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This mod provides tools to simlify the creation of worldgen datapacks and mods.

Registry (worldgen) Reloading

Needs be enabled per world using the reloadRegistries gamerule.

Warning: While this should be fairly stable, this tool can probably still corrupt your worlds. So only enable in testing worlds

Allows the reloading of registry content (such as all worldgen data) using the /reload command, or when enabling or disabling a datapack using the /datapack command. Without this mod, the world needs to be reopened for changes to take effect.

Entries are never removed from registries, even when no longer present in the loaded datapacks. Instead, they are marked as outdated, so that they don't have an effect on world generation and can't be referenced from other datapack files. Existing chunks can still use the outdated entries though, until the world is reopened. The world-height and noise shape (i.e. height and cell size) can't be reloaded.

Client Syncronization

Some reloaded data affects the client, such sa biome colors, dimension types, and armor trims. In multiplayer, dimension and biome effects need to be synconized. This causes the client to redraw all chunks. If this behaviour is undesireble, it can be disabled using the syncClients gamerule.

Reset Chunks

The /resetchunks [<range>] command resets the chunks surrounding the player in the specified range - regenerating it with the current worldgen data and settings. Defaults to 0 (i.e. only the current chunk). If you want to reset a structure, you need to reset the chunk of the structure start.

Note: This implementation actually used the normal worldgen thread, and thus has much better performance than the unregistered vanilla command.

Colored Jigsaw Blocks

Colored jigsaw blocks in a trial chamber

Colors Jigsaw blocks based on their specified "Name" or "Target Name". If a "Name" other than minecraft:empty is set, the jigsaw block is colored based on the hash of the "Name". Otherwise, if a "Target Name" other than minecraft:empty is set, the jigsaw block is colored based on the hash of the "Target Name".

If both "Name" and "Target Name" are set to minecraft:empty the jigsaw block is rendered deactivated, with grayed out arrows and connectors.

In the inventory, if a jigsaw block has stored NBT (Shift+Pick), then it is rendered with the associated color and a tooltip indicated the "Name", "Target Pool", and "Target Name".

Get Density Command

Command to debug the values of density functions are any position.

/getDensity density_function <df> [<pos>]

Returns the value of the density function df at the specified postion (or the position of the player)

/getDensity noise_router <entry> [<pos>]

Returns the value of the density function specified in the given entry of the noise router of the current dimension at the specified postion (or the position of the player)

Profiling of Worldgen Performance

Chunk profiling example

The time it took to generate each step of each chunk is recorded and saved in each chunk. To access it, use the /chunkprofiling <range> command. Range controlls the amount of chunks to average the performance over; defaults to 0.

Locate Feature

Use /locate feature <configured_feature> to locate a configured feature nearby. If the current chunk contains the feature multiple times, it will list the up to 5 closest positions. This only works if the chunk is generated while this mod is installed.

Logging improvements

  • Empty height ranges in placed features also log the placed feature that causes the problem.

Chase

The /chase command provides options to syncronize of the player positions between two different instances of Minecraft. Usefull for comparing differences in worldgen. This is a vanilla command, simply registered by this mod.

Gamerules

Gamerules added by this mod:

Gamerule
maxChunkStatus Which steps of world generation should be done?
-> NOISE_ONLY: Generates stone, air, water and lava only.
-> SURFACE: Applies the surface rules.
-> SURFACE_AND_CARVERS: Applies surface rules, and carvers.
-> ALL: Applies surface rules, carvers, and features.
applyProcessorLists Should processor lists of structures be applied?
applyGravityProcessor Should terrain matching structure pieces match the terrain?
keepJigsaws Should the jigsaw blocks be kept after structure generation?
reloadRegistries Should the /reload command also reload registries?
syncClients Should all clients be resend the registry content after reloading?
saveChunks Should chunks be saves? Old chunks are not deleted when disabling.

External resources



Project members

jacobsjo

Member


Technical information

License
MIT
Client side
optional
Server side
optional
Project ID