#World Generation General
1 messages · Page 9 of 1
Awesome. Thanks!
The docs didn’t have any detailed information on the distribution types that I could find, so I appreciate it
Found it!
Does query.noise or similar work in features?
Yes.
Yippee!! I would have just tried it myself but I’n out right now. Good to know, I will be employing that soon
Can I put random loot in structures with pots?
Yes.
Is it possible to use jigaws to any capacity outside of experimental? Asking to try and get proc gen structures in stable
No.
Rip, okay
Fortunately I had a genius idea to avoid having to use jigsaws to some extent
am i dumb or noise_params just doesnt work
For ocean biomes
Is heightmap projection not working on template pools?
I got an error saying that "projection: this member was found in the input, but was not present in the Schema"
even though Microsoft docs clearly put projection in the schema and example for 1.21.20
Needs to be outside of the object not inside in 1.21.90
AWESOME thank you
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
This is after having watched the minecraft creator explanation video, which fast forwarded through the part that confused me the most lmfao
Target pool is the template pool the jigsaw block searches in for a file with a jigsaw block with its name field matching the 1st jigsaws target name
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
Can you send the feature file?
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 ] }, ] },
What'd be a good alternative to using a Conditional List?
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
i hope we can make custom map icons and better structure maps soon
So where all can molang be used in features? Can it be used in single block features to determine the block placed?
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
How do you propose doing that? Why not use randomized feature.
Something like altering "places_block": "bedrock" to be like "places_block": "logic ? 'bedrock' : 'stone'",
That shouldnt work as far as I know as places block expects a block descriptor.
Alright! It was just a theory to save me from doing the conditional list alternative shenanigans
It wasn't for randomization, I'm trying to query other stuff
how do you do a feature like pumpkin and melon patches?
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 🙏🏼
you have to get the feature of the tree and edit it directly
This is the file with all the vanilla features and feature rules so you can easily get the ids and the sameples for building trees
#1324376503848275980
You’re a legend! Thank you so much @undone junco
huh
minecraft:?Editor=ture this is the way to open the Editor right?
weird why it doesnt work for me
You mispelled true
tysm ❤️
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
The MC Wiki.
i got them from there i believe
the 'mushroom_island' one doesnt work, like the entity is not detecting the biome
like this: "filters":{"any_of":{"test":"has_biome_tag","operator":"==","value":"mushroom_island"}}, doesnt work for some reason
There's no mushroom_island tag. It's mooshroom_island
huh?! ig the wikis are kinda wrong here
in that case, where can i find the correct tags? bec there are some biomes i cant detect based on the tags from the wiki's
i am trying to detect cold biomes, the wiki made me realise that i should just do 'cold' instead of writing all biomes by hand
#1324376503848275980
Biome tags are in every biome file
thanks, i will be modifying the vanilla biomes anyway (in a DLC pack) so i need to make some of the vanilla biomes ungeneratable
how optimized are q.noise calls? are they cached?
since it doesn't use the world seed, i'm assuming it's just doing a lookup from an already generated noise field
I’ve never experienced drops, but I also have not properly benchmarked the difference
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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 😬
You forgot to add the projection value to all the entries it seems
You have element_type and location but forgot projection
I believe projection is in there as of the previews of 1.21.100
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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
}
This is one I use
Projection is moved inside with the other three in 1.21.100
So you actually forgot processors which is a required field
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You can just specify Minecraft:empty
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No.
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You have to do it via scripting.
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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
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.)
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?
Hopefully that list is up to date. There's also this which should be up to date but it's slightly different info about tags. https://mojang.github.io/bedrock-samples/Biomes.html
a little too late bec i already found the biome tags and i already finished the filter,
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?
Yeah hopefully it helps the next person searching.
My only fix so far has been to omit the structure void from around those blocks. Once Jigsaws are stable I think you can actually use the carver to help alleviate the issue
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?
Is it possible currently in bedrock to add new dimensions?
Or is there not yet a support for it, other than using scripts
the only workaround is not placing structure voids next to them
this bug was supposedly fixed more than once yet here we are
no clue
mojang fucked something up when they made the structure voids is all i can say
You can still make a mock-up, you can create the terrain with features
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
Modifying the one that already exists works just fine.
Does your biome have both client and server file?
Yeah it does.
And they are suffixed.
And the names match.
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.
As in you can do /locate biome?
Yeah both test_biome and testing_biome appear in the /locate biome autocomplete.
But only testing_biome can be found.
Does the server file have a namespace and the client does not? What version?
1.21.94
Server has a namespace and the client doesn't, yes.
The only thing I changed in attempting to make another biome was the ID.
But what's so weird is that renaming the one biome somehow worked but making a new one didn't.
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.
Is there an issue with multiple replacement biomes trying to replace from the same base biome?
No.
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
That is correct.
Have you tried making a new world?
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.
I have not had this issue.
I've not made a new world, no.
That I do not know.
Lemme try that.
New world, same error.
Okay and now the biome is no longer loading, after renaming it and renaming it back.
But it loads on the first world but not the second.
Oh wait I forgot to turn on experiments for the second world. lol
Okay so making a new world with the experiments on seems to make it load.
Seems like Bedrock resists having biomes added to an existing world.
Figure I may as well add the files for every biome I plan to add all at once to save the headache then.
what does branch_interval in tree features do?
According to the documentation: Randomized distance between branches
Thanks!!! Can you link me the doc?
What’s the problem?
Heyo, can anyone tell me whether variables defined in one feature are accessible in the feature it places?
Yes.
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?
Correct.
noice, thanks for the help
How far apart or how many in relation to the height i do believe
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?
When will jigsaws become stable for god sake?
I think they are working on making them stable
Where is the tutorial in the jigsaw structures?
Thanks
Why is there a syntax error when my feature names have folder paths in them and i try to place it using /place
You need to wrap it in "quotes"`
Though, there might still be the bug where /place does not work with subfolders.
Terrain-matching jigsaw pieces in the jungle biome seem to overlap with the trees... is this fixable? has anyone else encountered this issue?
I have it on one structure and I haven’t been able to figure out why but I suspect changing the generation step to generate before trees would work
It doesn't fix, even when step is set to raw_generation
"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?
the docs have conflicting infor and examples
Should be 0-15 I think since 1 chunk is only 16 blocks
on the wiki it says that the second number is exclusive, not inclusive
but then they use 0-15 elsewhere
According to this, it's inclusive
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.
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
kind of like the deep dark shack from MC live 2020
Has anyone else’s custom biomes broke with the new update?
Did you update the biome file?
They changed some things.
Do I just need to update the format version to 1.21.100?
Read the changelogs.
Ok will take a look at them now thanks
Part of it is working again I can see my biomes on the Locate biome command. Was there a change to the replace biomes component?
No, there is a change to the surface builder.
Ok will try to work with it now thanks
should be like this now right?
Yep.
Nice
Will they be an isolated space from the overworld entirely?
Is there any guide for me to start with?
How about rules like no mob spawning or the nether's water evaporating when placed
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.
You need the early_out or whatever its called iirc.
It's only available on aggregate feature
I need to use the sequence feature since I need it to fail when one feature is not placed
Use aggergate for that then
There is an early out for first failure
Wait true, I'm dumb
Quick questions guys
Is it possible to make a world that only contains one biome.
E.g Only Desert or Ocean will be generated
anyone have the link to the vanilla feature and feature rule git. i need to chage some of the feature.
not anymore
though that may change soon
Okay ty
why though? just use replace biome and insert in every biome in the game to replace, and set the amount to 1
or they've already changed something?
locked to preview
- theres been a lot of bugs related to doing things like this (there used to be severe lag when using /locate)
It is not locked to preview.
so it's in stable now?
Stable with Experimental toggle.
interesting
do you know if anyone has made a biome-based void pack yet?
Publicly? No.
damn
because i really need to test something rn
well technically i need a reverse void pack
but a regular one is probably a better idea
What does block_ignore processor mean?
Removes specified blocks from the placed structure. The removed blocks are not replaced by air, but retain the blocks from the world.
I don’t think it exists in bedrock
Just minecraft:rule and maybe minecraft:capped
MS Docs lied then lol.
Yeah
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.
it should be by default like this, there are fallbacks that should be the closing when a structure cant be placed couse overlaps
Thanks! That was the issue. I presumed fallback was by default.
Hmm, upon further testing I dont think its working too well. There are still instances where they overlap.
i don’t think bedrock has full implementation of fallback processors just yet
Damn, because the fallback does work it places the structure
Ah it also seems to be an issue with terrain matching
There is a reason the jigsaw are experimental
Yeah my campsite structure overlaps a lot but none of my other structures overlap other then my custom village which does so a little
Would anyone care for a jigsaw village template
Check #1072983602821861426
I forgot about that 💀
Woodland mansions it is then
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.
Get the location into what place?
Scripting?
Scripting preferably. But for now, I'm asking if that information is exposed anywhere.
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?
Currently my custom trees generate like this
But I want them to generate like this:
Leave it, I found out how
No.
I hope custom jigsaw locator maps get worked on soon to have custom icons and other things soon
Does this work on bedrock? I’m probably gonna test it soon but just wanted to ask incase anybody already knows
The [type=top] function that is
Is there a way for jigsaws to not rotate?
I don't think so
in terms of the structure being orientated in a random direction like north or south
I also meant like pieces but I couldn't find any way.
well there is that setting in vertically aligned jigsaws that locks pieces to the rotation that the parent jigsaw block is in
I have a problem with a jigsaw structure. The log says it couldn't find the structure.
is the structure definition file in the worldgen/structures folder?
Yes.
can i see the file?
Were there any changes in version format between 1.21.90 and 1.21.100 regarding jigsaw structures?
Everything was working fine and I didn't change the code.
jigsaw_structures was changed to structures.
And template pools change a bit.
Okay, I'll pay attention to the version formats.
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?
i dont think so
im generating fancy oak tree, but some of it get cut off because of the chunk border, how to solve this?
unfortunately you can't
even just modifying the feature rules slightly does it
it's "intentional"
which i find kinda ridiculous ngl
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
weirdly enough the fix for structure features only works for structure features
What is the solution for the structures one?
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.
The start_piece
The one the generation starts with
Besides the start piece.
Otherwise no, we would need list_pool_element to do so otherwise
As far as I know you can only have 1 start piece.
Yeah
So this won't work.
I don’t think so no
Ok. 👍
found a critical jigsaw bug
thats not supposed to be there and the jigsaw block that is connected to the parent piece in this structure file has no parent
is it possible to do something similar to this component except for water instead of air?
i want my single block feature to never touch water for...reasons
try using jungle instead of the_jungle
i think you're using the incorrect tag
Im not
I changed all biome tags for me
vanilla jungle biome file says you are
.
But i changet ALL biomes
The tag is working
That grass is mine
.
I changed all the biomes because I don't want to use the vanilla biomes
It's another idea of the universe
you can modify the top block for vanilla biomes
but as i said
the tags dont work for vanilla biomes
the distribution is not the problem
i know for a fact its not
I tested it with a vanilla tag. Besides generating vanilla stuff, which I don't want, this problem still persists
although you should probably be using [0, 15] instead of [1, 16]
Hmmmmm
Let me see
But I'm sure it's not a tag problem, as they are all working and generating grass and trees in other biomes
Only in the jungle did this problem occur
Yeah...
Just on the edges
Let me change y
Wtf
This problem has recently arisen to be exact
The surface operation is a bit unstable. And to lay the grass, for example, I had to raise it +6
bugrock being bugrock ig
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?
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...
I’m not sure if capped actually works but other then capped I don’t think it is possible
okie, will be thinking on something else…
Can somebody make an addon that adds alpha world generation to 1.21 please 😂
I believe it would get a decent amount of downloads
At least one...
you cant get true alpha worldgen on bedrock unfortunately
is there a way to make the world generate without bedrock anyone knows about..?
I want Minecraft to revert Caves & Cliffs so bad
i think i figured out how to make more mossy cobble generate the further from the structure center the blocks are 🥳
Is this jigsaw wizardry?
Is this good enough for a newbie?
what exactly are you trying to do? make a custom biome?
Yeah
Still learning how to add the features (tree, foliage, etc)
Yeah that’s a good start, you’re at ground zero and adding features is a great next step
Keep it up 👍
Is this using features as a biome or custom biomes?
Kinda Working on new biome, this is better tbh
Even tho the wildflowers features aren't showing up
Yeah because this is peak world gen I ever see
Yes
Its perfectly what i expected
How would I remove villages and certain other structures/biomes entirely from the game? (from the world generation)
You cannot, you will need to override them all by placing air blocks in every chunk.
Ty
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..
You would use a scatter feature that places air blocks to replace everything but your specified thing.
what kind of feature would be best for the "places_feature" field of the scatter feature file?
Scatter feature that places a single block feature.
Are features documented somewhere? And can we see the vanilla features somewhere?
Check the wiki and ms docs.
could be better
could have features not cut off at chunk borders (MOJAAAANG)
(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)
Oh I know this bug, it's when chunk just sometimes cut the feature right?
yes
its fixable for structure templates, but nothing else
worst part is, its marked as working as intended
it’s really dumb
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?
Yes, north east south west.
How do you know ingame which way is N E S W
There are numerous ways from using pumpkins or the coordinate system.
The pumpkin stem always points NW
Ima look up if their is a addon for N E S W xd
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
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)
you can look on bedrock tweaks at the nesw lodestone texture, its super helpful, you could just carry one around and place it down to see the cardinal directions.
please god.. im going insane.
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"??
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);
Yes.
yay!
time to see if i get any errors
fingers crossed the world even loads :p
YESSS IT WORKS!!! :DDDD
just gotta fix the cave gen
ok so
caves are giving me some troubles
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
- theyre not listening to my molang function and theyre generating entrances in places they shouldnt be
nvm about the chunk cut issue, i forgot to remove the biome restrictions
both issues solved
soooo
how do i offset cave generation locations and the way the caves themselves look? they currently all look pretty similar and repetitive
vanilla features arent documented anywhere, there are example features though.
Check the windowsapp folder or bds then.
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
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?
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.
Ah, the nether.
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.
If I recall, nether/end jigsaws are bugged. Unless thats been fix, it was atrocious during the first few previews.
That would make sense as well, but it seems like it's working relatively fine now.
That happens when the structure fails to find a place to spawn
Mine generates fine in the end however I’ve not tested the nether just yet
I see, thanks. Now I know what to look for if that happens again.
Yeah
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
Does lush cave ponds is a feature?
Is this what you’re looking for?
Yes and thanks, Im gonna use it for the oasis terrace
Np
is there a way to make structures spawn naturally but make it have an offset of for example -5
Add a -5 to your y in the feature rule. You can also achieve that through a scatter before the structure template feature.
"y": "q.heightmap(v.worldx, v.worldz) - 5"?
or "y": "q.heightmap(v.worldx, v.worldz)" - 5
also wdym with scatter?
this
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
so if its only 1 structure then i can use the - 5 right?
Yea
thanks
also if the structure is larger than 16x16 will it still generate?
because some small structures gets cut because of the chunks
Set your x and z extent to -16, -1
If you use 0, 15 and it places it at 15, bigger structures will get cut off as feature rules only load 3x3 chunks
even if the structure is 64x64x64 right?
damn you know too much, thanks
48x48 is max in size for features as only 3x3 chunks get loaded. Height doesnt matter
Isnt the default rotation when you load a structure block NORTH? The default rotation of a structure block
or can't I put "rotation: NONE" so it loads as its saved or that isn't possible?
Its south as far as I know.
Pumpkin stem?
Like the seed?
I just need to figure out the default rotation but I cant find the answer :/
Its south.
ty
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
]
Whats the issue?
the blocks spawn randomly in the air without being connected to anything
I though growing plants implicates that they grow from up or down
They do grow up and down. It doesnt imply it needs to be attached. Use snap to surface feature to place your feature
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
Set it to [0,15] and set your structure rotation to south instead of random.
Dont call scatter feature for it.
Call the structure feature directly in your feature rule.
does placement pass or coordinate eval order matter?
Eval not that I know but placement pass kind of if you have other features placed that can remove you structures block, like other structures.
@upbeat barnanyway to solve this issue with fancy_oak_tree so i dont need to use structure?
Whats the issue? Why not use that instead of a structure?
it get cut off when chunk transition too
weird
it actually custom tree that use same code as fancy oak tree, just different log and leaves
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
If its always one block just use insert a scatter with y+1 inbetween
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
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?
Weghted feature
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.
In vegetation_patch_feature when "surface": "ceiling" what does ground_block do?
Is it the block above or below?
Yep.
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.
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.
Should be yes.
I wish we adopted Legends biome system tbh, they had support for sub biomes and birder biomes.
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?
How do I force lava to flow when being generated?
Is it some kind of specific render_pass?
Unfortunately not possible.
damn
scatter chance
make them generate less frequently
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.
weighted random and vegetation patch features can do this when used in combination iirc
i could be wrong
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
But are custom biomes stable?
In 1.21.110 yes.
So currently, custom biomes can't be created? Do I have to enable the experimental option to see the custom biome?
Yes.
How do Marketplace addon packs add new biomes, and do they use feature rules to change existing biomes?
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?
It is just using feature rules to clump features together.
When should 1.21.110 be released?
Whenever it's ready. We don't know.
Thanks, then I'll work with the features.
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
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)
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..
@upbeat barn Did this ever happen at all with your version? Any idea how to fix? I am using the final pass.
the water springs can be partially fixed by modifying the water spring feature rule to place your custom air feature instead
vines can be taken care of, but for now its limited to preview, and the way thats done is to replace/remove all vanilla biomes
glow lichen can be fixed the same way as the springs
unfortunately you cannot fix mineshafts, small end islands, or chorus plants
dangggg... so im gonna have to find another way..... ok.. well thank you.
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)
haha ok. double dang. thats a huge bummer. really wanted to make an easier way to do skyblock on bedrock:/
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
bless.. wdym near to mid? is there a timeframe or just a 'soon'
its a soon
nobody actually knows when
Mineshafts aren’t jigsaws so we won’t get the ability to modify them im sure. Java doesn’t have the ability to remove them as far as I’m aware with out mods and they have had jigsaws for much longer
incorrect
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
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
if you look at the jigsaw structure wiki mineshafts are not mentioned
Yeah
nor are ruined portals
how is that a jigsaw
it’s a jigsaw
im asking how
They aren’t jigsaws because they are features
it’s weird, but it is one
on java yes
telling me it is one is not explaining how it is one
Actually villages, outposts, and bastions weren’t jigsaws until the type: jigsaw was added
They were structure features
p sure bastions were always jigsaws on java
Ruined portals are structure features just the three I mentioned were moved to being jigsaw types
They used jigsaw blocks but as different structure configuration types
Mineshafts have always been hardcoded
the way mineshafts are generated is similar to how the jigsaw system works, but that does not mean its a jigsaw.
still jigsaw, just not the same data-driven jigsaw we know today
Only bastions, villages, outposts, ancient cities, trail ruins, and trial chambers are jigsaws
All the rest are hardcoded
jigsaw refers to the new system.
jigsaw refers to a system where parts of a structure are put together to make a whole
no point arguing
yes, I agree, would be cool to edit/remove mineshafts.
and many other things
we should be able to just disable vanilla structures entirely smh
java has had this for years now
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
Coral reefs and ruins are jigsaws as well.
i find the fact that coral reefs are jigsaws quite annoying
I thought ocean ruins predate jigsaws
And coral is a weird thing to use jigsaws
Especially since they also predate jigsaw blocks
Bedrock's ocena update is after Jigsaws.
That’s interesting
hey, sorry... i cant find the water spring feature rule anywhere.
one second
this should be it
just change the places_feature to your custom air feature
np
Does block_column feature exist on bedrock? It exists on Java and it’s useful for jigsaws
What is it?
It places a giant column of blocks either up or down if a specified height
It is useful for making the giant foundations of structures
Especially for the nether
We have growing plant, scatter + single block feature.
ive actually never thought of that, good idea
Hello.
How doi fix log-cannot find processor list "Minecraft:empty". The jigsaw structure generates but I don't like the constant error logs
create a processor with that id but put nothing but "processors": [] in it
Ok tnx
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What is the command for the 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_passfirst_passbefore_underground_passunderground_passafter_underground_passbefore_surface_passsurface_passafter_surface_passbefore_sky_passsky_passafter_sky_passfinal_pass
NoteL pregeneration_pass is reserved for carver features.
found it never mind
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!
Can Java jigsaws be converted to Bedrock?
Wdym?
Kind of
yes and no
there are a lot of things still missing with the feature
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
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.
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
Is it possible to make a 96x96 structure using sequence features to put 4 48x48 pieces together?
Nope you can only change/access 48x48 per rule
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
depends on the feature
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
Im talking Ores. Is there anything I can do?
thx a lot btw
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?
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?
It's using an internal legacy feature so I don't know. It's likely using scatter feature.
Ah right, my worst enemy, Mojang's internal cheats 😭 TYSM! I'll check some other features and see
It used to.
The generation is more regular
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?
{
"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
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++
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
how do i place it randomly? it has a uniformative generation now-
"distribution": {
"iterations": 5,
"coordinate_eval_order": "zxy",
"x": "math.random(0, 15)",
"y": "query.heightmap(variable.worldx, variable.worldz)",
"z": "math.random(0, 15)"
}
This is my distribution
oooh
better now hehe
thxx
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
Total guess here from me using it once. It takes the X and Z coordinate then returns the top most block. If you have multiple iterations I think it will get all the maxes at once to prevent stacking, but if you have multiple features using it on different passes, they might stack?
What might be worth trying is having it on the same pass?
https://discord.com/channels/1138536747932864532/1417230433275613244 opinions on this idea?
been wanting this since forever
Ikr, it would be fire with all the new worldgen changes
i also think it would be trivially easy to implement the suggested changes
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
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
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
Ik that’s what they are for but it’s weird that they use data mode blocks for jigsaw structures when Java spawns them fine without data mode blocks and data mode blocks are deprecated
Because we're not in parity.
I hope that they are made fully jigsaw in the future
i still wanna disable mineshafts
Still so weird that its dimension based.
i think thats probably more related to the worldgen code itself
but i don’t actually know
and i wouldn’t know
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
ur...probably better off not using bridge
better to look at wiki.bedrock.dev for help if there are any articles on it
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
bridge is fire
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
its really useful for me
I know how to use jigsaws because of it and the guy updates it pretty fast actually
something must have changed then
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 "
So quick question dose anyone know what y level villages start to spawn and what y level they “end” ?
Example y = 64 - 84
They don’t have set heights, they project to the world surface
Right yeah that makes sense what I mean to ask is what is the minimum and maximum world surface
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": {}
}
}
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?
Without knowing more about your features its hard to help
I need concentric_rings placement type structure sets so bad
probably dumb question but what do these numbers represent exactly?
Weight.
so like higher number means more likely to spawn or is it opposite?
Yep.
Its relative to others.
I see, I think I get it. thanks
How can I make a Jigsaw structure not have a random rotation?
Do u find some way?
Not possible
currently testing adding encounters to trial chambers
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
Hey, does anyone know if you can get growing plant features to only spawn on certain blocks?
Put the molang in iterations? Quite confused.
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
What does the error mean: No definition found for feature
I don't know what the problem is
Why does this happen?
Side of grass doesnt get tinted via client biome json.
how do you make the side tinted then? or can you not
No.
that sucks
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.
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
Nvm figured it out
Is it possible to generate custom biomes next to each other?
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?
How to make wheat spawn in a biome like this
I would assume that a feature is placing them and the farm land beneath them. Maybe a sequence feature because that is what it seems to be used for.
Oh ok
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
its a bug with the feature system, structures over 32x32 and its best to use jigsaw system
do you have a source where I can learn how to use Jigsaws?
they are so much different than structure blocks
💔
wiki.bedrock.dev and microsoft learn are good places to start
jigsaws are also really similar to java so a lot of their tutorials will work
Okay wait, I have a question. Can I use a jigsaw block to save the entire structure if it's under than 128x128?
in the features file, can I define a blockstate for the block im placing when using "replace_rules" ?
You cannot define a specific block state to replace.
not to replace but to place
Ah, yes.
Just like a block descriptor:
{
"name": "namespace:id",
"states":{
"state": "value"
}
}
oh so instead of a string for the block, that.
Yep!
Thanks a lot
lol.
Nah you are still limited by the bounds of the structure block so you would need to save each corner of it and make them connect to each other with jigsaws
Also 128 in max_distance_from_center is the radius. Then can actually be 256 blocks wide
wait what does this mean?
This is my entire structure, not for any reason, but I just wanna show how big it is
Structures can be made to be gigantic you just have to connect different sturture files with jigsaws
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 😭
It was very time consuming, but I have successfully cut up my entire structure. each piece is (16x16) in block width and 31 blocks in height. This ended up with 7 different parts I have to connect
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?
Should be yeah
How would I make mobs actually spawn in the structure
You would need to save them in a structure file and then have that structure file spawn the mobs with the structure
mobs wont spawn in feature generated structures
They're using jigsaws.
Jigsaws do
I know.
But aren't jigsaws still experimental?
Not in .120
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
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.
Use jigsaws.
ok, but it is not work for stable version
Then wait.
Processors arnt strictly needed but the others yeah
What do you mean by this
If I’m correct, processor files are for the jigsaw to turn into a specific block right?
So if processors aren’t strictly needed I’d just use the other 3?
You need an experiment to make it work on 1.21.111
It was made stable so no experiment needed in 1.21.120
Oh, what is the best format version for jigsaw structures
No the turns into field of the jigsaw tells the jigsaw what to turn into in game
I use 1.21.100
As the format version
Gotcha, wait so what’s the point of processors
Processors can randomly change blocks in a structure to a different block
Like stone bricks to mossy and cracked versions
I gtg tho
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
}
}
}
}
}```
start_height appears to be wrong but i would have to be on my computer to get a working one soon
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?
just edit the vanilla ore feature rules
you don’t need a custom feature
I see, so could I just add an offset or something?
Yeah, I mean mostly just to stop people using these websites that find the ores, but I guess making them rarer wouldn't hurt 😂
What can I edit to make the generation more natural?
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
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
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.
porjection should be in the element object now.
Yep, that was it. Must've done something wrong when trying that initially, thank you.
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
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
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
help still would be appreciated
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?
Correct.
Correct wrt the last question?
The last one. The way the new custom biomes work is it chooses a vanilla biome, takes a chunk of it (or all) and replaces it with your biome.
So your best bet to make a 90% underwater world would be to use features to place the water blocks above sea level.
Oh fun! Thanks.
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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??
you can terraform the terrain using features manually, which introduces a whole level of complexity since you'd need to account for many edge cases
Changing the biome's sea_material definitely has an effect 😆
Indeed
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?
try setting the format version to 1.21.100 because thats what i use for mine
hmmm, yea same content log as before. It's saying that "type" doesn't exist at all inside of pool aliases. Removing it makes that error go away, it's weird 🤔
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
ye, there is a file! It currently has data tho. So remove the contents inside the elements array in that file?
this is what i have atm
turns out no
my file has stuff in it but the pool alias still generates fine
the structure still rolls it once upon generation
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?
the / indicates that its in a folder
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
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 }
]
}
]
this is what the block should look like
yeah kinda
the target pool is where you put tester:spawner_random
pic 1 is spawned structure jigsaw, pic 2 is generating jigsaw.
I notice you are pointing to just special as the name and not special_garrison. I have my pool name doubled up there
yeah locdev:special is the name of the child jigsaw spawning the mobs
the problem seems to be with the config file but I can't put my finger on it
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!
yeah i bet i could check that rn
yeah there it is
thats a mojang goof
claaaaaaaaassic
I can't make an addon achievement friendly if it has jigsaw structures right?
Wait for 1.21.120.
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.
Even if I used jitter_grid to space each tree in each single chunk it could still generate above a structure if I use above_top_solid
#1362052701365473461 message
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? 🙏
To put it another way: is the Heightmap Noise tutorial on the wiki currently outdated?
Can anyone tell me if the replace biomes is working in the latest preview?
Is there a way to make structures break/overide blocks? (trees and plants make the blocks float
This is fixed in .120
Okay, I’ll update my format version and see
Do you mean 1.21.120? Because it says that format version is unacceptable
Yes.
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
.120 is in preview rn
ahh
bridge only does 110 rn
makes much more sense
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
wait, I don't understand, does this "error" happen even in preview 120 or are you trying to say that it's fixed
its fixed in preview 1.21.120
i can't find any docs mentioning this, but what's the difference between t. and v. in the feature rule context?
Is it not possible to make tree features generate underground?
I did this but many times it failed to position the feature
which vanilla structures are data driven for jigsaw? and how can i modify em?
Only trial chambers and trial ruins
can I add an offset to the structure so the bottom/void part generates underground??
Yes, just set the start height to negative.
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
}
}
}
}```
has anyone ever made an outpost like structure that I can see please
Yeah I have
Looks cool
#1360692615472873532 message there is a template of one here
So your structure is divided into 2 pools right?
It’s a little outdated
4 iirc
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
The structures look pretty spread out, how did you connect all the baseplates with the 16x16 chunk limit?
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
anyone know what the problem with my scatter features is?? I cant figure it out and i keep getting the same error msg #1429480307437862932
Wait really? So I can make a structure that huge and generate it with a jigsaw block?
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
Make the underground a separate piece.
I was just thinking of that as well, I’ll come back in case of anything, thank you
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
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 💀
Nevermind, after 5+ hours i got it working, that was so tedious
well itd help if you actually tried to generate it in the stone layer it's meant to generate in according to the feature file
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
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]
}
}
}
}
did you try setting iterations to, like, 100 for testing?
also make sure you create a new world every time you update features or feature rules
Yeah i do that
that's your issue
Accept*
if you can't use these folders for whatever reason youll have to open minecraft and delete the files, then re-import the addon
Yeah i have to do that
development resource/behavior pack folders allow you to make changes and test more quickly
I tried to use it but it just dont let me use them
you can't change things in the regular resource and behavior pack minecraft folders without potentially causing issues
I dont modify the resources and behavior of minecraft
i never said you did
these folders are where all resource pack and behavior pack files go
im not talking about the game files
Oh ok
So i think i have to do a little hack to my phone let me modify the data folder
this is the current view
Ty man it helped a lot
