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super_gravity_processor

finnsetchell edited this page Aug 15, 2026 · 1 revision

super_gravity_processor

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).

Minimal example

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"
  ]
}

Fields

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.

Gotchas

  • 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.
  • The bottom layer replaces the top terrain block by default. Set "offset": 1 if you want it resting on the surface instead.
  • ignore_block is spelled singular but takes a list. Easy to write ignore_blocks and have it silently do nothing.
  • Misspelling heightmap also fails silently and falls back to the default rather than erroring at load.

See also

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