For Bedrock Tutorial check out the official Creator Channel video here: th-cam.com/video/57sLxXDkaA0/w-d-xo.html Some notes and resources: You won't need the structure, structure_sets, or processors folder or files to just make a simple working dungeon (those give added functionality for dungeon placement). To make a pack (put it into MinecraftWindowsBeta folder instead of MinecraftUWP if you are on Minecraft Preview): learn.microsoft.com/en-us/minecraft/creator/documents/behaviorpackfromscratch?view=minecraft-bedrock-stable Your pack structure should look like the one here (but worldgen folder instead of entities): github.com/microsoft/minecraft-samples/tree/main/behavior_pack_sample Your pack can be pasted into More details on the Bedrock version of the template pool file: learn.microsoft.com/en-us/minecraft/creator/reference/content/worldgenreference/examples/jigsawtemplatepools?view=minecraft-bedrock-stable
Thanks for the kind words! For a long time this was the only place where all the jigsaw info was together, so it was important to respond, and now I'm just in the habit. 😂
OK i admit it was a *BIT* clunky to follow at first BUT I got the hang of it pretty quickly and this is LEGIT the best jigsaw tutorial in existence that I've seen thus far. I'd love to see a smoother updated version, but for now this STILL works, good work
Please, i beg you, explain. After i followed almost every step it just made 7 copys of 1 structure in 2 sides. Level was 7, and the structure was walkside. It just doesnt generate anything else
up until now, I could only find videos telling me a very vague description of the jigsaw block or straight up saying they have no clue how it works. When I find your video, I was super happy to find someone who actually knows how to use it and how to teach others in a in depth tutorial, so thank you!
Hey guys! It notices you can make your own structures using Villages, Pillager Outpost and Bastions as base. Some days ago, I saw a comment saying you can't generate custom structures without overwriting vanilla ones. I decided to check if it was true and a I noticed NO. You can make new structures! If you want to make them spawn in some Biomes, you have to add the start pool of the structure in the Biome JSON. I hope this helps ;)
True but it's worth adding that currently those structures can only be the type of Pillager Outpost, Bastion Remnants and Villages, so using these presets in biomes that already use those (a village in desert for example) will override the default village and prevent it from spawning (it's most likely a bug of 1.16.5 since i saw a bugreport some sime ago on bugtracker). So implementing new structures need to be used in biomes that don't normally have those type of strucutures - for example village type structure in mountains, swamps, oceans, etc.
Most youtubers would explain what a jigsaw block is, and how it works, but not how to use it. Nah, this video is the best one. If only people knew how they work on bedrock too.
They're effectively missing functionality on Bedrock, which is a bummer. There's no place to define the pool and what rooms to include in it, and they don't seem to have that ability in Bedrock add-ons either, which may be because it is still an "experimental" feature.
OMG..... this tutorial is amazing! You explained things very well, the colored rooms were very easy and good examples, and your voice is pretty calming~ I remember spending SO much time creating a custom floating island dungeon. I wish I knew about this beforehand! Now I will be able to attempt and put all this knowledge to use and.... recreate the whole thing... and hopefully make it even better~ 😅 Great tutorial! Tank you so much for making this! 🥰💖
ive been doing work on mc for as long as its been around, & jigsaw blocks were always a huge pain in the ass to try to understand, so thank you, this really clarified a Lot & is a great jumping off point to learning some of the More complex parts of it.
thank you! i was making a custom medival structure and almost every time the roads wouldnt generate. very helpful and probably the best tutorial someone could find :)
Thank you so much for this. Doing json custom biomes etc and this is a really good starting point for me in custom structures. Still not sure how to implement them in the biomes but that’s the next step
This tutorial was very cool man. I really wanted to duplicate the backrooms and make different levels. This is very helpful and useful. You deserve more subs
*FAQ (Frequently Asked Questions)* *Issues:* *- My jigsaw won't generate. How do I fix it?* This can be caused by the smallest mistake. You'll need to debug your target pool and structures to discover why it's not working. See the debugging section below. *- Does this work in Bedrock? (Or console? Mobile? Windows 10 Edition?)* Unfortunately, no. The jigsaw block exists, but there's no way to set a target pool (which is required to generate a dungeon). Even add-ons cannot fix this. Only the developers of Bedrock can change this. *- Does this work in version 1.X?* It works up to 1.18 with no changes. 1.19 and above require some small changes I show in this video: th-cam.com/video/Cf0d7IRGyTY/w-d-xo.html *- What is Selection Priority and Placement Priority?* New generation controls added in 1.20.3. You can leave them at zero with no issues or watch this video to learn about them: th-cam.com/video/cmH9PajUP30/w-d-xo.html *- I got the error: no starting jigsaw ROOM_NAME found in start pool TARGET_POOL.* This is an error from 1.19 and up. I address it in this video: th-cam.com/video/Cf0d7IRGyTY/w-d-xo.html *- I got the error: empty or non-existent pool.* This means your syntax (the order things are in) is wrong in your target pool file. You'll need to debug it. See the debugging section below. *- I got the error: Missing key in ResourceKey[minecraft:root / minecraft:worldgen/template_pool]: ResourceKey[minecraft:worldgen/template_pool / TEMPLATE_POOL:POOL_NAME].* You may have renamed the template_pool folder, which will cause errors. Make sure you only rename the template_pool.json file. (Credit: knighy64) If in 1.21, you may need to rename your "structures" folder to "structure" due to folder naming conventions introduced in 1.21. (Credit: IB-jw7bk) *- I got the error: something is wrong in line X column Y.* This means your syntax (the order things are in) is wrong. Go to line X column Y and work your way backwards until you can figure out the mistake. If you need some ideas of what to look for, see the debugging section below. *- I'm confused about connectors (name and target name).* You can think of target name like a flyer for a lost dog. It's the instructions on what to look for. Name is like the actual dog, and the generation is like you taking a flyer and then looking for the dog until you find it. *- I'm confused about the rarity of rooms.* Think of rarity like raffle tickets instead of a percentage. The more you put in, the better chance you have of getting that result. *- I got two folders named your-title-goes-here.* This sometimes happens with zipped folders. Remove one of the your-title-goes-here folders so your file structure looks like WORLD_NAME/datapacks/your-title-goes-here/data/NAMESPACE *- I got a warning about using experimental settings. Did I do something wrong?* No, everything's fine. Just click "I know what I'm doing." *- The datapack I downloaded didn't work.* To simplify the template datapack, the structure files were not included. There is a world download that contains everything here: www.planetminecraft.com/project/jigsaw-world-from-tutorial/#tab_image_gallery *- My structures folder is empty.* See "Can this work on a server?" *Additions:* *- Can you make dungeons naturally generate?* Yes, but it's advanced. Video here: th-cam.com/video/7R612D4zXDA/w-d-xo.html *- Can you go over the max of seven/make an infinite number of rooms?* Yes, but it's advanced and it tends to collide with itself. You'll have to design the logic yourself using command blocks. I would start by putting a marker armor stand in each structure and then running the /place command on any armor stand that is all alone (since jigsaw rooms that spawned next to each other would have two marker entities in close proximity) *- Can this work on a sever?* Yes, but you'll need to move your structure files. First section of this video describes how: th-cam.com/video/7R612D4zXDA/w-d-xo.html - Simply copy the structure files from SINGLEPLAYER_WORLD/generated/NAMESPACE/structures - Make a new folder called "structures" inside your datapack so it looks like SINGLEPLAYER_WORLD/datapacks/DATAPACK_NAME/data/NAMESPACE/structures - Paste the structure files into the new folder - Copy the datapack contained in the SINGLEPLAYER_WORLD/datapacks folder - Paste it into the MULTIPLAYER_WORLD/datapacks folder - OR upload the datapack to your respective server host (not all of them accept uploaded datapacks) *- Can I make a dungeon without a datapack?* Technically yes, but I don't know how. You would have to design the command block logic yourself and use the /place command to set each individual room based on that logic. *- Can you activate jigsaws automatically?/Generate a specific structure?* Yes, very easily. Just use /place template minecraft:ROOM_NAME ~ ~ ~. You can also do the whole dungeon with /place jigsaw NAMESPACE:TARGET_POOL CONNECTOR_NAME 7 ~ ~ ~. *- Can you guarantee one room spawning at the end of the dungeon?* Yes, using fallback pools. If you specify a template pool for the fallback key in the TARGET_POOL file, then when the dungeon finishes generating but still has open connectors, the fallback pool will be used to close those connectors. (Credit: griglog1309) *- Can you make rooms not collide?* Technically yes, but I don't know how. My guess is that this is super advanced because you would have to design your own command block logic to do a ton of checks before placing a single room. *- Can you have multiple pools in one namespace?* Yes. I demonstrate it in this video: th-cam.com/video/Cf0d7IRGyTY/w-d-xo.html *Debugging Steps To Try:* - Double check if your structures work by themselves. You should be able to summon each room individually using /place template minecraft:ROOM_NAME ~ ~ ~ - For each room you'll want to double check each jigsaw block has the correct "Name" and "Connector Name" - In target pool file double check that all "{" have an opposite pair (this has caused me problems many times) - Make sure all commas are in the right place (such as after each room) - Make sure there are no unnecessary commas (there should not be one after the last room in the list) - Make sure all the names and file locations are correct *If you have additional questions, comment below.*
@@rshtg2019 Thanks, I thought I had pinned it. Must have pinned something else by accident. (although the number of duplicate comments has stopped so I think some people did find it fortunately).
I'm not quite sure what you're asking. If you generate beyond 1 and the rooms stop generating it's probably hitting some kind of dead end. - So I would double check what is saved in each jigsaw block and make sure that's correct. - I would also check the template pool file and make sure all the rooms are saved in there as well. - It also could be that the connector names (the "Name" and "Target Name" in the jigsaws) aren't lining up, so you want to make sure those match the rooms you want to connect together.
it says to mine is Unable to detect structure size,Add corners with mathing strusture names that was says and a trie it so many time its annoying now like what this dosent work ughhhhh
"Failed to load datapacks, can't proceed with server load. You can either fix your datapacks or reset to vanilla with --safeMode" may be on the server, Just reduce the weights in the pool file to a maximum of 150
When I tried to boot up the mod , it found the mod pack but ignored it. Any ways to fix? And if you need to know, it said “Found non-pack entry ‘C:\Users\[myname]\AppData\Roaming\.Mincraft\saves\Furrets Playpen\datapacks\your-title-goes-here-e1220’ , ignoring”
Hey, this is a really great tutorial! I have a few questions though 😅 1.) Is there a way to generate these rooms only in a certain direction so that they don't cross into any unwanted territory 2.) Is it possible to activate the generation remotely? (i.e. without clicking the 'generate' button?
Thanks! 1.) Not directly. You can get clever with the room design potentially, but it would be tricky. Maybe like only make connectors that go in a certain direction and don't go to the side or something, but there's no built-in way to control this. 2.) Not without generating a new world. This is the biggest flaw with jigsaw blocks right now in my opinion. Technically you can automatically generate it within a biome, but that requires messing around with terrain/biome/dimension generation. If you don't mind generating a new world you could modify some default biome files to get it to automatically generate there. Let me know if you're interested in doing in that way and I can describe it.
@@Talon2863 so does this mean that in a super flat world, I could create my own biomes in a way? I want to create an infinite ikea (scp 3008) that generates using jigsaw blocks and goes on forever.
@@eclipticarcher6008 So no and yes. The jigsaws are limited in how many rooms they can make. However, there is a bunch of custom biome settings you can mess with in a datapack that gives you the abilitiy to create tons of custom biomes. I don't have a tutorial on this topic, but I have experimented with it in the past and made a separate dimension with a couple biomes in it, so it's definitely possible. I would recommend looking up a custom biome tutorial.
For 2 i think you may do a workaround doing block checks for entire structure when loading to find the jigsaws and then with some function wizardry simulate the jigsaw itself by replacing it with load structure block with the same structure name inside and activating it...but thats hard and probably not very efficient
The only video I’ve found that helped me understand how to use jigsaws better! Nice work! I saw in the comments there have been a few changes. Have you made a video covering them/Will you make one in the future?
Thanks! That's a good thing to hear! I have not made a video covering them yet. I don't intend to remake this video, but I may make either an addendum or an advanced video that would cover some of the changes (such as how the second template pool file works). However, I don't have a date set for that yet, so it could be some time before that video comes out (especially with 1.20 looming in the distance).
Good question. Not currently, no. Jigsaw blocks exist, but custom datapacks don't for Bedrock, so custom structures are impossible right now. As a side note, you can mess around with built-in structures such as villages and bastions (although I'm not entirely sure how considering there is no generate button on the Bedrock jigsaw block).
@@Talon2863 i think its possible with addons but the problem is th feature rules that is used to store strctres data is locked behind experimental gameplay
Great tutorial, thx man! I have a question: Is it possible to have multiple targets in a jigsaw block? Also, do you know how to use fallback pools? Thanks!
I got "Empty or none existent pool" when I want to generate my structure. I checked target pool file in json validator, and all OK. I have a datapack named "generate" and I call "generate:pool", but again it gives me "Empty or none existing pool". Pls, reply me
In addition to what jadesprite said, there are debugging steps in the FAQ pinned on both videos. The json validator can not find every error by itself. Some errors occur in other connected systems.
This was initially how I ended up learning about jigsaw structures in Minecraft, and I found it really cool. But I'm trying to make one for a mod, and I can't get the structure to generate through a jigsaw block. I put the structure files in the folder and defined all of them in the .json, but nothing happens when I hit generate. Did I do something wrong?
Best tutorial I have found that actually describes exactly how to use structure/jigsaw blocks. Any update for 1.19.2? Got structures saved and jigsaw blocks set but I can't get any structure to generate. Watched the tutorial and checked everything about 6 times!
It still works in 1.19.2, just checked in my world. However, I was getting errors when using a lone jigsaw block. What worked for me was loading in one of the rooms with a structure block and then running the jigsaw from there or using the /place command. /place jigsaw TEMPLATE_POOL CONNECTOR_NAME 7 ~ ~ ~
Thanks for the reply. Were you standing in a structure when you ran that command? I got 'billy' to work using that command but everything else fails to generate. Got a basic understanding on how the blocks work but difficult to find any clear information/videos relevant to current versions that actually work 'as intended'.
Edit: Updated world and finished datapack files for 1.19. I was able to get it to work inside and outside a structure. For reference I was typing /place jigsaw talon:pool walkside 7 ~ ~ ~. It sounds like you were using the "template" subcommand potentially? The "jigsaw" subcommand is what generates the whole thing, "template" is the same as loading something with a structure block. After some testing I discovered some inconsistencies. The order it functions in appears to be different than previous versions. Rather than looking for an appropriate connector first it rolls a room (or maybe an individual jigsaw block, hard to tell) and then checks whether the connector exists for that room (or jigsaw block?). If it can't find the connector it fails of course. A simple solution for this would be to have a separate template pool file for each different connector name, that way it's guaranteed to find the appropriate connection piece. And in addition if you're using the datapack and structures from the video the "billy" room is weighted to be the most picked, and it doesn't have the walkside connector, so if that was the connector you were trying in the command or in the jigsaw blocks it was probably failing more often because of that. The other thing I noticed was that the jigsaw generation seed appears to be location based. What this means is if the command fails you should move 10 blocks away or so and try again and you may get different results. I had it fail roughly 30 times in a row when I didn't move, but only fail once or twice when I moved 10ish blocks each time. Same applies to using a jigsaw block apparently. If it's still not working that leads me to suspect a syntax error in the template pool file.
Amazing tutorial! One question, didn't really understand the purpose of the end point Jigsaw block that you placed at 6:25 , If you wanted there to be no generation at that point, wouldn't you just not place a jigsaw block there? Or is it to stop the generation from taking place in the same spot two times?
It was to illustrate the directional control you have. The structure wouldn't generate downwards through that, but because it has a "Name" it can be found and therefore the structure can generate upwards into the purple room. So basically it was a one-way jigsaw block.
Im having an issue where it only generates if the nbt files are in the native minecraft generated file but the generation structures are defined in the datapack json file.
Jigsaw usage with pools were a black magic to me before, but it's so simple now! Do you happen to know if adding jigsaws to vanilla structures like end_ship or ruined_portal would work? As in expanding them or remakind them into complex dungeons or something.
This is a super good question! Yes, it's definitely possible. You can load the structure in (for example minecraft:end_city/ship), but then I would save it as your own custom structure just for ease of access. And then you can do the whole process as normal. The one tricky thing with this is knowing the path to the vanilla structures. If you have 7-Zip you can right click on the jar file in .minecraft/versions/VERSIONNUMBER and then open an archive. This won't damage or mod your vanilla saves, but if you're worried you can make a copy of the jar and open the archive elsewhere. Once the archive is open you go to data/minecraft/structures and then all the structure files are in there. So for example there is an end_city folder and then a ship.nbt inside that, so in the structure block that would be minecraft:FOLDERNAME/NBTFILENAME. Hopefully that helps.
in the debug area its says "Found non-pack entry 'C:\Users\*****\AppData\Roaming\.minecraft\saves\Jigsaw\datapacks\your-title-goes-here-e1220', ignoring" i dont know how to fix this, its not in red text.
Short version is it's not recognizing that folder "your-title-goes-here-e1220" as a datapack (hence no red text). You'll want to check that the file structure is correct. It should be datapacks/your-title-goes-here-e1220/data. If there's an extra folder level in there, you'll need to remove it so it matches and that should fix things. If you have other issues let me know.
Wait how I got the different room like I made room 1 and room 2. And both of them is my name Nature:polen and walkside How does I want to get different like I want to get room 1 and he get room 2 then 1 hoowww like in 14:26
Wonderful explanation! It was this video that made me understand how to use jigsaw block. It's a shame it took so long to find this video. Thank you so much for making this video. By the way, in order to let more people learn from your videos, I would like to move your videos to bilibili, a Chinese video website, and translate it into Chinese. I will mark the reprint information and link to this video, and I will not receive any income from the repost. Please reply to me if you agree. Thank you very much again.
Glad it helped! Yes, since you're willing to include the reprint info and link to this video, I'm fine with you adding it to bilibili. And I'm sure the Chinese community will appreciate your efforts as well.
Hello and thanks again for the video. It's really a great tutorial, step by step for everyone to understand. I've finished translating the video and uploaded it to BiliBili. I can't wait for you to see the video but my link can't be sent, so I'm sorry you may not see my translation@@Talon2863
Greate tutorial! Short question: I believe there is a limit how large you can make a single structure, but maybe there is a way to make giant structures? Like a hundred rooms. If anybody has an idea that would be greatly appreciated!!
Thanks! There is a way that I tested in my let's play, but there's an issue with overlap. Basically you just save a marker armor stand in the structure and run the place command from them. The dungeons will overlap each other, but you can make it infinitely large this way. A slightly worse solution (depending on the goal) would be to just make bigger structures with more branch points (although there is a limit to the size of the structure that can be saved).
Ok, I followed your instructions step by step and I think I didn't anything, but when I'm right generates even just one room the puzzle block do nothing. Where I could do wrong?
I have a problem: It won't generate, whenever I try to the output log says: Empty or none existent pool: miners:pool When I followed everything exactly like you showed. Also im on 1.16.5 but I don't think that make a difference. Please help.
1.16.5 shouldn't make a difference. This error means either your syntax is wrong in the target pool file or else you put the file in the wrong place and the game can't find it. I would go through the file and carefully check for these things: - Double check that all { have an opposite pair (this has caused me problems many times) - Make sure all commas are in the right place (such as after each room) - Make sure there are no unnecessary commas (like at the end of a list) - Make sure all the names and file locations are correct If you've checked all these things and are still having problems you're going to want to make sure the target pool is in the right place, and that the structure files haven't been moved (if you move them you have to adjust the target pool file accordingly, which can be tricky).
I have a question. I was watched your video over and over agin ( 1.19+ Jigsaw Block Error Fix also ) and I still have exactly same problem. I don't know, where it is. Nevermind what I use: Jigsaw Block or /place command, it's always place only 1 room. All rooms spawn correclty. I have 2 rooms with exactly same conector ( just copied Jigsaw Block from first and pasted to the other ones ), Jigsaw Block arrow point outside of the room, but no matter how much levels I choose, it's always spawn just 1 room. Rooms spawn randomly, but always only 1. I don't watched other 2 videos because I don't want to go any further before I don't solve this problem. Any idea? ( 1.21.3 version btw ). Edit: Yeah... Maybe... Maybe don't talk about it... Yeah... I wanted to make something in diffrent way, but that way blocked space to place others rooms... I mean, Jigsaw Block saw a structer on it way ( yeah, that structure which where it was ), where trying place other rooms, so it don't doing that... I'm really embarrassed... I solve it already *_*...
Great video! This is exactly what I've been looking for. Quick question though. At the end of the video, there are three different structures that get generated with the target name walkside. Did all of those need to be saved with separate names with the structure block and defined in the templatepool.json file?
Yes, they are each a separate structure file and a separate entry in the templatepool file. The shared walkside target name is effectively to get it to randomize what room it chooses to place.
im having an issue, all the stuff is saved correctly but its not generating when i click to generate, ive followed all the steps. im in 1.16 is that why?
1.16 wouldn't be the cause. It's been working in every version since this video (I periodically test it when people ask this question). It will probably be some other bug. There's a ton of troubleshooting questions in the comments, and I've answered most of them, so you might have a look through them and see if there's any that sound like the issue you're having.
Yeah, otherwise it doesn't know where to get the rooms from. You tell the jigsaw block what selection of rooms through the target pool, which has a list of all the possible rooms (stored in structure files), and then it picks one from that template pool file. But without the target pool defined in the jigsaw block it won't know what it's looking for.
i cant get mine to generate. I've put all the names in the datapack and checked the debug log and everything seems in order but when i hit generate on the jigsaw it wont do anything.
It's difficult to know remotely what the problem is. So I'm gonna give you a few things that you can try and hopefully one fixes it. Assuming that the target pool is good and the debug log isn't popping up with anything I'm gonna guess it's something in-game. - First check that you're sliding the Level slider up in the starting jigsaw. The jigsaw block doesn't do anything without that. - Make sure that the target pool is spelled right and that the connectors are spelled the same in the starting jigsaw block as with the saved structures. - Also I would make sure your structures are all saved in their latest version. It's a simple thing, but one that's easy to forget. - You could also check the connector names and target names that you have for each room. It's possible it can't connect the way you have it now. - You'll also wanna make sure you don't have any up/down jigsaws trying to connect to sideways jigsaws since that won't generate. - It would also be a good idea to follow the logic of the jigsaws through generation. So if your starting jigsaw has a "target name" of firstroom then make sure there's a jigsaw with a "name" of firstroom for it to connect to (and try and consider the other ones with a "name" of firstroom as well). Then continue to logically connect the jigsaws together ("target name" to "name) as if you were generating the structure yourself. This can help you find dead ends or places where the structure will never be able to connect.
I've run into a problem and I can't figure it out When opening Minecraft, the output log showed no sign that the pack existed. When I tried generating a structure, nothing happened. I noticed something about my file version that was different from the video. When I open the "your-title-goes-here" file, there was another "your-title-goes-here" file inside. That second file then had all the expected elements inside. I'd assume that I just had to take the second file from the first and use that one, but It didn't work. Does anyone know what to do? I have a knack for making the simplest things not work.
The second folder is the correct one that should go in the datapack folder. But the datapack does not contain the structures by default (because there would be some naming convention confusion). If you want the ready to go version, you can download the world file, which has everything already set up. www.planetminecraft.com/project/jigsaw-world-from-tutorial/#tab_image_gallery
I followed the steps but everytime I click generate it mentions "No starting jigsaw mytesting:testingroom found in start pool mytesting:testingpool" anyway to fix this? Edit: Forgot to mention im on 1.19.2 if that makes a difference
Yeah, it does. Some things changed in 1.19. Basically you probably have to split your template pool file into two separate ones. If you have any rooms that don't have mytesting:testingroom in their connectors, you'll want to move those rooms into the second template pool file. It will make the generation more consistent. The other thing is the generation appears to get its seed from a location now. Meaning if you move 10 blocks or so away and try again (either through a jigsaw block or through the new command /place) there's a chance it will trigger. The finished datapack in the description has an example of a second template pool file. It's pretty easy if you've done the first one already. It's just more of the same. Just don't forget to update the jigsaw blocks based on the new template pool (Any that want to find the room you moved need to say the new template pool name instead of the old one). There's an example of this in the "corner" room in the world download.
It could be either a chance thing (based on the internally specified weights) or it could be running into dead ends. I would try generating it while leaving the jigsaw blocks on, and then you can more easily see where it's generating and manually continue it if you need to.
@@Talon2863 i kind of changed my mind to using structure blocks for the entire bastion thing. turns out you cant actually power jigsaw blocks even with fiddling with its block data. It will probably be a hassle but it's my only choice to be able to make a bastion routing practice map. :P Video was still very informative tho note that
Hi, I'd like to ask, how do you put structures that are inside a folder into the json pool? For example, inside the "generated->structures" folder, there is build1 and build2. build1 is in a folder named test. I believe that you can load structures inside of folders, by writing 'minecraft:test/build1' or something like that. It didn't seem to work that way in the talon:pool json file though... I'm not sure if I wrote it incorrectly. I put all the structures from the download (and they generated successfully without a folder) into a folder, just adding the FOLDERNAME/ to their names, but it stopped generating afterwards. Thanks for the tutorial (:
Short answer, your FOLDERNAME/ syntax is already correct. If you put the structures in the datapack, you need to specify the namespace as well, so instead of minecraft:test/build1 it would be NAMESPACE:test/build1. If the structures are in the minecraft world folder then your name should already be correct with minecraft:test/build1. I'm not fully sure if that answers your question, so let me know if there's still some weirdness.
@@Talon2863 Ah ok... seems weird then, I thought I did that. Well I haven't checked it recently maybe it changed while I wasn't looking. Sorry to bother, but can you place structure nbts into a datapack folder and pull from that instead of the "generated" folder? Thanks for the answers (:
Absolutely. That's when you use the NAMESPACE:test/build1. The folder you would put them in would be data/NAMESPACE/structure/OPTIONAL_FOLDER/STRUCTURE_NBT. The optional folder could be test like you've been doing.
There isn't anywhere you can set limits like that, so you have to get clever with how you make the maze. If you only have one room that you want to generate once you can set it as the starting point and have the others generate out from it.
what if I want for example a house at the top to generate first as a starting point and then ladders go down and there is a dungeon, but the problem is that I want a special boss room to generate at the end 100% and I tried using those fallback pools but it didn't work for some reason even thought it seems like I did everything right and I checked everything many times.@@Talon2863
i think in the later versions something breaks. im doing this in 1.19 and when i load up the world it tells me there is an error with something in the data pack. and asking me to open the world in safe mode.... help lol
i know this was a long time ago but i had a few questions, 1 is there a way to make it search for multiple rooms and just randomize it? 2 is there a way to make it stop after a certain number of rooms in a range like limit to to 5-7 rooms but at random? and finally is there a way to make it check if the room being placed would run into any solid blocks and stop it from overriding the dungeon its currently creating? thanks so much for the tutorial, i appreciate it
Technically the answer to all your questions is yes (although I don't know how). But you would need to combine command block logic with the /place command rather than relying on the jigsaw block logic. Personally, I would start by putting some tracker entities in each room, and go from there.
@@Talon2863 Yeah, the tutorial is both very straight forward and well-explained. ...yet I can't get it to work in my world, but that might be because of Minecraft's updates. 😅 It says: "Reloading ResourceManager: vanilla" (so my datapack is missing) When I have the datapack-folder in the "datapack"-directory, Minecraft demands a ZIP-file. When I zip it and delete the unzipped folder, it demands an unzipped folder. If I have both, there are no errors, yet it still says "Reloading ResourceManager: vanilla" without my datapack. Is there an update of this tutorial? Or could you help me, please? Thanks in advance, even just for reading this. :)
Thank you for this tutorial, but it is a bit short in bases. If I well understand, you create a single pool. But if we want for example, a yellow corridor, that can target a purple corridor, that can target an orange corridor, we need to create two different pools (one for the yellow->purple corridor and one for the purple->orange corridor) right ? Actually I don't get how your green corridor can be generated, cause they're mentionned nowhere in the pool.
Yeah, it's a pretty hefty topic, I wish I could've gotten more in. Your two-pool solution would work, but the connectors would be easier to work with (and only require one pool). In the yellow corridor it would have a jigsaw (name:yellow | target:purple) you would then have an purple corridor with two jigsaws, one would be for connecting to yellow (name:purple | target:yellow), and the other would be for connecting to orange (name:purple | target:orange). And finally the orange would have a jigsaw that purple could connect to (name:orange | target:purple). This would all work with a single pool. Sorry about the confusion with the green corridor, I added it in later. I just showed those ones as examples, not as the finished product.
ok so, i have a mc server whit my friends on aternos, i dowloaded the data pack, extracted it on a normal folder and aternos says it's not valid and on discord too, pls tell me what to do
The pack in the description does not contain structures, it's just a template pack so it won't work by default. If you have your own pack you're trying to use you have to move the structure files into the datapack. They don't store in it by default. Basically you just go into the world file that has the correct datapack, copy the structure files stored in WORLD_NAME/generated/minecraft/structures to YOUR_DATAPACK/data/NAMESPACE/structures. The structures folder won't exist by default, so you'll probably need to create it before you put all the files inside. Then you'll need to change the file paths in the template pool file to reflect the change you just made. In the YOUR_DATAPACK/data/NAMESPACE/worldgen/template_pool/POOL.JSON file you'll change the parts after "location" and the colon. It probably looks something like minecraft:room1. You'll set it to NAMESPACE:room1. Basically just swapping the minecraft bit to the namespace of your datapack (only for the "location" key). I know that's a lot. Servers are a bit more complicated when trying to get this to work. There are a few other people that tried the same thing in the comments so if this doesn't work you could see if what worked for them worked for you.
I don't have a Discord server, sorry. If you try to do it from the server, everything should be the same. The only hard part is if you were moving it from a singleplayer world to a server.
Me and my friend have started to make a backrooms minecraft game and we want to try make it procedurally generated like the actual backrooms. This should help us out so thanks!
Yes, but it's advanced. The last time I tried it was in 1.16 so things may have changed. It also involves custom dimensions, which can seriously mess up your world. If you want to put in the work, I recommend trying on a separate world. Basically, you need to set your dungeon as a configured structure feature and then add it to a custom biome file (not sure if it can be added to a whole dimension or not). Because things have changed so much you'll have to look for the things I mentioned in this repo (Slicedlime is a Minecraft dev and he puts out the vanilla world gen files which can be copied for custom stuff): github.com/slicedlime/examples The file structure changed after 1.16 and I don't know how it works, but you can just look for things you recognize like a bastion or something and see how it's implemented or you can go find example files of the two things I mentioned and see if that still works. I know this probably isn't the answer you were hoping for, but it is possible if you're willing to go through that repo and figure how it works so you can copy it in your own datapack.
If I generate from a jigsaw block in a specific location, it always generates the same "random" layout. Increasing the levels adds to the complexity but the layout is the same, with more or less structures. I have a diverse pool to pull from. I'm thinking the position of the jigsaw block is used to seed the generation. How'd you manage to get three different structures at the same starting location?
Yeah, I believe the seeding was a little different when the video was made. I'm not sure exactly when it changed. I'm not sure if this would work, but you can try adjusting the weight by very small amounts in the pool file and see if that changes how the layout spawns.
When I started minecraft with the datapack I got this error in red text in the startup log: "Exception reading C:\Users\*****\AppData\Roaming\.minecraft\saves\New World (1)\level.dat java.util.zip.ZipException: invalid distance too far back" Generating the structure still worked and I didn't notice that anything was broken or not working. Do you know what the issue could have been related to?
That's a new error to me. Is your dungeon really long by chance? Sometimes when generation is happening if things get generated and go into chunks that haven't been generated yet, you get weird errors similar to this. But frankly, I don't know what's going on, sorry.
@@Talon2863I don't think my dungeon was that long and it didn't go into unloaded chunks at all, so it's very weird. The error also didn't show up when I generated the dungeon, but rather when I first joined the minecraft world with the datapack on it, so that's also weird. However, nothing seemed to break or not work so I guess it's not a huge problem at the moment, but thanks anyways!
I'm trying to make a structure using Trial Spawners and Vaults, but neither of them are functioning when I place the structure to test. The spawners don't have the mobs stored in them, and the vaults don't open. How can I fix this?
Do the trial spawners function when you're saving the structure? If they do, I'm not sure what's wrong. If they aren't working ahead of time, you might be missing some nbt. You can find that here: minecraft.wiki/w/Trial_Spawner#Block_data
@@Talon2863 It was actually a really weird and particular cause for it, it took a lot of testing to find the issue The spawners weren't loading with the mobs in them because I was putting them in the spawners in peaceful mode, and both blocks weren't working because of a gamerule that prevented mobs from spawning. Weird, but it's working now!
hey quick question, whenever i try to load a structure staring off with a certain jigsaw, it doesnt work, and the other ones i built did work but it never does it back to back. And the others that i built dont even show up, what do I do its not working.
It's hard to tell. My guess is that your connectors have mismatching names or that you are trying to connect up/down jigsaws to side to side jigsaws. You also have to make sure that all structures are included in the template pool and have been saved, otherwise they may not generate. I would also try and examine the working one and see what's different between that and the ones that are messing up. It's not uncommon for a good portion of the process to be debugging.
You can only put it in a server if you can either upload a datapack or have access to the world folder. If you do, it's fairly simple to prepare the datapack. - First copy the structure files from your single player world. They should be stored inside your world folder under generated/NAMESPACE/structures. - Then make a new folder named "structures" inside the NAMESPACE folder of your datapack. - Copy the structure files into the folder you just created. - Update the TEMPLATE_POOL file with the new locations of the structure files, so NAMESPACE:STRUCTURE_NAME. (i.e. talon:corner instead of minecraft:corner) - Then place your datapack inside the datapacks folder in the server world folder, so YOUR_WORLD_NAME/datapacks/YOUR_DATAPACK_FOLDER - Or alternatively upload the datapack if such an option is available
Thanks i dont have minecraft but i learned millions of things about minecraft before but i tried roblox and it removed all of my memorize of minecraft thank god i know half of minecraft things cuz im learning it and thanks that really helped me
Not particularly. You pretty much just have to look around and figure out what's out of place. You could check the folder structure, double and triple check the commas and curly brackets (that's usually what it is for me). If you're desperate, you could try simplifying the file so there's only one room listed and just basically remove points of failure until you can figure the problem out.
my structure won't generate.. help? Code: renamed NAMESPACE to "maze" renamed TEMPLATEPOOL to "blacmaze" First pool object was named "fork1" and 2nd object was named "hall". Both match my structure block names. Things i've tried: -Doublechecking if i named the NAMESPACE and TEMPLATEPOOL to my names. -Moving my structures over to the datapack. I get no errors from the console, so i have no information on what's causing it. EDIT: my "name" and "target name" are path and pathway respectively.
First thing to check is if you moved your structures to the datapack you need to reflect this in the code. So instead of minecraft:fork1 you would put maze:fork1 and then same for hall (maze:hall). Because there's no errors in the console I'm going to guess your formatting is perfect, so that shouldn't be a factor. One thing I didn't mention in the video is that sideways jigsaws can only connect to other sideways jigsaws and up/down jigsaws can only connect to other up/down jigsaws. So if you're trying to combine those it won't be able to find things properly. Another thing to check is the jigsaw blocks saved in your fork1 and hall structures. At least one of them needs to have a "name" of pathway, and the structure needs to be saved with that change. Otherwise the intial jigsaw will never find another jigsaw to connect to. This is a little bit like the "did you plug it in" question, so forgive me for asking, but did you check that your "level" is set to at least one as well? If none of these work you can try uploading your pack to a trustworthy site like planetminecraft and then link it in a comment. The comment won't show up for others, but i'll be able to see it and I can look at it when I have some time, and let you know anything I find.
Great video. Everything was explained perfectly. I just have one question. When do you fill out the PoolName box? I've seen people leaving it empty and I can't understand why
So jigsaws work in a forward order meaning each one searches for the next one. So you can make a room where its only purpose is to be FOUND. The Pool Name only applies when it is searching for a different room. An example would be a hallway that you want to only go one direction. You could leave the Pool Name empty on one side and include it on the other so it could only generate in one direction. You would also need to modify the connector names appropriately as well, so leave Target Name empty on the side to be FOUND, and leave Name empty on the side that is SEARCHING.
For Bedrock Tutorial check out the official Creator Channel video here: th-cam.com/video/57sLxXDkaA0/w-d-xo.html
Some notes and resources:
You won't need the structure, structure_sets, or processors folder or files to just make a simple working dungeon (those give added functionality for dungeon placement).
To make a pack (put it into MinecraftWindowsBeta folder instead of MinecraftUWP if you are on Minecraft Preview): learn.microsoft.com/en-us/minecraft/creator/documents/behaviorpackfromscratch?view=minecraft-bedrock-stable
Your pack structure should look like the one here (but worldgen folder instead of entities): github.com/microsoft/minecraft-samples/tree/main/behavior_pack_sample
Your pack can be pasted into
More details on the Bedrock version of the template pool file: learn.microsoft.com/en-us/minecraft/creator/reference/content/worldgenreference/examples/jigsawtemplatepools?view=minecraft-bedrock-stable
How I wouldn't go about doing this on a console version if they don't have the pc version
@@valynazvalkynaz5375 You can't create a Bedrock add-on without a PC or some sort of text editor, sorry.
that's okay it was worth a shot anyways
The video came out 3 years ago and the creator is still replying to comments for help, massive respect
Thanks for the kind words! For a long time this was the only place where all the jigsaw info was together, so it was important to respond, and now I'm just in the habit. 😂
OK i admit it was a *BIT* clunky to follow at first BUT I got the hang of it pretty quickly and this is LEGIT the best jigsaw tutorial in existence that I've seen thus far. I'd love to see a smoother updated version, but for now this STILL works, good work
this is the only good jigsaw tutorial in existence, I greatly appreciate it
Haha, glad you like it.
Yeah, I couldn't find any tutorials when I was looking this up, so I figured might as well make one of my own.
Yes, This Is The Best Jigsaw Block Tutorial I Could Find On TH-cam.
Please, i beg you, explain. After i followed almost every step it just made 7 copys of 1 structure in 2 sides. Level was 7, and the structure was walkside. It just doesnt generate anything else
up until now, I could only find videos telling me a very vague description of the jigsaw block or straight up saying they have no clue how it works. When I find your video, I was super happy to find someone who actually knows how to use it and how to teach others in a in depth tutorial, so thank you!
Haha, yeah. That was the whole reason I made it. Information on it was so scattered and unclear. I'm glad it was able to help you!
Your dungeon is like a McDonald’s play space.
Haha, yeah, it's very colorful.
LoL 😂
That's exactly what I was thinking
Lol XD
😂
Hey guys!
It notices you can make your own structures using Villages, Pillager Outpost and Bastions as base.
Some days ago, I saw a comment saying you can't generate custom structures without overwriting vanilla ones.
I decided to check if it was true and a I noticed NO.
You can make new structures!
If you want to make them spawn in some Biomes, you have to add the start pool of the structure in the Biome JSON.
I hope this helps ;)
True but it's worth adding that currently those structures can only be the type of Pillager Outpost, Bastion Remnants and Villages, so using these presets in biomes that already use those (a village in desert for example) will override the default village and prevent it from spawning (it's most likely a bug of 1.16.5 since i saw a bugreport some sime ago on bugtracker). So implementing new structures need to be used in biomes that don't normally have those type of strucutures - for example village type structure in mountains, swamps, oceans, etc.
Can i spawn my structure in a cave?
@@A4-10N With the right parameters, yeah
Now you don't need Villages or Bastions.
So now you can put structures in any Y level, or even a range of Y Levels.
Backrooms
Most youtubers would explain what a jigsaw block is, and how it works, but not how to use it. Nah, this video is the best one.
If only people knew how they work on bedrock too.
They're effectively missing functionality on Bedrock, which is a bummer. There's no place to define the pool and what rooms to include in it, and they don't seem to have that ability in Bedrock add-ons either, which may be because it is still an "experimental" feature.
OMG..... this tutorial is amazing! You explained things very well, the colored rooms were very easy and good examples, and your voice is pretty calming~
I remember spending SO much time creating a custom floating island dungeon. I wish I knew about this beforehand!
Now I will be able to attempt and put all this knowledge to use and.... recreate the whole thing... and hopefully make it even better~ 😅
Great tutorial! Tank you so much for making this! 🥰💖
You're welcome! I'm glad it was so helpful!
It's amazing that the sculpture blocks made available as data packs.
Yeah, I think it was a great move to add more creativity into the game.
You are a *brilliant* teacher. Thank you so much for this! The datapack part was so well explained.
Thanks! I'm glad it made sense to you!
Best jigsaw tutorial the only useful one on youtube and i needed only 3 rewatches to understand it :D
Thanks! Haha, sounds like me when I was trying to learn this stuff.
Yeah i watched your special survival video :D
i had to watch it three times too lol
ive been doing work on mc for as long as its been around, & jigsaw blocks were always a huge pain in the ass to try to understand, so thank you, this really clarified a Lot & is a great jumping off point to learning some of the More complex parts of it.
You're welcome! Glad it helped!
thank you! i was making a custom medival structure and almost every time the roads wouldnt generate. very helpful and probably the best tutorial someone could find :)
Awesome! Glad you figured it out!
Thank you so much for this. Doing json custom biomes etc and this is a really good starting point for me in custom structures. Still not sure how to implement them in the biomes but that’s the next step
You are very welcome. Yeah, I'm with you on the custom biomes. They seem really powerful and interesting.
Absolutely legendary tutorial, you've def earned a new sub! Thanks so much :)
Thank you!
"Even the cats are randomly generated its PURR-fect"
Good pun right there
This tutorial was very cool man. I really wanted to duplicate the backrooms and make different levels. This is very helpful and useful. You deserve more subs
Thanks for the kind words!
*FAQ (Frequently Asked Questions)*
*Issues:*
*- My jigsaw won't generate. How do I fix it?*
This can be caused by the smallest mistake. You'll need to debug your target pool and structures to discover why it's not working. See the debugging section below.
*- Does this work in Bedrock? (Or console? Mobile? Windows 10 Edition?)*
Unfortunately, no. The jigsaw block exists, but there's no way to set a target pool (which is required to generate a dungeon). Even add-ons cannot fix this. Only the developers of Bedrock can change this.
*- Does this work in version 1.X?*
It works up to 1.18 with no changes. 1.19 and above require some small changes I show in this video: th-cam.com/video/Cf0d7IRGyTY/w-d-xo.html
*- What is Selection Priority and Placement Priority?*
New generation controls added in 1.20.3. You can leave them at zero with no issues or watch this video to learn about them: th-cam.com/video/cmH9PajUP30/w-d-xo.html
*- I got the error: no starting jigsaw ROOM_NAME found in start pool TARGET_POOL.*
This is an error from 1.19 and up. I address it in this video: th-cam.com/video/Cf0d7IRGyTY/w-d-xo.html
*- I got the error: empty or non-existent pool.*
This means your syntax (the order things are in) is wrong in your target pool file. You'll need to debug it. See the debugging section below.
*- I got the error: Missing key in ResourceKey[minecraft:root / minecraft:worldgen/template_pool]: ResourceKey[minecraft:worldgen/template_pool / TEMPLATE_POOL:POOL_NAME].*
You may have renamed the template_pool folder, which will cause errors. Make sure you only rename the template_pool.json file. (Credit: knighy64)
If in 1.21, you may need to rename your "structures" folder to "structure" due to folder naming conventions introduced in 1.21. (Credit: IB-jw7bk)
*- I got the error: something is wrong in line X column Y.*
This means your syntax (the order things are in) is wrong. Go to line X column Y and work your way backwards until you can figure out the mistake. If you need some ideas of what to look for, see the debugging section below.
*- I'm confused about connectors (name and target name).*
You can think of target name like a flyer for a lost dog. It's the instructions on what to look for. Name is like the actual dog, and the generation is like you taking a flyer and then looking for the dog until you find it.
*- I'm confused about the rarity of rooms.*
Think of rarity like raffle tickets instead of a percentage. The more you put in, the better chance you have of getting that result.
*- I got two folders named your-title-goes-here.*
This sometimes happens with zipped folders. Remove one of the your-title-goes-here folders so your file structure looks like WORLD_NAME/datapacks/your-title-goes-here/data/NAMESPACE
*- I got a warning about using experimental settings. Did I do something wrong?*
No, everything's fine. Just click "I know what I'm doing."
*- The datapack I downloaded didn't work.*
To simplify the template datapack, the structure files were not included. There is a world download that contains everything here: www.planetminecraft.com/project/jigsaw-world-from-tutorial/#tab_image_gallery
*- My structures folder is empty.*
See "Can this work on a server?"
*Additions:*
*- Can you make dungeons naturally generate?*
Yes, but it's advanced. Video here: th-cam.com/video/7R612D4zXDA/w-d-xo.html
*- Can you go over the max of seven/make an infinite number of rooms?*
Yes, but it's advanced and it tends to collide with itself. You'll have to design the logic yourself using command blocks.
I would start by putting a marker armor stand in each structure and then running the /place command on any armor stand that is all alone (since jigsaw rooms that spawned next to each other would have two marker entities in close proximity)
*- Can this work on a sever?*
Yes, but you'll need to move your structure files. First section of this video describes how: th-cam.com/video/7R612D4zXDA/w-d-xo.html
- Simply copy the structure files from SINGLEPLAYER_WORLD/generated/NAMESPACE/structures
- Make a new folder called "structures" inside your datapack so it looks like SINGLEPLAYER_WORLD/datapacks/DATAPACK_NAME/data/NAMESPACE/structures
- Paste the structure files into the new folder
- Copy the datapack contained in the SINGLEPLAYER_WORLD/datapacks folder
- Paste it into the MULTIPLAYER_WORLD/datapacks folder
- OR upload the datapack to your respective server host (not all of them accept uploaded datapacks)
*- Can I make a dungeon without a datapack?*
Technically yes, but I don't know how. You would have to design the command block logic yourself and use the /place command to set each individual room based on that logic.
*- Can you activate jigsaws automatically?/Generate a specific structure?*
Yes, very easily. Just use /place template minecraft:ROOM_NAME ~ ~ ~. You can also do the whole dungeon with /place jigsaw NAMESPACE:TARGET_POOL CONNECTOR_NAME 7 ~ ~ ~.
*- Can you guarantee one room spawning at the end of the dungeon?*
Yes, using fallback pools. If you specify a template pool for the fallback key in the TARGET_POOL file, then when the dungeon finishes generating but still has open connectors, the fallback pool will be used to close those connectors. (Credit: griglog1309)
*- Can you make rooms not collide?*
Technically yes, but I don't know how. My guess is that this is super advanced because you would have to design your own command block logic to do a ton of checks before placing a single room.
*- Can you have multiple pools in one namespace?*
Yes. I demonstrate it in this video: th-cam.com/video/Cf0d7IRGyTY/w-d-xo.html
*Debugging Steps To Try:*
- Double check if your structures work by themselves. You should be able to summon each room individually using /place template minecraft:ROOM_NAME ~ ~ ~
- For each room you'll want to double check each jigsaw block has the correct "Name" and "Connector Name"
- In target pool file double check that all "{" have an opposite pair (this has caused me problems many times)
- Make sure all commas are in the right place (such as after each room)
- Make sure there are no unnecessary commas (there should not be one after the last room in the list)
- Make sure all the names and file locations are correct
*If you have additional questions, comment below.*
could you potentially make a structure generate automatically in a mod
You can do basically anything you want in a mod if you know how to code it.
Shouldnt you pin this so people will see it
@@rshtg2019 Thanks, I thought I had pinned it. Must have pinned something else by accident. (although the number of duplicate comments has stopped so I think some people did find it fortunately).
I made a structure with jigsaws but it generates same structure over and over in coordinates i selected.
10:45, is that Java Minecraft?
What about Bedrock? Do we still need to download and edit those files?
Yeah, that's Java. Unfortunately Bedrock can't mess with those files so there isn't a point to downloading them, even on Win 10 Bedrock.
You sound so happy teaching people stuff!
Haha, I am!
Great. Now we need a tutorial on processor lists.
The best jigsaw tutorial so helpful :)
Hi :D Thank you for your explanation ! I didn't understand with the others tutorials, and yours allowed me to understand
Awesome! Glad it helped!
its always the small channels youcan rely on...
My brain immediately suicided when he exited Minecraft to continue the tutorial.
this man is an absolute legend, keep it up!
Glad I could help!
@@Talon2863 also one question. the jigsaw blocka generate but if i go beyond level 1 it generates only one of the structures. can i fix it somehow?
I'm not quite sure what you're asking. If you generate beyond 1 and the rooms stop generating it's probably hitting some kind of dead end.
- So I would double check what is saved in each jigsaw block and make sure that's correct.
- I would also check the template pool file and make sure all the rooms are saved in there as well.
- It also could be that the connector names (the "Name" and "Target Name" in the jigsaws) aren't lining up, so you want to make sure those match the rooms you want to connect together.
it says to mine is Unable to detect structure size,Add corners with mathing strusture names that was says and a trie it so many time its annoying now like what this dosent work ughhhhh
this would be awesome to make a map where a maze is randomly generated.
backrooms
Technically after spawn it wouldnt be random anymore since some chucks around You load and well u know
Maybe if u go to unchecked chucks it may work
"Failed to load datapacks, can't proceed with server load. You can either fix your datapacks or reset to vanilla with --safeMode" may be on the server,
Just reduce the weights in the pool file to a maximum of 150
you are a legend with this video, i understand everything after watching your video. thank you
Awesome!
Well I learned this alone, but the video made me understand better, so, thank.
You're welcome.
I couldn’t find anything useful on Russian TH-cam, so I had to go into English. But I found a really good guide! Thank you very much!
Glad it helped you!
When I tried to boot up the mod , it found the mod pack but ignored it. Any ways to fix? And if you need to know, it said “Found non-pack entry ‘C:\Users\[myname]\AppData\Roaming\.Mincraft\saves\Furrets Playpen\datapacks\your-title-goes-here-e1220’ , ignoring”
Hey, this is a really great tutorial! I have a few questions though 😅
1.) Is there a way to generate these rooms only in a certain direction so that they don't cross into any unwanted territory
2.) Is it possible to activate the generation remotely? (i.e. without clicking the 'generate' button?
Thanks!
1.) Not directly. You can get clever with the room design potentially, but it would be tricky. Maybe like only make connectors that go in a certain direction and don't go to the side or something, but there's no built-in way to control this.
2.) Not without generating a new world. This is the biggest flaw with jigsaw blocks right now in my opinion. Technically you can automatically generate it within a biome, but that requires messing around with terrain/biome/dimension generation. If you don't mind generating a new world you could modify some default biome files to get it to automatically generate there. Let me know if you're interested in doing in that way and I can describe it.
@@Talon2863 Huh. I'll have to play around with stuff 😂 thanks!
@@Talon2863 so does this mean that in a super flat world, I could create my own biomes in a way? I want to create an infinite ikea (scp 3008) that generates using jigsaw blocks and goes on forever.
@@eclipticarcher6008 So no and yes. The jigsaws are limited in how many rooms they can make. However, there is a bunch of custom biome settings you can mess with in a datapack that gives you the abilitiy to create tons of custom biomes. I don't have a tutorial on this topic, but I have experimented with it in the past and made a separate dimension with a couple biomes in it, so it's definitely possible. I would recommend looking up a custom biome tutorial.
For 2 i think you may do a workaround doing block checks for entire structure when loading to find the jigsaws and then with some function wizardry simulate the jigsaw itself by replacing it with load structure block with the same structure name inside and activating it...but thats hard and probably not very efficient
I finally figured out how to do it. The main thing I wish you woulda said is that you HAVE to have a pool for the connectors that find the structures
Oh, I thought I did make it clear. My apologies. Glad you figured it out in the end!
The only video I’ve found that helped me understand how to use jigsaws better! Nice work!
I saw in the comments there have been a few changes. Have you made a video covering them/Will you make one in the future?
Thanks! That's a good thing to hear!
I have not made a video covering them yet. I don't intend to remake this video, but I may make either an addendum or an advanced video that would cover some of the changes (such as how the second template pool file works). However, I don't have a date set for that yet, so it could be some time before that video comes out (especially with 1.20 looming in the distance).
@@Talon2863 Ok! The addendum video would be good for such a few changes. Thanks for responding!
Very good tutorial and very good video! You should have way more subscribers than you currently do!
Thank you very much! I appreciate the kind words!
is this possible on bedrock on a console?
Good question. Not currently, no. Jigsaw blocks exist, but custom datapacks don't for Bedrock, so custom structures are impossible right now. As a side note, you can mess around with built-in structures such as villages and bastions (although I'm not entirely sure how considering there is no generate button on the Bedrock jigsaw block).
@@Talon2863 thank you for letting me know cuz I recently learned how to use the structure block and was curious about the jigsaw aswell
All for nothing
@@Talon2863 i think its possible with addons
but the problem is th feature rules that is used to store strctres data is locked behind experimental gameplay
@@ShiroCh_ID You could probably use custom addons with a file explorer and then downloading them with a flash drive from a computer into a console
Great tutorial, thx man! I have a question: Is it possible to have multiple targets in a jigsaw block? Also, do you know how to use fallback pools? Thanks!
I got "Empty or none existent pool" when I want to generate my structure. I checked target pool file in json validator, and all OK. I have a datapack named "generate" and I call "generate:pool", but again it gives me "Empty or none existing pool". Pls, reply me
In addition to what jadesprite said, there are debugging steps in the FAQ pinned on both videos. The json validator can not find every error by itself. Some errors occur in other connected systems.
Nobody:
Talon's hard drives: literal half of the solar system
lol
This was initially how I ended up learning about jigsaw structures in Minecraft, and I found it really cool. But I'm trying to make one for a mod, and I can't get the structure to generate through a jigsaw block. I put the structure files in the folder and defined all of them in the .json, but nothing happens when I hit generate. Did I do something wrong?
Best tutorial I have found that actually describes exactly how to use structure/jigsaw blocks.
Any update for 1.19.2? Got structures saved and jigsaw blocks set but I can't get any structure to generate. Watched the tutorial and checked everything about 6 times!
It still works in 1.19.2, just checked in my world. However, I was getting errors when using a lone jigsaw block. What worked for me was loading in one of the rooms with a structure block and then running the jigsaw from there or using the /place command. /place jigsaw TEMPLATE_POOL CONNECTOR_NAME 7 ~ ~ ~
Thanks for the reply. Were you standing in a structure when you ran that command? I got 'billy' to work using that command but everything else fails to generate. Got a basic understanding on how the blocks work but difficult to find any clear information/videos relevant to current versions that actually work 'as intended'.
Edit: Updated world and finished datapack files for 1.19.
I was able to get it to work inside and outside a structure. For reference I was typing /place jigsaw talon:pool walkside 7 ~ ~ ~. It sounds like you were using the "template" subcommand potentially? The "jigsaw" subcommand is what generates the whole thing, "template" is the same as loading something with a structure block.
After some testing I discovered some inconsistencies. The order it functions in appears to be different than previous versions. Rather than looking for an appropriate connector first it rolls a room (or maybe an individual jigsaw block, hard to tell) and then checks whether the connector exists for that room (or jigsaw block?). If it can't find the connector it fails of course. A simple solution for this would be to have a separate template pool file for each different connector name, that way it's guaranteed to find the appropriate connection piece.
And in addition if you're using the datapack and structures from the video the "billy" room is weighted to be the most picked, and it doesn't have the walkside connector, so if that was the connector you were trying in the command or in the jigsaw blocks it was probably failing more often because of that.
The other thing I noticed was that the jigsaw generation seed appears to be location based. What this means is if the command fails you should move 10 blocks away or so and try again and you may get different results. I had it fail roughly 30 times in a row when I didn't move, but only fail once or twice when I moved 10ish blocks each time. Same applies to using a jigsaw block apparently.
If it's still not working that leads me to suspect a syntax error in the template pool file.
You're a great teacher man, thank you!
Thank you! That means a lot!
Amazing tutorial! One question, didn't really understand the purpose of the end point Jigsaw block that you placed at 6:25 , If you wanted there to be no generation at that point, wouldn't you just not place a jigsaw block there? Or is it to stop the generation from taking place in the same spot two times?
It was to illustrate the directional control you have. The structure wouldn't generate downwards through that, but because it has a "Name" it can be found and therefore the structure can generate upwards into the purple room. So basically it was a one-way jigsaw block.
Im having an issue where it only generates if the nbt files are in the native minecraft generated file but the generation structures are defined in the datapack json file.
Hey thanks for this! It was a MASSIVE help!
Awesome! That's the goal!
Is there a way to do more than 7 levels (through code) because I am trying to make an infinitely long structure (the backrooms)
Jigsaw usage with pools were a black magic to me before, but it's so simple now! Do you happen to know if adding jigsaws to vanilla structures like end_ship or ruined_portal would work? As in expanding them or remakind them into complex dungeons or something.
This is a super good question!
Yes, it's definitely possible. You can load the structure in (for example minecraft:end_city/ship), but then I would save it as your own custom structure just for ease of access. And then you can do the whole process as normal.
The one tricky thing with this is knowing the path to the vanilla structures. If you have 7-Zip you can right click on the jar file in .minecraft/versions/VERSIONNUMBER and then open an archive. This won't damage or mod your vanilla saves, but if you're worried you can make a copy of the jar and open the archive elsewhere. Once the archive is open you go to data/minecraft/structures and then all the structure files are in there. So for example there is an end_city folder and then a ship.nbt inside that, so in the structure block that would be minecraft:FOLDERNAME/NBTFILENAME.
Hopefully that helps.
for some reason when i load it up, even if the datapack is on, it just doesnt work. does anyone know why this could be?
in the debug area its says "Found non-pack entry 'C:\Users\*****\AppData\Roaming\.minecraft\saves\Jigsaw\datapacks\your-title-goes-here-e1220', ignoring" i dont know how to fix this, its not in red text.
Short version is it's not recognizing that folder "your-title-goes-here-e1220" as a datapack (hence no red text).
You'll want to check that the file structure is correct. It should be datapacks/your-title-goes-here-e1220/data. If there's an extra folder level in there, you'll need to remove it so it matches and that should fix things.
If you have other issues let me know.
Wait how I got the different room like I made room 1 and room 2. And both of them is my name Nature:polen and walkside
How does I want to get different like I want to get room 1 and he get room 2 then 1 hoowww like in 14:26
I'm not sure I understand your question. Were you able to generate room 1 or room 2 or both or neither?
Wonderful explanation! It was this video that made me understand how to use jigsaw block. It's a shame it took so long to find this video. Thank you so much for making this video. By the way, in order to let more people learn from your videos, I would like to move your videos to bilibili, a Chinese video website, and translate it into Chinese. I will mark the reprint information and link to this video, and I will not receive any income from the repost. Please reply to me if you agree. Thank you very much again.
Glad it helped!
Yes, since you're willing to include the reprint info and link to this video, I'm fine with you adding it to bilibili. And I'm sure the Chinese community will appreciate your efforts as well.
thank you ! I will translate it as soon as passible@@Talon2863
Hello and thanks again for the video. It's really a great tutorial, step by step for everyone to understand. I've finished translating the video and uploaded it to BiliBili. I can't wait for you to see the video but my link can't be sent, so I'm sorry you may not see my translation@@Talon2863
No worries. I can't understand Chinese so it's all good. I just hope it's helpful for everyone on BiliBili!
This is obviously useful for everyone (๑•̀ㅂ•́)و✧
Greate tutorial! Short question: I believe there is a limit how large you can make a single structure, but maybe there is a way to make giant structures? Like a hundred rooms. If anybody has an idea that would be greatly appreciated!!
Thanks!
There is a way that I tested in my let's play, but there's an issue with overlap. Basically you just save a marker armor stand in the structure and run the place command from them. The dungeons will overlap each other, but you can make it infinitely large this way.
A slightly worse solution (depending on the goal) would be to just make bigger structures with more branch points (although there is a limit to the size of the structure that can be saved).
I've followed everything in the video, but every time i try to generate mine it comes up with "no starting jigsaw found in start pool"
Ok, I followed your instructions step by step and I think I didn't anything, but when I'm right generates even just one room the puzzle block do nothing. Where I could do wrong?
I have a problem:
It won't generate, whenever I try to the output log says: Empty or none existent pool: miners:pool
When I followed everything exactly like you showed. Also im on 1.16.5 but I don't think that make a difference. Please help.
1.16.5 shouldn't make a difference.
This error means either your syntax is wrong in the target pool file or else you put the file in the wrong place and the game can't find it.
I would go through the file and carefully check for these things:
- Double check that all { have an opposite pair (this has caused me problems many times)
- Make sure all commas are in the right place (such as after each room)
- Make sure there are no unnecessary commas (like at the end of a list)
- Make sure all the names and file locations are correct
If you've checked all these things and are still having problems you're going to want to make sure the target pool is in the right place, and that the structure files haven't been moved (if you move them you have to adjust the target pool file accordingly, which can be tricky).
I have a question. I was watched your video over and over agin ( 1.19+ Jigsaw Block Error Fix also ) and I still have exactly same problem. I don't know, where it is. Nevermind what I use: Jigsaw Block or /place command, it's always place only 1 room.
All rooms spawn correclty. I have 2 rooms with exactly same conector ( just copied Jigsaw Block from first and pasted to the other ones ), Jigsaw Block arrow point outside of the room, but no matter how much levels I choose, it's always spawn just 1 room. Rooms spawn randomly, but always only 1. I don't watched other 2 videos because I don't want to go any further before I don't solve this problem. Any idea? ( 1.21.3 version btw ).
Edit: Yeah... Maybe... Maybe don't talk about it... Yeah... I wanted to make something in diffrent way, but that way blocked space to place others rooms... I mean, Jigsaw Block saw a structer on it way ( yeah, that structure which where it was ), where trying place other rooms, so it don't doing that... I'm really embarrassed... I solve it already *_*...
Haha, no worries. It's all part of the process. Figuring that stuff out is a super important skill, so it's worth the embarrassment in the end.
Great video! This is exactly what I've been looking for. Quick question though. At the end of the video, there are three different structures that get generated with the target name walkside. Did all of those need to be saved with separate names with the structure block and defined in the templatepool.json file?
Yes, they are each a separate structure file and a separate entry in the templatepool file. The shared walkside target name is effectively to get it to randomize what room it chooses to place.
im having an issue, all the stuff is saved correctly but its not generating when i click to generate, ive followed all the steps. im in 1.16 is that why?
1.16 wouldn't be the cause. It's been working in every version since this video (I periodically test it when people ask this question). It will probably be some other bug. There's a ton of troubleshooting questions in the comments, and I've answered most of them, so you might have a look through them and see if there's any that sound like the issue you're having.
Must I have target pool widow completed? It doesn't work without that for me.
Yeah, otherwise it doesn't know where to get the rooms from.
You tell the jigsaw block what selection of rooms through the target pool, which has a list of all the possible rooms (stored in structure files), and then it picks one from that template pool file. But without the target pool defined in the jigsaw block it won't know what it's looking for.
Okay. Thanks for anwser, Talon!
i cant get mine to generate. I've put all the names in the datapack and checked the debug log and everything seems in order but when i hit generate on the jigsaw it wont do anything.
It's difficult to know remotely what the problem is. So I'm gonna give you a few things that you can try and hopefully one fixes it. Assuming that the target pool is good and the debug log isn't popping up with anything I'm gonna guess it's something in-game.
- First check that you're sliding the Level slider up in the starting jigsaw. The jigsaw block doesn't do anything without that.
- Make sure that the target pool is spelled right and that the connectors are spelled the same in the starting jigsaw block as with the saved structures.
- Also I would make sure your structures are all saved in their latest version. It's a simple thing, but one that's easy to forget.
- You could also check the connector names and target names that you have for each room. It's possible it can't connect the way you have it now.
- You'll also wanna make sure you don't have any up/down jigsaws trying to connect to sideways jigsaws since that won't generate.
- It would also be a good idea to follow the logic of the jigsaws through generation. So if your starting jigsaw has a "target name" of firstroom then make sure there's a jigsaw with a "name" of firstroom for it to connect to (and try and consider the other ones with a "name" of firstroom as well). Then continue to logically connect the jigsaws together ("target name" to "name) as if you were generating the structure yourself. This can help you find dead ends or places where the structure will never be able to connect.
@@Talon2863 i got it working i forgot to make the generating jigsaw block to target my hallway. thanks for the help
Awesome, glad it's working!
On the error logs, it has been saying 'no starting jigsaw minecraft:walkside found in start pool talon:pool' any ideas
So the target pool setting would be [duengonname]:[roomtype] right?
wow your actually so underrated!
Thanks!
awesome video my friend :)
Thank you! :)
I've run into a problem and I can't figure it out
When opening Minecraft, the output log showed no sign that the pack existed. When I tried generating a structure, nothing happened.
I noticed something about my file version that was different from the video. When I open the "your-title-goes-here" file, there was another "your-title-goes-here" file inside. That second file then had all the expected elements inside. I'd assume that I just had to take the second file from the first and use that one, but It didn't work.
Does anyone know what to do? I have a knack for making the simplest things not work.
The second folder is the correct one that should go in the datapack folder.
But the datapack does not contain the structures by default (because there would be some naming convention confusion). If you want the ready to go version, you can download the world file, which has everything already set up.
www.planetminecraft.com/project/jigsaw-world-from-tutorial/#tab_image_gallery
This was super super useful! thank you!!
Glad it helped!
Hey, i followed your tutorial, but this thing pops up: No starting jigsaw minecraft:mark found in start pool talon:pool, can you please help?
I followed the steps but everytime I click generate it mentions "No starting jigsaw mytesting:testingroom found in start pool mytesting:testingpool" anyway to fix this?
Edit: Forgot to mention im on 1.19.2 if that makes a difference
Yeah, it does. Some things changed in 1.19. Basically you probably have to split your template pool file into two separate ones. If you have any rooms that don't have mytesting:testingroom in their connectors, you'll want to move those rooms into the second template pool file. It will make the generation more consistent.
The other thing is the generation appears to get its seed from a location now. Meaning if you move 10 blocks or so away and try again (either through a jigsaw block or through the new command /place) there's a chance it will trigger.
The finished datapack in the description has an example of a second template pool file. It's pretty easy if you've done the first one already. It's just more of the same. Just don't forget to update the jigsaw blocks based on the new template pool (Any that want to find the room you moved need to say the new template pool name instead of the old one). There's an example of this in the "corner" room in the world download.
Thank you so much! This is so clear and thorough! I'm glad I found it.
Glad it helped!
@@Talon2863 :)
how does yours generate so big, when i generate a bastion using jigsaw level 7 its like what 1 structure what how?
It could be either a chance thing (based on the internally specified weights) or it could be running into dead ends. I would try generating it while leaving the jigsaw blocks on, and then you can more easily see where it's generating and manually continue it if you need to.
@@Talon2863 i kind of changed my mind to using structure blocks for the entire bastion thing. turns out you cant actually power jigsaw blocks even with fiddling with its block data. It will probably be a hassle but it's my only choice to be able to make a bastion routing practice map. :P Video was still very informative tho note that
Hi, I'd like to ask, how do you put structures that are inside a folder into the json pool? For example, inside the "generated->structures" folder, there is build1 and build2. build1 is in a folder named test. I believe that you can load structures inside of folders, by writing 'minecraft:test/build1' or something like that. It didn't seem to work that way in the talon:pool json file though... I'm not sure if I wrote it incorrectly. I put all the structures from the download (and they generated successfully without a folder) into a folder, just adding the FOLDERNAME/ to their names, but it stopped generating afterwards. Thanks for the tutorial (:
Short answer, your FOLDERNAME/ syntax is already correct. If you put the structures in the datapack, you need to specify the namespace as well, so instead of minecraft:test/build1 it would be NAMESPACE:test/build1. If the structures are in the minecraft world folder then your name should already be correct with minecraft:test/build1.
I'm not fully sure if that answers your question, so let me know if there's still some weirdness.
@@Talon2863 Ah ok... seems weird then, I thought I did that. Well I haven't checked it recently maybe it changed while I wasn't looking. Sorry to bother, but can you place structure nbts into a datapack folder and pull from that instead of the "generated" folder? Thanks for the answers (:
Absolutely. That's when you use the NAMESPACE:test/build1. The folder you would put them in would be data/NAMESPACE/structure/OPTIONAL_FOLDER/STRUCTURE_NBT. The optional folder could be test like you've been doing.
How do you set a limit on how many max number of times a room can be selected? For example only generate 1 of a room and never again
There isn't anywhere you can set limits like that, so you have to get clever with how you make the maze. If you only have one room that you want to generate once you can set it as the starting point and have the others generate out from it.
what if I want for example a house at the top to generate first as a starting point and then ladders go down and there is a dungeon, but the problem is that I want a special boss room to generate at the end 100% and I tried using those fallback pools but it didn't work for some reason even thought it seems like I did everything right and I checked everything many times.@@Talon2863
i think in the later versions something breaks. im doing this in 1.19 and when i load up the world it tells me there is an error with something in the data pack. and asking me to open the world in safe mode.... help lol
When i click on generate it closes out of the screen but nothing happens (i have the levels slider not on 0). Could someone please help me?
why I get error that there is something wrong in line 6 column 2 altought it is the same tha at the video?
i know this was a long time ago but i had a few questions, 1 is there a way to make it search for multiple rooms and just randomize it? 2 is there a way to make it stop after a certain number of rooms in a range like limit to to 5-7 rooms but at random? and finally is there a way to make it check if the room being placed would run into any solid blocks and stop it from overriding the dungeon its currently creating? thanks so much for the tutorial, i appreciate it
Technically the answer to all your questions is yes (although I don't know how). But you would need to combine command block logic with the /place command rather than relying on the jigsaw block logic.
Personally, I would start by putting some tracker entities in each room, and go from there.
Very well done tutorial! Thanks!
Appreciate it. Glad you liked it!
@@Talon2863 Yeah, the tutorial is both very straight forward and well-explained.
...yet I can't get it to work in my world, but that might be because of Minecraft's updates. 😅
It says: "Reloading ResourceManager: vanilla" (so my datapack is missing)
When I have the datapack-folder in the "datapack"-directory, Minecraft demands a ZIP-file. When I zip it and delete the unzipped folder, it demands an unzipped folder. If I have both, there are no errors, yet it still says "Reloading ResourceManager: vanilla" without my datapack.
Is there an update of this tutorial? Or could you help me, please? Thanks in advance, even just for reading this. :)
Nvm, i got it working! I don't know exactly what was wrong, probably a typo... Now I'm looking forward to create my own complex structures! :)
Awesome!
Thank you for this tutorial, but it is a bit short in bases. If I well understand, you create a single pool. But if we want for example, a yellow corridor, that can target a purple corridor, that can target an orange corridor, we need to create two different pools (one for the yellow->purple corridor and one for the purple->orange corridor) right ?
Actually I don't get how your green corridor can be generated, cause they're mentionned nowhere in the pool.
Yeah, it's a pretty hefty topic, I wish I could've gotten more in.
Your two-pool solution would work, but the connectors would be easier to work with (and only require one pool). In the yellow corridor it would have a jigsaw (name:yellow | target:purple) you would then have an purple corridor with two jigsaws, one would be for connecting to yellow (name:purple | target:yellow), and the other would be for connecting to orange (name:purple | target:orange). And finally the orange would have a jigsaw that purple could connect to (name:orange | target:purple). This would all work with a single pool.
Sorry about the confusion with the green corridor, I added it in later. I just showed those ones as examples, not as the finished product.
@@Talon2863 Okay that makes more sense, thanks !
ok so, i have a mc server whit my friends on aternos, i dowloaded the data pack, extracted it on a normal folder and aternos says it's not valid and on discord too, pls tell me what to do
The pack in the description does not contain structures, it's just a template pack so it won't work by default.
If you have your own pack you're trying to use you have to move the structure files into the datapack. They don't store in it by default. Basically you just go into the world file that has the correct datapack, copy the structure files stored in WORLD_NAME/generated/minecraft/structures to YOUR_DATAPACK/data/NAMESPACE/structures. The structures folder won't exist by default, so you'll probably need to create it before you put all the files inside.
Then you'll need to change the file paths in the template pool file to reflect the change you just made. In the YOUR_DATAPACK/data/NAMESPACE/worldgen/template_pool/POOL.JSON file you'll change the parts after "location" and the colon. It probably looks something like minecraft:room1. You'll set it to NAMESPACE:room1. Basically just swapping the minecraft bit to the namespace of your datapack (only for the "location" key).
I know that's a lot. Servers are a bit more complicated when trying to get this to work. There are a few other people that tried the same thing in the comments so if this doesn't work you could see if what worked for them worked for you.
Do you have a Discord or something? I’m just not quite understanding all how to add it to a server.
Like I’m trying to do it all from the server, making the structures in the server and everything
I don't have a Discord server, sorry. If you try to do it from the server, everything should be the same.
The only hard part is if you were moving it from a singleplayer world to a server.
I attempted to follow this in 1.18.2, but whenever i try to generate it says "empty or non-existant pool".
perhaps mojang has changed some stuff?
i tried to do edit but it didnt pop up when i left clicked it. help?
Me and my friend have started to make a backrooms minecraft game and we want to try make it procedurally generated like the actual backrooms. This should help us out so thanks!
Is it possible to make this completely automatic and within a datapack so it gets generated through the world gen folder?
Yes, but it's advanced. The last time I tried it was in 1.16 so things may have changed.
It also involves custom dimensions, which can seriously mess up your world. If you want to put in the work, I recommend trying on a separate world.
Basically, you need to set your dungeon as a configured structure feature and then add it to a custom biome file (not sure if it can be added to a whole dimension or not).
Because things have changed so much you'll have to look for the things I mentioned in this repo (Slicedlime is a Minecraft dev and he puts out the vanilla world gen files which can be copied for custom stuff): github.com/slicedlime/examples
The file structure changed after 1.16 and I don't know how it works, but you can just look for things you recognize like a bastion or something and see how it's implemented or you can go find example files of the two things I mentioned and see if that still works.
I know this probably isn't the answer you were hoping for, but it is possible if you're willing to go through that repo and figure how it works so you can copy it in your own datapack.
@@Talon2863 ok thanks I'll look at the website
If I generate from a jigsaw block in a specific location, it always generates the same "random" layout. Increasing the levels adds to the complexity but the layout is the same, with more or less structures. I have a diverse pool to pull from. I'm thinking the position of the jigsaw block is used to seed the generation. How'd you manage to get three different structures at the same starting location?
Yeah, I believe the seeding was a little different when the video was made. I'm not sure exactly when it changed. I'm not sure if this would work, but you can try adjusting the weight by very small amounts in the pool file and see if that changes how the layout spawns.
When I started minecraft with the datapack I got this error in red text in the startup log:
"Exception reading C:\Users\*****\AppData\Roaming\.minecraft\saves\New World (1)\level.dat
java.util.zip.ZipException: invalid distance too far back"
Generating the structure still worked and I didn't notice that anything was broken or not working. Do you know what the issue could have been related to?
That's a new error to me. Is your dungeon really long by chance?
Sometimes when generation is happening if things get generated and go into chunks that haven't been generated yet, you get weird errors similar to this. But frankly, I don't know what's going on, sorry.
@@Talon2863I don't think my dungeon was that long and it didn't go into unloaded chunks at all, so it's very weird. The error also didn't show up when I generated the dungeon, but rather when I first joined the minecraft world with the datapack on it, so that's also weird. However, nothing seemed to break or not work so I guess it's not a huge problem at the moment, but thanks anyways!
I'm trying to make a structure using Trial Spawners and Vaults, but neither of them are functioning when I place the structure to test. The spawners don't have the mobs stored in them, and the vaults don't open. How can I fix this?
Do the trial spawners function when you're saving the structure?
If they do, I'm not sure what's wrong.
If they aren't working ahead of time, you might be missing some nbt. You can find that here: minecraft.wiki/w/Trial_Spawner#Block_data
@@Talon2863 It was actually a really weird and particular cause for it, it took a lot of testing to find the issue
The spawners weren't loading with the mobs in them because I was putting them in the spawners in peaceful mode, and both blocks weren't working because of a gamerule that prevented mobs from spawning. Weird, but it's working now!
Oh weird. Glad you figured it out!
hey quick question, whenever i try to load a structure staring off with a certain jigsaw, it doesnt work, and the other ones i built did work but it never does it back to back. And the others that i built dont even show up, what do I do its not working.
It's hard to tell. My guess is that your connectors have mismatching names or that you are trying to connect up/down jigsaws to side to side jigsaws. You also have to make sure that all structures are included in the template pool and have been saved, otherwise they may not generate. I would also try and examine the working one and see what's different between that and the ones that are messing up. It's not uncommon for a good portion of the process to be debugging.
@@Talon2863 ok so i figured out what went wrong, but i got another question for you... How can i put this in a server, say idk minehut or alternos
You can only put it in a server if you can either upload a datapack or have access to the world folder. If you do, it's fairly simple to prepare the datapack.
- First copy the structure files from your single player world. They should be stored inside your world folder under generated/NAMESPACE/structures.
- Then make a new folder named "structures" inside the NAMESPACE folder of your datapack.
- Copy the structure files into the folder you just created.
- Update the TEMPLATE_POOL file with the new locations of the structure files, so NAMESPACE:STRUCTURE_NAME. (i.e. talon:corner instead of minecraft:corner)
- Then place your datapack inside the datapacks folder in the server world folder, so YOUR_WORLD_NAME/datapacks/YOUR_DATAPACK_FOLDER
- Or alternatively upload the datapack if such an option is available
im on 1.16.5, but whenever i click "generate" it doesnt do anything.
Thanks i dont have minecraft but i learned millions of things about minecraft before but i tried roblox and it removed all of my memorize of minecraft thank god i know half of minecraft things cuz im learning it and thanks that really helped me
i have done all of the suggested debugging however "
Empty or none existent pool" still exists im on 1.16.5 any tips?
Not particularly. You pretty much just have to look around and figure out what's out of place.
You could check the folder structure, double and triple check the commas and curly brackets (that's usually what it is for me). If you're desperate, you could try simplifying the file so there's only one room listed and just basically remove points of failure until you can figure the problem out.
my structure won't generate.. help?
Code: renamed NAMESPACE to "maze"
renamed TEMPLATEPOOL to "blacmaze"
First pool object was named "fork1" and 2nd object was named "hall". Both match my structure block names.
Things i've tried:
-Doublechecking if i named the NAMESPACE and TEMPLATEPOOL to my names.
-Moving my structures over to the datapack.
I get no errors from the console, so i have no information on what's causing it.
EDIT: my "name" and "target name" are path and pathway respectively.
First thing to check is if you moved your structures to the datapack you need to reflect this in the code. So instead of minecraft:fork1 you would put maze:fork1 and then same for hall (maze:hall).
Because there's no errors in the console I'm going to guess your formatting is perfect, so that shouldn't be a factor.
One thing I didn't mention in the video is that sideways jigsaws can only connect to other sideways jigsaws and up/down jigsaws can only connect to other up/down jigsaws. So if you're trying to combine those it won't be able to find things properly.
Another thing to check is the jigsaw blocks saved in your fork1 and hall structures. At least one of them needs to have a "name" of pathway, and the structure needs to be saved with that change. Otherwise the intial jigsaw will never find another jigsaw to connect to.
This is a little bit like the "did you plug it in" question, so forgive me for asking, but did you check that your "level" is set to at least one as well?
If none of these work you can try uploading your pack to a trustworthy site like planetminecraft and then link it in a comment. The comment won't show up for others, but i'll be able to see it and I can look at it when I have some time, and let you know anything I find.
when I press generate in the jigsaw nothing happens. I have no errors in outputlog. anyone know why could this happen?
i got it to work but the rooms are kinda always rotated weirdly and screws up the design
Extremely helpful
Glad it helped!
Talon this is so cool like you said not much info but great tutorial
Great video. Everything was explained perfectly. I just have one question. When do you fill out the PoolName box? I've seen people leaving it empty and I can't understand why
So jigsaws work in a forward order meaning each one searches for the next one. So you can make a room where its only purpose is to be FOUND. The Pool Name only applies when it is searching for a different room.
An example would be a hallway that you want to only go one direction. You could leave the Pool Name empty on one side and include it on the other so it could only generate in one direction. You would also need to modify the connector names appropriately as well, so leave Target Name empty on the side to be FOUND, and leave Name empty on the side that is SEARCHING.
@@Talon2863 So you can't use pool name to a part thats just meant to be found
Basically, yeah.