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Debug



\\generateterrain

Generates terrain in the selected area.

Note: This command currently only supports terrain, ores, and blobs, it does not support foliage or structure generation yet.

\\generateterrain
Dflt USM Sec Lvl: WorldEdit
Dflt Required Tags: canUseChatCommands
Categories:system, world, server, worldedit
Version:1.0.0
Undo Supported:Yes
Functional:Yes
Deprecated:No

Syntax ​

\\generateterrain [-bod] <biome: TerrainGeneratorBiome> {[seed: float[?=Math.random()]]} {[baseHeight: int]} {[heightVariation: float]} {[waterLevel: (int|false)[??=default]]} {[generatorType: ({normal}|{nether}|{end}|{fractal})[?=normal]]} {[minMSBetweenTickWaits: int[?=config.system.defaultMinMSBetweenTickWaits,parameterName=msbt]]} {[oreGenerationMode: ({v1}|{v2})[?="v2"]]} {[noiseOffsetX: float[?=0]]]} {[noiseOffsetY: float[?=0]]]} {[noiseOffsetZ: float[?=0]]]} {[noiseScaleX: float[?=1]]} {[noiseScaleY: float[?=1]]} {[noiseScaleZ: float[?=1]]}

Generate terrain.

Arguments ​

[-bod]: flags

A flags parameter.

Here are what each of the flags do:

b: Enables the generation on blobs (things like the patches of andesite, granite, and tuff that you can find underground).

o: Enables the generation on ores (diamond ore, gold ore, iron ore, ancient debris, etc.).

d: Causes the command to display debug statistics when the generation is complete.

<biome: TerrainGeneratorBiome>: string

The biome to use for the terrain generation.

If an unspported biome is provided, an error with the list of supported biomes will be thrown.

If the biome has not had its block type data added to the getBlockTypeV2 function (which is the case for many biomes currently), the whole biome will generate using andexdb:invalid_block_placeholder blocks.

Current list of fully supported biomes as of v1.35.0:

  • minecraft:plains
  • minecraft:forest
  • minecraft:forest_hills
  • minecraft:flower_forest
  • minecraft:sunflower_plains
  • minecraft:river
  • minecraft:frozen_peaks
  • minecraft:hell
  • minecraft:the_end
  • andexdb:test_1

{[seed: float[?=Math.random()]]}: float

The seed to use for the terrain generation.

If not provided, a random seed will be used.

{[baseHeight: int]}: int

The base height to use for the terrain of the biome type.

If not provided, the default base height of the biome will be used.

{[heightVariation: float]}: float

The height variation to use for the terrain.

If not provided, the default height variation of the biome will be used.

{[waterLevel: (int|false)[??=default]]}: int | boolean

The water level to use for the terrain.

If false, no water will be generated.

If not provided, the default water level of the biome will be used.

{[generatorType: ({normal}|{nether}|{end}|{fractal})[?=normal]]}: string

The generator type to use for the terrain.

Generator Types:

  • normal - Regular overworld generation. The generates with everything below the surface being solid, and the surface having height variation, including mountains.
  • nether - Nether generation. This generates similarly to the nether.
  • end - End generation. This generated end islands.

If not provided, the default generator type of the biome will be used.

{[minMSBetweenTickWaits: int[?=config.system.defaultMinMSBetweenTickWaits,parameterName=msbt]]}: int

The minimum number of milliseconds between tick waits.

Default: config.system.defaultMinMSBetweenTickWaits

{[oreGenerationMode: ({v1}|{v2})[?="v2"]]}: string

The ore generation mode to use.

Ore Generation Modes:

  • v1 - This mode is more cubic.
  • v2 - This mode is more elliptic.

Default: v2

{[noiseOffsetX: float[?=0]]}: float

The X axis offset to use for the noise functions.

The actual block positions will not be offset, instead it will offset the coordinates passed into the noise functions.

Default: 0

{[noiseOffsetY: float[?=0]]}: float

The Y axis offset to use for the noise functions.

The actual block positions will not be offset, instead it will offset the coordinates passed into the noise functions.

Default: 0

{[noiseOffsetZ: float[?=0]]}: float

The Z axis offset to use for the noise functions.

The actual block positions will not be offset, instead it will offset the coordinates passed into the noise functions.

Default: 0

{[noiseScaleX: float[?=1]]}: float

The X axis scale to use for the noise functions.

Larger values will make the terrain slope more quickly.

The actual block positions will not be scaled, instead it will scale the coordinates passed into the noise functions.

Default: 1

{[noiseScaleY: float[?=1]]}: float

The Y axis scale to use for the noise functions.

Larger values will make the terrain slope more quickly.

The actual block positions will not be scaled, instead it will scale the coordinates passed into the noise functions.

Default: 1

{[noiseScaleZ: float[?=1]]}: float

The Z axis scale to use for the noise functions.

Larger values will make the terrain slope more quickly.

The actual block positions will not be scaled, instead it will scale the coordinates passed into the noise functions.

Default: 1

Result ​

CommandTriggerResult

Any

The command is incomplete, or any argument is not specified correctly. Unparseable
OtherwiseSuccessful

Examples ​

  • To generate a plains biome with the seed 3271236.3451132, display debug statistics, and generate ores and blobs:
    • \\generateterrain -bod minecraft:plains seed=3271236.3451132
  • To generate a frozen peaks biome with the seed 7, and generate ores and blobs with the v1 mode:
    • \\generateterrain -ob minecraft:frozen_peaks seed=7 oreGenerationMode=v1
  • To generate a plains biome with the seed 0.5 and a water level of y=134:
    • \\generateterrain minecraft:plains seed=0.5 waterLevel=134

History ​

Server Utilities
v1.35.0 RC1

Added \\generateterrain.

Edit \\generateterrain on GitHub
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