#World Generation General
1 messages Ā· Page 7 of 1
Btw i figured it out already
I dont think so, cause i tested the same thing with obsidian and nothing happened
weird
do custom biomes with biome.json files work now or is everyone still using the feature trick?
Custom biomes are still broken.
Thanks for the reply @upbeat barn . Whats the goto nowadays? I found this
https://discord.com/channels/523663022053392405/1170534497855479810
I think it's still noise based features.
indeed it is
Or alternatively, overrides
either solution is a bit of a jank solution
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.
How can i pass data from one scatter feature to child scatter feature?
are you trying to use a scatter feature to scatter another scatter feature?lol
yeah š
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
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?
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.
How to adjust the rotation axis in jigsaw structure system?
they re bugged right now i dont recomend using it
the rotation depends on how do you place the jigsaws block
should depend
jigsaws rn do what dthey want
whats the best way to get features to place underground?
tryna search smth
One message removed from a suspended account.
Yes.
Take a look at the client biome file.
One message removed from a suspended account.
i need some guidance
i want to generate custom block (grass like) in some certain biome only
i have no idea where to start
biome tags
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
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.
ive encountered the issue with single block feature, i have a randomizer for 3 block states, but only 2 of them generate
Hm, that's strange.
Jigsaw structure can't spawn in many biomes?
Hm?
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
48x48.
do u have a json format
Not sure what you mean... the links I gave you have plenty of examples.
Hey
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
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
i cant find them
DId you download the vanilla files I pointed you to
the link u give only for biome
there's no specific feature that go in great details for specific rule
No, this has biomes and features.. #1324376503848275980 message
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
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
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
i know you can do this with world_gen jigsaws
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
One message removed from a suspended account.
One message removed from a suspended account.
world_gen... wait a second
Bp
|- worldgen
|- jigsaw_structures
|- processors
|- structure_sets
|- template_pools
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
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
No.
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
Do conditional features work?
No. It got removed I believe.
That genuinely sucks...
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.
Nevermind, I found the post.
I did some experimentation... and got this, unfortunately...
Goes hard.
I know right? But this looks more like a giant mountain spire, where I just want a underwater forest lol
At least it looks way better now.
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.
heres a little tip for features like trees
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
But would that work underwater?
Alright then, I'll try it and see how it generates.
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? š
You can use the structure template feature instead.
just note that /locate doesnāt work with them
but they donāt require any experimental toggles so theyre the better option for now
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": {}
}
}
}“““
send feature rules file
{
"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
}
}
}
yep its exactly what i thought it was
What is the problem? š
set āyā to āq.heightmap(v.worldx, v.worldz)ā
instead of 0
yes, you need to include the quotations, as it is a string, not an integer
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 š
np
This is what success looks like:
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...
have fun figuring out how noise works
Lol. Do u have any idea on doing 3d terrain?
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.
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...
š¤
its not the most performant thing in the world but its this or nothing
the performance difference isnt even noticable if ur just making a couple features
but its VERY noticable if you mess with molang terrain
Exactly. Which is what I am doing. Molang can be fun but very performance heavy.
How do you fix this or if you even can?
Its a bug you canāt fix it
Dang
there are some alternatives but if ur doing above-ground i donāt recommend using them
Yeah it supposed to be underground it just hasn't been set yet
Are there any features which are able to scan the area for flat ground and then able to place a feature there?
search features
i think
idk how to use em tho
Me neither
is there a jigsaw generation where i can make an entrance in mountains??
no
:(( btw, is it possible to make my jigsaw structures spawn once per world.?
Mainly for boss rooms
at this point just use scripts to generate it if its only 1 per world
Are biomes stable?
If you mean custom, no. They're broken.
Gotcha. What about jigsaws? nvm just saw the experimental tag on it
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.
No. Using jigsaws yes.
Ah. Thanks for the info.
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.
Well, I guess I will use command blocks to summon entities until these issues get fixed.
the trapdoor issue has been a thing for years
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
Is it possible to use command block to fix the trapdoor positions? I'll try it later.
i think so yh
Thanks, I'm going back to features for now.
Yep, they're super broken.
Is there any efficient way to fix this? I would like to keep the terrain outside the structure intact.
Use structurevoid instead of air on the exterior
Ooh, thatās clever. Thanks.
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
i think you need to read up on features
unfortunately it appears the wiki is outdated
Oh ok bro
why is it that I havent seen anyone just replace current biomes instead of making custom ones?
because you never noticed
people already have done it but thereās only so much you can do in the first place since players will notice almost every biome in the game
also custom biomes arenāt even possible atm so idk where thatās coming from
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
i dont see anything wrong here, wtf is wrong :/
Can you try to put the whole else section into parentheses?
no change
ternaries have been giving me issues for a hot minute now
shenanigans aside, beautiful world spawn
Been a while since I did some worldgen stuff, but dont you need to return something for your true case?
im returning all at the end
You can also put command blocks in your structures and use those to generate the entities. They can also delete themselves after
Yeah, thatās exactly what I did and I highly recommend it. If only paintings could be summoned like that.
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?
if you use weighted random features instead of the random rotation you can fix this without commands
Will try, thanks.
I couldn't fix it. I used "weighted_random_feature" to direct it to four features. Then I made it so that all those four had only one of the directions in "facing_direction". However, the trapdoor issue still occurred. Currently, they all use the same "structure_name". Should I make different structures with different rotations in separate .mcstructure files?
Does anyone know how to fix this issue? My features spawn with missing sections
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
I solved this by setting the extent of the scatter to 2,13 to ensure the feature spawned inside of the currently generating chunk but I'm still having this issue with larger structures that have no choice but to cross chunk borders
use [-16, -1] instead of [0, 15] for the x and z values in feature rules
no guarantees tho
because you didnāt rotate the structure yourself
use different structure files
tried this but I still get the same amount of failed spawns which is weird considering my features are around 14-20m wide
ĀÆ_(ć)_/ĀÆ
a lot of the failed spawns coincide with this issue: https://discord.com/channels/523663022053392405/1340068421785878581
the features are being cut up by these weird chunks
thats strangeā¦
its almost exclusively these chunks that cut up my features
terrain isn't custom
hmmā¦
yh you shouldnāt be having any issues whatsoever
i wonder if itās something related to vanilla terrain and not the chunks
That's what I was afraid of. It will take a significant file size. But it's good to know, thanks.
np
could be, especially since the chunks that are cutting up the features don't change
they donāt cut up custom terrain
which uses the same principles
as what this uses
I'm using feature rules without a biome file, i'm not sure if that counts as custom terrain
for the most part
ahh nvm i didnt read the next part
the only difference is that custom terrain places a lot more blocks and uses custom noise functions instead of vanilla terrain
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
ā¦or why it doesnāt affect custom terrain
try using q.above_top_solid instead of q.heightmap
im wondering if thereās something wrong with the heightmap query
I have had issues with it before, it can return unexpected values if a cave generates at the location
note that this will cause trees to generate on top of eachother
lol yeah, I'm seeing that XD
lol
but it still has the chunks that cut my features
yeah, the chunks are still carving out my trees 
wtf
I can probably get away with this if it's a minecraft issue and not an issue with my code
try using a single block feature with iterations set to 256 in the feature rules instead of tree features
Does this occur in the same chunk across numerous seeds?
no
And its not everywhere
most of the time it works
but when it fails, it has giant holes
the only time its not happening is when you use custom noisemaps
its really weird
why does it not happen with noisemaps
im genuinely confused
none of this makes any sense
Loaded up another map and it doesn't have any big holes.... I'm not wasting any more time on this
Anyone know a good tool that lets you get a 3D render of your mcstructure file?
if you export it as an obj you can view it in blender
youll need knowledge on how to use blender tho
Thank you, I somehow forgot .obj was a thing.
lol np
Hi, is there any way to generate structures on the flat top of these terrain balls? (These balls are generated using feature and molang)
Should be possible, but the exact implementation would depend on how you generate the terrain blobs
Can you give some examples? In addition, I have partially completed the generation of the houses, but I don't know how to prevent them from piling up together (I have set the iterations in feature_rules to 1, but they still overlap with each other)
You can adjust the block allowlist in the structure template file to only include air and green wool
I have already done so
set iterations to 1
are jigsaws been fixed?
what is the "main issue" ?
yeah something isnt right
hard to explain
wrong math?
again, hard to explain
can i find info anywhere?
not particularly
then try your best please :>
any way to get a growing vine like the nether vines to place on a tree ?
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)
i wouldnāt bother, jigsaw is still unusable
OK
Jigsaw is usable you just need to have a lot of patience
itās unusable
thereās a major bug with jigsaw causing jigsaw structures to not generate properly
I have a fully functional jigsaw structure that goes underground has multiple different types of rooms and interior decor
^^
The only one Iāve seen is that some tunnels generate with gaps between them but that is getting fixed in 1.21.70
thereās another issue
theres a relatively high chance that a jigsaw structure will reverse direction and start overriding the entire structure
Iāve not seen that a single time
Can the projection function work properly?
I used terrain_matching projection in the template pool, but it doesn't work.
Or maybe I didn't use it correctly.
terrain matching has worked for me when ive used it but i only use rigid rn as it looks better imo
alright i understand what you mean with that. Ive had it happen maybe twice or three times in the over 40 iterations of my structure ive generated and while it is annoying i dont think it makes jigsawās unusable
other ppl have had it happen at least 3 times in the same structure
and in some cases its enough to make it unusable
I wonder why you all have so many problems witg jigsaws when i have three fully functional ones. I may have just outjanked the system
Ignored šš
We've tried ĀÆ_(ć)_/ĀÆ
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?
@jagged wing your terminant hive was kinda like this
mine was a surface structure with a slight offset, I haven't done much of true underground structures
molang support in jigsaws would be cool, wouldn't it?
Yeah
yh im literally at the front pushing for it
How do you mean that?
i mean it exactly how its worded
i want molang to be usable for this
mainly for molang-terrain stuff
Iād love to have Molang in Jigsaws
to be fair, it is unlikely that we will see it
if we view the existing focus to avoid molang where possible... combined with the more java-esque design choices
I donāt like how theyāre going the Java route
I agree, I'm not sure what motivated them directly
but I assume a few marketplace partners, interested in porting content
I think it would only really work with some of the values such as levels but I think for thing such as distance between chunks (those two values) the game would get confused on numbers and stuff
With what
Jigsaws and the stuff theyāre been doing recently?
The schema we have for Jigsaws right now is literally taken from Java
I think itās good that way
It is not
If you are coming from Java you donāt have to go to hell and back to learn it
While yes, this isnāt Java. Bedrockās add-on system is way different than Java. Molang was made to allow content to be somewhat more dynamic
JSON isnāt that dynamic
I think that because the system was new they didnāt 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
What?
I think that keeping the versions the same would be best
Not really no
Why make a whole diffrent way of doing it on bedrock if you have one that works on Java
It wouldnāt fit in with the rest of Bedrockās systems, and isnāt that dynamic imo
^
Thatās 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
how different
Java data-packs donāt have versioned content. They donāt have Molang. They also donāt have the dozen things we have
Versioned content like the format version?
Mhm
I think thatās mostly so addons donāt implode like Java mods when a update comes out
also there is no need to copy the exact stuff when it can be done better
Data-packs arenāt mods tho
Theyāre Javaās equivalent of add-ons
Mods are just external modifications to the gameās code
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
Do data packs also break with a new version?
Iāve never really used one
Mojang "but we no wanna look at molang and fix all the shitty issues!"
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
What do people use molang for
noise query doesnt work correctly (its not seeded properly)
a lot of things
Ah
Molang can be used for many things
mostly for world generation (like structures) and for entities and animations
It could allow for more random jigsaws
though some of us do silly things like custom procedural terrain with it
I think molang should be improved before they dump it in the already unstable jigsaw system
depends on the datapack but generally yes
At the moment itās borderline impossible to make custom villages but Iām hard set on making one
datapacks break far more often than addons
Molang works well for what Mojang wanted it to be used for, itās just that people love to push itās boundaries
Ah, but addons do but to a lesser extent, 1.21.20 and 1.20.30 ravaged a number
i.e. ME
yes, but only because of experimental features
addon stuff breaks only when ppl use experimental features
datapacks just break
Didnāt 1.20.30 break every single structure regardless of if it was experimental or not?
Features too
only because they were ported to stable
Wait structures were experimental for that long?
Thatās interesting
Bedrock must have a really weird world gen system if itās taken this long for structures features to leave experimental and for jigsaws to just get used
id suggest rewriting jigsaws to use scripts
the only issue with this is that you cant hook features to scripts
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)
I think the only thing that scripts should be used for in jigsaws are ambient spawning things and spawning mobs with the jigsaws
I donāt use scripts so Iām not sure if they really have any use for spawning mobs
example of pushing boundaries:
I also gtg
oki
this should be an inherent feature of jigsaws imo but thats just me
I canāt wait for structure ambient spawning things
And for a official way to spawn a mob through a jigsaw like village golems and animals
I consider mods to be any modifications to the code whether through design or external tools.
So addons and plugins do indeed count as mods, they are just modding solutions given to us by the developers.
I beg to differ
Molang was created for way different reasons
also beg to differ here, its not bad.. its just weird
I mean fair but I just donāt want them to copy Java and keep it as is š
Like previously mentioned, Mojang wants to avoid Molang wherever possible due to prior experience
I mean it does make sense why they do not use Molang...
so... parts of the vanilla game itself are mods? Since the vanilla game does use vanilla behaviour/resource packs for some stuff xD
let's copy javas transforms and dynamic shapes š„
I would not complain :p
on java
the global resources arn't addons really
or the normal resources
the default texture pack ingame is what i mean
On bedrock
There are vanilla behaviour and resource packs that you count as mods
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.
Bedrock can also run without these :3
They are in theory just plain assets
i love my purple and black texture game
does anyone got a custom biome pack, I know its broken but Im seeing if I can get them working on a modloader
what mod loader
last i checked theyre all discontinued
endstone
its modded bds??
modded server yes
mod loader no
also there should be a community somewhere for endstone
idk where it is but you might wanna look for one and ask there
yes but Im asking for custom biome packs
this isnāt the server to be asking about server software, as thats its own separate thing
if there are any anymore
not even what i was asking lol
actually its very much related
if there are any biome packs that work with endstone
theyll be there
not necessarily here
again, not necessarily
endstone doesnāt just use addons
it has other stuff as well
ur better off finding an endstone community
because this may be beyond the reach of addons
I want to make custom biomes working through addons by modding endstone
ah
but i was wanting to find any old custom biome packs
yes, and I know how to just need packs to test
it wouldnāt really matter regardless unfortunately
because minecraft handles biomes drastically differently now
not really tbh, at least at a modding standpoint, currently looking through seeing whats stopping it, hence why Id like packs to test
i mean the biomes will register just fine
yes i know
but theres a bunch of newer stuff involved
yes i know
you might as well make a test pack urself
there might also be an old example still up on the bedrock.dev wiki
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
bro got lucky lmao
when i havent touched much addon making for a bit probably not lol
ty
Its literally a mod loader
I wonder if we could get Endstone to generate custom biomes
Since the client would only need the definitions
i was told it was literally a server software
It is... so is paper etc, its just a server software that has a mod loader
š
meh
yes this is correct
itll generate 1 approximately every 100 chunks
its good for testing but i donāt recommend using 1/100
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
yh use 1/100 for testing purposes then
What about a very rare boss structure? That you should maybe play around 40-50+ mc days to find one. So 1 / 2000?
1/3000 to 1/5000 imo, depends on the reward
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.
I see
Is 1/250 for every structures balance?
I don't want them to be too rare or too common. Just mid
1/250 id say for useless structures
like statues
1/500 for anything minimally useful
1/500
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?
mhm
larger denominator = lower chance
always set iterations to 1 per structure
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
fair enough
but id still go no less than 1/100
Thanks for the heads up
@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
nether structures count as underground so use the same rules
floating structures are obvious so id make em a bit rarer
Alright so only nether structures uses underground spawn rates, the others listed above use the same spawn rates except floating ones
end structures depends on where they are
Wait doesnt this apply to end dimension and ocean?
Cuz its very "open"
ocean bottom, terrain can obscure
the end is a bit of a finnicky one
In the end islands whatever thing. The one thats not located at the dragon island. Just normal end islands.
finnicky
Hm
48x48
Y shouldnt be restricted.
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
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)
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
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"
}
}
biomemap working, improved worldgen
Is it possible to generate jigsaw structures in other dimensions? Like the nether? Is it necessary to define the dimension or just the biome?
I think I heard that the game crashes when tried
It works, but the change is often very high
Ah
thereās the āstructure in a black boxā method
and thereās the molang method (superior)
molang can randomly generate terrain yh
only downside is it almost always looks the same cuz the noise query doesnāt work quite right
however it can generate pseudo-infinitely
this uses molang
jigsaw is sometimes very crazy
Yeah
@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
}
]
}
}
for the second you are defining a maximum spacing of 29 chunks, means you'll find the same structure again every ~464 blocks... is that too close for you?
I don't find the same one, I find different structures like in the example above, close to each other
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.
tbf those are two different structures
but structure intersection is a bug ig
That's what I meant, different structures are often generating close ones
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.ļ¼I have heard many people say that we do have terrain_matchingļ¼
jigsaw is still very buggy so i recommend you stay away from it for now
ive got two or so
you just need to be smart about it. I have 8 fully functional ones that have very little bugs
Oh, could you please show them to me? I really need them
I want a pack that could directly import and generate the structure
well they use custom blocks so that would be pretty hard
What is the function of custom blocks?
I'm not sure if any of the structures within my public betas use the terrain matching thing'
they are part of the structure, otherwise they would be replaced by unknown blocks
#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
It's OK, I just want to test if terrain_matching really works
yeah it does but if you place rigid structures attached to it you tend to get goofy results
what a true sigma
Oh, is it released?
not yet, probably in a couple of days though
Okay, then I'll wait for you to publish it
Thanks so much.
np
I hope it will be improved in the next updates.
they fixed one of the larger bugs in 1.20.70 which is pog
How can i export structures on mobile?
oh no
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
Iāve only seen that 3 times and I have plenty of structures that could get flipped and messed up
because ur just lucky
You canāt on iOS and I think you need a special pack on android
Iāve generated hundreds of that structure and my luck is not that plentiful
Who is that?
creator of Dungeon Expanse
Iāve seen very few creators that make addons
Iāll go check that out
in many ways, the precursor to Creeping Crypts
it may or may not still work
because HCF was removed from the game
Yeah, I think a lot of packs like that did
you can, but you need to download a texture to activate the button, I don't know why the button is hidden when it is functional(on android)
Was it on twitch because I went there and her last stream was 6 years ago
There was no YouTube channel in her bio either
Yeah, I donāt use android but it sounds really dumb that one of the main features of the structure block is hidden behind resource packs
no
this very discord server
especially since not everyone has a computer to create their addons, many creators do it on mobile, so it would be interesting for this button to be visible, at least on Android
Thanks
Ok thanks
pillager outpost type structures are wild
pretty sure 20 is the max
im trying to get it increased to 31
20 is the max
cuz 20 is a silly number for a game based on powers of 2
not a technical limitation
also 31 is also not a power of 2
its a performance one i think
it is
oh yeah
0 is also a value
1 is the minium
1-32
0-31
then it has to have a recursion meaning it has to spawn at least a second structure
weird
or they screwed up how their values work
level 1 means that it generates one template then ends
silly off-by-1 errors
2 generates a second outwards and so forth
imo this should be 0
not 1
i think 1 makes more sense
its only placing 1 template
making it zero would make it seem that its placing nothing
look up the definition of recursion
its very similar to the definition of a loop, except for mathematics
its looping back on itself
meaning, by definition, a recursion is a reoccurrence in this case
at 1, its not reoccurring, itās occurring
wikipedia doesnt really help this
ig
either way i hope that jigsaws get buffed soon
i want feature_pool_element despite the fact i will never touch it
to do what i want to do, jigsaws are far too small
what are you trying to do, build a new york?
256 diameter is no small number
when ur dealing with modules 31x31x31
256 is tiny
it only allows for 7 modules placed along a line, 1 being in the center
i think in most cases its big enough
in my case its not even close
ancient cities fit in its bounds
I can only think of 1 thing that I would use jigsaws that large for
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
I think in 99% of cases where people use jigsaws that they are smaller than 256x256
i have a structure currently that takes 3 hours to go through
including the boss room
its such a ridiculously massive structure that fits within the current limits
now itās probably fine for Creeping Crypts (17 modules in a line including the center, since theyre 15x15)
is that a dungeon mod
my addon yes, but it doesnāt use jigsaws
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
the advantage of using my system for this is that i can fine-tune the sizes easily if i want
downside is tps lag cuz postgen
and i would assume it uses command blocks which nukes achievements straight out the gate
it does yes
but because of this
its one of the only ones that still works
I think the main advantage to when jigsaws leave experimental is massive structures with achivements
and has hardly any bugs
I have a structure now that is fully jigsaw, all mobs, structures, baseplates, etc are jigsaw powered
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
once jigsaws leave experimental structure addons get so much power
i just had command blocks place my ticking blocks whcih overwrote the command blocks then ran a function and deleted themselves
they canāt really do what i want atm
jigsaws are just another infinity stone on the addon infinity gauntlet
i want to be able to control where they generate and what terrain they follow with molang
because uhh
the system is barebones
you get one maybe two things to enter as values for most jigsaw files
jigsaw wont work with custom molang terrain
processors only have two types and template pools only have one
how so
I assume the game can still find the surface for the worldgen files to use
like jigsaws
it can only follow the vanilla terrain in its current state
can features work with it?
you also canāt modify vanillaās terrain generator yet
then how did you make the custom terrain?
thats how molang terrain works, purely features
welp this is procedural lol
oh
just need q.noise to be seeded so its actually useful beyond silly projectsā¦
I can't wait for the preview channel where they drop custom biomes, it'll probably look like the 1.21.50.26 one
id love to be able to use a gamerule to modify the max recursion count and block radius
#1348854803555684362 Can you help with that?
I managed to get a jigsaw structure work, just want it to spawn in plains and not under water
its fixed in latest preview
@obsidian sigil time to test Dungeon Expanse again, it should be working correctly now
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
that woodland one will probably come back
because every time mojang fixes it it returns as another incorrect item
its a running gag
I think that itās a meme really, what will Mojang make have efficiency 1 next
aka a running gag
do i need overworld.generation and nether tag for nether ores?
Does anybody know when custom biomes are gonna be out of experments?
When ever it gets fixed again.
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?
Custom Biomes don't even work lol.
So when they do work again (Which will be never), Can they overide generation of the normal biomes?
I believe you can still modify vanilla biomes.
tbh I just want to make a 'custom' biome what is just the plains but with coarse dirt
I tried and failed
Any good tutorials on modifying them?
Huh, not sure then.
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
turn on custom biomes experiment
That doesnt appear in my experiments list, I have all on
WAIT
I have it on
Biomes just dont like me
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
How do i make a specific biome at specific coords
I dont think you can
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
Custom Biomes dont work anymore
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
The issue is im building on a super flat that has biome terrain off
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.
Or a better question, is there a limit to the amount of blocks that can be generated per structure?
custom biomes broke with 1.18
and you could never get a biome to exist at specific coordinates
How do i get biomes on a super flat
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
second one is just a little leveldb editing
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
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
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
Try using jigsaw structures for bigger ones
what do you mean? could you explain it to me better?
split them into several pieces and configure them together?
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.
What do you mean by that? If I expressed myself badly with my sentence, I'm sorry. I'm not a fluent English speaker.
You asked if we could explain "it to me better" so i did š
š
explain it to me better could refer to someone wanting to know somthing better hence explain it me bette
least complicated mob spawning with jigsaws
CrazyšÆ , how did you get the leaves to look like that? I tried, but my leaves look horribleš , and your leaves look simply beautiful.š¤©
They are not vanillas
Im using my own leaves
Please tell me how I can make the leaves look so beautiful, please.
Sorry for my bad english
hablas espaƱol?
You need to do a model on Blockbench
To do the gradient, I used UV
Brasil portuguese
ok
So, you need to do this
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.
Is the same block, but with diferent permutations, and at each permutation, I put a model with diferent UV locations (In Blockbench you can move a UV inside a texture)
Honestly, it has improved in recent times
I don't understand that UV thing, what is it?
It looks like Mojang has fixed that model lag in many blocks
It's how you attach the texture to a face of the cube
I have worked with Blockbench for many years and until now I have heard about gradients made with UV.
I just put multiple textures with gradient in the same png
Do you have any screenshots of that blockbench option?
And with different models, I was moving
Yeah
Wait
I'm going to turn on my PC
ok
This is more directly
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
So let's see if I understand, the darker colored leaves are under the other leaves simulating the shadow?
Yeah
I used a js code to do this automaticaly
Lets go to #1067535608660107284, I'll show you
ok
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
i think the spacing and seperation values of jigsaws do that
Im not yet familiar as to how can anyone teach me
theres currently no documentation except the java docs
for the most part, all of bedrock's jigsaw features are done exactly the same as java
MS Docs.
Which has told me nothing because idk how its done on java either
i forget those exist lol
I like how ppl assume the docs are helpful for everyone as im very bad at understanding some of these docs
same
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
i just looked at the trial chmaber jigsaws and guessed
So how do i get a world to generate a structure on generation to begin with
I think jigsaws spawn on world generation
Idk how to use jigsaws either
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.
Pleaseš, I need someone to help me, I don't know what else to do to fix it.
you need to replace the air in it with structure void blocks
And how can I do that? I don't know what structure void blocks are.
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
And how do I tell the game to leave what was there? Is that in the feature structure? Or in what document?
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
Thank you very much, I'll try it and see how it goes.
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
WRONG
I got all my info for them on MS docs
yes, Just make sure speration and spacing are certian values
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
seperation has to be less than half of spacing
I achieved it with script instead
you can do it with molang using features and feature rules too
its a little complicated tho
This way is better for this as i need a dynamic property set to each 1 to
I did but still
aight
rude is rude.
and you donāt need to respond to something thatās already been corrected a while ago, thats also rude
Wrong, Telling someone smth that had already been answered is not actully rude. Plus I provided my story on why its wrong
just saying āwrongā is outright disrespectful and uncalled for, i dont care who you are
there are far better ways of correcting someone.
if you canāt understand that, do not talk to me.
i am NOT in a good mood.
wrong
correct (Imma stop now)

I think I just learned how to add loot tables to jigsaw structures without using mcbe essentials and editing the structure file
HEY! i just got a reply from minecrafts youtube channel on there newest vid and they said they might fix custom biomes!!!
?
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
What video?
newest one, Might be the newest one from that message
yeah im gonna look at it soon, atm im working on the jigsaw documentation
found it
this is how to add a loot table to chests in a processor
that was confirmed over a month ago
thatās not exactly new lol
oh cool
Well i just thought it was neet lol
so /place can generate structures in the nether ill see if it can spawn them naturally soon
I swear you can make custom nether structures
Was there not a tag for the nether??
Like how the netheracks biomes identifer is just Hell
i had heard it crashed the game when tried
I think it doesnt anymore.
I actually wonder if features are in fact turing complete
Turing or turning
bc yes...features can be turned.
your spinning me around
my feet are off the ground
do you have
do you have to let it linger
Iāll test sometime soon
structure template featuresā¦not so muchā¦
that rotation bug STILL gives me nightmares
This happens when we change dimension height limit with world generation enabled.https://www.youtube.com/live/D1pWTn2mXEk
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
i mean the world height stuff on bedrock doesnt allow you to keep the world gen, i wonder what they did
patched it
modded instance
he taught me too and I just took it to like more than 600 world height
yes, something like horion
⨠Modding āØ
Not really
he said broken world gen happens if we decrease min height too much. otherwise increasing max height doesnt gives much disturbance
I actually have a open source mod laying around that does exactly this lol
uhm well
im talking about an extreme case here
if youve already done it...
good
which value you want to test
Dimension Elevation Mod. Contribute to theaddonn/Skys-the-Limit development by creating an account on GitHub.
Playing around with min height breaks everything lol
Min 128 max 256 was the funniest tho
try it using this pack, its custom procedural terrain using molang and features, make sure to enable the RP as it has to be done separately atm, send a screenshot of what happens when you raise the upper limit to 512, leaving the default lower limit of -64
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
i can raise it to 1344
just do 512
ok
i just need to make sure its working correctly
any experiments required for pack?
whats ur render set to?
it was 27 chunks
whats the max ur device can support
the recommended is 27 and max i can go is 50
ok then, go to 40 render, teleport to 0, 128, 0, then face due south, and wait for all chunks to render in
i'll do the same without using a modded instance
so i can compare
with 50 chunks
@still steppe do this
change ur fov to 90
run
/tp 0 128 0 facing 0 128 100