#World Generation General

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upbeat barn
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Yes.

fringe junco
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Awesome. Thanks!

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The docs didn’t have any detailed information on the distribution types that I could find, so I appreciate it

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Found it!

fringe junco
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Does query.noise or similar work in features?

fringe junco
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Yippee!! I would have just tried it myself but I’n out right now. Good to know, I will be employing that soon

acoustic horizon
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Can I put random loot in structures with pots?

upbeat barn
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Yes.

acoustic horizon
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happi

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Thanks!

fringe junco
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Is it possible to use jigaws to any capacity outside of experimental? Asking to try and get proc gen structures in stable

fringe junco
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Rip, okay

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Fortunately I had a genius idea to avoid having to use jigsaws to some extent

old idol
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am i dumb or noise_params just doesnt work
For ocean biomes

fringe junco
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Is heightmap projection not working on template pools?

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I got an error saying that "projection: this member was found in the input, but was not present in the Schema"

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even though Microsoft docs clearly put projection in the schema and example for 1.21.20

upbeat barn
fringe junco
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AWESOME thank you

fringe junco
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So, the "target pool" is what should CONNECT to the the jigsaw structure, while the "target name" is what pool the structure itself is... in? I'm a bit confused by the distinction

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This is after having watched the minecraft creator explanation video, which fast forwarded through the part that confused me the most lmfao

subtle plinth
tight relic
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can I get some help regarding feature and feature rules with ores. The only output log issue I have is that my feature file isnt defined for some reason

fringe junco
winter fossil
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Has anyone ever got height range to work? When I include it the surface adjustments don't work.

"minecraft:surface_material_adjustments": { "adjustments": [ { "materials": { "top_material": "minecraft:gravel", "sea_floor_material": "minecraft:gravel" }, "height_range": [ "variable.sea_level - 3", "variable.sea_level + 2" ], "noise_frequency_scale": 0.03125, "noise_range": [ -1.0, -0.4 ] }, ] },

fringe junco
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What'd be a good alternative to using a Conditional List?

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I could see an Aggregate List with first_failure, but I don't know if a Scatter with 0 iterations is counted as a failure or not

subtle plinth
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i hope we can make custom map icons and better structure maps soon

fringe junco
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So where all can molang be used in features? Can it be used in single block features to determine the block placed?

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It seems highly unlikely, but if it's possible it'd save me a hell of a lot of trouble. Thankfully, I have an alternative

upbeat barn
fringe junco
upbeat barn
fringe junco
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It wasn't for randomization, I'm trying to query other stuff

jaunty kestrel
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how do you do a feature like pumpkin and melon patches?

stuck haven
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Any chance to ask about how to replace vanilla trees? Been looking around in here but wasn’t able to find much about it. Any chance someone could explain it or link me to some resources? I know how to add new trees through features but im trying to replace the vanilla ones. Not add extra 🙏🏼

undone junco
stuck haven
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You’re a legend! Thank you so much @undone junco

hearty laurel
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huh

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minecraft:?Editor=ture this is the way to open the Editor right?

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weird why it doesnt work for me

upbeat barn
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You mispelled true

hearty laurel
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OH

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oh f

hearty laurel
lyric olive
# upbeat barn You mispelled true

hey budd, where can i find the vanilla biomes ids?
bec for some reason i cant detect the mushroom island biome using my entity filters, the same is happening for other biomes as well, am i writing the wrong id or it basically doesnt work?
-# sorry for the ping sir SkibiStack

upbeat barn
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The MC Wiki.

lyric olive
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i got them from there i believe

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the 'mushroom_island' one doesnt work, like the entity is not detecting the biome

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like this: "filters":{"any_of":{"test":"has_biome_tag","operator":"==","value":"mushroom_island"}}, doesnt work for some reason

upbeat barn
lyric olive
lyric olive
lyric olive
undone junco
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Biome tags are in every biome file

lyric olive
limber jewel
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how optimized are q.noise calls? are they cached?

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since it doesn't use the world seed, i'm assuming it's just doing a lookup from an already generated noise field

fringe junco
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I’ve never experienced drops, but I also have not properly benchmarked the difference

ionic cloak
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stuck haven
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Does the vanilla swamp not have a swamp tree feature rule? Ive been looking for over 2 hours but i am not able to find the vanilla swamp tree feature rule anywhere 😬

subtle plinth
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You have element_type and location but forgot projection

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I believe projection is in there as of the previews of 1.21.100

ionic cloak
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One message removed from a suspended account.

subtle plinth
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{
"element": {
"element_type": "minecraft:single_pool_element",
"location": "woodland_manor/pieces/ext/ext_fallback",
"processors": "locdev:woodland_manor_decay"
},
"projection": "rigid",
"weight": 1
}

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This is one I use

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Projection is moved inside with the other three in 1.21.100

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So you actually forgot processors which is a required field

ionic cloak
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subtle plinth
ionic cloak
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ionic cloak
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ionic cloak
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upbeat barn
ionic cloak
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One message removed from a suspended account.

last tinsel
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The official documentation is so difficult to find things in isn't it 🤦 I happened to have just found it and bookmarked it

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Despite the name, it actually has all the tags listed as well. Official documentation is usually trying to be helpful but has some difficulty with considering what information people who are learning might need to look up, and it's so hard to search. (Especially on mobile.)

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Also has trouble linking to definitions of concepts, so you're just reading something and thinking: okay what is that and where do they talk about it, if at all?

lyric olive
acoustic horizon
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How can I load structures with walls and fences that don't connect to structure voids? Is there any workaround or tool for this problem?

last tinsel
fringe junco
sour carbon
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Is the gaussian distribution based on radial distance from the center of the extent? Meaning does it end up circular or like a square with more concentration at the center?

fair ridge
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Is it possible currently in bedrock to add new dimensions?

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Or is there not yet a support for it, other than using scripts

sly forge
acoustic horizon
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Of course

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Why would connectable blocks connect to void in the first place?

sly forge
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no clue

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mojang fucked something up when they made the structure voids is all i can say

haughty gull
oblique narwhal
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Do Bedrock worlds have some kind of stored registry of custom biome IDs? I'm trying to add a new biome to my add-on by copy/pasting one that already exists and giving it a new ID, but it keeps giving me the error Loaded client biome but no biome with that name exists

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Modifying the one that already exists works just fine.

upbeat barn
oblique narwhal
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Yeah it does.

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And they are suffixed.

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And the names match.

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Well that's weird. I just renamed the first biome called test_biome to testing_biome, and both seem to exist in the world registry.

upbeat barn
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As in you can do /locate biome?

oblique narwhal
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Yeah both test_biome and testing_biome appear in the /locate biome autocomplete.

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But only testing_biome can be found.

upbeat barn
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Does the server file have a namespace and the client does not? What version?

oblique narwhal
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1.21.94

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Server has a namespace and the client doesn't, yes.

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The only thing I changed in attempting to make another biome was the ID.

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But what's so weird is that renaming the one biome somehow worked but making a new one didn't.

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Okay now I am extra confused. I just removed the new one and renamed the testing one into the name of the new one, and now it works.

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Is there an issue with multiple replacement biomes trying to replace from the same base biome?

upbeat barn
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No.

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So let me see if you get this right:
BP:
biome_name.biome.json
Identifier has namespace:biome_name
Targets biome does not have namespace
RP:
biome_name.client_biome.json
Identifier has biome_name only, no namespace

oblique narwhal
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That is correct.

upbeat barn
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Have you tried making a new world?

oblique narwhal
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Is there a character limit on custom biome names? I switched the name from one 5 characters long to one 17 characters long and it no longer loads.

upbeat barn
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I have not had this issue.

oblique narwhal
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I've not made a new world, no.

upbeat barn
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That I do not know.

oblique narwhal
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Lemme try that.

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New world, same error.

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Okay and now the biome is no longer loading, after renaming it and renaming it back.

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But it loads on the first world but not the second.

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Oh wait I forgot to turn on experiments for the second world. lol

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Okay so making a new world with the experiments on seems to make it load.

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Seems like Bedrock resists having biomes added to an existing world.

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Figure I may as well add the files for every biome I plan to add all at once to save the headache then.

civic gazelle
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what does branch_interval in tree features do?

dense quail
civic gazelle
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Thanks!!! Can you link me the doc?

hard gazelle
civic gazelle
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Heyo, can anyone tell me whether variables defined in one feature are accessible in the feature it places?

civic gazelle
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damn awesome, thanks for the quick reply, could you also tell me whats the difference between worldx and originx variables, does worldx hold the location of the feature rule from the start - and originx the location of the placement by the parent feature?

civic gazelle
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noice, thanks for the help

velvet spade
civic gazelle
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Im noticing on sone vakues i end up having all branches point the same way, i don't think its the distance between branches though, maybe something with angles?

fast palm
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When will jigsaws become stable for god sake?

subtle plinth
dull timber
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Where is the tutorial in the jigsaw structures?

civic gazelle
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Why is there a syntax error when my feature names have folder paths in them and i try to place it using /place

upbeat barn
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Though, there might still be the bug where /place does not work with subfolders.

civic gazelle
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god dammit this game sometimes...

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who the hell develops this

royal ruin
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Terrain-matching jigsaw pieces in the jungle biome seem to overlap with the trees... is this fixable? has anyone else encountered this issue?

subtle plinth
royal ruin
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It doesn't fix, even when step is set to raw_generation

civic gazelle
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     "x": {
        "distribution": "uniform",
        "extent": [0, 16]
      },
      "y": "query.heightmap(variable.worldx, variable.worldz)",
      "z": {
        "distribution": "uniform",
        "extent": [0, 16]
      }

ir extent here inclusive of the 16 - should it be 16 or 15 if im covering the entire chunk?

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the docs have conflicting infor and examples

strong tendon
civic gazelle
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on the wiki it says that the second number is exclusive, not inclusive

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but then they use 0-15 elsewhere

strong tendon
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Is it possible to only generate a structure on top of certain blocks when the facing_direction is random? I could check all 4 quadrants and test the supporting blocks for each, but a single failure might cancel the whole placement.

silent aurora
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guys, i there a way to make a jigsaw structure generate in blocks? i'm trying to make an underground structure, i don't want to use terrain matching so the structure was berried or encapsulated, i need to generate in blocks, but so there was a chance that the structure will look out slightly into the cave for example

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kind of like the deep dark shack from MC live 2020

misty valley
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Has anyone else’s custom biomes broke with the new update?

upbeat barn
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They changed some things.

misty valley
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Do I just need to update the format version to 1.21.100?

upbeat barn
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Read the changelogs.

misty valley
misty valley
upbeat barn
misty valley
misty valley
upbeat barn
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Yep.

misty valley
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Nice

fair ridge
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Is there any guide for me to start with?

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How about rules like no mob spawning or the nether's water evaporating when placed

strong tendon
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Is this the intended behavior of sequence feature? According to the docs:

Fails if Any feature in the sequence fails to be placed. Features that have not yet been placed at the time of failure are skipped.

upbeat barn
strong tendon
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It's only available on aggregate feature

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I need to use the sequence feature since I need it to fail when one feature is not placed

upbeat barn
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There is an early out for first failure

strong tendon
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Wait true, I'm dumb

split vault
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Quick questions guys

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Is it possible to make a world that only contains one biome.

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E.g Only Desert or Ocean will be generated

sacred meteor
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anyone have the link to the vanilla feature and feature rule git. i need to chage some of the feature.

sly forge
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though that may change soon

split vault
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Okay ty

silent aurora
# sly forge not anymore

why though? just use replace biome and insert in every biome in the game to replace, and set the amount to 1

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or they've already changed something?

sly forge
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  • theres been a lot of bugs related to doing things like this (there used to be severe lag when using /locate)
upbeat barn
sly forge
upbeat barn
sly forge
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interesting

sly forge
upbeat barn
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Publicly? No.

sly forge
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damn

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because i really need to test something rn

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well technically i need a reverse void pack

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but a regular one is probably a better idea

upbeat barn
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What does block_ignore processor mean?

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Removes specified blocks from the placed structure. The removed blocks are not replaced by air, but retain the blocks from the world.

subtle plinth
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Just minecraft:rule and maybe minecraft:capped

upbeat barn
subtle plinth
upbeat barn
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How does one prevent jigsaws from running into each other? Say I have a street with twists and turns but I dont want it overlapping on top of each other. Or houses.

undone junco
upbeat barn
upbeat barn
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Hmm, upon further testing I dont think its working too well. There are still instances where they overlap.

sly forge
upbeat barn
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Damn, because the fallback does work it places the structure

upbeat barn
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Ah it also seems to be an issue with terrain matching

undone junco
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There is a reason the jigsaw are experimental

subtle plinth
subtle plinth
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Would anyone care for a jigsaw village template

upbeat barn
subtle plinth
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Woodland mansions it is then

oblique narwhal
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When using features and feature rules in stable, is there any way to get the locations where the features spawned? I don't believe the /locate command works for these features apart from the experimental worldgen features.

old minnow
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Scripting?

oblique narwhal
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Scripting preferably. But for now, I'm asking if that information is exposed anywhere.

tiny idol
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How do I center a structure, for example, with 15x15 blocks, compensating for it to be generated in its center (7x7 block) with feature_rule?

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Currently my custom trees generate like this

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But I want them to generate like this:

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Leave it, I found out how

subtle plinth
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I hope custom jigsaw locator maps get worked on soon to have custom icons and other things soon

subtle plinth
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Does this work on bedrock? I’m probably gonna test it soon but just wanted to ask incase anybody already knows

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The [type=top] function that is

subtle plinth
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confirmed

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it does work

upbeat barn
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Is there a way for jigsaws to not rotate?

subtle plinth
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I don't think so

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in terms of the structure being orientated in a random direction like north or south

upbeat barn
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I also meant like pieces but I couldn't find any way.

subtle plinth
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well there is that setting in vertically aligned jigsaws that locks pieces to the rotation that the parent jigsaw block is in

near geyser
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I have a problem with a jigsaw structure. The log says it couldn't find the structure.

subtle plinth
near geyser
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Yes.

subtle plinth
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can i see the file?

near geyser
subtle plinth
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i think "biome_filters" is a required field

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and "max_distance_from_center"

near geyser
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Were there any changes in version format between 1.21.90 and 1.21.100 regarding jigsaw structures?

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Everything was working fine and I didn't change the code.

upbeat barn
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And template pools change a bit.

near geyser
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Okay, I'll pay attention to the version formats.

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Now, I was looking at the game files and found in the experimental_jigsaw_structures package, a file called jigsawstructure[...].dat in worldgen/metadata. What is it for?

muted sorrel
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im generating fancy oak tree, but some of it get cut off because of the chunk border, how to solve this?

sly forge
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even just modifying the feature rules slightly does it

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it's "intentional"

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which i find kinda ridiculous ngl

muted sorrel
# sly forge unfortunately you can't

Theres no solution to this issue? This issue similar to structure that larger than 16x16 getting cut off.

Its literally almost half of the tree get cut off on the chunk transition

sly forge
muted sorrel
sly forge
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change the distribution from [0, 15] to [-16, -1]

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it only works for structures

upbeat barn
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Is it possible for Jigsaw to gurantee ONE structure piece will spawn during its generation. Say I have ABCDEF, DEF can have multiple but ABC must generate once.

subtle plinth
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The one the generation starts with

upbeat barn
subtle plinth
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Otherwise no, we would need list_pool_element to do so otherwise

upbeat barn
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As far as I know you can only have 1 start piece.

subtle plinth
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Yeah

upbeat barn
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So this won't work.

subtle plinth
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I don’t think so no

upbeat barn
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Ok. 👍

subtle plinth
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found a critical jigsaw bug

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thats not supposed to be there and the jigsaw block that is connected to the parent piece in this structure file has no parent

sly forge
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is it possible to do something similar to this component except for water instead of air?

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i want my single block feature to never touch water for...reasons

tiny idol
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Why are my trees only generating at the edges of the biome?

sly forge
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i think you're using the incorrect tag

tiny idol
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I changed all biome tags for me

tiny idol
sly forge
tiny idol
sly forge
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use the vanilla tag

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also i dont think you can modify tags for vanilla biomes

tiny idol
tiny idol
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The tag is working

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That grass is mine

tiny idol
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I changed all the biomes because I don't want to use the vanilla biomes

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It's another idea of the universe

sly forge
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you can modify the top block for vanilla biomes

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but as i said

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the tags dont work for vanilla biomes

tiny idol
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But my tags are working

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All of them

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The problem is in the distribution

tiny idol
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They are generating, but only in the corners

sly forge
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i know for a fact its not

tiny idol
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I tested it with a vanilla tag. Besides generating vanilla stuff, which I don't want, this problem still persists

sly forge
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although you should probably be using [0, 15] instead of [1, 16]

tiny idol
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Let me see

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But I'm sure it's not a tag problem, as they are all working and generating grass and trees in other biomes

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Only in the jungle did this problem occur

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Yeah...

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Just on the edges

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Let me change y

tiny idol
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This problem has recently arisen to be exact

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The surface operation is a bit unstable. And to lay the grass, for example, I had to raise it +6

sly forge
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uhm

changing that should NOT have fixed it...

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thats weird

tiny idol
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Yeah

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Format version maybe?

sly forge
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bugrock being bugrock ig

tiny idol
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Ok, I found the problem

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I forgot this

silent aurora
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hey guys, so i have a jigsaw structure, and i want to make a specific block generate only 3 times around the structure. is it possible somehow?

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i was thinking about processor, and making a caped rule, but this processor with work only on the structure piece i've attached it to in the template pool...

subtle plinth
silent aurora
broken carbon
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Can somebody make an addon that adds alpha world generation to 1.21 please 😂

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I believe it would get a decent amount of downloads

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At least one...

sly forge
austere stratus
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is there a way to make the world generate without bedrock anyone knows about..?

broken carbon
subtle plinth
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i think i figured out how to make more mossy cobble generate the further from the structure center the blocks are 🥳

delicate trench
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Is this jigsaw wizardry?

subtle plinth
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Yeah

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It didn’t seem to work however and I don’t care enough to try to fix it

winged forge
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Is this good enough for a newbie?

delicate trench
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what exactly are you trying to do? make a custom biome?

winged forge
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Still learning how to add the features (tree, foliage, etc)

delicate trench
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Yeah that’s a good start, you’re at ground zero and adding features is a great next step

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Keep it up 👍

upbeat barn
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Is this using features as a biome or custom biomes?

delicate trench
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Custom biomes

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U can kinda tell from the replacement patterns

winged forge
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Even tho the wildflowers features aren't showing up

oak cipher
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I need to mess with custom biomes man

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hm, ghost ping

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did you ping me?

winged forge
winged forge
oak cipher
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cool

winged forge
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Its perfectly what i expected

broken carbon
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How would I remove villages and certain other structures/biomes entirely from the game? (from the world generation)

upbeat barn
austere stratus
# upbeat barn You cannot, you will need to override them all by placing air blocks in every ch...

im trying to do exactly this but was trying to do so using a structure (a 16x16 air column up to build height) but have realized that I want to keep some specific blocks as location markers for the pregenerated structures (cauldrons of specific fill level and biome for witch huts, ominous vaults for trial chambers, etc). What would the best feature type be for this case? I was thinking scatter but am not sure..

upbeat barn
austere stratus
upbeat barn
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Scatter feature that places a single block feature.

queen scarab
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Are features documented somewhere? And can we see the vanilla features somewhere?

sly forge
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(in case you didn’t understand, when i said it could be better its not to say yours could be better, im saying it would be better if mojang fixed this stupid issue already)

winged forge
sly forge
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yes

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its fixable for structure templates, but nothing else

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worst part is, its marked as working as intended

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it’s really dumb

soft junco
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Hey, on bedrock what is the word for default rotation for structure spawning rules?

I realized modded blocks were visually breaking bc the structures were spawning facing in any direction

"facing_direction": "random"

I want to make my structures generate facing the way I built them with my structure block

or do I have to put like EAST, SOUTH, for each structure if I want a specific direction? Is there no word for making it generate the way it was saved?

soft junco
upbeat barn
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The pumpkin stem always points NW

soft junco
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Ima look up if their is a addon for N E S W xd

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or better yet maybe I find the direction, name 4 items the N E S W and place them in my inventory so I know which way is which- or addo

austere stratus
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What extent, distribution type and number of iterations should I use to replace ALL blocks in a chunk after they generate? anyone? I am using a scatter feature that places a single block feature so that I can exclude CERTAIN blocks specific to structures (like brewing stands in the end to signify location of end ships, things like this)

austere stratus
austere stratus
queen scarab
# upbeat barn Check the wiki and ms docs.

I dont see how the vanilla features work there. I thought they were in the bedrock samples, but I cannot find them.
I am working on a bedrock server software and writing a generator. Having those files would make my life so much easier since some stuff is hard to interpret.
For example what is "minecraft:jungle_after_surface_flowers_feature_rules"??

sly forge
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is this the correct syntax for a ternary?

t.terrain = (t.terrain < 160) ? (t.heightmap = q.heightmap(v.worldx, v.worldz) + 54) : (q.heightmap(v.worldx, v.worldz) + 59);

sly forge
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yay!

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time to see if i get any errors

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fingers crossed the world even loads :p

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YESSS IT WORKS!!! :DDDD

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just gotta fix the cave gen

sly forge
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ok so

caves are giving me some troubles

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theyre cutting off at chunk borders occasionally for some reason, they only started doing this after i moved the cave gen from the heightmap to my custom molang functions

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  • theyre not listening to my molang function and theyre generating entrances in places they shouldnt be
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nvm about the chunk cut issue, i forgot to remove the biome restrictions

sly forge
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both issues solved

sly forge
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soooo

how do i offset cave generation locations and the way the caves themselves look? they currently all look pretty similar and repetitive

austere stratus
upbeat barn
sly forge
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also wtf is this error? i forgot to post this while i was trying to implement the caves

note that i had to copy the error to clipboard and paste it into the log because it produced a blank log file

boreal blaze
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Has anyone ran into an issue of being able to locate a custom jigsaw structure properly via the "/locate structure" command, but when teleporting to the coordinates said jigsaw structure is nowhere to be found?

boreal blaze
# upbeat barn I've rarely had that issue.

I think I figured it out. I guess offsets in the Nether have to be negative as it seems like the structure was previously trying to spawn outside of the dimension borders, lol.

upbeat barn
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Ah, the nether.

boreal blaze
#

Actually that makes total sense since I was using world_surface as the heightmap projection for structure placement. I guess the roof counts as the "surface" in that case.

upbeat barn
#

If I recall, nether/end jigsaws are bugged. Unless thats been fix, it was atrocious during the first few previews.

boreal blaze
#

That would make sense as well, but it seems like it's working relatively fine now.

subtle plinth
subtle plinth
boreal blaze
subtle plinth
#

If you put another structure in its structure set the game will try to generate that one if the one it first try’s to generate fails

#

However it could also choose to select the other one right off the bat

winged forge
#

Does lush cave ponds is a feature?

misty valley
winged forge
finite quest
#

is there a way to make structures spawn naturally but make it have an offset of for example -5

dense quail
finite quest
#

"y": "q.heightmap(v.worldx, v.worldz) - 5"?

#

or "y": "q.heightmap(v.worldx, v.worldz)" - 5

dense quail
#

Well it depends on your setup. If you just have a feature rule which places a structure template, adding the -5 in the feature rule is sufficient. If you ofc have a more complex setup e.g. an aggregate which references multiple features, then you should use a scatter feature before your structure template to unsure that only your structure has an offset

finite quest
#

so if its only 1 structure then i can use the - 5 right?

dense quail
#

Yea

finite quest
#

thanks

finite quest
#

because some small structures gets cut because of the chunks

dense quail
finite quest
#

damn you know too much, thanks

dense quail
#

48x48 is max in size for features as only 3x3 chunks get loaded. Height doesnt matter

soft junco
#

or can't I put "rotation: NONE" so it loads as its saved or that isn't possible?

soft junco
#

I just need to figure out the default rotation but I cant find the answer :/

soft junco
#

ty

stoic owl
#

Does anybody know why this happens on the growing_plants feature?

these are essentially my values:


"id": "lv_ce:shroomy_tendryl",
                        "height_distribution": [
                            [
                                {
                                    "range_min": 6,
                                    "range_max": 10
                                },
                                4
                            ],
                            [
                                {
                                    "range_min": 1,
                                    "range_max": 4
                                },
                                2
                            ],
                            [
                                2,
                                1
                            ]
                        ],
                        "growth_direction": "down",
                        "age": {
                            "range_min": 10,
                            "range_max": 25
                        },
                        "body_blocks": [
                            [
                                "lv_ce:shroomy_tendryl",
                                4
                            ]
                        ],
                        "head_blocks": [
                            [
                                "lv_ce:shroomy_tendryl",
                                4
                            ]
                        ],
                        "allow_water": false,
                        "iterations": {
                            "min": 6,
                            "max": 12
                        },
                        "y_extent": [
                            -64,
                            320
                        ]
stoic owl
#

the blocks spawn randomly in the air without being connected to anything

#

I though growing plants implicates that they grow from up or down

upbeat barn
stoic owl
#

I see, thanks

#

that fixed it :)

muted sorrel
# sly forge change the distribution from [0, 15] to [-16, -1]

hi, i tested this, but my structures still cut off.

so feature rules have this distribution and it will call scatter feature that have same distribution as this.

"x": {
      "distribution": "uniform",
      "extent": [-16, -1]
    },
    "y": 0,
    "z": {
      "distribution": "uniform",
      "extent": [-16, -1]
    },

does coord eval order matter/placement pass matter?
*i have iterations of 12 btw

upbeat barn
#

Dont call scatter feature for it.

#

Call the structure feature directly in your feature rule.

muted sorrel
upbeat barn
muted sorrel
#

@upbeat barnanyway to solve this issue with fancy_oak_tree so i dont need to use structure?

upbeat barn
muted sorrel
#

weird

#

it actually custom tree that use same code as fancy oak tree, just different log and leaves

stoic owl
#

I have a structure feature and a snap to surface feature, but for some reason it will always leave at least one block of air between the ceiling and the structure (I want to create a hanging structure)

I don't use unburied or anything that could clash with it.

The structure is a x:1 y: 2 tall structure no matter where I save the structure it doesn't change anything

dense quail
#

If its always one block just use insert a scatter with y+1 inbetween

stoic owl
#

Is there maybe a better way than structures to generate a block sequence?

Since we have some icicle blocks that are made up of multiple blocks there is the growing_plant but it only really supports 2 blocks

#

they are made similar to dripstone

oblique narwhal
#

Can a structure feature or feature rule pick from a pool of structures and choose one at random or must it be one feature/feature rule per structure?

oblique narwhal
#

Ah, so it's one feature per structure, but they can be consolidated using that feature to allow for one feature rule for the whole set.

stoic owl
#

In vegetation_patch_feature when "surface": "ceiling" what does ground_block do?

Is it the block above or below?

oblique narwhal
#

Sometimes a feature will spawn a structure at a chunk border and it'll be clipped off. Is there a way to prevent this?

oblique narwhal
#

Ah, must be the rotator goofing it up then.

oblique narwhal
#

Is it possible to have a biome replacement to replace another custom biome replacement? I'm looking to have a main biome with a child biome inside it.

upbeat barn
#

I wish we adopted Legends biome system tbh, they had support for sub biomes and birder biomes.

oblique narwhal
#

Drat.
Must replace vanilla biomes only

#

I'm trying to use a child biome to spawn a particular set of features that I don't want everywhere else in the biome. But I don't want to just have it as a parallel biome since then it would just exist off to the side or in tiny pockets. What'd be the best way to achieve this?

stoic owl
#

How do I force lava to flow when being generated?
Is it some kind of specific render_pass?

stoic owl
#

damn

sly forge
#

make them generate less frequently

oblique narwhal
#

I wanted certain features to be clustered together, and I figured having a child biome would be the cleanest way to do that. Although there is a different feature type which seems like it does that.

sly forge
#

weighted random and vegetation patch features can do this when used in combination iirc

#

i could be wrong

stoic owl
#

Is there a reliable way to generate hanging structures?
I am always facing the issue that when I have a structure that is for example 5 blocks wide and deep it will when snapping not use the topmost centered block leading to a weird placement in air

spark grove
#

But are custom biomes stable?

upbeat barn
spark grove
#

So currently, custom biomes can't be created? Do I have to enable the experimental option to see the custom biome?

spark grove
# upbeat barn Yes.

How do Marketplace addon packs add new biomes, and do they use feature rules to change existing biomes?

upbeat barn
#

Yes.

spark grove
# upbeat barn Yes.

But I don't understand how it is possible to achieve this only using feature rules, is the biome present in vanilla completely changed or do the feature rules activate every now and then in the target biomes?

upbeat barn
#

It is just using feature rules to clump features together.

spark grove
upbeat barn
#

Whenever it's ready. We don't know.

spark grove
spark grove
#

I'm trying to understand how features work, but I don't understand how the feature_rules function doesn't work as I imagine, I tried via command but it always fails to place an error

fringe junco
#

I've recently tried to upgrade to the newest Custom Biomes format. Since bumping my file versions to 1.21.100, my game has crashed every time without producing any logs.

#

Does anyone know what may be causing the issue?

#

Is it because I put namespaces in the biome names???

#

The documentation being outdated is helping a lot here (Sarcasm)

austere stratus
#

I am doing a skyblock world gen behavior pack and using a scatter feature to place a single block feature 100,000 times in every chunk replaceing every naturally generating block from a block filter list in the single block feature file and I am still getting occational water in the overworld, lava in the nether, and random leaves sometimes, sometimes I get a random glow lichen. I know 100,000 iterations should be overkill but somehow there are still blocks generating here and there, anyone have any idea as to why?

#

and yes I have all of these these block id's being filtered for. smooth basalt is another one that i get a lot.

#

ah, and also mineshafts..

austere stratus
#

@upbeat barn Did this ever happen at all with your version? Any idea how to fix? I am using the final pass.

sly forge
#

unfortunately you cannot fix mineshafts, small end islands, or chorus plants

austere stratus
sly forge
#

there is no other way

#

its unfortunate but its true

the only other way relies on simulation distance, which makes things look weird (things disappearing in front of your eyes, etc)

austere stratus
sly forge
#

the mineshafts should be removable in the near-to-mid future tho luckily

#

with jigsaw coming out and stuff, we should be able to modify or outright remove them eventually

austere stratus
sly forge
#

its a soon

nobody actually knows when

subtle plinth
sly forge
#

they are jigsaws

#

theyre just programmed drastically differently

#

we wont be able to change them until those are updated to the new system

#

it’s sad that we still can’t disable them though

#

there’s already a system for disabling all structures on java yet nothing like that exists on bedrock

subtle plinth
#

They are hardcoded structures

#

Like mansions and woodland mansions

#

Jigsaws weren’t added until years after mineshafts

#

They are even older then data mode structure blocks used for woodland mansion generation

oak cipher
#

if you look at the jigsaw structure wiki mineshafts are not mentioned

subtle plinth
#

Yeah

oak cipher
#

how is that a jigsaw

sly forge
#

it’s a jigsaw

oak cipher
#

im asking how

subtle plinth
sly forge
#

it’s weird, but it is one

sly forge
oak cipher
#

telling me it is one is not explaining how it is one

subtle plinth
#

Actually villages, outposts, and bastions weren’t jigsaws until the type: jigsaw was added

#

They were structure features

sly forge
#

p sure bastions were always jigsaws on java

subtle plinth
#

Ruined portals are structure features just the three I mentioned were moved to being jigsaw types

subtle plinth
#

Mineshafts have always been hardcoded

oak cipher
#

the way mineshafts are generated is similar to how the jigsaw system works, but that does not mean its a jigsaw.

sly forge
subtle plinth
#

Only bastions, villages, outposts, ancient cities, trail ruins, and trial chambers are jigsaws

#

All the rest are hardcoded

oak cipher
#

jigsaw refers to the new system.

sly forge
#

jigsaw refers to a system where parts of a structure are put together to make a whole

oak cipher
#

no point arguing

#

yes, I agree, would be cool to edit/remove mineshafts.

#

and many other things

sly forge
#

we should be able to just disable vanilla structures entirely smh

java has had this for years now

oak cipher
#

yes.

#

imagine being able to disable everything and create your own stuff...

sly forge
#

why don’t we have it yet? no idea

#

but it shouldn’t be that hard to implement a new button

#

however i’m kinda on the fence about jigsaw’s current state

you can only latch them down to vanilla’s terrain

#

meaning you can’t have them latch on to a molang function :p

#

this isn’t a problem for things like custom mineshafts or other underground structures

#

but it’s a bit of a problem for things like villages when you are doing custom terrain

upbeat barn
sly forge
#

i find the fact that coral reefs are jigsaws quite annoying

subtle plinth
#

And coral is a weird thing to use jigsaws

#

Especially since they also predate jigsaw blocks

upbeat barn
subtle plinth
austere stratus
sly forge
#

one second

sly forge
#

this should be it

#

just change the places_feature to your custom air feature

austere stratus
sly forge
#

np

subtle plinth
#

Does block_column feature exist on bedrock? It exists on Java and it’s useful for jigsaws

subtle plinth
#

It is useful for making the giant foundations of structures

#

Especially for the nether

upbeat barn
#

We have growing plant, scatter + single block feature.

subtle plinth
#

Oof

#

Looks like I’m gonna have to use growing plant for that

sly forge
lapis holly
#

Hello.
How doi fix log-cannot find processor list "Minecraft:empty". The jigsaw structure generates but I don't like the constant error logs

subtle plinth
hushed knotBOT
#
Info

This bot was created by SmokeyStack for the purpose of making a FAQ bot for the Bedrock Add-Ons Discord Server.

Managing Entries

To manage entries, please make a pull request on GitHub.

Source Code
#

Cannot find an faq with the specified tag.

#

Cannot find an faq with the specified tag.

dim sentinel
#

What is the command for the placement passes....

hushed knotBOT
#
Placement Passes

Placement passes can just be thought of as a named ordering for when placement of a feature rule's target feature should occur.
Nothing special occurs during a pass; it's just a name.
The available passes are:

  • pregeneration_pass
  • first_pass
  • before_underground_pass
  • underground_pass
  • after_underground_pass
  • before_surface_pass
  • surface_pass
  • after_surface_pass
  • before_sky_pass
  • sky_pass
  • after_sky_pass
  • final_pass

NoteL pregeneration_pass is reserved for carver features.

dim sentinel
#

found it never mind

regal olive
#

Can anyone help or does anyone know how I would go about this
I want to create some pools on the islands, essentially following the curvature of the island (let's use the end islands for this example), but they would be laid out in layers.
So, depending on the height of the island, it would place water to the edge but not replace the edge, so it doesn't spill over (I guess something similar is lush cave pools).

on the image, obviously blue is water/yellowish would be land

Any help is greatly appreciated!

livid notch
#

Can Java jigsaws be converted to Bedrock?

upbeat barn
subtle plinth
sly forge
#

there are a lot of things still missing with the feature

wanton flare
#

How does the custom biomes experiment change world saving? When I change feature rules, I see them change in the chunks around me as I /reload all, so unmodified chunks don't get saved?

I'm trying to preload some chunks on a realm to avoid lag later

wanton flare
# upbeat barn Correct.

Thanks! Yeah, so I just have to edit a block in each chunk to save them, not sure how that'd impact world size but it's only going to be a few thousand blocks.

grave parrot
# upbeat barn Correct.

Can i get help with biome generation? the biome appears when i try to locate them with commands but the generation doesnt match the one in the code or doesnt generate well at all

real fiber
#

Is it possible to make a 96x96 structure using sequence features to put 4 48x48 pieces together?

gaunt raven
sleek kayak
#

So first time Im looking into this stuff. Can I just edit vanilla features? Or do I need to create features that replace vanilla features

sly forge
#

a lot of them were moved to legacy recently and can no longer be placed

#

best bet is to make a brand new feature and modify the vanilla feature rules to reflect the custom feature

sleek kayak
sly forge
#

ah yh ur perfectly fine

#

you can modify those features however you want

sleek kayak
#

thx a lot btw

wanton flare
#

I didn't realise it could go so wrong that treas would appear in a grid lol

I just copied all the code for a birch forest but something went wrong somewhere?

{
  "format_version": "1.13.0",
  "minecraft:feature_rules": {
    "description": {
      "identifier": "cm:lucky_tree_rule",
      "places_feature": "cm:lucky_tree_feature"
    },
    "conditions": {
      "placement_pass": "surface_pass",
      "minecraft:biome_filter": [
        {
          "test": "has_biome_tag",
          "operator": "==",
          "value": "cm:lucky_forest"
        }
      ]
    },
    "distribution": {
      "iterations": 1,
      "coordinate_eval_order": "zxy",
      "x": 0,
      "y": "query.heightmap(variable.worldx, variable.worldz)",
      "z": 0
    }
  }
}

Genuinely so confusing with how they implement everything

#

Oh, wait unless the distribution part is 1 tree per chunk, at the inchunk coordinates 0 0?

wanton flare
# upbeat barn Yes.

I see, so every day is a learning day with Bedrock!

How does the birch forest work then, because it seems to have the same distribution but it's not all one place?

upbeat barn
wanton flare
upbeat barn
#

It used to.

wanton flare
#

Thanks!

#

Bit of a pain but I can work with it

grave parrot
#

Than my heartbeat

#

@wanton flare may i ask how u managed to get the biome to spawn correctly? Ive also been trying custom biomes and it doesnt generate correctly. As in the top layer is jus stone and HELLA small patches of dirt while its intended to generate podzol at the top. Any ideas?

wanton flare
# grave parrot <@437255943181565962> may i ask how u managed to get the biome to spawn correctl...
{
  "format_version": "1.21.0",
  "minecraft:biome": {
    "description": { "identifier": "placeholder name" },
    "components": {
      "minecraft:replace_biomes": {
        "replacements": [
          {
            "dimension": "minecraft:overworld",
            "targets": ["minecraft:birch_forest"],
            "amount": 0.2,
            "noise_frequency_scale": 0.6
          }
        ]
      },
      "minecraft:climate": { "downfall": 0.6, "temperature": 0.6 },
      "minecraft:surface_builder": {
        "builder": {
            "type": "minecraft:overworld",
            "sea_floor_depth": 5,
            "sea_floor_material": "minecraft:gravel",
            "foundation_material": "minecraft:stone",
            "mid_material": "minecraft:dirt",
            "top_material": "minecraft:grass_block",
            "sea_material": "minecraft:water"
        }
      },
      "minecraft:tags": { "tags": [""] }
    }
  }
}

Uhh not sure on specifics, this is a lot of guess work

grave parrot
#

Nahh its a lot for me

#

Thanks brother

wanton flare
#

With JS not in an addon, can we calculate feature locations given a seed? Some websites like seed finder searches seeds in browser JS

#

Like, whenever I've tried, I can't replicate the randomness of Bedrock's C++

grave parrot
#

Not sure tbh since im also knew to coding

#

Scripting

#

BROOO

#

@wanton flare

#

THANKS A LOT BROTHER

#

NOW MY BIOME WORKS

#

FINALLY

#

END OF MY SUFFERING AND AGONY-

#

guys anyone know how to add a custom ore?

#

to a specific biome

grave parrot
#

guys how do i add a certain feature to a specific biome

#

@dawn hawk @novel mason

grave parrot
wanton flare
grave parrot
#

better now hehe

#

thxx

valid stirrup
#

could anyone clearify something for me?

I'm using q.heightmap to spawn structures in the world, I assume q.heightmap is the heightmap of the world pre decoration placements (eg trees/strucutres/vegetations)
but my structures sometimes get stacked on top of each other, anyone has a solution or a better explanation for me of what q.heightmap actually is?

#

also, I tried playing around with placement passes to see if it effects the order of stacking, the results are always the same

wanton flare
#

What might be worth trying is having it on the same pass?

subtle plinth
subtle plinth
#

i also think it would be trivially easy to implement the suggested changes

subtle plinth
#

So that’s why villages aren’t data drive yet

#

That’s one of the desert village meeting points

#

It’s using a data mode structure block and jigsaws

#

The jigsaws appear to be using the old first iteration of generation fields

#

The attachment_type field doesn’t exist anymore

#

It got replaced by name

sly forge
#

so in other words

#

it just needs a format change

#

and that one structure block needs removed manually, which can probably be done pretty easily

subtle plinth
#

Pillager outposts are mostly structure data blocks with a couple of jigsaws

#

Coral reefs are entirely data mode structure blocks

#

The jigsaws in the pillager outposts appear to be the jigsaw type we have now with 4 fields instead of the older 3 field ones

#

I’m gonna check ancient cities and bastions to see if they are data modes with jigsaws or just jigsaws

#

I’m gonna bet that ancient cities are fully jigsaws because they spawn no mobs which is what the data mode structure blocks seem to be for in the last couple of structure files I’ve checked

#

So there are newer jigsaw blocks with the 4 fields in bastions

#

There are no data mode structure blocks in treasure bastion ramparts

#

They use newer jigsaw block format

#

I’m gonna say that bastions are fully jigsaws. I’ve not seen a single structure block in the treasure bastion so I assume the same applies to stables, bridge, and housing.

#

I’ve noticed that the user “CascadianBacon” is the author of most of these nbt files

#

Well I’m gonna check the center portal of cities now

#

No structure blocks in city center portal, cities are jigsaws

upbeat barn
subtle plinth
subtle plinth
sly forge
#

i still wanna disable mineshafts

upbeat barn
#

Still so weird that its dimension based.

sly forge
#

i think thats probably more related to the worldgen code itself

#

but i don’t actually know

#

and i wouldn’t know

stoic heron
#

How dose the world generation work I have bridge

Is there a better method to make new biomes or trees ?

I am new to world gen anyone who is willing to help would be much appreciated

sly forge
#

better to look at wiki.bedrock.dev for help if there are any articles on it

stoic heron
#

I know In bridge there is a world generation

I also know people use feature / featured rules

Ok so just go read up on the wiki ? Alright thanks

subtle plinth
sly forge
#

bridge has a bad case of skill issue syndrome

#

its frequently outdated, its vanilla docs are frequently incorrect, trying to do scripting with it is known to be a nightmare, etc

subtle plinth
#

its really useful for me

#

I know how to use jigsaws because of it and the guy updates it pretty fast actually

sly forge
#

something must have changed then

sonic furnace
#

Is there any way of only generating a structure/feature at certain distance. I.e
"Only generate structure when coordinates are x < 500 and z < 500 "

stoic heron
#

So quick question dose anyone know what y level villages start to spawn and what y level they “end” ?

Example y = 64 - 84

subtle plinth
stoic heron
#

Right yeah that makes sense what I mean to ask is what is the minimum and maximum world surface

stoic heron
#

so i think this would be a quick question so i did some reading and messing around and i got ore gen to work its cool now trying to learn about tree generation i got a layout but i dont see anything in bedrock wiki about what to use for the arrays and could use some help

{
"format_version": "1.21.90",
"minecraft:tree_feature": {
"description": {
"identifier": "bridge:tree"
},
"can_be_submerged": {},
"base_block": {},
"base_cluster": {},
"may_grow_on": {},
"may_grow_through": {},
"may_replace": {}
}
}

main warren
#

i'm trying to make a cave floor with geometrical shape using feature and feature rule. I'm able to make the structure (cubic) spawn on floor and near or inside eachother but they sometimes keep too much space between one and another, how i can fix it?

dense quail
#

Without knowing more about your features its hard to help

subtle plinth
#

I need concentric_rings placement type structure sets so bad

buoyant field
#

probably dumb question but what do these numbers represent exactly?

buoyant field
#

so like higher number means more likely to spawn or is it opposite?

upbeat barn
#

Its relative to others.

buoyant field
#

I see, I think I get it. thanks

coarse cobalt
#

How can I make a Jigsaw structure not have a random rotation?

coarse cobalt
subtle plinth
#

currently testing adding encounters to trial chambers

limber jewel
#

is there a good way to place an N amount of features dynamically depending on some N molang variable? not to be confused with just nesting a feature with a scatter and calling it that way

#

basically i'm trying to avoid nesting, but maybe i should restructure how i'm organizing my features

misty valley
#

Hey, does anyone know if you can get growing plant features to only spawn on certain blocks?

upbeat barn
limber jewel
#

it's a feature that calls itself, that sorta the problem

#

i'd like to maintain the origin from the root (first placed feature) and it seems like the nicest way to do so is without recursively calling the feature

elfin zenith
#

What does the error mean: No definition found for feature

#

I don't know what the problem is

spring thistle
#

Why does this happen?

upbeat barn
spring thistle
#

how do you make the side tinted then? or can you not

spring thistle
#

that sucks

spark grove
#

I checked every part of the code following also the documentation but the feature_rules is not executed for the custom biome, trying with vanilla biomes it works even if I use /place featurerule does not work on the custom biome but on the vanilla biome it does, I checked the tag, it seems as if the tag was not registered.

median ocean
#

Is it possible to make a single-biome world with a custom biome

#

or can i make like a plains only world and override the plains biome

median ocean
#

Nvm figured it out

strong tendon
#

Is it possible to generate custom biomes next to each other?

real fiber
#

I have an ore feature

I only want it to trigger if the initial starting location is an air block

Is the best way to use a sequence feature, attempt to place an air block that can only replace air, then follow with placing the ore feature?

vale cliff
#

How to make wheat spawn in a biome like this

subtle plinth
vale cliff
#

Oh ok

slender lotus
#

so it's my first time coding any type of world generation and I'm trying to code a structure that's 34x40 blocks (x and z) big but everytime it generates it cuts off like

#

is it too big or something?

#

from what I knew the limit on a "normal" structure was 64 blocks

subtle plinth
slender lotus
#

oh, okay I see

#

i will have to learn that

slender lotus
#

they are so much different than structure blocks

#

💔

subtle plinth
#

jigsaws are also really similar to java so a lot of their tutorials will work

slender lotus
sleek kayak
#

in the features file, can I define a blockstate for the block im placing when using "replace_rules" ?

upbeat barn
sleek kayak
#

not to replace but to place

upbeat barn
#

Ah, yes.

#

Just like a block descriptor:

{
  "name": "namespace:id",
  "states":{
    "state": "value"
  }
}
sleek kayak
#

oh so instead of a string for the block, that.

upbeat barn
#

Yep!

sleek kayak
#

Thanks a lot

sleek kayak
#

Also this cant be right lol

#

caution: HCF jumpscare

upbeat barn
#

lol.

subtle plinth
#

Also 128 in max_distance_from_center is the radius. Then can actually be 256 blocks wide

subtle plinth
#

jigsaw blocks can have their turns into field set as a block state

#

thats cool

slender lotus
#

This is my entire structure, not for any reason, but I just wanna show how big it is

subtle plinth
slender lotus
#

Ahhh I understand now, I will try my best, cutting up this structure (by 16x16 chunks) leaves me with 6 pieces/corners that I have to code together

#

This is my first structure I’m low key cooked 😭

slender lotus
#

Each piece has it's designated void blocks as well

#

(sorry for the ping but I seriously want to make sure I am doing this right, it's my hardest task yet)

#

Am I ready to start coding all of this?

subtle plinth
slender lotus
#

How would I make mobs actually spawn in the structure

subtle plinth
oak cipher
upbeat barn
oak cipher
#

I need to read

subtle plinth
oak cipher
spark grove
#

But aren't jigsaws still experimental?

upbeat barn
slender lotus
#

Guys what files am I going to be working with for jigsaw structures?

From what I’ve learned I need

  • Processor file
  • Structure Set
  • Jigsaw Structure
  • Template Pool
spark grove
# upbeat barn Not in .120

So, to place a large structure, example a 64x64x64, which currently doesn't work via features, how could I do it? Using a dummy entity and using the load event to trigger the structure command doesn't even work because it tells me that all the air needs to be loaded to generate the structure, and it's horrible to see the structure buy after you've gone through it several times.

spark grove
upbeat barn
#

Then wait.

subtle plinth
slender lotus
slender lotus
subtle plinth
#

You need an experiment to make it work on 1.21.111

#

It was made stable so no experiment needed in 1.21.120

slender lotus
#

Oh, what is the best format version for jigsaw structures

subtle plinth
subtle plinth
#

As the format version

slender lotus
#

Gotcha, wait so what’s the point of processors

subtle plinth
#

Processors can randomly change blocks in a structure to a different block

#

Like stone bricks to mossy and cracked versions

#

I gtg tho

slender lotus
#

Ohhhhh

#

Okay thanks

slender lotus
#

Okay currently I am stuck on the jigsaw structure file like last night. I keep getting this error and I'm not sure why

[Structure][error]-Loading Jigsaw Structure .json files | Jigsaw Structure Definition .json file worldgen/structures/marrowed_outpost.json | -> start_height -> max: missing required field

[Structure][error]-Loading Jigsaw Structure .json files | Jigsaw Structure Definition .json file worldgen/structures/marrowed_outpost.json | -> start_height -> min: missing required field

[Structure][error]-Loading Jigsaw Structure .json files | Jigsaw Structure Definition .json file worldgen/structures/marrowed_outpost.json | -> start_height -> type: wrong const value for member "type"

#
    "format_version": "1.21.100",
    "minecraft:jigsaw": {
        "description": {
            "identifier": "paf:marrowed_outpost"
        },
        "step": "surface_structures",
        "biome_filters": [
            {
                "test": "has_biome_tag",
                "operator": "==",
                "value": "plains"
            }
        ],
        "terrain_adaptation": "bury",
        "start_pool": "paf:marrowed_piece_a",
        "max_depth": 7,
        "start_height": {
            "type": "uniform",
            "value": {
                "min": {
                    "absolute": 60
                },
                "max": {
                    "absolute": 100
                }
            }
        }
    }
}```
subtle plinth
wanton flare
#

I have asked this before, but now I have a little more knowledge on world gen, how do I re-randomise diamond ore generation so it's not easily found on those "find diamonds" websites? If I overwrite the vanilla diamond ore features with a new one, do I just replace the count or something such that it'll have a different random placement to vanilla ore?

sly forge
#

you don’t need a custom feature

wanton flare
sly forge
#

yes

#

you can

#

you can also change their rarity if you want

wanton flare
slender lotus
#

What can I edit to make the generation more natural?

subtle plinth
#

this is a gripe of mine with jigsaws

#

we should have control over the cave carving with our terrain adaptions

#

also rarely structures spawn without any of the mobs they were supposed to

compact crescent
#

Oh my god, they fixed the bug where random patches of glowstone, flowing lava, and nether trees gets left before when using giving the nether void generation in 1.21.110

boreal blaze
#

Is anyone running into schema issues recently with the "projection" parameter in jigsaw template pools? The content log is simply telling me that the parameter was "found in the input, but not present in the Schema".

It seems like the formatting might've changed again, but I can't find exactly where that's referenced in the changelogs.

upbeat barn
boreal blaze
jaunty kestrel
#

so my ore that worked for months just suddenly stopped spawning and idk why

#

feature

{
    "format_version": "1.17.0",
    "minecraft:ore_feature": {
        "description": {
            "identifier": "content:coralite_ore_feature"
        },
        "count": 8,
        "replace_rules": [
            {
                "places_block": "content:coralite_ore",
                "may_replace": ["minecraft:stone","minecraft:gravel"]
            },
            {
                "places_block": "content:sandstone_coralite_ore",
                "may_replace": ["minecraft:sand","minecraft:sandstone"]
            }
        ]
    }
}
#

feature_rule

{
    "format_version": "1.13.0",
    "minecraft:feature_rules": {
        "description": {
            "identifier": "content:overworld_underground_coralite_ore_feature",
            "places_feature": "content:coralite_ore_feature"
        },
        "conditions": {
            "placement_pass": "underground_pass",
            "minecraft:biome_filter": [
                {
                    "any_of": [
                        {
                            "test": "has_biome_tag",
                            "operator": "==",
                            "value": "lukewarm_ocean"
                        },
                        {
                            "test": "has_biome_tag",
                            "operator": "==",
                            "value": "warm_ocean"
                        }
                    ]
                }
            ]
        },
        "distribution": {
            "iterations": 12,
            "coordinate_eval_order": "zyx",
            "x": {
                "distribution": "uniform",
                "extent": [0, 16]
            },
            "y": {
                "distribution": "uniform",
                "extent": [
                    32,
                    63
                ]
            },
            "z": {
                "distribution": "uniform",
                "extent": [0, 16]
            }
        }
    }
}
#

any help would be appreciated

dawn cloud
#

Question is there anything in here about features like vines and resin, i want to try make a block type like them

#

Realises that post was 2 years ago

subtle plinth
#

Guys I’ve thought of a way to make custom strongholds but I’ve not tested it yet

#

It has a single end portal not using the start pool

#

If it works I’ll make a custom village and smack it into a custom jigsaw dev pack along with the custom dungeon and pillager outposts that I made a while ago

jaunty kestrel
last tinsel
#

Trying to understand biomes. Is it possible to significantly alter the amount of the world underwater? Or is that all determined before biomes are selected to fit? Trying to understand what target_altitude, noise_params and shore_transformation do. Do they just influence where this biome gets placed plus some minor terrain shaping only?

last tinsel
upbeat barn
#

So your best bet to make a 90% underwater world would be to use features to place the water blocks above sea level.

ionic cloak
#

One message removed from a suspended account.

#

One message removed from a suspended account.

last tinsel
# ionic cloak One message removed from a suspended account.

As SmokeyStack said above, noise params would seem to not significantly alter the shape of the world - that is set before biomes are placed and can't be altered except manually with features. I don't yet know how to redefine a biome so it is only chosen to be placed in a flat area though. I gather any biome-specific terrain smoothing after that is fairly minor??

limber jewel
last tinsel
#

Changing the biome's sea_material definitely has an effect 😆

modest dune
#

yoooo, I get this error when trying to use pool aliases. Any reason that it would be happening? What format version are you using?

[Structure][warning]-Loading Jigsaw Structure .json files | Jigsaw Structure Definition .json file worldgen/structures/tester_tower.json | -> pool_aliases[0] -> type: this member was found in the input, but is not present in the Schema

{
  "format_version": "1.21.50",
  "minecraft:jigsaw": {
    "description": {
      "identifier": "tester:tower"
    },
    "step": "surface_structures",
    "terrain_adaptation": "beard_thin",
    "start_pool": "tester:tower_start",
    "max_depth": 20,
    
    "start_height": {
      "type": "constant",
      "value": {
        "absolute": 0
      }
    },
    "heightmap_projection": "world_surface",
    "pool_aliases": [
      {
        
        "alias": "tester:spawner_random",
        "type": "random",
        "targets": [
          { "data": "tester:spawner_spider",  "weight": 1 },
          { "data": "tester:spawner_zombie",  "weight": 1 },
          { "data": "tester:spawner_skeleton",  "weight": 1 },
          { "data": "tester:spawner_husk",  "weight": 1 },
          { "data": "tester:spawner_random", "weight": 2 }
        ]
      }
    ]
  }
}
#

Do I need to use / instead of underscores for the identifiers or is that not the prob?

subtle plinth
modest dune
subtle plinth
#

is there a actual template pool file with the tester:spawner_random id?

#

because there needs to be a file with that identifier however it needs to be a empty list of elements

modest dune
subtle plinth
#

this is what i have atm

subtle plinth
#

my file has stuff in it but the pool alias still generates fine

#

the structure still rolls it once upon generation

modest dune
# subtle plinth turns out no

Interesting interesting
Is there any reason you're using /'s in some cases and _'s in others for the pool identifiers? I see that in the docs as well and am not sure if that matters either?

subtle plinth
#

those ones in the data field are nested in subfolders so i marked their identifiers as such

#

the one labled as the alias is in the top level worldgen/template_pools folder

modest dune
# subtle plinth those ones in the data field are nested in subfolders so i marked their identifi...

So more of an organization thing type vibe?

For mine I just have the identifiers underscored. I've never used slashes in identifier paths before haha

"pool_aliases": [
      {
        
        "alias": "tester:spawner_random",
        "type": "random",
        "targets": [
          { "data": "tester:spawner_spider",  "weight": 1 },
          { "data": "tester:spawner_zombie",  "weight": 1 },
          { "data": "tester:spawner_skeleton",  "weight": 1 },
          { "data": "tester:spawner_husk",  "weight": 1 },
          { "data": "tester:spawner_random", "weight": 2 }
        ]
      }
    ]
subtle plinth
#

this is what the block should look like

subtle plinth
#

the target pool is where you put tester:spawner_random

modest dune
subtle plinth
#

the problem seems to be with the config file but I can't put my finger on it

modest dune
#

okay it works! The problem was that I didn't have all of my child spawner blocks to have a unique name like yours and they used to be generating jigsaws pointing to pools. I had some cases where I would generate two spawners as well since they also shared the same "name" field and would generate an extra one attached to the back of the jigsaw (which I didn't know what was possbile haha)

Fun fact, the error [Structure][warning]-Loading Jigsaw Structure .json files | Jigsaw Structure Definition .json file worldgen/structures/tester_tower.json | -> pool_aliases[0] -> type: this member was found in the input, but is not present in the Schema
always appears but this tech works. If you have your logs on I would imagine it might be happening for you as well.

#

Thanks so much for your help on this @subtle plinth I really appreciate it!

subtle plinth
#

yeah there it is

#

thats a mojang goof

modest dune
slender lotus
#

I can't make an addon achievement friendly if it has jigsaw structures right?

spark grove
#

I'm adding trees to my biomes, but they appear one above the other. Isn't it possible to check the block underneath before generating the tree, like with plants? I tried using hightmap, but nothing appears because it's a cave-filled biome, so the trees appear underground.

spark grove
last tinsel
#

Does anyone know how to get the wiki's Heightmap Noise sample code/pack to work on the current Bedrock version? I tried JSONs and file names exactly as given etc but can't figure out why nothing is generating for me. https://wiki.bedrock.dev/world-generation/heightmap-noise

Or have any working simple version of this that does noise-based terrain generation? 🙏

last tinsel
#

To put it another way: is the Heightmap Noise tutorial on the wiki currently outdated?

junior prism
#

Can anyone tell me if the replace biomes is working in the latest preview?

slender lotus
#

Is there a way to make structures break/overide blocks? (trees and plants make the blocks float

upbeat barn
slender lotus
#

Okay, I’ll update my format version and see

slender lotus
upbeat barn
#

Yes.

slender lotus
#

The highest “valid value” seems to be 1.21.110

#

I think I need to update bridge

#

nvm even updating didn't change anything, it keeps telling me 1.21.120 is an invalid value

subtle plinth
#

.120 is in preview rn

slender lotus
#

ahh

subtle plinth
#

bridge only does 110 rn

slender lotus
#

makes much more sense

subtle plinth
#

the format version also doesnt matter for it

#

my structures that do that in stable have the format version 1.21.100 and they work fine in preview 120

slender lotus
#

wait, I don't understand, does this "error" happen even in preview 120 or are you trying to say that it's fixed

subtle plinth
limber jewel
#

i can't find any docs mentioning this, but what's the difference between t. and v. in the feature rule context?

hard cipher
#

Is it not possible to make tree features generate underground?

cloud flame
#

which vanilla structures are data driven for jigsaw? and how can i modify em?

hard cipher
slender lotus
#

can I add an offset to the structure so the bottom/void part generates underground??

upbeat barn
slender lotus
#

it didn't do anything

#
    "format_version": "1.21.100",
    "minecraft:jigsaw": {
        "description": {
            "identifier": "paf:marrowed_outpost"
        },
        "step": "surface_structures",
        "biome_filters": [
            {
                "any_of": [
                    {
                        "test": "has_biome_tag",
                        "operator": "==",
                        "value": "taiga"
                    }
                ]
            }
        ],
        "heightmap_projection": "world_surface",
        "terrain_adaptation": "bury",
        "start_pool": "paf:ob1",
        "max_depth": 9,
        "start_height": {
            "type": "constant",
            "value": {
                "absolute": -30
            }
        }
    }
}```
vale cliff
#

Can anyone tell why these are coming not the structure not exist the other one

slender lotus
#

has anyone ever made an outpost like structure that I can see please

slender lotus
#

Looks cool

subtle plinth
#

#1360692615472873532 message there is a template of one here

slender lotus
#

So your structure is divided into 2 pools right?

subtle plinth
#

It’s a little outdated

subtle plinth
slender lotus
#

Oh?

#

How come

subtle plinth
#

The start pool, baseplates, outer structures, and the tower

#

The newer versions of that structure have far more extra structures which use extra baseplates to generate

slender lotus
#

The structures look pretty spread out, how did you connect all the baseplates with the 16x16 chunk limit?

subtle plinth
#

The radius of where they can generate as jigsaws is actually massive

#

A 256x256x256 cube

#

The structure places a center baseplate then the tower then the outer baseplates and generates all the substructures on top

maiden mica
#

anyone know what the problem with my scatter features is?? I cant figure it out and i keep getting the same error msg #1429480307437862932

slender lotus
#

My problem right now is that I have a baseplate and it’s supposed to generate structures on top of it, but some of them have underground areas unlike the baseplate and they don’t generate, they only generate if I get rid of underground area

upbeat barn
slender lotus
#

I was just thinking of that as well, I’ll come back in case of anything, thank you

pseudo kite
#

Can someone help me? I was trying to make an ore but it just does not generate at all and even the logs dont show any error, here is a screenshot of the json's files feature and feature_rules

maiden mica
# upbeat barn Make the underground a separate piece.

Sorry for the ping but do you have any idea what this error means? I keep getting it when Im trying to add features, and its just so persistent, ive even just tried using different ways of placing these scatter features and still 3 hours later Im here with completely re-written files and the same error that makes 0 sense and im crashing out 💀

maiden mica
#

Nevermind, after 5+ hours i got it working, that was so tedious

sly forge
#

you're trying to replace deepslate with your ore yet your feature rules say youre generating it in the stone layer, not the deepslate layer

pseudo kite
#

Yeah i solved that problem

#

But

#

Yet does not generate

#

{
"format_version": "1.21.110",
"minecraft:feature_rules": {
"description": {
"identifier": "infa:overworld_underground_infinity_ore_feature",
"places_feature": "infa:infinity_ore_feature"
},
"conditions": {
"placement_pass": "underground_pass",
"minecraft:biome_filter": [
{
"any_of": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "overworld"
},
{
"test": "has_biome_tag",
"operator": "==",
"value": "overworld_generation"
}
]
}
]
},
"distribution": {
"iterations": 10,
"coordinate_eval_order": "zyx",
"x": {
"distribution": "uniform",
"extent": [0, 16]
},
"y": {
"distribution": "uniform",
"extent": [
-60,
0
]
},
"z": {
"distribution": "uniform",
"extent": [0, 16]
}
}
}
}

sly forge
#

¯_(ツ)_/¯

#

does the block itself exist?

pseudo kite
#

Yeah

#

I can place it break it the loot works just the generation does not work

sly forge
#

did you try setting iterations to, like, 100 for testing?

pseudo kite
#

No

#

But i can try

sly forge
#

also make sure you create a new world every time you update features or feature rules

pseudo kite
#

Yeah i do that

sly forge
#

aaaand

#

make sure you're using the development pack folders

pseudo kite
#

Im not

#

Bc my phone just not acept that

sly forge
pseudo kite
#

Accept*

pseudo kite
#

I thought it was the same thing

sly forge
#

if you can't use these folders for whatever reason youll have to open minecraft and delete the files, then re-import the addon

sly forge
pseudo kite
#

I tried to use it but it just dont let me use them

sly forge
#

you can't change things in the regular resource and behavior pack minecraft folders without potentially causing issues

pseudo kite
sly forge
pseudo kite
#

Oh sorry

#

I got it wrong

sly forge
#

these folders are where all resource pack and behavior pack files go

#

im not talking about the game files

pseudo kite
#

Oh ok

#

So i think i have to do a little hack to my phone let me modify the data folder

pseudo kite
#

Well

#

I did not get the acess of the developer folders

#

But the ore works

pseudo kite