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

    Hey there Crab,


    Say I want for half of the time to have a result from biome\86_end_sky that would not place a structure but instead would clear the entity that marks where the structure would go, would this work?

    execute if score Random RandomOne5556 matches 500...900 run function cm_module_megamix:structures/empty

    I realize I -could- just reduce the frequency after a reload but here's my issue;


    I've temporarily removed the end dungeons (because I felt they were too easy/too looty and at the time, I didn't want to fix that (Although I then later did really nerf the treasure in end towers... but that's not the point) I also turned off the Monolith (I plant to give it a facelift) so for End_Sky I am left with, Towers, End_crystal_patch, and Airships (I took the end city airship from another datapack, reduced its loot, and added it in so that it'll generate randomly in the skys in my end, not just at cities)

    My problem is, since I've only got 3 structures that generate in end_sky now, and because I do not want a ton of airships (because that would make getting elytra's far too easy) I end up with a ton of End Towers (which is why I reduced their loot), I'm bascally wondering if I can use the above line as a "Don't do anything here and clear the entities that are functioning as markers" so that I can easily pop a structure back into that space later without having to worry about balancing the generation rates again

    As always, I am a fan, and, I've actually started working on a Module of sorts I call Cyats Traps - Boobytrapped structures and such to add a little boom to worlds run by evil admins.

    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!

    Hey Crab! I just spotted a crazy huge castle in a mountain and I am pretty certain it wasn't placed by my other modifications! did you sneak a new large dungeon/castle to the current version? :) I can't wait to check it out - Also - if it isn't coming from your datapack I'm really confused (It was a genuinely good looking castle in mountain biome, in a freshly generated world, I do use a few other plugins and datapacks for worldgen features but none of them add anything like that to my knowledge)

    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!

    Well I'm more than happy to keep being a Paper/Purpur tester of this datapack for you :)

    Thanks for the fix, I'll try it out and see if it works right now - I couldn't seem to find the files it was refering to since the error only said biomes/soul_sand not predicates/biomes/soul_sand

    Success. No longer throws those errors, Deleting the files was sufficient

    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!

    Ayo Crab,


    I'm playing in 1.15.2, so I don't have basalt deltas etc. what do i need to edit or delete to get rid of these errors in my startup just to keep things clean/speed it up a bit?


    >.... [01:45:43 ERROR]: Couldn't parse loot table structures_crabmaster:biomes/crimson_forest
    com.google.gson.JsonSyntaxException: Unknown biome 'minecraft:crimson_forest'
    at net.minecraft.server.v1_15_R1.CriterionConditionLocation.a(SourceFile:143) ~[patched_1.15.2.jar:git-Purpur-580]
    at java.util.Optional.orElseThrow(Optional.java:290) ~[?:1.8.0_242]
    at net.minecraft.server.v1_15_R1.CriterionConditionLocation.a(SourceFile:143) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.LootItemConditionLocationCheck$a.b(SourceFile:58) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.LootItemConditionLocationCheck$a.b(SourceFile:37) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.LootItemConditions$a.deserialize(SourceFile:85) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.LootItemConditions$a.deserialize(SourceFile:73) ~[patched_1.15.2.jar:git-Purpur-580]
    at com.google.gson.internal.bind.TreeTypeAdapter.read(TreeTypeAdapter.java:69) ~[patched_1.15.2.jar:git-Purpur-580]
    at com.google.gson.Gson.fromJson(Gson.java:887) ~[patched_1.15.2.jar:git-Purpur-580]
    at com.google.gson.Gson.fromJson(Gson.java:952) ~[patched_1.15.2.jar:git-Purpur-580]
    at com.google.gson.Gson.fromJson(Gson.java:925) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.LootPredicateManager.a(SourceFile:48) ~[patched_1.15.2.jar:git-Purpur-580]
    at java.util.HashMap.forEach(HashMap.java:1289) ~[?:1.8.0_242]
    at net.minecraft.server.v1_15_R1.LootPredicateManager.a(SourceFile:46) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.LootPredicateManager.a(SourceFile:22) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.ResourceDataAbstract.a(SourceFile:13) ~[patched_1.15.2.jar:git-Purpur-580]
    at java.util.concurrent.CompletableFuture.uniAccept(CompletableFuture.java:670) ~[?:1.8.0_242]
    at java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:646) ~[?:1.8.0_242]
    at java.util.concurrent.CompletableFuture$Completion.run(CompletableFuture.java:456) ~[?:1.8.0_242]
    at net.minecraft.server.v1_15_R1.Reloadable.a(SourceFile:71) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.TickTask.run(SourceFile:18) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.IAsyncTaskHandler.executeTask(IAsyncTaskHandler.java:136) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.IAsyncTaskHandlerReentrant.executeTask(SourceFile:23) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.IAsyncTaskHandler.executeNext(IAsyncTaskHandler.java:109) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.MinecraftServer.ba(MinecraftServer.java:1121) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.MinecraftServer.executeNext(MinecraftServer.java:1114) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.IAsyncTaskHandler.awaitTasks(IAsyncTaskHandler.java:119) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.MinecraftServer.b(MinecraftServer.java:2017) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.MinecraftServer.a(MinecraftServer.java:583) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.MinecraftServer.a(MinecraftServer.java:400) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.DedicatedServer.init(DedicatedServer.java:335) ~[patched_1.15.2.jar:git-Purpur-580]
    at net.minecraft.server.v1_15_R1.MinecraftServer.run(MinecraftServer.java:912) ~[patched_1.15.2.jar:git-Purpur-580]
    at java.lang.Thread.run(Thread.java:748) [?:1.8.0_242]
    Posted in: Minecraft Mods
  • 1

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

    Hey King Crab, did you change the height at which cave structures generate (mossy cobble dungeons, mushroom caves etc?) I'm seeing a lot of them appearing exposed to the surface, and while it's kinda cool, I'm wondering if it was intentional? it seems new to version 9 I'll post some screen shots when my world is done pregenerating when I find some examples.

    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 loving all the new structures I've seen, giant tree is great, as are the covered wagons, and I loved the Ruined versions of the classic towers, really adds a bit of environmental storytelling to the world!

    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!

    Heyo found some typos in your upload to planetminecraft!


    farm/crop_spawn_3.mcfunction had this;

    `execute if score Random RandomOne5556 matches 525..329 run fill ~ ~1 ~ ~ ~1 ~ minecraft:structure_block{mode:"LOAD",name:"cm_module_megamix:farm_6",integrity:1.0,posX:-3,posY:-4,posZ:-3,rotation:"NONE"} replace`

    (the minimum is higher than the maximum because its 329 erroneously rather than 629)


    mush_cave/mush_loop_up.mcfunction had this one;

    `execute if predicate structures_crabmaster:randomizers/0_025 positioned ~ ~-1 ~5 5run function cm_module_megamix:structures/mush_cave/mush_loop_up`

    (5run!)


    And 5run shows up again over in sky_loop_up in sky_island

    `execute if predicate structures_crabmaster:randomizers/0_1 positioned ~ ~-1 ~4 5run function cm_module_megamix:structures/sky_island/sky_loop_up`


    Oh and the capitalization in tower_ocean_ruinesUNUSED makes the startup unhappy :)


    I fixed all three and the errors are no longer being thrown when I startup.

    Q: Should I worry about the nether biome files if I'm not on snapshots? will they cause any issues?

    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 have not been able to reproduce the stacking of structures at 0 0 since (I saw it in a few different worlds when i was first testing, but not since)


    I found out about this world pregeneration datapack that solved my world generation problems, dropping the link here in case it helps others; https://github.com/GoldenDelicios/world-pregen

    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!

    Running on Java 1.15.2, using purpur (a fork of Paper)

    Hey, No worries :) Big thanks for your hard work. Side note: I keep running into that Feature-Stacking issue at 0, 0 I am going to do some testing to see if it happens when I run a world with only Crab's Structure Generator (CSG). I have a suspicion that it might be caused by the plugin I am using to generate the world chunks (I am using Chunkmaster (https://www.spigotmc.org/resources/chunkmaster.71351/)

    Question: Does CSG generate structures as chunks are generated (and thus, can they be pre-generated with something like Chunkmaster?) Or, does it generate them in a radius around a player (This is how ICY's Cave Biomes datapack works - cave biomes cannot be generated in advance with a chunk generating plugin, at least not one I've found yet)

    I wonder if Chunkmaster is causing structures to not get removed from 0,0 as it generates the world, basically, either because the server is running low on memory, or for some other reason.

    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!

    Yeah, as you'll see I am trying to jam a lot of stuff together so that might be causing some breaks :T I have had one other problem popping up with the mega mix though and its this;


    [18:51:49] [Server thread/INFO]: Reloading ResourceManager: Default, CaveBiomesConfig_v1.1.0c, Crabtures Mega Mix Pre Installed v0_8, Ships v9 for [1.15.1], better_outpost_v1.1, bukkit, cavebiomes-v1-1-1, datapackutilities-v2-1-2, fossil_dungeons, illager-fortresses-v5-for-1-15-1.zip, improved_village.zip, outpost.zip, woodland_mansion_v2.zip
    [18:52:08] [Server-Worker-1/ERROR]: Couldn't read block tag list structures_crabmaster:ignore_detection from structures_crabmaster:tags/blocks/ignore_detection.json in data pack Crabtures Mega Mix Pre Installed v0_8
    com.google.gson.JsonParseException: Unknown value 'minecraft:standing_sign'
    	at net.minecraft.server.v1_15_R1.Tag$a.c(SourceFile:146) ~[patched_1.15.2.jar:git-Purpur-437]
    	at java.util.Optional.orElseThrow(Unknown Source) ~[?:1.8.0_221]
    	at net.minecraft.server.v1_15_R1.Tag$a.a(SourceFile:146) ~[patched_1.15.2.jar:git-Purpur-437]
    	at net.minecraft.server.v1_15_R1.Tags.a(SourceFile:98) ~[patched_1.15.2.jar:git-Purpur-437]
    	at java.util.concurrent.CompletableFuture$AsyncSupply.run(Unknown Source) ~[?:1.8.0_221]
    	at java.util.concurrent.CompletableFuture$AsyncSupply.exec(Unknown Source) ~[?:1.8.0_221]
    	at java.util.concurrent.ForkJoinTask.doExec(Unknown Source) ~[?:1.8.0_221]
    	at java.util.concurrent.ForkJoinPool$WorkQueue.runTask(Unknown Source) ~[?:1.8.0_221]
    	at java.util.concurrent.ForkJoinPool.runWorker(Unknown Source) ~[?:1.8.0_221]
    	at java.util.concurrent.ForkJoinWorkerThread.run(Unknown Source) ~[?:1.8.0_221]
    [18:52:09] [Server thread/INFO]: Loaded 6 recipes
    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!

    First off: big fan, love it, really adds a dash of flavor to the world and most importantly (from my view as an admin) the loot isn't overpowered like it is in so many datapacks and plugins.

    As for the matter at hand: I am running into an issue where I get repeat generation at 0 ~ 0, over time, as I re-enter the area I find that stacks of sky islands end up getting spawned along with every other structure possible. It might be something I'm doing, (I am running a lot of stuff on this test) but, its happening.


    I suppose I could let the generator generate the initial structure at 0 0 and then protect those chunks to prevent it from stacking up more as a work around.

    Posted in: Minecraft Mods
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