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Minecraft:Placed feature

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A placed feature determines where a Minecraft:configured feature should be attempted to be placed using placement modifiers. They can be referenced in biomes.

Placed features are stored as JSON files within a data pack, in the Template:Cd folder.

JSON format

Placement modifiers

When a placed feature is referenced through a biome file, the placed feature tells the configured feature in the Template:Cd field to place once on the northwest corner of each chunk at the bottom layer of the world. When a placed feature is referenced from a configured feature file or through the Template:Cmd command, the placed feature tells the configured feature in the Template:Cd field to place once where the original feature/player is located respectively. Placement modifiers can change the position of the feature and the amount of placements.

Placed features are applied in order to determine where feature placement attempt(s) should occur. This can include moving the placement's position, number of positions, and filtering out positions based on given conditions. Each placement attempt applies placement modifiers separately.

The possible values for Template:Nbt and associated additional fields:

  • biome—Returns the current position if the biome at that position includes this placed feature, otherwise returns empty. No additional field. In effect, this predicate restricts features from being placed outside the edges of any biome that generates the feature. This modifier type cannot be used in placed features that are referenced from other configured features (for example, from entries in a random_selector type feature). Minecraft does not catch this type of error automatically on trying to load the world; instead the game runs normally until it tries to generate the feature, which causes the game to crash.
  • block_predicate_filter—Returns the current position when the predicate is passed, otherwise return empty.
  • carving_mask—Returns all positions in the current chunk that have been carved out by a carver. This does not include blocks carved out by noise caves.
    • Template:Nbt: The carving step. Either air or liquid. 'Liquid'-type carvers are not used in vanilla.
  • count—Returns multiple copies of the current block position. Although the count is limited to 256, multiple count predicates can be used, allowing them to be stacked multiplicatively to achieve much higher values.
  • count_on_every_layer—In the horizontal relative range (0,0) to (16,16), at each vertical layer separated by air, lava or water, tries to randomly select the specified number of horizontal positions, whose Y coordinate is one block above this layer at this selected horizontal position. Return these selected positions.
  • heightmap—Sets the Y coordinate to one block above the Minecraft:heightmap. Returns the new position.
    • Template:Nbt: The heightmap to use. One of MOTION_BLOCKING, MOTION_BLOCKING_NO_LEAVES, OCEAN_FLOOR, OCEAN_FLOOR_WG, WORLD_SURFACE or WORLD_SURFACE_WG.
  • in_square—For both X and Z, it adds a random value between 0 and 15 (both inclusive). This is a shortcut for a random_offset modifier with y_spread set to 0 and xz_spread as a uniform int from 0 to 15. No additional fields.
  • noise_based_count—When the noise value at the current block position is positive, returns multiple copies of the current block position, whose count is based on a noise value and can gradually change based on the noise value. When noise value is negative or 0, returns empty. The count is calculated by ceil((noise(x / noise_factor, z / noise_factor) + noise_offset) * noise_to_count_ratio).
    • Template:Nbt: Scales the noise input horizontally. Higher values make for wider and more spaced out peaks.
    • Template:Nbt:(optional, defaults to 0) Vertical offset of the noise.
    • Template:Nbt: Ratio of noise value to count.
  • noise_threshold_count—Returns multiple copies of the current block position. The count is either below_noise or above_noise, based on the noise value at the current block position. First checks noise(x / 200, z / 200) < noise_level. If that is true, uses below_noise, otherwise above_noise.
    • Template:Nbt: The threshold within the noise of when to use below_noise or above_noise.
    • Template:Nbt: The count when the noise is below the threshold. Value lower than 0 is treated as 0.
    • Template:Nbt: The count when the noise is above the threshold. Value lower than 0 is treated as 0.
  • random_offset—Applies an offset to the current position. Contrary to its name, the applied offset is only random if the specified integer provider isn't a constant. In other words, a y_spread of -12 will always offset the placed feature downwards by 12 blocks. Also note that the even though the x and z axes share the same integer provider, they are sampled individually, so, for example, if a uniform type integer provider is used for the xz_spread with a min of 4 and a max of 16, the x offset could be 12 while the z offset could be 5. Specifying unique X and Z values isn't possible.
  • rarity_filter—Either returns the current position or empty. The chance is calculated as 1 / chance.
  • surface_relative_threshold_filter—Returns the current position if the surface is inside a range. Otherwise returns empty.
    • Template:Nbt:The Minecraft:heightmap to use. One of MOTION_BLOCKING, MOTION_BLOCKING_NO_LEAVES, OCEAN_FLOOR, OCEAN_FLOOR_WG, WORLD_SURFACE or WORLD_SURFACE_WG.
    • Template:Nbt: The minimum relative height from the surface to current position.
    • Template:Nbt: The maximum relative height from the surface to current position.
  • surface_water_depth_filter—If the number of blocks of a motion blocking Minecraft:material under the surface (the top non-air block) is less than the specified depth, return the current position. Otherwise return empty.

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