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super_gravity_processor
finnsetchell edited this page Aug 15, 2026
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1 revision
Re-seats every block onto the terrain height in its own column, so the piece follows the ground instead of sitting at one fixed Y. Use it for paths, scatter and other loose decoration that should hug uneven ground.
Ported from RepurposedStructures (TelepathicGrunt).
Ocean floor path pieces that settle under water:
{
"processor_type": "moogs_structures:super_gravity_processor",
"heightmap": "OCEAN_FLOOR_WG",
"offset": 0,
"require_water_surface": true,
"ignore_block": [
"minecraft:water",
"minecraft:ice",
"minecraft:packed_ice"
]
}| Field | Type | Required | Default | Notes |
|---|---|---|---|---|
heightmap |
heightmap type | no | WORLD_SURFACE_WG |
Where the downward scan starts. |
offset |
int | no | 0 |
Added to the final Y. Use 1 to sit on top of the ground rather than replacing it. |
ignore_block |
array of block ids | no | [] |
Blocks the scan falls through looking for real ground. Singular key, list value. |
require_water_surface |
bool | no | false |
Anchor under water instead of under air. Also falls through water while scanning. |
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Blocks whose column fails the check are deleted, not left in place. By default the space above the landing spot must be air. Where it is not, that block is dropped and you get a hole. With
require_water_surface, any column without water fails the same way. - It drapes, it does not translate. Each column is placed independently, so a piece spanning a slope is sheared rather than moved as a unit. Anything spanning two blocks (doors, beds, tall plants, double chests) will break. Keep pieces using this small and loose.
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The bottom layer replaces the top terrain block by default. Set
"offset": 1if you want it resting on the surface instead. -
ignore_blockis spelled singular but takes a list. Easy to writeignore_blocksand have it silently do nothing. - Misspelling
heightmapalso fails silently and falls back to the default rather than erroring at load.
- Structure Processors overview.
-
pillar_processorfor extending down to meet terrain rather than re-seating onto it.
Getting started
Core concepts
- pillar
- spawner_randomizing
- trial_spawner_randomizing
- vault_randomizing
- equip_armor_stand
- close_off_fluid_sources
- flood_with_water
- remove_floating_blocks
- random_replace_with_properties
- super_gravity
Advanced
- versioned_single_pool_element
- Nether jigsaw structures
- Enhanced terrain adaptation
- Entity processor framework
- Debug commands
- Advanced Topics
Examples