My rigorous definition of "structure" sounds a lot like your metric, anything added on after natural world generation, so I would happily count the air in the pyramid basement for example, wouldn't work without it
These sorts of things usually happen when the origin is right next to somewhere invalid; in our case, the invalid position is a cliff, and the origin is probably the centre of the floor. So my theory is that the game picks a valid block next to a cliff, says "Yep, _this_ block is valid", and places the origin block there; but because most of the rest expand away from the origin block, some hang off the edge. You could try picking another origin block or not spawning the structure at all, but these would slow down generation and risk making huge spots without structures respectively.
Love the intro or was it the outro?
My rigorous definition of "structure" sounds a lot like your metric, anything added on after natural world generation, so I would happily count the air in the pyramid basement for example, wouldn't work without it
That pillager temple was very impressive
Monster room? Dude, everyone knows it's a dungeon.
4:18 toycat that is not a pillager outpost
I wonder what is causing the pillager outpost to be like that, when I see outposts like that they just have a clump of land under them.
These sorts of things usually happen when the origin is right next to somewhere invalid; in our case, the invalid position is a cliff, and the origin is probably the centre of the floor.
So my theory is that the game picks a valid block next to a cliff, says "Yep, _this_ block is valid", and places the origin block there; but because most of the rest expand away from the origin block, some hang off the edge.
You could try picking another origin block or not spawning the structure at all, but these would slow down generation and risk making huge spots without structures respectively.
Man, give me your seed
Only 1k views???
Ibex toucar
Lol
Hi
First