TelepathicGrunt / RepurposedStructures

Reusing and modifying vanilla structures for extra variety!
https://www.curseforge.com/minecraft/mc-mods/repurposed-structures
GNU Lesser General Public License v3.0
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End structures to add #233

Open TelepathicGrunt opened 4 years ago

TelepathicGrunt commented 4 years ago

NEW END STRUCTURES ARE NOW ON HOLD. The End needs more mobs so that we can utilize them for variety. Otherwise, any need end structure is going to feel more stale and a repeat in challenge or fighting. Once Mojang adds more mobs to the End, I’ll look into adding more structures to the end.

Current List:

turbosazzy commented 3 years ago

Enderman villages hahahaha even tho they dont do anything it would be funny out of purpur/endstone and obsidian pillars

TelepathicGrunt commented 3 years ago

The funny thing about end villages is, I did actual consider them! But when I was testing how villages behaves in the end, I was greeted with this. Yeah I quickly scrapped the idea after that lol

image

turbosazzy commented 3 years ago

Ouch... I think End Villages are a bit weird but since this is lowkey vanilla orientated you cant add aliens and villagers in the end are a no no so...

AbacusOperator commented 3 years ago

I propose adding thin endstone platforms-isles as parts of structures as fail safe for them ever being in the void as well as preventing ugly overhanging for larger structures.

TelepathicGrunt commented 3 years ago

Can't really do that for villages. The road is terrain matching which means when it goes off the island, it goes straight to y=0 and spawn the houses there. The other end structures I added has code to try and keep them only on land as I do land checks around them. End Shipwrecks, End Pyramid, and End Ruined Portals also has code to make them stop at y = 45 at the minimum (and Ruined Portal has some land built-in for them too). The End Outpost relies on my land check to work and it seems to be doing well so far. But a village is too large. And there's no End mob that makes sense as inhabitant too for villages (I rather not do Endermen as they are too tall)

If you do find existing end structures in really bad spots with latest Repurposed Structures version, please take a picture of it and make an issue report here on GitHub so I can see what's going on

ikdgdh commented 1 year ago

End temple

LilyKensa commented 1 month ago

Is there an option to remove spawners on the main end island?

TelepathicGrunt commented 1 month ago

@LilyKensa I need more info. What do you mean by Spawners on the dragon center island? Do you have pictures of it?

LilyKensa commented 1 month ago

Wait, maybe I mistakenly identified the structures Give me a moment to confirm (because I have a bunch of structure mods)

LilyKensa commented 1 month ago

This

image
TelepathicGrunt commented 1 month ago

That is the End Dungeon. Thought I had it not spawn within 1000 blocks of center. I’ll do fix in 1.21.1. If you’re on older versions, override the biome tag used for it and give it all the end biomes you prefer it spawning in

LilyKensa commented 1 month ago

Where is the biome option located in the datapack though? Also I don't know how to edit .nbt files

btw I found this lol

image
TelepathicGrunt commented 1 month ago

You would override this file in datapack, set replace to true, and then manually specify every end biome in a list to allow it to spawn in. (No # as that denotes taking entries from another tag file)

https://github.com/TelepathicGrunt/RepurposedStructures/blob/1.21-Arch/common/src/main/resources/data/repurposed_structures/tags/worldgen/biome/has_structure/dungeons/end.json

LilyKensa commented 1 month ago

So I changed /data/repurposed_structures/tags/worldgen/biome/has_structure/dungeons to

{
  "replace": true,
  "values": [
    "#repurposed_structures:collections/end"
  ]
}

So now it will replace the original generation with the one in /data/repurposed_structures/tags/worldgen/biome/collections/end.json

Like this ```json { "replace": false, "values": [ "#minecraft:is_end", { "id": "#forge:is_end", "required": false }, { "id": "#c:in_the_end", "required": false }, { "id": "#c:end_islands", "required": false }, { "id": "betterend:amber_land", "required": false }, { "id": "betterend:blossoming_spires", "required": false }, { "id": "betterend:chorus_forest", "required": false }, { "id": "betterend:crystal_mountains", "required": false }, { "id": "betterend:dragon_graveyards", "required": false }, { "id": "betterend:dry_shrubland", "required": false }, { "id": "betterend:dust_wasteland", "required": false }, { "id": "betterend:empty_aurora_cave", "required": false }, { "id": "betterend:empty_end_cave", "required": false }, { "id": "betterend:empty_smaragdant_cave", "required": false }, { "id": "betterend:foggy_mushroomland", "required": false }, { "id": "betterend:glowing_grassland", "required": false }, { "id": "betterend:jade_cave", "required": false }, { "id": "betterend:lantern_woods", "required": false }, { "id": "betterend:lush_aurora_cave", "required": false }, { "id": "betterend:lush_smaragdant_cave", "required": false }, { "id": "betterend:megalake", "required": false }, { "id": "betterend:megalake_grove", "required": false }, { "id": "betterend:neon_oasis", "required": false }, { "id": "betterend:painted_mountains", "required": false }, { "id": "betterend:shadow_forest", "required": false }, { "id": "betterend:sulphur_springs", "required": false }, { "id": "betterend:umbra_valley", "required": false }, { "id": "betterend:umbrella_jungle", "required": false } ] } ```

And I need to remove #minecraft:is_end and add minecraft:end_highlands, minecraft:end_midlands & minecraft:end_barrens to the list?

TelepathicGrunt commented 1 month ago

Yes. Remove the forge and c tag entries as they likely too have the center end island biome

LilyKensa commented 1 month ago

I changed to this

{
  "replace": true,
  "values": [
    "minecraft:end_highlands",
    "minecraft:end_midlands",
    "minecraft:end_barrens"
  ]
}

But the dungeons still spawn in the main island :(

Also, can I lower the amount of dungeons spawned?

TelepathicGrunt commented 1 month ago

Can you make a separate issue report please so we don’t pollute this one with the ongoing conversation?

Also, make sure the datapack is actually on and active. If you share your datapack and Mc version, I can test it myself. You can change the spawnrate of dungeons by following the instructions here that mention how to change feature spawnrates https://github.com/TelepathicGrunt/RepurposedStructures/releases/tag/4.0.0

LilyKensa commented 1 month ago

Ah, okay Sorry for spamming here