sometimes works
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@@ -3004,7 +3004,8 @@ public class CarpetExpression
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* all extra position / biome / random requirements for structure / feature placement, but some hardcoded limitations
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* all extra position / biome / random requirements for structure / feature placement, but some hardcoded limitations
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* may still cause some of strucutures/features not to place. Some features require special blocks to be present, like
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* may still cause some of strucutures/features not to place. Some features require special blocks to be present, like
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* coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts of
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* coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts of
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* messed up.</p>
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* messed up. This can be partially avoided for structures by setting their structure information via <code>structure_set</code>
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* which sets it without looking into world blocks, and then use <code>plop</code> to fill it with blocks. This may, or may not work</p>
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* <p>
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* <p>
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* All generated structures will retain their properties, like mob spawning, however in many cases the world / dimension
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* All generated structures will retain their properties, like mob spawning, however in many cases the world / dimension
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* itself has certain rules to spawn mobs, like plopping a nether fortress in the overworld will not spawn nether mobs
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* itself has certain rules to spawn mobs, like plopping a nether fortress in the overworld will not spawn nether mobs
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