#Summon Mushroom Tree?

1 messages · Page 1 of 1 (latest)

burnt lion
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"I've tried the grow thing"
you mean the tree effect?

brave shadow
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Yes.

burnt lion
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mushrooms (red and brown) have almost no variabtion, just 1 or 2 extra blocks for height

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honestly you could just make them yourself

brave shadow
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I'd like them to grow into the big mushroom trees you get by bonemealing them.

burnt lion
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yeah

brave shadow
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Yeah that's more than 1 or 2 blocks.

burnt lion
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1 or 2 blocks hight difference across all variations

brave shadow
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Ah, I gotcha.

burnt lion
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so honestly, you can just make the top part and push it up a bit

brave shadow
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Like pre-build it, then have the skript generate it over the mushrooms?

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I mean I could, but I'd rather do it this way, as people will be building near the mushrooms and stuff.

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Is there any reason for this to not work?

burnt lion
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i mean you could make a function for it

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also, change loop all blocks within {_mushtree1} and {_mushtree2}: to loop all blocks within {_mushtree1} and {_mushtree2} where [(red mushroom and brown mushroom) contains input]:

brave shadow
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Why?

burnt lion
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this way you're not looping all those unnecessary blocks

brave shadow
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Aaah.

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Sweet! Thanks.

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It does lag quite a bit when it gens.

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I'm all down for optimizing.

brave shadow
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Says it isn't a valid lambda statement.

burnt lion
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probably parsing as items not blocks

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stringify, ["%input%" contains "mushroom"]

brave shadow
burnt lion
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this just means itll see if the name contains the text "mushroom"

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because thats honestly better than parsing them as blocks

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"stringify" means to put in quotes.

brave shadow
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Ah

burnt lion
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string is basically the same sa text

brave shadow
burnt lion
burnt lion
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location(x, y, z, world [optional yaw and pitch])

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skript will want you to add .5 to the ends too

brave shadow
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Well, it was working for the other skript.

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Which is the same but just makes it generate grass.

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One sec.

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OH.

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Because I forgot commas, lol.

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I think.

burnt lion
brave shadow
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Yeah, was because of it.

burnt lion
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you're looping twice?
just loop all blocks between a and b where ["%input%" contains "mushroom"]:

brave shadow
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Ran fine.

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I'll test and see.

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Works as intended.

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Now all I need to add is the mushrooms growing.

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Going to try and test the grow thing again.

brave shadow
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This is the error it gives me when I try to use it.

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I'm using it correctly according to the documentation, I think??

burnt lion
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maybe check the aliases

brave shadow
burnt lion
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yeah, im saying if its an object in on grow you should be able to use grow effect

brave shadow
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Ah.

brave shadow
# brave shadow

Yeah, well I don't know why it isn't working. The line of code I'm using was taken directly from the documentation.

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So maybe a bug, perhaps?

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    trigger:
        execute console command "fill 54 -25 -522 54 -29 -562 minecraft:tinted_glass"
        execute console command "fill 54 -25 -562 14 -29 -562 minecraft:tinted_glass"
        execute console command "fill 14 -25 -562 14 -29 -522 minecraft:tinted_glass"
        execute console command "fill 14 -25 -522 54 -29 -522 minecraft:tinted_glass"
        set {_mushtree1} to location 273, -29, -303 in world "world"
        set {_mushtree2} to location -205, -29, -781 in world "world"
        loop all blocks within {_mushtree1} and {_mushtree2} where ["%input%" contains "mushroom"]:
            chance of 1%:
                broadcast "&eMushroom spawned!"
                grow a huge red mushroom above the event block```
burnt lion
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yeah honestly, i'm not sure

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i guess you have to do it manually then

brave shadow
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Is there another event that lets me bonemeal stuff?

burnt lion
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unless i just overlooked something

brave shadow
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I'm sure there's another workaround but eh, if I have to, I'll just do the manual version.

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How would I make it spawn something like a tree? Or, one that I built?

burnt lion
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they're pretty simple

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just set a var to the location, raise it up a bit and then fill in surrounding blocks

brave shadow
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This is something I've never done before.

burnt lion
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you can save it, or you can just build it from scratch each time:```set {_base} to (the block the little mushroom is at)
chance of 50%:
add 1 to {_height}
set block at {_base} ~ vector(0, 4 + ({_height} ? 0), 0) to mushroom stem

this is now the centre of the red part

#now you can either play with more vectors or use "block 1 north/east/west/south of {_block}```

brave shadow
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Oooh, sick.

brave shadow
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The Y? Or, just the name of the block?

burnt lion
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the loop-block, no?

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just like here

brave shadow
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Oooohhh.

brave shadow
# burnt lion just like here
    trigger:
        execute console command "fill 54 -25 -522 54 -29 -562 minecraft:tinted_glass"
        execute console command "fill 54 -25 -562 14 -29 -562 minecraft:tinted_glass"
        execute console command "fill 14 -25 -562 14 -29 -522 minecraft:tinted_glass"
        execute console command "fill 14 -25 -522 54 -29 -522 minecraft:tinted_glass"
        set {_mushtree1} to location 273, -29, -303 in world "world"
        set {_mushtree2} to location -205, -29, -781 in world "world"
        loop all blocks within {_mushtree1} and {_mushtree2} where ["%input%" contains "mushroom"]:
            chance of 1%:
                broadcast "&eMushroom spawned!"
                set {_base} to event block
                chance of 50%:
                    add 1 to {_height}
                    set block at {_base} ~ vector(0, 4 + ({_height} ? 0), 0) to mushroom stem```
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Alright, this is what I got.

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No errors, but the "spawnnightstuff" command is just, missing.

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Restarted my server, tweaked it, nothing. No idea why.

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Oh wait.

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Sorry, hold on.

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Nope, still missing.

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Any ideas?

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For context, the previous Skript is this.

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    trigger:
        set {_mush1} to location -214, -29, -294 in world "world"
        set {_mush2} to location 282, -30, -790 in world "world"
        set {_pos1} to location -214, -29, -294 in world "world"
        set {_pos2} to location 282, -30, -790 in world "world"
        loop all blocks within {_pos1} and {_pos2}:
            if loop-block is tall grass or large fern:
                chance of 1%:
                    set block at loop-block to short grass
            if loop-block is short grass:
                chance of 5%:
                    set block at loop-block to air
            if loop-block is fern:
                chance of 0.5%:
                    set block at loop-block to large fern
            if loop-block is short grass:
                chance of 2%:
                    set block at loop-block to tall grass
            if loop-block is short grass:
                chance of 7%:
                    set block at loop-block to air
            if loop-block is grass block:
                chance of 6%:
                    set block above loop-block to short grass
                chance of 0.1%:
                    set block above loop-block to fern        
        loop all blocks within {_mush1} and {_mush2}:
            if loop-block is red mushroom or brown mushroom:
                chance of 85%:
                    set block at loop-block to air
            if loop-block is short grass:
                chance of 0.2%:
                    set block at loop-block to red mushroom
                chance of 0.2%:
                    set block at loop-block to brown mushroom
        execute console command "fill 14 -25 -562 54 -29 -522 air replace minecraft:tinted_glass"
        wait 1 seconds
        execute console command "killall drops world"
        wait 0.1 seconds
        broadcast "&c< &6All drops have been cleared! &c>"
        wait 0.5 seconds
        broadcast "&eIt's daytime! Go out and gather!"```
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This is the day variant. I'll try to incorporate your fix for the night one into it later.

burnt lion
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you can if loop-block is short grass: chance of 1%: #stuff else chance of 5%: # else chance of 0.5% #

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if you mean the mushrooms arent growing, you can debug

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but also set the chance to 100% to make sure you dont get unlucky

brave shadow
brave shadow
brave shadow
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I'm kind of tired rn so forgive my slowness.

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Yeah, the /spawnnightstuff is still missing.

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No idea what I did that made it vanish, even though I'm defining the command?

burnt lion
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yeah no idea eitehr

brave shadow
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Gonna optimize the Skript using your help, then I'll put the night stuff in a different skript. Maybe that'll fix it, idk.

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One sec.

brave shadow
# burnt lion you can ```if loop-block is short grass: chance of 1%: #stuff else chanc...
    trigger:
        set {_mush1} to location -214, -29, -294 in world "world"
        set {_mush2} to location 282, -30, -790 in world "world"
        set {_pos1} to location -214, -29, -294 in world "world"
        set {_pos2} to location 282, -30, -790 in world "world"
        loop all blocks within {_pos1} and {_pos2} where ["%input%" contains "red mushroom" or "brown mushroom" or "tall grass" or "tall fern"]:
            chance of 2%:
                set block at loop-block to air
        loop all blocks within {_pos1} and {_pos2} where ["%input%" contains "short grass"]:
            chance of 3%:
                set loop-block to tall grass
            else chance of 1%:
                set loop-block to fern
            else chance of 8%
                set loop-block to air
            else chance of 0.3%:
                set loop-block to red or brown mushroom
        loop all blocks within {_pos1} and {_pos2} where ["%input%" contains "grass"]:
            chance of 8%:
                set block above loop-block to short grass
            else chance of 0.5%:
                set block above loop-block to fern
            else chance of 0.4%
                set block above loop-block to dandelion or poppy```
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Here's my script.

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So, it's erroring on the "else chances"

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It can't understand them.

burnt lion
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should work

brave shadow
burnt lion
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a chance is just a condition

brave shadow
burnt lion
brave shadow
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Skript, SkBee, Skellett and SkQuery.

brave shadow
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No reason for it to not work.

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Also. I moved the spawnnightstuff script to a different script, and the command is still missing, so. Idk.

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Maybe my Skript version is outdated?

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I'm having a lot of weird issues that shouldn't exist.

burnt lion
brave shadow
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My version's 2.6.4

burnt lion
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maybe theres an outdated addon or something too

burnt lion
brave shadow
burnt lion
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remove skquery. not sure if its interferring with yout code, but its useless.
its outdated and all of its features are in skbee or in plain skript

brave shadow
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Alright.

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I also went ahead and updated my Skript.

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Restarting now, and we'll see.

brave shadow
brave shadow
# brave shadow

Should I just do it the way I had it before, since this still isn't working?

burnt lion
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sure

brave shadow
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Alr.

brave shadow
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These are the errors for the night skript, btw.

burnt lion
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set it to event-block's location

brave shadow
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Didn't work.

burnt lion
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whoops

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loop-block's location

brave shadow
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Oh, lmao

brave shadow
burnt lion
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try just 4 + {_height} then

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4 + none still = 4

brave shadow
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Well, I tried them both one at a time and it gave the same error.

burnt lion
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set block at {_base} ~ vector(0, 1, 0) give an error?

brave shadow
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Yeah same error.

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How the {base} can't be set to anything.

burnt lion
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uhhh

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what

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as long as {_base} is defined that should 100% work

burnt lion
brave shadow
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My Skript is cursed.

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These are my plugins, but none of them should be causing issues?

burnt lion
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i havent used all of them so i cant validate them, but i dont see anything there

brave shadow
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Well, I have, and I can comfortably say they're functional, so idk.

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Is there something we're overlooking?

#
    trigger:
        execute console command "fill 54 -25 -522 54 -29 -562 minecraft:tinted_glass"
        execute console command "fill 54 -25 -562 14 -29 -562 minecraft:tinted_glass"
        execute console command "fill 14 -25 -562 14 -29 -522 minecraft:tinted_glass"
        execute console command "fill 14 -25 -522 54 -29 -522 minecraft:tinted_glass"
        set {_mushtree1} to location 273, -29, -303 in world "world"
        set {_mushtree2} to location -205, -29, -781 in world "world"
        loop all blocks within {_mushtree1} and {_mushtree2} where ["%input%" contains "mushroom"]:
            chance of 1%:
                set {_base} to loop-block's location
                chance of 50%:
                    broadcast "&eMushroom spawned!"
                    add 1 to {_height}
                    set block at {_base} ~ vector(0, 1, 0) to mushroom stem```
burnt lion
brave shadow
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Should I ping someone or smth?