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World generation

Quarry can generate real Minecraft terrain — biomes, oceans, rivers, caves, mountains, trees, ores — straight into the editor, using Java Edition's world generator and writing native Bedrock chunks. You choose exactly which chunks get generated; nothing happens to the rest of the world.

Open the World generation panel from the mountain icon in the right-hand dock.

Seeds

Terrain comes from a seed, exactly like in the game — a seed you know from Minecraft gives you the landscape you remember. Type a number, or any text (hashed the way the game hashes text seeds).

Open a world and its own seed is filled in for you, and shown locked, so new terrain continues what's already there. Press the pencil if you deliberately want a different seed; anything you generate after that won't line up with the rest of the world.

This is what makes filling in an imported world work. Java and Bedrock have generated the same landscape from the same seed since 1.18, so terrain Quarry generates continues the terrain Minecraft already made — the hills, coastlines, caves and biomes join up. What the two editions place on that landscape differs: trees, ores, grass and structures follow each edition's own random numbers, so expect the scattering to change across the border even though the ground doesn't.

Choosing chunks

Three modes control which chunks generate:

Generation never overwrites chunks that contain blocks — existing builds and imported terrain are untouched, in every mode.

One undo step

Generated chunks appear in the world as they finish and stay there — there's nothing to confirm. The whole run lands as one undo step, so Ctrl+Z removes every generated chunk at once. Cancelling a long run mid-way keeps what finished so far, and that partial run is undoable the same way.

Decorations (on by default) adds the life on top of the raw terrain: per-biome trees (oak, spruce, birch, jungle, acacia, dark oak, cherry, mangrove, pale oak), grasses and flowers, and snow and ice in cold biomes — plus Java-exact underground features: every ore vein, dirt/gravel/clay pocket, granite/diorite/andesite/tuff blob, underwater sand/gravel/clay disk and lava lake is placed with Java Edition's own per-seed feature placement, so ores are exactly where they'd be in the game.

New world from seed

The welcome screen's From seed button creates a fresh world and generates a spawn area around the origin in one step. The seed is stored in the world's level.dat, so the panel keeps generating matching terrain as you expand, and the exported world remembers it.

Making your own dimensions

Beyond the Overworld, Nether and End, you can add dimensions of your own — separate worlds saved in the same file, each with its own terrain, biomes and builds.

Open the dimension menu in the toolbar and pick New dimension…, then name it. Names follow Minecraft's own rule: namespace:name, using lowercase letters, numbers and underscores, like mypack:sky_realm. The minecraft: namespace is reserved, and each name has to be unique within the world. Quarry tells you as you type if a name won't do.

The new dimension starts empty and Quarry drops you straight into it. From there it behaves like anywhere else: build in it, paint biomes, generate terrain into it, view it on the map, and it exports with your world. It appears in the dimension menu from then on, alongside the vanilla three.

Importing a world that already has custom dimensions — one made in the Bedrock Editor, say — brings them in the same way, listed by name and ready to edit.

Getting there in-game

A custom dimension is saved as a real part of your world, and the Bedrock Editor can walk into it. A normal game session needs one extra piece: something has to tell the running game the dimension exists. Quarry can write that for you — leave Add the behavior pack ticked when you create the dimension and the exported world carries a small pack that registers your dimensions at startup.

That pack needs Minecraft 1.21.80 or newer with the Beta APIs experiment switched on, which Quarry enables in the world for you. Untick the box if you'd rather not ship a pack; the dimension is still saved and still opens in the Editor, players just can't travel to it from normal play.

A command to get there

With Add a /command to teleport between dimensions ticked, the pack also adds one travel command:

/quarry:dimensiontp mypack_sky_realm

The dimensions autocomplete as you type, so you can pick one from the list rather than remembering it. Vanilla ones are in there too — overworld, nether, the_end — so it's a general way around the world, not just a door into your own. Anyone can run it, cheats off.

Two bits of Minecraft's own syntax show through here, and neither is a Quarry choice. Script-added commands must start with a namespace, which is why it's /quarry:dimensiontp and not plain /dimensiontp. And the command parser treats a colon as the end of a word, so the dimension you type is written with an underscore — mypack:sky_realm is typed mypack_sky_realm. The dimension's real name keeps its colon everywhere else; it's only the typed word that changes. The dialog shows you the exact command before you create it.

Wherever it puts you, it puts you on solid ground rather than in empty sky. For a custom dimension Quarry aims at the part you actually built in, and for the vanilla ones it keeps your current position; either way the command finds the surface when you run it, so it keeps landing you sensibly as the build changes. If there's genuinely nothing there yet, it lays a small stone platform under your feet first.

Custom void dimensions

Any dimension can become its own blank canvas. Clear dimension to void, at the top of the World generation panel, detaches every chunk currently in whichever dimension you're standing in — the Nether or the End, not just the Overworld — leaving it empty. Ctrl+Z brings back whatever was there if you change your mind.

Once a dimension is void, generate into it like any other empty area: pick Terrain — Overworld, Nether, or End vanilla generation all work in any dimension — and a Region or Camera run fills it in. Put End terrain in the Nether, or a fresh Overworld landscape in a dimension you cleared out specifically to rebuild.

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