This add-on enables you to generate mazes inside of the game however you want. It can be in any layout you want and design the walls in any way that pleases you.


This add-on enables you to generate mazes inside of the game however you want. It can be in any layout you want and design the walls in any way that pleases you.
Edit: finally got the download. Works great! Question, how does this handle uneven ground?
After the maze is generated, the floors of the maze between the carved-out walls will not be quartz any more but sea lantern blocks, which give it a grid look. If you want to replace those with another material, say, cobblestone, use the /fill command selectively, eg select a square area with coordinates that encompass the whole of the maze (whether or not the maze itself is square).
You will need six numbers in total for these two coordinates, which are 1) the top-left or north-west corner of the square, and then 2) the bottom-right or south-east corner. At the level of the floor blocks, so one lower/less y value than what is given for your current y (up/down) location when you're standing on this floor. If you enable coordinate display for your world, it will tell you at the top-left of the screen where you are currently in that dimension, the three numbers respectively representing x (value increasing as you travel from west to east), y (value increasing travelling from down to up) and z (value increasing travelling from north to south).
/fill lowest_x_value floor_y_value lowest_z_value highest_x_value floor_y_value highest_z_value cobblestone replace sea_lantern
This "replace sea_lantern" bit is important if you don't want EVERY floor-level block in this square area to be replaced with cobblestone (or whatever block you choose). It will ONLY replace the sea_lantern blocks which the maze generator used as it carved out the maze. Anything at floor level under the walls, or around the maze, or rooms within the maze that weren't quartz so were ignored, will be left alone provided they aren't made of sea lantern material.
I tested this in the latest Bedrock version as of May 2023 (1.19.83) , worked great. For those who are struggling with walls for their maze, put three layers of blocks on TOP of the quartz. These will become the walls carved out. Put the spawn egg on an exposed block of quartz at the edge & let it do its thing.
To make it easier: Read up on the /fill command, if you're happy enabling commands. Use it to make a "floor" of quartz, modify and add til you're happy with the dimensions. If you want rooms, you can always make rooms with floors of another block type so the maze generator will generate around them, or you can always carve them out afterwards. After creating the floor of quartz in whatever shape, you may want walls to be carved out too - in which case add up to three blocks in whatever materials you want above the quartz. Use the /fill command for this too. Then you can stick a roof on either before the maze generator does its work, or after, also using /fill. Glass is good if you want to see what's going on underneath! Now to start making the maze, at the edge of the desired area, break a wall block at the bottom to reveal the quartz. Chuck the spawn egg onto that and the entity maze generator will start multiplying into entities that are path seekers/eaters, carving out paths in the wall blocks up to three blocks above the quartz but no further. It will keep going until the last entity has eaten its last path and the maze is completed.
I'm just learning about maze algorithms (I feel a new hyperfocus coming on oh no...); there are several ways to generate mazes, each with a different type of maze layout. Another sort is depth first maze generation. You may prefer this sort if you don't want heaps of dead-ends in the maze for your game. I've seen it done with a chain of command blocks & no add-ons in Java edition; Bedrock is catching up fast so it's quite possible it can be done there too.
It will be great!