• 0

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

    Fixed the issue preventing structures from spawning in 1.16. Luckily the solution allows the pack to still work in both 1.15 and 1.16. Big thanks to those that helped figure out how to fix the problem.

    In 1.16 they changed the Dimension NBT tag from numerical to namespace ID (Overworld changed from 0 to minecraft:overworld), but also at the same time they straight up removed the Dimension tag from entities from what I understand.

    There were places in the pack where I basically used this format to check entity dimensions:

    /execute as @e[​nbt={Dimension:0}]

    Which now the method for doing this would be:

    /execute in minecraft:overworld as @e[​distance=0..]

    This problem has been fixed and the pack should be playable in 1.16 now. Hopefully in a few weeks there will be another update as I finish the
    new structures for the module pack.

    Posted in: Minecraft Mods
  • 0

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

    Unfortunately a patch to get the pack working in 1.16 will need to wait until this issue is resolved:
    https://bugs.mojang.com/browse/MC-190598


    Edit: A workaround has been found.

    Posted in: Minecraft Mods
  • 1

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

    Got super busy lately, so that has delayed the completion of the next version a bit, but I just want to make a quick post mentioning that the pack appears to no longer work in 1.16 until I find a workaround for an issue introduced in Snapshot 20w21a.


    They changed the Dimension NBT tag from numerical to namespace ID, meaning I'll need to update the files that utilize that to detect which dimension to scan, which I could create a hotfix for really quick except I've been trying all kinds of different ways of doing it and can't for the life of me get it to work with entities other than the Player now...?


    I'll keep posted on if I find what I'm meant to do to fix this, just figure I'd pop this here in my search for a solution.

    Posted in: Minecraft Mods
  • 0

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

    Ah, interesting, I suppose I hadn't considered servers would be pickier about that too.


    You might be able to delete these files to fix it?

    Crabtures Base v0_9/data/structures_crabmaster/predicates/biomes/crimson_forest.json
    Crabtures Base v0_9/data/structures_crabmaster/predicates/biomes/basalt_deltas.json
    Crabtures Base v0_9/data/structures_crabmaster/predicates/biomes/warped_forest.json
    Crabtures Base v0_9/data/structures_crabmaster/predicates/biomes/soul_sand_valley.json

    And if it complains about functions calling predicates that don't exist then you can modify:

    Crabtures Base v0_9/data/structures_crabmaster/functions/pick_nether_cave.mcfunction

    Deleting lines 22 to 25:

    execute as @s at @s if predicate structures_crabmaster:biomes/soul_sand_valley run scoreboard players set Biome Biome5556 111
    execute as @s at @s if predicate structures_crabmaster:biomes/crimson_forest run scoreboard players set Biome Biome5556 112
    execute as @s at @s if predicate structures_crabmaster:biomes/warped_forest run scoreboard players set Biome Biome5556 113
    execute as @s at @s if predicate structures_crabmaster:biomes/basalt_deltas run scoreboard players set Biome Biome5556 114

    Hopefully that's all that is needed to fix it, I can't recall off the top of my head where else might call these biomes, this file basically converts the detected biome into a number value so this should hopefully be the only time my system needs the predicates.

    Posted in: Minecraft Mods
  • 1

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

    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.

    Posted in: Minecraft Mods
  • 1

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

    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!

    Posted in: Minecraft Mods
  • 1

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

    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!

    Posted in: Minecraft Mods
  • 1

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

    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.

    Posted in: Minecraft Mods
  • 2

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

    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!

    Posted in: Minecraft Mods
  • 2

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

    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.

    Posted in: Minecraft Mods
  • 2

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

    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:

    Posted in: Minecraft Mods
  • 1

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

    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!

    Posted in: Minecraft Mods
  • 0

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

    Due to the limitations of datapacks this kind of datapack does indeed rely on a radius around a player, if Mojang gave datapacks the ability to run once per chunk load I'd switch to that method in a heartbeat but currently the method runs outward from the player until it reaches the edge of the loaded chunks. I have only tested this in Singleplayer and LAN, so I hadn't considered the possibility of what it might do on a server with no players logged in? Maybe I need to double check to ensure it wont run commands if there isn't a player to target.


    I did get a chance to do some testing in Singleplayer, with no other packs or plugins installed it doesn't appear to happen so either the next version I'm working on fixes it or it is a multiplayer issue I don't currently have the best way of testing. If it is just a glitch from no players being logged on that may be easily fixable.

    Posted in: Minecraft Mods
  • 0

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

    Huh, it appears one of the block tag collections isn't valid. Seems I'm probably using an outdated value for signs, though checking the wiki it appears "minecraft:standing_sign" is for bedrock edition so that's kinda odd? You don't happen to be trying to run this in Bedrock? I haven't yet gone through to see what inconsistencies between Java and Bedrock datapacks I need to fix (if datapacks are even a thing for Bedrock? I haven't checked that either oops.)


    Either way, "Crabtures Mega Mix Pre Installed v0_8/data/structures_crabmaster/tags/blocks/ignore_detection.json" may be an outdated file in the pack anyway, I can't recall where or if I use it so there is an off chance you miiiight be able to delete it without problem? Maaaybe?


    I'll make cleaning up those files another task before releasing v0.9 in hopes of avoiding errors like this. I wish I had more time to work on it.

    Posted in: Minecraft Mods
  • 1

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

    Oh wow, that's an odd one... I can somewhat understand why it might be happening, though it definitely shouldn't be happening. I store a few entities at 0 128 0 for a slight efficiency gain of re-using them instead of spawning new ones, I'll need to check again but I don't recall seeing this bug happen in any of my own test worlds. If buildings are repeatedly spawning at 0 ~ 0 that means somehow the entities either aren't being moved to the correct location, or are somehow being triggered to run after being returned to 0 128 0...? Very bizarre.

    Are you running any other datapacks? Mine should be designed to play nice with others, but I can't guarantee others are designed to play nice with mine.


    (As a side positive note unrelated to this that I just wanted to mention, I finally made a breakthrough which will make packs be able to seamlessly be installed without needing to edit that "pack pool" file, so whenever I can finish v0.9 packs from then on should be more user friendly.)

    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.