On 1.12.2 there is currently only ForgedCarpet (I don't know if it has the structure data sending part, I think it doesn't). The main Carpet mod only exists for 1.12.0, and since it's a jar mod, you can't really run anything else with it. However Carpet mod already has support for sending Structure Bounding box data to the clients, and that data can be viewed with CarpetClient or MiniHUD (the recent LiteLoader versions).
Do you have a plan on how to obtain the dat files in 1.13+, as the structure data is now stored within the Chunk data in the region files? Is the plan to now require the region files instead, or to use a tool or mod to extract the structure data from the chunks back into separate structure files?
Note that there must not be a data/ directory inside that directory, but instead all the structure files are directly there. And then be sure to enable the BB types you want to see in the .minecraft/config/BBOutlineReloaded.cfg config file.
The template directories are not created automatically. Simply create the directories manually in the location that is documented on the CurseForge description page for this mod.
I don't know why it wouldn't be working for you. It did render witch huts and nether fortresses for me in 1.12 when I tried it yesterday in a new test world. You did have the rendering enabled when you were near them, right? Ie. you didn't accidentally disable it by pressing B at some point. An easy way to tell is to keep slime chunks enabled, so you see those everywhere when it's enabled.
Is this a new world created in 1.12, or is it an old world? Old worlds may not have the correct structure data for witch huts and nether fortresses, depending on whether those areas were loaded at least once in a particular Minecraft version when they did some of the changes on how structure data is saved.
The launcher seems to do integrity checks on the files these days, so manually trying to modify the jar is even more tricky than it used to be. I would instead suggest that you install Forge and then use the Forge version of the mod by simply placing it inside the mods/ directory. That way you don't have to play around with the jar files yourself. Personally I use the MultiMC launcher for everything, and I would highly recommend it. Using it, you can also install Forge easily by a couple of clicks in the instance settings dialog. I believe you could also use the non-Forge version of the mod via MultiMC, by letting it handle the installation.
Are you near a generated structure that is supposed to have a bounding box? If this is on a server, then you need to also do some extra steps that are explained on the first page, to get the structure data to your client, otherwise the mod has nothing to work with.
In multiplayer you need to manually get the structure files from the server and place them in the correct location inside the config/ directory, unless the server also has the mod installed. Otherwise the client simply does not have the structure data available.
If you look at my previous reply a couple of posts back, it has the exact locations. So basically those will be inside the .minecraft/config/ directory. If there is no BBOutlineReloaded directory inside the config/ directory, then create it, and inside that create a directory named by the server's address and port you are playing on.
I think the last time I used this mod was in 1.8.9, but it did work on my vanilla server, when I just copied the *.dat files to the correct directory locally.
Looking at the code, the mod seems to be looking at them in 3 different possible locations:
config/BBOutlineReloaded/serveraddress/port/*.dat
config/BBOutlineReloaded/serveraddress,port/*.dat
config/BBOutlineReloaded/serveraddress/*.dat
I'm not entirely sure/I can't remember if it needs the IP address or the hostname. But also note that the structure files are directly inside those directories along with the level.dat, and not inside a nested data/ directory like they are normally in the world save.
And there also seem to be config options to enable/disable individual structure types, so make sure they are enabled. And then I believe there is also a keybind to toggle rendering on/off.
Edit: So basically there are two ways to use the mod in multiplayer, one is to use the locally copied structure files, or the cached structures from a singleplayer world using the same seed, or you could have the structure data synced from the server automatically, if you can install the mod on the server side. But for that you'd need to be running a Forge based server, (or a jar modded vanilla server? Not sure if that's an option on the server or just for the client..?).
I haven't actually tested the bucket with those tanks, but I'm assuming it won't work because the tanks nowadays use the capability stuff in Forge. The Ender Bucket in the current released version does not support capabilities yet. I have ported the bucket into using capabilities somewhat recently and that will be in the next release.
If you are on single player (and thus can update the mod) and are willing to try a WIP build that I made for someone else recently for another task, you can try this: <removed outdated link> , but if you are going to try it, make a full world backup first, just in case.
Edit: Oh and for the remote transport of fluids, the bucket will also need ender charge, ie. a charged Ender Capacitor. You didn't mention if you had one installed.
If you want this for building aid, then there are already separate mods for that type of stuff. Although I think many of them use mod blocks for that purpose, so if you need this in "vanilla" (quotes because it obviously isn't pure vanilla if you would be using this mod anyway, but maybe no mod added blocks/items at least) then in my opinion it would make more sense to have that as a separate mod rather than disabling all the usual functionality from this mod and then adding a separate mode for it.
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On 1.12.2 there is currently only ForgedCarpet (I don't know if it has the structure data sending part, I think it doesn't). The main Carpet mod only exists for 1.12.0, and since it's a jar mod, you can't really run anything else with it. However Carpet mod already has support for sending Structure Bounding box data to the clients, and that data can be viewed with CarpetClient or MiniHUD (the recent LiteLoader versions).
0
Do you have a plan on how to obtain the dat files in 1.13+, as the structure data is now stored within the Chunk data in the region files? Is the plan to now require the region files instead, or to use a tool or mod to extract the structure data from the chunks back into separate structure files?
0
See my message here: http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/2345401-bounding-box-outline-reloaded-mod-for-minecraft-1?comment=108
I just tried it today (while playing on my 1.11.2 server), and it works just fine, using the location
.minecraft/config/BBOutlineReloaded/hostdnsaddress.com,25565/
Note that there must not be a data/ directory inside that directory, but instead all the structure files are directly there. And then be sure to enable the BB types you want to see in the .minecraft/config/BBOutlineReloaded.cfg config file.
0
The template directories are not created automatically. Simply create the directories manually in the location that is documented on the CurseForge description page for this mod.
0
I don't know why it wouldn't be working for you. It did render witch huts and nether fortresses for me in 1.12 when I tried it yesterday in a new test world. You did have the rendering enabled when you were near them, right? Ie. you didn't accidentally disable it by pressing B at some point. An easy way to tell is to keep slime chunks enabled, so you see those everywhere when it's enabled.
0
Is this a new world created in 1.12, or is it an old world? Old worlds may not have the correct structure data for witch huts and nether fortresses, depending on whether those areas were loaded at least once in a particular Minecraft version when they did some of the changes on how structure data is saved.
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See my message number #108 in this thread (here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2345401-bounding-box-outline-reloaded-mod-for-minecraft-1?comment=108 ).
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The launcher seems to do integrity checks on the files these days, so manually trying to modify the jar is even more tricky than it used to be. I would instead suggest that you install Forge and then use the Forge version of the mod by simply placing it inside the mods/ directory. That way you don't have to play around with the jar files yourself. Personally I use the MultiMC launcher for everything, and I would highly recommend it. Using it, you can also install Forge easily by a couple of clicks in the instance settings dialog. I believe you could also use the non-Forge version of the mod via MultiMC, by letting it handle the installation.
0
Are you near a generated structure that is supposed to have a bounding box? If this is on a server, then you need to also do some extra steps that are explained on the first page, to get the structure data to your client, otherwise the mod has nothing to work with.
1
The server always uses a port, if you don't specify one, then it just uses the default port 25565.
For the default port you don't need to include that in the directory name at all. Check my older comment above, comment #108.
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In multiplayer you need to manually get the structure files from the server and place them in the correct location inside the config/ directory, unless the server also has the mod installed. Otherwise the client simply does not have the structure data available.
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If you look at my previous reply a couple of posts back, it has the exact locations. So basically those will be inside the .minecraft/config/ directory. If there is no BBOutlineReloaded directory inside the config/ directory, then create it, and inside that create a directory named by the server's address and port you are playing on.
0
I think the last time I used this mod was in 1.8.9, but it did work on my vanilla server, when I just copied the *.dat files to the correct directory locally.
Looking at the code, the mod seems to be looking at them in 3 different possible locations:
I'm not entirely sure/I can't remember if it needs the IP address or the hostname. But also note that the structure files are directly inside those directories along with the level.dat, and not inside a nested data/ directory like they are normally in the world save.
And there also seem to be config options to enable/disable individual structure types, so make sure they are enabled. And then I believe there is also a keybind to toggle rendering on/off.
Edit: So basically there are two ways to use the mod in multiplayer, one is to use the locally copied structure files, or the cached structures from a singleplayer world using the same seed, or you could have the structure data synced from the server automatically, if you can install the mod on the server side. But for that you'd need to be running a Forge based server, (or a jar modded vanilla server? Not sure if that's an option on the server or just for the client..?).
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I haven't actually tested the bucket with those tanks, but I'm assuming it won't work because the tanks nowadays use the capability stuff in Forge. The Ender Bucket in the current released version does not support capabilities yet. I have ported the bucket into using capabilities somewhat recently and that will be in the next release.
If you are on single player (and thus can update the mod) and are willing to try a WIP build that I made for someone else recently for another task, you can try this: <removed outdated link> , but if you are going to try it, make a full world backup first, just in case.
Edit: Oh and for the remote transport of fluids, the bucket will also need ender charge, ie. a charged Ender Capacitor. You didn't mention if you had one installed.
0
If you want this for building aid, then there are already separate mods for that type of stuff. Although I think many of them use mod blocks for that purpose, so if you need this in "vanilla" (quotes because it obviously isn't pure vanilla if you would be using this mod anyway, but maybe no mod added blocks/items at least) then in my opinion it would make more sense to have that as a separate mod rather than disabling all the usual functionality from this mod and then adding a separate mode for it.