Ports MonsterRoomFeature from bytecode with vanilla draw order and loop structure: shell validation (solid floor and ceiling, one to five open side columns), interior cave_air carving, cobblestone walls with the mossy three-in-four floor roll drawn only where vanilla draws it, chest placement faced away from its single opaque neighbour with the loot-seed long consumed even though block entities are not modelled yet, and the spawner's one-draw mob pick. Writes go through Feature.safeSetBlock semantics against #minecraft:features_cannot_replace, captured verbatim from the jar into the embedded datapack data. The pass slots between geodes and the ores so the rooms' cave_air pockets exist before ore ellipsoids roll their air-exposure discards. The committed fixture's four chunks happen to contain no dungeons, so measured parity holds at 98.028%, but the generator's output can differ elsewhere: generatorVersion bumps to 22. |
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| .. | ||
| carver | ||
| density_function | ||
| noise | ||
| structure/village/plains | ||
| tag | ||
| overworld.json | ||