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Allows specifying a selection of multiple blocks in simple structures:
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@codemob-dev codemob-dev mentioned this pull request Aug 29, 2025
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@IntegratedQuantum IntegratedQuantum left a comment

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I would like to know the performance impact of this, both in absolute numbers and relative to the previous cost of generating these particular models.

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The highlighted block here is the query for the random block.

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The master branch for reference:
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Compared to everything else, the performance impact is negligible.

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I thought about this some more, and I don't think this goes far enough.
Maybe the next person wants to have a striped pattern (→we already have this hardcoded for the biome stone type), or a spherical pattern with respect to the structure source (you mentioned craters), or a noise distribution, or a block structure depending on the distance to the surface.

If this really is relatively cheap in the overall biome generation cost, then I think we can afford a VTable here, and if you keep the single-block version as a separate kind then we might end up even cheaper than what you have implemented here.
Also it would need some kind of "generate entire column" option in the VTable if we want to apply it efficiently to the biome stone type.

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Maybe the next person wants to have a striped pattern

Another thing to add to the list of things we'd want: random selection per biome/structure, like currently for the crystal caves.

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Ok, I want this very badly for jungle biome.
I think overloading those structures with more features doesn't make sense. We should allow randomized blocks because we can do that without much changes in configuration because we have Patterns (#1237) and I would advise to use them for consistency.
Realistically there will always be something to add to the generator, if not stripes, then crosses, circles or whatever, we can't exhaust the options. We already have SBBs to handle stuff that is more specific.

@Argmaster Argmaster mentioned this pull request Oct 8, 2025
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3 participants