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:
- Camera — a square of chunks around where you're standing (radius 2–8). The quickest way to get terrain under your feet.
- Region — a chunk grid appears in the viewport; drag to select a rectangle of chunks. Chunks tinted green already have blocks and will be skipped. Every fourth line is brighter so you can count chunks as you drag, and the build plane and world grid step out of the way until you close the panel. Handy for laying out exactly the coastline or valley you want.
- Border — grows the world outward: generates 1–3 rings of missing chunks around everything that already has blocks. Great for extending an imported world's edge with matching-seed terrain.
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.
Good to know
- Generated chunks are marked fully-generated (
FinalizedState), so Minecraft will not regenerate or re-decorate them when you open the exported world. - The landscape matches Minecraft's, the scattering on it doesn't. Both editions have built the same terrain and biomes from a shared seed since 1.18, and Quarry follows the same generator, so cliffs, coastlines, caves and biome borders continue across the join. Trees, ores, plants and structures are placed by each edition's own randomness, so those won't be a continuation of Minecraft's — that's where you'll see the difference, not in the ground.
- Generating in stages is safe. You can grow a world a few rings at a time, or draw one region now and another later, and a village or temple sitting on the join still comes out whole — each run quietly works out one chunk further than it keeps, so nothing is decided against an empty neighbour. Trees, ore veins and stone patches that straddle the join are carried across it too, so the ground either side matches what a single run would have made.
- Keep generating in Minecraft (worldgen panel) makes the exported world a normal infinite world running on your seed, so Minecraft carries on generating when you walk past the chunks Quarry made, and the terrain lines up when it does. Off by default — leave it off if you'd rather the world simply ended in a clean edge. The checkbox doesn't appear for imported worlds; those keep whatever generator they already had.
- Terrain is verified block-for-block against the real Java generator (currently Minecraft 26.2): 99.7% of all blocks match on the same seed — terrain shape, caves and ravines, aquifers, surface layers, all underground features (ores, stone blobs, disks, lava lakes), and the vegetation layer: grass, flowers, snow and ice, springs, kelp and seagrass, giant mushrooms, and full trees with their beehives, vines, and leaf litter are all seed-exact ports of Java's own feature code — as are the showpiece cave features (dripstone clusters, amethyst geodes, dungeons, glow lichen), pale-garden growth, and deep-dark sculk patches. Still approximate: mangrove trees, icebergs, and fossils; a small residual near chunk borders is inherent to vanilla's own generation-order dependence.
- Structure placement is seed-exact (villages, temples, monuments,
mansions, shipwrecks, ruined portals, trial chambers, ancient cities,
strongholds, and more): Quarry knows exactly which chunk every structure
starts in for the seed, verified against a real Java server — this also
powers the
locate_structureMCP tool (a seed-exact/locate). - Structures actually generate: every Overworld, Nether and End structure type. Shipwrecks, ocean ruins, ruined portals, desert pyramids, jungle temples, swamp huts, igloos (with their hidden basements), buried treasure, mineshafts, strongholds (portal room and all), ocean monuments, woodland mansions — and the full jigsaw family: all five village types with their streets, houses, and farms, pillager outposts, trail ruins, trial chambers, and ancient cities complete with spreading sculk. In the Nether: fortresses with their bridges, blaze spawner rooms and nether wart farms, piglin bastions, and nether fossils. In the End: end cities out on the outer islands, with the occasional end ship. Terrain adapts under and around them (mounded village ground, carved chamber caverns) exactly as Java's "beardifier" shapes it. Generated blocks carry their full Bedrock block states, so stairs and doors face the way Java built them, beds and signs point the right way, walls and fences connect, rails follow their corridor, and sideways logs keep their axis.
- The Nether and the End generate too. Pick what to build under Terrain — the panel follows whichever dimension you're in. The Nether arrives with its bedrock floor and roof, lava sea and cave network, all five biomes with the surfaces that make them recognisable, and everything that grows on them: crimson and warped fungus forests with their shroomlight and weeping vines, nether sprouts and roots, glowstone on the ceilings, basalt columns and pillars through the deltas, and every ore down to ancient debris. The End builds its central island ringed by the ten obsidian spikes — two of them caged, as in the game — each with its end crystal, the arrival platform, chorus plants, and the small islands out in the void. The return gateways carry the exit coordinates they teleport to.
- They match the real game. Measured against a real Minecraft server on the same seed, 256 chunks per dimension: the End is exact — every one of 8.4 million blocks. The Overworld is 99.4%, the Nether 96.8%. All three place biomes exactly where the game does, so a seed you know gives you the soul sand valley, the crimson forest and the mushroom island where you expect them. Structure placement is exact in the Nether too: on one measured seed all 91 structure starts across 5,486 chunks matched the real server, chunk for chunk, and the fortress it built came out block for block.
- Any terrain in any dimension. Choose a Terrain that doesn't match the dimension you're in and a Fit control appears: Clamp to range keeps the real heights and drops whatever won't fit, Match sea level slides everything so the water — or lava — line meets the one already there. Nether terrain in an Overworld sky, an End island where the sea should be.
- Agents can do all of this too, via the
generate_chunksMCP tool — see AI agents (MCP).
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