Gustavaopere

minecraft-world-generation

"Create and debug Minecraft 1.21.x world generation for datapacks, NeoForge, or Fabric, including biomes, dimensions, features, structures, and biome modifiers. Use for worldgen data or registration, not general gameplay systems."

Gustavaopere 0 Updated 1mo ago

Resources

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GitHub

Install

npx skillscat add gustavaopere/minecraft-mod-factory/minecraft-world-generation

Install via the SkillsCat registry.

SKILL.md

Minecraft World Generation Skill

Two Approaches to Custom Worldgen

Approach Best When Platform
Datapack JSON Overriding/extending vanilla worldgen Vanilla, any server
Mod + Datagen Registering new biomes/dimensions, code-driven NeoForge / Fabric
Biome Modifier (NeoForge) Adding features/spawns to existing biomes NeoForge
BiomeModification API (Fabric) Adding features/spawns to existing biomes Fabric

Routing Boundaries

  • Use when: the task is biome/dimension/feature/structure worldgen design or registration.
  • Do not use when: the task is general non-worldgen datapack work (recipes, advancements, predicates, function orchestration) (minecraft-datapack).
  • Do not use when: the task is non-worldgen mod systems (items, entities, GUI, gameplay logic) (minecraft-modding).

Directory Layout (Datapack / Mod Resources)

data/<namespace>/
├── worldgen/
│   ├── biome/
│   │   └── my_biome.json
│   ├── configured_feature/
│   │   └── my_ore.json
│   ├── placed_feature/
│   │   └── my_ore_placed.json
│   ├── noise_settings/
│   │   └── my_dimension_noise.json
│   ├── density_function/
│   │   └── my_density.json    (advanced)
│   ├── structure/
│   │   └── my_structure.json
│   ├── structure_set/
│   │   └── my_structures.json
│   ├── processor_list/
│   │   └── my_processors.json
│   ├── template_pool/
│   │   └── my_pool.json
│   └── carver/
│       └── my_carver.json
├── dimension/
│   └── my_dimension.json
├── dimension_type/
│   └── my_type.json
├── tags/
│   └── worldgen/
│       └── biome/
│           └── is_forest.json
└── neoforge/
    └── biome_modifier/      (NeoForge mod only)
        └── add_ores.json

Custom Biome JSON

The biome and dimension examples below match the 1.21.10-and-earlier worldgen
shape. Minecraft 1.21.11 moves many visual/environment fields into Environment
Attributes and Timelines, so for 1.21.11+ projects first verify the current
vanilla registry JSON or generate from a known-good tool before copying old
effects fields into new packs.

For 1.21.11+ targets, treat the biome and dimension-type snippets in this file
as structural orientation, not as copy-paste release artifacts. Start from a
current vanilla export or generator output for the exact patch, preserve the
new environment/timeline registries it uses, then apply only the feature,
spawn, structure, or biome-source edits needed for the task.

data/<namespace>/worldgen/biome/my_biome.json

{
  "has_precipitation": true,
  "temperature": 0.7,
  "temperature_modifier": "none",
  "downfall": 0.8,
  "effects": {
    "sky_color": 7907327,
    "fog_color": 12638463,
    "water_color": 4159204,
    "water_fog_color": 329011,
    "grass_color_modifier": "none",
    "ambient_sound": "minecraft:ambient.cave",
    "mood_sound": {
      "sound": "minecraft:ambient.cave",
      "tick_delay": 6000,
      "block_search_extent": 8,
      "offset": 2.0
    }
  },
  "spawners": {
    "monster": [
      { "type": "minecraft:zombie", "weight": 95, "minCount": 4, "maxCount": 4 },
      { "type": "minecraft:skeleton", "weight": 100, "minCount": 4, "maxCount": 4 }
    ],
    "creature": [
      { "type": "minecraft:sheep", "weight": 12, "minCount": 4, "maxCount": 4 }
    ],
    "ambient": [],
    "axolotls": [],
    "underground_water_creature": [],
    "water_creature": [],
    "water_ambient": [],
    "misc": []
  },
  "spawn_costs": {},
  "carvers": {
    "air": ["minecraft:cave", "minecraft:cave_extra_underground", "minecraft:canyon"]
  },
  "features": [
    [],
    [],
    ["minecraft:lake_lava_underground", "minecraft:lake_lava_surface"],
    ["minecraft:amethyst_geode", "minecraft:monster_room"],
    [],
    [],
    [
      "minecraft:ore_dirt", "minecraft:ore_gravel", "minecraft:ore_granite_upper",
      "minecraft:ore_coal_upper", "minecraft:ore_coal_lower",
      "<namespace>:my_ore_placed"
    ],
    [],
    ["minecraft:spring_lava"],
    [],
    ["minecraft:freeze_top_layer"]
  ]
}

The features array has exactly 11 slots (indices 0–10), one per GenerationStep.Decoration:

Index Step Put here
0 RAW_GENERATION (rarely used)
1 LAKES Surface water/lava lakes
2 LOCAL_MODIFICATIONS Underground lava lakes, geodes
3 UNDERGROUND_STRUCTURES Amethyst geodes, dungeons
4 SURFACE_STRUCTURES Glaciers, blue ice patches
5 STRONGHOLDS (unused in biome JSON)
6 UNDERGROUND_ORES All ores go here
7 UNDERGROUND_DECORATION Fossils, infested stone
8 FLUID_SPRINGS spring_water, spring_lava
9 VEGETAL_DECORATION Trees, grass, flowers
10 TOP_LAYER_MODIFICATION freeze_top_layer

Custom ores added via placed features must be placed at index 6.


Configured Feature

data/<namespace>/worldgen/configured_feature/my_ore.json

{
  "type": "minecraft:ore",
  "config": {
    "targets": [
      {
        "target": {
          "predicate_type": "minecraft:tag_match",
          "tag": "minecraft:stone_ore_replaceables"
        },
        "state": {
          "Name": "minecraft:emerald_ore"
        }
      }
    ],
    "size": 4,
    "discard_chance_on_air_exposure": 0.0
  }
}

Other feature types

Type Use
minecraft:ore Ore veins
minecraft:tree Tree placement
minecraft:random_patch Grass, flowers, mushrooms
minecraft:block_pile Hay bales, pumpkins
minecraft:lake Water/lava lakes
minecraft:disk Sand/gravel/clay disks
minecraft:no_bonemeal_flower Wither roses, etc.
minecraft:simple_block Single block placement
minecraft:fill_layer Fill an entire layer
minecraft:geode Amethyst geodes
minecraft:decorated Wraps another feature with placement

Placed Feature

data/<namespace>/worldgen/placed_feature/my_ore_placed.json

{
  "feature": "<namespace>:my_ore",
  "placement": [
    {
      "type": "minecraft:count",
      "count": 8
    },
    {
      "type": "minecraft:in_square"
    },
    {
      "type": "minecraft:height_range",
      "height": {
        "type": "minecraft:trapezoid",
        "min_inclusive": { "above_bottom": 0 },
        "max_inclusive": { "absolute": 64 }
      }
    },
    {
      "type": "minecraft:biome"
    }
  ]
}

Common placement modifiers

Type Effect
minecraft:count Number of attempts
minecraft:count_on_every_layer Per layer
minecraft:in_square Randomize X/Z within chunk
minecraft:biome Only place if biome has this feature
minecraft:height_range Y-level range
minecraft:surface_relative_threshold_filter Filter by surface depth
minecraft:noise_based_count Count varies with noise
minecraft:rarity_filter 1-in-N chance
minecraft:environment_scan Scans up/down for a condition

Dimension Type

The following dimension type is the 1.21.10-and-earlier shape. For 1.21.11+
dimension work, prefer starting from the current vanilla dimension type and
environment attribute registries, then validate in a fresh test world before
shipping. Do not assume older effects, fixed_time, or bed/anchor booleans
still model every environment behavior on newer runtimes.

data/<namespace>/dimension_type/my_type.json

{
  "ultrawarm": false,
  "natural": true,
  "coordinate_scale": 1.0,
  "has_skylight": true,
  "has_ceiling": false,
  "ambient_light": 0.0,
  "monster_spawn_light_level": {
    "type": "minecraft:uniform",
    "min_inclusive": 0,
    "max_inclusive": 7
  },
  "monster_spawn_block_light_limit": 0,
  "piglin_safe": false,
  "bed_works": true,
  "respawn_anchor_works": false,
  "has_raids": true,
  "logical_height": 384,
  "height": 384,
  "min_y": -64,
  "infiniburn": "#minecraft:infiniburn_overworld",
  "effects": "minecraft:overworld"
}

Omit fixed_time when the dimension should use the normal day/night cycle.
Only include it when you want a fixed long tick value such as 6000.


Custom Dimension

data/<namespace>/dimension/my_dimension.json

{
  "type": "<namespace>:my_type",
  "generator": {
    "type": "minecraft:noise",
    "biome_source": {
      "type": "minecraft:fixed",
      "biome": "<namespace>:my_biome"
    },
    "settings": "minecraft:overworld"
  }
}

Multi-biome dimension with minecraft:multi_noise source

{
  "type": "<namespace>:my_type",
  "generator": {
    "type": "minecraft:noise",
    "biome_source": {
      "type": "minecraft:multi_noise",
      "biomes": [
        {
          "parameters": {
            "temperature": [ -1.0, -0.45 ],
            "humidity":    [ -1.0, -0.35 ],
            "continentalness": [ -1.2, -1.05 ],
            "erosion":     [ -0.78, 0.0 ],
            "weirdness":   [ 0.0, 0.0 ],
            "depth":       [ 0.0, 0.0 ],
            "offset":      0.0
          },
          "biome": "<namespace>:my_biome"
        }
      ]
    },
    "settings": "minecraft:overworld"
  }
}

NeoForge: Biome Modifier

Biome Modifiers let you add features, spawns, or carvers to existing biomes without
replacing the biome JSON.

JSON biome modifier (data/<namespace>/neoforge/biome_modifier/add_ores.json)

{
  "type": "neoforge:add_features",
  "biomes": "#minecraft:is_overworld",
  "features": "<namespace>:my_ore_placed",
  "step": "underground_ores"
}

Other NeoForge biome modifier types

{ "type": "neoforge:add_spawns", "biomes": "#minecraft:is_forest",
  "spawners": [{ "type": "minecraft:wolf", "weight": 5, "minCount": 2, "maxCount": 4 }] }

{ "type": "neoforge:remove_features", "biomes": "#minecraft:is_plains",
  "features": "minecraft:ore_coal_upper", "steps": ["underground_ores"] }

{ "type": "neoforge:remove_spawns", "biomes": "#minecraft:is_ocean",
  "entity_types": "#minecraft:skeletons" }

Fabric: BiomeModification API (Code)

import net.fabricmc.fabric.api.biome.v1.BiomeModifications;
import net.fabricmc.fabric.api.biome.v1.BiomeSelectors;
import net.minecraft.world.level.levelgen.GenerationStep;

public class MyModWorldgen {
    public static void init() {
        // Add a placed feature to all overworld biomes
        BiomeModifications.addFeature(
            BiomeSelectors.foundInOverworld(),
            GenerationStep.Decoration.UNDERGROUND_ORES,
            ResourceKey.create(
                Registries.PLACED_FEATURE,
                ResourceLocation.fromNamespaceAndPath(MyMod.MOD_ID, "my_ore_placed")
            )
        );

        // Add mob spawns
        BiomeModifications.addSpawn(
            BiomeSelectors.tag(BiomeTags.IS_FOREST),
            MobCategory.CREATURE,
            EntityType.WOLF,
            5, 2, 4
        );
    }
}

Mod-Registered Worldgen (NeoForge + Fabric via Datagen)

Register worldgen keys in code

// In a dedicated worldgen registry class
public class ModWorldgen {
    public static final ResourceKey<Biome> MY_BIOME = ResourceKey.create(
        Registries.BIOME,
        ResourceLocation.fromNamespaceAndPath(MyMod.MOD_ID, "my_biome")
    );

    public static final ResourceKey<PlacedFeature> MY_ORE_PLACED = ResourceKey.create(
        Registries.PLACED_FEATURE,
        ResourceLocation.fromNamespaceAndPath(MyMod.MOD_ID, "my_ore_placed")
    );
}

Datagen: NeoForge (DatapackBuiltinEntriesProvider)

public class ModWorldgenProvider extends DatapackBuiltinEntriesProvider {

    private static final RegistrySetBuilder BUILDER = new RegistrySetBuilder()
        .add(Registries.CONFIGURED_FEATURE, ModWorldgenProvider::bootstrapConfigured)
        .add(Registries.PLACED_FEATURE, ModWorldgenProvider::bootstrapPlaced);

    public ModWorldgenProvider(PackOutput output, CompletableFuture<HolderLookup.Provider> registries) {
        super(output, registries, BUILDER, Set.of(MyMod.MOD_ID));
    }

    private static void bootstrapConfigured(BootstrapContext<ConfiguredFeature<?, ?>> ctx) {
        ctx.register(
            ModWorldgen.MY_ORE_CONFIGURED,
            new ConfiguredFeature<>(Feature.ORE, new OreConfiguration(
                OreConfiguration.target(
                    new TagMatchTest(BlockTags.STONE_ORE_REPLACEABLES),
                    ModBlocks.MY_ORE.get().defaultBlockState()
                ),
                9  // vein size
            ))
        );
    }

    private static void bootstrapPlaced(BootstrapContext<PlacedFeature> ctx) {
        HolderGetter<ConfiguredFeature<?, ?>> configured =
            ctx.lookup(Registries.CONFIGURED_FEATURE);
        ctx.register(
            ModWorldgen.MY_ORE_PLACED,
            new PlacedFeature(
                configured.getOrThrow(ModWorldgen.MY_ORE_CONFIGURED),
                List.of(
                    HeightRangePlacement.triangle(
                        VerticalAnchor.absolute(-64),
                        VerticalAnchor.absolute(32)
                    ),
                    CountPlacement.of(8),
                    InSquarePlacement.spread(),
                    BiomeFilter.biome()
                )
            )
        );
    }
}

Register in your GatherDataEvent handler:

@SubscribeEvent
public static void onGatherData(GatherDataEvent event) {
    DataGenerator gen = event.getGenerator();
    PackOutput output = gen.getPackOutput();
    gen.addProvider(event.includeServer(),
        new ModWorldgenProvider(output, event.getLookupProvider()));
}

Datagen: Fabric (FabricDynamicRegistryProvider)

public class ModWorldgenProvider extends FabricDynamicRegistryProvider {

    public ModWorldgenProvider(FabricDataOutput output, CompletableFuture<HolderLookup.Provider> registries) {
        super(output, registries);
    }

    @Override
    protected void configure(HolderLookup.Provider registries, Entries entries) {
        entries.addAll(registries.lookupOrThrow(Registries.CONFIGURED_FEATURE));
        entries.addAll(registries.lookupOrThrow(Registries.PLACED_FEATURE));
    }

    @Override
    public String getName() {
        return "Worldgen";
    }
}

Custom Structure

data/<namespace>/worldgen/structure/my_structure.json

{
  "type": "minecraft:jigsaw",
  "biomes": "#<namespace>:my_biome_tag",
  "step": "surface_structures",
  "terrain_adaptation": "beard_thin",
  "start_pool": "<namespace>:my_pool/start",
  "size": 6,
  "max_distance_from_center": 80,
  "use_expansion_hack": false,
  "spawn_overrides": {}
}

Template pool for jigsaw structures

{
  "fallback": "minecraft:empty",
  "elements": [
    {
      "weight": 1,
      "element": {
        "element_type": "minecraft:single_pool_element",
        "location": "<namespace>:my_structure/start",
        "projection": "rigid",
        "processors": "minecraft:empty"
      }
    }
  ]
}

Structure Set

data/<namespace>/worldgen/structure_set/my_structures.json

{
  "structures": [
    {
      "structure": "<namespace>:my_structure",
      "weight": 1
    }
  ],
  "placement": {
    "type": "minecraft:random_spread",
    "spacing": 32,
    "separation": 8,
    "salt": 12345678
  }
}

Development Workflow

  1. Create or edit worldgen JSON files in data/<namespace>/worldgen/ (or equivalent mod resources path).
  2. Run the bundled validator to catch JSON and cross-reference errors before loading:
    ./scripts/validate-worldgen-json.sh --root /path/to/datapack-or-mod-resources
    # Strict mode treats warnings as failures:
    ./scripts/validate-worldgen-json.sh --root /path/to/datapack-or-mod-resources --strict
  3. Fix any reported errors and re-validate until clean. The validator checks:
    • JSON validity for worldgen/** and neoforge/biome_modifier/**
    • Cross-reference integrity for placed_feature -> configured_feature
    • Cross-reference integrity for structure_set -> structure and biome/biome_modifier feature targets
    • Cross-reference integrity for jigsaw structure -> start_pool and template_pool -> structure template / processor_list
  4. For 1.21.11+ biome or dimension-type JSON, compare against the exact current
    vanilla registry shape before in-game testing. Do not ship an older
    effects/dimension-type shape just because the bundled structural validator
    accepts the JSON and local references.
  5. In-game biome and structure testing:
    /locate structure <namespace>:my_structure
    /locate biome <namespace>:my_biome
    /placefeature <namespace>:my_ore_placed
  6. For dimension testing, use /execute in (dimension must exist at world load, not added via /reload):
    execute in <namespace>:my_dimension run tp @s 0 100 0
  7. Check latest.log for worldgen errors (missing biome references, malformed noise settings).
  8. Note: /reload refreshes datapack JSON but does not re-generate already-generated chunks. Test new worldgen in a fresh world or newly generated chunks. For existing test worlds, use a disposable copy and a purpose-built chunk reset/regeneration workflow; /fill only replaces blocks and is not a substitute for world generation.

References