#World Generation General

1 messages Ā· Page 12 of 1

sly forge
#

in the process of getting help with arg 3 of the lerp

limber jewel
#

nah, molang doesn't have ranges (i wish it did)

#

here's a basic example:

v.current_blend = 1;
v.blend_factor = 1;
v.blend_dist = 8;

loop(v.blend_dist, {
    v.current_blend = math.max(0, v.current_blend - (1 / v.blend_dist));

    !q.has_biome_tag('foo', v.worldx + v.blend_dist, 100, v.worldz)
    || !q.has_biome_tag('foo', v.worldx - v.blend_dist, 100, v.worldz)
    || !q.has_biome_tag('foo', v.worldx, 100, v.worldz + v.blend_dist)
    || !q.has_biome_tag('foo', v.worldx, 100, v.worldz - v.blend_dist)
    || !q.has_biome_tag('foo', v.worldx + v.blend_dist, 100, v.worldz + v.blend_dist)
    || !q.has_biome_tag('foo', v.worldx - v.blend_dist, 100, v.worldz - v.blend_dist)
    || !q.has_biome_tag('foo', v.worldx + v.blend_dist, 100, v.worldz - v.blend_dist)
    || !q.has_biome_tag('foo', v.worldx - v.blend_dist, 100, v.worldz + v.blend_dist) ? {
        v.blend_factor = v.current_blend;
    };

    v.blend_dist = v.blend_dist - 1;
});

it searches for the nearest non-matching biome and sets blend_factor based on its distance

sly forge
limber jewel
#

i thought you meant a range, not an actual syntax cat_Dead

sly forge
#

yes, 1..8

#

that is a range

limber jewel
#

me when i write too much rust

sly forge
#

also two of those variables appear to be doing literally nothing

limber jewel
#

you'd supply blend_factor as the last arg in math.lerp

sly forge
#

so

#

as i said

#

kinda useless

#

because its not 1/8

#

its 1 TO 8 / 8

limber jewel
#

have you tried it? it would blend the terrain at the edges

limber jewel
#

seems to work just fine (blend distance is set to 16, dirt represents custom mountain feature, stone is original vanilla terrain on a custom biome)

#

for reference, here's how it looks like without blending

#
v.current_blend = 1;
v.blend_factor = 1;
v.blend_dist = 16;

loop(v.blend_dist, {
    v.current_blend = math.max(0, v.current_blend - (1 / v.blend_dist));

    !q.has_biome_tag('hills', v.worldx + v.blend_dist, 100, v.worldz)
    || !q.has_biome_tag('hills', v.worldx - v.blend_dist, 100, v.worldz)
    || !q.has_biome_tag('hills', v.worldx, 100, v.worldz + v.blend_dist)
    || !q.has_biome_tag('hills', v.worldx, 100, v.worldz - v.blend_dist)
    || !q.has_biome_tag('hills', v.worldx + v.blend_dist, 100, v.worldz + v.blend_dist)
    || !q.has_biome_tag('hills', v.worldx - v.blend_dist, 100, v.worldz - v.blend_dist)
    || !q.has_biome_tag('hills', v.worldx + v.blend_dist, 100, v.worldz - v.blend_dist)
    || !q.has_biome_tag('hills', v.worldx - v.blend_dist, 100, v.worldz + v.blend_dist) ? {
        v.blend_factor = v.current_blend;
    };

    v.blend_dist = v.blend_dist - 1;
});

v.height = 48 * ((q.noise(v.worldx / 40, v.worldz / 40) + 1) / 2);
v.height = v.blend_factor == 1
    ? v.height
    : math.lerp(q.heightmap(v.worldx, v.worldz) - 64, v.height, v.blend_factor);

return v.height;
#

heightmap has to be offset since my feature rule starts Y level at 64

austere nymph
#

So what are the basics of structure generation I want to put a structure in my addon but I don't know how it works

hard cipher
austere nymph
hard cipher
vagrant ruin
#

how would i make a feature that adjusts itself to the terrain shape?

hard cipher
vagrant ruin
#

dang that's annoying

hard cipher
#

It depends on what you mean by "adapt."

#

If it involves changing the terrain, I'm not entirely sure, but if it involves generating the feature based on the terrain, then yes.

limber jewel
modest trench
#

I suspect the answer is no, but is there a way to make natural caves stop spawning so I could use custom spawns of my own? I know you could create ore spawns that swap "air" for a selected block but I am wondering if there isn't a better, more elegant way.

limber jewel
modest trench
subtle plinth
#

modifying villages works

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jigsaws in roads of villages seem to be sunk into the road in comparison to java where they sit on top

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same thing applies to the jigsaws placing decorations

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got the snowy shepherds house back in and the reference to the vanilla village/common/sheep pool went swimmily

vagrant ruin
vagrant ruin
vale cliff
vale cliff
marsh ferry
#

Does anyone know how to completely eliminate these generation errors? I literally have all my biomes in the air

limber jewel
gentle raven
#

anyone have a example of any biome?

modest trench
# gentle raven anyone have a example of any biome?

{
"format_version": "1.20.60",
"minecraft:biome": {
"description": {
"identifier": "jungle"
},
"components": {
"minecraft:climate": {
"downfall": 0.9,
"snow_accumulation": [ 0.0, 0.125 ],
"temperature": 0.95
},
"minecraft:multinoise_generation_rules": {
"target_temperature": 0.4,
"target_humidity": 0.0,
"target_altitude": 0.0,
"target_weirdness": 0.0,
"weight": 0.0
},
"minecraft:overworld_height": {
"noise_type": "default"
},
"minecraft:surface_parameters": {
"sea_floor_depth": 7,
"sea_floor_material": "minecraft:gravel",
"foundation_material": "minecraft:stone",
"mid_material": "minecraft:dirt",
"top_material": "minecraft:grass_block",
"sea_material": "minecraft:water"
},
"minecraft:overworld_generation_rules": {
"hills_transformation": "jungle_hills",
"mutate_transformation": "jungle_mutated",
"generate_for_climates": [
[ "medium", 1 ]
]
},

  "minecraft:tags": {
    "tags": [
      "animal",
      "has_structure_trail_ruins",
      "jungle",
      "monster",
      "overworld",
      "rare"
    ]
  }
}

}
}

gentle raven
#

so thanks

subtle plinth
#

so it's called sculk_patch_feature_ancient_city on bedrock and sculk_patch_ancient_city on java

#

got the shepherds house mostly working

#

the sheep jigsaw is broken because i forgot to set its final state

#

other structures fixed

#

time to tweak some other things

subtle plinth
#

Why are neither of these features valid? I've tried everything to get them to work and yet still nothing.

    "format_version": "1.21.100",
    "minecraft:scatter_feature": {
        "description": {
            "identifier": "locdev:polished_andesite_distributor_feature"
        },
        "places_feature": "locdev:woodland_manor_andesite_foundation_feature",
        "distribution": {
            "iterations": 100,
            "x": 1,
            "y": {
                "distribution": "fixed_grid",
                "extent": [
                    0,
                    64
                ],
                "step_size": 1,
                "grid_offset": 0
            },
            "z": 1,
            "coordinate_eval_order": "zyx"
        }
    }
}``` and ```{
    "format_version": "1.13.0",
    "minecraft:single_block_feature": {
        "description": {
            "identifier": "locdev:woodland_manor_andesite_foundation_feature"
        },
        "places_block": "minecraft:polished_andesite",
        "enforce_survivability_rules": false,
        "enforce_placement_rules": false,
        "may_replace": [
            "minecraft:air"
        ]
    }
}```
upbeat barn
#

Whats your feature rule?

subtle plinth
subtle plinth
dense quail
subtle plinth
#

they don't appear in the list

#

No content log errors they just straight up don't exist it seesm

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I'll try registering a feature rule for them

subtle plinth
#

So I got it working but this pillar is extending upwards. Is it possible to make it go down?

upbeat barn
subtle plinth
subtle plinth
#

I'm at the same level as where i was when I placed it

upbeat barn
#

Are you doing /place? That might have different placement thatn feature rule

subtle plinth
#

yeah

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I am

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ill try the featurerule

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it tells me that I can't place the featurerule at that location

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it placed 37 blocks above where i /placed it

upbeat barn
#

By that I mean natural feature rule not command.

subtle plinth
#

It doesn't generate naturally

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it's not supposed to

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this is something that only feature_pool_element should ever be placing rn

#

I'm just using /place rn

subtle plinth
#

feature pool element doesn't work with it

subtle plinth
#

Im gonna decrease iterations to 64 to see if that fixes it

#

well now it works

#

thats good

dull pumice
#

Someone have a tutorial on how to do flat biomes or something like this?

#

or like this?

dull pumice
# marsh ferry

a plain generation i want to know how to do it could someone explain me? šŸ‘€

marsh ferry
subtle plinth
#

I think feature_pool_element might be bugged

#

some of the jigsaws are not placing features like they are supposed to

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/place is placing them fine

jaunty osprey
#

so i heard that people are starting to make perlin noise in scripting for the world gen...

limber jewel
#

i mean, there are already existing libraries for various kinds of noise in js

sly forge
#

has anyone tried to place structure voids with features?

sly forge
#

anyone?

ornate tulip
#

Hi! I'm trying to replace vanilla Oak trees with 6 custom .mcstructure trees. I've set up a weighted_random_feature and tried to override minecraft:oak_tree_feature, but it's not working—vanilla trees still spawn and mine don't.

modest trench
sly forge
subtle plinth
#

Placing a data mode structure block in a custom jigsaw structure doesn’t actually place the data mode block but it doesn’t do anything.

uncut mauve
#

i wanted to know if is possible to change the terrain generation using addons in the new version 26.20.26?

#

?

half burrow
#

Does anyone currently have a good way around the glitch where structures get cut off when 48x

subtle plinth
dull pumice
#

Guys i need your help qwq

i dont know how to create paths for cities correctly.

in the next cases in "name" and "target"

case 1: straight street
case 2: curve street
case 3: cross street

because i see sometimes the cross street connects with other cross street or curve street with another curve street

#

i read you guys qwq

marble pagoda
#

anyone know if its possible to prevent different jigsaws from the same addon from spawning on top of each other? my salt, separation and spacing are all different but for some reason it REALLY likes to spawn 2 structures of all places right next to each other 😭

subtle plinth
subtle plinth
#

feature pool element is really buggy in naturally generated structures. All of those are supposed to be dirt but a lot failed to generate.

#

the first house failed to spawn foundations at all but the same house and the farm next to it both spawned their foundations fine for some reason

marble pagoda
#

do entities just randomly decide not to spawn in jigsaw structures? for the same structure sometimes it doesnt spawn any entity inside of it. mobspawning is on and is not peaceful difficulty. it's so dumb how inconsistent ts is 😭

subtle plinth
marble pagoda
#

the worst part is how do u even make a bug report for this becoz its so inconsistently not reproducable

vale cliff
#

How to make something like this spawn naturally , can we make like this? If yes can anyone tell how

subtle plinth
#

this is what placing a structure with /place looks like if the structure can only overwrite non air blocks lol

uncut mauve
#

i wanted to know if is possible to change the terrain generation using addons in the new version 26.20.26?

#

?

fickle elm
#

idk if anyone knows this but you can put fog levels in the negative and it puts a tint on your screen, its fire if you want more biome atmosphere

limber jewel
#

has anyone played around with the new noise features on the latest preview?

#

-# i can't check yet since my windows installation broke :c

strong tendon
#

I haven’t worked with jigsaws yet, but is it possible to split a large structure into pieces and generate it using jigsaws in a way that ensures each piece spawns next to the others? From the documentation, it looks like jigsaws don’t guarantee correct placement or even that all pieces will generate.

royal bison
#

Hey! is there a way to stop vines generating on my jigsaw structure? I tried all steps and isnt working

fickle elm
royal bison
#

thats not optimized

subtle plinth
strong tendon
#

Thank you! What if 1 structure fails, can I cancel the whole jigsaw?

strong tendon
#

hmm interesting, so its possible that it'll miss some parts. anyways, thanks for your response. I'll try to read more in the docs

edit: oh wait I got it working now and I think I'm wrong nvm

velvet spade
#

weird tree using a tree feature.

thick sandal
#

is there a way to make partial biome replacements more like smooth?

thick sandal
#
{
  "format_version": "1.21.110",
  "minecraft:biome": {
    "description": {
      "identifier": "naker_hotu:corrupted_lands"
    },
    "components": {
      "minecraft:climate": {
        "downfall": 0.4,
        "snow_accumulation": [0.0, 0.125],
        "temperature": 0.8
      },
      "minecraft:overworld_height": {
        "noise_type": "extreme"
      },
      "minecraft:replace_biomes": {
        "replacements": [
          {
            "dimension": "minecraft:overworld",
            "amount": 0.95,
            "noise_frequency_scale": 0.1,
            "targets": ["minecraft:plains"]
          }
        ]
      },
      "minecraft:surface_builder": {
        "builder": {
          "type": "minecraft:overworld",
          "sea_floor_depth": 7,
          "sea_floor_material": "minecraft:gravel",
          "foundation_material": "minecraft:stone",
          "mid_material": "minecraft:sand",
          "top_material": "minecraft:diamond_block",
          "sea_material": "minecraft:water"
        }
      }
    }
  }
}

very basic stuff, experimenting for now

upbeat barn
#

Can also lower the amount.

thick sandal
#

I mean it still generates with those ugly chunk borders

upbeat barn
#

Never experienced that before. The chunk borders, is it the plains biome or a different biome?

thick sandal
#

how can I now for sure? Idk
But there's like those random squares

strong tendon
#

Are feature rules placed after the jigsaws?

upbeat barn
upbeat barn
#

That was a PITA when it wasnt back during experimental 🄓

subtle plinth
uncut mauve
#

I wanted to know if using minecraft:noise_gradient and minecraft:surface_builder that were added in 25.20.23 I could change the way the terrain is generate

limber jewel
limber jewel
#

does anyone have ideas on how to decrease the performance overhead of Dimension.placeFeatureRule()?

#

actually probably not the best question to ask here

strong tendon
#

Is there a way to disable jigsaw random rotation

vale cliff
#

[Json][error]- -> start_pool: Missing referenced asset demon:bandit/tower/start_pool

[Json][error]- -> start_pool: Missing referenced asset demon:pillager_camp/camp/campsite

Does anyone know why these come

exotic plank
#

is there any tutorial to convert a structure into a jigsaw structure (i dont really get/need the jigsaw part its just 1 whole structure) since i need it to to be locatable using /locate

upbeat barn
exotic plank
#

any way to force it to generate on flat ground? the structure has an offset of -10

exotic plank
# exotic plank any way to force it to generate on flat ground? the structure has an offset of -...
{
    "format_version": "1.21.20",
    "minecraft:jigsaw": {
        "description": {
            "identifier": "recrafted:temple"
        },
        "biome_filters": [
            {
                "test": "has_biome_tag",
                "operator": "==",
                "value": "plains"
            }
        ],
        "step": "surface_structures",
        "start_pool": "recrafted:temple",
        "max_depth": 1,
        "max_distance_from_center": {
            "horizontal": 80,
            "vertical": 80
        },
        "start_height": {
            "type": "constant",
            "value": {
                "absolute": 0
            }
        },
        "heightmap_projection": "world_surface",
        "terrain_adaptation": "bury"
    }
}
upbeat barn
exotic plank
upbeat barn
exotic plank
#

"beard_thin"?

upbeat barn
#

None.

exotic plank
#

thanks, ill try it out

surreal knoll
#

So I'm trying to use jigsaw structures to spawn in structures larger than 48x48 (by splitting them into smaller parts and connecting them with jigsaws.

However I run into the issue that some of the structures crash my game during world gen or when manually placing them with the the /place jigsaw command.
For context, before the split the structures were at most 64x64x64 in size, after the split each jigsaw structure is at most 32x64x32 in size. I have one "base corner structure" that loads its neighbors, and one of those neighbors load the last corner. So the jigsaws never run deeper than 2 iterations.

Loading the structure pieces manually with the /structure command causes no crashes whatsoever, and the /place jigsaw command sometimes works and sometimes crashes me (sometimes a structure can work and sometimes the same structure crashes my game).

Are there any known problems that might cause this kind of behavior?

half burrow
#

Anyone know of a way to give a jigsaw block the ability to have several targets

#

So for example instead of it generating a hallway it generates a dungeon room

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or know how to do it specially within the code?

subtle plinth
half burrow
half burrow
subtle plinth
#

You have to set a target name which has to match the name of the jigsaw block or blocks if you have multiple that you want to be connectable to.

half burrow
# subtle plinth You have to set a target name which has to match the name of the jigsaw block or...

I’m a bit confused,

I have a starting point which targets the pool hallways, and in that same jigsaw it targets jigsaws with the name hallways. I then have a hallway in which I specify the name.

All of this works and connects, however i’m getting lost here: Say I set both of the hallways jigsaw to have the target name hallways, it will generate the hallway jigsaw forever. How do I make it so that it can also for example generate a treasure room instead of just another hallway?

#

sorry for all the questions, but once this is figured out this will set me up for understanding the rest

#

I’m going to test something rq and see if it works

subtle plinth
#

In all the hallways you can just set the name field of their jigsaws to id:hallway and the target name of the jigsaw spawning them to id:hallway. The parent jigsaw will go to the target pool (template pool) and look for jigsaws with the name field matching its target name and pick one at random.

half burrow
#

Gotcha, I figured it out thanks to you

#

It’s confusing because it kind of makes you think a bit differently

wooden topaz
#

i have a geode feature and custom buds, but how do i make them rotateable based on where they we're placed

half burrow
#

As in where the structures can get bugged if too big and cut off

subtle plinth
half burrow
half burrow
#

Now i’m super excited lol

#

thank you

subtle plinth
#

Np

vale cliff
#

I tried to spawn a jigsaw structure by using commands but it says the structure has spawned but it's not spawning and if i try to locate and tp to the structure is not there what r the reasons this will happen

fickle elm
#

i wish they added a "block_blacklist" feature in the structure template feature

#

it would be so much easier to blacklist 1 block over having to whitelist every other block in the biome but that block

half burrow
subtle plinth
subtle plinth
modest trench
# subtle plinth Yeah, they can be massive

@fickle elm I've had an idea of doing a mining village inside a massive geode_feature via jigsaw and if geodes weren't so damned hard to get working on bedrock I would totally do that.

half burrow
subtle plinth
#

Well

#

In the structure you can put multiple connecting jigsaws and it’ll randomly pick one

#

To connect to

half burrow
#

I have a bone structure within 64x

subtle plinth
#

You can just control pick block the jigsaw block being used to connect to other pieces and place it around the structure and when the generating jigsaw picks that piece it’ll target one of the jigsaws at random

subtle plinth
#

Horizontal jigsaws can’t rotate pieces around

half burrow
#

North south east and west, it seems to be doing it

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I have it vertical

subtle plinth
#

Only vertical ones can do that around the y axis

subtle plinth
half burrow
#

yeah

subtle plinth
#

Then it should randomly rotate unless the toggle in the ui is on

half burrow
#

gotcha

subtle plinth
#

Joint type should be togged off for random rotation

half burrow
#

Also curious, for dungeons do people limit certain structures to certain sizes to make them generate fully properly? I’ve noticed with my dungeon test they crash into eachother (of course not though though)

subtle plinth
#

If it’s on the line on the back side of the block will always match the line on the side of the jigsaw block placing it

subtle plinth
#

But jigsaws are programmed where the piece bounding boxes can never overlap each other

#

You will never find a tunnel cutting over another one

half burrow
#

Interesting

#

Here’s a question then, can jigsaw structures hit into and overtake other structures

subtle plinth
#

Yes

half burrow
#

So have a very unique salt value

#

?

subtle plinth
#

Pillager outposts and villages in bedrock can show this in bedrock

subtle plinth
half burrow
#

yeah

#

still cool

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As long as it doesn’t override the end portal

subtle plinth
#

Salt is only useful really if the seperation and spacing values are the same as another structure set

subtle plinth
#

ā€œProcessor_typeā€: ā€œMinecraft:protected_blocksā€, ā€œvalueā€: ā€œnot_feature_replaceableā€ should work

half burrow
#

Gotcha

#

I love jigsaws so much

subtle plinth
#

Ye they cool

half burrow
#

it’s just that people really did not do a great job of explaining the actual placement and values of the jigsaws and how the processors work

#

The code didn’t make sense until that was done

subtle plinth
#

They will get even better when we get more block tags and processor types

subtle plinth
half burrow
#

not the processors getting an actual dungeon style thing to generate

#

or. even a structure itself

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There is no great explanation for the actual connecting and values

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just the code

subtle plinth
#

Yeah, the actual jigsaw blocks themselves are hard to explain because they are kinda 3 types of jigsaws in the same block

half burrow
#

O, would you happen to know if you can change the loot in a chest with processors?

half burrow
subtle plinth
#

Code neon on YouTube did a good job explaining them

subtle plinth
#

I’ll get a link rq

half burrow
#

Thanks!

subtle plinth
half burrow
#

Here’s a deeper question though, what about changing loot for specific chests in a jigsaw structure?

subtle plinth
half burrow
#

Dang

subtle plinth
#

A processor will apply loot to every chest in the structure piece that processes is applied to

half burrow
#

Can’t I use append loot in processors? instead of nbt studio?

subtle plinth
#

You can use a nbt editor to apply loot to chests

subtle plinth
#

Trail ruins use append loot on sus blocks and I did it with the chests on that wiki page

half burrow
half burrow
#

yeah this is going to be sick

#

Just wish we could specify chests somehow using the append loot block entity modifier. That would make for an awesome feature

subtle plinth
#

Some of my structures I just have a jigsaw template pool placing chests so that I only have a chest in the structure file and don’t have to make a processor to do it

half burrow
#

Also something sick would be the ability to replace all air inside of a structure block space with structure voids in the structure block interface

half burrow
subtle plinth
#

/fill ~~~ ~~~ structure_void replace air

half burrow
#

especially for 64x bone structures lol

#

seriously though thank you so much for all your help, i’ve got a solid grasp now. One last question to end it off, is the max depth limit 20?

subtle plinth
#

Trial chambers needed it to be 20 so they upped it. Ancient cities only use 7 interestingly enough. 7 is what it was before 1.21

half burrow
#

There’s no way ancient cities need only 7

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they probably have several starting jigsaws

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if that’s even a thing, kind of wanted to test that

subtle plinth
#

Look at mcasset.cloud

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Villages use 6 for reference

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I think bastions do as well

half burrow
#

since when did we have access to the full minecraft files lol

#

i’ve been looking for these

subtle plinth
#

It’s just that ancient cities are identical between Java and bedrock

half burrow
#

ah

subtle plinth
#

I found that out when recreating ancient cities from scratch on bedrock

half burrow
#

I think it makes sense now

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They have several starting points coming off of the main ancient city, and they each have their own max depth

subtle plinth
#

Yeah

half burrow
#

what confuses me is how solid they made the generation to get it to be so perfect

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or rather not collide at all

subtle plinth
#

https://youtu.be/VNaGXvpE0Nw?si=KAIkHKBALuM1X0Q4 code neon has a good video about jigsaws here

Thanks again to SNHU for sponsoring this video!Ā https://snhu.edu/codeneon

In this video, I overhauled the Trial Chambers from the Minecraft 1.21 Tricky Trials Update.

GET THE TEMPLATE - https://drive.google.com/file/d/1KnHXb91neMh5ShWFVQDuPn3UwbTNmDct/view?usp=drivesdk

GET THE DATAPACK (Now publicly available for free!) - https://www.planetm...

ā–¶ Play video
#

Provided he uses the Java file format

#

The function of jigsaws is the exact same between bedrock and Java

half burrow
#

Also here’s an interesting question, can you make 3 structures always spawn in. Like for example a docking station, a laboratory, an archive.

I need 3 specific structures to spawn but am ok with the rest being random for one of my jigsaw structures, is this possible?

half burrow
subtle plinth
#

I tried but it didn’t work well

#

Only the starting piece is guaranteed to spawn

half burrow
#

That’s kind of frustrating

#

You can technically garuntee a spawn but the path to it would also have to be garunteed

subtle plinth
#

Yeah

#

Selection priority can help but I found it’s not 100%

half burrow
#

How does that stuff even work lol

#

i’ve been so lost with it

#

Just left it alone

subtle plinth
subtle plinth
#

If they have the same priority then it’s random

half burrow
#

But isn’t it true that if you name 2 things the same they go by the weight in the pool list?

subtle plinth
#

Placement priority is if there are more then one jigsaw that are valid to connect to in the structure file whatever one has the highest placement priority will be used unless it causes the structure to placed in a invalid position in which the jigsaw block will pick another one

subtle plinth
#

Selection priority is more having to do with the generation order

#

In that YouTube video I sent code neon explains it

half burrow
#

Alright

subtle plinth
#

I’m bad at explain those two fields because they are very niche

#

I very rarely ever use them

half burrow
#

Also is 64x really the hard limit on jigsaw single structures? kind of curious to see if it expands

half burrow
subtle plinth
#

I don’t know what the highest a jigsaw block can place is

half burrow
#

Ah

#

I’m pretty sure structure blocks can go higher

#

if they can I gotta find out lol

subtle plinth
half burrow
#

dang

#

64 still massive

half burrow
subtle plinth
half burrow
#

Either way seriously, you helped out a ton, and you will be in the credits of my project once it’s complete

#

thank you so much

subtle plinth
#

Alr np

vale cliff
#

I tried to spawn a jigsaw structure by using commands but it says the structure has spawned but it's not spawning and if i try to locate and tp to the structure is not there what r the reasons this will happen

exotic plank
#

does anyone know how to make this look a bit natural?

#

ill send more screenshots wait

#
{
    "format_version": "1.21.20",
    "minecraft:jigsaw": {
        "description": {
            "identifier": "recrafted:temple"
        },
        "biome_filters": [
            {
                "test": "has_biome_tag",
                "operator": "==",
                "value": "plains"
            }
        ],
        "step": "surface_structures",
        "start_pool": "recrafted:temple",
        "max_depth": 1,
        "max_distance_from_center": {
            "horizontal": 80,
            "vertical": 80
        },
        "start_height": {
            "type": "constant",
            "value": {
                "absolute": -8
            }
        },
        "heightmap_projection": "world_surface",
        "terrain_adaptation": "none"
    }
}
modest trench
tawny cargo
#

Good morning, afternoon, or evening, I would like to know how I can change the world's generation so that the oceans are larger and the terrestrial biomes are only small islands?

vale cliff
wooden topaz
twin forge
#

I have a problem with void generation of a world. I'm trying to create a void overworld with the folder dimension, but when I enter the world, the game crush. Somebody else have the same problem?

#

This issue appears in the new version of Minecraft released today.

uncut mauve
#

Can someone tell me how to make an addon that changes the way terrain is generated, creating larger mountains?

stoic owl
#

I want to replace the vanilla dark oak tree feature with my custom trees but I cant find the right name for the dark oak

vale cliff
#

I think this is the one
roofed_forest_surface_roofed_tree_feature_rules

stoic owl
# vale cliff ..

I found it for the normal one it was "minecraft:roofed_tree_feature" but I am not sure how to replace htis

vale cliff
#

Where does this normal tree spawns?

stoic owl
#

roofed forest

vale cliff
vale cliff
worldly moss
#

Question.

#

Can we easily make ocean biomes with the replace biome stuff?

#

I havent messed with the new biome system at all

limber jewel
#

not in a straightforward way, you only get to replace existing biomes so the base terrain shape stays the same

#

buuut, you can create a feature rule with a bunch of "remover" features to carve out space for an ocean

#

there's more to it but that's the basic idea

old minnow
#

The new in beta noise stuff could be helpful there

strong tendon
#
{
    "format_version": "1.13.0",
    "minecraft:search_feature": {
        "description": {
            "identifier": "aaaaaaaaaaaaaaaaaaa"
        },
        "places_feature": "aaaaaaaaaaaaa",
        "search_volume": {
            "min": [0, -8, 0],
            "max": [0, 3, 0]
        },
        "search_axis": "+y",
        "required_successes": 1
    }
}

Does +y mean it searches from -8 to 3 or from 3 to -8?

strong tendon
#

Is there any way to prevent jigsaws from overlapping each other

upbeat barn
strong tendon
worldly moss
strong tendon
#

Separate jigsaw systems Imean

upbeat barn
subtle plinth
#

This ^ otherwise, no

strong tendon
#

And that also doesn't guarantee it from not overlapping on other jigsaw systems from another addon or vanilla structures

#

But just to confirm, there's no other way we can do this in the current system?

strong tendon
#

Yeah unfortunate. Thanks for answering!

solar dagger
#

For Jigsaw, is it possible to spawn a structure clamped between a min and max Y value based on the world_surface projection?

I want to spawn a surface structure that is the entrance to a dungeon deep down below. But it also spawns on mountains causing the dungeon to generate in the air.

upbeat barn
solar dagger
outer oak
#

Did generating the dimensions with generation_type void got broken? I have this and it tells me that custom dimension bounds are not allowed but if I removed them it crashes the world

  "format_version": "1.21.0",
  "minecraft:dimension": {
    "description": {
      "identifier": "minecraft:nether"
    },
    "components": {
      "minecraft:generation": {
        "generator_type": "void"
      },
      "minecraft:dimension_bounds": {
        "max": 128,
        "min": 0
      }
    }
  }
}```
upbeat barn
fallen crystal
#

Can the pillager_outpust in vanilla Minecraft be replaced with a custom one?

round cosmos
#

Are jigsaws able to connect up to other existing jigsaws in this way? Imagine this tile is a single structure, it is broken up into 3x3 8x8 areas. I'd have a set of 8x8 walkway pieces (straight, t, 90 degree bend, etc). Can jigsaws be used to randomly select from my set of pieces to appropriately fill the inside of this 3x3 larger grid? Or I would assume I'd be better off using scripts since I can't guarantee the jigsaw generation won't expand out of this 3x3 tile area...

(blue stained glass is example tiles)

rancid gull
#

Hello! Messing around with some world gen here for an addon I'm working on. Currently having a couple issues.

Trying to add wild carrots (as well as beets and potatoes) into my villager trading addon. They're supposed to generate in forests, but I'm experiencing an issue to where they're generating in birch and standard forests, but not roofed or old growth birch. First image shows that my forest coal generation (coal blocks are for testing) is working fine with the same biome tag parameters.

Second and third image are showing fallen trees and leaves generating after my carrots do, making them generate on top of the feature.
Last image is the code for the feature rule. Any way I can get it to generate in the roofed/old growth birch and before the leaves/fallen trees?

I tried messing around with the placement passes but I'm not having any luck with before, after, first, or final, and can't find the default feature rule for leaf litter (or tree leaf litter) to overwrite the leaves.

royal bison
#

Hey guys! I have a question, from a jigsaw structure, if I use feature pool to place an structure and that structure has jigsaw blocks, jigsaw blocks still working? I mean still generating more pieces?

subtle plinth
royal bison
#

damm!

#

thx for the answer

#

Im looking for detecting the difference between the origin and the terrain height, idk what to do now

lyric olive
#

how can i make a single_block features generate the block only if the two blocks above it is air?
the block is 3 blocks tall (multi block nonsense), i can only use the 'may attach to -> top = air' but it checks for one block not two

#

oh, the multiblock nonsense is not working properly, its only generating the bottom block without the second or the third part

#

ill have to use scripts to setblock instead

upbeat barn
#

Like how vanilla does.

lyric olive
#

ill probably deal with it tomorrow

upbeat barn
lyric olive
#

so i just have to make another scatter features to generate it?

subtle plinth
#

jigsaw blocks can place the snow block piles from villages

#

we can also place all these and I would presume the pumpkin pile also works. The mossy rocks from the mega taiga also work but they are very weird and place a ton of blocks offset fromthe parent jigsaw

#

there is the pumpkin pile

upbeat barn
#

Why would you expect jigsaws to work in features?

hard cipher
upbeat barn
#

That doesn't answer my question.

hard cipher
upbeat barn
#

That's a terrible use case.

#

If anything you should ask for more placement support instead of relying on features.

hard cipher
royal bison
#

in java edition, modders simply extend the template pool class with coding, we cant do that on bedrock

lyric olive
#

sorry for sending the message 3 times, my discord is lagging for some reason

upbeat barn
upbeat barn
lyric olive
#

it just places two of the same block ontop of eachother,

#

like it didnt really fix the issue i am facing

upbeat barn
#

Are you sure youre setting the right block state?

lyric olive
#

as u can see

lyric olive
#

sure ig, ill give it a shot

upbeat barn
lyric olive
#

my block is 3 blocsk tall, not two

#

ill just do some testings ig

upbeat barn
#

You should be able to learn from two and apply it to 3.

lyric olive
#

ill give it a shot ig

lyric olive
#

thats not the case if one of the blocks was rotated, placing a block will update it and instantly breaks the whole thing

lyric olive
#

ig,
almost all of my blocks are two blocks tall, so i dont really want to add like +80 features for all of them

upbeat barn
#

Vanilla does that.

lyric olive
#

ig ill just use a single command to place the whole thing,

#

theyre pretty rare tho,

lyric olive
upbeat barn
lyric olive
#

if it works better that this, then sure

upbeat barn
silk spire
#

Is possible to edit the world gen of superflat worlds?

oak cipher
silk spire
#

Well there goes my idea then

lyric olive
silk spire
lyric olive
#

yes bec theyre new

silk spire
#

Hence why I'm trying to avoid it for now

lyric olive
#

u can just wait for a bit until they become stable enough

silk spire
#

I just wanted to add biomes

lyric olive
#

u can with the custom dimensions one, so all u can do is wait for them to finish the thing.

silk spire
#

I guess thats true, my plan is to make superflat survival beatable while maintaining the grind that it's known for

lyric olive
#

i was considering adding a new boss to the game, that u have to summon after killing the ender dragon (a satanic boss) and with this custom dimensions, ill just make a new hell dimension that u can have access to after the ender dragon, where u can do some hell stuff in order to get the new items/hell-a cool stuff and summon the new boss

silk spire
lyric olive
lyric olive
silk spire
lyric olive
# silk spire That route kills the grind, I have my own ideas tho

what i hope they add:
the ability to make the entity unable to block the blocks placement (similar to how arrows/item entity works, they doesnt block the blocks placement)
new enhanced mob AI components that i can use to make some extremely complicated bosses later on
the ability to make block-entity blocks similar to how they have coded the vanilla chests (its all about making an entity works like a block that u can mine it or move it with pistons)
being able to show/hide images in the Ui from scripts without having to use titles or chatmessages
adding custom keybind for both RP and BP, like click that button to roll or something
being able to add new slots to the player like accessories or new armor slots or new slots to the inventory in general
and lastly, the ability to open an entity inventory without interacting with an entity, its more like holding ur backpack item in ur hand and right click to open it (without summoning an entity in front of u)

#

i just hope they add at least one of those while i go studying

silk spire
#

It's certainly a wishlist

lyric olive
#

mojang, u had only one year to add at LEAST one of those, please do not disappoint me mojang.

lyric olive
lyric olive
#

oh btw

#

"iterations":1, is spawning alot of structures

#

can i make it smaller than 1? like 0.4 or something

#

bec 2 years ago, i tried setting that to 0.2 for an ore, that ore wasnt spawning at all,

upbeat barn
#

That would be scatter chance's job.

lyric olive
upbeat barn
#

Its a field in the feature rule.

lyric olive
#

in the structure feature rule? (my brain is a little too slow atm)

#

ill check it out ig

lyric olive
upbeat barn
#

That would be 5%

#

0-100, chance to spawn per chunk

lyric olive
#

so 50 should do it

#

god damn, the 'your dad remains' block is now even rarer lmao

lyric olive
upbeat barn
#

25

lyric olive
#

got it

modest trench
lyric olive
# upbeat barn 25

can i somehow place the structure ontop of lava? currently its being placed inside the lava

    "constraints":{
      "unburied":{},
      "block_intersection":{"block_allowlist":[{"name":"minecraft:lava"}]}
    }```
#

i tried making the structure two blocks tall, where the bottom block is lava and the top one is air so the generation appears ontop of the lava

#

but it didnt work at all

#

as u can see

#

i cant really use single block features bec its bugged with the onTick/custom component stuff

lyric olive
#

got it working

boreal spear
#

Guys, do you know if there are any criteria for structures to be generated by Feature Rules? Because I can't get my structure to work at all, even though it exists and can be accessed with a command. And it's not that the feature rules are poorly formatted...

{
  "format_version": "1.13.0",
  "minecraft:feature_rules": {
    "description": {
      "identifier": "vaibrasil:favela_feature",
      "places_feature": "vaibrasil:favela_feature_place"
    },
    "conditions": {
      "placement_pass": "surface_pass",
      "minecraft:biome_filter": [
        {
          "all_of": [
            {
              "any_of": [
                {
                  "test": "has_biome_tag",
                  "operator": "==",
                  "value": "plains"
                }
              ]
            }
          ]
        }
      ]
    },
    "distribution": {
      "iterations": 1,
      "scatter_chance": 0.40,
      "x": {
        "distribution": "uniform",
        "extent": [
          0,
          15
        ]
      },
      "y": "query.heightmap(variable.worldx, variable.worldz) + 0",
      "z": {
        "distribution": "uniform",
        "extent": [
          0,
          15
        ]
      }
    }
  }
}
upbeat barn
boreal spear
hard cipher
#

Is it possible to position the structure_template_feature if a specific block is in the path, but without replacing that block? I know it's possible to prevent certain blocks from blocking their generation but have them replaced. I'd like to know if it's possible to make it ignore the block but not replace it.

strong tendon
#

They should add a feature in editor mode where you can generate chunks only at certain "steps" like "surface_pass", "before_surface_pass" etc.

#

I'm lowkey asking if this already exists

upbeat barn
strong tendon
#

Yeah

mortal patio
#

Is it possible to create a custom ocean biome which the ocean floor starts at y=10 or 0? Like just a trench?

limber jewel
bronze junco
#

What value do I need to edit to make my structure more or less rare/spread out?

subtle plinth
bronze junco
#

feature rule

subtle plinth
#

i think raising the iterations number makes it rarer but im not sure

bronze junco
#

Ok I will try that then

#

That did not work at all

#

It just stacked them on top of each other

subtle plinth
upbeat barn
#

I would do scatter chance 10 which means 10% per chunk.

bronze junco
#

Ok thank you

cunning orchid
#

Is there a way to limit the amount of rooms from the same type in a jigsaw structure?

#

I want to make a dungeon with only 3 treasure rooms at most

cunning orchid
#

I managed to do a workaround, but now I'm facing another problem

#

The structure is supposed to generate either an extension of a corridor or a special room, wich means the end of that path

#

But it just stops generating the path after a few extensions and doesn't generate the special room

#

Sometimes it does generate the room, and sometimes it doesn't

cunning orchid
#

I just noticed it was because of the max_depth property, but it has a max of 20

#

So it can still stop generating it if extends too much

#

Is there a way to allow it to extend as much as it needs?

upbeat barn
#

Wouldnt that be #1067535382285135923 ?

royal bison
upbeat barn
royal bison
#

okay

#

I'll move my question then

shy crypt
limber jewel
#

i'm assuming you replaced everything with air? if so, then no, structures cannot be replaced as they run in a later pass during worldgen

#

if you want a void dimension, you should use custom dimensions

shy crypt
limber jewel
#

no, it's just void

#

the default biome is the ocean rn, but that's not useful since again, it's just void

slim dragon
#
  "format_version": "1.13.0",
  "minecraft:ore_feature": {
    "description": {
      "identifier": "electron:spodumene_ore_feature"
    },
    "count": 12,
    "replace_rules": [
      {
        "places_block": "electron:spodumene_ore",
        "may_replace": [
          {
            "name": "minecraft:stone"
          }
        ]
      },
      {
        "places_block": "electron:deepslate_spodumene_ore",
        "may_replace": [
          {
            "name": "minecraft:deepslate"
          }
        ]
      }
    ]
  }
}````
#

why does my ore feature just doesnt work

#

?

upbeat barn
#

What's your feature rule?

slim dragon
#

huh whats that

upbeat barn
#

You need a feature rule to generate your features.

slim dragon
#

why does the microsoft docs dont tell me anything about this..

upbeat barn
#

What article are you reading?

upbeat barn
slim dragon
#

thanks

#

I always go too fast XD

#

@upbeat barn the feature still dont work

#
  "format_version": "1.13.0",
  "minecraft:feature_rules": {
    "description": {
      "identifier": "electron:spodumene_ore_feature_rule",
      "places_feature": "electron:spodumene_ore_feature"
    },
    "conditions": {
      "placement_pass": "underground_pass"
    },
    "distribution": {
      "iterations": 0,
      "x": 0,
      "y": 0,
      "z": 0
    }
  }
}```
upbeat barn
#

Iterations - 0

#

So...place 0 things?

slim dragon
#

i put 1 and nothng

#
  "format_version": "1.13.0",
  "minecraft:feature_rules": {
    "description": {
      "identifier": "electron:spodumene_ore_feature_rule",
      "places_feature": "electron:spodumene_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": 4,
      "coordinate_eval_order": "zyx",
      "x": {
        "distribution": "uniform",
        "extent": [ 0, 16 ]
      },
      "y": {
        "distribution": "triangle",
        "extent": [ -64, 32 ]
      },
      "z": {
        "distribution": "uniform",
        "extent": [ 0, 16 ]
      }
    }
  }
}```
#

is this bette

#

its not working..

upbeat barn
#

Any content log?

slim dragon
#

nothing

#
  "format_version": "1.13.0",
  "minecraft:ore_feature": {
    "description": {
      "identifier": "electron:spodumene_ore_feature"
    },
    "count": 12,
    "replace_rules": [
      {
        "places_block": "electron:spodumene_ore",
        "may_replace": [
          "minecraft:stone"
        ]
      }
    ]
  }
}```
#
  "format_version": "1.21.0",
  "minecraft:feature_rules": {
    "description": {
      "identifier": "electron:spodumene_ore_feature_rule",
      "places_feature": "electron:spodumene_ore_feature"
    },
    "conditions": {
      "placement_pass": "underground_pass",
      "minecraft:biome_filter": [
        {
          "test": "has_biome_tag",
          "operator": "==",
          "value": "overworld"
        }
      ]
    },
    "distribution": {
      "iterations": 20,
      "x": 0,
      "y": 0,
      "z": 0
    }
  }
}```
#

i really dont uderstand why this doesnt work

slim dragon
#

@upbeat barn sorry for the ping, if you're not busy, more help would be very apreciated

shy crypt
#

Hey there, where do i find structure distribution json

upbeat barn
subtle plinth
#

Trail ruins do

shy crypt
shy crypt
subtle plinth
#

It was in the games apk file when the data driven jigsaw experiment existed

#

#1067870310055022672 message

#

You can find its structure set in that zip

boreal blaze
#

Quick question, anyone familiar with getting a jigsaw structure to spawn on the surface of an ice spike biome?

Seems like the spikes are interrupting jigsaw placement but I’m unsure as to how to circumvent that.

shy crypt
shy crypt
subtle plinth
subtle plinth
#

but only for some structures and ive only tested it for one

boreal blaze
hard cipher
shy crypt
runic badger
#

I don't understand biomes, but how can I make something similar to this?

A flat biome, with some mountains with straight edges and a few holes.

runic badger
steep gull
#

also means your mountains will be very tall, but it’s the best I could come up with

runic badger
silk spire
#

Do custom dimensions have any way to inherit stuff from other dimensions? Like if I wanted to make a modified overworld rather than a completely new dimension

silk spire
#

so I would have to rewrite all the spawn rules???

#

and a manual daylight cycle

upbeat barn
silk spire
#

So technically it would be possible to create a Y = 0 centered superflat?

#

Just didnt know if like the custom dimension was a complete blank slate with no inbuilt spawn rules and stuff like that

upbeat barn
#

You cant do terrain gen easily but theoretically yeah.

silk spire
#

I could use structures no?

#

a 16x16 chunk structure that repeats every chunk

runic badger
upbeat barn
runic badger
upbeat barn
#

Target more biomes.

subtle plinth
#

trial chamber structure sets cant be overwritten it seems

dull pumice
#

good day guys! hey i have an issue and i need your help and ask something. what are the reasons of crashing the game because of jigsaws?

#

in your experience i would love the help.

#

doesnt have a fix version or resolution for now :0

hard cipher
#

Is it possible to make a feature never generate at a specific coordinate?

upbeat barn
#

Same goes for v.worldz

hard cipher
upbeat barn
#

Yes. You just have to do some Molang.

hard cipher
#

Right, thanks

unreal lark
#

Is it possible to modify vanilla villages? I want to add a chance for my custom crops to generate in these villages