So by now many have heard of Seth's Randomizer. Now what is the difference between this one and his? This one doesn't swap files around, it actually replaces values. Which means you're not going to get dungeon loot from killing a sheep, but rather get 1-2 random items from that sheep. Anything that replaces wool blocks dropped will be the replacement result of wool, for example.
In addition, you're also able to randomize recipes in 3 different ways, soon to be 4. His randomizer couldn't do this due to how it works and how mine works is fundamentally different in that regard. I've had this idea to randomize for many months now but wanted to wait til C3 to work on it.
The above is an old screenshot, but this is around the date of the first commit, with the initial actual code being planned around the 2nd of July.
It shouldn't matter but to some it does. Therefore it is just easier to lay that down before moving forward.
Here's the interface as of now. It is still being worked on but it allows you options on what you want randomized and what you don't. Naturally leaving the seed blank will make it random, and toggling unique category will change the values of the seed. Typically I'd make the random seed match the world seed.
There's also a configuration that allows you to blacklist items/blocks you don't want randomized or add items not found in the selected datapack. Keep in mind, modifying this will effect the seed because it is removing or adding another thing to shuffle ultimately.
I am currently looking for beta testers. I've tried initially with some communities but I am going to also try here. Not sure what luck I'll have but it is worth a shot. The git repository will be available soon once this is ready for 1.0.
Some future plans include:
-Resource Pack Randomization (Will be basic, at first.)
-Plugin that calls this tool to randomize a server every X minutes, minimal time of 5. (Might have help to do this)
-Completely new generation of randomly made recipes; meaning different shapes.
-More recipe options so you can even add some options to specify some NBT in various cases, like potions being various kinds (currently not specified potions are uncraftable).
-Maybe breaking loot tables down even further into more options.
-Loot Table & Crafting tweaks option; Fixes some blocks not dropping by hand/pickaxe like glass, adds drops to even entities like bats that have no drops, and adds some more recipes that I find helpful.
-Checks in randomization option to make sure the seed is always end game completable.
-Automatically detect/choose the Minecraft jar and export its data out into a folder if the folder specified in the data path is empty. Currently you need to do this manually into a folder of your choosing and pick this data folder as your data path.
I do hope that this is found to be useful. I had my doubts along the way and lack of feedback sort of difficult for development.
So if you're interested in trying out this tool before it is released, let me know. I'd more than love some feedback and some testers possibly.
I do have a Discord server you can join as well and will likely try to run a server that randomizes the loot and recipes every day. Still experimenting with the best settings. Worse case if this doesn't work out, it doesn't work out and life goes on. But I would like to see who'd like to be part of that experiment. Maybe suggest what settings or seed should be used.
I'll likely make a few more, but that should give you an idea. I hope you enjoy the project! Best way to contact me is likely Telegram or Discord, or PMing me here or at that site. Best of luck with your random adventures!
I made a video about this awhile back and tried to make a video near July 4th, but it didn't go over so well. I did make a thread for SMWCentral's C3, although a bit late due to trying to get stuff ready. Here's a current thread on that site that'll likely be more updated than this one.
So by now many have heard of Seth's Randomizer. Now what is the difference between this one and his? This one doesn't swap files around, it actually replaces values. Which means you're not going to get dungeon loot from killing a sheep, but rather get 1-2 random items from that sheep. Anything that replaces wool blocks dropped will be the replacement result of wool, for example.
In addition, you're also able to randomize recipes in 3 different ways, soon to be 4. His randomizer couldn't do this due to how it works and how mine works is fundamentally different in that regard. I've had this idea to randomize for many months now but wanted to wait til C3 to work on it.
The above is an old screenshot, but this is around the date of the first commit, with the initial actual code being planned around the 2nd of July.
It shouldn't matter but to some it does. Therefore it is just easier to lay that down before moving forward.
Here's the interface as of now. It is still being worked on but it allows you options on what you want randomized and what you don't. Naturally leaving the seed blank will make it random, and toggling unique category will change the values of the seed. Typically I'd make the random seed match the world seed.
There's also a configuration that allows you to blacklist items/blocks you don't want randomized or add items not found in the selected datapack. Keep in mind, modifying this will effect the seed because it is removing or adding another thing to shuffle ultimately.
I am currently looking for beta testers. I've tried initially with some communities but I am going to also try here. Not sure what luck I'll have but it is worth a shot. The git repository will be available soon once this is ready for 1.0.
Some future plans include:
-Resource Pack Randomization (Will be basic, at first.)
-Plugin that calls this tool to randomize a server every X minutes, minimal time of 5. (Might have help to do this)
-Completely new generation of randomly made recipes; meaning different shapes.
-More recipe options so you can even add some options to specify some NBT in various cases, like potions being various kinds (currently not specified potions are uncraftable).
-Maybe breaking loot tables down even further into more options.
-Loot Table & Crafting tweaks option; Fixes some blocks not dropping by hand/pickaxe like glass, adds drops to even entities like bats that have no drops, and adds some more recipes that I find helpful.
-Checks in randomization option to make sure the seed is always end game completable.
-Automatically detect/choose the Minecraft jar and export its data out into a folder if the folder specified in the data path is empty. Currently you need to do this manually into a folder of your choosing and pick this data folder as your data path.
I do hope that this is found to be useful. I had my doubts along the way and lack of feedback sort of difficult for development.
So if you're interested in trying out this tool before it is released, let me know. I'd more than love some feedback and some testers possibly.
I do have a Discord server you can join as well and will likely try to run a server that randomizes the loot and recipes every day. Still experimenting with the best settings. Worse case if this doesn't work out, it doesn't work out and life goes on. But I would like to see who'd like to be part of that experiment. Maybe suggest what settings or seed should be used.
If you'd like to just test some of the older generated datapacks, feel free to check them out.
I'll likely make a few more, but that should give you an idea. I hope you enjoy the project! Best way to contact me is likely Telegram or Discord, or PMing me here or at that site. Best of luck with your random adventures!
(Hopefully not forgetting anything...)
Hey, looks neato. Guess I'm not the only one working on randomizers... in python, no less.
You say you need a beta tester? I'm game. Let's put our heads together, perhaps?