#aureljs-projects
1 messages · Page 22 of 1
Hey, trying out WDA on 1.18.2, and it keeps generating three of the structures right next to each other right at spawn? I've used it on 1.16.5 and it doesnt do that
Lol, known issue
Hey everyone, does anyone know what file I need to access in order to disable specific structures with this mod?
The config file should let you decrease the chances, even disable them
1.18.2 for fabric?
Stop asking for ETA?
whats a etas
It's an abbreviation for estimated time of arrival
Are you aware that asking mod devs when they're going to release an update is usually vastly annoying?
so does the multiple structure thing only happen at spawn? because I'd be adding the mod to a server's existing world so it might not be a problem?
If you are familiar with editing/creating datapacks you can fix that by tweaking spawn values and biome whitelists
I explained this a little above to someone else
but i mean, that shouldn't be default behavior
having three of the giant, mob-filled structures right next to each other, right at spawn?
and I'm aware of the extreme alpha status of this release, just looking for a temporary answer
I'm sure they intend to fix that when they have time. They've been amazing as long as i've used the mod.
The temporary answer is creating a datapack and editing it to meet your desires.
okay, looks like here comes OpenLoader lol
so is it in "worldgen/structure_set" how does the speration/spacing work
its like a min distance max distance if im not mistaken and you cannot have the max distance lower than min distance or it will get mad
I believe the right way of doing it is to adjust the "salt" number
The way it was worded to me is that the salt is the default "seed" so if you change that it will change where that structure would have generated
You can also, and this is what I did personally, change the biome whitelists for the structures that plague you
whats the name of the big huge weird city in the sky thing
so is salt just a random 32bit number
Is this in bmc 1.16.5?
1.18.2, custom modpack
yes, 1.16.5 and 1.18.2
is this in medieval minecraft?
I guess yes, is a very nice mod to not be part of every modpack
would you happen to know the biome i sent in the #medieval-mc-forge
Did you try the mod?
Use locatebiome, and maybe the biome is called something with green
well i was asking so i can build a future base there or try to since i made my first world in the modpack earlier
If you want to export your base you could use the same seed and paste your chunks in that other world
still no fabric 1.18.2 ?
Nope
added the when-dungeons-arise modpack into my server but was just curious to see if there was any way to check that it is working?
try utilizing the locatebiome feature but nothing showed up when i tp'd to that spot.
locatebiome is just for biomes tho, it should just be /locate
wait a moment
there isn't a config for WDA anymore
datapack?
wanted to mention that some fo the WDA dungeon spawners don't work reliably anymore due ot the changing of light conditions
Which ones for instance?
I'd suspect the zombie/skeleton ones especially
Don’t ask for ETA’s.
They're procedurally generated by parts
Hello. I absolutely love this mod! Could someone tell me the name of the largest ship? It's the one with blacks sails with skull and crossbones, 2 stair cases on each side to the lower deck, has a back captain's chamber? Please and thank you.
undead_pirate_ship
There was a bigger one before but it got lost in between updates
Oh. That's too bad. So it's not in 16.5?
how did that happen?
Simple, I thought it required more work to be re-added
but I haven't been able to work on new content or updates
The undead pirate ship is
oh im so stupid sorry, i thought you literally lost the design and code
bruh im acc stupid wtf
calm down you aren't :u
when dungeons arise isnt 1.18.2 yet
is 1.18.2 being worked on for fabric or is it abandoned ?
It's not being worked on, but it isn't abandoned either
at this point it'd be better to just go for an early 1.19 release
hello guys =] i needed a small help... I am working on a forge 1.18.2 modpack but i'm not able to find the config file of WDA. Can anyone share the config file here? or can i generate a config file myself?
You need to create a datapack to alter the default configuration of this mod
uuhh how do i do that? 😅 Is there a documentation or something?
sorry i have a very less knowledge in these things
0 clue
Intellij
Soo WDA probably wont see a 1.18.2 release and just get a 1.19?
Perhaps
Tragic
whats the biggest and toughest structure in arise ?
The Aviary
I mean, Forge has a 1.18.2 release
I just didn't get a fabric one
bummer, but i get it shit happens and sometimes other things are more important
this is my first time using fabric, from my understanding its supposed to run smoother
no fabric 1.18.2 T.T btw best dungeon mod ever man. im looking for dungeon mod for 1.18.2 and arise is wayyy cooler than other mods
What is this structure called?
Isn’t in the mod anymore
Hello.. So i'm having this issue where my server doesn't load and crashes as soon as i try to join (Context: i'm working on a forge 1.18.2 modpack and i was looking for a good seed so i was just deleting worlds and generating new). Some times i'm having this issue where structures like Bandit towers or thornborn towers are spawning right on the spawn area and then server crashes with Server watchdog error "ServerHangWatchdog detected that a single server tick took 60.00 seconds (should be max 0.05)" with entities going up like crazy 3-10 entities per tick (https://gyazo.com/28f032c857f628e2833c64fbd4dec1dc). I tried changing the config file "when_dungeons_arise-common.toml" but that config doesn't seem to work for some reason. These are my config settings (https://pastebin.com/RAYbYXAh). IDK if i've done something wrong with the config.. Please help me if you can.
Have you allocated enough ram?
Is there someone who have a datapack to change spawn frecuency and biome and dimension whitelist?
for this mod Ofc
This is a WDA 1.18.2 template for Only changing those 2 things specifically. I removed everything else as to not confuse.
If you want to adjust loot tables or advancements then worry about that down the road 🙂
For spawn frequency adjust each structure in data>dungeons_arise>worldgen>structure_set
For biome whitelist adjust each structure in data>dungeons_arise>tags>worldgen>biome>has_structure
Hope this helps.
@timber raven
Thanks 🙏 Tyrius, I guess for the biomes withelist is possible to add custom ones from other dimensions
I don't really know tbh but it's worth a try 🤷♂️
Worst thing that will happen is a crash and when datapack crash's occur its pretty easy to see it in the logs. Most likely if it doesnt work it will just not generate it in that specific dimension
Oh, thanks anyway 😄
I got some free time today
and since I shouldn't update to fabric 1.18.2, because 1.19 will be releasing soon anyway,
i made some progress on this
😍
Yes sir more than enough ram was allocated xDD
Thank you so much... I needed this so so much
These values are in chunks right? Spacing and separation https://gyazo.com/d09a69eceba11ea8bb1e22c5c47bc603
Correct I think 😛
is it of the entire mod or just 1.18?
The entire mod
that structure wasn't as good as people think
The plan is to rework it sometime, but I'd rather create a whole new megadungeon
:(
PLEASE
1.18.2 is going to be outdated in a week
with the release of 1.19
And fabric is known for quick updates

That's a bummer. WDA was the only mod I was waiting for to update to 1.18.2 for my Modpack. Guess the wait continues until every single mod in the pack updated to 1.19 D:
Hi
Can you help me with something in the mod?
I found a well but
Is there anything else to do with it?
It is blocked with Bedrock
it just generates potion effects
Same but for my server, o got together and so many mods
So sad
about the datapck
none of the overworld underground structures can spawn in the Nether but they can in the End
so the Nether is broken or something like that
it evens seems to increase TPS, like big jumps for seconds, like they are trying to found a place to spawn, but they can't
/just it/
can you have WDA work with a spigot server?
I'm not sure, I have never worked with plugins
On a side note
I think I should favor Fabric this time and update to 1.19
I dunno if any of you are interested, but I've got a new structure mod, centered around passive and cozy structures for early game accommodation, Simply Houses - https://www.curseforge.com/minecraft/mc-mods/simply-houses
It's also available for 1.19 Fabric and should be ported quite quickly to Forge once it comes out
I'll set up the basics for a 1.19 fabric WDA port later today
How would I go about disabling structures? removing all biomes from the whitelist did not seem to work, a setting the weight to a nonpositive integer ( I tried 0 and -1) causes a crash
It's a mod what do you think?
Also does this mean 1.18.2 won't be supported for fabric?
Sad
At least simply houses is for 1.18.2 yay
So I've been updating WDA to 1.19 fabric
Most of it is technically done
But -
I've found a gamebreaking issue
I'd change their respective biome tag to "replace: true" and delete all biomes or use minecraft:the_void
There must be an easier way that I can't remember atm
Uh yeah, I don't understand this bug at all
but it affects all structures and has to do with 1.19 changes
This is really weird
Jigsaw blocks are supposed to fit together, but 1.19 is completely ignoring that
I dunno
I hope it isn't that hard to fix
For now, I'm unable to generate structures that have branching parts (that is, all of wda) even if I ported everything needed to do so
I'm testing the same bug on Simply Houses because it's easier to experiment there
is 1.18.2 fabric not coming then?
Well yeah
It's complicated to explain jigsaws briefly
TelepathicGrunt has a good tutorial about their uses
but anyway
Some updates on 1.19:
- I ported all required data, including structures, pools, loot tables, etc.
- A major error prevents me from generating jigsaw structures on 1.19, I still don't know why, as even Simply Houses, which doesn't contain code (it's just data), is affected.
- Even then, I'll work on it when I have time. Fabric 1.19 goes first.
hey
i heard you're updating to 1.19 but is a 1.18.2 version going to be released ?
i really need it for the final version of benchmark 2 😐
I could try something, but it's my exams season and I really can't port a big mod like WDA until it's over
and that will be on July
That's why I thought 1.19 would be better for fabric packs, which tend to update quicker
I mean, you just need an IDE such as Intellij
and there's no program to make structures, you just use ingame mods
like worldedit
i want to finish benchmark 2 first
and 1.19 is probably gonna be a minor version, i'm pretty sure ftb quests will never update to it for example
I'm still unsure
The last time I ported to an outdated version it wasn't worth it at all lmao
I never learned proper programming, structures are mostly data-based, even if they all have some code
Jigsaw blocks are used on the structure itself, so it's part of the Nbt
they also point to a folder full of data called worldgen/template_pools
that has a list of all structure parts each jigsaw can generate
It's never that simple :p
Oh
I thought you were making your own mod
if you want to override my structures you can just
create a datapack
And place those nbt files in the same place they originally were
structures/foundry
with the same name
Is there any way to prevent too much structures spawning with eachother in 1.18.2?
@severe crater here is a datapack to edit the biome and spawning values, I thought it was in the pings
Gotcha, thank you!
I actually thought it was pinned
Not sure about the update part, but I also think 1.19 won't be a big deal. The small additions they made can just be backported with mods like it was done a couple times before. I really hope we get wda for 1.18.2 because it's a real pain to wait months for all mods to maybe update.
i just want to finish my 1.18.2 modpack before doing something else
i started working on it before 1.18.2
1.18 isnt really an outdated version tho, most of modpacks (aof, ...) are currently staying a little bit on 1.18, and most of the modded players were not really hyped for 1.19 a few days ago
what was that version btw
1.17 -> 1.16.5
since its born, and now is even more a datapacked than before with the new modifications of 1.18.2
last ping, to modify spawn structures and biome spawning, not sure if it works alone, probably not
Hey, sorry if this is a frequently asked question, but how can I make a datapack to change the loot tables of the chests in the dungeons?
I opened this up and modified the loot tables, but I don't know where to put the datapack now that I've modified it
Here
Oh beautiful, thank you
I have some other quick questions
If I'm adding an item into the loot tables that isn't from minecraft, do I need to change the type minecraft:item?
Like here, would I change it to thermal:item?
you can add the datapack to an already created world, here
Oh even better, thanks
yes, for example: minecraft:glow_berries to relics:something_big
wait, about this, not sure if this specific tag minecraft:stone , minecraft:item this one is for a kind of blocks (you shouldn't change this) , not a specific block like minecraft:diorite or another mod id, you should try to change it, or someone else know more about that than me
in the config for 1.16.5 there are two parameters for each structure, you should read it, but for 1.18.2 is more easy, just deleting biomes from the json list of biomes (the datapack is the last pig in this chat)
No problem, I helped as much as possible
omg I just realized I was working on the wrong data pack
I didn't even notice this was for 1.16.5
Where's the 1.18.2 one 😎 please
Okay nice, thank you
Oh it looks like the last pin doesn't have loot table configuration though, as Tyrius put it "If you want to adjust loot tables or advancements then worry about that down the road 🙂" @queen monolith
Oops
You can still extract all updated data from the mod jar
It's basically a zip file, and all data is conveniently arranged as a datapack anyway
Nice, thank you
If you want both foundries to generate
well, it's a little complicated to explain
If you're on 1.18.2, you'd have to make a datapack of your own
and generate a new structure within your datapack
I don't think you can just create a new structure through datapacks on 1.16.5
Maybe you should try overwriting the foundry
by placing all nbt files on your datapack
on structures/foundry/*
Yep
although you should do it on your datapack
that's the mod's jar file
it could work I guess, but won't be able to distribute it that easily
out of genuine curiosity what makes a mc version major or minor? is it just the content or the ease of porting?
i do back wda 1.18.2 tho but exams are way more important
Seems alright
if I'm not wrong, you have to code not just it
I'm not a expert coding, but there is a tutorial for jigsaw structures for Mcreator
Today we will be taking a look at some script I made from scratch to fix floating structures for both trees and buildings.
► NOTES
There was a bug in MCreator 2021.2 that created issues with the workspace for string variables, they patched the issue in 2021.3.52418. Make sure you download the right version of the workspace for 2021.3 or you wil...
why are people posting mcreator stuff here?
just use TelephaticGrunt‘s java code tutorial for structures? you don’t need mcreator for that it generates shitload of code
Well, yes that's true Lol
I have mentioned grunt's tutorial before
not sure what Irongolem is doing
whether its a new mod or an addon
Setting up a new Fabric server, and was excited to add WDA to the mix. Then I was mindblown that only 1.18.1 is supported...
Is there an ETA or any additional information on a 1.18.2 launch? Given the jigsaw updates for 1.19, I can't imagine you're having a great time porting to it. A 1.18.2 port would be lovely, should you find yourself feeling generous.
WDA supports 1.18.2 only on Forge
Fabric got left out for some reason
I know that. I failed to mention it was fabric.
there any slime spawners in any structures?
I believe so
there are some slimes on flying ships
except they have enough damage to deal instakills
fun things
I remember one of them once ended captainsparklez's hardcore series
Hey guys! Could someone tell me what the difference is between Spacing and Separation?
I'm trying to make all structures rarer for a server with friends :)
Reposted it here since I saw there was a channel for it
It refers to the distance between structures of the same type
Take spacing as a max value
Separation should be lower than spacing
If both numbers are higher, structures become rarer
any mods similar to WDA on 1.12.2? I really love the huge structures WDA offers
is there a way to change the mobs that spawn from the spawners
Maybe Recurrent Complex or Dungeons Repoured
Sorry for asking what is probably a really obvious question BUT
where is the config file?
I tried finding it in the config folder and it's not thre
what is it called?
There is none for 1.18.2 versions
Yes
So I’m going for the Ultimerite set, which takes 9 netherite ingots per item. So far I’ve found the foundry to be the best source of netherite, but I fully cleared it. Is there more than on foundry per world, and how would I get maps to them if so?
Wait nvm yeah it seems to be a wrong version
Is it fine to just change format?
what’s the foundry?
Hi guys, i wonder if there is a datapack for dungeon arise 1.18.2. 'cause is crazy the loot and the spawn rates
.
I believe they lowered spawn rates on that datapack
thanks just need to drag the .zip to the DP folder right?. don't need to decompress
Both should work
Now, this might be good news for some of you, but someone ported WDA to a 1.19 datapack which seems functional. It's on Planetminecraft.
However, it's technically breaking my licence.
I'll contact them later to see if we should integrate it as an official version
How do I get nobility I?
your talking about dungeons now loading ?
The enchantment book?
Is that what it is from?...
yes. i think you're talking about the crafting altar in DNL's castle wich requires a Nobility I book. It has nothing to see with When Dungeons Arise
Really sorry for being in the wrong server
Welp, good news, I'll get a 1.19 version running for both modloaders
Hey, i have a small question, I seem to have a problem with the dungeon_arise:foundry. When it is generated my server crash. Im on 1.18.2 (Dungeon Arise 2.1.50d) Did any one get this probleme ? Seems to work fine with any other structure and it work in singleplayer
np
Do you have a crash report?
Will this mod be updated to 1.18.2?
Or is it skipping to 1.19 only
1.18.2 forge is available
I don't think I'll work on 1.18.2 fabric, I currently want to rework certain parts of the mod on 1.19
Is the "Illager Castle" implemented in the mod (in version 1.16.5)?
Nope
Hey there I have a crash thats pretty interesting? Im not able to load the new 1.19 update in my BISECT server however it loads just fine in the modpack for my single player world.
Mm can I see the crash report?
Hey, is there any way to lower the spawnrates of dungeons?
It seems too high
Oh there's a pinned message for per-dungeon rates, thou I was hoping to just have a global setting
And if I understand this right this only sets their weight relative to other structures so if they're all set to 0.2 it'd be the same, right?
Not sure which version you're talking about
some of them have different config files
nop, is Nullscape
1.19
extract the mod .jar in a .zip
Following this one
Nope
That one is for 1.19
you can get a datapack for 1.19 on planetmc
It's not mine
@wise quartz
Hey i'm trying to get the ftbquests "locate structure" command to work with dungeons arise, but it just doesn't. This is the only mod where the locate structure quest just doesn't see that i'm in the structure. Every other modded structure works with this quest type. I've tried dungeons_arise:illager_corsair, dungeons_arise:illager_galley, dungeons_arise:undead_pirate_ship and dungeons_arise:foundry, none of them work. Every other structure from other modded mods work. Do you have any ideas what's causing it to not work?
Not sure. Which minecraft version are you talking about?
Hello! Is there a way to prevent mobs which spawn without spawner from respawning in already generated structures?
It's just a port
Nope, but we rarely use that spawning method
I believe only the aviary does, and abandoned temples on 1.19
Is monastery supposed to give thronborn towers map?
and is it supposed to have missing language entry?
It is supposed to give either infested towers or thornborn towers maps
but yeah, the missing lenguage entry is an issue
for some reason maps in the dungeons are not generated it just gives me empty maps, how to fix this?
I think so
if you dont mind me asking, what is aureljs-projects exactly
Uuh
in which version?
That will be a little harder
because it'll be stuck in stone
All my mods basically
- when dungeons arise
- simply houses
- towers of the wild additions
- sky villages with Y3
- buried barrels
got it
Is there a list of loot tables for Dungeons Arise, im trying to make MC dungeons weapons spawn in them
Any help appreciated
Nope, they're normal villagers
You could read the loot tables inside the jar file
there's plenty of them :p
How can I config When Dungeons Arise in 1.19?
It's done via datapacks
An example can be found on planetminecraft
"dungeons arise 1.19 datapack"
Thank you
you made dungeon arise?
My question would be if there is a way to remove specific structures of the dungeon arise mod, if I don't like them and I want them to not be able to spawn in, is that possible?
It's possible on most versions, but there are different methods
which one are you using?
When using datapack do I still need the mod?
Thanks
1.16.5 forge
Go to your configs
in menu or files?
Oh well, usually you'd find them on your minecraft directory
Yes, but it's harder to do
How about enemies? Can I change them too or even disable some of them to spawn in? I don't like the bandits with glasses on and I want to play medieval themed and they don't fit in for my pack
I have a question what do I do in the deeper dark
I'm.. not sure why you posted this here?
Aurelj doesnt develop deeper dark
and has no involvement in the project
Not without datapacks
okay
how about their appereance?
they have some sort of edited heads
I would mind to change these at least for the reason I told above
Datapacks can change mobs, structures, layout, and on 1.18+, biomes and such
enemy appearence included
but it's a little hard to do
There's no config file to elliminate custom heads
who problem?
Not the right channel
does when dungeons arise work on fabric 1.18.2 or does it crash unexpectingly somewhere?
yes for real
Go find god
Is there any way to alter spawn rates of dungeons (WDA -Forge 1.18.2)
Easy block, c ya
It's not that easy
The bandit village depends on heightmap to generate roads
You'd have to modify the way the structure generates to spawn it
I'm trying to make a datapack for WDA -Forge 1.18.2 to remove some structures and it keeps telling me that my datapack is invalid every time I add it to a world, are there any examples on how to make a datapack for 1.18?
Check pins
as Aurelj said, check pings, there is one to edit those parameters
hello, I have a question, the mod When Dungeons Arise where it can be configured for a server?
because I couldn't find it in the server's config folder so I have no idea
if you want to modify it, you need a datapack
Pinned message has a template
really? oh well, I'll see how to download. Another question, do you know if in the mod settings you can modify the loot of certain places? because the truth is they are quite op
How do I add it to my server?
think you need something like paxi, idk
haven't done it in a while
what should i do here if i want this structure to spawn more around ?
i mean lower the values or higher ? seperation-spacing values
this is 1.16.5 config file "when_dungeons_arise-common.toml"
Make both values lower
they're basically the amount of chunks between structures of the same type
If there are less chunks, they'll be closer and more common
I dunno which version are you using, but on newest 1.16.5 ones Separation should be lower than Spacing
And not the same value
Otherwise it will crash
Example:
shirazPalaceSpacing = 100
shirazPalaceSeparation = 90
That'd make it more common
is there an example for what the various aspects alter, or what options are for the various aspects, for the 1.18 datapacks for When Dungeons Arise
{
"structures": [
{
"structure": #obvious,
"weight": #I assume out of 0-1, but really I have no idea
}
],
"placement": {
"salt": #what?,
"spacing": #how far they should be spaced out? I guess,
"separation": #than what is this?,
"type": #type of what?
}
}
Most of those values shouldn't be changed at all unless you want to make major changes to the mod, like salt, type, weight, etc.
But just for the second
Salt is a particular seed which is specific to each structure, it makes their generation slightly different
Spacing and separation both define the amount of chunks between structures of the same type
Spacing is the maximum amount of chunks
Separation is another value used to select a spot, and it has to be lower than spacing
ah, ok, my main reason for changing the datapack is wanting to disable the wishing well, but also to increase the distance between structures
To disable the wishing well just go to the tags folder
Tags/worldgen/biomes/has_structure/wishing_well_structures
ok, yeah, that makes sense, don't know why I didn't think of that. is there anyway to change the distance between different structure types, I have had a few times where structures seem to overlap, or in general are a bit too close
turn
"replace" to true
and
"biomes" to [] (just remove them all)
No
or at least not yet
oh, ok, thought I'd ask, thank you for your help
Uhm yea about that
Unreleased projects
More like
cancelled
Never
oh that
I gotta talk to some other devs about an issue before I release the pinned dungeon
The ones you found, tho, are long forgotten
At least those designs
No
Had to focus on other projects
I am quick to build dungeon sketches
but it's way harder to finish their interiors
mobs
loot tables
and general layout
Choosing which rooms will be more accesible to players
I never did
i mean, I used it to test jigsaws back then
but not anymore
No name yet
Which version was it?
1.18?
You'll have to search on worldgen/template_pools
and change all streets that have "terrain_matching" for "rigid"
afaik
Yea
.
Just replace it
How can I edit spawn rates of structures from dungeon arise?
If I open the .jar I get cryptic textes
what am I doing wrong? In menu I can not edit either
You do it using datapacks. See the pinned messages
You can open it like a compressed folder
how?
I've always used winrar or 7zip for that :p
but even then, you'll just find a few classes and a data folder there
The data folder is important if you want to override values with a datapack
Which version are you using, tho?
I dont know what I am doing wrong
in general I got bunch of mods
and they are all .jar
and I thought I can open them with notepad normally and edit some stats, but as soon I open it I get cryptic numbers
is there some tool I need or what am I doing wrong, am I missing something
Structure mods on 1.18+ usually depend on datapacks though
but yea, you shouldn't modify a jar file
Is the "Illager Hall" implemented in the mod (in version 1.16.5)?
Changing the name is literally the hardest part
you should've done that at the start :p
Afaik, if you change the mod ID (dungeons_arise), you'd have to change all chests, jigsaws, etc.
Because they all use the original ID
Maybe you could just change the structure names
you want to change the whole mod id?
I suppose that's gonna take way longer
I dunno about structure IDs
I never tried that
so I don't actually know
3d biomes are weird to me
I cannot estimate something I know nothing about lol
You could check mojang's data for the ancient city
Or
Mma
Maybe you could change the structure type
from "type" : "dungeons_arise:bandit_village" to "minecraft:ancient_city"
.
checl worldgen/structure/bandit_village
and change type to minecraft:ancient_city
hi, im using the when dungeons arise mod in a custom pack with a mod called jade which is a waila mod and the moms just in amour in the dungeons don't register on it so you don't get a health bar for them
where is the config file located/named? i cant find it in my configs folder :/
is this the datapack for adjusting structures that was mentioned in the "when dungeons arise" comment section?
ah it is
what would be some good values to encounter dungeons rarely?
uhh I'd say x2 the default values
or maybe more
thats just seperation right?
if I put that stuff to 1000 will I ever see it at all?
I want it to be hard to find
so you have an orgasm when you get one of those achievements
atm I feel like I see a mega dungeon every minute
umm it's also biome dependent so for example my values are x2 the default values but like after 7K blocks there's a big badlands biome.. like even not that big just connected with desert and it has 2 Bandit Towers and 1 Shiraz Palace... so like there's only 200-500 blocks spacing between them
1000 will make it very hard to find
I guess not sure
I'd suggest make the Shiraz Palace more difficult to find cuz it has netherite scrap, ingot and legit netherite enchanted sword or axe .. and if you have 'lootr' mod it'll make it kinda OP .. cuz after looting 1 Shiraz Palace... we legit didn't need anything else further into the game.. a single player got around 35Blocks of diamonds (when combined everything) + 10-25netherite scrap and 2-6 ingots + netherite enchanted weapons
so to make sure im seeing it right i have to make a datapack that decreases the spawn rate of every structure individually each with its own json to stop things generating like this by default?
Would it be possible to edit which mob spawners generate in structures? I'd like to be able to modify ones such as creeper spawners so that they have a very long delay
Basically I want every spawner that doesn't generate in vanilla dungeons to have such a long delay (I think 32767 is the max?) that it's useless for farming but still spawns mobs you have to fight
Ik you can do it by nbt editing but it takes 3889234 years to search an NBT file for mob spawners, especially the bigger ones
Mob spawners are separated from the rest of the structure to make nbt editing easier
But there's no other way
This usually happens when a single mod adds multiple different structures that do not check for each other
Fortunately I'm ready to implement a fix on the newest versions
Update: I am now using NBT Studio instead of NBT Explorer
You can search entire folders, still slow but at least you don't have to open every file individually
On a side note
It'd be easier to use Harder Spawners mod and configure it to affect the mob spawners you want
why isnt this working 😦
so i did what someone in the discord said and edited the values of wda datapack for 1.18.2 and it just said whenever i try to load a world "cannot load world because of a faulty datapack" or smthn
tldr if i didnt make sense there basically wda datapack (possibly by editing the config values) makes it so the world wont load
also why doesnt the mod version of wda1.18 have a config for me it didnt generate
@queen monolith
for context i downloaded this
Can you show me the values you changed?
it was just the structure spawn rates i increased it by like four times lol and was gonna test it out but couldn't bc i was hit with the error message
this is the edited version imma test if an unedited version even works
oh it doesnt work either way edited or unedited
i get this screen
@queen monolith
1.18.2
also logs? the game didnt crash
when i remove wda only it works normally. with it it has that error
found it
it says error bc of datapacks
@queen monolith do you have any other 1.18 download links i could try?
I'll check this one in a bit
@queen monolith any developments?
Very new here, first message in fact. I was going to make a datapack that makes the mod more compatible with Biome's O' Plenty, and reduces the spawn rate of the dungeons. To save me some time, is there a global spawn weight, or will I have to edit each dungeons rate individually?
Also @steep sentinel Is there a reason you are using 1.18.2? More mod support? I would love to help but I don't have that version installed.
You only need the last few lines of the error log, and it seems like the issue lies around here:
[17:10:57] [Render thread/ERROR]: Error adding element: Value provider too high: 256 [320-320]
you will
i have a 1.18 config folder with already edited values if u want it
u can just drag the configs probably to whatever version ur playing
Oh that would be awesome, I have a mod that allows me to edit config files whilst in the game menu
so the thing is is i also tried loading it with unedited values and it still didnt work
ill try again tmrw tho im testing another modpack rn lol
That is weird. Did you have a previous version of this mod installed before?
uhh
is there a config for file for dungeon arise fabric 1.19 ( I can't find one at the very least)? or do I need to adjust the spawnrates for structures via a datapack?
It's done via datapacks on 1.19
I'm adding some kind of global spacing and separation on next update
alright, gotchu. Is there like an example pack?
thanks!
no lol lemme try again
goofy question, in the datapack file mentioned in order to limit mob spawns i would have to go into each one under "spawn override" and what would i put if i wanted to limit the number of mobs?
You can't do that without altering the structure itself
since mobs are spawned through spawners, not 'spawn override'
oh dang, so there's no way to limit it then i guess?
Not unless you change spawners themselves
you can use a mod that modifies spawners for that
as they're still vanilla
that sounds like a good solution, i'll look for something that does that, thank you :)
I have used Harder Spawners in the past
but there should be better options for newer versions
ok cool! yeah i'll check that out too, that makes me happy that it's not so complicated to fix because i'm loving this mod so far