Many world generation features in Minecraft are not data-driven. Some of these internal features do not have data-driven type representations:
Block piles, such as
minecraft:hay_pile_featureGiant mushrooms, such as
minecraft:huge_brown_mushroom_featureSprings, such as
minecraft:lava_spring_feature
Handling these features right now is possible but not particularly reasonable.
Others do not trivially translate over but could using existing APIs with minimal Molang:
minecraft:waterlily_feature(single block)minecraft:desert_well_feature(structure template)minecraft:pumpkin_feature(scatter + single block)
There are actually some that seemingly should translate directly, all ore features in the Nether:
minecraft:nether_gold_ore_featureminecraft:nether_quartz_ore_featureminecraft:nether_netherite_deep_featureminecraft:nether_netherite_tall_featureminecraft:nether_magma_featureminecraft:blackstone_featureminecraft:nether_gravel_underground_feature
These features not being data-driven means it’s harder to work imitate or extend these ideas and virtually impossible to override them.
Also some other features are not fully data driven and cannot be placed with /place feature in Bedrock (not exhaustive list):
Iceberg
Lava lake
Sculk patches
The base sulfur pool feature
The small end island feature
Void start platform
Chorus plant feature
Clay , gravel, sand and grass disk features
End platform
End podium
End spike
Monster room
Bonus Chest
Ice Patch Feature
Ice Spike Feature
Forest rock feature
Dripstone cluster (
dripstone_cluster_feature)Large dripstone feature
Coral crust feature
Coral feature
Hanging coral feature (consists of coral fans)
Sea anemone feature (consists of coral and coral fans)
Delta feature
Basalt columns
Basalt pillar
Glowstone clusters
Fire patches (in the Nether)
Kelp feature (for both cold and lukewarm oceans)
possibly Sulfur spike features
There are many more hardcoded features than this.