End structures to add
TelepathicGrunt opened this issue · 18 comments
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:
- End Monument (possibly. Would need to think about pillars that go off island...)
End Outpostdone in v1.10.0!End Pyramiddone in v1.10.0!End Shipwrecksadded, thank you cannon_foddr for design!End Strongholdsadded in v2.2.0!- End Fortress (need to turn off pillar of going off the island)
Ancient End Cityadded in v6.2.0!
@LilyKensa I need more info. What do you mean by Spawners on the dragon center island? Do you have pictures of it?
Wait, maybe I mistakenly identified the structures
Give me a moment to confirm (because I have a bunch of structure mods)
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
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)
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
{
"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?
Yes. Remove the forge and c tag entries as they likely too have the center end island biome
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?
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
Enderman villages hahahaha even tho they dont do anything it would be funny out of purpur/endstone and obsidian pillars
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...
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.
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