• 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Ivorius»

    The mod author would have to do that. In 1.8+, ReC looks for EnumFacing values and rotates/mirrors the block accordingly. If the block needs further adjustment, the author can / has to implement IvToolkit's Transformable and Movable interfaces.

    I figured as much. Probably simpler then to just make multiple copies.
    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!

    Would love to see you keep your Microblocks. For some reason ForgeMultipart's blocks never play right with my custom structure mods, but yours do.


    Also, is there a way to make other mods' blocks work as microblocks? I don't see any official documentation on such a thing, but if there is please direct me there. No big deal if it's not there, just wondering...

    Posted in: Minecraft Mods
  • 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Hey, I wanted to know if there was a way to make blocks rotatable/mirrorable? I've not seen anything about it, and would love to be able to use more complex decorative blocks.


    If nothing else, I can just make a different version of the structure for each of the 8 possible rotations/mirrors.

    Posted in: Minecraft Mods
  • 0

    posted a message on Et Futurum - Brings the future to now!

    I hope there's still potential for the 1.7.10, because I've found what seems to be a rather big oversight:


    Seems that the Oak Fence Gate has been removed! Anyone else notice this?


    EDIT: My bad, seems the problem is different. The gate is simply nonexistent in the creative menu. Still accessible with /give and crafting.

    Posted in: Minecraft Mods
  • 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++
    Quote from Ivorius»

    Yes, there's an option (structureLoadMatcher) in the config. It's documented on the wiki.

    I knew there'd be something I missed. Thanks.

    I love what you've done here. I'd been using the Ruins Structure Generator, but when I wanted things like my own villages or complex dungeons, I was surely disappointed in my ability to link together my structures without advanced knowledge of either the mod's workings or command blocks. I hope your maze generation turns out to be what I'm looking for.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    I'm sure I've overlooked it and it's glaringly obvious... somewhere... but is there a way to disable some of the default structures?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Alright, I'm back! I've got another thing that is either a bug or should be a feature or I'm just doing wrong.

    Am I able to have ruins generate with custom loot tables I have created myself, or am I limited to only the vanilla Minecraft defaults? If I can use custom ones, what is the proper syntax? If I can't, how much of a pain would it be for you to make that a possibility?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Jordan_Peacock»

    It's ... perplexing. I hope this means I'm getting closer, but I'm afraid I'm not quite there yet. Thanks again for the tip!

    No problem. Happy to help. That command will work with any block that has NBT tags, though certain ones don't always pop up in the return unless the block has a value there (like if it has a custom name), and /entitydata can be used the same way (though it's syntax can make it difficult to target a specific mob sometimes).

    It disappoints me that this didn't solve the problem... so much so that the fact that it's not fixed is probably gonna bug me, and since I'll eventually end up needing something similar in my own structures, I think I'll start taking a closer look myself.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Jordan_Peacock»

    It's ... perplexing. I hope this means I'm getting closer, but I'm afraid I'm not quite there yet. Thanks again for the tip!

    No problem. Happy to help. That command will work with any block that has NBT tags, though certain ones don't always pop up in the return unless the block has a value there (like if it has a custom name), and /entitydata can be used the same way (though it's syntax can make it difficult to target a specific mob sometimes).

    It disappoints me that this didn't solve the problem... so much so that the fact that it's not fixed is probably gonna bug me, and since I'll eventually end up needing something similar in my own structures, I think I'll start taking a closer look myself.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I had similar issues with getting the command blocks to work before the new update. It seems adding an entry to the "teblock" list doesn't make the parser recognize it as much as allow you to utilize the variable format to edit the rule itself. The key to it, though, is you have to specify a complete tag, whether the variables are necessary for your purposes or not. Here's what I would try:

    ---In Minecraft, place your flower pot and put the item in it.

    ---/parseruin Name

    ---Stand on the flower pot and type the command /blockdata ~ ~ ~ {}. This will bring up an error in the chat that the data didn't change, and then list a complete tag for the block.

    ---Pause the game and open the template file and locate the rule for the flower pot.

    ---Type in the structure for the "teblock" variable and leave the tag blank.

    ---If you leave your launcher open when playing Minecraft, you can find the error message from the chat in there and you can copy and paste the tag. If not, then you'll have to type it by hand

    This should function properly now.


    The thing with the 0: and 1: is that they are indexes of the list of items the chest contains. The structure is ListTag:[0:{item stuff},1:{item stuff}...]. I don't know if you program at all, but if you do it should make some sense. If not, don't concern yourself with it.

    I've no idea why the data tag specifies coordinates either, but it seems that they don't make any difference. You can put any value there, and when the block generates, the tag will change these values to the pot's current coordinates.


    I hope this helps you. The wki does have the proper information, it's just that the blocks themselves function a little weird with this format. I don't think there's any way to change it, though, so we'll have to make do.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Jordan_Peacock»

    Woo! I'm going to have to figure out how these things work now. It looks as if the Impulse blocks with Always Active can provide a superior way for me to add blocks that require tile data, such as flower pots, or chests with items with complicated special tags.

    ... I'll have to experiment to be sure, but since Always Active says nothing about "self-destruction" for the Command Block, it seems that using /setblock on its own location should be a legitimate execution. That's what I'm hoping, anyway. :)


    That actually won't work. The Impulse Command Blocks still use the other format for saving to templates and it doesn't store NBT data like the others. It's no big deal though as far as I'm concerned, because that behavior is still possible with RUINSTRIGGER and I don't think conditional-ity works with the Impulse mode.
    It would definitely save space when building though to be able to have the command block occupy the place you're putting the block...

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from AustinOG»

    Alright thanks for the help. I shouldn't find anymore ruins that I don't want spawning anymore, but if I do I'll come right back here.

    No problem. It's kind of a pain to try to test every single ruin to see what you're looking for to disable it...
    Lucky you I have a flat world where I already did it :)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from AustinOG»

    Thanks, I also want to disable some other ruins, but I don't have screenshots. The ones I want to disable are the ones that spawn a small bit of farmland with crops growing on it, and one that spawns a wooden barn structure.

    If the wooden barn structure has a cobble base, its Barn-intact. The farmland that grows wheat is TinyFarmField.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from AustinOG»

    I have some ruins I'd like to disable, but I don't know the names of them. I have screenshots of them below.



    Post 1: Image 1: Mausoleum
    Post 1: Image 2: CastleModified
    Post 1: Image 3: Outcrop
    Post 1: Image 4: CastleModified
    Post 1: Image 5: VolcanicVent
    Post 2: Image 1: Altar
    Post 2: Image 2: StoneHouseMruined


    Find anymore you don't want, just ask.

    Posted in: Minecraft Mods
  • To post a comment, please .