#Custom Feature generate only on Dirt
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This is what I have, currently just spamming randomness
"feature": "fauna_and_flora:carpet",
"placement": [
{
"type": "minecraft:height_range",
"height": {
"absolute": 0
}
},
{
"type": "minecraft:block_predicate_filter",
"predicate": {
"type": "minecraft:matching_blocks",
"blocks": [
"minecraft:dirt"
]
}
},
{
"type": "minecraft:count",
"count": 256
},
{
"type": "minecraft:in_square"
}
]
}```
I'm sure there's a feature or something that I'm simply missing that would make this a lot easier
If you want it to cover all dirt, you probably want to use a vegetation patch feature. You can make it so that it can only replace dirt blocks, make it place dirt blocks, and then make the vegetation have a 1.0 chance and place whatever feature or block you're trying to place. Then you can simply have the placed feature place in every chunk
Block predicate filter would be what you want otherwise but without a super high count you wouldn't get the 100% coverage you want without serious performance impacts, if even
I don't want it to cover everything that was bad wording I want it to generate on top of everything
You want it on top of all dirt, yes?
yeah
I'm using misode and none of the placed feature options say vegetation patch
Nono I want to place the feature on the dirt
Yes, I understand
Vegetation patch is a beautiful feature that lets you place other features on every block of the patch
It's perfectly tailored for exactly what you want to do here
Oh I see now ok
I must be missing something
"type": "minecraft:vegetation_patch",
"config": {
"surface": "floor",
"depth": 1,
"vertical_range": 1,
"extra_bottom_block_chance": 0,
"extra_edge_column_chance": 0,
"vegetation_chance": 1,
"xz_radius": 10,
"replaceable": "#minecraft:dirt",
"ground_state": {
"type": "minecraft:simple_state_provider",
"state": {
"Name": "minecraft:dirt"
}
},
"vegetation_feature": "fauna_and_flora:carpet"
}
}```
```{
"feature": "fauna_and_flora:carpet_patch",
"placement": [
{
"type": "minecraft:height_range",
"height": {
"absolute": 0
}
}
]
}```
This isn't likely to crash your game on its own. Could have been a memory thing if you've been doing a lot of worldgen stuff
The dimension has 3 features 😭
Vanilla Minecraft places tons of these in lush caves, with way more intensive placements
I must be doing something wrong
But if you've been testing a lot by deleting and regenerating the region/chunks, Minecraft is poorly optimized for a lot of that
So eventually it runs out of memory
Same deal, yeah
Well the reason it's not placing is that just a height range placement isn't going to do a lot
Indeed, this is just placing the feature at Y=0
Is that what you want?
It's been generating my other features
Yep
that's where everything is it's basically a superflat
Ah I see
that's where the dirt I want covered is
You're sure you added this to the biome?
It might need to technically try to place above the ground so it can scan down and find it
I recommend using a heightmap placement instead, assuming this is open to the sky
Really making this hard on yourself huh?
Then try count_on_every_layer
Minecraft is still crashing I'll test this as soon as I can
Is the crash giving anything in logs?
is the xz_radius too big
naw cos I had to force close it
Could be, but that should be giving a more clear error if so
It couldn't give errors it was crashing tho
Which means it could be a few other things
How many biomes does your dimension have?
1 so far I might add more
Ok, so that narrows it down
You said there's two or three other features? Let's see what those placed features are
We've got the one I've shown you, one that places a single block every few blocks in like a square and another that does lines
so like they're all the same thing in different shapes
Doesn't super matter what they're supposed to look like, please show what's in their placed feature files
Some placement types don't play well together and can cause these kinds of crashes
ok
{
"feature": "fauna_and_flora:fluorescent_froglight",
"placement": [
{
"type": "minecraft:height_range",
"height": {
"absolute": 4
}
},
{
"type": "minecraft:rarity_filter",
"chance": 1
},
{
"type": "minecraft:count",
"count": 16
},
{
"type": "minecraft:random_offset",
"xz_spread": {
"type": "minecraft:weighted_list",
"distribution": [
{
"weight": 1,
"data": 0
},
{
"weight": 1,
"data": 4
},
{
"weight": 1,
"data": 8
},
{
"weight": 1,
"data": 12
}
]
},
"y_spread": 0
}
]
}```
"feature": "fauna_and_flora:termite_line_east",
"placement": [
{
"type": "minecraft:height_range",
"height": {
"absolute": 0
}
},
{
"type": "minecraft:rarity_filter",
"chance": 1
},
{
"type": "minecraft:count",
"count": 8
},
{
"type": "minecraft:random_offset",
"xz_spread": {
"type": "minecraft:weighted_list",
"distribution": [
{
"weight": 1,
"data": 2
},
{
"weight": 1,
"data": 6
},
{
"weight": 1,
"data": 10
},
{
"weight": 1,
"data": 14
}
]
},
"y_spread": 0
}
]
}```
And then the same thing but north
Hm, not those then
It could indeed be the xz radius on the patch then, have you tried reducing it yet?
Ok, well try that next. Maybe something like 4 to be safe
And then if that works you can try to find the middleground
I've dropped it to 2 yeah
must be a bigger issue
even at 2 it crashes the game
Oh ok logs are working this time it's giving a stack overflow error
and this is like a huge error
Your question, #1381494478757433465 (Custom Feature generate only on Dirt), was resolved!
#1381494478757433465 message
48m
Does anybody else have ideas?