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

    Aaah, OK, I was thinking of the problem the other way around. Thank you for the clear explanation!


    Meanwhile, I figured I'd throw my current set of templates up for people using mod version 1.14.4.6 (and later) - it's not nearly as full as I'd like it to be, but "perfect" is the enemy of "good enough".


    I've got the release up at the github site for my project - I don't have screenshots of everything (anything) yet but I'm working on that and will populate the GitHub Wiki with them.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Can we have the modsrequired tag filled out properly by /parseruin? just add all the unique domains used in the construct

    Posted in: Minecraft Mods
  • 0

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

    I

    Quote from Syndaryl»


    I've slapped it up on Gist -> if someone can figure out what funky thing is going on

    pirateship_dynamic.tml


    Aaand of course minutes after I post it I figure out what's going on.


    For reference: beds are two block objects, which is fine, but I didn't link the rules for the head and the foot of the beds together like I should have. Oopsies. That meant that the head and foot ends of the bed were often for different beds, and broke.

    Posted in: Minecraft Mods
  • 0

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

    For version 1.14.4.6, I'm playing around with the default templates to get comfortable with the new syntax features. One thing I've tacked is rewriting the pirateship so that it picks one of the different colors of wood for all wooden components, and picks one color of bed for each side of the hold.


    That seems to be doing OK, except when I spawn it in all the beds immediately break. They're all correctly picking a different color though, one for each side of the hold...


    I've slapped it up on Gist -> if someone can figure out what funky thing is going on

    pirateship_dynamic.tml

    Posted in: Minecraft Mods
  • 0

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

    Aaaand another couple of questions for 1.14 - do we have a ruinstrigger command or something similar?

    Alternately, how do I get a command block to execute testruin?


    I'm trying to have one template for e.g. ruined huts, which picks one of the ruined huts to spawn. This prevents too many ruined huts *of any type* appearing close together, not just the same type.



    EDIT: ooo, just saw your post, I dug around and found template_rules.txt inside the JAR, I'll read that with my coffee this morning!

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Do we have any documentation for the 1.13+ rule format? There don't seem to be any example templates, so I can't figure out how to do things like a chest that pulls from a loot table, or custom heads

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Are there any collections of templates compatible with 1.14 yet? I really do appreciate the labor involved in updating existing large collections, so I'm not trying to pressure anyone. Just a polite inquiry as to what's already out :)

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Syndaryl»

    "unless I go through EVERY SINGLE TEMPLATE I have already, and inflate the values by a factor of 10 or 100 or whatever."


    I can do that for you, it's a simple batch script. What value do you want them set to?


    Actually, never mind. I went ahead and did it with a base weight=100


    https://www.dropbox.com/s/auacztwkoi7xr3d/ruins_weight100.zip?dl=0


    This is all of your 1.12 packs :)

    Posted in: Minecraft Mods
  • 1

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

    "unless I go through EVERY SINGLE TEMPLATE I have already, and inflate the values by a factor of 10 or 100 or whatever."


    I can do that for you, it's a simple batch script. What value do you want them set to?

    Posted in: Minecraft Mods
  • 0

    posted a message on Advanced Fishing

    When you say this overrides the fishing mechanics, what sort of changes are we looking at?


    Is it still the mini-game where we wait for the splash, or something else?

    Posted in: Minecraft Mods
  • 0

    posted a message on Grim Pack

    Got an NPE on opening a pair of doors in 5.0.0.2 in Forge 1.12-14.21.1.2441



    [17:27:12] [Server thread/ERROR] [FML]: Exception caught during firing event net.minecra[email protected]237a8d03:

    java.lang.NullPointerException: null

    at com.grim3212.mc.pack.util.event.DoubleDoor.activateDoubleDoor(DoubleDoor.java:60) ~[DoubleDoor.class:?]

    at com.grim3212.mc.pack.util.event.BlockChangeEvents.playerInteract(BlockChangeEvents.java:23) ~[BlockChangeEvents.class:?]

    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_386_BlockChangeEvents_playerInteract_RightClickBlock.invoke(.dynamic) ~[?:?]

    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?]

    at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:179) [EventBus.class:?]

    at net.minecraftforge.common.ForgeHooks.onRightClickBlock(ForgeHooks.java:1086) [ForgeHooks.class:?]

    at net.minecraft.server.management.PlayerInteractionManager.func_187251_a(PlayerInteractionManager.java:433) [op.class:?]

    at net.minecraft.network.NetHandlerPlayServer.func_184337_a(NetHandlerPlayServer.java:729) [oy.class:?]

    at net.minecraft.network.play.client.CPacketPlayerTryUseItemOnBlock.func_148833_a(SourceFile:55) [lz.class:?]

    at net.minecraft.network.play.client.CPacketPlayerTryUseItemOnBlock.func_148833_a(SourceFile:11) [lz.class:?]

    at net.minecraft.network.PacketThreadUtil$1.run(SourceFile:13) [hv$1.class:?]

    at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source) [?:1.8.0_144]

    at java.util.concurrent.FutureTask.run(Unknown Source) [?:1.8.0_144]

    at net.minecraft.util.Util.func_181617_a(SourceFile:46) [h.class:?]

    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:720) [MinecraftServer.class:?]

    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:665) [MinecraftServer.class:?]

    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185) [chb.class:?]

    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:523) [MinecraftServer.class:?]
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    I'm playing tcon 1.12-2.7.2.15 on forge 1.12-14.21.1.2441 and aluminum brass isn't working for casting any more. Is that a permanent change or an "in development" thing?

    Posted in: Minecraft Mods
  • 0

    posted a message on MalisisDoors 1.12.2-7.3.0 / 1.11.2-6.1.3 (01/02/2018)

    I'm having a problem with the custom door maker in "boo" 1.11.2-6.1.1; well, a few related problems. I can't pick most of the sound, redstone, and movement options - it just doesn't do anything when I pick them, and if I have items in my inventory under the drop-downs I end up picking those up. I still can't pick those options if I have a totally empty inventory though.

    Specifically I can't pick any movement "below" Rotating and Sliding in the list, and I also can't pick any sound except Big Door. For Redstone I can pick Standard and Redstone Only, but not Redstone Lock or Hand Only.


    I am using MalasisCore 1.11.2-5.2.1

    My minecraft version is of course 1.11.2

    My Forge version is 1.11.2-13.20.0.2296


    EDIT: there are no errors in the log, no exceptions, no warnings :/

    Posted in: Minecraft Mods
  • 0

    posted a message on The Spice of Life (encouraging dietary variety through diminishing returns)

    There's a variable for food history length so I'm pretty sure that's just a coincidence. But you can adjust that formula any way you like.

    Posted in: Minecraft Mods
  • 0

    posted a message on AmbientSounds v1.2.1 - Biomes O Plenty support - #ListentoNature

    Using the new 2.1 release :) I LOVE it.

    Posted in: Minecraft Mods
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