Open phoenicisestuans opened 3 years ago
I have some experience modding Minecraft and coding in Java. With some support from someone very familiar with this project, I would be happy to help provide the needed code for this fix if you want it to be implemented.
If you're referring to Stonelings, they spawn below Y=12 in basically every biome.
They do have low spawn chance so trying in a mushroom biome can help here.
Considering I was in spectator mode for hours and found 0 (skeletons/creepers/etc were spawning plentifully) then the issue may be a need to adjust the spawn rate of stonelings for modpacks with Vault Hunters in it [seeing as they are from Quark]
They were adjusted down because they're incredibly overpowered in farms. They have TONS of drops that can replace multiple farms for very little effort.
This is intentional, indeed. I'd suggest digging out a fairly large area below y=12 or create a pseudo mob farm. They spawn in 5 or less light level and only need 1x1x1 blockspace.
Okay, then I go back to my original suggestion of limiting what can be required based on crafting. Since a Vault item is needed and the 1 mob that drops it is too op to adjust the spawn rate on I think it would be smart to limit the required items to things craftable before entering your first vault. Since the requirement is supposed to go up in quantity per Rock you turn into a Crystal tracking how many you've done isn't an issue so you could even have the restriction be lifted after...is the correct term unlocking?
The pool which the altar pulls the heart of diamond from is not related to crystals crafted, rest assured. There is no multiplier for this item. The items in the "misc" section are static and set their amounts based solely on what is in loot table. So, if you have made 0 crystals or 100, if you roll a Heart of Diamond, it will only ever require you to collect 1. It is not meant to be terribly "easy" by any means.
{
"type": "minecraft:item",
"weight": 1,
"name": "quark:diamond_heart",
"functions": [
{
"function": "minecraft:set_count",
"count": {
"min": 1,
"max": 1
}
}
]
}
After I made a stoneling farm under y12 it took maybe 30 minutes to get a heart of diamond. The recipe that uses vault items is to make getting that item easier in the later game.
Bug Description First Vault Rock required a material that required having already been to a vault to convert it into a Vault Crystal [which is required to enter the vault].
Expected behavior First Vault Rock requires only components obtainable pre-vault-entry
To Reproduce Steps to reproduce the behavior:
Additional Context The required item in question was the Heart of Diamond which drops from an enemy that I could not find within 3 hours of searching, or which requires Vault Diamonds to craft
World Info Singleplayer, downloaded via CurseForge modifying the map mod only. The map mod was updated to the latest version supported by 1.16.x. Bug found in creative mode as I was familiarizing myself with how to unlock a vault for the first time. Altar was crafted with spawned in components. Vault Rocks were mined with a pickaxe after the ore was spawned in via the '/fill' command. Spawning in the required materials successfully converted the rock to a crystal and the crystal worked in a frame to create a portal (which I proceeded to pass through and it generated fine). The only issue being reported is that the required items would have been impossible to obtain in survival, I was only able to obtain the last item due to having cheats enabled and therefore being able to switch to creative mode.
Recommended Action Recommend adding "first-time launch" code that checks for items with crafting recipes that were modified to require vault items and removing them from the table that selects what is required. Items locked behind research would be reasonable to filter out as well until the appropriate research is unlocked.