Was quite literally looking for a tutorial for about 6 hours last night with no hope lmao. Not had a chance to look at this properly yet but I've linked it in the places I was asking for help/a tutorial for it.
I think only recently we got full support from Mojang to use them, I had tried to make a structure last year I think and had no luck but recently it was possible, may have also been just been that MCreator did not have proper structure support, the old structure element uses features to generate structures which is not compatible with jigsaw blocks.
I have a couple of questions. 1 - to connect jigsaws, do we need to have one block with the target and the target block needs to be empty? 2 - for the fallback pool, do the pieces need to have pool destinations set? 3 - if I designate a jigsaw to another jigsaw, but that another jigsaw is designated to a third one, does it still work?
For #1 The block that generates the connecting jigsaw should have a target name under your mods namespace. Also, the name should be left as minecraft:empty for the block selecting the connecting jigsaw. For the part that generates the jigsaw block should have the name set to be the same as the generator jigsaw block's target name. The target name on the generating jigsaw block should be Minecraft empty. So to recap. For the block generating - Target Name: example_mod:example_name - Name: minecraft:empty For the block is generated. - Target name minecraft:empty - Name:: example_mod:example_name For #2 Not sure I fully understand what you mean by destinations. The fallback pool will need the correct name for the block-generating Using the example in #1 your fallback structures should use the second recap settings to match the generator blocks. #3 Still not sure what you mean by designate. Think of the pool as a loot table because it just consists of a list of structures that can be generated. You can even have more than one name group in the same pool, this basically makes it so only the jigsaw blocks with matching names will be selected from the pool. Say you have the following structures with the names listed below for the pool the number it starts with on each line will be the group it belongs to and will generate from. 1 - Structure A Name: houses 1 - Structure B Name: houses 2 - Structure C Name: decor 1 - Structure D Name: houses 2 - Structure E Name: decor 2 - Structure F Name: decor As you can see anything with the name decor will be part of Group 2 whereas anything with houses will be part of Group 1. The game knows which is which based on the name provided in the jigsaw blocks and it will automatically select the right group even if there is more than one group in the same pool. When it comes to a fallback pool this is used normally at the end of the maximum distance from the center jigsaw block. In villages, it is generated at the end of the paths in some cases. From what I can tell they don't always generate but I am not sure why this is the case. It may require space or something but I have not looked too much into the pool though wiki has more technical documentation on jigsaw blocks and it's files. I hope this helps a bit.
great tutorial, just a bit outdated for me because I use mcrator 2024.2 instead of 2024.1, and I'm trying to make a dungeon like underground structure. and the jigsaw block UI for me is missing some settings from the video. I was wondering if you could make a tutorial for 2024.2? EDIT: so never mind- I was just being dumb because i had it horizontal instead of vertical and you had it vertical so that is an extreme facepalm at myself. still though great tutorial!
I have a question, how would I go to generate a structure only once in the overworld. Im trying to make a portal structure and I want to have it only once per world as a feature of the mod.
It's not possible with structures only with features. You would need to make a additional generation condition and test for a global world variable if it = 0 if true then in the if statement in your condition increase the variable number +1 and then return true. outside the condition return false. This should make the feature spawn only once in the world you set it to generate in.
Amazing tutorial as always. Is there anyway you could create a tutorial more in depth into the different spawning of structures? I can't seem to get my structure to spawn in the nether other than on the roof.
You can use the minecraft:is_nether tag to select all nether biomes. But there has been issues with structures at least features generating rarely under sea level. This though I think is a Minecraft issue not MCreator related. I don't think there is much way to improve it through the structure element though if you use features to spawn your structure you can increase the probability of generation using the repeat block under common placements. However features don't support jigsaw blocks sadly so you lose them doing it that way I guess.
I have plans to do a more in-depth video series on structures and jigsaw blocks, though I have committed to making some community tutorials before this can happen. Though after I will be moving on to the series after I get the ones I have on note cards done.
Hey NorthWestTrees, I’ve been working on trying to get my structure to spawn correctly for the past couple of days (around 7 hours) I have no idea what I am doing wrong. For the 4 different branches to the centerpiece, their jigsaw properties are all the same: Target Pool: Minecraft: Empty Name: Interdimensional: Branch Target Name: Minecraft: empty Block to replace: Interdimensional: glazestone_bricks The centerpiece to the whole structure has 4 jigsaws on each side which are supposed to randomly select one of the four branches to spawn in its place, but they aren’t. These are the jigsaws properties: Target pool: Interdimensional: dusk_temple_branches Name: Minecraft: empty Target name: Interdimensional: Branch (I want it to target all four branches for each side) Block to replace: Interdimensional: glazestone_bricks I really don’t see anything I am doing wrong, are you able to see an error? If so, are you able to tell me? Thanks.
The jigsaw block part looks correct, your not wrong. There can be other root causes though. If your structure element is called DuskTemple and has a registry name as dusk_temple then the pool is also correct if not then you will need to make sure your structure registry is your first part of your pool name in the jigsaw followed by the name you created for your actual pool entry in MCreator. Between the registry name and the pool entry name should contain an "_" without quotes For example if the structure registry name is dusk_temple and your pool entry is branches then from what you showed above this would be correct. The other main root cause is the jigsaw generation depth if the value is not high enough then to reach all the parts then it will not generate the connection. By default it is set to 1 which should allow 1 connection from the root structure, but if you have more connections off of those connections then you will need to increase the number. Setting it to 7 (the highest value) should fix most issues. Those are the most common issues people are having at least another issue could bhe that the maximum distance from the main structure is not high enough from what I understand with this setting is its how many blocks away from the exact center point of the structure or possible the axis point of it so if you are using structures that exceed the default 64 value then you can also try to increase this number the highest value it can reach is 128 which if I am correct a total of 256 blocks from one side to the other of the structure which is the same as villages and most other jigsaw structures in the game. If your structure is not spawning at all then there could be a issue with the biomes to generate in tag or selected biomes. On 2024.1 and a bit prior if you used "mod" as your tags, it would take this tag as a namespace not as a variable for your actual mod namespace so if your on 2024.1 or prior then you will need to type out your namespace rather than use the mod thing, however this should have been patched out in 2024.2 I reported the issue and it should be fixed. You can also try setting the generation stage lower in the list so that the structure will generate after other things this may fix some issues with it generating best way to describe this setting is its like a layer for when structures will be placed, features also use them sadly some things in the overworld like trees use the last layer so its hard to fill in structures around things like trees but in custom dimensions you have more control over the ordering. I hope this helps a bit most likely its one of the issues I have listed above.
Hey, I’ve got one more thing to add. It’s probably not the 2nd error as this structure is one middle structure with 4 jigsaws at each corner calling for one of the four branches. And those branches end right after placement.
I’ll see if that other stuff works. Also do you know how I get it so my structure spawns normally in my dimension (nether-like Gen) and not on the rooftop?
You would need a axe for your tool type to break wood, not sure about disabling shields this may require custom java code, stripping logs should also work if you use the axe tool base. For slashing you would need a procedure when the tool finishes being used and apply damage to all entities around the player using the sword so you would need to test if not the event player for the iterator entity when using the all entities just make sure you set up the script with a NOT block or it will only work for the player using the tool what you want is to exclude them not make them the only player so testing if its not the same as the player using the tool will do that.
Hey i have a question, I want to make villager spawn in my structure using jigsaw like in vannila villages but it doesn't work with biomes with no villages so I can't get jungle and swamp villagers, Any work around or do I have use it as entitt
I don't think there is data pack support yet for villager skin, though villagers should always resort back to the plains villager theme if no biome is selected for one of the few themes the game does have.
Hi, thank you so much for the guide! But how can I make it so that another one can be placed on the pool structure? It should turn out something like -> CENTER -> ROAD -> HOUSE, Center and road are generated, but for some reason the house does not want to... perhaps the puzzle block needs to be prescribed a more correct path, can you tell me what the code should look like?
So in minecraft villagers the town center has jigsaw blocks that call from the paths list, the paths have different directions which spread the roads one needs to share the name with the target name on the town center jigsaw block, this allows them to connect to each other, also path can have jigsaw blocks on the sides that connect to houses which houses share the same name as the target name as the block on the sides of the paths, this pool for houses is its own pool which then has all the houses in the pool list. Not sure if this makes since if not I have been planning a series that explains everything form start to finish making custom structures. I have one more community tutorial to record then I will be moving onto the series after that. So a few more weeks until I start recording the series.
Having a hard time visioning how a waterfall would be half in the ground. But you would need to use features not structures as feature have support for offsetting NBT structures unlike the structure element so you would need to place your structure -3 or something on the Y level and it will shift the structure in the ground. Also features also work with my non-floating structure script which you can find here. github.com/MCreator-Examples/Projects/discussions/4
@@NorthWestTreesMCreator Okay, thanks. I'm gonna try to find out how to do this, maybe you will one time add a custom nether dimension, where you could fish, to your lore mod
Fishing in custom dimensions would be possible so long as the dimension supports water. Though I am not sure if the loot table could be separated, if there is a global procedure then it may be possible to cancel the event and roll a item from a custom loot table I guess. I will have to look into this I may be able to make a custom cave world or something in the far future. I have many biomes I need to work on on the surface but adding a cave world would be pretty neat I think like you suggested.
hey thanks for the video mate, very helpful, i do have a question though, is it possible to create never-ending structures, as i have been working on a mod needs a never-ending dungeon in a custom dimension, any ideas how i would go about this, and if you do how could i only spawn one at a specific point in the world of that's possible if you have no idea its fine, thanks for the great vid anyway
Make sure you know what mod is causing the problem, if its your own mod then it may be worth checking if the project has any build errors to do this regenerate the workspace. If no errors happen and its your mod then open a bug report as it could be on MCreators side possibly.
I plan on covering this more in about 6 weeks. I will be starting a dedicated structure series which will cover making structures, jigsaw blocks, and then bring them all together. Even advanced tutorials like spawn overrides which are hard coded into the JSON file but I have 3 more community tutorials to cover and the lore series is every alternant day so about 6 weeks before I can start working on this series.
I have a question, say I have a structure that I want to generate exactly once per "dungeon", how would I best go about this? and if I have 2 different ones that I want somewhere in the dungeon exactly once?
Your best bet would be making the part part of the main structure that the other parts generate from. Like a village center. You could also delegate one side of the main structure and simply use a specific name and target name reserved only for that one structure type, this would allow you to have it generate on that side all the time. However in both cases you would still need it to be part of the core structure.
you can add jigsaw blocks anywhere in your structure, I don't think there is any limit how many you can cave but the distance between the starting structure and the path generated between jigsaws can only reach a distance of 7 though you can have more than 1 jigsaw block for each one of those structures so it can spread quite a bit. With that being said you can also use some as props to decorate structure though if children of a parent structure overlap with each other than only one of them will take priority and cancel the others out. The size seems to be in relation to the structure size though this has not effect on the parents of the child being generated just siblings of the jigsaw blocks on the same structure and possibly other parts at the same level of generation. I hope this helps a bit.
I generated my structure but It only generates the base path with two building. And yes if you're wondering my path has 2 branch that connects to 1 build using jigsaw blocks. Instead of continuing the path from the base path, both of the front and back of the path generates the fallback path instead.
I would make sure the target name and name of the connecting structures are correct, and also make sure you have the right pool in your structure. Keep in mind that with MCreator it's under your own namespace. :_ Also, try increasing the values for "jigsaw generation depth" and "maximum distance from main structure" the latter is measured by block in radius so if your main structure every direction can reach that number of blocks. Jigsaw depth is how many jigsaw blocks can run before it's stopped, the maximum number is 7 times so that means it can generate up to 7 times from the starting structure. I hope this makes since and helps you figure out the issue.
Great tutorial! I just have a question, I tried to use structures/jigsaws to surpass the structure block limit and save my ancient city. But Can I make It Generate Underground?
Set the "terrain of reference ground detection" to ocean_floor_wg Also ensure that your structure can generate after terrain and other core features are generated by selecting "top_layer_modification" for the generation stage. Height map information can be found on this page for generation. minecraft.wiki/w/Heightmap
im trying to use these jigsaws to overcome the structure size limit, and for some reason, when i generate the world, it doesnt apply the jigsaw at all, but when i do the same data in a jigsaw and manually generate it, it does work (mostly, just gives me a random rotation for some reason idk ive been trying to make this work for two days now and havent gotten really anywhere) any advice on this? PLEASE
Like most things it depends how you are trying to set it up. And what version of MCreator your using. Only recently the Structure element was actually using structure generation, before it used features that spawned structures which is why it was not possible to use the /locate structure command on any structures. If your using 2024.1 then this should not be an issue as the structure element uses actual structure configs now. In most cases the structure will still generate, even if the pools are not set up correctly. With that being said. I have covered in more recent videos on the structure element that the pool name should start with your structure registry. then followed by a '_' and then the pool name. So if your structure is called say MagmaDungeon your registry should look something like magma_dungeon you would then use magma_dungeon_ for your pool. This pool should also be under your mods namespace. So if your mod namespace is called "test_one" the path for say a pool in the jigsaw structure page called "buildings" would look like below. test_one:magma_dungeon_buildings I hope this makes since. In a few weeks I will be starting a structure series which will cover everything from structure blocks to more advanced configuration jigsaw blocks will be on that list in relation to MCreator at least.
I'm going to need better instructions for how to use the Jigsaw blocks. I followed this tutorial multiple times to create a jigsaw structure yet when I generate the structure it only creates a single part and refuses to place down anything else. When I added a fallback pool the structure proceeded to not generate at all. Each part of the jigsaw structure has names, they all have an assigned pool matching up with the name of the pool in the workspace, and they all have weights. Yet, the structure refuses to generate properly. Edit: I may have found what went wrong, but in the process of trying to fix it some world data got corrupted :( Edit 2: I recovered the files, attempted to fix what was going wrong, but the jigsaw structure continues to only generate one room. What do I do??? naming the target pool [moddirectoryname]:[structurename]_[poolname] in the jigsaws but they still will not work.
Yikes not sure what you did to corrupt the data. Don't worry about the tutorial its on my todo list, I am going to dedicate an entire series for it from start to finish in shorter videos. I have three more community tutorials to cover which will take about 6 weeks then I will be starting that series directly after.
It depends if the structure has been built that way or not. Like I am aware some villages have dirt in paths this may be possible to fix though there is also some times issues with minecraft world generation which can crop out parts of structures at times this is normal and can't be fixed.
I would need help since i cant understand english that good and i want to make a structure thats half above the ground and half below but i didnt understand alot of the jig saw part
heloo northwest trees ive watched this a couple times and my world keeps corrupting. what order do i do the things? i normally create structures, and i get stuck. do i first make the jigsaw pool or do i make the jigsaw pool after.
It should not matter what order you make your pool in. So long as the world your making your structures in does not generate structures. At least for the moment when you get the structure parts made. For your pool, the pool name will be the structure registry followed by an _ and then the custom pool name you made in your jigsaw block section. This will be under your mods namespace. Your target name and name for your structure should also be under your mods namespace. For your pool it will look something like this if your structure is called BlueHouse for your mod element. cctvcraft:blue_house_custom custom being the custom pool name you name it. When you make your jigsaw blocks there are two kinds of blocks. Generator and Placed. Generators you need a pool and target name and the name set to minecraft:empty. For the "Placed" one you need the pool and target name set to minecraft:empty and the name same as the generator block's target name. Hopefully this makes more since I have a couple more community tutorials and then I will be covering structures more in depth so if this does not make since then make sure to check out the structure series once I get the ball rolling on that series in a few weeks.
The "target pool" controls the file where structures can be selected from. The "target name" is the name which the jigsaw block looks for in the structure list in the pool. The "name" is the name that needs to match on the block generating which is looked for form the jigsaw block with the pool. For a generator block you only need your pool and target name, the "name" should be "minecraft:empty". For the structure being generated the jigsaw block should have the same "name" as the generator target name but one the block being generated the target pool and target name should be "minecraft:empty" Generator Jigsaw Example: "Assuming the structure is called Structure and the custom pool name is called pool_name" Target pool: "tale_of_biomes:structure_pool_name" Target name: "tale_of_biomes:jigsaw_name" Name: "minecraft:empty" Spawning Jigsaw Example: Target pool: "minecraft:empty" Target name: "minecraft:empty" Name: "tale_of_biomes:jigsaw_name" I hope this helps a bit.
Think of the target pool as a list of structures that can be tested. When the pool is called it looks for a structure with the same name as the current jigsaw block's target name. Lastly, it checks if there is room to spawn the structure which means air blocks need to be where the blocks are going to be placed. That's the best I can explain it there is a wiki page on jigsaw blocks here if you want to read more about how they work. minecraft.wiki/w/Jigsaw_Block
Hello! Channels can be taken down from comments posted that violets the sites rules or from video content. Though most people know that content can cause channels to get taken down comments and messages are often another reason. But in some cases you may be able to reach out to UA-cam and ask for a manual review as some cases the AI gets it wrong but its nothing I can help with.
@@NorthWestTreesMCreator the Thing is that I got my Channel deleted without any warning(seriously I want any social Media must notify the Account and give us the Chance to react to fix the violation). I wrote that Form specially for those Situation but then I got answer that they found the violation on second Look. And include that I didn't wrote comments that was against the violation. There is no Videos uploaded either. AND UA-cam should finally give us a proper raesons what exactly die you violate.
When you have a site as large as UA-cam with tones of stuff getting reported every day and things changing in the community so frequent it becomes impossible for sites like UA-cam to moderate manually, though some things would be moderated manually its mostly only after a dispute has been made from an automated action by their AI systems. Chances are UA-cam does not even know about it directly unless its disputed by the creator so you can't really blame the people at UA-cam in this case. And there is so many ways AI to get stuff wrong, it tries to do its best but like all AI it takes time to learn, and with UA-cam constantly changing its bound to get some stuff wrong along the way. But I suggest you go through the proper channels to get in touch with google. I have been noticing that your messages are ending up in held for review so it may be key words you are using in your messages that its picking up. If this is the case maybe just be more careful with what you discuss in comments but other than that I don't know how to really help with that sorry :(
Had a hard time finding the block, pretty sure its new though not sure how new. But first time I have seen the block. Best guess it it would allow you to make a entity right click at a set location. For example you could store the X Y Z position of a custom storage block to a item each as their own variable and if they player right clicks in air maybe then have it open that container remotely. Not sure how well that would work for every block I think vanilla chests have a built in mechanic where they close out if the player is not near the block but it should work for any block with a right click action so it could probably be used for Redstone repeaters or even custom blocks that run right-click procedure triggers. Again just my best guess from looking at the block, I have not used it yet so I have not clue what it does but from what it sounds like this may be the case.
I honestly have no clue how bedrock works, I did not even know jigsaw blocks were supported there. I have only used bedrock twice. I don't like it that much and find it hard to navigate compared to java. So most likely won't do any tutorials for it.
This feature was added in 2024.1 and is not supported for older versions before it. Use the structure element then set up your main structure settings then add your first pool on the second page. This video does a good job for the time being to show the system, just keep in mind that it will only support MCreator versions at or above 2024.1.
Newer version of minecraft support /fillbiome but that's about the only way you can change the biome these days like that, and it won't actually work for structure generation or anything like that though entities may spawn over time in that biome but again, its most likely not what your going for. Pre 1.18 generations supported it but 1.18 and up.
For structures the lowest settings possible is controlled by structure chunk distribution. The lowest values for generation are separation = 0 and spacing = 1. Spacing always needs to be +1 from the separation. If your generating things like trees its best to use features instead and spawn NBT structures that way as you can control the density a lot more than structures. Think of structures mainly for buildings not decorations, which trees, and other plants and props fall into.
Watched this like 3 times but i still have the same problem, i did everything exactly like you even made a diffrent mod to recreate what you did, but for some reason when i spawn in the only thing that generates is the main structure part, and the jigsaws dont generate my build. Im on the latest version.
When I ran my test for larger structures I used one pool. There are two ways to configure the jigsaw blocks. - Generation (Jigsaw block that spawns a connecting part) - Generated (Jigsaw block that is selected from the pool) Generation Configuration: - Requires pool - Requires target name (same as name in generated) - No name - Can have replacement block. Generated Configuration: - No structure pool - No target name - Requires name - Can have a replacement block. Keep in mind that your structure will be part of your pool name. If you name your structure Village your pool will contain "village_" then your custom pool name after it. For example you want your pool to be called "homes" it would be "village_homes". Last thing to keep in mind is it will be under your mods namespace so check your project settings to get the namespace of your mod. You should have something like "namespace:village_homes" which you will put as your pool value. If this value is not correct it won't find the file to generate the structure.
thanks, ill check about the name since i did with pool and without one, I think the problem is that i use target and a name on both of the connections,
Was quite literally looking for a tutorial for about 6 hours last night with no hope lmao. Not had a chance to look at this properly yet but I've linked it in the places I was asking for help/a tutorial for it.
If you have any questions feel free to post a new comment I read all comment and respond to all questions on this channel.
I've been looking for a jigsaw tutorial for MCreator ever since the feature was added. This helped so much!
I think only recently we got full support from Mojang to use them, I had tried to make a structure last year I think and had no luck but recently it was possible, may have also been just been that MCreator did not have proper structure support, the old structure element uses features to generate structures which is not compatible with jigsaw blocks.
Thank you for making this tutorial!
Omg it's Pylo
No problem Klemen
Omg. I was just looking for a jigsaw tutorial for mcreator, that's magic
Glad you liked it!
I have a couple of questions.
1 - to connect jigsaws, do we need to have one block with the target and the target block needs to be empty?
2 - for the fallback pool, do the pieces need to have pool destinations set?
3 - if I designate a jigsaw to another jigsaw, but that another jigsaw is designated to a third one, does it still work?
For #1
The block that generates the connecting jigsaw should have a target name under your mods namespace. Also, the name should be left as minecraft:empty for the block selecting the connecting jigsaw.
For the part that generates the jigsaw block should have the name set to be the same as the generator jigsaw block's target name. The target name on the generating jigsaw block should be Minecraft empty.
So to recap.
For the block generating
- Target Name: example_mod:example_name
- Name: minecraft:empty
For the block is generated.
- Target name minecraft:empty
- Name:: example_mod:example_name
For #2
Not sure I fully understand what you mean by destinations.
The fallback pool will need the correct name for the block-generating
Using the example in #1 your fallback structures should use the second recap settings to match the generator blocks.
#3
Still not sure what you mean by designate.
Think of the pool as a loot table because it just consists of a list of structures that can be generated.
You can even have more than one name group in the same pool, this basically makes it so only the jigsaw blocks with matching names will be selected from the pool.
Say you have the following structures with the names listed below for the pool the number it starts with on each line will be the group it belongs to and will generate from.
1 - Structure A Name: houses
1 - Structure B Name: houses
2 - Structure C Name: decor
1 - Structure D Name: houses
2 - Structure E Name: decor
2 - Structure F Name: decor
As you can see anything with the name decor will be part of Group 2 whereas anything with houses will be part of Group 1. The game knows which is which based on the name provided in the jigsaw blocks and it will automatically select the right group even if there is more than one group in the same pool.
When it comes to a fallback pool this is used normally at the end of the maximum distance from the center jigsaw block. In villages, it is generated at the end of the paths in some cases. From what I can tell they don't always generate but I am not sure why this is the case. It may require space or something but I have not looked too much into the pool though wiki has more technical documentation on jigsaw blocks and it's files.
I hope this helps a bit.
great tutorial, just a bit outdated for me because I use mcrator 2024.2 instead of 2024.1, and I'm trying to make a dungeon like underground structure. and the jigsaw block UI for me is missing some settings from the video. I was wondering if you could make a tutorial for 2024.2? EDIT: so never mind- I was just being dumb because i had it horizontal instead of vertical and you had it vertical so that is an extreme facepalm at myself. still though great tutorial!
Finally they add this feature!
Its been in the works for over a year, but we had to weight for datapack support before they could start implementing it as a feature.
Excellent
I have a question, how would I go to generate a structure only once in the overworld. Im trying to make a portal structure and I want to have it only once per world as a feature of the mod.
It's not possible with structures only with features. You would need to make a additional generation condition and test for a global world variable if it = 0 if true then in the if statement in your condition increase the variable number +1 and then return true. outside the condition return false. This should make the feature spawn only once in the world you set it to generate in.
That is so freaking cool
Amazing tutorial as always. Is there anyway you could create a tutorial more in depth into the different spawning of structures? I can't seem to get my structure to spawn in the nether other than on the roof.
You can use the minecraft:is_nether tag to select all nether biomes.
But there has been issues with structures at least features generating rarely under sea level. This though I think is a Minecraft issue not MCreator related. I don't think there is much way to improve it through the structure element though if you use features to spawn your structure you can increase the probability of generation using the repeat block under common placements. However features don't support jigsaw blocks sadly so you lose them doing it that way I guess.
I done everything exaclty like on video, my target pool is correct. But jigsaws still doesn't work.
I have plans to do a more in-depth video series on structures and jigsaw blocks, though I have committed to making some community tutorials before this can happen. Though after I will be moving on to the series after I get the ones I have on note cards done.
Hey NorthWestTrees, I’ve been working on trying to get my structure to spawn correctly for the past couple of days (around 7 hours) I have no idea what I am doing wrong.
For the 4 different branches to the centerpiece, their jigsaw properties are all the same:
Target Pool: Minecraft: Empty
Name: Interdimensional: Branch
Target Name: Minecraft: empty
Block to replace: Interdimensional: glazestone_bricks
The centerpiece to the whole structure has 4 jigsaws on each side which are supposed to randomly select one of the four branches to spawn in its place, but they aren’t. These are the jigsaws properties:
Target pool: Interdimensional: dusk_temple_branches
Name: Minecraft: empty
Target name: Interdimensional: Branch (I want it to target all four branches for each side)
Block to replace: Interdimensional: glazestone_bricks
I really don’t see anything I am doing wrong, are you able to see an error? If so, are you able to tell me? Thanks.
The jigsaw block part looks correct, your not wrong.
There can be other root causes though.
If your structure element is called DuskTemple and has a registry name as dusk_temple then the pool is also correct if not then you will need to make sure your structure registry is your first part of your pool name in the jigsaw followed by the name you created for your actual pool entry in MCreator. Between the registry name and the pool entry name should contain an "_" without quotes For example if the structure registry name is dusk_temple and your pool entry is branches then from what you showed above this would be correct.
The other main root cause is the jigsaw generation depth if the value is not high enough then to reach all the parts then it will not generate the connection. By default it is set to 1 which should allow 1 connection from the root structure, but if you have more connections off of those connections then you will need to increase the number. Setting it to 7 (the highest value) should fix most issues.
Those are the most common issues people are having at least another issue could bhe that the maximum distance from the main structure is not high enough from what I understand with this setting is its how many blocks away from the exact center point of the structure or possible the axis point of it so if you are using structures that exceed the default 64 value then you can also try to increase this number the highest value it can reach is 128 which if I am correct a total of 256 blocks from one side to the other of the structure which is the same as villages and most other jigsaw structures in the game.
If your structure is not spawning at all then there could be a issue with the biomes to generate in tag or selected biomes. On 2024.1 and a bit prior if you used "mod" as your tags, it would take this tag as a namespace not as a variable for your actual mod namespace so if your on 2024.1 or prior then you will need to type out your namespace rather than use the mod thing, however this should have been patched out in 2024.2 I reported the issue and it should be fixed.
You can also try setting the generation stage lower in the list so that the structure will generate after other things this may fix some issues with it generating best way to describe this setting is its like a layer for when structures will be placed, features also use them sadly some things in the overworld like trees use the last layer so its hard to fill in structures around things like trees but in custom dimensions you have more control over the ordering.
I hope this helps a bit most likely its one of the issues I have listed above.
Hey, I’ve got one more thing to add. It’s probably not the 2nd error as this structure is one middle structure with 4 jigsaws at each corner calling for one of the four branches. And those branches end right after placement.
I’ll see if that other stuff works. Also do you know how I get it so my structure spawns normally in my dimension (nether-like Gen) and not on the rooftop?
How do I make an axe (that breaks wood, disable shields and strips logs) but that can also slash like a sword?
You would need a axe for your tool type to break wood, not sure about disabling shields this may require custom java code, stripping logs should also work if you use the axe tool base. For slashing you would need a procedure when the tool finishes being used and apply damage to all entities around the player using the sword so you would need to test if not the event player for the iterator entity when using the all entities just make sure you set up the script with a NOT block or it will only work for the player using the tool what you want is to exclude them not make them the only player so testing if its not the same as the player using the tool will do that.
thank you nwt. i will use this for good
You're welcome 😊
Hey i have a question, I want to make villager spawn in my structure using jigsaw like in vannila villages but it doesn't work with biomes with no villages so I can't get jungle and swamp villagers, Any work around or do I have use it as entitt
I don't think there is data pack support yet for villager skin, though villagers should always resort back to the plains villager theme if no biome is selected for one of the few themes the game does have.
Hi, thank you so much for the guide! But how can I make it so that another one can be placed on the pool structure? It should turn out something like -> CENTER -> ROAD -> HOUSE, Center and road are generated, but for some reason the house does not want to... perhaps the puzzle block needs to be prescribed a more correct path, can you tell me what the code should look like?
So in minecraft villagers the town center has jigsaw blocks that call from the paths list, the paths have different directions which spread the roads one needs to share the name with the target name on the town center jigsaw block, this allows them to connect to each other, also path can have jigsaw blocks on the sides that connect to houses which houses share the same name as the target name as the block on the sides of the paths, this pool for houses is its own pool which then has all the houses in the pool list.
Not sure if this makes since if not I have been planning a series that explains everything form start to finish making custom structures. I have one more community tutorial to record then I will be moving onto the series after that. So a few more weeks until I start recording the series.
@@NorthWestTreesMCreator Wow thanks! I'm waiting for new videos!
how can i make a structure that's half in the ground like a waterfall?
Having a hard time visioning how a waterfall would be half in the ground.
But you would need to use features not structures as feature have support for offsetting NBT structures unlike the structure element so you would need to place your structure -3 or something on the Y level and it will shift the structure in the ground. Also features also work with my non-floating structure script which you can find here.
github.com/MCreator-Examples/Projects/discussions/4
@@NorthWestTreesMCreator thanks! Also I meant the pond that the waterfall creates is half underground
Hi. Will there be a video about fishing in lava and a different loot table? I've been struggling to code that for a long time now. Thanks btw
I can't think of any way this can be one without custom java code. So probably no.
@@NorthWestTreesMCreator Okay, thanks. I'm gonna try to find out how to do this, maybe you will one time add a custom nether dimension, where you could fish, to your lore mod
Fishing in custom dimensions would be possible so long as the dimension supports water. Though I am not sure if the loot table could be separated, if there is a global procedure then it may be possible to cancel the event and roll a item from a custom loot table I guess. I will have to look into this I may be able to make a custom cave world or something in the far future. I have many biomes I need to work on on the surface but adding a cave world would be pretty neat I think like you suggested.
hey thanks for the video mate, very helpful, i do have a question though, is it possible to create never-ending structures, as i have been working on a mod needs a never-ending dungeon in a custom dimension, any ideas how i would go about this, and if you do how could i only spawn one at a specific point in the world of that's possible
if you have no idea its fine, thanks for the great vid anyway
" errors in current datapack prevented world from loading" 😐
Make sure you know what mod is causing the problem, if its your own mod then it may be worth checking if the project has any build errors to do this regenerate the workspace. If no errors happen and its your mod then open a bug report as it could be on MCreators side possibly.
@NorthWestTreesMCreator okay it started working, however, it only generates 1 structure
Is it possible to make multiblock structures in mcreator, like big furnaces?
I did this with the Kiln in the lore series so yes 😉
@@NorthWestTreesMCreator great! will check it out
I don't get why, but my jigsaw structure doen"t generate. The central, base part generates, but the jigsaw ones don't, and Idk how to fix it
I plan on covering this more in about 6 weeks. I will be starting a dedicated structure series which will cover making structures, jigsaw blocks, and then bring them all together. Even advanced tutorials like spawn overrides which are hard coded into the JSON file but I have 3 more community tutorials to cover and the lore series is every alternant day so about 6 weeks before I can start working on this series.
I have a question, say I have a structure that I want to generate exactly once per "dungeon", how would I best go about this? and if I have 2 different ones that I want somewhere in the dungeon exactly once?
Your best bet would be making the part part of the main structure that the other parts generate from. Like a village center.
You could also delegate one side of the main structure and simply use a specific name and target name reserved only for that one structure type, this would allow you to have it generate on that side all the time. However in both cases you would still need it to be part of the core structure.
Can I choose from multiple pieces to generate? Like a pool instead of one specific piece, or am I restricted to only a singular piece
you can add jigsaw blocks anywhere in your structure, I don't think there is any limit how many you can cave but the distance between the starting structure and the path generated between jigsaws can only reach a distance of 7 though you can have more than 1 jigsaw block for each one of those structures so it can spread quite a bit.
With that being said you can also use some as props to decorate structure though if children of a parent structure overlap with each other than only one of them will take priority and cancel the others out. The size seems to be in relation to the structure size though this has not effect on the parents of the child being generated just siblings of the jigsaw blocks on the same structure and possibly other parts at the same level of generation.
I hope this helps a bit.
I generated my structure but It only generates the base path with two building. And yes if you're wondering my path has 2 branch that connects to 1 build using jigsaw blocks. Instead of continuing the path from the base path, both of the front and back of the path generates the fallback path instead.
I would make sure the target name and name of the connecting structures are correct, and also make sure you have the right pool in your structure.
Keep in mind that with MCreator it's under your own namespace.
:_
Also, try increasing the values for "jigsaw generation depth" and "maximum distance from main structure" the latter is measured by block in radius so if your main structure every direction can reach that number of blocks.
Jigsaw depth is how many jigsaw blocks can run before it's stopped, the maximum number is 7 times so that means it can generate up to 7 times from the starting structure.
I hope this makes since and helps you figure out the issue.
@@NorthWestTreesMCreator Thanks, I managed to get it worked. Also I wanted to make a custom stronghold structure, can it overwrite the vanilla one?
Great tutorial!
I just have a question, I tried to use structures/jigsaws to surpass the structure block limit and save my ancient city. But Can I make It Generate Underground?
I can't remember what the setting name is but this is possible just make sure your structures use rigid.
Thanks!
By the way I'm a beginner at modding, but every time I don't know something i find a tutorial from your channel. Thanks a lot 😁
is there a way to make structures not generate on water?? i'm on 2024.1
Set the "terrain of reference ground detection" to ocean_floor_wg
Also ensure that your structure can generate after terrain and other core features are generated by selecting "top_layer_modification" for the generation stage.
Height map information can be found on this page for generation.
minecraft.wiki/w/Heightmap
i cant find a way to spawn a structure on a specific block. Now my structures spawn on water too :D Is there a way to fix this?
im trying to use these jigsaws to overcome the structure size limit, and for some reason, when i generate the world, it doesnt apply the jigsaw at all, but when i do the same data in a jigsaw and manually generate it, it does work (mostly, just gives me a random rotation for some reason idk ive been trying to make this work for two days now and havent gotten really anywhere)
any advice on this? PLEASE
Like most things it depends how you are trying to set it up. And what version of MCreator your using.
Only recently the Structure element was actually using structure generation, before it used features that spawned structures which is why it was not possible to use the /locate structure command on any structures.
If your using 2024.1 then this should not be an issue as the structure element uses actual structure configs now.
In most cases the structure will still generate, even if the pools are not set up correctly.
With that being said.
I have covered in more recent videos on the structure element that the pool name should start with your structure registry. then followed by a '_' and then the pool name.
So if your structure is called say MagmaDungeon your registry should look something like magma_dungeon
you would then use magma_dungeon_ for your pool.
This pool should also be under your mods namespace.
So if your mod namespace is called "test_one"
the path for say a pool in the jigsaw structure page called "buildings" would look like below.
test_one:magma_dungeon_buildings
I hope this makes since.
In a few weeks I will be starting a structure series which will cover everything from structure blocks to more advanced configuration jigsaw blocks will be on that list in relation to MCreator at least.
would it be possible to add this to vanilla villages
I'm going to need better instructions for how to use the Jigsaw blocks. I followed this tutorial multiple times to create a jigsaw structure yet when I generate the structure it only creates a single part and refuses to place down anything else. When I added a fallback pool the structure proceeded to not generate at all. Each part of the jigsaw structure has names, they all have an assigned pool matching up with the name of the pool in the workspace, and they all have weights. Yet, the structure refuses to generate properly.
Edit: I may have found what went wrong, but in the process of trying to fix it some world data got corrupted :(
Edit 2: I recovered the files, attempted to fix what was going wrong, but the jigsaw structure continues to only generate one room. What do I do??? naming the target pool [moddirectoryname]:[structurename]_[poolname] in the jigsaws but they still will not work.
Yikes not sure what you did to corrupt the data.
Don't worry about the tutorial its on my todo list, I am going to dedicate an entire series for it from start to finish in shorter videos. I have three more community tutorials to cover which will take about 6 weeks then I will be starting that series directly after.
FINALLY
I still don't understand
@@brooke6472 Story in 2 comments
@@ryszardnapora I'll figure it out eventually 💪
@@brooke6472 i wish ya luck!
@@ryszardnapora I figured it out!
There are some block that get replaced with dirt on some structures, is there a way to fix this?
It depends if the structure has been built that way or not.
Like I am aware some villages have dirt in paths this may be possible to fix though there is also some times issues with minecraft world generation which can crop out parts of structures at times this is normal and can't be fixed.
I would need help since i cant understand english that good and i want to make a structure thats half above the ground and half below but i didnt understand alot of the jig saw part
And as i noticed i broke my worlds while doing a wrong part duri g tje jigsaw while i tried it
heloo northwest trees ive watched this a couple times and my world keeps corrupting. what order do i do the things? i normally create structures, and i get stuck. do i first make the jigsaw pool or do i make the jigsaw pool after.
It should not matter what order you make your pool in.
So long as the world your making your structures in does not generate structures.
At least for the moment when you get the structure parts made.
For your pool, the pool name will be the structure registry followed by an _ and then the custom pool name you made in your jigsaw block section. This will be under your mods namespace.
Your target name and name for your structure should also be under your mods namespace.
For your pool it will look something like this if your structure is called BlueHouse for your mod element.
cctvcraft:blue_house_custom
custom being the custom pool name you name it.
When you make your jigsaw blocks there are two kinds of blocks. Generator and Placed.
Generators you need a pool and target name and the name set to minecraft:empty.
For the "Placed" one you need the pool and target name set to minecraft:empty and the name same as the generator block's target name.
Hopefully this makes more since I have a couple more community tutorials and then I will be covering structures more in depth so if this does not make since then make sure to check out the structure series once I get the ball rolling on that series in a few weeks.
@@NorthWestTreesMCreator i got it working thanks for the tutorial :)
I still don't really get what the target pool is. Could someone please explain it to me?
The "target pool" controls the file where structures can be selected from.
The "target name" is the name which the jigsaw block looks for in the structure list in the pool.
The "name" is the name that needs to match on the block generating which is looked for form the jigsaw block with the pool.
For a generator block you only need your pool and target name, the "name" should be "minecraft:empty".
For the structure being generated the jigsaw block should have the same "name" as the generator target name but one the block being generated the target pool and target name should be "minecraft:empty"
Generator Jigsaw Example:
"Assuming the structure is called Structure and the custom pool name is called pool_name"
Target pool: "tale_of_biomes:structure_pool_name"
Target name: "tale_of_biomes:jigsaw_name"
Name: "minecraft:empty"
Spawning Jigsaw Example:
Target pool: "minecraft:empty"
Target name: "minecraft:empty"
Name: "tale_of_biomes:jigsaw_name"
I hope this helps a bit.
i dont undestand how the target pool works?
Think of the target pool as a list of structures that can be tested.
When the pool is called it looks for a structure with the same name as the current jigsaw block's target name.
Lastly, it checks if there is room to spawn the structure which means air blocks need to be where the blocks are going to be placed.
That's the best I can explain it there is a wiki page on jigsaw blocks here if you want to read more about how they work. minecraft.wiki/w/Jigsaw_Block
Hey NorthWestTrees I'm DeadlyKitsune (aka SparkleArts on MCreator). My YT Channel was deleted for no reason.
Hello!
Channels can be taken down from comments posted that violets the sites rules or from video content. Though most people know that content can cause channels to get taken down comments and messages are often another reason. But in some cases you may be able to reach out to UA-cam and ask for a manual review as some cases the AI gets it wrong but its nothing I can help with.
@@NorthWestTreesMCreator the Thing is that I got my Channel deleted without any warning(seriously I want any social Media must notify the Account and give us the Chance to react to fix the violation). I wrote that Form specially for those Situation but then I got answer that they found the violation on second Look. And include that I didn't wrote comments that was against the violation. There is no Videos uploaded either. AND UA-cam should finally give us a proper raesons what exactly die you violate.
When you have a site as large as UA-cam with tones of stuff getting reported every day and things changing in the community so frequent it becomes impossible for sites like UA-cam to moderate manually, though some things would be moderated manually its mostly only after a dispute has been made from an automated action by their AI systems. Chances are UA-cam does not even know about it directly unless its disputed by the creator so you can't really blame the people at UA-cam in this case. And there is so many ways AI to get stuff wrong, it tries to do its best but like all AI it takes time to learn, and with UA-cam constantly changing its bound to get some stuff wrong along the way. But I suggest you go through the proper channels to get in touch with google. I have been noticing that your messages are ending up in held for review so it may be key words you are using in your messages that its picking up. If this is the case maybe just be more careful with what you discuss in comments but other than that I don't know how to really help with that sorry :(
Also, how does simulate work? It says right click, how does that work?
Had a hard time finding the block, pretty sure its new though not sure how new. But first time I have seen the block.
Best guess it it would allow you to make a entity right click at a set location. For example you could store the X Y Z position of a custom storage block to a item each as their own variable and if they player right clicks in air maybe then have it open that container remotely. Not sure how well that would work for every block I think vanilla chests have a built in mechanic where they close out if the player is not near the block but it should work for any block with a right click action so it could probably be used for Redstone repeaters or even custom blocks that run right-click procedure triggers. Again just my best guess from looking at the block, I have not used it yet so I have not clue what it does but from what it sounds like this may be the case.
If possible could you do a guide for bedrock ed? The jigsaw block is different
I honestly have no clue how bedrock works, I did not even know jigsaw blocks were supported there.
I have only used bedrock twice. I don't like it that much and find it hard to navigate compared to java.
So most likely won't do any tutorials for it.
where is jigsaw tab in structure mod element?
This feature was added in 2024.1 and is not supported for older versions before it.
Use the structure element then set up your main structure settings then add your first pool on the second page.
This video does a good job for the time being to show the system, just keep in mind that it will only support MCreator versions at or above 2024.1.
I did everything and it didn’t work I am on 2024.2
How can I create a small biome for example 13X13 blocks? new video please
I don't think that's possible to create a tiny biome, but I may be wrong. I remember Forge has or had a bug where custom biomes are too big.
Newer version of minecraft support /fillbiome but that's about the only way you can change the biome these days like that, and it won't actually work for structure generation or anything like that though entities may spawn over time in that biome but again, its most likely not what your going for. Pre 1.18 generations supported it but 1.18 and up.
I tried and it didn't work, it just crashes my game every time I try to create a world to test it
I will be covering jigsaw blocks in the near future in smaller parts.
@@NorthWestTreesMCreator please do man, I spent the whole day trying to crack the puzzle and I only got 2 specific pieces to generate
how increase the structure rate spawn?
For structures the lowest settings possible is controlled by structure chunk distribution.
The lowest values for generation are separation = 0 and spacing = 1.
Spacing always needs to be +1 from the separation.
If your generating things like trees its best to use features instead and spawn NBT structures that way as you can control the density a lot more than structures. Think of structures mainly for buildings not decorations, which trees, and other plants and props fall into.
Watched this like 3 times but i still have the same problem, i did everything exactly like you even made a diffrent mod to recreate what you did, but for some reason when i spawn in the only thing that generates is the main structure part, and the jigsaws dont generate my build.
Im on the latest version.
On my main mod i tried to save a big structure using jigsaw blocks and just making each pool have 1 item. It didnt work for some reason
When I ran my test for larger structures I used one pool.
There are two ways to configure the jigsaw blocks.
- Generation (Jigsaw block that spawns a connecting part)
- Generated (Jigsaw block that is selected from the pool)
Generation Configuration:
- Requires pool
- Requires target name (same as name in generated)
- No name
- Can have replacement block.
Generated Configuration:
- No structure pool
- No target name
- Requires name
- Can have a replacement block.
Keep in mind that your structure will be part of your pool name.
If you name your structure Village
your pool will contain "village_" then your custom pool name after it.
For example you want your pool to be called "homes" it would be "village_homes".
Last thing to keep in mind is it will be under your mods namespace so check your project settings to get the namespace of your mod.
You should have something like "namespace:village_homes" which you will put as your pool value.
If this value is not correct it won't find the file to generate the structure.
thanks, ill check about the name since i did with pool and without one,
I think the problem is that i use target and a name on both of the connections,
Bro, will you publish what I said tomorrow?
Huh?
Probably not, been pretty stressed and when the time comes I will need to catch up on 2024.1 tutorials.
ngon!!!!!!!!!
it don't work for me.
Keep trying, it works or I would have not spent time making the video.
:D