• 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Aaah, OK, I was thinking of the problem the other way around. Thank you for the clear explanation!


    Meanwhile, I figured I'd throw my current set of templates up for people using mod version 1.14.4.6 (and later) - it's not nearly as full as I'd like it to be, but "perfect" is the enemy of "good enough".


    I've got the release up at the github site for my project - I don't have screenshots of everything (anything) yet but I'm working on that and will populate the GitHub Wiki with them.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Can we have the modsrequired tag filled out properly by /parseruin? just add all the unique domains used in the construct

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Syndaryl»

    "unless I go through EVERY SINGLE TEMPLATE I have already, and inflate the values by a factor of 10 or 100 or whatever."


    I can do that for you, it's a simple batch script. What value do you want them set to?


    Actually, never mind. I went ahead and did it with a base weight=100


    https://www.dropbox.com/s/auacztwkoi7xr3d/ruins_weight100.zip?dl=0


    This is all of your 1.12 packs :)

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    "unless I go through EVERY SINGLE TEMPLATE I have already, and inflate the values by a factor of 10 or 100 or whatever."


    I can do that for you, it's a simple batch script. What value do you want them set to?

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I've been doing some research of my own: it's definitely NBT info. Fortunately I am a programmer :) and I work with structured data for a living so the JSON isn't a big headache, I'm just learning the syntax. As a programmer, I'm going to be spewing a great big post with examples of everything I've tried because I don't know what would be useful to someone else - but I know I hate finding a 4 year old post about exactly my problem that just has a follow up of "Never mind, I fixed it!" :P


    So! for example, this command will create a Jungle wood chest with the name "Chest I" that requires a key item "Key I", containing a diamond in the first slot called "Shining Gem". I haven't looked up how to make it look all foil like an enchanted item but I know that's an option somewhere.


    /setblock ~ ~ ~ quark:custom_chest 0 replace {type:"jungle",CustomName:"Chest I",Lock:"Key I",Items:[{Count:1,Damage:0,id:"minecraft:diamond",Slot:0,tag:{display:{Name:"Shining Gem"}}}]}


    And THIS command creates a similar chest, but it's filled with random dungeon loot from the jungle temple loot table:


    /setblock ~ ~ ~ quark:custom_chest 0 replace {type:"jungle",CustomName:"Chest I",Lock:"Key I",LootTable:"chests/jungle_temple",Items:[{Count:63,Damage:0,id:"minecraft:diamond",Slot:0}]}


    THIS Ruins rule creates a vanilla Trapped Chest like my first example, with the Shining Gem. Although it says it's an Innocent Chest >.>


    rule2=0,100,teBlock;minecraft:trapped_chest;{Items:[0:{Count:1,Damage:0,id:"minecraft:diamond",Slot:0,tag:{display:{Name:"Shining Gem"}}}],id:"Chest",CustomName:"Innocent Chest",Lock:"Key I"}-0


    But when I tried to create a similar Jungle custom_chest with my shiny new knowledge of NBT structure, I get the same old issue of a textureless "spruce" chest that has an empty "type" tag; it also isn't locked and has no contents.


    rule3=0,100,teBlock;quark:custom_chest;{type:"jungle",Items:[{Count:1,Damage:0,id:"minecraft:diamond",Slot:0,tag:{display:{Name:"Shining Gem"}}}],CustomName:"Innocent Chest",Lock:"Key I"}-0


    Then when I came back here to report on my research so far, I see your very detailed post (thank you very much sir!). So then I started looking into what Ruins thought of these blocks, once I updated teblocks in the ruins.txt


    My original teblocks was empty, which is what was the default for me. *shrug*


    My teblocks now looks like this:

    # tileentity blocks, those (nonvanilla)blocks which cannot function without storing their nbt data, full name as stick dictates, seperated by commata
    teblocks=minecraft:flower_pot,minecraft:standing_banner,minecraft:wall_banner,quark:custom_chest,quark:custom_chest_trapped,randomthings:specialchest


    (I don't know what "as stick dictates" means)


    I made sure to restart Minecraft.


    I then made a template with a custom_chest placed with me facing south, a specialchest placed with me facing south, a flower pot with a poppy, a lit furnace burning charcoal to smelt iron, a blank banner, a decorated banner, a rotated custom_chest, a rotated specialchest, an empty furnace, a flower-pot with a blue orchid and a flower-pot with an allium. I stuck a custom item in one of the custom_chests so I could keep oriented.


    Here's a screenshot: Screenshot of my source


    This... did not work as expected.



    rule1=0,100,minecraft:furnace-5
    rule2=0,100,IInventory;minecraft:lit_furnace;minecraft:iron_ore#60#0#0+minecraft:coal_block#5#0#1+minecraft:iron_ingot#4#0#2-2
    rule3=0,100,minecraft:flower_pot-0
    rule4=0,100,randomthings:specialchest-5
    rule5=0,100,minecraft:standing_banner-8
    rule6=0,100,randomthings:specialchest-2
    rule7=0,100,quark:custom_chest-5
    rule8=0,100,IInventory;quark:custom_chest;minecraft:diamond#{display:{Name:\"Shining Gem\"}}#0#0-2
    
    layer
    2,0,1
    3,0,3
    6,5,4
    8,5,7
    endlayer
    
    layer
    3,0,3
    0,0,0
    0,0,0
    0,0,0
    endlayer



    One kind of flower pot, no NBT data on anything but the custom item in the first custom chest. I'm at sea.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Jordan, I've noted a couple of errors in custom villager shops in your adventure cb pack (not sure about the others) that generate all kinds of console spam on chunk saving. There are a few trades that are still using ID tags.


    Here's corrected versions:

    FishingBoat_CB_1v10.tml rule 19

    rule19=0,100,CommandBlock:RUINSTRIGGER /summon Villager ~0 ~0 ~0 {Profession:0,Career:2,CustomName:Fisherman,Offers:{Recipes:[{buy:{id:fish,Damage:1,Count:8},sell:{id:fish,Count:4}},{buy:{id:fish,Damage:2,Count:8},sell:{id:fish,Count:4}},{buy:{id:fish,Damage:3,Count:8},sell:{id:fish,Count:4}},{buy:{id:string,Count:16},sell:{id:fish,Count:1}},{buy:{id:bread,Count:16},sell:{id:fish,Count:1}},{buy:{id:emerald,Count:1},sell:{id:fish,Count:4}},{buy:{id:fish,Count:16},sell:{id:emerald,Count:1}},{buy:{id:minecraft:fishing_rod,Count:1},sell:{id:fish,Count:1}},{buy:{id:minecraft:emerald,Count:2},sell:{id:minecraft:fishing_rod,Count:1,tag:{display:{Name:"Lucky Fishing Rod"},ench:[{id:61,lvl:1}]}}},{buy:{id:minecraft:emerald,Count:2},sell:{id:fishing_rod,Count:1,tag:{display:{Name:"Enchanted Fishing Lure"},ench:[{id:62,lvl:1}]}}}]}}:@

    SalvagerShack_CB_1v10.tml rule 7

    rule7=0,100,CommandBlock:RUINSTRIGGER /summon Villager ~0 ~0 ~0 {Profession:3,Career:1,CareerLevel:6,CustomName:Salvager,Offers:{Recipes:[{buy:{id:torch,Count:32},sell:{id:coal,Damage:1,Count:24}},{buy:{id:flint,Count:64},sell:{id:emerald,Count:1}},{buy:{id:stick,Count:32},sell:{id:planks,Count:12}},{buy:{id:chest,Count:4},sell:{id:planks,Count:24}},{buy:{id:trapped_chest,Count:4},sell:{id:planks,Count:24}},{buy:{id:oak_stairs,Count:16},sell:{id:planks,Count:16}},{buy:{id:wooden_pressure_plate,Count:8},sell:{id:planks,Count:12}},{buy:{id:stone_slab,Count:32},sell:{id:stone,Count:12}},{buy:{id:cobblestone,Count:64},sell:{id:mossy_cobblestone,Count:48}},{buy:{id:bowl,Count:16},sell:{id:planks,Count:8}},{buy:{id:boat,Count:1},sell:{id:planks,Count:4}},{buy:{id:planks,Count:64},sell:{id:planks,Damage:1,Count:48}},{buy:{id:planks,Count:64},sell:{id:planks,Damage:2,Count:48}},{buy:{id:planks,Count:64},sell:{id:planks,Damage:3,Count:48}},{buy:{id:planks,Count:64},sell:{id:planks,Damage:4,Count:48}},{buy:{id:planks,Count:64},sell:{id:planks,Damage:5,Count:48}}]}}:@

    TP_Village_Tannery.tml rule 9

    rule9=0,100,CommandBlock:RUINSTRIGGER /summon Villager ~0 ~0 ~0 {Profession:4,Career:2,CustomName:Leatherworker,Offers:{Recipes:[{buy:{id:emerald,Count:1},sell:{id:leather_chestplate,Count:1}},{buy:{id:emerald,Count:8},sell:{id:leather_boots,Count:1,tag:{ench:[{id:0,lvl:5},{id:2,lvl:24}],display:{Name:”Boots of the Zephyr”}}}},{buy:{id:emerald,Count:12},sell:{id:leather_leggings,Count:1,tag:{ench:[{id:0,lvl:5},{id:1,lvl:24}],display:{Name:”Pants of the Liar Liar”}}}},{buy:{id:emerald,Count:10},sell:{id:saddle,Count:1}},{buy:{id:emerald,Count:10},sell:{id:leather_helmet,Count:1,tag:{ench:[{id:0,lvl:5},{id:5,lvl:32}],display:{Name:”Cowl of the Sailor”}}}},{buy:{id:emerald,Count:16},sell:{id:minecraft:leather_chestplate,Count:1,tag:{ench:[{id:0,lvl:10},{id:3,lvl:10}],display:{Name:”Tunic of the Miner”}}}}]}}:@

    Can I also recommend putting a link to your dropbox in the readme files? It helps to track down where to go for updates later :)

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)
    Quote from Builderb0y»

    As for BOP IDs, gbuffers_terrain.vsh seems to be checking for specific hard-coded block IDs (at least in the lite version). This will not work for modded IDs, since they change per-world as of 1.7.



    Yes, I figured that out, this is why I edited gbuffers_terrain.vsh to include the block IDs for my particular world in the if conditions (as specified above). I defined them as constants so that when I create a new world I could just update the IDs quickly. But it still doesn't work, which worries me.

    Quote from Builderb0y»
    However, optifine B3 for MC 1.11 now has the option to map modded block IDs to a single ID returned by mc_Entity.x. More details can be found here, but long story short, you'd need to specify that every leaf/flower/grass ID in BOP should be mapped to 18, 37, and 31 inside blocks.properties.



    I'll take a look at this. This is a much more robust approach, if I can make it acknowledge me.

    EDIT: Working as intended. Huzzah!

    For others who want this:

    create a file called block.properties.

    Paste the following inside it (and save of course)

    block.38=biomesoplenty:flower_0 biomesoplenty:flower_1
    block.18=biomesoplenty:leaves_0 biomesoplenty:leaves_1 biomesoplenty:leaves_2 biomesoplenty:leaves_3 biomesoplenty:leaves_4 biomesoplenty:leaves_5
    block.31=biomesoplenty:plant_0

    Put the block.properties inside of your shader .zip file, in the shaders sub-folder. Restart minecraft or switch to another shader and switch back. Voilla.

    Posted in: Minecraft Mods
  • 1

    posted a message on Grim Pack

    I wanted to stop by and say "thank you" for the work you do with maintaining these mods. You appear to be maintaining the only infinite lava mod on the internets! I also make big big use of Fireplaces, so love to see it continuing!

    Posted in: Minecraft Mods
  • 1

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Redwaller66»
    That being said I am not impatient because i realize it is going to take time to have everything updated to 1.8. I would just like an approximate time estimate for when you guys think this mod along with other major mods will all be updated to 1.8?

    No estimate for ANY Forgemod to be updated to 1.8; they can't update until Forge is updated. Forge hasn't updated, and the dev's mentioned he's on vacation for a few weeks, so THAT won't happen until he comes back and does whatever he needs to do. It could be anywhere from weeks to months for Forge to update once he's back, and THEN modders can start updating their mods.

    So, short answer: Probably not before December, more likely starting in the New Year, and that's just mods in general, not big mods, and assumes Forge updates sometime in November.
    Posted in: Minecraft Mods
  • 1

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    I'm someone else who'd like to be able to turn Quicksand off again.

    I'm bothered by the background sounds of screaming and dying animals (combining Mo' Creatures w. quicksand = slaughterhouse), constantly disappearing villagers, and REALLY bothered by quicksand being a desert/dry biome feature, not a swamp/bog/riverbed feature like you encounter it IRL.

    How much in your Patreon bucket to get you some time to work on that? :D
    Posted in: Minecraft Mods
  • To post a comment, please .