure to generate in the world without the need of a jigsaw block?
If yes, how would I do that/ where would I find a tutorial for it? šŸ˜…

upbeat barn
sly forge
#

just note that /locate doesn’t work with them

#

but they don’t require any experimental toggles so theyre the better option for now

raw abyss
#

So I now build tried implementing a 50block high wool tower into the forest biome, but it always generates deep into the ground, instead of high up in the sky... Here is the code for the feature:
“““json
{
"format_version": "1.21.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "test:old_house_feature"
},
"structure_name": "mystructure:old_house",
"adjustment_radius": 8,
"facing_direction": "random",
"constraints": {
"grounded": {},
"unburied": {}
}
}
}“““

sly forge
#

send feature rules file

raw abyss
#

{
"format_version": "1.21.0",
"minecraft:feature_rules": {
"description": {
"identifier": "test:old_house_feature_rule",
"places_feature": "test:old_house_feature"
},
"conditions": {
"placement_pass": "surface_pass",
"minecraft:biome_filter": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "forest"
}

 ]},
  "distribution": {
  "iterations": 1,
  "x": 0,
  "y": 0,
  "z": 0
}
}

}

sly forge
#

yep its exactly what i thought it was

raw abyss
#

What is the problem? šŸ˜…

sly forge
#

instead of 0

#

yes, you need to include the quotations, as it is a string, not an integer

raw abyss
#

give me a second, gonna try

#

got an error, because I forgot the second ), but give me one more try

#

YEES it worked, thank you so much šŸ˜„

sly forge
#

np

raw abyss
#

This is what success looks like:

misty pivot
#

I've made even more progress. I think doing 2d land is great, but I kinda want to do some hills instead of just flat terrain...

sly forge
misty pivot
timid quest
#

How's the performance when generating something like this? Also would love to learn more on how you're doing this. I haven't really played with the world generation but basically in the future I would like to create custom environments.

misty pivot
#

Well, I'm doing all this on mobile so of course there is a lot of time before generation is finished... but it isn't too bad...

timid quest
#

šŸ¤”

sly forge
#

the performance difference isnt even noticable if ur just making a couple features

#

but its VERY noticable if you mess with molang terrain

misty pivot
#

Exactly. Which is what I am doing. Molang can be fun but very performance heavy.

covert escarp
#

How do you fix this or if you even can?

undone junco
covert escarp
sly forge
# covert escarp Dang

there are some alternatives but if ur doing above-ground i don’t recommend using them

covert escarp
sly forge
#

ah ok

#

yh theres a few ways to do it then

unborn axle
#

Are there any features which are able to scan the area for flat ground and then able to place a feature there?

sly forge
#

i think

#

idk how to use em tho

unborn axle
#

Me neither

dull obsidian
#

is there a jigsaw generation where i can make an entrance in mountains??

dull obsidian
# undone junco no

:(( btw, is it possible to make my jigsaw structures spawn once per world.?

#

Mainly for boss rooms

undone junco
steel gull
#

Are biomes stable?

upbeat barn
steel gull
weary forge
#

Can you load entities inside structures by using features?

The structure I used loads fine but all entities inside it gone when the structure is generated. I also noticed some trapdoors are in the wrong orientation.

weary forge
#

Ah. Thanks for the info.

weary forge
#

First time using a jigsaw structure! Unfortunately, there are some side effects I still need to figure out:

-All entities spawn at their y axis minus one apparently (see the painting), some Vindicators were sunken to the ground when spawned.
-There are too many entities of the same type spawning in a single structure.
-Trapdoors are in the wrong orientation (second pic) if the structure faces two of the four directions after generation.

I suspect some of the issues are there because I used a single pool with no jigsaw block so I would appreciate if it was pointed out. Ignore the water flowing, I haven't changed the generation conditions yet.

weary forge
#

Well, I guess I will use command blocks to summon entities until these issues get fixed.

sly forge
#

thats a structure block issue as well

#

Mojang keeps trying to fix it but it keeps not getting fixed

#

theres also cutoff issues with jigsaw so i advise against using it

#

at least for now

weary forge
sly forge
#

i think so yh

weary forge
#

Thanks, I'm going back to features for now.

weary forge
#

Yep, they're super broken.

weary forge
#

Is there any efficient way to fix this? I would like to keep the terrain outside the structure intact.

dense quail
#

Use structurevoid instead of air on the exterior

weary forge
vale cliff
#

Anyone pls tell me about this i want to make a block spawn in a biome how will the feature and feature rule will find that that is the block

sly forge
#

unfortunately it appears the wiki is outdated

vale cliff
#

Oh ok bro

thorn cosmos
#

why is it that I havent seen anyone just replace current biomes instead of making custom ones?

sly forge
#

people already have done it but there’s only so much you can do in the first place since players will notice almost every biome in the game

#

also custom biomes aren’t even possible atm so idk where that’s coming from

thorn cosmos
#

Yeah I wanted to look into it and see if I can get it actually working on a mod loader for bds

#

And I was messing around with the game files and such and noticed it worked and that I never really seen anyone use that

#

Could use it to kinda redesign the biomes to be "cooler" or somethin

sly forge
#

i dont see anything wrong here, wtf is wrong :/

dense quail
sly forge
#

ternaries have been giving me issues for a hot minute now

#

shenanigans aside, beautiful world spawn

dense quail
#

Been a while since I did some worldgen stuff, but dont you need to return something for your true case?

real fiber
weary forge
#

I even corrected the rotation of trapdoors with commands. They are very powerful.

#

Btw, is there any way to use locate command to find features?

sly forge
weary forge
leaden thorn
#

Does anyone know how to fix this issue? My features spawn with missing sections

copper junco
#

Just real quick how much would it affect my world if converted my world to Java loaded it in real quick and converted it back to bedrock cause I don't want to break something, or etc doing so

#

I know I sound crazy

leaden thorn
sly forge
#

no guarantees tho

sly forge
#

use different structure files

leaden thorn
sly forge
#

ĀÆ_(惄)_/ĀÆ

leaden thorn
#

the features are being cut up by these weird chunks

sly forge
#

thats strange…

leaden thorn
sly forge
#

ive never come across this with custom terrain

#

what are the iterations set to

leaden thorn
#

terrain isn't custom

leaden thorn
#

fixed grid distribution

sly forge
#

hmm…

#

yh you shouldn’t be having any issues whatsoever

#

i wonder if it’s something related to vanilla terrain and not the chunks

weary forge
leaden thorn
sly forge
#

which uses the same principles

leaden thorn
#

I'm using feature rules without a biome file, i'm not sure if that counts as custom terrain

sly forge
#

for the most part

leaden thorn
#

ahh nvm i didnt read the next part

sly forge
#

the only difference is that custom terrain places a lot more blocks and uses custom noise functions instead of vanilla terrain

leaden thorn
#

my assumption was that the chunks are loading late, ignoring the custom rules and generating only the vanilla features but that wouldn't explain why it's the same chunks

sly forge
#

…or why it doesn’t affect custom terrain

sly forge
#

im wondering if there’s something wrong with the heightmap query

leaden thorn
sly forge
leaden thorn
sly forge
#

lol

leaden thorn
#

but it still has the chunks that cut my features

sly forge
#

weird

#

set y to 256

#

yes thisll put them in the air

leaden thorn
#

yeah, the chunks are still carving out my trees thisisfinefire

sly forge
#

wtf

leaden thorn
#

I can probably get away with this if it's a minecraft issue and not an issue with my code

sly forge
#

try using a single block feature with iterations set to 256 in the feature rules instead of tree features

leaden thorn
#

its only those weird chunks that cut up the features

#

sure

upbeat barn
#

Does this occur in the same chunk across numerous seeds?

leaden thorn
#

And its not everywhere

#

most of the time it works

#

but when it fails, it has giant holes

sly forge
#

its really weird

#

why does it not happen with noisemaps

#

im genuinely confused

#

none of this makes any sense

leaden thorn
#

Loaded up another map and it doesn't have any big holes.... I'm not wasting any more time on this

weary forge
#

Anyone know a good tool that lets you get a 3D render of your mcstructure file?

sly forge
#

youll need knowledge on how to use blender tho

weary forge
sly forge
covert jolt
#

Hi, is there any way to generate structures on the flat top of these terrain balls? (These balls are generated using feature and molang)

dense quail
covert jolt
dense quail
#

You can adjust the block allowlist in the structure template file to only include air and green wool

undone junco
#

are jigsaws been fixed?

sly forge
#

main issue still isnt fixed

undone junco
#

yeah something isnt right

sly forge
undone junco
sly forge
#

again, hard to explain

undone junco
sly forge
#

not particularly

old minnow
velvet spade
#

any way to get a growing vine like the nether vines to place on a tree ?

covert jolt
# sly forge set iterations to 1

I have already done the same.

By the way, do we have a way to flexibly control the natural generation of jigsaw? (Just like the features)

sly forge
subtle plinth
sly forge
#

there’s a major bug with jigsaw causing jigsaw structures to not generate properly

subtle plinth
#

I have a fully functional jigsaw structure that goes underground has multiple different types of rooms and interior decor

sly forge
subtle plinth
sly forge
#

theres a relatively high chance that a jigsaw structure will reverse direction and start overriding the entire structure

subtle plinth
#

I’ve not seen that a single time

covert jolt
subtle plinth
subtle plinth
sly forge
#

and in some cases its enough to make it unusable

subtle plinth
undone junco
old minnow
real fiber
#

Is there a way to generate a structure that is not completely buried, but not floating?

I have a giant beehive structure that is roughly 7x7x7 in size

Would like for it to generate in caves

If I use "unburied", I think that will preclude it from generating anywhere where the top layer isn't entirely air

Am currently using a scatter feature rule that places a structure template feature

Is there a better way to generate this structure?

subtle plinth
jagged wing
#

mine was a surface structure with a slight offset, I haven't done much of true underground structures

old minnow
#

molang support in jigsaws would be cool, wouldn't it?

sly forge
old minnow
sly forge
#

i mean it exactly how its worded

#

i want molang to be usable for this

#

mainly for molang-terrain stuff

still wing
#

I’d love to have Molang in Jigsaws

old minnow
#

if we view the existing focus to avoid molang where possible... combined with the more java-esque design choices

still wing
#

I don’t like how they’re going the Java route

old minnow
#

I agree, I'm not sure what motivated them directly

#

but I assume a few marketplace partners, interested in porting content

subtle plinth
subtle plinth
still wing
#

The schema we have for Jigsaws right now is literally taken from Java

subtle plinth
#

I think it’s good that way

still wing
#

It is not

subtle plinth
#

If you are coming from Java you don’t have to go to hell and back to learn it

still wing
#

While yes, this isn’t Java. Bedrock’s add-on system is way different than Java. Molang was made to allow content to be somewhat more dynamic

#

JSON isn’t that dynamic

subtle plinth
#

I think that because the system was new they didn’t want to reinvent the wheel and program a entirely new stuff for a system that should work the same between versions like how they are going for parity in vanilla

still wing
#

What?

subtle plinth
#

I think that keeping the versions the same would be best

still wing
#

Not really no

subtle plinth
#

Why make a whole diffrent way of doing it on bedrock if you have one that works on Java

still wing
#

It wouldn’t fit in with the rest of Bedrock’s systems, and isn’t that dynamic imo

subtle plinth
#

That’s likely because it is new, also how different do you mean as the closest thing we had to true structures was structures features

#

I think the code for the jigsaw system makes pretty good sense compared to things like blocks and entities

#

I was very new to making addons when I started with jigsaws and I found it very easy to learn

still wing
subtle plinth
#

Versioned content like the format version?

still wing
#

Mhm

subtle plinth
#

I think that’s mostly so addons don’t implode like Java mods when a update comes out

still wing
still wing
#

They’re Java’s equivalent of add-ons

#

Mods are just external modifications to the game’s code

subtle plinth
#

What would be the better way to do it, only thing I can think is lacking is template pools and processors

#

The structure sets and jigsaw structure files I think are fine as they are with the exception of the lack of molang

subtle plinth
#

I’ve never really used one

sly forge
subtle plinth
#

Molang is kinda goofy

#

The only molang I use is math.random in particles

sly forge
#

its only goofy cuz Mojang did a terrible job with it

#

theres a lot of missing functions

#

theres only a couple different loops

#

XOR operator is missing

subtle plinth
#

What do people use molang for

sly forge
#

noise query doesnt work correctly (its not seeded properly)

sly forge
subtle plinth
#

Ah

still wing
sly forge
#

mostly for world generation (like structures) and for entities and animations

still wing
#

It could allow for more random jigsaws

sly forge
#

though some of us do silly things like custom procedural terrain with it

subtle plinth
#

I think molang should be improved before they dump it in the already unstable jigsaw system

sly forge
subtle plinth
#

At the moment it’s borderline impossible to make custom villages but I’m hard set on making one

sly forge
#

datapacks break far more often than addons

still wing
subtle plinth
sly forge
#

addon stuff breaks only when ppl use experimental features

#

datapacks just break

subtle plinth
#

Didn’t 1.20.30 break every single structure regardless of if it was experimental or not?

#

Features too

sly forge
subtle plinth
#

Wait structures were experimental for that long?

sly forge
#

which requires changing the format version and min engine version

#

mhm

subtle plinth
#

That’s interesting

#

Bedrock must have a really weird world gen system if it’s taken this long for structures features to leave experimental and for jigsaws to just get used

sly forge
#

id suggest rewriting jigsaws to use scripts

the only issue with this is that you cant hook features to scripts

subtle plinth
#

Oh god no

#

Scripts suck to learn

sly forge
#

ik

#

but its a far better choice than JSON

#

Molang could also work, but Molang itself needs work

#

(also there are no files for Molang)

subtle plinth
#

I think the only thing that scripts should be used for in jigsaws are ambient spawning things and spawning mobs with the jigsaws

#

I don’t use scripts so I’m not sure if they really have any use for spawning mobs

subtle plinth
#

I also gtg

sly forge
#

oki

sly forge
subtle plinth
#

And for a official way to spawn a mob through a jigsaw like village golems and animals

jagged wing
#

So addons and plugins do indeed count as mods, they are just modding solutions given to us by the developers.

old minnow
#

Molang was created for way different reasons

old minnow
still wing
#

I mean fair but I just don’t want them to copy Java and keep it as is 😭

old minnow
old minnow
old minnow
old minnow
#

I would not complain :p

subtle plinth
#

the global resources arn't addons really

#

or the normal resources

#

the default texture pack ingame is what i mean

old minnow
#

There are vanilla behaviour and resource packs that you count as mods

subtle plinth
#

those arn't mods, they came with the game

#

the game wouldn't work without them compared to the ones on java which are experiments or ui textures. The game can run without those ones.

old minnow
#

They are in theory just plain assets

subtle plinth
thorn cosmos
#

does anyone got a custom biome pack, I know its broken but Im seeing if I can get them working on a modloader

sly forge
#

last i checked theyre all discontinued

thorn cosmos
sly forge
#

thats not a mod loader

#

thats a custom server software

#

like Spigot or Paper

thorn cosmos
#

its modded bds??

sly forge
#

also there should be a community somewhere for endstone

#

idk where it is but you might wanna look for one and ask there

thorn cosmos
#

yes but Im asking for custom biome packs

sly forge
#

this isn’t the server to be asking about server software, as thats its own separate thing

thorn cosmos
#

if there are any anymore

sly forge
#

if there are any biome packs that work with endstone

#

theyll be there

#

not necessarily here

thorn cosmos
#

biome packs

#

as in addons

#

a behavior pack

sly forge
#

again, not necessarily

#

endstone doesn’t just use addons

#

it has other stuff as well

#

ur better off finding an endstone community

thorn cosmos
#

im not fucking asking about endstone shit

#

it doesnt matter

sly forge
#

because this may be beyond the reach of addons

thorn cosmos
#

I want to make custom biomes working through addons by modding endstone

sly forge
#

ah

thorn cosmos
#

but i was wanting to find any old custom biome packs

sly forge
#

ur trying to modify the software ok

#

welp

thorn cosmos
#

yes, and I know how to just need packs to test

sly forge
#

it wouldn’t really matter regardless unfortunately

#

because minecraft handles biomes drastically differently now

thorn cosmos
#

not really tbh, at least at a modding standpoint, currently looking through seeing whats stopping it, hence why Id like packs to test

sly forge
#

i mean the biomes will register just fine

thorn cosmos
#

yes i know

sly forge
#

but theres a bunch of newer stuff involved

thorn cosmos
#

yes i know

sly forge
#

you might as well make a test pack urself

#

there might also be an old example still up on the bedrock.dev wiki

thorn cosmos
#

there are but wanted to see if there were any ones I dont gotta make, cause its another thing ill have to test/debug to make sure is correct

sly forge
#

i mean

#

it’ll probably be faster to make one

sly forge
#

bro got lucky lmao

thorn cosmos
old minnow
#

I wonder if we could get Endstone to generate custom biomes

#

Since the client would only need the definitions

sly forge
old minnow
sly forge
#

šŸ’€

old minnow
#

It is literally a mod loader on top if bds

sly forge
#

meh

sly forge
#

yes this is correct

#

itll generate 1 approximately every 100 chunks

#

its good for testing but i don’t recommend using 1/100

sly forge
#

what is the structure, what are the loot pools?

#

personally id make it rarer depending on how useful it is to the player

#

1/100 would likely be a structure with no benefit whatsoever and would be small

#

like a statue or something

#

and even then id use 1/250 for that

sly forge
#

yh use 1/100 for testing purposes then

sly forge
#

minimum must be first

#

lol

somber bough
sly forge
#

1/3000 to 1/5000 imo, depends on the reward

somber bough
#

Also if I am trying to add alot of structure mods into one world, what spawn rate should I edit to each structures so that it's balanced and not filling up my whole world with structures.

somber bough
#

Is 1/250 for every structures balance?

#

I don't want them to be too rare or too common. Just mid

sly forge
#

like statues

#

1/500 for anything minimally useful

somber bough
#

What about structures with common/mid loot

#

Ah

sly forge
somber bough
#

So the good loot ones set it to 1/1000, strong bosses 1/3000.

#

Also should I just set every structures iterations and numerator to "1" and only change the denominator to a higher number based on spawn rate chances?

sly forge
#

larger denominator = lower chance

#

always set iterations to 1 per structure

real fiber
#

Also depends if your structures generate underground or not

Underground structures should generate more often

Something like a small monster room dungeon could be 1/50 if it generates underground

sly forge
#

but id still go no less than 1/100

somber bough
#

Thanks for the heads up

somber bough
#

@sly forge hey am back again, i wanna ask if i should follow the same spawn rates for nether, end, floating structures (any dimension), and ocean structures

#

Do i need to change them just like the underground structure ones? Or just follow the usual spawn rates that we discussed above

sly forge
#

floating structures are obvious so id make em a bit rarer

somber bough
#

Alright so only nether structures uses underground spawn rates, the others listed above use the same spawn rates except floating ones

sly forge
#

end structures depends on where they are

somber bough
#

Cuz its very "open"

sly forge
#

the end is a bit of a finnicky one

somber bough
somber bough
#

Hm

upbeat barn
#

48x48

upbeat barn
#

Y shouldnt be restricted.

real fiber
#

You can use command blocks to generate up to 64x64

The structure will kind of pop into existence though

For one of my structures I ended up making smaller long distance version that gets replaced by the real thing when you get close

The better solution will be to use jigsaw blocks for larger structures

real fiber
#

You need a structure block to save the command block

Also to save your structure

Use gamerule command blocks enabled to disable command blocks while you set it up

The command block should be a repeating command block set to always active

It should run a function that spawns the structure and sets itself to air (or whatever block should be where the structure was)

real fiber
#

I would look into jigsaw blocks though

They have functionality in beta now and it's the correct way to make larger structures

The thing I did was a hack to make it work because jigsaw blocks had no functionality

brisk needle
#

the blocks are getting replaced, tree features generates on the diamond blocks, but my other structures wont generate:

    "format_version": "1.21.0",
    "minecraft:single_block_feature": {
        "description": {
            "identifier": "test:placeholder_plains_base"
        },
        "places_block": "minecraft:diamond_block",
        "may_replace": [
            "minecraft:sand",
            "minecraft:gravel",
            "minecraft:grass_block",
            "minecraft:dirt",
            "minecraft:stone"
        ],
        "enforce_placement_rules": false,
        "enforce_survivability_rules": false
    }
}
{
    "format_version": "1.16.0",
    "minecraft:structure_template_feature": {
        "description": {
            "identifier": "test:house_1"
        },
        "structure_name": "mystructure:test_house",
        "constraints": {
            "block_intersection": {
                "block_allowlist": [
                    "minecraft:diamond_block"
                ]
            },
            "grounded": {},
            "unburied": {}
        },
        "adjustment_radius": 8,
        "facing_direction": "south"
    }
}

sly forge
#

biomemap working, improved worldgen

hard cipher
#

Is it possible to generate jigsaw structures in other dimensions? Like the nether? Is it necessary to define the dimension or just the biome?

subtle plinth
hard cipher
subtle plinth
sly forge
#

there’s the ā€œstructure in a black boxā€ method

#

and there’s the molang method (superior)

#

molang can randomly generate terrain yh

#

only downside is it almost always looks the same cuz the noise query doesn’t work quite right

#

however it can generate pseudo-infinitely

#

this uses molang

hard cipher
#

jigsaw is sometimes very crazy

subtle plinth
hard cipher
#

@old minnow

{
    "format_version": "1.21.20",
    "minecraft:structure_set": {
        "description": {
            "identifier": "mc:fire_dragon_ravine"
        },
        
        "placement": {
            "type": "minecraft:random_spread",
            "salt": 197713345,
            "separation": 22,
            "spacing": 45,
            "spread_type": "linear"
        },
        "structures": [
            {
                "structure": "mc:fire_dragon_ravine",
                "weight": 1
            }
        ]
    }
}
{
    "format_version": "1.21.20",
    "minecraft:structure_set": {
        "description": {
            "identifier": "mc:medusa_temple"
        },
        
        "placement": {
            "type": "minecraft:random_spread",
            "salt": 351068604,
            "separation": 11,
            "spacing": 29,
            "spread_type": "linear"
        },
        "structures": [
            {
                "structure": "mc:medusa_temple",
                "weight": 1
            }
        ]
    }
}
old minnow
hard cipher
#

like I found a temple and a ravine very close to each other

#

It's okay that it happens sometimes, the problem is that it was happening too often.

old minnow
#

but structure intersection is a bug ig

hard cipher
covert jolt
#

Hi everyone, I would like to ask if anyone has a jigsaw example with terrain matching function that can be directly used. I have tried to write it by myself, but it never worked properly.(I have heard many people say that we do have terrain_matching)

sly forge
#

jigsaw is still very buggy so i recommend you stay away from it for now

subtle plinth
covert jolt
subtle plinth
#

do you want the jigsaw files?

#

the ones in the jigsaw_structure folder?

covert jolt
subtle plinth
#

well they use custom blocks so that would be pretty hard

covert jolt
subtle plinth
#

I'm not sure if any of the structures within my public betas use the terrain matching thing'

subtle plinth
#

#1346939725629493309 message this structure is one of the ones im referring to. It spawns a terrain matching baseplate which spawns the tower and the surrounding structures

covert jolt
subtle plinth
#

yeah it does but if you place rigid structures attached to it you tend to get goofy results

subtle plinth
covert jolt
hard cipher
subtle plinth
loud pier
#

How can i export structures on mobile?

sly forge
#

you have it

#

rooms randomly get flipped around in the opposite direction and continue placing, overriding earlier structures

#

this has not been fixed yet

#

"being smart" wont fix this

#

this is the only bug making it unusable and its such a pain

subtle plinth
subtle plinth
sly forge
#

i was watching SyKo try to figure this out on stream

#

and it happened a LOT

subtle plinth
subtle plinth
sly forge
subtle plinth
#

I’ve seen very few creators that make addons

subtle plinth
sly forge
#

in many ways, the precursor to Creeping Crypts

sly forge
#

because HCF was removed from the game

subtle plinth
#

Yeah, I think a lot of packs like that did

hard cipher
subtle plinth
#

There was no YouTube channel in her bio either

subtle plinth
sly forge
#

this very discord server

subtle plinth
#

Ah

#

Maybe I’ll join if I see it next time

hard cipher
subtle plinth
#

pillager outpost type structures are wild

subtle plinth
#

jigsaw size 15 dang

#

imagine 20

#

just generated this lmao

sly forge
#

im trying to get it increased to 31

subtle plinth
#

20 is the max

sly forge
#

cuz 20 is a silly number for a game based on powers of 2

subtle plinth
#

its probaly a technically limit

#

like how it was 7 before

sly forge
subtle plinth
#

also 31 is also not a power of 2

sly forge
#

its a performance one i think

sly forge
subtle plinth
sly forge
#

0 is also a value

subtle plinth
#

1 is the minium

sly forge
#

1-32
0-31

subtle plinth
#

you cant generate 0 levels

#

the game straight up doesn't let you put 0 in

sly forge
#

weird

#

or they screwed up how their values work

subtle plinth
#

level 1 means that it generates one template then ends

sly forge
#

silly off-by-1 errors

subtle plinth
#

2 generates a second outwards and so forth

sly forge
subtle plinth
#

i think 1 makes more sense

#

its only placing 1 template

#

making it zero would make it seem that its placing nothing

sly forge
#

its very similar to the definition of a loop, except for mathematics

#

its looping back on itself

subtle plinth
#

google is a piece of work

#

spelled the same lmao

sly forge
#

meaning, by definition, a recursion is a reoccurrence in this case

#

at 1, its not reoccurring, it’s occurring

subtle plinth
#

wikipedia doesnt really help this

sly forge
#

so 1 doesn’t make sense

#

0 does because it’s not reoccurring

subtle plinth
#

ig

#

either way i hope that jigsaws get buffed soon

#

i want feature_pool_element despite the fact i will never touch it

sly forge
#

to do what i want to do, jigsaws are far too small

subtle plinth
#

what are you trying to do, build a new york?

sly forge
#

the maximum radius is 128 blocks

#

i need it at 384

subtle plinth
#

256 diameter is no small number

sly forge
#

256 is tiny

#

it only allows for 7 modules placed along a line, 1 being in the center

subtle plinth
#

i think in most cases its big enough

sly forge
#

in my case its not even close

subtle plinth
#

ancient cities fit in its bounds

#

I can only think of 1 thing that I would use jigsaws that large for

sly forge
#

a boss dungeon with large modules would probably need a far larger area if you want ppl to actually look for the boss instead of immediately finding it

subtle plinth
#

I think in 99% of cases where people use jigsaws that they are smaller than 256x256

subtle plinth
#

including the boss room

#

its such a ridiculously massive structure that fits within the current limits

sly forge
#

now it’s probably fine for Creeping Crypts (17 modules in a line including the center, since theyre 15x15)

subtle plinth
#

is that a dungeon mod

sly forge
#

my addon yes, but it doesn’t use jigsaws

subtle plinth
#

the main boss room of mine is a 63x63 structure

#

followed up by large tunnels and stairwells

#

im having a real heck of a time trying to spell rn

sly forge
#

downside is tps lag cuz postgen

subtle plinth
#

and i would assume it uses command blocks which nukes achievements straight out the gate

sly forge
#

but because of this

#

its one of the only ones that still works

subtle plinth
#

I think the main advantage to when jigsaws leave experimental is massive structures with achivements

sly forge
#

and has hardly any bugs

subtle plinth
#

I have a structure now that is fully jigsaw, all mobs, structures, baseplates, etc are jigsaw powered

sly forge
#

before i came along and used command blocks everyone was using ticking blocks which caused all sorts of weird issues

#

the generator is a couple years old at this point

subtle plinth
#

once jigsaws leave experimental structure addons get so much power

sly forge
#

ik

#

im waiting for jigsaw too but

#

well

subtle plinth
sly forge
#

they can’t really do what i want atm

subtle plinth
#

jigsaws are just another infinity stone on the addon infinity gauntlet

sly forge
#

i want to be able to control where they generate and what terrain they follow with molang

#

because uhh

subtle plinth
#

the system is barebones

#

you get one maybe two things to enter as values for most jigsaw files

sly forge
#

jigsaw wont work with custom molang terrain

subtle plinth
#

processors only have two types and template pools only have one

subtle plinth
#

I assume the game can still find the surface for the worldgen files to use

#

like jigsaws

sly forge
subtle plinth
#

can features work with it?

sly forge
#

you also can’t modify vanilla’s terrain generator yet

subtle plinth
#

then how did you make the custom terrain?

sly forge
subtle plinth
#

ah

#

the terrain there looks like something I would make in world painter

sly forge
#

welp this is procedural lol

subtle plinth
#

oh

sly forge
#

just need q.noise to be seeded so its actually useful beyond silly projects…

subtle plinth
#

I can't wait for the preview channel where they drop custom biomes, it'll probably look like the 1.21.50.26 one

sly forge
small latch
#

I managed to get a jigsaw structure work, just want it to spawn in plains and not under water

sly forge
subtle plinth
#

And 1.21.70 fixes the cut off bug

sly forge
#

mhm

#

this was also fixed

subtle plinth
#

Most notorious death bug is dead

#

Peak update

#

Locator bar, woodland mansion bug fix, world fall through bug fix, and the second largest jigsaw bug fixed

sly forge
#

because every time mojang fixes it it returns as another incorrect item

#

its a running gag

subtle plinth
sly forge
#

aka a running gag

subtle plinth
#

Yeah

#

Mojang should make it a steak next

sly forge
#

lmao

#

ā€œthis steak is very efficient at filling you upā€

void ember
#

do i need overworld.generation and nether tag for nether ores?

lilac warren
#

Does anybody know when custom biomes are gonna be out of experments?

upbeat barn
lilac warren
#

Ah i see

#

I dont do generation much so im never up to date

#

But ive been getting into it more lately cause its kinda of nice seeing my custom blocks generate

#

@upbeat barn wait whats broken with them?

upbeat barn
lilac warren
#

Oh wow lol

#

🤣

#

Thats how out of date i am 🤣

sly forge
#

uhm...ehehe...UHHHH...

#

lets just say...

#

i made an oopsie...

#

šŸ‘‰šŸ‘ˆ

small latch
upbeat barn
small latch
#

tbh I just want to make a 'custom' biome what is just the plains but with coarse dirt

small latch
#

Any good tutorials on modifying them?

upbeat barn
#

Huh, not sure then.

small latch
#

Might search for a bit

#

I think this will talk mostly about custom biomes tbh

#

{
"format_version": "1.13.0",

"minecraft:biome": {
    "description": {
        "identifier": "pumpkin_pastures"
    },

    "components": {
        "minecraft:surface_parameters": {
            "foundation_material": "minecraft:stone",

            "top_material": "minecraft:grass",
            "mid_material": "minecraft:dirt",

            "sea_floor_depth": 4,
            "sea_material": "minecraft:water",
            "sea_floor_material": "minecraft:sand"
        },
        "minecraft:overworld_height": {
            "noise_params": [0.125, 0.0625]
        },

        "minecraft:climate": {
            "temperature": 0.375,
            "downfall": 0.25,
            "snow_accumulation": [0, 0.5]
        },

        "minecraft:overworld_generation_rules": {
            "generate_for_climates": [["cold", 1]],

            "hills_transformation": "pumpkin_pastures_hills",
            "shore_transformation": "pumpkin_pastures"
        },

        "overworld": {},
        "pumpkin_pastures": {},

        "animal": {},
        "monster": {}
    }
}

}

#

This but imma change it to the Plains identifer

#

and see if it works (Might not but idc)

#

Just used the plains biome file instead but when you change the top layer to coarse dirt it just removes all dirt and grass into stone

#

This also happens if you change the foundation to coarse or diff block btw, It doesnt care if you remove stone

#

stone will always be placed

sly forge
small latch
#

WAIT

#

I have it on

#

Biomes just dont like me

sly forge
#

weird

#

idk then

small latch
#

The funniest thing ive witnessed with my structure is that since its so big even with most parts being cut down to jigsaw ones it still will crash with /place

#

Now Im scared to find it naturaly spawned incase that will also crash
(It most likely wont)

#

I was right, It crashed

#

Gonna sort it into smaller ones now

#

The main part was 64x40x32 for some reason, That will need to be cut down

faint dawn
#

How do i make a specific biome at specific coords

small latch
faint dawn
#

From my understanding and other ppls addons and tge fact theres an experiemental for custum biomes im sure there is other ppl have achoeveved custum biome placements in bedrock

small latch
#

they broke a long time ago (I think last year but who knows)

#

Now to make 'custom' biomes you just modify the pre-existing ones to your liking

faint dawn
#

The issue is im building on a super flat that has biome terrain off

umbral pebble
#

What is the maximum size for a structure to be generated? I made one that is 46x46 and it is not appearing in the world.

umbral pebble
#

Or a better question, is there a limit to the amount of blocks that can be generated per structure?

sly forge
#

and you could never get a biome to exist at specific coordinates

faint dawn
#

How do i get biomes on a super flat

sly forge
#

it’s not possible

faint dawn
#

Ive seen worlds built on superflat that has gotten biomes to work also ppl are still able to make worlds that are all 1 biome

sly forge
#

first one is either a modded game or is something like what i posted in #1072983602821861426 (though its sadly not there anymore)

#

you can mimic superflat using features to get a very similar effect

faint dawn
#

Im trying to think of the best way to approach this as to not overwhelm the server since ill have over 1000 items but there wont be redstone i turned thise into rubies and free build was removed to keep from having huge builds will i still be ok to build on a non superflat assuming 1000 items a large but protected map entities only spawning in clusters when a player is near no open world spawning and players confined to my map which is big as is will i run into issues if i build on a normal world

subtle plinth
#

all the chests in this jigsaw seem to be the same execept for the book which has different enchants

#

only 1 chest so far as generated with different loot

#

the tables generate fine when i place the structure using a structure block

#

alright thats just a bug with /place. the structure naturally generated with randomized loot

small latch
umbral pebble
#

split them into several pieces and configure them together?

faint dawn
# umbral pebble what do you mean? could you explain it to me better?

I can so it to me better is 4 words ill need to explain each word individually
It: Used to refer to a thing previously mentioned or easily identified.

To: Expresses direction, purpose, or position.

Me: Refers to oneself, the speaker or writer.

Better: Of a higher quality or more desirable than something else.

umbral pebble
faint dawn
#

You asked if we could explain "it to me better" so i did šŸ˜›

subtle plinth
#

šŸ’€

small latch
subtle plinth
#

least complicated mob spawning with jigsaws

tired ridge
#

Crazy😯 , how did you get the leaves to look like that? I tried, but my leaves look horriblešŸ˜‚ , and your leaves look simply beautiful.🤩

tiny idol
#

Im using my own leaves

tired ridge
#

Please tell me how I can make the leaves look so beautiful, please.

tiny idol
#

Sorry for my bad english

tired ridge
tiny idol
#

To do the gradient, I used UV

tiny idol
tired ridge
#

ok

tiny idol
tired ridge
#

Please, and the gradient for each block of leaves separately?

#

One question: Since trees have leaves with custom models, how is the optimization going? But visually, it looks like another game. Your leaves are very pretty.

tiny idol
tiny idol
tired ridge
#

I don't understand that UV thing, what is it?

tiny idol
#

It looks like Mojang has fixed that model lag in many blocks

tiny idol
tired ridge
#

I have worked with Blockbench for many years and until now I have heard about gradients made with UV.

tiny idol
tired ridge
#

Do you have any screenshots of that blockbench option?

tiny idol
#

And with different models, I was moving

tiny idol
#

Wait

#

I'm going to turn on my PC

tired ridge
#

ok

tiny idol
#

I recommend you to use "Per face"

#

Is better than "Per UV"

#

"Per cube"*

#

Wait

#

I dont remember the name

#

Box UV

#

I dont use that

tired ridge
#

So let's see if I understand, the darker colored leaves are under the other leaves simulating the shadow?

tiny idol
#

I used a js code to do this automaticaly

#

Lets go to #1067535608660107284, I'll show you

tired ridge
#

ok

faint dawn
#

Can i make it so when a new world is created it generates a structure that is never whithin 250 blocks of a structure of the same type

subtle plinth
#

i think the spacing and seperation values of jigsaws do that

faint dawn
#

Im not yet familiar as to how can anyone teach me

sly forge
#

for the most part, all of bedrock's jigsaw features are done exactly the same as java

faint dawn
#

Which has told me nothing because idk how its done on java either

sly forge
faint dawn
#

I like how ppl assume the docs are helpful for everyone as im very bad at understanding some of these docs

subtle plinth
#

same

faint dawn
#

Heres a mix of world generation and scripting ai but when a world is first loaded can you get it to save coords to a dynamic property

subtle plinth
#

i just looked at the trial chmaber jigsaws and guessed

faint dawn
#

So how do i get a world to generate a structure on generation to begin with

subtle plinth
#

I think jigsaws spawn on world generation

faint dawn
#

Idk how to use jigsaws either

tired ridge
#

Does anyone know how I can fix this?

#

I already did the structure editor and the problem persists, I already did it with the option activated and deactivated and I still can't solve it.

#

PleasešŸ™, I need someone to help me, I don't know what else to do to fix it.

subtle plinth
#

you need to replace the air in it with structure void blocks

tired ridge
subtle plinth
#

in the world where you made it you need to replace every air block with the block structure void which can be obtained via /give @s structure_void

#

it leaves a empty space in the file that tells the game to leave whatever was there before there

tired ridge
subtle plinth
#

nah you just need to save and export the structure file with the structure voids placed in the spots you want to be replaced by what was there first in the world

tired ridge
acoustic drum
#

Can anyone be able to bring back to life the mods bioscape and better-end since they do not work in the latest version and the original creator just left it to rott me and others would be forever grateful to be able to use them again

small latch
#

I dont remember what the best value is for it

#

but sometimes the value can break the jigsaw, since sometimes it just wont like that value and decide to say it wont spawn but in reality one might spawn

subtle plinth
#

seperation has to be less than half of spacing

sly forge
#

also literally read the message below.

faint dawn
sly forge
#

its a little complicated tho

faint dawn
#

This way is better for this as i need a dynamic property set to each 1 to

small latch
small latch
sly forge
#

and you don’t need to respond to something that’s already been corrected a while ago, thats also rude

small latch
sly forge
#

there are far better ways of correcting someone.

#

if you can’t understand that, do not talk to me.

#

i am NOT in a good mood.

small latch
oak cipher
subtle plinth
#

I think I just learned how to add loot tables to jigsaw structures without using mcbe essentials and editing the structure file

lilac warren
#

HEY! i just got a reply from minecrafts youtube channel on there newest vid and they said they might fix custom biomes!!!

lilac warren
#

they said they where thinking about it

#

go check it out

#

its on the creater channel

#

im just kinda shocked they replied, tho i was pretty quick to comment

small latch
subtle plinth
#

yeah im gonna look at it soon, atm im working on the jigsaw documentation

#

found it

subtle plinth
#

this is how to add a loot table to chests in a processor

sly forge
#

that’s not exactly new lol

lilac warren
#

Well i just thought it was neet lol

subtle plinth
#

so /place can generate structures in the nether ill see if it can spawn them naturally soon

small latch
#

Was there not a tag for the nether??

#

Like how the netheracks biomes identifer is just Hell

subtle plinth
#

i had heard it crashed the game when tried

upbeat barn
#

I think it doesnt anymore.

old minnow
#

I actually wonder if features are in fact turing complete

upbeat barn
small latch
#

my feet are off the ground

#

do you have

#

do you have to let it linger

subtle plinth
sly forge
#

that rotation bug STILL gives me nightmares

subtle plinth
#

jigsaws work in the end, albeit this is not supposed to spawn here so im glad i checked

#

bruh you have to specifiy in EVERY jigsaw that they can't spawn in the end

#

my god

#

they are only set for overworld gen

sly forge
sly forge
#

modded instance

still steppe
#

he taught me too and I just took it to like more than 600 world height

still steppe
sly forge
#

actuallly...

#

wait

#

how does it affect feature generation?

old minnow
still steppe
old minnow
#

I actually have a open source mod laying around that does exactly this lol

sly forge
#

im talking about an extreme case here

#

if youve already done it...

still steppe
old minnow
#

Playing around with min height breaks everything lol

#

Min 128 max 256 was the funniest tho

sly forge
#

if it works the way it does in vanilla

#

this just might be the solution ive been looking for to a problem ive been having

sly forge
still steppe
#

ok

sly forge
#

i just need to make sure its working correctly

still steppe
sly forge
#

no

#

itll take a little bit to load into the world tho

still steppe
#

is it supposed to happen?

sly forge
still steppe
#

ok i will increase it

sly forge
#

duh

#

no im asking what it is

still steppe
#

it was 27 chunks

sly forge
#

whats the max ur device can support

still steppe
#

the recommended is 27 and max i can go is 50

sly forge
#

i'll do the same without using a modded instance

#

so i can compare

still steppe
#

with 50 chunks

still steppe
sly forge
#

not 134

#

i cant compare properly

still steppe
#

ok, minecraft crashed bcz probably i went out of memory

#

@sly forge

sly forge
#

wait wha

#

...wait...

sly forge
still steppe
sly forge
#

OMG

#

THIS IS INDEED THE SOLUTON

still steppe
#

run

/tp 0 128 0 facing 0 128 100
sly forge
#

ok i need to learn how to install this

#

this means i can finally fix the issue where my terrain is going above the build limit