![]() ![]() attach the "true" procedure block to the "Return" procedure block, and place them into the "do" part of the "If" procedure block we made earlier. Following that, still working on our procedure, go to "Logic", and grab the "true" procedure block, then go to "Flow control" and grab the light blue "Return" procedure block. After that, we want to change to, and set the empty box to "Air" (It should be the first block after your mod's blocks.) So first, we want to grab a template procedure from "Procedure Templates" called "Check type of a block below". We want to make a procedure to check if the block above is air. After setting your desired generation heights, still in the Generation tab, we want to make a Additional Generation Condition, click the green plus button. (I'll update this entirely when I come back to Minecraft Modding)) (Unless the grass of your biome spreads, it'll unfortunately be quite small and scattered as we are depending on the ore generator, which is somewhat limited when it comes to this. The "Average amount of ores in a group" should be over 13, but under 32. Following that, set the "average amount of ore groups per chunk" to either 1 (Rare) up to 31 (Rather Common), however, the higher might lag the game. ![]() ex, Netherrack for nether, Soul sand for the Soul Sand Valley, or End Stone for the End Barrens. Still in the generation settings after you decided the biome, pick to replace that biomes most common ground block. ("small_end_islands" or "soul_sand_valley" may also work well) In the Generation settings, and choose the dimension you want your biome to be in, Then depending on which dimension you choose, make the grass generate either in the "end_barrens" or "nether" as those are mostly blank, and wide biomes, but, you can choose any other biomes you want. First, we take our biome's grass block (Which sadly has to be different from other biomes in that dimension to work properly) (Also, If your wondering why this is so long, I tried to make this as beginner friendly as possible. This be better if you want to make mini mini biomes that are more of an addition to existing ones, unless you are really good at making things work) (It's alright, but, still doesn't work the best, and it doesn't actually set a custom biome. Workaround to "biome" generation to existing dimensions Is biome generation possible in the nether and end yet? If so, can someone instruct me on how to add biomes to these existing dimensions? (Asking about this in the latest snapshot version) (Edit:But, I added a okay workaround and extra stuff for fun) So after many attempts at coming up with a solution, I finally found one: Update Sand!ġ: Make a block that doesn't appear in your creative inventory, and make sure that it can float one block above the block that needs to be updated, then build your structure with the updated sand one block above it.Ģ: After you have saved your structure file, enable the gravity back onto the update sand so that when it generates, the sand will fall and update your other blocks.ģ: Make sure to add your 'update tick' procedure to on ' neighbour block changed' for your original block so that if you have a big group you only need to use one sand.(Edit:For anyone looking for an answer, it's no) So I went ahead and created a block that had a random chance of turning into either block on an update tick, so that as soon as it spawned, it would activate, but of course that didn't work. I wanted to create a simple randomized structure, that had a block have a random chance of being a certain different block to give some variation. This is a problem for a lot of types of randomly generated structures. ![]() I have found a solution to the update tick not working on structure generation I've seen a lot of people having a problem with įor context, any block naturally generated throughout the world will not start doing update ticks to prevent lag. ![]()
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