In case you're wondering why I don't just post the final JAR file and save you the trouble of building it yourself--I'm not the mod author, and I don't think it appropriate for me to distribute unauthorized releases. Also, folks should be wary of JARs from strangers, anyway. Especially when those strangers are rabbits.
- WallyMcFly
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Member for 6 years, 10 months, and 29 days
Last active Tue, Sep, 29 2020 00:36:52
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QuarterAnimal posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft Mods -
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IVIandy posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 UpdatePosted in: Minecraft ModsI can craft dragon armor just fine. Instead of saying it's not working maybe you should have tried to see if it's a mod conflict? You're welcome.
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Skelebling posted a message on Nether VillagesPosted in: SuggestionsQuote from CannonFoddr»
While I agree the nether is a bit bare of structures - apart from netherfortresses there isn't anything - I don't agree about Nether Villages or having Nether Villagers..
.. Instead perhaps have nether 'Outposts' - the odd building, perhaps tower shaped, scattered in the nether - about the size of a village church perhaps [with the chance of perhaps one small netherwart field] & a non-zombified pigman that can 'sell' you items for 'survival in Nether' (like fire potions, maybe even Obsidian & Flint/steel to make portals back to overworld) for normal 'overworld' stuff like food, ice etc
This is what I would want to be added to the Nether rather than a Nether-themed variant of the current villages.
In addition to these trading outpost structures with merchants I would like to see some sort of mini dungeon (a mob spawner, chests filled with Nether items and precious loot, perhaps pieces of a broken Nether portal nearby) with new mobs that exclusively spawn there (or maybe a mini boss similar to the elder guardian). -
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Jordan_Peacock posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft ModsQuote from WallyMcFly»
That makes sense, and as one who uses your structures I can testify that it works. What would you do if you wanted a structure that hovers just above the surface of the lava (Such as my ship)? I am still trying to figure out how to make the castle generate. It's set to spawn in forests (birch and normal- not roofed) and plains. It's the only overworld structure I've made that never seems to generate. Even my End structures work better (By the way, I'm in the market for more end structures. Let me know if you've got any). What mod are you using to add those extra biomes? I'd very much like to see some of them. Do they add any more enemies and/or weapons?
Back to my main point, is it possible that there's a size limit? If so, I'll just use a smaller castle.
Re: Hovering Over Lava: That's problematic. I believe my "falling block" method will either end up going to the bottom of a lava pool before building, or burn up when it hits the lava. (I suppose it warrants testing.) Falling concrete_powder stops upon reaching water, so I think in theory the falling block method could be used to build upon WATER, by having a command block ride a concrete_powder falling_block entity as a "passenger," but I haven't seen any indication of a way to get the falling_block to behave that way with lava ... so that doesn't really help us at all.
I suppose you could "cheat" by essentially creating a "structure" that includes a lava lake that your boat would be floating upon. If it hits "solid ground" (netherrack), then a lava lake is created, with the boat atop it.
The other thought I have is that in the nether, the "lava sea" spawns at level 31 ( reference: http://minecraft.gamepedia.com/Lava ). One "trick" might be to have a "seeder" template (as with my template that spawns the falling_block into existence), except that instead of creating a falling_block entity at level 80, it uses /testruin to create your lava boat at level 31.
Either a lava boat gets created floating atop lava, or it's likely going to be embedded in solid netherrack. I suppose there's the CHANCE of it peeking out of some netherrack, but at that point it's likely to be very CLOSE to a body of lava. It's a long-shot, but it's the only idea I have at the moment.
Re: Castle: Can you put up the template somewhere that I can take a look at it?
Have you been able to successfully test-spawn it using the /testruin command in Creative mode? (If NOT, then there's probably something fundamentally wrong with the template.)
I don't know about upper size limits in Ruins structures, but I suppose there probably has to be some sort of practical limit. I just have no idea what that might be. I've sometimes had structures that will only build up to a certain level when I use "/testruin" -- and then the routine stops -- if it turns out that I've mistyped the name of a block, or used an invalid data value. If a structure doesn't show up at all during terrain generation, there might be an error in the template showing up in the logs -- but then there could be a number of factors conspiring to prevent Ruins from finding a valid building point for the structure. (Hence why I was hoping to take a look at the template. I could also test-spawn it, but I'm traveling right now and not at a computer where I can run Minecraft, so it'll be a week before I can do that again.)
Re: Extra Biomes: There are a number of mods that add extra biomes, including Twilight Forest (though it is only available up to MC version 1.7.10), and Biomes O Plenty. Aroma1997's "Mining World" mod adds an entire alternate "mining world" dimension with its own unique biome. There are a few other biome names that I've picked up in different modpacks here or there that I've added into my "BiomesToSpawnIn" lists, just in case they might be relevant; if the Ruins template is used in a modpack that DOES NOT USE those mods, it won't hurt to list those biomes anyway. It's simply that it won't ever be true that the current biome = "Bamboo Forest" if no mod has been installed that adds "Bamboo Forest" to the available biomes.
There are cases where names of certain biomes changed between versions, and I tweaked my templates to include multiple possible spellings. It's not that it should be possible that both biomes would be in play, but I figured it was best to cover all the bases (especially if I ever tried to "reverse engineer" a template back to an earlier version of Minecraft/Ruins). - To post a comment, please login.
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I have a question: Does the "Ride Horse" command work for mounts from other mods? If you want a specific example, I'm referring to hippogryphs and dragons from the Ice and Fire mod.
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Sorry, an unexpected delay came up. Here's my Ruins content. It's not much, but I'm planning to add more.
https://www.dropbox.com/s/f5di4ms2qivp3no/WalterTheMighty's Ruins Content.zip?dl=0&m=
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I would have said living pigmen as opposed to villagers
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Dragons in minecraft, modded or otherwise, traditionally can also spawn in Peaceful, but lose the ability to hurt the player. Be careful, the dragon will still kill you in Peaceful.