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Carvers[]

Carvers are used to add carved out regions of biomes, either replaced with air or liquid. They are stored as JSON files within a data pack in the path .

Whether it is possible to configure the «ocean» layer of carvers (for example the lava that appears below y=10 in Overworld caves) is unknown.

JSON format

The root tag

    •  type: The type of carver to use, must be one of either , , , , or .
    •  config: See below.

Shared by all carver types:

  •  config:Configuration values for the carver.
    •  probability: The probability that each chunk attempts to generate this carver, must be between 0 and 1.
    •  y: Height provider. The height at which this carver attempts to generate.
      • Tags common to all height providers
    •  yScale: Float provider. Vertically scales the carved area.
      • Float provider tags
    •  lava_level: The vertical anchor where lava begins to generate.
      • Choices for a vertical anchor
    •  aquifers_enabled: If true, aquifers will be generated.

When carver type is , , or

  •  config: Configuration values for the carver
    •  horizontal_radius_multiplier:[needs testing]
      • Float provider tags
    •  vertical_radius_multiplier:[needs testing]
      • Float provider tags
    •  floor_level:[needs testing]
      • Float provider tags

When carver type is or

  •  config: Configuration values for the carver.
    •  vertical_rotation:[needs testing] Creates the curves in the canyon as it continues.
      • Float provider tags
    •  shape: The shape to use for the ravine.
      •  thickness:[needs testing] The width of the canyon.
        • Float provider tags
      •  width_smoothness:[needs testing] Higher values seem to smooth canyon walls on the vertical axis. Must be positive.
      •  distance_factor:[needs testing]
        • Float provider tags
      •  horizontal_radius_factor:[needs testing]
        • Float provider tags
      •  vertical_radius_default_factor:[needs testing]
        • Float provider tags
      •  vertical_radius_center_factor:[needs testing]
        • Float provider tags

Processor lists[]

Main article: Processor list

Processor lists are lists of processors used to affect blocks in structures, stored as JSON files within a data pack in the path .

JSON format

  • The root tag
    •  processors: A list of processors
      •  A processor
        •  processor_type: Can be , , , , , , , or .
        • If is :
        • If is :
          •  rules: A list of rules to apply from top to bottom [needs testing]
            •  A rule
              •  position_predicate: The predicates to apply to the block’s position [needs testing], see below for a list of valid predicates
              •  input_predicate: The predicates to apply to the block that is placed
              •  location_predicate: The predicates to apply to the block before the structure is generated [needs testing]
              •  output_state: The block that is placed if all conditions are met
                •  Name: ID of the block
                •  Properties

                   state: A block state key and its value

                  : Block states

              •  output_nbt (optional): The nbt data of the block placed if all conditions are met. Needs to be in JSON form. [needs testing] (never used in vanilla)
        • If is :
        • If is :
          •  blocks: [needs testing]
            •  A block
              •  Name: The namespaced id of the block to use.
              •  Properties

                 state: A block state key and its value.

                : Block states

        • If is :
          •  heightmap: Must be one of , , , , , or .
          •  offset: [needs testing]

Predicates

  • The root tag
    •  predicate_type: Can be , for a random chance that depends on a block’s distance to the structure’s origin [needs testing], to test for a block, to test for specific block states, to test for a block with a random chance or to test for a block in a block tag.
    • If is :
      •  axis: Can be , or
      •  min_chance: The chance for the predicate to pass when the distance of a block to the structure’s origin is equal to [needs testing].
      •  max_chance: The chance for the predicate to pass when the distance of a block to the structure’s origin is equal to [needs testing]. If a block’s distance is between and , chance is obtained by linear interpolation between the values of and .
      •  min_dist
      •  max_dist
    • If is :
    • If is :
      •  block_state
        •  Name: ID of the block
        •  Properties

           state: A block state key and its value.

          : Block states

    • If is :
      •  block: A block ID.
      •  probability: The probability (between 0 and 1) of the predicate to pass if the block is found.
    • If is :

Jigsaw pools[]

Jigsaw pools or template pools are used to generate structures using jigsaw blocks, stored as JSON files within a data pack in the path .

JSON format

  • The root tag
    •  name: The namespaced id of the pool [needs testing]
    •  fallback: Can set to another template pool, which generates when the original pool cannot generate at the end of all layers. Used in the vanilla datapack to generate the end of village streets, aka terminators in structure files. [needs testing]
    •  elements: A list of structures to choose from
      •  An element:
        •  weight: How likely this element is to be chosen when using this pool
        •  element: The properties of this element
          •  element_type: Can be to generate no structure, when is used, when are used, and or when is used [needs testing]. The difference between legacy_single_pool_element and single_pool_element, is that the legacy_single_pool_element will not replace existing blocks with air (so is not suitable for building underground) and the single_pool_element will replace blocks with air and relies on the structure_void block to avoid not replacing blocks.
          •  feature: The namespaced id of the feature.
          •  location: The namespaced id of the structure to place
          •  projection: Can be to place a fixed structure (like a house), or to match the terrain height like a village road [needs testing]
          •  processors: The namespaced ID of a processor if this is a string
            •  processors: A list of processors to use
              •  An element:
                •  processor_type: The namespaced id of the processor to use
                •  other properties [needs testing]
          •  elements: A list of structures to choose from
            •  An element:
              •  weight: How likely this element is to be chosen when using this pool
              •  location: The namespaced id of the structure to place
              •  projection: Can be or [needs testing]
              •  element_type: Can be to generate no structure, when elements is used, and or when location is used [needs testing]
              •  processors: The namespaced ID of a processor if this is a string
                •  processors: A list of processors to use
                  •  An element:
                    •  processor_type: The namespaced id of the processor to use
                    •  other properties [needs testing]