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.