Talk:Superflat

woodlandmansion not in the game code
I have no idea how the structure generation option " " made it into the wiki, but it is not in the game's code of 1.12.2. Just generate a world with biome id 29 and try Here is also the portion of the code that's responsable for testing the structure options:

if (generateStructures) {       Map> map = this.flatWorldGenInfo.getWorldFeatures; if (map.containsKey("village")) {           Map map1 = (Map)map.get("village"); if (!map1.containsKey("size")) {               map1.put("size", "1"); }           this.structureGenerators.put("Village", new MapGenVillage(map1)); }       if (map.containsKey("biome_1")) {           this.structureGenerators.put("Temple", new MapGenScatteredFeature(map.get("biome_1"))); }       if (map.containsKey("mineshaft")) {           this.structureGenerators.put("Mineshaft", new MapGenMineshaft(map.get("mineshaft"))); }       if (map.containsKey("stronghold")) {           this.structureGenerators.put("Stronghold", new MapGenStronghold(map.get("stronghold"))); }       if (map.containsKey("oceanmonument")) {           this.structureGenerators.put("Monument", new StructureOceanMonument(map.get("oceanmonument"))); }   }    if (this.flatWorldGenInfo.getWorldFeatures.containsKey("lake")) {       this.waterLakeGenerator = new WorldGenLakes(Blocks.WATER); }   if (this.flatWorldGenInfo.getWorldFeatures.containsKey("lava_lake")) {       this.lavaLakeGenerator = new WorldGenLakes(Blocks.LAVA); }   this.hasDungeons = this.flatWorldGenInfo.getWorldFeatures.containsKey("dungeon");


 * Someone probably saw the other structures and added woodlandmansion without checking and it went under the radar. It happens.
 * It's removed now, thanks for bringing this to out attention. --Pepijn (talk) 13:19, 18 October 2017 (UTC)

Gravel
Can gravel really generate in plains village in superflat? Is listed under resources. /77.218.249.234 14:29, 12 April 2018 (UTC)

How to set superflat preset for servers?
I expected this to be pretty straightforward: Either »generator-settings=air;taiga;« or »generator-settings="air;taiga;"«. But both don't work and generate the default flat world instead. What is the proper way to enter the preset code? Fabian42 (talk) 17:07, 15 June 2019 (UTC)


 * The string has to be the same as you have in the superflat customization screen; but do note that already generated chunks won't change, and the generator settings do not overwrite the level.dat's generator settings (to change it, you need to edit the level.dat, or remove it).
 * Example: (the color got automatically escaped for me) FVbico (talk) 17:17, 15 June 2019 (UTC)


 * As I said, I tried, but it didn't apply it, it generated a generic superflat grass world. The same happened with . Is this maybe a snapshot bug? Fabian42 (talk) 11:49, 17 June 2019 (UTC)


 * Did you try with a completely new world (as in nothing from the world made before)? If so, yes that's a bug. FVbico (talk) 11:51, 17 June 2019 (UTC)
 * I tried again and it still doesn't work. Then I looked at the bug tracker and found it instantly, I should have tried that earlier: https://bugs.mojang.com/browse/MC-134900 So apparently this entire feature is completely broken for a while already, that's a pretty serious bug. For now we have to do what I did yesterday: Copy an existing Singleplayer world over to the server. Fabian42 (talk) 13:01, 17 June 2019 (UTC)

Preset Desert Structures
Shouldn't Desert Wells also be listed as one of the Structures for the Desert Preset in the table of Presets? User-100128569 (talk) User-100128569 (talk) 11:23, 17 June 2019 (UTC)

"fortress"
If you put this in the preset, fortresses will generate in the Nether or the Overworld? ManosSef (talk) 15:20, 20 September 2019 (UTC)
 * In the Nether. On the page, there's a table of structures, and the last column shows what biome it goes in. – Sealbudsman talk | contribs 07:26, 12 October 2019 (UTC)

Structures
I found these two pieces of code in civ.class of 1.15.1: public static final Map[]> u = (Map)t.a(Maps.newHashMap, ? -> {       ?.put("mineshaft", new ccz[] { x });        ?.put("village", new ccz[] { y });        ?.put("stronghold", new ccz[] { z });        ?.put("biome_1", new ccz[] { A, B, C, D, L, E });        ?.put("oceanmonument", new ccz[] { F });        ?.put("lake", new ccz[] { G });        ?.put("lava_lake", new ccz[] { H });        ?.put("endcity", new ccz[] { I });        ?.put("mansion", new ccz[] { J });        ?.put("fortress", new ccz[] { K });        ?.put("pillager_outpost", new ccz[] { M });      }); private void a(String ?, String ?, String ?) { ((Map)this.O.get(?)).put(?, ?); if ("village".equals(?) &&      "distance".equals(?)) { this.a = abr.a(?, this.a, 9); }

if ("biome_1".equals(?) &&      "distance".equals(?)) { this.h = abr.a(?, this.h, 9); }

if ("stronghold".equals(?)) { if ("distance".equals(?)) { this.e = abr.a(?, this.e, 1); } else if ("count".equals(?)) { this.f = abr.a(?, this.f, 1); } else if ("spread".equals(?)) { this.g = abr.a(?, this.g, 1); }    }    if ("oceanmonument".equals(?)) { if ("separation".equals(?)) { this.d = abr.a(?, this.d, 1); } else if ("spacing".equals(?)) { this.c = abr.a(?, this.c, 1); }    }    if ("endcity".equals(?) &&       "distance".equals(?)) { this.l = abr.a(?, this.l, 1); }

if ("mansion".equals(?) &&      "distance".equals(?)) { this.p = abr.a(?, this.p, 1); } } According to these, there is also "endcity" as a structure option and it has "distance" as its option. Also "mansion" has a "distance" option. But it doesn't say anything about "mineshaft" or the "size" option for "village". I don't know what is happening, but I will add the "endcity" and change the "mansion" according to these. I won't remove the "chance" for "mineshaft" or the "size" for "village" because I'm not sure.--ManosSef (talk) 20:06, 9 January 2020 (UTC)