The grid's ocean_ruins claim at chunk (7,5) matches a fresh vanilla capture: one cold small brick_2 piece, COUNTERCLOCKWISE_90, template position (112,50,80), integrity 0.8. Notes record the addPieces draw order, the template arrays, and the two open mechanics for the port (piece descent from y=90 to the ocean floor, integrity draw order).
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Structure port notes — ground truth from the 26.1.2 jar
Everything below was read out of versions/26.1.2/server-26.1.2.jar with
javap. It is the working map for porting structure piece generation; treat it
as reference, not as finished code.
Placement grid (implemented, see worldgen/structures.go)
RandomSpreadStructurePlacement.getPotentialStructureChunk:
regionX = floorDiv(chunkX, spacing)
regionZ = floorDiv(chunkZ, spacing)
r = WorldgenRandom(LegacyRandomSource(0))
r.setLargeFeatureWithSalt(seed, regionX, regionZ, salt)
span = spacing - separation
offsetX = spread.evaluate(r, span)
offsetZ = spread.evaluate(r, span)
chunk = (regionX*spacing + offsetX, regionZ*spacing + offsetZ)
RandomSpreadType.evaluate: linear -> nextInt(span); triangular -> (nextInt(span)+nextInt(span))/2.
setLargeFeatureWithSalt(seed, x, z, salt): seed' = x341873128712 + z132897987541 + seed + salt, setSeed, zero draws.
applyAdditionalChunkRestrictions runs only when frequency < 1.0f and calls the configured reducer shouldGenerate(seed, salt, x, z, frequency):
- default / probabilityReducer: setLargeFeatureWithSalt(seed, x, z, salt); nextFloat() < frequency.
- legacy_type_1 / legacyPillagerOutpostReducer: regionX=x>>4, regionZ=z>>4; setSeed((long)(regionX ^ (regionZ<<4)) ^ seed); nextInt() discarded once; return nextInt((int)(1.0f/frequency)) == 0. For 0.2f the bound computes to 4.
- legacy_type_2 / legacyArbitrarySaltProbabilityReducer: setLargeFeatureWithSalt(seed, x, z, 10387320) — the set's own salt is ignored; nextFloat() < frequency. Buried treasure uses this with 0.01.
- legacy_type_3 / legacyProbabilityReducerWithDouble: setLargeFeatureSeed(seed, x, z) (the two-long XOR mix, no salt); nextDouble() < (double)frequency. Mineshafts use this with 0.004.
Verified against the fixture on seed 12345: ruined_portals claims exactly chunk (1,0), where the capture carries the portal's obsidian/gold/crying obsidian; mineshaft starts land at (-4,1), (-3,10), (4,-1), consistent with the deep oak-plank cells crossing chunks (0,0)/(1,0).
Not wired yet: concentric_rings (strongholds only).
Ruined portal (decoded, not yet ported)
Seeding chain (ChunkGenerator.createStructures / lambda$createStructures$0)
Per set per chunk, in order:
- Skip if any structure of the set already has a valid start here.
- placement.isStructureChunk(state, x, z) must hold (the grid above).
- Single-entry sets go straight to tryGenerateStructure with zero draws.
- Multi-entry sets:
random = WorldgenRandom(Legacy(0)); random.setLargeFeatureSeed(levelSeed, chunkX, chunkPos.z)(the two-long XOR mix) drives ONLY the weighted picks; then loop:- pick = random.nextInt(totalWeight over remaining entries)
- walk entries subtracting weight; first negative wins;
- tryGenerateStructure it; on success stop, else REMOVE the entry, total -= its weight, and repeat without reseeding the pick stream.
- tryGenerateStructure -> Structure.generate builds a GenerationContext whose
random comes from
GenerationContext.makeRandom(seed, chunkPos):new WorldgenRandom(new LegacyRandomSource(0))+setLargeFeatureSeed(seed, chunkX, chunkZ). Every attempt therefore starts from an identically seeded FRESH stream — attempts do NOT continue each other's streams. - Structure.findValidGenerationPoint runs findGenerationPoint first and filters by isValidBiome AFTERWARDS: the 3D noise biome at the stub position (quart-snapped coordinates) against the structure's biome set.
Port status: the whole chain above plus findSuitableY live in world/ruined_portal.go, but nothing accepts in the ±3-chunk window around the fixture's portal yet — every variant lands on ocean or lush-caves biomes at its stub while vanilla accepted one here. Open leads, in order of suspicion: (a) our 3D biome sampling off the fixture's 4x4x4 lattice may diverge from vanilla's Climate sampler at arbitrary quart positions; (b) getBaseHeight semantics on water columns; (c) the settle-scan corner sampling. A Java probe dumping vanilla's own stub for seed 12345 chunk (1,0) would settle it decisively.
findGenerationPoint, in draw order
- Setup selection — skipped entirely (zero draws) when setups.size() <= 1; otherwise sum weights, one nextFloat(), walk setups subtracting weight/total, take the first that leaves the accumulator negative.
- properties.airPocket = sample(nextFloat vs setup.airPocketProbability), where sample returns false at p==0, true at p==1, else nextFloat() < p.
- Template: nextFloat() < 0.05 picks giant_portal_{1..3}, otherwise portal_{1..10} (both arrays exactly these names, one nextInt(len)).
- Rotation = Util.getRandom(Rotation.values(), random) -> one nextInt(4) over [none, clockwise_90, clockwise_180, counterclockwise_90].
- Mirror: nextFloat() < 0.5 -> none, else front_back.
- pivot = (size.x/2, 0, size.z/2) (Java truncating division).
- box = template.getBoundingBox(chunkOriginBlockPos, rotation, pivot, mirror).
- surfaceY = getBaseHeight(box.center.x, box.center.z, getHeightMapType(setup.placement)) - 1, where the type is OCEAN_FLOOR_WG for on_ocean_floor and WORLD_SURFACE_WG otherwise.
- y = findSuitableY(...) below.
- Stub position = (chunkOriginX, y, chunkOriginZ). The piece consumer sets properties.cold = setup.canBeCold && biomeAt(quart pos).coldEnoughToSnow(pos, seaLevel), then adds one RuinedPortalPiece(templateManager, pos, placement, properties, templateId, template, rotation, mirror, pivot).
findSuitableY(random, generator, placement, airPocket, surfaceY, ySpan, box, accessor, randomState):
minCut = accessor.minY + 15
switch placement:
in_nether:
airPocket ? y = randomBetweenInclusive(32, 100)
: nextFloat() < 0.5 ? randomBetweenInclusive(27, 29)
: randomBetweenInclusive(29, 100)
in_mountain: y = getRandomWithinInterval(70, surfaceY - ySpan)
underground: y = getRandomWithinInterval(minCut, surfaceY - ySpan)
partly_buried: y = surfaceY + randomBetweenInclusive(2, 8)
default: y = surfaceY (on_land_surface, on_ocean_floor)
// settle: sample the four CORNER columns of the box as raw base columns
corners = [(minX,minZ),(maxX,minZ),(minX,maxZ),(maxX,maxZ)] as NoiseColumn
type = on_ocean_floor ? OCEAN_FLOOR_WG : WORLD_SURFACE_WG (isOpaque test)
while y > minCut:
opaque = 0
for column in corners:
if type.isOpaque(column.getBlock(y)):
opaque++
if opaque == 3: return y // stops inside the scan
y--
return y
getRandomWithinInterval(r, a, b): a >= b ? b : randomBetweenInclusive(a, b). randomBetweenInclusive(r, lo, hi) = lo + nextInt(hi - lo + 1).
Remaining to read before coding the piece: RuinedPortalPiece.postProcess
(decoded below), StructureTemplate.getBoundingBox is min/max of transformed
positions, and placeInWorld writes non-air blocks first, air last.
RuinedPortalPiece.postProcess, in order
- box = template bounding box under the piece settings; skip when the chunk box does not contain box.center; encapsulate otherwise.
- TemplateStructurePiece.postProcess = template.placeInWorld with the settings below (block entities become markers only).
- spreadNetherrack(random, level).
- addNetherrackDripColumnsBelowPortal(random, level).
- If properties.vines || properties.overgrown: for every position of the bounding box (betweenClosedStream order): vines -> maybeAddVines, overgrown -> maybeAddLeavesAbove.
makeSettings(mirror, rotation, placement, pos, properties):
- ignore processor: airPocket ? STRUCTURE_BLOCK : STRUCTURE_AND_AIR — without an air pocket template AIR cells are skipped entirely.
- RuleProcessor rules, first match wins, each test draws from the block's own
positional Legacy stream (RandomSource.create(Mth.getSeed(x,y,z)), NOT the
shared random):
- gold_block -> air with probability 0.3 (RandomBlockMatchTest: state matches && nextFloat() < p)
- lava rule: on_ocean_floor -> lava->magma always; cold -> lava->netherrack always; otherwise lava->magma at 0.2
- if !cold: netherrack -> magma at 0.07
- BlockAgeProcessor(mossiness): stone_bricks/stone/chiseled_stone_bricks -> maybeReplaceFullStoneBlock (nextFloat >= 0.5 bail; then mossiness roll picks between [cracked_stone_bricks | stone_brick_stairs(random facing+half)] and [mossy_stone_bricks | mossy_stone_brick_stairs]); stairs tag -> bail at nextFloat >= 0.5 else mossy stairs or mossy slab roll; slabs/walls -> mossy variant when nextFloat < mossiness; obsidian -> crying_obsidian at 0.15.
- ProtectedBlockProcessor(FEATURES_CANNOT_REPLACE): skip placement when the CURRENT world block is in the tag.
- LavaSubmergedBlockProcessor: placed blocks sitting in lava become magma.
- BlackstoneReplaceProcessor appended only when replaceWithBlackstone.
spreadNetherrack weights (index by manhattan distance + jitter): [1,1,1,1,1,1,1,0.9,0.9,0.8,0.7,0.6,0.4,0.2]; jitter = nextInt(max(1, 8 - radius/2)) with radius = (xSpan+zSpan)/2; iterate the square around the box center +/- 14; for each cell draw nextDouble() < weight[idx], surfaceY = getHeight(type)-1 at that column, y2 = surfaceY when on_land_surface/on_ocean_floor else min(box.minY, surfaceY), require |y2 - box.minY| <= 3, replace only air/obsidian/not-in-tag/not-lava (not in nether), then placeNetherrackOrMagma (cold -> netherrack always; else nextFloat < 0.07 -> magma else netherrack); overgrown adds leaves above; then addNetherrackDripColumn below (up to 8 steps, each continuing while nextFloat < 0.5).
Ocean ruins (ground truth captured, port pending)
The grid claims ocean_ruins at chunk (7,5) on seed 12345, and a fresh capture with -chunks "6,4;7,5;8,6;7,4" confirms vanilla agrees: its saved start minecraft:ocean_ruin_cold lives exactly there, with one child piece:
Template = underwater_ruin/brick_2
Rot = COUNTERCLOCKWISE_90
TP = (112, 50, 80) (= chunk origin, y=50)
BB = [112,50,75] .. [118,56,80]
BiomeType= COLD, IsLarge = 0, Integrity = 0.8, GD = 0, O = 2
Algorithm read off OceanRuinStructure + OceanRuinPieces bytecode:
- findGenerationPoint = onTopOfChunkCenter(context, OCEAN_FLOOR_WG, generatePieces) — no draws; stub sits at the chunk centre on the ocean floor.
- generatePieces: base pos = (minBlockX, 90, minBlockZ); rotation = Rotation.getRandom(random) (one nextInt(4)); OceanRuinPieces.addPieces(...).
- addPieces: large = nextFloat() <= largeProbability (0.3333); integrity = large ? 0.9 : 0.8; addPiece(...) always runs; when large, a second nextFloat() <= clusterProbability (0.1) triggers addClusterRuins (several extra small pieces around the first).
- addPiece picks the biome type cold/warm from the biome at the position, then the template array: brick/cracked/mossy x8 for cold, warm_1..8 for warm (large variants are big_*); template = arr[nextInt(arr.length)]. The piece carries an IntegrityProcessor (drops blocks at random until the integrity fraction remains) plus suspicious-sand archy rules for gravel/wall targets.
48 underwater_ruin templates are extracted under internal/worldgen/data/structure_template/underwater_ruin/. Open mechanics for the port: how the piece descends from pos.y=90 to the saved TPY=50 (ocean-floor height at some reference column), and the exact IntegrityProcessor draw order (ChunkPos-forked positional random, not the shared stream).
Seed 12345, committed fixture chunks (0,0) (1,0) (0,1) (-1,-1):
- (1,0): ruined portal — obsidian (17,13,3), crying obsidian (21,13,3), gold block (19,18,3), chest (17,13,2).
- (0,0)/(1,0): mineshaft planks/fences near y=-41..-42.
- (-1,-1): unexplained cobblestone+mossy floor at y=35 under gravel/water with two chests nearby — attributed to no replayed feature yet. Candidate leads: a dungeon whose placement stream we mismatch, or an ocean ruin whose pieces reach across the chunk border.