![]() YourWorld/generated/minecraft/structures/.ĬLICK ME: Saving structure in specific foldersĪlternatively you can even use path in the Structure name in the structure block, like minecraft:project1/house_top. I choose some self explanatory names.Īll saved structures can be found inside your world: ![]() First we need to choose the names of those structures and save them. We still haven't configured the jigsaws in the structures, but that will come soon. Since we separated the house and the basement, we need to put two additional jigsaw block facing into each other. Our starting structure can be the house, so there has to be a connection in front of the house, on the ends of the roads, and in front of the shrine. Use structure blocks in their SAVE mode, and set the bounding boxes of the structures. Let's make a simple house with a basement and a road that will lead away from the house to some shrine. There is also a data pack download of this first example.Īlways leave the world and rejoin to apply the new changes! Because traditional /reload or /datapack disable & enable do not refresh changes in worldgen files! EXAMPLE 1 - Creating a structure that uses jigsaws So treat this as a basic jigsaw guide in world generation. I will show how to create a data pack that adds custom structures to the world that also utilize jigsaw blocks. I myself want to tackle the jigsaw aspect a bit, hence i'm making my own guice based on his. This is technically a shameless rip/edit of misode's guide that shows the traditional use of newly implemented custom structure system. Simply, if you have structure A, put structure B entity in place where you imagine it to be - then make procedure spawning structure when player is in range of specific range (160 is good number).Custom data pack structures with jigsaws in 1.18.2 ![]() ![]() Quite obvious tip, but I myself didn't think of possibility to make structures larger than structure block limit, for example, so sometimes it can be helpful, just because you didn't think of it before.Īd 2: you can use structure blocks / structure entities (I'd recommend the latter, they are more manageable) to use specific structures spawn more precisely, but without that many maths. use side-party programs or mods - this is kinda optional, but there's Structure Expansion mod which can be useful for some extremely large projects, and WorldEdit-like programs can be helpful for making seamless terrain. Just remember than each biome has a bit different terrain, and also there are mods changing it, so you'd need to make separate variants for cities for deserts and so on. create your own terrain - it makes it easier to blend structure with terrain than structure alone. use many structure blocks and figure out procedure maths for spawning them (if you add conditions, it will be even more precise, but also more difficult) - this will make your structures more "split", but in the same time, the smaller structure, the more coherent it is with terrain and looks less unnaturalģ. use structure voids - when the structure is spawned, structure voids do not turn block into air, so it is easier to merge structure into terrainĢ. It is indeed difficult to manage and will require probably a lot of testing and failing. ![]()
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