.nbt
file, most vanilla StructureFeatures simply override the generate
method inside their given Piece class.Jigsaws are good for advanced structures such as dungeons & villages, and allow you to spend more time on actually building content vs. messing with procedural generation code.
A repository with finished code can be found here. Switch branches to select a version from 1.14 to 1.16.
A StructureFeature
is an advanced Feature
: it keeps track of its location and bounds, and also has the ability to generate itself from a structure file1). If it helps, you can think of it as a Structure
+ Feature
. We'll need to create one for our jigsaw generated structure. To start, create a class that extends StructureFeature<DefaultFeatureConfig>
2). Feature naming convention is “structure name” + “Feature”; a few vanilla examples are EndCityFeature
, OceanRuinFeature
, and VillageFeature
.
Note: while Feature is the proper name for something generated in the world, we'll refer to our addition as a Structure. This is to distinguish between a StructureFeature and a standard Feature.
We'll keep the constructor as-is. The Function<Dynamic<?»
parameter is the structure config– if you don't have any plans to mess with it, you can simply pass DefaultFeatureConfig::deserialize
into super:
public ExampleFeature(Function<Dynamic<?>, ? extends DefaultFeatureConfig> config) { super(config); }
shouldStartAt answers the question “should I start generating at the given Chunk?” AbstractTempleFeature
is a class offered by vanilla that offers an answer to this question: it guarantees each structure is spaced out from others of the same type. The standard village feature uses the same logic but isn't a child of the class. By returning true, every chunk will have your feature. This is good for testing, so we'll use that route for now.
@Override public boolean shouldStartAt(ChunkGenerator<?> chunkGenerator, Random random, int x, int z) { return true; }
getName is the name of your structure. It's used for a few things, including:
Vanilla convention is a properly capitalized title. “Igloo,” “Village,” and “Fortress,” are all valid.3)
@Override public String getName() { return "Example Feature"; }
The exact usage for getRadius is still under discussion, but my guess (as the writer) is that it's related to translation within a chunk. A structure with a radius of 4 may be moved around within the chunk bounds, while a structure with a radius of 8 will always be centered. This may be wrong. For now, the radius should be half the size of your structure; if your structure will take up more than a single chunk (or fill it entirely), return 8.
@Override public int getRadius() { return 2; }
Finally, getStructureStartFactory is the generation portion of your StructureFeature. You'll have to return a factory method to create new StructureStarts– we can simply method reference the constructor. Our implementation will look like this, with ExampleStructureStart
being the next step in this tutorial:
@Override public StructureStartFactory getStructureStartFactory() { return ExampleStructureStart::new; }
Our finalized ExampleFeature
class:
import com.mojang.datafixers.Dynamic; import net.minecraft.world.gen.chunk.ChunkGenerator; import net.minecraft.world.gen.feature.DefaultFeatureConfig; import net.minecraft.world.gen.feature.StructureFeature; import java.util.Random; import java.util.function.Function; public class ExampleFeature extends StructureFeature<DefaultFeatureConfig> { public ExampleFeature(Function<Dynamic<?>, ? extends DefaultFeatureConfig> config) { super(config); } @Override return true; } @Override public StructureStartFactory getStructureStartFactory() { return ExampleStructureStart::new; } @Override return "Example Feature"; } @Override public int getRadius() { return 2; } }
StructureStart
is like the initialization stage of generating our structure in the world. For now, create a simple child class with a constructor that also overrides initialize:
public class ExampleStructureStart extends StructureStart { ExampleStructureStart(StructureFeature<?> feature, int x, int z, Biome biome, MutableIntBoundingBox box, int int_3, long seed) { super(feature, x, z, biome, box, int_3, seed); } @Override public void initialize(ChunkGenerator<?> chunkGenerator, StructureManager structureManager, int x, int z, Biome biome) { } }
To understand what happens here, we'll have to dive into jigsaws (https://minecraft.gamepedia.com/Jigsaw_Block) and structure blocks (https://minecraft.gamepedia.com/Structure_Block).
Structure Blocks are a simple way of saving a structure to a .nbt file for future use. Jigsaws are a component of structure blocks that assemble multiple structures into a single one; similar to normal jigsaws, each piece of the structure connects at a jigsaw block, which is like a connection wedge in a puzzle piece. We'll assume you're familiar with saving structures– if you aren't, read up on the structure block page before going any further.
The jigsaw menu consists of 3 fields: * target pool * attachment type * turns into
When thinking about this as a puzzle, the target pool is the group of puzzle pieces you can search through. If you have a total of 10 pieces, one target pool may have 7 of the total pieces. This field is how a jigsaw specifies, “Hi, I'd like a piece from group B to connect to me!” In the case of a village, this may be a road saying, “Give me a house!” The target pools of 2 jigsaws do not have to match: the requestor gets to decide who they select from. It is not defining what type the given jigsaw block is, but rather what type should be on the other side.
The attachment type can be seen as a more specific filter within target pools– a jigsaw can only connect to other jigsaws with the same attachment type. This is like the type of connector on a puzzle piece. The usages for this are a little bit more specific.
Finally, the “turns into” field is simply what the jigsaw is replaced with after it finds a match. If the jigsaw is inside your cobblestone floor, it should probably turn into cobblestone.
Here's an example implementation: the given jigsaw will draw from the tutorial:my_pool structure pool, looks for any jigsaws with the tutorial:any type, and turns into cobblestone when it's done.
Our finalized structure will consist of multiple colored squares connecting to each other. It will have a white or a black square in the center, and orange, magenta, light blue, and lime squares branching off on the sides randomly. Here is the setup of our 2 initial squares:
This jigsaw will ask for any other jigsaw that: * is in the tutorial:color_pool target pool * has an attachment type of tutorial:square_edge It then turns into white concrete to match the rest of the platform.
For demo purposes, we've made 2 starting platforms: one is white, and one is black. The only difference is what they turn into. We'll save these as structure files using structure blocks:
For our randomized edge platforms, we've made 4 extra squares of different colors. Again, despite being used for a different purpose, the jigsaw construction is the same aside from the “turns into” field.
We now have 6 saved .nbt
files. These can be found in our world save folder under generated
:
For usage, we'll move these to resources/data/tutorial/structures
, where “tutorial” is your modid:
The setup is complete! We now have 6 total squares. Let's briefly recap the goal: * have a white or black square selected as the center for our structure * have a pool of the 4 other colors * branch off from the center square with our 4 extra colors
Let's head back to our ExampleStructureStart
class. First, we'll need 2 Identifiers to label our 2 pools (black&white, 4 colors):
private static final Identifier BASE_POOL = new Identifier("tutorial:base_pool"); private static final Identifier COLOR_POOL = new Identifier("tutorial:color_pool");
Remember: every jigsaw ends up searching through the color pool, but we still have a base pool! This is to keep our black & white squares out of the outside generated squares. It's also going to be our origin pool, where we randomly select 1 structure from to begin our generation.
In a static block at the bottom of our class, we're going to register our structure pools using StructurePoolBasedGenerator.REGISTRY
:
static { StructurePoolBasedGenerator.REGISTRY.add( new StructurePool( BASE_POOL, new Identifier("empty"), ImmutableList.of( Pair.of(new SinglePoolElement("tutorial:black_square"), 1), Pair.of(new SinglePoolElement("tutorial:white_square"), 1) ), StructurePool.Projection.RIGID ) ); StructurePoolBasedGenerator.REGISTRY.add( new StructurePool( COLOR_POOL, new Identifier("empty"), ImmutableList.of( Pair.of(new SinglePoolElement("tutorial:lime_square"), 1), Pair.of(new SinglePoolElement("tutorial:magenta_square"), 1), Pair.of(new SinglePoolElement("tutorial:orange_square"), 1), Pair.of(new SinglePoolElement("tutorial:light_blue_square"), 1) ), StructurePool.Projection.RIGID ) ); }
Here, we're registering 2 pools (base & color) and then adding their respective children to them. The StructurePool constructor is as follows: * registry name of the pool, same as target pool at top of a jigsaw * @Draylar if you know what this one does * a list of pool elements * the projection type of the pool
For the list of elements, we add Pairs4) of pool elements and integers. The string passed into the element is the location of the structure in the data directory, and the int is the weight of the element within the entire target pool. Using 1 for each element ensures each one will be picked evenly.
The projection is how the pool is placed in the world. Rigid means it will be placed directly as is, and terrain matching means it will be bent to sit on top of the terrain. The latter may be good for a wheat field structure that moves with the terrain shape, whereas the first would be better for houses with solid floors.
Now all we have to do is add our starting piece in our initialize
method:
@Override public void initialize(ChunkGenerator<?> chunkGenerator, StructureManager structureManager, int x, int z, Biome biome) { StructurePoolBasedGenerator.addPieces(BASE_POOL, 7, ExamplePiece::new, chunkGenerator, structureManager, new BlockPos(x * 16, 150, z * 16), children, random); setBoundingBoxFromChildren(); }
The Identifier is the starting pool to select from, the int is the size of the entire structure (with 7 being “7 squares out”), and the 3rd argument is a factory for the piece we'll register in a second.
This portion is very simple. A piece represents one section or element in your full structure. You'll need to create a basic piece class, and we'll register it later:
public class ExamplePiece extends PoolStructurePiece { ExamplePiece(StructureManager structureManager_1, StructurePoolElement structurePoolElement_1, BlockPos blockPos_1, int int_1, BlockRotation blockRotation_1, MutableIntBoundingBox mutableIntBoundingBox_1) { super(ExampleMod.EXAMPLE_PIECE, structureManager_1, structurePoolElement_1, blockPos_1, int_1, blockRotation_1, mutableIntBoundingBox_1); } public ExamplePiece(StructureManager manager, CompoundTag tag) { super(manager, tag, ExampleMod.EXAMPLE_PIECE); } }
Where ExampleMod.EXAMPLE_PIECE
is a reference to our registered piece.
We'll need to register our structure as both a feature and a structure feature, and also register our piece. Registering your structure as a StructureFeature is optional, and is used for saving it to the chunk. If the world is stopped half-way through your structure loading, having this registered will allow it to continue after the world is re-opened. If it is not registered to a structure feature and this happens, the structure will stop half-way through (which would mostly only occur in larger, multiple chunk wide structures).
Registry.FEATURE, new Identifier("tutorial", "example_feature"), new ExampleFeature(DefaultFeatureConfig::deserialize) ); public static final StructureFeature<DefaultFeatureConfig> EXAMPLE_STRUCTURE_FEATURE = Registry.register( Registry.STRUCTURE_FEATURE, new Identifier("tutorial", "example_structure_feature"), EXAMPLE_FEATURE ); Registry.STRUCTURE_PIECE, new Identifier("tutorial", "example_piece"), ExamplePiece::new );
Finally, we'll have to spawn our structure. A basic example which adds it to every biome is:
Registry.BIOME.forEach(biome -> { biome.addFeature(GenerationStep.Feature.RAW_GENERATION, EXAMPLE_FEATURE.configure(new DefaultFeatureConfig()).createDecoratedFeature(Decorator.NOPE.configure(DecoratorConfig.DEFAULT))); biome.addStructureFeature(EXAMPLE_FEATURE.configure(new DefaultFeatureConfig())); });
As you can see, we have a single white square in the center, with boxes going off the edges. Note that the radius in this screenshot was increased to 14 instead of the 7 used in the tutorial.
Ideally, you do not want structure pieces to be bigger than 32x32x32, so breaking them into chunk-sized pieces is the best option. You cannot generate other structure pieces of the same pool through jigsaws. So, if you have a piece in pool A and you try to generate another piece, you will have to have another pool.
.nbt
file, most vanilla StructureFeatures simply override the generate
method inside their given Piece class.TranslatableText
for this: while the intent is valiant, things will break.