#World Generation General
1 messages · Page 8 of 1
another person was talking about an app here.
but if you know how to use cheat engine then I can give memory address
never used cheat engine
that cant really be fixed
because Mojang made those features inaccessible
i cant exactly fix the ice issue either to my knowledge
then you will need to rely on third party apps. but if 512 is your wanted limit then why dont you use overworld height limit thing provided by mojang
only allows for void worlds
your one is literally overriding default biomes
also what apps?
nope, its not
you cant touch how vanilla biomes work atm
im currently on win11
he posted one here. I dont know that mod personally though
thats a mod not an app
eh whatever i'll just ask lucy how to install it and customize it
how do you install and customize it?
i need to know because this will help to solve a major issue im having
You could've Amethyst
But it doesnt support +1.21.0.3
i never knew how to get amethyst
Just install the launcher lol and download mods
or you can download cheat engine, use some youtube videos. when you are ready then I will send the memory address.
Also possible tbf
bcz that mod seems to be hardcoded for 2048 height
i probably will when i have time
Yeah, you should be able to change it to anything
i dont want to download a launcher just to fix a bug for a vanilla instance
But the world format only supports a height of 4796 or so
Whats the bug?
my terrain is attempting to go above max world height
i need to figure out what the theoretical maximum height is
i got another app
there is no calculator for molang that i know of for this
There are a few molang interpreters
any that can find the maximum possible value?
one that could visualize as blocks would also be nice but
low chance that exists
Just iterate over like a 2048^2 area
Tbf you'd need to impl your own noise fn iirc
Or you find an interpreter that supports it
for app you can contact @shut holly
My man max
@sly forge to fix height limit, set value from 319 to like 290 to be safe
dammit
it needs to support molang
also 2048 is WAAAY too small
i need 25k
already planned on it
and ur files has syntax errors
this is correct. distribution object was missing
I believe distribution is for certain format versions no?
And no, multi line is allowed last I checked for molang.
those started working without experiments?
i didnt know that though.
А ?
Sub-Chunks above 2048 will not be saved after relogging the world
theyre identical
im just using multiple lines to make reading the code easier
this would only be an issue if it was in the feature rules file
if there was a real syntax error, the biome map wouldn’t generate at all
there are no errors
wrong topic
this isn’t world height
the topic wasn’t even about minecraft in that case
me and Lucy were talking about a molang interpreter
2048 refers to x and z in this case, not y
So world gen in worlds with custom height limits works?
only if you modify the game using unofficial means
Oh
Can I add some sort of mini-biomes to the end
Like bits of grass with trees and plants and all that
I use moss patch features to do that and for the foliage part i use a aggregate with weighted randoms works pretty well but can be blocky at chunk boarders. i use the aggregate for the feature rule to place and some features place aggregates or weighted random to give some kind of random coherence to it
If that makes sense
Does this cover ore generation
yeah easily possible
combine some scatter and aggregate features for something simple
and if you want more control use the existing custom biome template
I wanna know more about uhh ore generation
What custom biome template?
Also thanks peeps for answering <33
have you never used it?!
Never
give me a second to find the template...
What about it?
How does it work exactly, does it need to be a structure generated
Nope, not a structure, just using the ore feature.
Oh
There's one that chungus made it adds quite a bit of terrain. I've been trying to make anything place using something similar and I'm getting nowhere so far lol
https://discord.com/channels/523663022053392405/1170534497855479810 haven’t been keeping up with addons but I see no reason why this would break, should still work perfectly
Hello! Im curious how I might do something like this.
I am trying to spawn single_blocks, via feature rules.
But i would like the blocks to spawn at different stages! Just like the cocoa beans.
I know we dont have access to states when placing single blocks via features.
Any suggestions for how i might do this?
Maybe just have a custom_component onTick that sets the random block state when block is loaded in? or onPlace? does the onPlace get invoked when placed from a feature rule?
@upbeat barn Hey any idea about the above, when you have a second!
I figured you might use custom_component, unless there was something easier!
you can either make the block use onTick component. but if you dont want that the event keeps running for life then you can make an intermediate block that does onTick. This block would replace itself with target block after that
You should be able to access states via world gen.
Hmm, I checked out the single_block, and found this
And here is my version:
{
"format_version": "1.21.30",
"minecraft:single_block_feature": {
"description": {
"identifier": "ts_nc:plants/bushes/blueberry_patch.single"
},
"places_block": [
{
"block": {
"name": "ts_nc:blueberry_bush",
"states": {
"growth_stage": 0
}
},
"weight" : 5
},
{
"block": {
"name": "ts_nc:blueberry_bush",
"states": {
"growth_stage": 3
}
},
"weight" : 1
}
],
"may_replace": [
"minecraft:air"
]
}
}
But getting this error "unknown child schema option type. Allowed types: "
i changed the version to 1.21.30
Do I need to change that anywhere else
Only the format_version changes to 1.21.40, the block randomization option only works in that version
I just learned something crucial about jigsaws. If the structure is not specified to not spawn in the end it will spawn in
thats not limited to jigsaws
You have to actually put in the file a thing telling the game to not put it in the end otherwise it just places it there even if you only specify a few biomes. I’m not sure about the nether though
That’s dumb. If you tell the game over world and overworldgeneration it should only place it there
I can’t wait for spawn overrides to come to jigsaws
That seemed to work! But for some reason i am only ever seeing growth stage 0 or 1.
Never 2 or 3.
Using this:
{
"format_version": "1.21.40",
"minecraft:single_block_feature": {
"description": {
"identifier": "ts_nc:plants/bushes/blueberry_patch.single"
},
"enforce_placement_rules": false,
"enforce_survivability_rules": false,
"places_block": [
{
"block": {
"name": "ts_nc:blueberry_bush",
"states": {
"ts_nc:growth_stage": 0
}
},
"weight" : 5
},
{
"block": {
"name": "ts_nc:blueberry_bush",
"states": {
"ts_nc:growth_stage": 1
}
},
"weight" : 4
},
{
"block": {
"name": "ts_nc:blueberry_bush",
"states": {
"ts_nc:growth_stage": 2
}
},
"weight" : 3
},
{
"block": {
"name": "ts_nc:blueberry_bush",
"states": {
"ts_nc:growth_stage": 3
}
},
"weight" : 2
}
],
"may_replace": [
"minecraft:air",
"ts_nc:blueberry_bush"
]
}
}
Also, when i try to adjust the json. to only spawn with either stage 2 or 3.
it defaults to 1. and now every bush is stage 1. Not even 0...
This is the state on my block
"ts_nc:growth_stage": { "values" : { "min": 0, "max": 3 } }
Weird. No matter what i try, not able to spawn with stage 2 or 3. And as i mentioned. If i strictly try to spawn with stage 2 or 3. every bush defaults to stage 1. Any ideas?
with jigsaw structures yes
but biomes in a whole no
I know its the the feature for the tree itself, Its like a diff feature tho
look into the files for it
I seen it while changing the oak one, Since there is the version with vines
and knocked over trees
You would probably be better off with features for that
Has there been anything about creating custom biomes? Any news or updates on that front?
No.

is the wiki for biomes actually properly updated with the fact that it says biome gen is entirely broken?
Correct.
No. Custom biomes have been broken since 1.18. Mojang is fully aware of this and working hard to bring back this capability.
Here is the bug report: https://bugs.mojang.com/browse/MCPE-100700
Having an issue finding the up to date vanilla files so that i can check for the oak tree feature differences. like @small latch suggested.
Trying to find the single_block_feature that chooses between oak tree variations. But the most recent versions i have go up to 1.21.30. I assume the feature changes i need are on 1.21.40
Found 1.21.40 but i dont see any additional features / rules here either.
Am I looking in the correct spots?
just get from installation folder
anyone know any reliable work arounds to making custom biomes?
I would just wait.
😭 ive been waiting for yearsss
imagine they drop custom biomes next preview
its experimental right? just create world in experimental. load terrain as needed and then turn off experimental by world edit
alright so all jigsaws break when moved into the preview
Uh, There is a post somewhere on here with them
Ah yea true
They might of added a new code to them? Or they just broke the old code and dont care
none
Custom Biomes are long dead
they did but there is no documentation on them so im kinda just guessing
I would suggest finding a post on the feedback minecraft channel that talks about it and upvote that
since more upvotes for us to have custom biomes, Mojang might fix it
nah im just gonna look at the java files and do that
Wasnt much before either tho
So, The entire worldgen folder thingo is just from java?
Like the way the json was coded for bedrocks version?
Dang
the vanilla java trial chambers dont have startheights 💀
Im trying to do something using only commands.
Can the place feature command work with any of the cave carver features?
Or are they only used in scripting?
ooo thats an interesting question
might wanna test it
these guys all spawned in the floor, the mob spawning is goofed in about 10% of the structures
Is it possible for me to do like... floating islands sort of generation but with huge islands & islands on top of other islands?
Kinda like in the nether where there are multiple layers?
ʍoɥ ʍouʞ ʇuop ᴉ ʇnq ǝɹoɟǝq ǝuop uǝǝq sʇᴉ
Upside-down lol
lnɟǝɹɐɔ ǝq os snoᴉƃɐʇuoɔ oslɐ sᴉ snɹᴉʌ ʇɹǝʌuᴉ ǝɥʇ 'sǝʎ
Australian text
Lol sure
How to stop features from spawning on places that spawn with vanilla structures?
possible? Yes
hard? Yes
Any good first steps? What’s the right way to go
I'd say since such complex logic is more than just simple tiling etc, it might be good to first write a sort of prototype outside of bedrock
it definitely requires some more complex noise generation etc, so you should definitely first read about stuff like what is perlin noise and octaves, both of these will be essential
structures in general are like that
its really weird and makes no sense
question: is it possible to 100% guarantee that two structures have exactly the same x and z coordinates while having different y levels?
Jigsaws it is
i want two different jigsaw structures on the same x and z
so no
You can by setting the salt, separation, and spacing values to the same in the structure set files, the structures will spawn on top of each unless the structure spawns underground or something like that
I discovered that by accident when two of my structures always spawned on top of each other
trying to learn how to get jigsaws to work in the new versions
im pretty sure this thing is just completly broken, ive tried for a hour to get this thing to work on the new version and no matter what i do it just doesnt
ive tried the java ones, ive tried random things, and so many other things and it just wont work
what i mean is i want, say, one to spawn at y 50 and one at y 30
two completely different jigsaw structures
Yeah you can set the start height to that
are you trying on preview?
In 1.21.80 I think it will be possible for the start height to be set to the same value
Yeah because set y levels are not possible until 1.21.80 from my understanding
it is
It seems the new pool_aliases field allows for one template pool o be selected for a structure which is how trial chambers only pick one type of melee, small melee, and ranged to put in spawners
I also think I figured out wtf was wrong with my structures and if the java jigsaw wiki page works for bedrock then it seems I may not need the start height at all anymore and I can straight up remove it
that seems a little strange…
id think itd be necessary
removing it will probably make it generate at any y level
I think the height map projection fixes it
i swear it is broken, ive added all of these, ive tried different ways to test it
nothing works
i cant not get any of this to work
i just dont know what to do, the dosc dont come out, the logs are about as useful as nothing at all and they aren't in parady with java so the java files are useless
yeah, im gonna stop wasting my time on something im never gonna get to work, gl with that guys
"start_height": {
"type": "uniform",
"min": {"absolute": 1},
"max": {"absolute": 2}
}
im gonna change the dimension padding down to 1, the max_distance_from_center to 100 and im gonna add pool_aliases as a empty field to see if that fixes it along with that
well it worked, not sure if it was the height thing or the changes i did to the other things
Is jigsaws working correctly now
They work in stable and preview with the experiment yeah
Do feature passes run in order of add-ons installed?
As in if I have underground_pass features in an add-on, and so does vanilla, if vanilla is below my add-on in load order, vanilla runs underground_pass first?
I am pretty sure it's alphabetical order reagardless of pack.
anyone know how to fix this
have i heard correctly, are custom biomes finally being fixed??
Yeah
anyone know how "grounded": {} works? In "feature_rules"?
I can't seem to find information on it
or does "grounded": {} already mean it's supposed to work
Where's this news?
grounded makes the structure fail to generate if any of the bottom blocks are above air
Okay thanks, I was reading up on bedrock dev wiki https://bedrock.dev/docs/stable/Features#minecraft%3Asequence_feature, but I don't know if I can even use any of these, do you know perhaps?
You can use any of those.
What are you trying to do?
So I already got it my structure to generate throughout the world, but I'd like to test for a flat surface so that it doesn't look out of place, right now it easily create a 90° edge carved into the terrain or sticking out
and I also would like to get a feel for what is possible
You can use structure voids to make your structure blend in better
If you add grounded and unburied, that will make sure it's on the ground and not buried
You can also save some landscaping in your structure file so it fits in better
And offset it into the ground a bit
Does anyone know if I can switch up the feature that gets placed based on the biome? (Like in the same feature rule) Just trying to see if I can make it more compact
Also how the heck does distribution work? If I have it at 1, suddenly my structure gets placed everywhere, 0.8 same -> 0.5 a bit less but still everywhere -> 0.2, it suddenly does not spawn at all, like what the heck?
What exactly did you change?
Iteration, scatter chance, x/y/z
Edit: Found the issue and fixed, thanks for the help!
{
"format_version": "1.19.0",
"minecraft:dimension": {
"description": {
"identifier": "minecraft:overworld"
},
"components": {
"minecraft:generation": {
"generator_type": "void"
},
"minecraft:dimension_bounds": {
"min": -500,
"max": 500
}
}
}
}
does this still work and can i make the height building to -50 to -20000?
Also other question, can I use a "test" that accepts only one biome instead of having to rely on "has_biome_tag"
No.
Still works however, the range is -512 to 512
Wait
Can I make it -1032 to 1032?
No.
@subtle plinth I have a question why can't I assign multiple spawn biomes to a jigsaw structure? Is it a bug or am I wrong?
You can just it is really finicky
not that it works properly
unburied doesnt work
I think the only jigsaw fields we are missing now are use_expansion_hack, spawn_overrides, and liquid_settings
How come sometimes my structures generate in a way that "obstructs" trees and cuts them off, but other times they're completely fine and generate into them? Is it because "minecraft:structure_template_feature" generates at the same time as "minecraft:tree_feature"?
Do you have structure void blocks in the structure?
only bottom layer, so that couldn't be it
Interesting, it might be because it is a feature and those get buggy sometimes
I'd like to make an addon with structures generating, is this something I just gotta deal with (use structure voids to avoid trees being obstructed from generating) or is there any workaround?
Structure voids would work but I think jigsaws also have very little problem with trees and stuff
can you use them in addons? since they're experimental
yeah, jigsaws can be used you just need to turn the experiment on when making a world
can I make something spawn on the surface, but only if it's above 90 y level? and if yes, how do you combine those in one condition
You can in iterations use Molang: q.heightmap(v.worldx, v.worldz) > 90 ? 1 : 0.
Thank you!
they can only generate at the same time if that is how you set up the structure feature, if they do generate in the same pass, its because some trees are higher in the alphabet and some are lower
Anyone pls tell me how to see what I did wrong on bridge
Yes, Its not fully great as its in a preview for now
But eventually it will be fully done and work like before (I heard its just a sub-biome tho)
Anyone pls tell me how to see what I did wrong on bridge pls pla
is it dependend on the name of my structures / features? So I can just name all my stuff "z-" somthing
Does query.block_has_any_tag not work on features and feature rules? Tried using it on my feature and it says 'unrecognized token'
@upbeat barn Have you had a look at the minecraft:overworld_height component with custom biomes? It doesn't seem to do anything on my end
It looks like custom biomes just copy the height of the biomes they are replacing?
Yeah, to my knowledge, the only thing that works is the climate, tags, and the surface param.
I'm sure you already know the answer, but just in case for any future people, it does not no. What are you trying to do?
It's part of a bigger system that assigns an id to each islands in the end dimension.
Ah interesting, I presume you're utilising block tags to assign the feature/feature rules then?
Yes, if a neighboring block already has an ID, it will copy that ID, otherwise, it will choose a random one. I'm not familiar of any database for molang so I'm using block tags
It is yes. I recommend learning about the basics of features/rules.
alright if its not experimental and can target non custom biomes thats all i needed to know thanks
Yep, it's stable and can be placed in vanilla biome.
Is there a good way to place a block only if it touches air on at least one face?
I've tried using the may_attach_to property in a single block feature, but it seems to require all faces to be air even with "min_sides_must_attach": 1
sounds like a beetle
what???
no, a beetle is not a bug, bugs are a separate order
apparently someone documented it (but not very well) on the wiki
not if its digital its not
:3
theyre both ones and zeroes if theyre digital
anyone experienced with noise can yall help
im trying to make my end dimension more stable and its not going to well, it takes a decent while to load into the end
you'll have to provide more details
hold on im gonna create a zip with all the files used in the noise
might be a min
I'm not downloading ur code
explain what you are doing and I can help you find what's making it run slow
i redid the entire end dimensions generation lack of better words i have absolutely no way to explain it without showing the code (i edited a template you posted in dev resources a while back)
Is there any chance I can override the chorus plant feature rule so that it's placed only where I want it?
yeah there's probably not much you can do to make it run fast then
No, you can only remove the chorus plant
If you are using variables, change them in temps, and try to use the least amount of temps possible
How do new custom biomes work?
Is there a limit to scatter extent?
{
"format_version": "1.21.0",
"minecraft:scatter_feature": {
"description": {
"identifier": "bao:example"
},
"places_feature": "bao:blocks/brick_block",
"iterations": 9025,
"x": {
"extent": [0, 95],
"distribution": "fixed_grid"
},
"y": 90,
"z": {
"extent": [0, 95],
"distribution": "fixed_grid"
}
}
}
This setup only places a 32x32 area.
Using a range of [-16, 95] extends it to partially cover a 48x48 area, but not entirely.
Wrapping it in another scatter that starts at -16 for both X and Z completes the full 48x48 coverage.
Even when setting the parent scatter to start at -24, the placement still only spans 48x48.
try making iterations larger than needed
there's a weird bug where large iterations will give up near the end
hey, have you managed to fix this? for some reason, some of my features that are larger than 10x10 are loading this way on my add-on, even with random rotation set as south
I confess that when I left it in the north, the amount of trees cutted was greatly reduced
Sorry for my english
oh, I guess there's no way to fully fix it
no problem, english is also not my primary language
I don't think so, Minecraft is kind of buggy
...why are you using a grid of 96 by 96 for something that appears it can be done with 16 x 16
yh its a minecraft bug that still hasnt been fixed, it makes you wonder why features became stable
No, this is just a simple test. I want to place a bigger feature with the size of 96 blocks. I noticed at first that it doesn't complete the whole thing so I tested with just a simple 96x96 square
Didnt work sad
i see a problem with your multiplication
Yes lol, I noticed
try 9216
Tried that too and it still only fills until 48x48 blocks
I guess I could split them in parts. Each block coords has a calculation that depends on the center of that 96x96 though.
Thanks for the responds, still
have you tried -48, 47 yet?
probably wont fix it but
I will try that later
Are custom biomes still broken?
Is the example In there for stable or is it in preview still?
It was introduced in 1.21.80.
Huh. I must not have read that part. I'm still unable to get my pack beyond 1.21.50. Keeps giving me the same errors with all my wood types
It tells me it needs the icon component which I'm not sure why
I'm working on a world gen feature generator rn. Does anyone have any ideas for new feature types I should add? (other than the vanilla types and conditional lists)
inversion features, can place tree features upside-down
idk i just thought itd be funny to see upside-down trees everywhere
Yes. Something similar to the lava/water pools features maybe like a mini swamp pool
I made script trees idk if that's similar or not or if your actually using placable features
ah the legacy lake features
the jigsaw doesn't work if it's in a subpack?
I added it to a subpack and the game didn't register it, it's like the files don't exist
Does this happen to just me or to everyone?
This isn't really feasible unfortunately
aw dang it
custom tree feature styles?
thats kinda dumb
i wish did
This is definitely possible, however it would take a lot of work.
use in a subpack? I would like that too
I mean if yall can help figure a way to place them besides a janky workaround I've been working on that with scripts actually.
does height_distribution in growing plant features accept molang?
Am I able to set a block's state with the Jigsaw block's turns into section?
Do Biomes fall under world generation?
I don't think so until we get the jigsaw_replace processor from java
yeah i ended up figuring that out after a few grueling hours
but my structure finally works
so
whats the best way to add feature like worldgen stuff given features are experimental?
Features aren’t experimental as far as ik but jigsaw structures are
oh, um i was looking here so it must be outdated as it does say experimental https://wiki.bedrock.dev/world-generation/feature-types#ore-featureshttps://wiki.bedrock.dev/world-generation/feature-types#ore-features
Yeah I think a lot of the world gen areas on that are outdated
they have been out of experimental since 1.20.30 released
I have a large structure 64x64 that I want to spawn naturally, since structures using the features can only extend 32x32 this doesn't work, that is why I have created a block that when spawned ticks and then spawns the structure using script.
Issue with this is that the tick only happens when you are close to the structure, is there any way to make it so this works even on larger ranges since it breaks the whole automatically generated structures vibe if a huge thing just appears in front of you.
I thought this is the same approach as mentioned here, but I don't think this is viable
no they can go to 48x48
you might be better off waiting for jigsaw to hit stable for this, but you can also use feature trickery
but aren't commandblocks also distance bound?
no worries
do you perhaps know how to workaround this to at least make it seem a bit more natural?
Jigsaws have terrain adaptation and /locate support but they are experimental
If the structure limit is 48x48 how come all my 48x48 structures stop generating at 32x32
¯_(ツ)_/¯
Because of chunks in game
Okay, so I want to approach the spawning of structures like this:
Since my structures are larger than the correct bounds for features (without using jigsaw blocks), I want to spawn in a dummy entity once the feature is loaded into the world.
The issue right now is that the entity is not being saved inside my structure, meaning I might need to use command blocks. The problem is, I don't really know how I can make my command block only summon one entity once it is placed into the world, since when I place it down to save my structure, it will run automatically.
What could be an approach to make this work?
why not use jigsaws?
Marketplace
Using entities can be quite ugly and cause a bad user experience, I don't have the data on me, but I assume jigsaws will release to stable within the next months
is it that urgent?
yes, basically need it asap
I will most likely replace it once the jigsaw feature is public
Only real way is to generate most of the structure and then generate the rest on a tick
I see, any details you can share? You might be able to pull of some magic via features and some molang logic
nope
it was delayed due to a critical bug
jigsaws? Because of the funny linking bug i would assume.
make the command in the block play a function which summons the mob then deletes the command block with /fill or /setblock
the big one is that jigsaw isnt following terrain
the terrain matching things work fine, the problem is that rigid features dont connect to terrain matching ones correctly
wdym
ive seen images, the center point follows terrain but everything else remains on exactly the same y level
not only that but theres a lot of features missing
ive tested villages and stuff and the roads match the terrain as normal villages do but the houses sometimes bug out and float, thats the problem ive been seeing
how does feature placement work?
My current understanding is that all features tied to a biome are called once per chunk and fed the chunk bottom center coordinates (those would be what the distribution x y z parameters would be when all set to 0. Is that correct?
i think the evaluation of chunk coords starts from the north-west corner
southwards is positive z
eastwards is positive x
By the way is anybody having issues with aggregate features not placing other features in the same location?
but the rest was correct right? I'm trying to figure out how to place a feature equally distributed in a chunk so i would need a scatter with the right distribution but thats onlyrelevant if i now where the position is initially. Also not sure what "scatter_chance" is
scatter chance with a value of 50 will mean that any chunk has 50/100 chances of spawning that feature and start iterating.
@stuck forum
if you put iterations to 1 and x, y,z all to 0 you will get 1 block in each chucnk placed in the northwest corner
that all adds up. thanks. Odd name for scatter, spawn chance would have been better
for aggregate features can the place features be inlined?
alright so this will make 2 attempts per chunk with uniform distrubiton across all axis and will all be below 64 blocks the chunk min y
just tried aggregate and they seem to work for me
in same place (idk if its exact, not relevant for my feature). tho i noticed sequence ones dont spawn the second one
I have a single block feature. whats best way to place a block below it?
how do i place a specific block permutation in a single block feature?
Jigsaw structures!!
Jigsaw is pretty stable (Not the best standerds for stable, but its still usable)
Ive had problems with all my jigsaw structures floating in the air, Or spawning on the most stupid ares (like one block off a ravine but the entire structure is on the crack of it) and spawning on a hill making it look strange
You use the states property.
{
"format_version": "1.21.70",
"minecraft:single_block_feature": {
"description": { ... },
"places_block": {
"name": "minecraft:vine",
"states": { "vine_direction_bits": 14 }
}...
did you figure this one out too or is it written somewhere?
we dont even have access to the vanilla worldgen data files
figured that one out, lul
world generation documentation is probably the worst offender
Yeah I have the same thing
its written in the bedrock wiki
we do
Well wasn't wrtte on the single block feature page, nor it's object type was referencing to the correct type of the field, seeing that it apparently supper a blockstate, a weighted list of block or a weighted list of blokcstates
where can i get those? I looked in the 1.21.80 samples and it only contained these types
download bds
then it'll generate the vanilla data necessary
thanks
you can also check this out
https://discord.com/channels/523663022053392405/1324376503848275980
I hope we get the vanilla jigsaw files soon
Does anyone know which placement pass the new leaf litter and related are getting added in? I have some flowers of my own getting added but leaf litter is getting added on top of them
cool can't find it in program files, the scatter feature is exposed but not the actual feature placing it
guess because it's getting placed with the tree's
so you got the same problems?? i have thse when i try to make a procedural village :((
yea that too
I hate the fact most structures clip inside other things
Do you know if its fixed in the preview, Or if its going to be??
No idea
aight, Hope this problem gets fixed tbh
Since I dont at all understand Features so ive relied on Jigsaw Structures for all structures
this is the reason jigsaw was put back under experimental
it’s a major bug
Jigsaw docs got updated with 1.21.80 stuff
can you actually create custom biomes now? or are they still broken
Technically yes
kinda
they only work like the pale garden biome for now
so only variants
and its preview only atm
Finally
PSA: All jigsaws are broken effective 1.21.80
w h a t 💀
they no longer spawn, you need to add the new fields to their files to spawn them again
wtf 😭
How to fix tree structures getting cut?
is it happening at chunk borders?
what if yes
set extent to -16, -1 instead of 0, 15
its not a perfect fix but its the best we have til jigsaw's issues and features get ironed out
and even then jigsaws shouldnt be used for trees
Thanks
Yes
Oh I just saw
Thanks! Will test
np
It seems like the jigsaw structure spawns on previously loaded chunks
Yeah they do that sometimes
im pretty sure they cant spawn in chunks with in sim distance
all structures do
if you haven’t modified the chunks it’s in, itll reload the chunks
the game only saves chunks that the player is in and the chunks that have been modified
this may be a bug with that system
The only problem I have is that jigsaw prefers to generate next to other jigsaw structures.
i haven’t seen anyone modify the trial chambers yet somehow
trial chambers are one of two structures that can actually be modified
I have
Yeah we don’t have exclusion zones yet
I’ll get a picture later
Here is one
neat
actually i didn't
well this should work but it doesnt
the jigsaw links to the aliaes in the right image that i made but it doesnt work
the target name is also set to the name that is held by the jigsaws in the mobs connector jigsaw
Didn't work ):
as i said its not perfect
i mean you could try -15, 0 but that shouldnt make a difference
unfortunately, this is caused by Mojang not writing the features system correctly
no shot that i actually spelled pool_aliases wrong and thats why it was broken
i gotta check now
it was actually my spelling
omg
im stupid
wait are you using a structure template feature?
Yes. I think he's offline but we're working on the same thing.
use tree features, might help
We decided to use structure since the tree doesn’t have a natural shape like the vanilla ones
But while we're at it, tree features won't be cut off, right?
My jigsaw docs are getting updated with the 1.21.80 fields
Especially on pool_aliases and start_height. The latter being added and being really complicated and the former already having existed but was completely revamped.
they shouldn’t, no
well
by chunk borders they will
srry i got mixed up with an unrelated tree question
Hey, I can test this but might as well ask in case you know. I think the -16 and south trick is working now. If I resave all structure in different rotations and add a weighted random feature, it should still simulate that random rotation placement of the structure without cutting them off, right?
yep
random rotation has always had issues on bedrock
Thanks for your help!
np
Is there a way to edit the new Flat worlds layers? Like in hight and blocks to use?
Unfortunately, I do not think you can.
no
at least not yet
what is this?
Does biome replacement work for the end and the nether?
anybody can suggest basics tutorials here?
For?
generating structures
im planning to make a roguelike dungeon style structure
Check the Bedrock wiki of ms docs.
Thanks Smokey
Pool aliases are a way for a jigsaw to reference a alias and then that alias depending on its type will redirect it to a template pool and every time a jigsaw block references the same alias the same pool will be used.
It can create themes in a structure
The trial chambers use it to determine the mob that each type of spawner will use
Has anyone got their custom biomes to work? I've been using the replace_biomes component and turned on the Custom Biomes experimental toggle.
It might just be stuck in preview rn because I can’t get mine to work in stable with the experiments
I got the partial biome overrides to function but they seem to only register during world creation
It is a fairly common error and is difficult to detect and it is the name of the biome if your biome is called "roofed" the name should be called roofed.biome.json
You were right, I added that to the file name and it worked now. Thanks!
I should test mine on preview because it doesn’t work in stable
If u mean custom biomes, then it actually does, as long as the custom biomes toggle is on.
I’ve not ever been able to get it to spawn at all
And u have the replace_biomes component?
Yeah
I’ve tried nearly everything it just doesn’t spawn
/locate biome just doesn’t find it and it very obviously doesn’t spawn where it should
Is your BP biome file named YOURBIOME.biome.json?
Yeah
And the client biome is luminous_forest.client_biome.json
Make sure both versions are set to 1.21.80 and make sure you have sea_material defined.
yeah i have a sea material
found your problem
you seriously need to keep up with the preview patch notes
they currently do not work with custom blocks atm, this is listed as a known issue
ah
i thought it would because of the tutorial having the guy using custom white sand
hmm…
it shouldn’t work
it may have been fixed in one of the newer previews
¯_(ツ)_/¯
turn content logs on in settings
they are and i can see a error briefly before it is rushed past by other errors, mostly jigsaws
check the file
i can soon
it can't find one of the biome id's
it has 3 others and it doesnt replace any of them
Yooooo https://wiki.bedrock.dev/world-generation/jigsaw-structures i can now read my own docs and cringe!
but are they clear and informative?
I hope so, I tried my best to list everything need to program them
could someone help me?? idk what is not working with my jigsaw structure, i thought i updated it but i guess i didn't do it properly
”start_height” is invalid. I gtg in a moment so i cant explain but that is your problem
wait nvm
the weird phone formatting messed it up
ill have to check when i get home
anyone do world generation with scripting? i wanna know if i can somehow use my tree scripts for forests
is roofed_forest a real biome, the structure set doesnt place this jigsaw but the command does
roofed_forest is what /locate biome displays
the name for that biome is just "roofed"
i jst noticed i had duplicated the heightmap_projection, idk if that was the only issue
ty
it probably is
im trying to make a structure with jigsaw blocks however when I generate it through the structure blocks the jigsaw block does not trigger
or does the jigsaw block not really trigger when is generated via structure blocks?
Jigsaw blocks only trigger when /place or structure sets are placing them. Loading the structure file through a structure block will not.
thanks
Sup
What are the changes to jigsaw structures in 1.21.80?
Yes, starting from Preview 1.21.80.27, use the minecraft:replace_biomes component.
Please refer to the MS Docs for more information.
wait what YESSSSS
how do I get my structure to spawn without the need for it to create a new world?
I want to create a structure that can only be spawned through script
after the update my jigsaw structures are now floating in the air?
how should i fix this?
It’s a Mojang thing I think
Nah it was me, i messed up with start height
Well there is a bug where structures will float rn
A jigsaw file, a structure set(to generate naturally), a template pool or two, and a processor
I don't want it to generate naturally tho
is that possible?
Yeah, the structure set is what makes it spawn naturally so just don’t make one
is editing terrain generation possible on bedrock?
editing no
overriding with black magic that was never meant to exist? yes
after that will my structure appear in /place?
Yeah
also im a bit confused in the location part, I can't export the prefix how do I adress them instead?
what about the prefix?
ohh I see
so BP -> Structures -> structure.mcstructure
to just adress my structure I just basically do
"location": "structure"
I don't see it in /place
Hmm
I’m gonna have to go soon but the jigsaw docs in ms learn and wiki.bedrock.dev should explain them well
For the file in the jigsaw_structures folder?
yeah
I downloaded their sample pack
but it didn't work when I /place it
There is a fully working one on wiki.bedrock.dev
I haven’t tested it but I’ve written a good 15 of them
thanks
wait where is it?
I cant see mto find it
The full example is there
It’s just further down
do I just /place structure?
how does /feature works?
to be honest im so confused I looked at java and it looked so simple I thought it was the same as bedrock
Yeah /place should work once all the required fields in the template pool and jigsaw structure file are met
It is basically the same
The bedrock and Java systems are borderline identical
also the structure needs the jigsaw right?
Jigsaw structures don’t technically need a single jigsaw block
I have a structure which can spawn without a single jigsaw
I gtg though
Most Java tutorials will work for the most part
also java jigsaw blocks has generate button
Yeah
I’ve got like 6 structures to test and I’m very excited
I’ll test it with my custom village and outposts tonight
What is currently the best tutorial for learning Jigsaw structures? Feel free to ping with a reply, I wanna learn how this stuff works!
Microsoft learn or wiki.bedrock.dev
||I wrote the wiki page on jigsaws so it’s better||
Can you link the page you wrote on the wiki dev? I’m not at my desktop right now and searching through that page on the mobile version isn’t working for me 😂😅
Yeah
Thank you kindly! I get generally how they work, just need to understand how to set up the pools of structures that specifically generate together and whatnot
good start with the terrain matching bug fix
the base plate had all the sub structures and tower generate fine
ultimate challenge, the village generated without floating things
the village seems to have stopped spawning platforms beneath the buildings however
actually i dont think thats it
the vanilla game had a preview bug like this at some point in time where in some villages, all the structures were shifted down by one block
thats what seems to be happening in the swamp village
nvm turns out its not a jigsaw issue, its intentional
its supposed to do that with /place
it doesnt when naturally generated
well that is naturally generated
hmm
weird
Poggy doesnt have this issue
did you turn on the jigsaw setting that turns those platforms on?
it has beard_thin as the terrain adaptation
I finally figured it out however when I generate the first structure with the jigsaw block it only turns to air and does not generate the second structure
here's all the stuff I have
jigsaw_strustures
-> test.json
#this is for the /place structure
template_pools
->test.json
#contain the test1 structure where the jigsaw block is located
->test2.json
#contains the test2 structure location and the one that the jigsaw blocks target
That jigsaw block needs to have the target name field filled in
If you want it to generate the other building then you should set that jigsaw blocks target name to whatever the jigsaw block in the other structure has for a name field
@subtle plinth turns out im sorta correct here
it looks like it's water causing it
its not that the platforms dont exist
its that theyre being placed lower than they should be
That’s weird
do structure blocks not retain the entity tags?
I do believe that they keep entities now but only jigsaws load them
if i have a build of a custom village there is a way to spawn in the world as a village? i think to use feature but having limits on the constructions I don't think it works
You can use jigsaws.
can you generate 'invalid' blocks (like in the stripelands)?
I have the same lol
a 64x64x64 structure, Lags alot and I dont feel like doing jigsaws for it yet
Only lags due to mob spawning
ok

[2025-05-26 16:00:55.854 ERROR] [Level] [FeatureRegistry] Feature rule minecraft:gravel_feature_rule can't place internal feature type.
[2025-05-26 16:00:55.854 ERROR] [Level]```
im getting this error on BDS, but the world works fine on singleplayer
recent change Mojang made and its insanely stupid
you cant place any internal features using feature rules anymore
which breaks ALL void packs
im sorry to say but Castaway island generation is probably gonna have to be on hold til custom biomes are fully stable, at least the biome replacement stuff
Hey guys, I am working on a really amazing project inspired by star wars mash-up, but it takes place in prequel era
I ran into a problem that when converting from java to bedrock, the world starts generating terrain and structures in the void world. Is there any way to fix this?
Do you just want a void world?
I’ve figured it out thankfully!
Good evening
I created a block (a plant) and I would like to generate it in specific biomes such as the plains, can you help me please? (Is it possible to inject a custom block into a vanilla biome? Or do I have to create a new biome that imitates the plains but will only be composed of a block that is the plant?)
Is there an easy way, addon or not, to generate a void world?
Flat worlds exist.
As in, flat with custom blocks being set to air? It's for a skyblocks setup
Bedrock has superflat presets now.
Ahhh I see, thanks!
are there any terrain generation addons why do i feel like i cant find any that actually alter the terrain significantly like javas terralith? or is it not possible
we can't modify terrain generation outside of biomes, features, and structures
Yes
Custom Superflats or single biome normal worlds
Custom superflat I think allows for voids
What should be done so that my structure doesn't float like this?
Is it a jigsaw or a feature?
feature
Oh, then I don’t know
Use grounded condition in the structure temple feature
Considering the size of your terrain, the structure will become quite rare as there is rarely enough area for the whole base to be connected
I have never seen that grounded is not working, really weird
Are void blocks ignored?
Might be the issue. Why would you want to have void blocks below your structure?
from my experience this does nothing
it ignores the grounded constraint
think i just found the new largest jigsaw bug
if i try to have a structure set that can place more then 2 structures the game won't load
huh
whats this mean?
Structure sets are supposed to be able to place multiple structures
The vanilla villages have one structure set because structure sets place with even distribution
When the structure set finds a spot it is supposed to be able to have multiple structures and choose which one to pick based on its biome filters but for some reason the world won’t load if I have a structure set with more then 1 structure
well, shit
that causes a bunch of problems
is there any known bug when it comes to custom biomes and custom top surface blocks causing surface features to not generate?
Set the normal top surface material back to a vanilla block and my surface features suddenly generated again
Its a known issue as far as I know.
If I add a custom biome using the replace_biomes component, can that biome be linked to a client biome? The client biome that I have throws an error that it can't find a biome with the ID of the server-side biome definition no matter how I rename it.
Is the file name setup corrwctly? As well as folder and id?
Did you reference the MS Docs?
I've been reading the MS Docs, yes. The server-side biome is loaded and it has affected the world generation.
The client biome and the server biome have identical namespaced IDs.
bp/biomes/test_biome.biome.json
{
"format_version": "1.21.40",
"minecraft:biome": {
"description": {
"identifier": "namespace:test_biome"
},
"components": {
"minecraft:replace_biomes": {
"replacements": [
{
"dimension": "minecraft:overworld",
"targets": [ "beach", "plains" ],
"amount": 0.5,
"noise_frequency_scale": 50
}
]
},
"minecraft:climate": {
"temperature": 0.8,
"downfall": 0.4,
"snow_accumulation": [0.0, 0.125]
},
"minecraft:surface_parameters": {
"sea_floor_depth": 16,
"sea_floor_material": "minecraft:sand",
"sea_material": "minecraft:water",
"foundation_material": "minecraft:deepslate",
"mid_material": "minecraft:stone",
"top_material": "minecraft:gold_block"
}
}
}
}
rp/biomes/test_biome.client_biome.json
{
"format_version": "1.21.40",
"minecraft:client_biome": {
"description": {
"identifier": "namespace:test_biome"
},
"components": {
"minecraft:sky_color": {
"sky_color": "#ff0000"
},
"minecraft:water_appearance": {
"surface_color": "#00ff00"
},
"minecraft:grass_appearance": {
"color": "#0000ff"
}
}
}
}
Remove the namespace for client.
Okay that worked.
But then how am I to make it Marketplace-compliant with the namespace requirements? I tried simply replacing the colons with underscores to make the namespace part of the ID, but it still didn't find it then. Would the server biome have to have the namespace as an actual namespace and be in the identifier?
It's so terribly janky. lol
Theres a reason its still experimental.
Okay.
Trying to debug a custom feature.
bp/features/test_tree_feature.json
{
"format_version": "1.13.0",
"minecraft:tree_feature": {
"description": {
"identifier": "namespace:test_tree_feature"
},
// Stuff defining the feature, not important
}
}
bp/feature_rules/test_tree_feature_rule.json
{
"format_version": "1.13.0",
"minecraft:feature_rules": {
"description": {
"identifier": "namespace:test_tree_feature_rule",
"places_feature": "namespace:test_tree_feature"
},
"conditions": {
"placement_pass": "surface_pass",
"minecraft:biome_filter": {
"test": "has_biome_tag",
"operator": "==",
"value": "overworld"
}
},
"distribution": {
"iterations": 1,
"x": {
"extent": [ 0, 16 ],
"distribution": "uniform"
},
"y": "q.heightmap(v.worldx, v.worldz)",
"z": {
"extent": [ 0, 16 ],
"distribution": "uniform"
},
"scatter_chance": {
"numerator": 1,
"denominator": 100
}
}
}
}
bp/worldgen/test_biome.json
{
"format_version": "1.13.0",
"minecraft:biome_generation_rules": {
"rules": [
{
"feature": "namespace:test_tree_feature_rule"
}
]
}
}
I am able to use /place feature namespace:test_tree_feature, and the feature is placed in the world. But running /place featurerule namespace:test_tree_feature_rule says Feature could not be placed at this location. The feature also does not appear in the test biome that I made yesterday. What am I missing?
Thats not how it works...where did you get the 3rd code?
From this thread: #1376888454356402176 message
That is not correct at all.
I don't know what is correct since the documentation barely references feature rules. :P
You only need the feature/rule, not biome generation rules.
???
Did you check the wiki and MS Docs...at all???
I've been checking them, yes.
I always check there first. I ask here when I hit a dead end.
Putting the worldgen file aside, what do you suppose is broken with the feature rule? And how would I make it spawn in a particular biome?
Thats what the biome filter is.
Okay. Why isn't it spawning anywhere then?
Oh my. I increased the spawn rate, and suddenly they appear.
Ah, so the scatter_chance must refer to the chance of it appearing per chunk then. Okay.
Well that sorts that for now.
Is it possible to generate village-like structures without jigsaw?
I believe so, but you would need to use command blocks to load your structure.
Is it possible to load features from subfolders?
I got ghost pinged 💀
yes, but...
theres...a lot of caviats
best to just wait
Any existing bug report perchance?
Pretty sure its in the changelog.
Let me see
Yes, starting from Preview 1.21.80.27, use the minecraft:replace_biomes component.
Please refer to the MS Docs for more information.
It's not listed in the initial changelog it seems.
Known issues: Mob spawning on custom blocks is not working, removing an add-on with a custom biome will cause issues, a total replacement of all biomes will cause the locate structure command to lag
Do you mean grass, flowers, these things? If so, it's probably because there's no way to put these blocks in custom blocks
kinda
just placing pink concrete blocks currently, still doesnt work at all :(
white it does work with vanilla surface blocks
Yeah I imagined, thanks!
Agreed
Processors got touched!
They have been unchanged since introduced!
AND A NEW ELEMENT
This is the peakest update ever
2 new processors
A new element
3 of the 4 jigsaw files got changed
Actually all 4 if you count the bug fix as a structure set fix
Sucks that we have to wait 2 updates to get them though
does someone have a working example of a processor "minecraft:rule" with a predicate_type of "minecraft:block_state_match"?
I get this error which is weird
I'm refrencing this document
https://learn.microsoft.com/en-us/minecraft/creator/reference/content/worldgenreference/examples/jigsawprocessors?view=minecraft-bedrock-stable
what format version is that?
It’s in preview rn
1.21.100 previews
The current one
[Structure][warning]-Loading Jigsaw Structure .json files | Jigsaw Structure Template Pool .json file worldgen/template_pools/bleached_outskirts_road_pool.json | -> elements[9] -> projection: this member was found in the input, but is not present in the Schema
is anyone else getting this error in the latest preview?
I can check when I get home this weekend
do you already have some way to generate ponds?
Your best bet really might be to use jigsaw structures and processors afaik
jigsaws still work for me
this is 1.21.100.20
They updated the schemas in 1.21.100 iirc. They want to closer match Java's template pool's JSON.
Before, you would have projection outside of element: {}
"elements": [
{
"element": {
"element_type": "minecraft:single_pool_element",
"location": "minecraft:ancient_city/city/entrance/entrance_connector",
"processors": "minecraft:ancient_city_generic_degradation"
},
"projection": "rigid"
"weight": 1
}
]```
But since 1.21.100, it's inside of the object to match Java:
```json
{
"element": {
"element_type": "minecraft:single_pool_element",
"location": "minecraft:ancient_city/city/entrance/entrance_connector",
"processors": "minecraft:ancient_city_generic_degradation",
"projection": "rigid"
},
"weight": 1
}
]```
It's a reply to this^
Bruh
I have like 30 template pools to update
tysm!!!
Is there a way to fix terrain_matching elements growing over what appear to be trees and foliage? using raw_generation doesn't seem to fix it... These road pieces also seem to go overtop of "house" structures branching from the road as well.
I’ve never seen it do that for me
I wanted to ask if it is possible to replace the vanilla village with a jigsaw structure?
no
just trail ruins and trial chambers for now
I tested it and found it to be possible.
This might be a bug or something else. Either way, vanilla villages are currently not editable, but they can be replaced
I did this by naming the Jigsaw structure to match the Java version
So it should work for all of the vanilla structures?
That’s very cursed
Is there a way to re-randomize ores so apps that find them with the seed don't work?
well, kinda, yes
that makes it seem like it'd be really hard 😅
it’s not
it’s just really easy to do
just
itll be offset from vanilla
I see, what's the best place on the Wiki to look? Just intro to world gen? I don't need all the biomes stuff
i do not have time to check
Alr thanks, I'll browse through
do jigsaws have the same capabilities as java ones?
For what it’s worth yeah
We are missing some processors and I tp elements but otherwise they are pretty good off rn
Is it possible to add custom terrain? I read on bedrock.wiki
Does q.heightmap return the correct value even if I query a location that hasn't been loaded yet?
well
technically yes
but you can’t modify the vanilla terrain itself
and you can’t make a void pack because mojang played dirty and took the ability to modify most vanilla features away
Thankyou.
I heard that we could even chang height limit, idk if it's true.
you can but only if you set the world type to void, and it only works in the overworld
if you set it to void nothing generates
Cool
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is that still relevant? I'm trying to create a feature that stacks, I was hoping to use sequence feature for that, is there a fix for this issue?
As far as I know it still is the case. Per the warning, use aggregate.
can I use aggregate to stack single block features on each other?
Yes.
yes, and its used a lot for that
You can still make void packs... can't you?
technically yes but its quite difficult and annoying to do
How come?
because now you gotta make a crap ton of features and modify the existing feature rules
and theres upwards of a hundred
Wha
Why not just a feature to replace everything w/ air at the final stage?
because it doesnt work for a lot of features
especially dark oak forest features, which are no longer in the vanilla packs either, dark oak forest features are the biggest issue
Do they just not get replaced at all?
only partially
Is it still possible to use river_transformation to replace the river adjacent (or through) my biome?
I'm using the new "minecraft:replace_biomes" component and I'm passing this:
I have the same problem
@subtle plinth @summer iris Hi! Is it not possible to add multiple structures to a structure_sets currently?
anyone knows how to solve this?
Cannot find behaviorpack structures definition: ""thom:copper_pyramid""
Try exporting the structure again with "mystructure:"
i tried already
didnt work 😦
Oh, it looks like you need to move the structure file out of the "thom" folder in the structures folder
same error
i need to create a folder named "mystructure"?
That's just your editor being wrong then. Does it work in game?
doesnt work either
[BiomeRegistry][error]-Invalid Biome file biomes/high_plains.json: -> minecraft:biome -> components -> minecraft:surface_parameters: this member was found in the input, but is not present in the Schema
Change to "format_version": "1.13.0"
that was fixed a couple previews ago now
somehow i fixed, thx
It seems like something common, where structures end up generating very close together.
The bug making it glitch got fixed in 1.21.100 previews
change the salt value
This works for structures of the same type not different
well, if both your structures have the same salt value, they'll be generating on the same chunks
But they don't have the same value
oh thats probably a bug then
mine was fixed when I changed the salt value to be different from the other one
Capable, because they don't generate exactly in the same place, in fact they generate close together like a jigsaw structure generated here and right up there there is another jigsaw structure
Multiple jigsaws in the same spot means the salt, separation, and spacing values are the same
can you help me with jigsaws biome filters? I'm used to feature rules, I don't think jigsaws work the same way
I'm trying to make it so my structure will only generate on oak forests and plains
I think biome filters are the same as feature rules however neither feature rule or jigsaw biome filters are my strong suit so I doubt know if I would be able to help much
no problem, I just keep getting errors on my console, even when structures are spawning
Yeah mine also flags issues in the content log but they work fine so im not sure why
for some reason large jigsaw pieces can generate offset from where they are supposed to
this same structure with the same insides generated just fine
When will jigsaw blocks and custol biomes gonna be stable guys
I think devs said that they are working on getting jigsaws stable in the near future
unfortunately itll be quite a while before everything is stable for them 🫠
weird
Does anyone know other generator types for dimensions besides void?
all i can find is this:
"minecraft:generation": {"generator_type": "void"}
THere is none.
No.
ugh
I've got a question does Jsaw block work and if so would I have to make a dungeon room in a bit piece for a solo addon spawn randomly in the world
How do I start using this? (Sorry for my bad english)
I don't found anything about this system on the internet
Yeah jigsaw blocks work rn
Thanks
💕
what does that mean? its working but it gives me that error
Does anyone know where to find the info for vanilla ore generation feature JSONs? I just need to re-randomize/shift them from the seed to make diamond finding apps not work. Any ideas would be great thanks!
#1324376503848275980 message
Is there a guide for custom biomes?
Yes, starting from Preview 1.21.80.27, use the minecraft:replace_biomes component.
Please refer to the MS Docs for more information.
@fringe junco
So I've looked at this reference and tried to replicate it but I'm having some issues. My biome isn't replacing properly?
you dont have a prefix for the identifier
I added a prefix to the rose_desert, it changed nothing lmao
Any content log? What version? Do you have the custom biome experiment turned on?
Bridge is actually telling me that adding a prefix is wrong
Bridge is quite outdated for custom biomes as far as I know.
I do have custom biome experiment on, this is 1.21.93
Is your file name named correctly?
It's rose_desert.json
I've got nothing in the content log
Do I also have to make a biome file to edit the base Desert?
Needs to be rose_desert.biome.json
You also need the client biome file.
WORKED THANK YOU
can we make cave biomes? i dont see deep dark/lush caves/dripstone caves biome file specific any of them being a caves biome
Yes.
how?
Just set the replace target to the 3 existing cave biome.
Anyone have an example jigsaw village pack? I've understood the basics really ... except how the structures are actually set up.
Can anyone also explain how /place jigsaw actually works? The docs are confusing, I've only managed to do /place jigsaw mike:ns7x4 mike:ns7x4 15 but that doesn't explain what a jigsaw target is. It's also confusing that the first arg expects a pool path but its actually an identifier.
I can make one
Or just copy my swamp village
The target name is the name of the jigsaw block of a piece in the target pool you are looking for
So how exactly do marketplace addons fake custom biomes?
Using features.
Yeah, I figured as much. I’m unsure how exactly features can create such a large space?
Its a complicated process.
I’m picturing a gaussian scatter placing trees and the new grass
But this causes issues for custom structures placed inside the biome due to the weird structure cutoff bug (is there a fix to that?)
you can try this world
That looks like Java but it’s not. My head hurts
This is a dumb question, but I want a feature to attempt to generate on every XZ coordinate in a chunk
So like, to form a complete flat platform at Y 100
Do you all have any ideas?
Use scatter feature to place single block feature.
I can handle the flat platform part, but idk how to configure the scatter feature
Oh!!! It’s the distribution setting, right)
Would that be fixed_grid?