394 lines
7.7 KiB
Markdown
394 lines
7.7 KiB
Markdown
---
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title: Generating Custom Structures
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category: Tutorials
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mentions:
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- DerpMcaddon
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- SirLich
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tags:
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- experimental
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---
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Structure feature is one of the most basic feature. It places exported `.mcstructure` file in the world.
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This tutorial will show you how to make:
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- Surface structure,
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- Underground structure,
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- Floating structure,
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- Underwater structure, and
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- Water surface structure
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:::tip
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For exporting structure on android devices, use this [resource pack](https://mcpedl.com/export-structure-button-android-addon/)
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:::
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Make sure you put the `.mcstructure` file inside of `BP/structures/`!
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## Surface Structure
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### Feature File
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<CodeHeader>BP/features/house_feature.json</CodeHeader>
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```json
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{
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"format_version": "1.13.0",
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"minecraft:structure_template_feature": {
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"description": {
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"identifier": "wiki:house_feature"
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},
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"structure_name": "mystructure:house",
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"adjustment_radius": 4,
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"facing_direction": "random",
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"constraints": {
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"grounded": {},
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"unburied": {},
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"block_intersection": {
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"block_allowlist": [
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"minecraft:air" //The structure can only replace air
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]
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}
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}
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}
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}
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```
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### Feature Rule
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<CodeHeader>BP/feature_rules/plains_house_feature.json</CodeHeader>
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```json
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{
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"format_version": "1.13.0",
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"minecraft:feature_rules": {
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"description": {
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"identifier": "wiki:plains_house_feature",
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"places_feature": "wiki:house_feature"
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},
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"conditions": {
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"placement_pass": "first_pass",
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"minecraft:biome_filter": {
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"test": "has_biome_tag",
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"operator": "==",
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"value": "plains"
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}
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},
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"distribution": {
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"iterations": 1,
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"x": {
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"extent": [0, 16],
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"distribution": "uniform"
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},
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"y": "q.heightmap(v.worldx, v.worldz)", //Generates the feature on the highest block on the column
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"z": {
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"extent": [0, 16],
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"distribution": "uniform"
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},
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"scatter_chance": {
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"numerator": 1,
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"denominator": 25
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}
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}
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}
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}
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```
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## Underground Structure
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### Feature File
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<CodeHeader>BP/features/bunker_feature.json</CodeHeader>
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```json
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{
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"format_version": "1.13.0",
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"minecraft:structure_template_feature": {
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"description": {
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"identifier": "wiki:bunker_feature"
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},
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"structure_name": "mystructure:bunker",
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"adjustment_radius": 4,
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"facing_direction": "random",
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"constraints": {
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"block_intersection": {
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"block_allowlist": [
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"minecraft:air", //Makes the feature only replace air and stone
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"minecraft:stone"
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]
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}
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}
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}
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}
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```
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### Feature Rule
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<CodeHeader>BP/feature_rules/overworld_bunker_feature.json</CodeHeader>
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```json
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{
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"format_version": "1.13.0",
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"minecraft:feature_rules": {
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"description": {
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"identifier": "wiki:overworld_bunker_feature",
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"places_feature": "wiki:bunker_feature"
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},
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"conditions": {
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"placement_pass": "first_pass",
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"minecraft:biome_filter": {
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"test": "has_biome_tag",
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"operator": "==",
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"value": "overworld"
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}
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},
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"distribution": {
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"iterations": 1,
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"x": {
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"extent": [0, 16],
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"distribution": "uniform"
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},
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"y": {
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"extent": [
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11,
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50 //Makes the structure generate between y11 and y50
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],
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"distribution": "uniform"
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},
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"z": {
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"extent": [0, 16],
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"distribution": "uniform"
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},
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"scatter_chance": {
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"numerator": 1,
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"denominator": 15
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}
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}
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}
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}
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```
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## Floating Feature
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### Feature File
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<CodeHeader>BP/features/balloon_feature.json</CodeHeader>
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```json
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{
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"format_version": "1.13.0",
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"minecraft:structure_template_feature": {
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"description": {
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"identifier": "wiki:balloon_feature"
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},
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"structure_name": "mystructure:balloon",
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"adjustment_radius": 4,
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"facing_direction": "random",
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"constraints": {
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"block_intersection": {
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"block_allowlist": [
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"minecraft:air" //Makes the structure only replace air
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]
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}
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}
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}
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}
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```
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### Feature Rule
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<CodeHeader>BP/feature_rules/overworld_balloon_feature.json</CodeHeader>
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```json
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{
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"format_version": "1.13.0",
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"minecraft:feature_rules": {
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"description": {
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"identifier": "wiki:overworld_baloon_feature",
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"places_feature": "wiki:balloon_feature"
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},
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"conditions": {
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"placement_pass": "first_pass",
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"minecraft:biome_filter": {
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"test": "has_biome_tag",
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"operator": "==",
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"value": "overworld"
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}
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},
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"distribution": {
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"iterations": 1,
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"x": {
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"extent": [0, 16],
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"distribution": "uniform"
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},
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"y": {
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"extent": [
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100, //Makes the structure generate from y100 to y200
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200
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],
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"distribution": "uniform"
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},
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"z": {
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"extent": [0, 16],
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"distribution": "uniform"
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},
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"scatter_chance": {
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"numerator": 1,
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"denominator": 25
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}
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}
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}
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}
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```
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## Underwater Structure
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::: tip
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For underwater structures, make sure you waterlogged the structure, because Minecraft won't waterlog them automatically!
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:::
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### Feature File
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<CodeHeader>BP/features/aqua_temple_feature.json</CodeHeader>
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```json
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{
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"format_version": "1.13.0",
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"minecraft:structure_template_feature": {
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"description": {
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"identifier": "wiki:aqua_temple_feature"
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},
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"structure_name": "mystructure:aqua_temple",
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"adjustment_radius": 4,
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"facing_direction": "random",
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"constraints": {
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"block_intersection": {
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"block_allowlist": [
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"minecraft:water" //Makes the structure only replace water
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]
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}
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}
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}
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}
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```
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### Feature Rule
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<CodeHeader>BP/feature_rules/ocean_aqua_temple_feature.json</CodeHeader>
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```json
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{
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"format_version": "1.13.0",
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"minecraft:feature_rules": {
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"description": {
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"identifier": "wiki:ocean_aqua_temple_feature",
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"places_feature": "wiki:aqua_temple_feature"
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},
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"conditions": {
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"placement_pass": "first_pass",
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"minecraft:biome_filter": {
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"test": "has_biome_tag",
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"operator": "==",
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"value": "ocean"
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}
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},
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"distribution": {
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"iterations": 1,
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"x": {
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"extent": [0, 16],
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"distribution": "uniform"
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},
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"y": "q.above_top_solid(v.worldx, v.worldz)", //Places the feature on top of the highest solid block on the column, so it won't place it on the surface of the water
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"z": {
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"extent": [0, 16],
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"distribution": "uniform"
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},
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"scatter_chance": {
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"numerator": 1,
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"denominator": 25
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}
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}
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}
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}
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```
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## Water Surface Structure
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### Feature File
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<CodeHeader>BP/features/raft_feature.json</CodeHeader>
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```json
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{
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"format_version": "1.13.0",
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"minecraft:structure_template_feature": {
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"description": {
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"identifier": "wiki:raft_feature"
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},
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"structure_name": "mystructure:raft",
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"adjustment_radius": 4,
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"facing_direction": "random",
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"constraints": {
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"block_intersection": {
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"block_allowlist": [
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"minecraft:water", //Makes the structure only replace air and water
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"minecraft:air"
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]
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}
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}
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}
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}
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```
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### Feature Rule
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<CodeHeader>BP/feature_rules/ocean_raft_feature.json</CodeHeader>
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```json
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{
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"format_version": "1.13.0",
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"minecraft:feature_rules": {
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"description": {
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"identifier": "wiki:ocean_raft_feature",
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"places_feature": "wiki:raft_feature"
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},
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"conditions": {
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"placement_pass": "first_pass",
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"minecraft:biome_filter": {
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"test": "has_biome_tag",
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"operator": "==",
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"value": "ocean"
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}
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},
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"distribution": {
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"iterations": 1,
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"x": {
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"extent": [0, 16],
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"distribution": "uniform"
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},
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"y": 62, //Makes the feature generate only on y62, which is Minecraft water level
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"z": {
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"extent": [0, 16],
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"distribution": "uniform"
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},
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"scatter_chance": {
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"numerator": 1,
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"denominator": 25
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}
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}
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}
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}
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```
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