Population

The population phase is done a little differently when compared to terrain generation, as it relies on adjacent chunks already existing, due to the generated features being capable of generating across chunk boundaries.

A huge chunk of info is still missing!!

Features generate in the order written here.

  1. Water lakes (still)
  2. Lava lakes (still)
  3. Dungeons
  4. Clay patches
  5. Dirt blobs
  6. Gravel blobs
  7. Coal ore veins
  8. Iron ore veins
  9. Gold ore veins
  10. Redstone ore veins
  11. Diamond ore veins
  12. Lapis lazuli ore veins
  13. Trees
  14. Yellow flowers (Dandelions)
  15. Tallgrass
  16. Deadbushes
  17. Red flowers (Roses)
  18. Brown mushrooms
  19. Red mushrooms
  20. Reeds (Sugarcane)
  21. Pumpkins
  22. Cacti
  23. Water (flowing)
  24. Lava (flowing)
  25. Snow layer

Each of them have their own unique Generator object that’s responsible for placing them in, though some are shared. Thus the only distinct feature generators that exist are presented here.

  1. Lakes
  2. Dungeon
    1. Dungeon Loot
    2. Mob Spawner mobs
  3. Clay
  4. Minable
  5. Trees
    1. Small Tree
    2. Big Tree
    3. Small Taiga Tree
    4. Big Taiga Tree
  6. Flowers
  7. Tallgrass
  8. Deadbush
  9. Reeds
  10. Pumpkins
  11. Cacti
  12. Liquids

Lakes

Water and lava lakes share the same logic, the only differences between them are what blocks generate, and the fact lava lakes generate a stone border around their edge.

Dungeon

Generates a dungeon made of cobble and mossy cobble, alongside a spawner at the center and chests with loot in them.

Dungeon Loot

When a chest is generated in a dungeon, an integer with a bound of 11 is generated, resulting in the loot table below. Up to 8 items can be generated.

Item Chance Amount
Saddle 1/11 1
Iron Ingot 1/11 1-5
Bread 1/11 1
Wheat 1/11 1-5
Gunpowder 1/11 1-5
String 1/11 1-5
Bucket 1/11 1
Golden Apple 1/1100 1
Redstone Dust 1/22 1-5
Record 1/110 1
Lapis Lazuli 1/11 1

Anything else results in an empty slot.

Mob Spawner mobs

When a Mob Spawner is placed by the Dungeon generator, an integer with a bound of 4 is generated, resulting in the following table below.

Monster Chance
Skeleton 1/4
Zombie 1/2
Spider 1/4

Clay

Clay patches.

Minable

Anything you’d find underground, such as dirt/gravel blocks and coal, iron, gold, redstone, diamond and lapis lazuli veins.

Trees

This section will discuss how its decided if a tree should generate and how those trees generate.

  1. The tree density noise is sampled according to the current block position
  2. The initial number of trees is set to 0
  3. It has a 1/10 chance to be incremented

From here, the following values are added onto the number of trees.

Biome Tree chance change
Forest treeDensity + 5
Rainforest treeDensity + 5
Seasonal Forest treeDensity + 2
Taiga treeDensity + 5
Desert -20
Tundra -20
Plains -20

From there, depending on the Biome, one of four kinds of trees can be generated.

Biome Chance Tree Type if win Tree type if fail
- 1/10 Big Tree Small Tree
Forest 1/5 Big Tree Small Tree
Rainforest 1/3 Big Tree Small Tree
Taiga 1/3 Big Taiga Tree Small Taiga Tree

This is repeated for whatever number of trees that was calculated is.

Small Tree

TODO

Big Tree

TODO

Small Taiga Tree

TODO

Big Taiga Tree

TODO

Flowers

Dandelions, Roses and Mushrooms rely on this generator.

Tallgrass

Tallgrass

Deadbush

Deadbushes

Reeds

Sugarcane

Pumpkins

Pumpkins

Cacti

Cacti

Liquids

Liquids