Features and Feature RulesNote: in v.15Beta, it is possible to use
Everything from ores to grass and flowers, vegetation to granite or clay patches is generated using features and feature rules. It is even possible to build custom structures with those, but we won’t discuss that just yet because it requires a lot of grinding and will be much simpler after the aforementioned update.
Now, its worth to mention, that the easiest way to generate Custom Structures is this auto generator by MACHINE_BUILDER. However, well still learn some other manual feature generation here, because some things like Ores are much more fiicient to generate as ore_features and not structure_template_features.
For the sake of the tutorial, let’s make our tut:blocky custom block generate as ore. Ill do it the easy way, like this:
- Open Bridge, choose your Add-on;
- Add new file>features>diamond_ore and Add new file>feature_rules>diamond_ore.
- I’ll now save the files, launch my Code Editor, and make the required changes.
If you’re having trouble installing Bridge, you could have easily copied the files from somewhere else or simply created them from scratch. The Bridges repository is a more comprehensive option, while the Example Packs are one place to look for the Vanilla Files.
Features are a collection of blocks that are stored in the game files and can be placed using feature_rules. They can be found in the directory bhv/features. A feature’s file name and identifier must be identical.
You can find their Documentation on bedrock.dev/c/Features
- The specific feature known as “minecraft_ore_feature” is used to automatically place ores. Each feature type has its own specific syntax. Additionally, “single_block_feature” allows for the placement of a single block rather than an ore group, etc.
- “identifier” doesnt require a namespace in this scenario. It is not required to include the namespace in the filename and is optional.
- “Count” represents the size of the ore “cluster,” or the total number of actual ore blocks that will be generated.
- The value of the function “places_block” is the block’s identifier.
- All the blocks that the feature can replace are passed as arguments to “may_replace.” One of the blocks not listed here won’t be replaced if it generates over it; instead, it will stay in place.
Where and how features (and, eventually, structures) are placed are governed by feature rules.
- “identifier” needs no namespace, but the filename needs to match.
- The value of “places_feature” is the identifier of the feature that is subject to this rule.
- “placement_pass” HOW the feature will be passed;
- In the same way as a spawn rule, “biome_filter” checks for biome tags where the feature will generate;
- “iterations” basically chance. I set mine to 100 to generate everywhere, but this is set to 1 for a diamond_ore.
- The ore will be dragged in the four directions indicated by the following four components. Needs more clarification.
The simplest way to determine whether your ore generation is successful is to use the command /fill 15 5 15 -15 -15 air 0 replace stone. Stone will be kept out of the chosen area, as shown here:
Furthermore, 100 “iterations” is undoubtedly far too many.
It’s a good idea to keep going and look at other vanilla feature and feature_rule files to learn more techniques. However, the ones you just went through are sufficient to produce the majority of the necessary output.
Yes, as of MCBE v1.16.20, Custom Generated structures are possible. A simple way to generate Structures is this auto generator by MACHINE_BUILDER, mentioned earlier. It generates all three of the required files for your structure: feature_rules/mystructure.feature_rule.json, and structures/mystructure.mcstructure. You can learn more about defining .mcstructures with Structure Blocks in Minecraft itself here.
Writing a Feature is a tiny bit more complicated.
- Keep in mind that the namespace is not necessary and that the filename must exactly match the identifier. Therefore, the file name for a feature rule with the identifier tut:myfeaturerule or just myfeaturerule can be myfeaturerule. json in both cases.
Heres an code example from the Features Documentation:
- The structure’s identifier, which you saved using a Structure Block, is structure_name.
This article needs completion here:
Let’s move on to the Feature Rule, which will insert your Structure’s Feature into the World. Refer to the aforementioned Ore placement Feature Rules as well as the repository of Guides files.
The Structure generator linked above will generate the files automatically. Although I tend to use my own, I prefer to generate my Structure Rules with it. mcstructures, exported via Structure Blocks.
That’s basically it; you can now create custom structures anywhere in the world.
Your progress so far:
What youve done:
- Created you very first biome;
- Made your very first ore generate naturally;
- Learned to use Bridge for vanilla files generation and referencing;
- Learned about other Custom Generation methods;
- Created custom Structures;
What are you to do next:
- Be introduced to Scripting;
Minecraft Bedrock – How to Create Your Own Custom Biome in Minecraft
Can you make custom biomes in Minecraft bedrock?
Behavior packs allow for the customization of biomes. A behavior pack can override already declared biomes, like the vanilla biomes, or create entirely new custom biomes. Important gameplay elements like mob spawning, data-driven gameplay, and the display of custom blocks are incorporated into biomes.
How do you change the biome type in Minecraft bedrock?
Changing Biomes in Minecraft Bedrock After that, you can get the room you want by simply selecting and dragging the horizontal and vertical lines. Once the area has been defined, click “Change Biome” and pick a biome from the list.
How do you use creation of custom biomes in Minecraft PE?
A biome is defined by having at least 300/200 tiles of evil or 125/100 tiles of Hallowed grass, Ice, Stone, and Sand. Tiles with plants growing on top of their grass also count. Be aware that each block of Crimson or Corruption will deduct one from the total number of Hallow blocks when defining a biome, and vice versa.