Figure 1: A typical world generation process.
World placements are things that we want to appear in the world – biomes, POIs, bases, villages, etc. Each one has certain rules that determine where they should be placed on the map, and these rules can reference other specific placements or classes of placements. These placements are the fundamental drivers of Minecraft Legends' world generation system, and they completely define the layout of each world.
World placement data lives in behavior_packs/x/gamelayer/world_placements/
, where x
generally refers to a game mode, and the data may be broken up into different files to improve readability. For example, our campaign data is currently split into ten files.
During this phase of world generation, our world map is represented by a grid whose cells are 8✕8 chunks in area (128✕128 blocks). Each pixel in fig. 1 is one of these cells. From now on, we will refer to these cells as pixels.
Some placements “bring” biome pixels along with them. For example, this placement will reserve 9 pixels of frostlands
biome at the start, and eventually attempts to spread out to 40 pixels.
"biome": {
"biome": "frostlands",
"total_pixels": 40,
"starting_pixels": 9,
"spread_priority": 0
},
Many placements do _not _bring biome pixels with them, but any placement that uses distance
rules is allowed to try!
We can introduce an arbitrary number of placement types with the placement_type
attribute. Placements are grouped together with other placements that share their placement type. In the placement rules, we can query the distance to some non-particular element of any of these sets, which is useful for ensuring that we never place too close or too far away from something. For example, in the campaign mode, we have a "village"
placement_type
group, and we can use that to write a rule that requests that a placement is placed within [x, y] chunks of a village. (We could choose a particular village, but in this case, we just want it to be near some village.)
{
"distance": {
"chunk_distance_from_parent": 25,
"distance_to_zero_score": 10,
"tag_parent": "village",
"weight": 3
}
}
The positioning of each placement is determined by its placement rules.
This rule is currently exclusively used to establish a “center
” placement that subsequent placements may place relative to. It automatically assigns the placement with this rule to the (0, 0) position (the center of the world grid). If this rule is assigned to a placement, it is a good idea to ensure it is placed first (via world_definition.js
, which is outside the scope of this document). It is also not able to be combined with any other placement rules (since it automatically determines the placement position).
{
// [placement details here]
"placement_rules": [
{
"game_start": {}
}
]
},
This rule does most of the heavy lifting. Most placements employ one or more distance
rules. An example from the campaign “extreme_hills_1
” biome placement is shown below.
"placement_rules": [
{
"distance": {
"chunk_distance_from_parent": [
64,
96
],
"distance_to_zero_score": 20,
"tag_parent": "center",
"weight": 3
}
},
{
"distance": {
"chunk_distance_from_parent": [
40,
105
],
"distance_to_zero_score": 10,
"tag_parent": "wellOfFate",
"weight": 1
}
},
{
"distance": {
"chunk_distance_from_parent": 40,
"distance_to_zero_score": 20,
"tag_parent": "village",
"weight": 1,
"mandatory_threshold": 0.5
}
}, // etc.
]
Each rule has a weight
, a tag_parent
, and a chunk_distance_from_parent
. Essentially, “I want to be [chunk_distance_from_parent]
chunks from [tag_parent]
placement (or placement type), and this desire is [weight]
important”.
Each individual distance rule is scored for each available placement candidate, and then the candidate receives a total score based on the individual scores’ weighted average. The position with the highest overall score wins. In the event that multiple position options share the same high score, one is chosen at random. See Scoring distance rules for more details, as well as a detailed explanation of mandatory_threshold
and distance_to_zero_score
.
Within the winning grid position, the precise placement location is offset by a random amount, controlled by a placement’s optional jitter
parameter.
This is how far we want our placement to place away from the parent placement or placement category, in chunks (16-block units). We can either provide two integers, interpreted as a minimum and maximum; or one integer, interpreted as a minimum with ∞ as the maximum. Note that providing two identical integers will cause the range to be interpreted as the latter case, with ∞ max distance – the exception to this rule is [0, 0]
.
Distance scores can also nest recursively into themselves using the one_of[]
attribute. one_of
rules are scored by assessing all the constituent rules and yielding the maximum among them. They are particularly useful in scenarios where you want something to place near one of several specific placements, and it doesn’t matter which one. In the following example, a placement has two distance
rules, the second of which is itself made up of two more distance
rules. The placement will attempt to place within 24 chunks of either brokenlands_1
or brokenlands_2.
"placement_rules": [
{
"distance": {
"chunk_distance_from_parent": 25,
"distance_to_zero_score": 10,
"tag_parent": "village",
"weight": 3
}
},
{
"distance": {
"one_of": [
{
"chunk_distance_from_parent": [
0,
24
],
"distance_to_zero_score": 30,
"tag_parent": "brokenlands_1"
},
{
"chunk_distance_from_parent": [
0,
24
],
"distance_to_zero_score": 30,
"tag_parent": "brokenlands_2"
} // etc.
]
}
}
]
Sometimes, we need something to reliably place relative to another placement with a higher level of precision than what is possible with the normal distance
rule (8✕8 chunks). In this case, we can use a precise distance rule. A placement may only have one precise distance rule, and precise distance rules cannot be used in conjunction with any other types of placement rules. **Note that biome pixels cannot be placed with precise_distance
rules.
"placement_rules": [
{
"precise_distance": {
"chunk_distance_from_parent": [
8,
9
],
"tag_parent": "wetlands_1_village",
"jitter_angle": 1,
"do_not_scale_distance": true
}
}
]
Each rule has a tag_parent
, a chunk_distance_from_parent
, and may optionally have a jitter_angle
attribute. The placement will place exactly within the range of chunk_distance_from_parent
distance away from the placement specified by tag_parent
. **Note that unlike in the regular distance rule, the tag_parent
in the precise_distance
rule must be a specific placement, not a placement_type
.
If the placement specifies multiple initial_villages
, they will all be spread around the parent placement, with random radii (as above, within the range given by chunk_distance_from_parent
) and perfectly even angular spacing from one another (fig. 2). If the precise distance rule specifies a jitter_angle
, the angular spacing of each placement is randomized within +/- jitter_angle
radians (fig. 3).
The saturate rule is used to place many copies of a placement all over the world. This rule has just one optional parameter: density_per_8x8_chunk_pixel
. This many copies of the placement in question are placed within each non-ocean pixel in the biome grid (with jitter, again, subject to the placement’s optional jitter parameter). Currently, the saturate rule is used to place slot_invasion
throughout the world, which can be used to dynamically place piglin bases during gameplay via the invasion system.
The saturate placement rule is intended to be used with a particular slot-type placement. Only one placement may use the saturate rule. (If multiple placements use the saturate rule, only the one parsed last will actually be placed.) The saturate rule also may not be used in conjunction with any other placement rules.
The explicit rule is used to place a particular placement at an exact position in the world (block_x
, block_z
). It is not currently used by any campaign placement, but it may be useful for debugging purposes. The explicit rule may not be combined with any other rules.
When we are placing something that uses distance rules, we test every possible location (that is, each available pixel in the biome grid) and pick the one that nets us the best weighted score.
We will illustrate the following example:
"distance": {
"chunk_distance_from_parent": [
80,
120
],
"distance_to_zero_score": [
10,
20
],
"tag_parent": "center"
}
Here, we are asking to place something between 80 and 120 chunks from the center placement (which is located in the center of the biome grid). See fig. 4.
Figure 4: Visualizing the aforementioned placement rule, with a range of [80, 120] to the center placement (C). Any pixels in the green section are awarded a score of 1.0, and pixels outside of this section receive a score of 0.0.
The above example employs the optional distance_to_zero_score
parameter. This allows us to award non-zero scores to placements that are outside of the chunk_distance_from_parent
range by up to distance_to_zero_score
chunks. There is a linear falloff behavior where pixels closer to the chunk_distance_from_parent
range receive scores closer to 1.0, and the scores approach 0.0 as the distance from the core range approaches distance_to_zero_range
(fig. 5).
If distance_to_zero_score
is provided as an array of two integers, the first is interpreted as the “inner” distance value and the second is the “outer” – this is helpful for situations where we can be more lenient in either the “too close” or the “too far” direction. Conversely, if only one integer is provided, it is interpreted as both the inner and outer distance.
Figure 5: Visualizing the aforementioned placement rule but with the addition of a distance_to_zero_range
of 20. Any pixels in the green section are awarded a score of 1.0, pixels in the yellow section receive a score between 0.0 and 1.0 (closer to green means higher score), and pixels in white sections receive a score of 0.0.
If a placement rule scores below its given mandatory threshold for a given candidate location, the total weighted score will be zero for that candidate location. Thus, manditory_threshold
is useful for situations where you want to ensure one or more particular rules are respected. A low threshold (e.g. 0.1) means we have more leniency in the distance_to_zero_score
sense, while a high threshold (e.g. 1.0) means we have no leniency.
Be cautious when assigning manditory_threshold
to multiple distance rules on one placement, because that may significantly decrease the probability of finding a successful candidate location.
Each distance rule has a weight
attribute indicating its relative importance. That is, if a particular distance rule is very important compared to another one, it is a good idea to assign a large weight to the more important one and a small weight to the less important one.
We calculate a total weight wt by summing the individual weights wi:
The final score sf for a potential placement location is given by the sum of each individual score si multiplied by its weight wi, all divided by the total weight wt:
For example, if for a given potential placement location:
- rule 1 receives a score of 0.9 and has a weight of 2
- rule 2 receives a score of 0.4 and has a weight of 5
Its final score will be:
Since many placements explicitly reference other placements via distance rules, it is important that the order of placement is logically consistent. The order is determined by world_definition.js
, which is outside the scope of this document. Typically, the order goes something like:
center
places in the center of the map, every time;- Well of Fate places some radius away from the center;
- Every other biome places;
- Villages/POIs/bases in whatever order you like
We can do all of the following (note that we can combine these options quite freely):
One of the common use cases for placements is placing villages, bases, or slots. There is a lot that happens behind the scenes on the B# side, and I’m not going to get into too much detail on that.
{
"unique_card_id": "badger_first_village_culture_required",
"map_data": "badger:villager_culture_001",
"village_data": "badger:villager_village_001",
"placement_name": "forest_1_village",
"placement_type": "village",
"add_to_poi_graph": true,
"allow_rivers_nearby": false,
"initial_villages": {
"small": {
"count": 1
}
}, // placement rules follow...
This is referenced by B# for the campaign.
The name that this system will use internally to reference the location that is chosen for this placement. See distance
rule.
See Types of placements. This must be one of the types listed there.
This is where we define how many of this placement to place, and what this placement’s invasion value should be.
We can specify any number of “sizes”, each one with its own count
and invasion
settings. [size]
can be any string
. B# can query these size names internally.
The number of copies of this placement we should place in the world.
This is referenced by B# for the campaign.
A placement may place a texture in the world.
"textures": [
{
"enabled": true,
"texture_key": "primary_texture",
"texture_name": "utopia_biome_village_stamp",
"manual_height": true,
"manual_height_range": [
20,
26
]
}
],
Here we list as many textures as we may want to use. Textures can be swapped dynamically during gameplay.
Any placement can ask to reserve a certain number of biome pixels, both up-front and after biome expansion.
"biome": {
"biome": "generic",
"total_pixels": 20,
"starting_pixels": 1,
"spread_priority": 0
},
The name of a biome to place. Note that one option here is “generic
”, which means that undifferentiated land pixels will be placed to ensure that there is land associated with the placement, and the undifferentiated pixels will be replaced with a sensible specific biome in a later step. See Generic biome fill.
The number of pixels this placement should initially reserve. Note that this number will usually not be exactly the number of starting pixels, because we convert this number to a circle whose area matches the number as closely as possible. For example, in fig. 5, we see the results of the Well of Fate (light green) and forest 1 (dark green) placements after reserving their starting pixels. Forest 1 requests 25 starting pixels, but the nearest-sized “circle” we can achieve is 21.
The number of pixels this placement should eventually grow to. See Biome expansion.
Figure 5: Two placements reserving biome pixels before the expansion phase.
This placement’s biome pixel spread priority. 0 priority gets to spread out first, followed by 1, 2, etc.
B# can spawn entities through world placements. We currently use this system to spawn the “world center locator” entity.
"spawn_entity": "badger:world_center_locator"
The name of an entity to spawn at the location where this placement is placed. This should match the name of an identifier in the entities folder (behavior_packs/badger/entities/
).
Determines the amount of random variance the placement’s position may have within its 8✕8 chunk pixel. 0.0 means that the placement will always be placed exactly in the middle of the pixel, while 1.0 means the placement can appear anywhere within the pixel.
Determines whether the placement factors into the POI mesh, a system that we can use to place world features along imaginary lines between nearby world placements.
Determines whether the placement should have rivers nearby.
Once we run the placement algorithm and resolve all the placement locations, we have something that looks like this:
Each placement with a non-zero starting_pixel
count has reserved those pixels on the biome grid. Now we begin expanding each of these placements until they either
- Reach their desired
total_pixels
size; or - Become boxed in by other biomes and have nowhere left to expand to.
This expansion process happens in rounds, with each placement claiming one pixel per round.
Now we check to see if there are any islands (land biome pixels that are completely surrounded by ocean). If there are, we throw away the results of our world generation up to this point and start over with a different seed. This island detection step can be bypassed with a game rule ("allowislands"
) if your game mode should allow islands.
Now we run an algorithm that detects any “interior ocean” (clusters of ocean pixels that are fully enclosed by land pixels) and another algorithm that fills those interior ocean pixels in with any neighboring biome type.
Now we detect any generic biome pixels (shown here in purple) and replace them with neighboring land pixels. If there are no adjacent land pixels, world generation will fail and restart with a different seed.