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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    At a quick glance, it does seem like my datapack could be compared to RUINS. (Though being a datapack likely not with the efficiency or quality of life that a mod can have?)


    From what I can tell features added in 1.16.3 that are being worked on and I assume finalized in 1.17 are hopefully going to make it a lot easier to add custom structures to the game (you can now customize biomes in datapacks), so hopefully we'll see in the next year or so if anyone makes any good tools for generating datapacks of your own structures.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Heh, sorry for the extremely late reply but if it was a somewhat square fortress with red carpet and spiral staircases then that was likely the big new dungeon that I added with that recent version!



    Also, side note for anyone that finds this thread and might have an answer for me, when I eventually update this pack it will likely work a lot differently, basically the same structures with a new system of spawning... should I make a new thread? This datapack was designed as a framework for structures to be generated into the game back in 1.14 and 1.15, but in recent 1.16 updates a lot of that framework isn't as needed from what I can tell? I'm just thinking the new version might be different enough to consider as its own new thing, considering I'll have to rewrite the entire first post otherwise.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Ah woops, I didn't see this comment. Doing some research on that bug comes up with some crazy results. Seems issues like that have been plaguing servers for a while whenever Minecraft has some kind of strange error with the UUID of an entity, maybe trying to load one it cannot reach perhaps? The only solutions I can see are to try to /kill the entity with that UUID, or in this case you can probably get away with doing "/kill minecraft:area_effect_cloud" to get rid of all of them. This may need to be done while the pack is loaded. Hopefully just killing the corrupted entity fixes the problem, otherwise I'm not entirely sure what I could do with my pack to fix such an infamously weird bug. I could maybe look into what lines would need to be changed for the pack to do nothing when the player is in the Nether so you could change those.


    Also for everyone else checking back to this thread: I recently updated the pack again, hadn't really bumped the thread to mention it though.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Did you update your world to a newer version of Minecraft such as 1.16 to 1.16.1? A lot of the small updates they've been having have been causing weird issues.


    If not, I feel I may have seen this bug before but never enough to figure out what causes it/how to fix it. Possibly exiting the world and loading it again? Or maybe using "/kill @e[type=minecraft:area_effect_cloud]" to kill several entities the pack uses and force it to reset them?


    Sorry for the late reply.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Fixed the issue preventing structures from spawning in 1.16. Luckily the solution allows the pack to still work in both 1.15 and 1.16. Big thanks to those that helped figure out how to fix the problem.

    In 1.16 they changed the Dimension NBT tag from numerical to namespace ID (Overworld changed from 0 to minecraft:overworld), but also at the same time they straight up removed the Dimension tag from entities from what I understand.

    There were places in the pack where I basically used this format to check entity dimensions:

    /execute as @e[​nbt={Dimension:0}]

    Which now the method for doing this would be:

    /execute in minecraft:overworld as @e[​distance=0..]

    This problem has been fixed and the pack should be playable in 1.16 now. Hopefully in a few weeks there will be another update as I finish the
    new structures for the module pack.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Unfortunately a patch to get the pack working in 1.16 will need to wait until this issue is resolved:
    https://bugs.mojang.com/browse/MC-190598


    Edit: A workaround has been found.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Got super busy lately, so that has delayed the completion of the next version a bit, but I just want to make a quick post mentioning that the pack appears to no longer work in 1.16 until I find a workaround for an issue introduced in Snapshot 20w21a.


    They changed the Dimension NBT tag from numerical to namespace ID, meaning I'll need to update the files that utilize that to detect which dimension to scan, which I could create a hotfix for really quick except I've been trying all kinds of different ways of doing it and can't for the life of me get it to work with entities other than the Player now...?


    I'll keep posted on if I find what I'm meant to do to fix this, just figure I'd pop this here in my search for a solution.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Ah, interesting, I suppose I hadn't considered servers would be pickier about that too.


    You might be able to delete these files to fix it?

    Crabtures Base v0_9/data/structures_crabmaster/predicates/biomes/crimson_forest.json
    Crabtures Base v0_9/data/structures_crabmaster/predicates/biomes/basalt_deltas.json
    Crabtures Base v0_9/data/structures_crabmaster/predicates/biomes/warped_forest.json
    Crabtures Base v0_9/data/structures_crabmaster/predicates/biomes/soul_sand_valley.json

    And if it complains about functions calling predicates that don't exist then you can modify:

    Crabtures Base v0_9/data/structures_crabmaster/functions/pick_nether_cave.mcfunction

    Deleting lines 22 to 25:

    execute as @s at @s if predicate structures_crabmaster:biomes/soul_sand_valley run scoreboard players set Biome Biome5556 111
    execute as @s at @s if predicate structures_crabmaster:biomes/crimson_forest run scoreboard players set Biome Biome5556 112
    execute as @s at @s if predicate structures_crabmaster:biomes/warped_forest run scoreboard players set Biome Biome5556 113
    execute as @s at @s if predicate structures_crabmaster:biomes/basalt_deltas run scoreboard players set Biome Biome5556 114

    Hopefully that's all that is needed to fix it, I can't recall off the top of my head where else might call these biomes, this file basically converts the detected biome into a number value so this should hopefully be the only time my system needs the predicates.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Ah yes, I added a new "surface" variation. Though I believe in that version I need to fix how often I set things to spawn in that surface-cave region as it's meant to be a lot more uncommon than it appears to be.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Next update is coming along nicely enough. I've done a bit of polishing to last update's structures, so less wagons hanging off cliffs for instance hopefully and other such tweaks that make things look a lot cleaner and more natural.


    I've also worked on an addition to the Base pack which adds "biome regions" such as forests, oceans, deserts, and such as an optional value you can use when picking structures that's a bit less specific than just a single biome - this is meant to be used for areas such as the sky or caves to allow the player some variations to work with when picking.


    Also of course I've added a small handful of new small structures.


    But of course, what we really care about here, I've started on systems for large dungeon generation today, here's some progress shots I was happy about:


    It's all still basically in the "data" phase of spawning them, but it's good progress none the less!

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Boom! Version 0.9 is released! All links should be updated, new tutorials are in place, couple new pictures added to the screenshots collection! Seamless module install is now out in the wild! ......Now we just need more than one module pack...!


    Things I do have to do still though: I need to finish putting together the split-apart module packs, the Biome Towers, Procedural Places, and Misc Buildings packs aren't available right now as I still need to go through and divide those up into their separate packs again, with over 100 biomes this process can take a little time so those will return in a few days. I also of course need to make a new trailer for v0.9, getting the footage for that can take a while.


    Thank you all for your patience, interest, and of course kind words of encouragement! It's been a great motivator to have people interested in the continued development of this datapack!

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    I'm definitely glad they are finishing that feature, I almost thought the day would never come. If it works like I imagine it will, it may replace a few of the methods I currently use for larger structures, though likely not all of them.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Okay at this point I feel like I just need to record the updated videos/tutorials before I'm confident I have everything in order for the release. Here's some more screenshots from the next version I've been getting while testing it!


    I wanted to make sure this version had a lot of cool new structures, especially considering the previous version was mostly the same towers over and over. Basically I knew it'd be underwhelming to release just an update that improved the generator's back-end functions, so I added a lot of structures to liven up the world some more. No new huge dungeons yet, that'll be next update! ...Well, probably next few updates, for big dungeons I'll likely roll updates out quicker every time I add one?


    I know this is taking me forever, but we come ever closer to release of version 0.9!

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    Okay, a more legit non-vague screenshot this time.


    Hopefully this justifies a little more of why it's taking me so long. This is one of the big upcoming additions to the pack, and sets the groundwork for later versions properly having huge dungeons and other procedural stuff I hope to do.


    Only a small handful of things left to do, and nothing nearly as complex as this.

    Posted in: Minecraft Mods
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    posted a message on Crab's Structure Generator - Add new structures to modern Minecraft with modular datapacks!

    For most of my structures I do indeed use Structure Blocks.

    Being the Function files used in Datapacks are just the same commands used in Command Blocks, you can actually do quite a lot of complex things if you know how, the base system of my pack just picks a location and depending on the biome tells it which function file to run at that location, from there the file can be whatever you want. Some of my structures are just a Setblock command for a Structure Block and then a Redstone Block, others also spawn mobs, and the most complex one currently uses no Structure Blocks but creates a procedural dungeon entirely with fill commands... my next procedural dungeon however will indeed use Structure Blocks so it can look more aesthetically pleasing.


    As for submissions of structures, for those who only have a small few or even just 1 structure they want added in or for those who don't understand how to do commands I'd definitely be willing to compile various community packs of structures not made by me, perhaps with enough submissions it would be able to be separated into themes too. Once I am finally not so crazy busy and can finish this next version I've been sitting on for way too long, that version will make adding packs a lot easier for the end-user, requiring only drag and drop to install multiple packs at once.


    Also to make up for the next version taking so long, have a vague, strangely zoomed in sneak peek of some stuff I was working on:

    Posted in: Minecraft Mods
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