Currently in my world's I have custom rocks spawning in the desert. These rocks spawn often enough and cancel the generation of my other structures such as a large custom village I made. In the config file there is an option to set structures to ignore the spawning of others (overlapping generation), but this is universal. I would like to be able to have specific structure ignore the spawning of others, perhaps a simple gui option would be nice.
Edit: In fact, forget that. Instead could you add an option to set a structure to spawn earlier than others. For example I would like my structure to spawn before the rocks so the rock gen get cancelled, but atm it seems its the other way around.
How can I set the 'minimum structure cap' and what does it mean? As I believe I have plateaued and would like my forests denser. (the image shows the density of the structures, in the middle swampland/style biome)
Also, thankyou for all the time and effort your putting in, it has really helped me and I'm sure many others, I look forward to making custom stat mobs for custom dungeons, keep up the good work
As a workaround for the BOP custom tree decoration feature being bugged I have created a custom rcnc file which you instructed me on. I have set the default spawn chance to 20, will this create a significant amount of lag, in that I would experience more lag than a 'vanilla decoration' tag set to the weight of 1? BTW i set it that high, as that is what is necessary to achieve the same tree density as a forest.
It seems you missed the word 'comprehensive' in my post. The author's posts say's 'tutorial soon, which should introduce anybody into the basics of this mod'; I suggested there need's to be a comprehensive tutorial, one which would cover both the basics and the complex aspects of the mod.
Can you post a guide/spotlight on your mod, as I'm quite unfamiliar with its functionality post 1.7.10. It seemingly is the case that you can break blocks down (like in Chisel and bits) using specific tools, then give them the functionality of chests (storage), beds, doors, etc. A fully comprehensive mod review I think is needed to really differentiate the mod from others like it.
I entered /#write natural_generation_category decoration ACTIVE and successfully generated the 'Common' natural gen file. I copied the contents of this into a new rcnc file, renamed the display name and changed the default spawn chance to 0.2. I then reloaded the game and found that it work.
This means something in the code of the file I sent you is wrong or not recognized.
The command /#write natural_spawn_category Common ACTIVE doesn't seem to work, also I can't figure out where to put the file. I placed it in the 'active' folder in the 'structures' folder, yet it did not appear in the category tab in the 'natural' generation option.
I'm going to try out making a custom natural generation category, and so I need some help.
What does 'spawn potential' mean in relation to the structureMinCap option? Does this option say for example that you need to add 20 or more structures in this category for it to function?
Also, how can one set the structure to spawn every 10, 20 or 50 chunks?, is this calculated in relation to the 'spawn chance' and 'default spawn chance' options?
What does the structureSpawnChance=1.0 option in the cfg mean in relation to the other frequency and weighting options in the mod?
For example I noticed that regardless of biome weight or general weight, a structure set to spawn every 30 chunks will do so, and will not occur any more frequently, strangely this seemed to occur even if I added 3-4 more structures to spawn in a biome.
To be specific, I added 5 large tree types, set them to spawn every 30 chunks with default settings overwise, in a BOP xeric shrubland. In spite of setting some trees weight to 30+ I noticed little to no difference in the amount of trees compared to when I just had 2 types spawning with weight 1.
So, will increasing this option help fix this issue? (btw BOP biomes can't use vanilla gen feature)
There's a mcmod.info file which is in the jar, it says what is below. If you figure out how to change the example name to a specific name then the mod's info will be in the forge mod list in-game I theorize. Maybe head over here to ask: http://mcmoddev.com/ go to their discord
[
{
"modid": "examplemod",
"name": "Example Mod",
"description": "Example placeholder mod.",
"version": "0.1.6",
"mcversion": "1.10.2",
"url": "",
"updateUrl": "",
"authorList": ["ExampleDude"],
"credits": "The Forge and FML guys, for making this example",
"logoFile": "",
"screenshots": [],
"dependencies": []
}
]
0
If this is not already possible, could you add a way to apply particle effects to any block?
For example, I might want to make a custom furnace with lava particle effects going when I give the block a Redstone signal.
Actually, that gave me another idea, could you add, if it's not already there, Redstone compatibility?
0
Thanks for the update, fixed all my issues
Now that reccomplex is arguably at a stage where the functionality is ideal, what do you plan for the future?
I know there is the BOP vanilla decoration issue which is outstanding due to Forge, and the MCMultipart compatability.
I have a suggestion as well, could you add compatibility with the LittleTiles mod, unless its already compatible?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2408680-littletiles-v1-3-0-buildityourself-finally-updated
0
I have a request for a small fix/feature.
Currently in my world's I have custom rocks spawning in the desert. These rocks spawn often enough and cancel the generation of my other structures such as a large custom village I made. In the config file there is an option to set structures to ignore the spawning of others (overlapping generation), but this is universal. I would like to be able to have specific structure ignore the spawning of others, perhaps a simple gui option would be nice.
Edit: In fact, forget that. Instead could you add an option to set a structure to spawn earlier than others. For example I would like my structure to spawn before the rocks so the rock gen get cancelled, but atm it seems its the other way around.
0
How do you use the new natural decoration feature?, I can't see anything new in the gui. Would the exmaple below be correct?
```
{
"generationInfos": [],
"defaultSpawnChance": 5.0,
"structureSpawnChances":20,
"spawnDistanceMultiplier": 0.0,
"spawnDistanceMultiplierCap": 1.0,
"selectableInGUI": true,
"title": "5.0",
"tooltip": [
"structures",
"Random structure each x chunks"
]
}```
0
Could you inform me how exactly the chisel & bits integration works?
0
Why not copy the spawn category?, or at least change it slightly so it's not identical?, will it cause issues?
0
How can I set the 'minimum structure cap' and what does it mean? As I believe I have plateaued and would like my forests denser. (the image shows the density of the structures, in the middle swampland/style biome)
Also, thankyou for all the time and effort your putting in, it has really helped me and I'm sure many others, I look forward to making custom stat mobs for custom dungeons, keep up the good work
0
As a workaround for the BOP custom tree decoration feature being bugged I have created a custom rcnc file which you instructed me on. I have set the default spawn chance to 20, will this create a significant amount of lag, in that I would experience more lag than a 'vanilla decoration' tag set to the weight of 1? BTW i set it that high, as that is what is necessary to achieve the same tree density as a forest.
0
It seems you missed the word 'comprehensive' in my post. The author's posts say's 'tutorial soon, which should introduce anybody into the basics of this mod'; I suggested there need's to be a comprehensive tutorial, one which would cover both the basics and the complex aspects of the mod.
0
Can you post a guide/spotlight on your mod, as I'm quite unfamiliar with its functionality post 1.7.10. It seemingly is the case that you can break blocks down (like in Chisel and bits) using specific tools, then give them the functionality of chests (storage), beds, doors, etc. A fully comprehensive mod review I think is needed to really differentiate the mod from others like it.
0
I entered /#write natural_generation_category decoration ACTIVE and successfully generated the 'Common' natural gen file. I copied the contents of this into a new rcnc file, renamed the display name and changed the default spawn chance to 0.2. I then reloaded the game and found that it work.
This means something in the code of the file I sent you is wrong or not recognized.
0
The command /#write natural_spawn_category Common ACTIVE doesn't seem to work, also I can't figure out where to put the file. I placed it in the 'active' folder in the 'structures' folder, yet it did not appear in the category tab in the 'natural' generation option.
Here is the link to the file I made: http://www.mediafire.com/file/q6bu4pf6mwvjc2b/test.rcnc
0
I'm going to try out making a custom natural generation category, and so I need some help.
What does 'spawn potential' mean in relation to the structureMinCap option? Does this option say for example that you need to add 20 or more structures in this category for it to function?
Also, how can one set the structure to spawn every 10, 20 or 50 chunks?, is this calculated in relation to the 'spawn chance' and 'default spawn chance' options?
0
Hey man, just a quick question.
What does the structureSpawnChance=1.0 option in the cfg mean in relation to the other frequency and weighting options in the mod?
For example I noticed that regardless of biome weight or general weight, a structure set to spawn every 30 chunks will do so, and will not occur any more frequently, strangely this seemed to occur even if I added 3-4 more structures to spawn in a biome.
To be specific, I added 5 large tree types, set them to spawn every 30 chunks with default settings overwise, in a BOP xeric shrubland. In spite of setting some trees weight to 30+ I noticed little to no difference in the amount of trees compared to when I just had 2 types spawning with weight 1.
So, will increasing this option help fix this issue? (btw BOP biomes can't use vanilla gen feature)
0
There's a mcmod.info file which is in the jar, it says what is below. If you figure out how to change the example name to a specific name then the mod's info will be in the forge mod list in-game I theorize. Maybe head over here to ask: http://mcmoddev.com/ go to their discord
[
{
"modid": "examplemod",
"name": "Example Mod",
"description": "Example placeholder mod.",
"version": "0.1.6",
"mcversion": "1.10.2",
"url": "",
"updateUrl": "",
"authorList": ["ExampleDude"],
"credits": "The Forge and FML guys, for making this example",
"logoFile": "",
"screenshots": [],
"dependencies": []
}
]