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
Glad to hear it seems that glitch stopped happening. I think my next version should also be less likely to have it happen with a handful of changes I made.
As for lack of interest, I think it's somewhat natural as datapacks aren't as commonly posted here or as powerful as mods and I'm not so great at I guess you could say "marketing" my work? Luckily though again this next version is a huge step up in terms of making it a lot more accessible than installing a mod due to the pure drag & drop installation I finally figured out.
Speaking of the next version, I think I'm done? I should still do more testing as I see a few odd tiny errors here or there where it fails and spawns a "null" pillar from the debug module, but polish like that can wait for the full-confidence v1.0 release as this is talking like 0.001% of chunks that don't spawn right while I fly through a test world. I've still got to update the Prefab module and my own personal modules so that may take a little more time, and I need to make the new release videos, so we'll see if I can manage to release this in maybe a week?
...Plus I want to add more structures to my own packs, towers get kinda boring after a while y'know? I need something cool to pull people in!
I think theres a more active community for datapacks on Planet Minecraft. Also, you should use discords like r/MinecraftCommands to show off your work. They get a lot of eyes there.
I think this datapack look really interesting, and I will be sure to test it out! Are you loading structures in with structure blocks, or with some other method? And secondarily to that question, would you be open to suggestions/submissions of structures for the pack?
For most of my structures I do indeed use Structure Blocks.
Being the Function files used in Datapacks are just the same commands used in Command Blocks, you can actually do quite a lot of complex things if you know how, the base system of my pack just picks a location and depending on the biome tells it which function file to run at that location, from there the file can be whatever you want. Some of my structures are just a Setblock command for a Structure Block and then a Redstone Block, others also spawn mobs, and the most complex one currently uses no Structure Blocks but creates a procedural dungeon entirely with fill commands... my next procedural dungeon however will indeed use Structure Blocks so it can look more aesthetically pleasing.
As for submissions of structures, for those who only have a small few or even just 1 structure they want added in or for those who don't understand how to do commands I'd definitely be willing to compile various community packs of structures not made by me, perhaps with enough submissions it would be able to be separated into themes too. Once I am finally not so crazy busy and can finish this next version I've been sitting on for way too long, that version will make adding packs a lot easier for the end-user, requiring only drag and drop to install multiple packs at once.
Also to make up for the next version taking so long, have a vague, strangely zoomed in sneak peek of some stuff I was working on:
Okay, a more legit non-vague screenshot this time.
Hopefully this justifies a little more of why it's taking me so long. This is one of the big upcoming additions to the pack, and sets the groundwork for later versions properly having huge dungeons and other procedural stuff I hope to do.
Only a small handful of things left to do, and nothing nearly as complex as this.
Okay at this point I feel like I just need to record the updated videos/tutorials before I'm confident I have everything in order for the release. Here's some more screenshots from the next version I've been getting while testing it!
I wanted to make sure this version had a lot of cool new structures, especially considering the previous version was mostly the same towers over and over. Basically I knew it'd be underwhelming to release just an update that improved the generator's back-end functions, so I added a lot of structures to liven up the world some more. No new huge dungeons yet, that'll be next update! ...Well, probably next few updates, for big dungeons I'll likely roll updates out quicker every time I add one?
I know this is taking me forever, but we come ever closer to release of version 0.9!
The Jigsaw block they are adding in the next update looks like it might be useful in procedural generation. It would require some experimentation, but would likely be easier to use than command blocks or other things nested in structure blocks. Though combining all of these tools could be very powerful.
I'm definitely glad they are finishing that feature, I almost thought the day would never come. If it works like I imagine it will, it may replace a few of the methods I currently use for larger structures, though likely not all of them.
Boom! Version 0.9 is released! All links should be updated, new tutorials are in place, couple new pictures added to the screenshots collection! Seamless module install is now out in the wild! ......Now we just need more than one module pack...!
Things I do have to do still though: I need to finish putting together the split-apart module packs, the Biome Towers, Procedural Places, and Misc Buildings packs aren't available right now as I still need to go through and divide those up into their separate packs again, with over 100 biomes this process can take a little time so those will return in a few days. I also of course need to make a new trailer for v0.9, getting the footage for that can take a while.
Thank you all for your patience, interest, and of course kind words of encouragement! It's been a great motivator to have people interested in the continued development of this datapack!
Next update is coming along nicely enough. I've done a bit of polishing to last update's structures, so less wagons hanging off cliffs for instance hopefully and other such tweaks that make things look a lot cleaner and more natural.
I've also worked on an addition to the Base pack which adds "biome regions" such as forests, oceans, deserts, and such as an optional value you can use when picking structures that's a bit less specific than just a single biome - this is meant to be used for areas such as the sky or caves to allow the player some variations to work with when picking.
Also of course I've added a small handful of new small structures.
But of course, what we really care about here, I've started on systems for large dungeon generation today, here's some progress shots I was happy about:
It's all still basically in the "data" phase of spawning them, but it's good progress none the less!
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?
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!
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.
Ah yes, I added a new "surface" variation. Though I believe in that version I need to fix how often I set things to spawn in that surface-cave region as it's meant to be a lot more uncommon than it appears to be.
Cant wait for the next update! Looking forward to all the changes.
I think this looks really cool. I'm a bit surprised at the seeming lack of interest.
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
Glad to hear it seems that glitch stopped happening. I think my next version should also be less likely to have it happen with a handful of changes I made.
As for lack of interest, I think it's somewhat natural as datapacks aren't as commonly posted here or as powerful as mods and I'm not so great at I guess you could say "marketing" my work? Luckily though again this next version is a huge step up in terms of making it a lot more accessible than installing a mod due to the pure drag & drop installation I finally figured out.
Speaking of the next version, I think I'm done? I should still do more testing as I see a few odd tiny errors here or there where it fails and spawns a "null" pillar from the debug module, but polish like that can wait for the full-confidence v1.0 release as this is talking like 0.001% of chunks that don't spawn right while I fly through a test world. I've still got to update the Prefab module and my own personal modules so that may take a little more time, and I need to make the new release videos, so we'll see if I can manage to release this in maybe a week?
...Plus I want to add more structures to my own packs, towers get kinda boring after a while y'know? I need something cool to pull people in!
I think theres a more active community for datapacks on Planet Minecraft. Also, you should use discords like r/MinecraftCommands to show off your work. They get a lot of eyes there.
I think this datapack look really interesting, and I will be sure to test it out! Are you loading structures in with structure blocks, or with some other method? And secondarily to that question, would you be open to suggestions/submissions of structures for the pack?
It gives more life to the game
For most of my structures I do indeed use Structure Blocks.
Being the Function files used in Datapacks are just the same commands used in Command Blocks, you can actually do quite a lot of complex things if you know how, the base system of my pack just picks a location and depending on the biome tells it which function file to run at that location, from there the file can be whatever you want. Some of my structures are just a Setblock command for a Structure Block and then a Redstone Block, others also spawn mobs, and the most complex one currently uses no Structure Blocks but creates a procedural dungeon entirely with fill commands... my next procedural dungeon however will indeed use Structure Blocks so it can look more aesthetically pleasing.
As for submissions of structures, for those who only have a small few or even just 1 structure they want added in or for those who don't understand how to do commands I'd definitely be willing to compile various community packs of structures not made by me, perhaps with enough submissions it would be able to be separated into themes too. Once I am finally not so crazy busy and can finish this next version I've been sitting on for way too long, that version will make adding packs a lot easier for the end-user, requiring only drag and drop to install multiple packs at once.
Also to make up for the next version taking so long, have a vague, strangely zoomed in sneak peek of some stuff I was working on:
Awesome!
Okay, a more legit non-vague screenshot this time.
Hopefully this justifies a little more of why it's taking me so long. This is one of the big upcoming additions to the pack, and sets the groundwork for later versions properly having huge dungeons and other procedural stuff I hope to do.
Only a small handful of things left to do, and nothing nearly as complex as this.
Okay at this point I feel like I just need to record the updated videos/tutorials before I'm confident I have everything in order for the release. Here's some more screenshots from the next version I've been getting while testing it!
I wanted to make sure this version had a lot of cool new structures, especially considering the previous version was mostly the same towers over and over. Basically I knew it'd be underwhelming to release just an update that improved the generator's back-end functions, so I added a lot of structures to liven up the world some more. No new huge dungeons yet, that'll be next update! ...Well, probably next few updates, for big dungeons I'll likely roll updates out quicker every time I add one?
I know this is taking me forever, but we come ever closer to release of version 0.9!
The Jigsaw block they are adding in the next update looks like it might be useful in procedural generation. It would require some experimentation, but would likely be easier to use than command blocks or other things nested in structure blocks. Though combining all of these tools could be very powerful.
I'm definitely glad they are finishing that feature, I almost thought the day would never come. If it works like I imagine it will, it may replace a few of the methods I currently use for larger structures, though likely not all of them.
Wow those structures and grouped structures look great! Can't wait to get my hands on em!
Boom! Version 0.9 is released! All links should be updated, new tutorials are in place, couple new pictures added to the screenshots collection! Seamless module install is now out in the wild! ......Now we just need more than one module pack...!
Things I do have to do still though: I need to finish putting together the split-apart module packs, the Biome Towers, Procedural Places, and Misc Buildings packs aren't available right now as I still need to go through and divide those up into their separate packs again, with over 100 biomes this process can take a little time so those will return in a few days. I also of course need to make a new trailer for v0.9, getting the footage for that can take a while.
Thank you all for your patience, interest, and of course kind words of encouragement! It's been a great motivator to have people interested in the continued development of this datapack!
Next update is coming along nicely enough. I've done a bit of polishing to last update's structures, so less wagons hanging off cliffs for instance hopefully and other such tweaks that make things look a lot cleaner and more natural.
I've also worked on an addition to the Base pack which adds "biome regions" such as forests, oceans, deserts, and such as an optional value you can use when picking structures that's a bit less specific than just a single biome - this is meant to be used for areas such as the sky or caves to allow the player some variations to work with when picking.
Also of course I've added a small handful of new small structures.
But of course, what we really care about here, I've started on systems for large dungeon generation today, here's some progress shots I was happy about:
It's all still basically in the "data" phase of spawning them, but it's good progress none the less!
Heyo found some typos in your upload to planetminecraft!
farm/crop_spawn_3.mcfunction had this;
(the minimum is higher than the maximum because its 329 erroneously rather than 629)
mush_cave/mush_loop_up.mcfunction had this one;
(5run!)
And 5run shows up again over in sky_loop_up in sky_island
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?
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!
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.
Ah yes, I added a new "surface" variation. Though I believe in that version I need to fix how often I set things to spawn in that surface-cave region as it's meant to be a lot more uncommon than it appears to be.