The structures are set to spawn in jungle, jungle_edge and jungle_hills; 'memoriseDecoration' is 'false'.
Adding the 'Natural Floor' transformer makes the structure effectively never spawn, and since the structure is so big /#gen freezes the game.
There is some issue with how the structure is placed.
The only success I have had in spawning these structures in jungles is by setting their generation to 'Vanilla Decoration' with a weight of 0.0013. Interestingly, the structures still have trouble spawning within the jungle if the 'natural floor' transformer is added.
Also, I think its about time I understood the transformers.
Given that I have removed all the default transformers; what do the remainder do?
'Negative Space' says "Makes generation ignore blocks", perhaps this is misleading? The interface of it says the 'source' is the negative space blocks, so I assume the transformer just allows all negative space blocks to be ignored/voided upon generation.
There should be an option to make everything in the structure ignore blocks, in the sense that it finds the surface, spawns there, regardless of whenever a structure, tree, etc. is there. I think this option already exits in disabling the 'avoidOverlappingGeneration=true' option, but it is universal.
The 'Natural Floor' option's source is the natural floor blocks added by this mod, hence I assume that this causes the natural floor blocks to generate an upside down pyramidal space of biome-native blocks. The 'distance' parameter assumingly alters the vertical depth that the pyramid reaches, but I don't know what the randomization parameter does.
The 'Natural Air' I assume is the same deal as the natural floor, except that it just spawns air blocks.
Here is an update and reiteration of the issue that I'm encountering.
Structures generally larger than 10x10x10 (LxWxH) do not spawn in jungles or similar biomes that have their trees replaced by reccomplex's custom/user-made trees.
Altering the frequency options or weights of the structures have no noticeable effect upon their spawn rate.
Changing the generation type of a structure from 'Natural' to 'Vanilla Decoration' and selecting the option 'Tree', regardless of the transformers, drastically increases the structure spawn rate, in spite of structure sizes greater than 60x60x60. Unfortunately this increases the structures spawn rate so much that the weight need be turned down to <0.00.
From this one can conclude that the reccomplex 'Vanilla Decoration' option causes these structures spawning algorithms to run before the other types, thereby eliminating about 99% of all possible spawning locations for such structures.
Potential fix; ensure that the structures spawn algorithms run in sync so one does not invalidate the other.
So Ivorius, what do you make of this, is it fixable?
Did some further testing, I removed the 'Natural Floor' transformer, which thereby allowed the structure to spawn and not cancel occasionally.
But the problem still persists, as you can see on the map linked I have circled the three occurrences where the structure spawns.
Notice how the structure only spawns on the very border of each jungle biome, an area where the custom trees usually don't spawn.
I have yet to encounter any occurrences of structures larger than 20x20x20 spawning within the jungle.
My assumption from this is that 90-99% of the time the reccomplex custom trees which replace the vanilla trees spawn before any other structures, and so that by the time structures are set to spawn there are almost no spawning locations left. I've even set the frequency of the ruins to every 30 chunks with a weight of 10, and still no difference.
What I did is remove all the transformers of the structure, then using the top tab clicked 'Negative Space', thereby adding it to the list (nothing else done, just standard settings) and then 'Natural Floor' (same situation); you'll see this when you check the structure.
If you could check the settings and point out anything that I have done wrong that would be great.
I've been doing some further testing. The image below and the one linked are of a jungle biome I'm trying to get a structure to spawn in. I've set the spawn frequency to 30 chunks. Its transformers are 'negative space' then 'natural floor' in that order. Its set to spawn in jungle, jungle hills and jungle edge. Its approximately 64x50 blocks in size and 30 blocks in height.
As you can see it did not spawn even one, although the log did say it tried to spawn one time, but that it was 'cancelled'. Is there a reason why strcutres have such a hard time trying to spawn in this biome?
Note that 98%+ of the trees are reccomplex custom trees using the /#export GenericTree standard configuration.
If you have entities in your build, will they spawn with the build?, and do you need to put in an expression for them if there from a particular mod? For example, my village has villagers from Forestry, Quark and Vanilla, plus 2 cows.
I can't remove the air blocks which constitute the inner of the structure since it is supposed to be an underground construct which opens out to the world. I'am surprised it can't spawn, I assumed it would since I spawned a structure only slightly smaller with another mod in 1.7.10 called Placemod.
I guess the bets I could do is shave off all that stone so the inner surface is only 1-2 blocks thick.
I'll wait for your response concerning which chunk of time gets lost (not exactly sure what you meant by that ).
Sorry, I forgot to say that it froze my game too. A guy over at RTG discord told me that there might be something wrong with the structure. Are there any blocks or things that woudl cause a structure to freeze the game like this?
What I did is enter a pre-generated world with RTG and typed /#gen NameOfStructure .
from that point nothing chnage in the log, and the game did not freeze, but behaved as if I had not entered the command.
I think it would save a lot of time if I just gave you the structure file via mediafire link so you can spawn it in a test world and tell me if I did anything wrong with the settings, would you be able to do that?
I know this is off topic, but I could not find page to post this so here we go
Disabling the generation of meteorites in applied energetics 2 RV4 (1.10.2) does not currently work, as seting the values to 0.0 still results in their occurrence.
0
The structures are set to spawn in jungle, jungle_edge and jungle_hills; 'memoriseDecoration' is 'false'.
Adding the 'Natural Floor' transformer makes the structure effectively never spawn, and since the structure is so big /#gen freezes the game.
There is some issue with how the structure is placed.
The only success I have had in spawning these structures in jungles is by setting their generation to 'Vanilla Decoration' with a weight of 0.0013. Interestingly, the structures still have trouble spawning within the jungle if the 'natural floor' transformer is added.
Also, I think its about time I understood the transformers.
Given that I have removed all the default transformers; what do the remainder do?
'Negative Space' says "Makes generation ignore blocks", perhaps this is misleading? The interface of it says the 'source' is the negative space blocks, so I assume the transformer just allows all negative space blocks to be ignored/voided upon generation.
There should be an option to make everything in the structure ignore blocks, in the sense that it finds the surface, spawns there, regardless of whenever a structure, tree, etc. is there. I think this option already exits in disabling the 'avoidOverlappingGeneration=true' option, but it is universal.
The 'Natural Floor' option's source is the natural floor blocks added by this mod, hence I assume that this causes the natural floor blocks to generate an upside down pyramidal space of biome-native blocks. The 'distance' parameter assumingly alters the vertical depth that the pyramid reaches, but I don't know what the randomization parameter does.
The 'Natural Air' I assume is the same deal as the natural floor, except that it just spawns air blocks.
The rest are relatively self-explanatory.
1
Here is an update and reiteration of the issue that I'm encountering.
Structures generally larger than 10x10x10 (LxWxH) do not spawn in jungles or similar biomes that have their trees replaced by reccomplex's custom/user-made trees.
Altering the frequency options or weights of the structures have no noticeable effect upon their spawn rate.
Changing the generation type of a structure from 'Natural' to 'Vanilla Decoration' and selecting the option 'Tree', regardless of the transformers, drastically increases the structure spawn rate, in spite of structure sizes greater than 60x60x60. Unfortunately this increases the structures spawn rate so much that the weight need be turned down to <0.00.
From this one can conclude that the reccomplex 'Vanilla Decoration' option causes these structures spawning algorithms to run before the other types, thereby eliminating about 99% of all possible spawning locations for such structures.
Potential fix; ensure that the structures spawn algorithms run in sync so one does not invalidate the other.
So Ivorius, what do you make of this, is it fixable?
0
Did some further testing, I removed the 'Natural Floor' transformer, which thereby allowed the structure to spawn and not cancel occasionally.
But the problem still persists, as you can see on the map linked I have circled the three occurrences where the structure spawns.
Notice how the structure only spawns on the very border of each jungle biome, an area where the custom trees usually don't spawn.
I have yet to encounter any occurrences of structures larger than 20x20x20 spawning within the jungle.
My assumption from this is that 90-99% of the time the reccomplex custom trees which replace the vanilla trees spawn before any other structures, and so that by the time structures are set to spawn there are almost no spawning locations left. I've even set the frequency of the ruins to every 30 chunks with a weight of 10, and still no difference.
http://i.imgur.com/ufXX4HW.jpg
http://i.imgur.com/u2nTZfs.jpg
0
Linked here: http://www.mediafire.com/file/pso2mq5401ekox3/Jungle_Ruins1.rcst is the structure file.
What I did is remove all the transformers of the structure, then using the top tab clicked 'Negative Space', thereby adding it to the list (nothing else done, just standard settings) and then 'Natural Floor' (same situation); you'll see this when you check the structure.
If you could check the settings and point out anything that I have done wrong that would be great.
0
I've been doing some further testing. The image below and the one linked are of a jungle biome I'm trying to get a structure to spawn in. I've set the spawn frequency to 30 chunks. Its transformers are 'negative space' then 'natural floor' in that order. Its set to spawn in jungle, jungle hills and jungle edge. Its approximately 64x50 blocks in size and 30 blocks in height.
As you can see it did not spawn even one, although the log did say it tried to spawn one time, but that it was 'cancelled'. Is there a reason why strcutres have such a hard time trying to spawn in this biome?
Note that 98%+ of the trees are reccomplex custom trees using the /#export GenericTree standard configuration.
http://i.imgur.com/GZB3RXZ.jpg
0
If you have entities in your build, will they spawn with the build?, and do you need to put in an expression for them if there from a particular mod? For example, my village has villagers from Forestry, Quark and Vanilla, plus 2 cows.
0
Could you help me figure out the #replace command?
Last time you said
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Is there any possibility in the future you will be able to allow player such as myself to add larger structures?
0
I can't remove the air blocks which constitute the inner of the structure since it is supposed to be an underground construct which opens out to the world. I'am surprised it can't spawn, I assumed it would since I spawned a structure only slightly smaller with another mod in 1.7.10 called Placemod.
I guess the bets I could do is shave off all that stone so the inner surface is only 1-2 blocks thick.
I'll wait for your response concerning which chunk of time gets lost (not exactly sure what you meant by that ).
(Edit 2: I made a significantly smaller (although still very large) structure http://www.mediafire.com/file/qdqd4o23kf1hwmq/Mine.rcst)
(edit 3: froze my game again, even after removing about 1/2 the blocks)
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Sorry, I forgot to say that it froze my game too. A guy over at RTG discord told me that there might be something wrong with the structure. Are there any blocks or things that woudl cause a structure to freeze the game like this?
I hope its not due to its size.
0
What I did is enter a pre-generated world with RTG and typed /#gen NameOfStructure .
from that point nothing chnage in the log, and the game did not freeze, but behaved as if I had not entered the command.
I think it would save a lot of time if I just gave you the structure file via mediafire link so you can spawn it in a test world and tell me if I did anything wrong with the settings, would you be able to do that?
link: http://www.mediafire.com/file/cgsy4rqdr56lla7/TheCityOfAlentrina2.rcst
0
Why won't something of that size spawn on the surface?
(I entered /#gen TheCityOfAlentina2 and nothing happened in the log) do you know whats wrong?
Set up for placer:
Bedrock
Mark 0
0
I'm trying to spawn this structure, would its enormous size make it rarer even thought I set its spawn type to common?
Also, in the placer tab I edited the placer and removed everything except 'bedrock'. Will my structure spawn at bedrock (y0)?
1
Works for me, so its definitely their set up (I'm using the hermitpack modpack).
0
I know this is off topic, but I could not find page to post this so here we go
Disabling the generation of meteorites in applied energetics 2 RV4 (1.10.2) does not currently work, as seting the values to 0.0 still results in their occurrence.
Could you possible release a fix for this bug?