#how can I make my structure naturally generate?

1 messages · Page 1 of 1 (latest)

tidal night
#

I'm new to making add-ons (literally started learning like five days ago)
I've been trying to make a custom structure generate in a few overworld biomes, but it never actually generates. I have managed to customize the loot table for the one chest in it, but that's all that I've accomplished. Please tell me what I'm doing wrong:
Feature:
{
"format_version": "1.13.0",
"minecraft:structure_template_feature": {
"description": {
"identifier": "vex3_feature"
},
"structure_name": "mystructure:vex3",
"adjustment_radius": 16,
"facing_direction": "random",
"constraints": {
"unburied": {},
"grounded": {},
"block_intersection": {
"block_allowlist": [
"minecraft:air",
"minecraft:grass",
"minecraft:sand",
"minecraft:gravel",
"minecraft:stone",
"minecraft:clay"
]
}
}
}
}
Feature rule:
{
"format_version": "1.13.0",
"minecraft:feature_rules": {
"description": {
"identifier": "vex3_feature_rule",
"places_feature": "vex3_feature"
},
"conditions": {
"placement_pass": "surface_pass",
"minecraft:biome_filter": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "forest"
},
{
"test": "has_biome_tag",
"operator": "==",
"value": "plains"
},
{
"test": "has_biome_tag",
"operator": "==",
"value": "desert"
}
]
},
"distribution": {
"iterations": 1,
"x": {
"extent": [0, 16],
"distribution": "uniform"
},
"y": "q.heightmap(v.worldx, v.worldz)",
"z": {
"extent": [0, 16],
"distribution": "uniform"
}
}
}
}

slate lynx
#

Does this require exp features and do you have those turned on?

tidal night
#

Yes, all experimental features have been turned on. I finally got it to generate the other day once I fixed a problem with the manifest.json.

Unfortunately the entities in the structure didn't generate. Is there a way to fix this?

stray snow
#

the workaround is getting a command block to run a function that spawns the entities, or just get the command block to summon a mob.
Spawners work too I think

slate lynx
#

I like user player bp. So I was thinking about putting donw a special block in each of these areas with the feature. Then when the player detects that block it remotely spawns teh entities.

stuck cove
#

Command block + function is the best method

slate lynx
#

But having options is good too.
How about a structure block with your desired entities that inside the feature structure block. When the feature spawns it spawns the 2nd structure block and a redstone next to it activating it's load function spawning your mobs. In the group would be a fake entity to remove the 2nd structure block.

stuck cove
#

That's just overcomplicated

tidal night
#

Thanks for all the advice! I'll be sure to try some of these methods and see which ones work best!

slate lynx