#Structure generation problem

1 messages · Page 1 of 1 (latest)

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right so basically this skript "works"

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but

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Somehow structures override eachother and the drops from the chests spill out so i was wondering if anyone could help

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The structures also override eachother everytime you rejoin. It's very confusing to me

sly zephyr
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You do realise local variables are… local? You dont have to give each one a unique name

Why do you have 3 lines for setting the {gx} variables to 0? One would work

You could also combine the else and if statements, else if {g1} = 2:

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Also you can combine those events

As for why the overlap, could it have anything to do with the fact that if the chunk contains andesite youre pasting ALL structures there?

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sly zephyr
flint harness
sly zephyr
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  1. combine events and conditions
  2. pick one structure
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sly zephyr
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you can do multiple

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but i thought you wanted no overlap..

flint harness
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oh alright thank you

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i misunderstood

flint harness
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just used broadcast "%{blahblahvariable}%"

sly zephyr
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👀 if event-shunck contains andesite: stop

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or even better, stop if event-chunk contains andesite

flint harness
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o

sly zephyr
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also, you can just set {_x} and {_z} once before

flint harness
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still does it😭

sly zephyr
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not in every section

flint harness
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oh right

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but it still happens😭

sly zephyr
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what is {q2e}?

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why dont you name these variables for what they do

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sly zephyr
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and honestly, why not just place structure (random element of {list::*}) at %location%

flint harness
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because i need specific rarity

sly zephyr
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then use a random integer

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but just one

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then you can get rid of those useless g variables

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if {_structure} is between 1 and 5:
  broadcast "5 percent"
else if {_structure} is between 6 and 30:
  broadcast "25 percent"
else:
  broadcast "70 percent"```
primal pendant
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...

fossil copper
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Chests have very unique NBT data so I’d try to just give the chest its loot right after it spawns instead of right when it spawns

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