Jump to content

[1.10.2] How to make structures bigger than a chunk?


TheAwesomeGem

Recommended Posts

I am trying to load structures that are bigger than a chunk(like a fort/castle) however I am struggling to find the method to do that. Inside the structure I will have points that are randomized(for example, it may contain traps or not based on RNG) however the structure itself(fort/castle) is generated the same way on the land. The size of the structure is like 128x64x64. Any help/documentation is really helpful.

Link to comment
Share on other sites

Minecraft has several randomised structures larger than a chunk, e.g. Strongholds, Nether Fortresses, Ocean Monuments, End Cities and Woodland Mansions.

 

You can find the implementations in the net.minecraft.world.gen.structure package. The latter two use the Structure Block format rather than manually setting blocks in code.

  • Like 1

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • i need help making a block generate an explosion im new to modding so i dont know how to do it.
    • okay.. ';D i did my good old technique of troubleshooting modpack (disabling ALL the mods and gradually in parts enabbling them and lauching game, enabling more mods, launching e.t.c) and managed to narrow it down to one mod.... it was "better smithing table" causing all the errors and making several mods to spit errors.. Same way by FIRSTLY turning on "better smithing tables" and seeing which mods it clashed with was: "Doggy Tallents Next" "bartering station" "Curios API" And further i wasn't able to check what mods conflicted b'cuz it was like: it was working with X mods, enabled 10 more mods, crashed. procedurally disabled all of them and still was crashing, disabled some more mods, worked. enabled back mods with which it was crashing and now it wasn't  i can't understand why and what mods are bad but i'm happy i somehow got the main error causer which again was "better smithing table". Without that mod everything works just fine. SOLVED (?)
    • So I'm creating yet another minecraft modpack and stumbled upon error I've never encoutered.. I tried to troubleshoot it myself and it always worked but this time I didn't manage.. Here is minecraft crash report: https://pastebin.com/EVqzdDKg I can't find how or from where to post debug.log  I'm sorry, can someone help me? (as a disclaimer - i've tried already reinstalling minecraft and java)
    • It works without mods, I've ran it through the launcher by itself and runs perfectly fine, when I open it through Forge I can get through to the launcher but when I go to open the world it loads then gives me the error code 1. Is there anymore info that could help diagnose it?
    • Also had the issue. GLAD TO TELL YOU I HAVE THE FIX! Create: Applied Kinetic literally says "Replace all inscriber recipes with Create's sequenced assembly recipe". When I turned off this mod it worked fine. I also didn't use that mod of the pack i played so it didn't matter for me.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.