Worldgen
Features, surface rules, density functions, noise, and more to improve worldgen capabilities.
Last updated
Features, surface rules, density functions, noise, and more to improve worldgen capabilities.
Last updated
Setup
Generates any number of features in the same spot.
There are three types of composite feature placement, defined under the 'type' field.
free places every feature in the list and returns true no matter what.
soft returns true if at least one feature places.
hard returns false if at least one feature fails.
This example will generate a spruce tree with a patch of berry bushes at the same position.
Generates a Coral claw shape.
This example will generate a Coral Claw made completely of Stone.
Generates a Coral mushroom shape.
This example will generate a Coral Mushroom made completely of Stone.
The Coral Tree feature generates a Coral tree shape at the position.
This example will generate a Coral Tree made completely of Stone.
Generates a crater shape.
Generates a noise-based pool which is raised vertically. There are a number of parameters for this feature type:
'y_offset' specifies an offset to the pool's y-level.
'rim_size' specifies how thick the rim of the pool is.
'rim_state' specifies which block to use for the rim.
'inner_state' specified which block to use inside the pool.
'height' specifies how tall the pool is.
'start_radius' specifies how wide the radius at the start of placement.
'inner_depth' specifies how deep the inside of the pool is and raises the floor accordingly.
'replaceable' specifies which blocks can be replaced by the pool.
'solid_rim', if true, fills in any gaps in the rim.
This example generates a Pool made of Calcite and filled with Water. It's start radius is either 1 or 2 and it rises between 2 and 4 blocks upwards.
Generates a large Dripstone spike shape.
Generates a Basalt pillar shape.
Generates a rock shape.
Generates a Glowstone blob shape.
Generates an Ice Spike shape.
Generates a structure nbt file.
Generates a giant log.
A conditional placement modifier that takes a list of placement modifiers as input and returns true if all of those placement modifiers pass.
A conditional placement modifier that takes a list of placement modifiers as input and returns true if at least one of those placement modifiers passes.
A conditional placement modifier which returns true if the specified density function value at the block position is within the specified range.
A conditional placement modifier which returns true if the block position is further from (0,0,0) than the specified distance.
A conditional placement modifier which returns true if the specified FastNoise value at the block position is within the specified range.
A conditional placement modifier that returns true if the height of the specified heightmap is between the two specified heigh providers.
A conditional placement modifier which returns true if the block position is within range of the specified structure.
Warning: This placement modifier is expensive and will easily cause lag.
A conditional placement modifier which returns true if the specified noise value at the block position is within the specified range.
A placement modifier which inverts the result of the input placement modifier.
A positional placement modifier which offsets the block position by a specified amount.
A conditional placement modifier which returns true or false at random.
A conditional placement modifier which returns true if the sky is visible at the block position.
A conditional placement modifier which returns true if the steepness value at the block position is within the specified range.
A conditional placement modifier which returns true if the block position is within the specified structure.
Warning: This placement modifier is expensive and will easily cause lag.
A structure placement type that takes a list of block positions and attempts to generate the structure at each one.