• 0

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

    I'm getting irregular loss of my hunger history 1.11.2 - always when I reload the world. Sometimes it wipes my list completely, sometimes it only partly wipes my list, sometimes it resets me to the starting period of the game where I get a "grace period" of (in my config) 10 items.


    It looks like the information is getting lost or corrupted between instances of the game.

    Posted in: Minecraft Mods
  • 0

    posted a message on Grim Pack
    Quote from grim3212»

    Haha, sorry about that. It is not completely fully implemented at the moment but it should be golden nuggets. Still it's not fully fleshed out because it would be nice to have it actually have a use when tamed like you can use it as storage.

    D'oh! I should have tried that, it's like gold coins. Of course treasure chests eat gold coins. PIRATE BOOTY!

    Ahem.

    I look forward to eventually having my own pet Luggage, even if it doesn't eat monsters :)
    Posted in: Minecraft Mods
  • 0

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

    Complete list of cavespider rather than Cave_Spider:

    • Birch Forest/BirchWatchtower_1v11.tml
    • Desert/Sphinx_Great_CB_1v11.tml
    • Forest/HauntedManor_CB_1v11.tml
    • ForestHills/CastleGreywolf_CB_1v11.tml

    I'm guessing the case doesn't matter so never mind about that.

    Posted in: Minecraft Mods
  • 0

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

    @Jordan_Peacock, thanks for the quick turnaround! I have a horror of silverfish so I've been going through and nuking monster eggs and silverfish spawners, so I diff'd with my last set of edits. I am, of course, back with more errata. By our powers combined we are... quality assurance?


    The following templates are using MobSpawner:CaveSpider (or cave_spider) when they should be using MobSpawner:Cave_Spider:


    BirchWatchtower_1v11.tml

    Sphinx_Great_CB_1v11.tml

    WellOfSouls_CB_1v11.tml

    HauntedHouse_CB_1v11.tml

    CastleGreywolf_CB_1v11.tml


    There may be more, I need to go to bed.


    A number of templates are still using the lowercase names for the EntityTag on spawn_eggs, I don't know if that matters. ex:

    ConjurerDungeonDesert_CB_1v11-r.tml



    Note to self; I really should make a perl script that replaces silverfish spawners and monster-eggs instead of doing batch search-replace and hoping I remember everything.

    Posted in: Minecraft Mods
  • 0

    posted a message on Grim Pack

    Where can I go to get a hint on taming a treasure mob? I can leash it, but that doesn't do the achievement. I've tried feeding it bread, regular apples, golden apples, notch apples, an oak chest (!), a diamond, a block of diamond, a gold ingot, a block of gold... I don't have a clue what a treasure chest eats :/

    Posted in: Minecraft Mods
  • 0

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

    Loving what you've got for your start with 2.0.0 - I've had to pull it because the debug info is a bit overwhelming but you've got the right idea here I think :)


    Configuring it from an external JSON or something in the config folder instead of through resource packs would be the best approach I think, but this is still a REALLY cool direction.

    Posted in: Minecraft Mods
  • 0

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

    Hey @Jordan_Peacock - I'm noticing problems with the desert dungeon's spawners and chests in 1.11.2 Adventure CB. I'm not sure what the name of the dungeon is, it's the one with a dry well as the entrance, and at least two levels of rooms (haven't finished exploring), including "hidden" rooms with doorways covered in sand blocks, with big statues in them (ankh, anubis?), and the water fountain, and water garden with lillies.


    There's a spawner in nearly every room, but they're all the broken "Pig" spawners that Minecraft does when it doesn't know what to do with the spawner.


    The treasure chests all seem to have the same loot, some gold armor, some gold, probably other stuff, and always including two potions that don't work - they don't have names, and don't have effects, and basically look like their NBT tags got trashed. In general it looks like NBT tags are unhappy in this dungeon.

    Posted in: Minecraft Mods
  • 0

    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    Geographicraft isn't creating any config files, so I can't change anything! What did I miss?


    It made itself a folder in my general config area, and in the world I just made it made a worldSpecificConfig\GeographiCraft subset, but there is nothing in either folder. I have tried loading the game and quitting repeatedly, and entering the world, exiting, and quitting repeatedly. No configs!


    Forge 1.11.2-13.20.0.2228


    BiomesOPlenty-1.11-6.0.1.2137-universal

    GeographiCraft-0.8.7

    Quark-r1.2-90

    Posted in: Minecraft Mods
  • 0

    posted a message on AtomicStryker's Infernal Mobs - Diablo Style Modifiers

    Popping by to say that I am loving this mod.


    Emergent behaviors in modding is always fun, and so I had to run away from a flaming ghastly poisonous demon chicken from hell.:lol: (Demon chicken mob added by Abyssal Craft, highly decorated by Infernal Mobs in a very appropriate fashion)

    Posted in: Minecraft Mods
  • 0

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

    It'd be nice if there was some sort of in-game "library" of do-nothing little decorative bits that would work offline, and wouldn't depend on anybody's "skin" to stay the same. Or, say, a painting or decorative block with a bitmap pattern that could be customized via NBT tags. But I'm sure there's a good reason nobody's gone that route.

    Well there's certainly a lot of decorative mods, like Bibliocraft (lots of furniture), Grim's Pack (skinnable furniture, planter pots, lamps), and such.

    Hypothetically it shouldn't be hard to write a mod that creates a new block that is very much like the head, but uses a local library of textures (completely compatible with the head textures for superior laziness, I would suggest). Having a fixed set of blocks would be easy, but would require code changes to add more heads. More challenging would be allowing you to stuff more textures in a folder and dynamically create the appropriate blocks, but it should still be doable. I'm not sure about how best to get permission to use distribute peoples skins with the mod, though.

    I'm not promising anything, but I'll look into that for you. If I make it, it would be 1.11.2 and possibly 1.10.2 but not other versions.
    Posted in: Minecraft Mods
  • 0

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

    I figured out why my test templates were mysteriously spawning like 8 Z levels above my head when I used ~ ~ ~ - I created the default Superflat which has "ground" level at y=3 or something ridiculous like that, and that's just wacky.


    I created a new Superflat with the tunnelers dream preset: I'm pleased to report it retains the fixed teblocks= setting and my structures are sane and spawn where I tell them to and not floating mysteriously in the air. My flowerpots continue to not care that I deleted the XYZ information, so that's good. Perhaps that got fixed in vanilla at some point? I haven't played with mob/player heads yet.


    So, that tangent about creating random loot AND THEN stuffing a custom item in the chest: The following WORKS!


    rule1=0,100,teBlock;quark:custom_chest;{x:1237,y:237,z:-599,LootTable:\"chests/jungle_temple\",Items:[],id:\"quark:quark_chest\",type:\"jungle\",Lock:\"\"}-2
    rule2=0,100,IInventory;minecraft:hopper;minecraft:stick#{display:{Name:\"Key I\"}}#0#0-0
    
    layer
    1
    endlayer
    
    layer
    2
    endlayer

    Add a command block to delete the hopper afterwards or replace it with something more scenic, and you get a shiny new custom_chest with jungle_temple loot table items AND a key stick for using on other chests.


    You should be able to use the normal Ruins chestgen hooks in place of the NBT route if you're using a normal chest, of course.


    The other option (kinda weird) is to do it the other way around: have a chest-and-hopper combo in the wall behind your target chest. Hidden chest gets the loot table generation command, target chest gets the specific loot. Hopper(s) then move random loot into target chest. You can probably even set up a little redstone to clean this up after it does its trick, without using the on-chunk-load Ruins commands - hoppers and chests both interact with redstone based on contents.


    also: to make the key to all my locked chests:

    /give PLAYERNAME stick 1 0 {display:{Name:"Key I"}}

    or create a rule that puts minecraft:stick#{display:{Name:\"Key I\"}}#0#0 in whatever you want it to be in. It doesn't have to be a stick, of course - it just needs to have the right display name. The name can also of course be changed, but it has to match the lock name.

    Posted in: Minecraft Mods
  • 0

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

    (By the way, thanks for your very thorough notation!)



    When you're trying to troubleshoot a wacky code problem asynchronously over the internet with a stranger, more (precise, step-by-step) information is usually better than less :)

    Quote from Jordan_Peacock»
    * Which version of Minecraft are you using?



    1.11.2 Forge 13.20.0.2259 (at the moment, I pretty much update on every Forge release because I'm crazy like that).

    Quote from Jordan_Peacock»
    * Which version of Ruins? (And how recently was the last time you downloaded and installed it?)



    Says "1.11.2", no mod version on the file name or in the mcmod.info; internally the changelog.txt in the jar file has the last listed version as 16.4;
    Timestamp Feb 14, 2017, 1:42 PM (EST)
    Downloaded from Curseforge


    Quote from Jordan_Peacock»

    * Where did you find the ruins.txt file? Was it the "parent" file in the config folder, or was it the "child" file in the world save folder?



    Config folder. Didn't know about the world-save version! That one has an empty teblocks list, it doesn't seem to have picked up the change from the main file. The world I'm testing this in is a virgin flat created for the purposes of figuring out how to make a do with this particular block - but I created it BEFORE I updated the teblocks.

    Quote from Jordan_Peacock»
    Actually, it occurs to me: If you have an existing world and you install a new version of Ruins, but a "ruins.txt" file already exists in your config folder, I don't know whether Ruins will touch that file any further.



    The Forge config system would mangle the file on update as appropriate (although if the setting was already damaged, it wouldn't get fixed unless the programmer specifically coded for that - Lycanite's mobs checks to see if your config files are too old and explodes them, deliberately).

    Ruins seems to use a custom config system (thus the .txt extension) so I have no clue.

    I see where you're going with this line of questions. I've removed the ruins.txt from the config folder to allow Ruins to regenerate it (as if a virgin install). When I started Minecraft and did not create a world, config/Ruins.txt was NOT created. I closed Minecraft and it was still not created. Weird.

    I restarted Minecraft and created a new superflat (Creatively named TEST) and config/ruins.txt is finally created - with an empty teblocks. >.< saves/TEST/ruins.txt is also created, with the same content. So I terminated Minecraft, updated both config/ruins.txt AND saves/TEST/ruins.txt with my modified teblocks line from my prior post:

    teblocks=minecraft:flower_pot,minecraft:standing_banner,minecraft:wall_banner,quark:custom_chest,quark:custom_chest_trapped,randomthings:specialchest

    restarted Minecraft, and loaded the TEST world to retry that "Make a new template with your NBT entities" experiment. WILD SUCCESS.


    rule1=0,100,teBlock;minecraft:flower_pot;{Item:\"minecraft:red_flower\",x:701,y:4,z:1424,Data:1,id:\"minecraft:flower_pot\"}-0
    rule2=0,100,teBlock;randomthings:specialchest;{chestType:0,x:701,y:4,z:1425,Items:[],id:\"randomthings:specialchest\",Lock:\"\"}-2
    rule3=0,100,teBlock;minecraft:flower_pot;{Item:\"minecraft:air\",x:702,y:4,z:1424,Data:0,id:\"minecraft:flower_pot\"}-0
    rule4=0,100,teBlock;quark:custom_chest;{x:702,y:4,z:1425,Items:[],id:\"quark:quark_chest\",type:\"jungle\",Lock:\"\"}-2
    rule5=0,100,teBlock;minecraft:flower_pot;{Item:\"minecraft:yellow_flower\",x:703,y:4,z:1424,Data:0,id:\"minecraft:flower_pot\"}-0
    rule6=0,100,teBlock;quark:custom_chest;{x:703,y:4,z:1425,Items:[],id:\"quark:quark_chest\",type:\"spruce\",Lock:\"\"}-2
    
    layer
    2,1
    4,3
    6,5
    endlayer


    This template can be loaded back in, as well. The WIERD thing is that it's loaded several blocks over my head, in the air. It's definitely ignoring the XYZ NBT data, I confirmed by breaking the original structure - it is not replaced. The new structure is just... hovering.

    I also tried deleting the XYZ tags and Ruins continued happily enough. I was also able to add the dungeon loot table NBT!

    Quote from Jordan_Peacock»
    I end up having to start over anew so often (because I'm driven by the whims of whatever modpacks my friends are presently toying with)



    I'm a bleeding-edge-update-all-the-time-ooo-new-shiny-mod kinda person. Which means I have my own mess of a mod pack that changes more or less weekly, and naturally I do a lot of world resets to see new shiny features that might not show up... Basically I spend most of my time walking around a lot looking at pretty landscapes and interesting structures and running screaming from monsters, which is why I like Ruins >.>

    Quote from Jordan_Peacock»
    It looks like I somehow mangled the "bold" formatting in my post, which might have made that section of it hard to read, but have you by any chance tried getting the desired tile entity data off of the custom_chest, etc., by using the /blockdata ~ ~-1 ~ {} trick?


    I confess I went straight to the 2000lb gorilla solution of popping my savegame open in NBTExplorer. I have now tested it, and it does work, providing all the information out of NBTExplorer.

    Quote from Jordan_Peacock»
    One very frustrating problem I had with trying to spawn flower_pots and custom heads into the world (as decorative items that don't look head-like at all) was that, while most of my interactions with NBT have been very flexible about the order in which I supply tags, it seems as if, in order to spawn a flower pot into the world, I needed to specify EVERY tag (and quite possibly in a particular order) -- even including the moot x, y, and z coordinates -- or else it wouldn't work at all. (I could put zeroes or any particular value in those x/y/z fields, and it would have no impact upon anything -- save that if I DID NOT specify a value for each, it just wouldn't work.)


    Oddly, I could delete the XYZ tags on my flower pots and they still work - well, other than the whole structure spawning in at completely the wrong Z-level.

    Quote from Jordan_Peacock»
    By the way, I'm very curious about how this rule turned out:



    I notice that it has a stack of 63 diamonds in slot 0 specified ... but it ALSO has a "loot table" entry specified. So, does it ignore the specified contents and generate a fresh, random set of contents as soon as it's opened? Or does the stack of diamonds take precedence? Or, does it generate treasure AND have a specified stack of diamonds in slot 0?


    I was hoping for the last option: generate random treasure, and then overwrite whatever was in slot 0 (including nothing) with 63 custom-named diamonds.

    What actually happens is that the LootTable tag is kept, and the Items list is discarded. Then, when you successfully open it (because of the key feature) the LootTable tag is discarded and the Items list is populated. I believe this is also triggered with any other inventory interaction event (including e.g. a Hopper inserting an item into it).

    Now, THAT produces the interesting idea of spawning in a Hopper with your fixed item in it, pointing to your treasure chest with a loot table. That should create a chest with a loot table, trigger the hopper insertion, which triggers loot table resolution interrupting the hopper insertion, and then finally the hopper finishes the insertion and the fixed item appears in the chest. I'm going to go test that rube-goldbergian contraption now.

    Posted in: Minecraft Mods
  • 1

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

    I've been doing some research of my own: it's definitely NBT info. Fortunately I am a programmer :) and I work with structured data for a living so the JSON isn't a big headache, I'm just learning the syntax. As a programmer, I'm going to be spewing a great big post with examples of everything I've tried because I don't know what would be useful to someone else - but I know I hate finding a 4 year old post about exactly my problem that just has a follow up of "Never mind, I fixed it!" :P


    So! for example, this command will create a Jungle wood chest with the name "Chest I" that requires a key item "Key I", containing a diamond in the first slot called "Shining Gem". I haven't looked up how to make it look all foil like an enchanted item but I know that's an option somewhere.


    /setblock ~ ~ ~ quark:custom_chest 0 replace {type:"jungle",CustomName:"Chest I",Lock:"Key I",Items:[{Count:1,Damage:0,id:"minecraft:diamond",Slot:0,tag:{display:{Name:"Shining Gem"}}}]}


    And THIS command creates a similar chest, but it's filled with random dungeon loot from the jungle temple loot table:


    /setblock ~ ~ ~ quark:custom_chest 0 replace {type:"jungle",CustomName:"Chest I",Lock:"Key I",LootTable:"chests/jungle_temple",Items:[{Count:63,Damage:0,id:"minecraft:diamond",Slot:0}]}


    THIS Ruins rule creates a vanilla Trapped Chest like my first example, with the Shining Gem. Although it says it's an Innocent Chest >.>


    rule2=0,100,teBlock;minecraft:trapped_chest;{Items:[0:{Count:1,Damage:0,id:"minecraft:diamond",Slot:0,tag:{display:{Name:"Shining Gem"}}}],id:"Chest",CustomName:"Innocent Chest",Lock:"Key I"}-0


    But when I tried to create a similar Jungle custom_chest with my shiny new knowledge of NBT structure, I get the same old issue of a textureless "spruce" chest that has an empty "type" tag; it also isn't locked and has no contents.


    rule3=0,100,teBlock;quark:custom_chest;{type:"jungle",Items:[{Count:1,Damage:0,id:"minecraft:diamond",Slot:0,tag:{display:{Name:"Shining Gem"}}}],CustomName:"Innocent Chest",Lock:"Key I"}-0


    Then when I came back here to report on my research so far, I see your very detailed post (thank you very much sir!). So then I started looking into what Ruins thought of these blocks, once I updated teblocks in the ruins.txt


    My original teblocks was empty, which is what was the default for me. *shrug*


    My teblocks now looks like this:

    # tileentity blocks, those (nonvanilla)blocks which cannot function without storing their nbt data, full name as stick dictates, seperated by commata
    teblocks=minecraft:flower_pot,minecraft:standing_banner,minecraft:wall_banner,quark:custom_chest,quark:custom_chest_trapped,randomthings:specialchest


    (I don't know what "as stick dictates" means)


    I made sure to restart Minecraft.


    I then made a template with a custom_chest placed with me facing south, a specialchest placed with me facing south, a flower pot with a poppy, a lit furnace burning charcoal to smelt iron, a blank banner, a decorated banner, a rotated custom_chest, a rotated specialchest, an empty furnace, a flower-pot with a blue orchid and a flower-pot with an allium. I stuck a custom item in one of the custom_chests so I could keep oriented.


    Here's a screenshot: Screenshot of my source


    This... did not work as expected.



    rule1=0,100,minecraft:furnace-5
    rule2=0,100,IInventory;minecraft:lit_furnace;minecraft:iron_ore#60#0#0+minecraft:coal_block#5#0#1+minecraft:iron_ingot#4#0#2-2
    rule3=0,100,minecraft:flower_pot-0
    rule4=0,100,randomthings:specialchest-5
    rule5=0,100,minecraft:standing_banner-8
    rule6=0,100,randomthings:specialchest-2
    rule7=0,100,quark:custom_chest-5
    rule8=0,100,IInventory;quark:custom_chest;minecraft:diamond#{display:{Name:\"Shining Gem\"}}#0#0-2
    
    layer
    2,0,1
    3,0,3
    6,5,4
    8,5,7
    endlayer
    
    layer
    3,0,3
    0,0,0
    0,0,0
    0,0,0
    endlayer



    One kind of flower pot, no NBT data on anything but the custom item in the first custom chest. I'm at sea.

    Posted in: Minecraft Mods
  • 0

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

    @Jordan_Peacock, while I was debugging my treasure chest problem (possibly a rotation mappings thing?) I noticed this in the log:

    Faulty Template name: SkullVineChamber_1v11.tml


    I think that's one of yours?

    Posted in: Minecraft Mods
  • 0

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

    Thank you! I was hoping that would be the answer! I'm always impressed at how easy and logical Ruins is. Now I just need to find a mod that can add modded items to default loot tables.

    If you're still on 1.10.2 there's Additional Loot Tables
    Posted in: Minecraft Mods
  • To post a comment, please .