"New Triggers, Procedures & Features for Worldgen & Redstone"

Started by SkylieTuff on

Topic category: Feature requests and ideas for MCreator

Joined Mar 2018
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"New Triggers, Procedures & Features for Worldgen & Redstone"

New Trigger Events   

    On Chunk Generation

  1. What It Does: Fires when a new chunk is generated in the world.
  2. How It Works: This could allow for custom terrain modifications, structure placements, or biome-specific changes before a player loads the chunk.

    On Chunk Load (Not Generation)

  • What It Does: Triggers when a chunk is loaded into memory (not when it is generated).
  • How It Works:
    • Useful for dynamic events such as weather-dependent terrain changes or corruption spreading.
    • Could trigger entity behaviors, like waking up sleeping mobs when a chunk loads.


Procedure: Apply Redstone Power to Location (x, y, z)

  • Options:

  • {Permanent} – Redstone power stays applied even if the object (lever, button, etc.) that originally powered it is removed.
  • [Temporary] – Redstone power only applies while the original power source exists; if the source is removed, power stops.

  • How It Works:

  • Permanent Mode (p)
    • The block at (x, y, z) is forced to remain powered even if the initial redstone source is removed.
    • Could work by setting a persistent power state in NBT or World Data.
    • Example: A door remains powered open even after the lever that powered it is removed.
  • Temporary Mode (t)
    • The block at (x, y, z) only remains powered while the original source is present.
    • Once the powering object is removed (e.g., lever broken), the block loses power.
    • Example: A lamp stays on as long as a redstone torch is nearby, but turns off if the torch is broken.

  • Potential Use Cases:

  • Custom Power Systems – Creating redstone-based machines that stay active even after power sources disappear.
  • Logic Circuits – Useful for advanced redstone automation, toggling circuits, or "smart" blocks that react dynamically.
  • Magic or Tech Mechanics – Could be used to simulate magical energy sources or sci-fi power grids.

  • MCreator Implementation Ideas:

  • NBT Data Storage – Store "ForcedPowerState" in a block’s NBT to make power persistence work across chunk loads.
  • Custom Redstone BlockState – Create a procedure that modifies a block's "powered" property directly.
  • Ticking Update Hook – If in permanent mode, have a procedure that continuously applies power unless manually removed.

     


Proposal: Add Underground Layer Editing to Biome Elements

Summary:

Currently, users have to manually create a feature to modify underground layers, then add that feature to a biome using feature that seems to never work, with like 1 stone replaced out of the 120 you wanted. Instead, add a built-in underground layer editor inside the Biome Element so users can customize stone, ores, and other underground blocks without needing separate features.


Implementation Suggestion:

Option 1: Built-in Underground Editor for Biomes

  • Inside the Biome Element, add a new tab: “Underground Layers”
  • Allow users to define underground layers (similar to how the Overworld naturally generates different stone types).
  • Users could choose:
    • Base block (e.g., stone, deepslate, netherrack, custom block)
    • Secondary materials (e.g., diorite, granite, andesite % chance)
    • Ore distribution (similar to how ores are added in features, but built-in)
    • Depth settings (where each material generates, like custom layers)

Option 2: Improved Feature Integration in Biomes

If fully integrating underground layers into the Biome Element isn’t possible, then make Feature integration easier by allowing:

  1. A direct “Underground Generation” section in the Biome Editor where users can add custom features directly without needing to manually register them in Feature elements.
  2. A button inside the Biome Editor that says “Create New Underground Feature” → Automatically creates a pre-linked feature without needing to exit the biome settings.

Why This Would Be Useful:

Faster Underground Customization – No need to manually create separate features just to change basic underground blocks.
More Accessible for Beginners – Right now, creating a biome does not allow direct control of the underground layers, making it difficult for new users.
More Control Over Biome Generation – Helps creators design unique underground worlds (e.g., biomes with custom caves, special deep layers, or fantasy underground terrain).


Some interesting features,…
Wed, 03/05/2025 - 17:03

Some interesting features, but I am not sure how feasible they are in practice with limitation of what can be easily changed