I changed around the geode gen to just remove the cracks and not replace air/water so the geodes appear "open". BUT, it seems to have the consequence of no longer generating any crystal clusters. I copied the vanilla config (along with a few modded ones), changed the crack chance to 0, upped invalid blocks threshold a bit, and changed the tag for what to replace and what to ignore.
#Geode gen not creating crystal clusters (and other oddities)
1 messages · Page 1 of 1 (latest)
tldr there should be crystals inside these but that isn't generating at all.
The crystals only generate on budding (cracked) amethyst
Yeah, but the geodes should naturally generate with some inside, and now they're not.
the green geodes from a mod don't have budding versions and they used to generate crystals inside until I messed with the configured feature json
But I only did 3 things to each config:
- Added air and water and whatever is inside
#minecraft:features_cannot_replaceto make a new tag for geodes specifically. - Changed
invalid_block_thresholdfrom 1 to 10 - Changed
generate_crack_chancefrom 0.95 to 0
Yes, that is the problem. generate_crack_chance directly influences the amethyst generation. If it's 0, no amethysts will spawn
That's not true
@unkempt lantern Show your configured feature
Yea ok i am not good at worldgen
"type": "minecraft:geode",
"config": {
"blocks": {
"alternate_inner_layer_provider": {
"type": "minecraft:simple_state_provider",
"state": {
"Name": "minecraft:budding_amethyst"
}
},
"cannot_replace": "#scrimbles:geodes_cannot_replace",
"filling_provider": {
"type": "minecraft:simple_state_provider",
"state": {
"Name": "minecraft:air"
}
},
"inner_layer_provider": {
"type": "minecraft:simple_state_provider",
"state": {
"Name": "minecraft:amethyst_block"
}
},
"inner_placements": [
{
"Name": "minecraft:small_amethyst_bud",
"Properties": {
"facing": "up",
"waterlogged": "false"
}
},
{
"Name": "minecraft:medium_amethyst_bud",
"Properties": {
"facing": "up",
"waterlogged": "false"
}
},
{
"Name": "minecraft:large_amethyst_bud",
"Properties": {
"facing": "up",
"waterlogged": "false"
}
},
{
"Name": "minecraft:amethyst_cluster",
"Properties": {
"facing": "up",
"waterlogged": "false"
}
}
],
"invalid_blocks": "#minecraft:geode_invalid_blocks",
"middle_layer_provider": {
"type": "minecraft:simple_state_provider",
"state": {
"Name": "minecraft:calcite"
}
},
"outer_layer_provider": {
"type": "minecraft:simple_state_provider",
"state": {
"Name": "minecraft:smooth_basalt"
}
}
},
"crack": {
"base_crack_size": 2.0,
"crack_point_offset": 2,
"generate_crack_chance": 0
},
"distribution_points": {
"type": "minecraft:uniform",
"value": {
"max_inclusive": 4,
"min_inclusive": 3
}
},
"invalid_blocks_threshold": 10,
"layers": {
"filling": 1.7,
"inner_layer": 2.2,
"middle_layer": 3.2,
"outer_layer": 4.2
},
"max_gen_offset": 16,
"min_gen_offset": -16,
"noise_multiplier": 0.05,
"outer_wall_distance": {
"type": "minecraft:uniform",
"value": {
"max_inclusive": 6,
"min_inclusive": 4
}
},
"placements_require_layer0_alternate": true,
"point_offset": {
"type": "minecraft:uniform",
"value": {
"max_inclusive": 2,
"min_inclusive": 1
}
},
"use_alternate_layer0_chance": 0.083,
"use_potential_placements_chance": 0.35
}
}```
The tag `#scrimbles:geodes_cannot_replace` is just the same as `#minecraft:features_cannot_replace` plus air and water too. My guess is that including air in the tag, then using air as the first provider to fill the geode, that's what's causing it. When it tries to place the buds it just can't because it's not allowed to replace the sphere of air in the middle of the geode. Could I possibly switch the filling to structure voids or something?
I feel like there's a proper way to do this, like how there are structures that place air inside themselves. But I could also do something crackhead, like using fire.
Worth a try
Structure air?
Yeah
and cave_air is a legally distinct block from normal air?
It is
yah it worked
I have also removed all the floating modded geodes from the oceans, so I just need to swap the insides to cave_air and then I think I'm done with worldgen
might need to make salt veins less common or less massive because it's easy to just get thousands of the stuff
OOH I can try making the custom salt geode from the mod
I also made a WHOLE bunch of recipes.
You can now blast blocks of raw ore at ~1.5x the speed of cooking the ores individually
also time to uh, I think I might take on the project of collecting every armor piece so I can see the values, and then assigning new heat/cold resist values to them
Anything that's Netherite+ should come with heat and cold resist like Netherite does
I have a couple different turtle sets to collapse with OEI too. Sea mods really like adding a full set of turtle armor
This isn't the place to liveblog your ideas. It makes it harder for us to know when and what you need help with
Aight. Off to go figure out item attribute modifier from Thermoo then.
is it possible to make a summonable allied zombie using datapacks?
Like, made the same way a snow golem is, but with like. Idk. Some other mod's meat block and a zombie head on top?
And it's allied, follows you, and can equip items/armor like zombies can?
dog AI basically
All yes, but not necessarily easily. It's not a simple drag and drop of behavior from one to the other, you need to recreate it all with functions
Oof. I think I'll just look for a mod for it.
not really that difficult though, you can use the dog as a dummy entity and place an item display riding the dog, that way you can use it's AI but give it a nice texture
That's still not everything
OKAY so, I want to add a recipe to the game, but I have no idea how to make it work.
Bowl of water (from Dehydration) + gravel, sand, or red sand = gold nugget, empty bowl
Is there a way to make the bowls stay in the crafting grid like the water buckets do?
Not with data packs, that's just a hardcoded feature of the recipes that use buckets
actually I could just make it require a water bucket instead
water bucket + bowl + sand/red sand/gravel = gold nugget, leaves empty bucket in the grid
this does consume the bowl but like
whatever, it's a bowl
think I'm also gonna make chainmail and horse armor recipes too
Btw you can post progress of your datapack in #1112960948655902751
New question. How do you use a tag in a shapeless recipe? I can't think of any vanilla shapeless recipes that use a tag as one of the items to reference.
And, if I were to make a new tag that includes gravel, sand, and red sand, for crafting purposes does it go in block tags or item tags?
Item tag if you want it in a recipe
And you can just use the item tag as if it were a singular item iirc
"type": "minecraft:crafting_shapeless",
"ingredients": [
{
"item": "minecraft:bowl"
},
{
"item": "minecraft:water_bucket"
}
{
"tag": "scrimbles:gold_panning_sediment"
}
],
"result": {}
}```
So, this?
well, aside from forgetting to add a result item lmao
What version are you on again?
1.20.1