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skyblockbuilder's Introduction

Skyblock Builder A minecraft mod which lets you generate custom skyblock islands by using config.

Curseforge CurseForge

Modrinth Modrinth

Wiki

A very descriptive wiki page for each Minecraft version with examples can be found here.

skyblockbuilder's People

Contributors

melanx avatar noeppi-noeppi avatar witixin1512 avatar derkalaender avatar mcnetdev avatar xyz8848 avatar

Stargazers

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Watchers

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skyblockbuilder's Issues

a way of creating a water instead of air

Is your feature request related to a problem? Please describe.
the ability to set a variable sea level instead of complete air

Describe the solution you'd like
config option

Describe alternatives you've considered

[Suggestion] Allow for void end

Title says it all, currently only overworld and nether can be a void world, the end is missing from that list.
The end would need to spawn with the End Portal and Obsidian Pillars so the Dragon fight doesn't break completely.

Air blocks in template not preserved

Versions
Minecraft: 1.16.5
Forge: 36.2.0
Skyblock Builder: 1.6.3
Modpack: no other mods besides libx

Describe the bug
I'm trying to make a stoneblock map with a surface with the preset minecraft:bedrock,250*minecraft:stone,minecraft:lava. But the stone in this preset fills the structure I have which doesn't have any structure void blocks. (default template is the same)

How to reproduce

  1. set surface to true in config
  2. set surfaceSettings to minecraft:bedrock,250*minecraft:stone,minecraft:lava
  3. open a skyblock world with default template
  4. spawn inside stone because the air in the structure isn't preserved.

Expected behavior
the air blocks in the structure don't get replaced by the stone from the worldgen. (see screenshot for vanilla behavior)

Screenshots
Vanilla Structure loading behaviour

Ability to change distance between islands

Describe the solution you'd like

As written in the title it would be awesome to change the distance between the islands via the config.

Describe alternatives you've considered

Already tried to build the islands manually, but this breaks the use of commands.

Creating a new team

Currently helping the managing ATM6 Sky, some players in multiplayer are reporting not being able to create or join a team even on a new world as it says "Already in a Team" no matter what commands used to leave or create a new team. Not sure if this is a recently fixed issue or not but I can reproduce it as well

Create command broken

Versions
Minecraft: 1.16.4
Forge: 35.1.5
Skyblock Builder: 1.0.17

Describe the bug
Create command works even if you're already in a team.

How to reproduce

  1. Enable create command in config
  2. use /skyblock create
  3. use it again

Expected behavior
Error message if already in a team

customizable templates on servers

now i dont know how possible it is but what if the command
"/skyblock manage teams createAndJoin"
had something like
"/skyblock manage teams createAndJoin template <template_name>"

multiplayer non-team mode

I see that your mod, and i know you indicated this, is really designed for teams. However, I would like to be by default assign each player that logs into a server to their own team if configured to do say "team_mode=true" like if that were false, each person instant gets the default island. But if I configure that a specific island is to be had, then they or the team naturally would get one.

To help keep it inline with what you've done already, each person is a team of 1 minimum. Players would have to /abandon island which would clear their inventory put them in adventure mode on the island they appeared on, and then they would need to be either invited to a team /invite or request to be added to a team /join which upon acceptance of either, would make that teams island their home island, etc.

Rejoining Singleplayer teleports to spawn

When Disconnecting from Singleplayer and joining the world again you get teleported to your spawn point that's specified in the spawns.json. This only happens if you are in the overworld and rejoin the world.

Mod Version: 1.0.6

Structures don't generate correctly in overworld.

Versions

Minecraft: 1.16.4
Forge: 35.1.5
Skyblock Builder: 1.0.12

Describe the bug
Structures in overworld don't generate correctly.

How to reproduce

  1. Set dimensions.overworld.structures to true
  2. Create a new world
  3. Only features generate, not real structures like villages, mansions and a few more.

Expected behavior
Structures like villages generate.

Fences are considered a valid respawn block

Versions
Minecraft: 1.16.5
Forge: 36.1.23
Skyblock Builder: skyblockbuilder-1.16.4-1.5.4
Modpack: https://www.curseforge.com/minecraft/modpacks/spirited-dynamics/files/3318100

Describe the bug
Kind of the same as #31 but with Fences and Fence Gates (and probably every other block that acts as if it were 1,5 blocks tall)

How to reproduce

  1. Create new Skyblock world
  2. Replace the block below the spawn point with a Fence or Fence Gate (open Fence Gates won't work)
  3. Do /kill and you'll fall through the Fence on respawn

Expected behavior
You don't fall through the Fence or spawn ontop of another block

Screenshots
grafik

Add Obsidian Pillars to the End

Is your feature request related to a problem? Please describe.
Currently there are no obsidian pillars in the end to heal the dragon when fighting it for the first time. When respawning the dragon, vanilla will generate the pillars.

Describe the solution you'd like
Generate the obsidian pillars when entering the end for the first time.

Multiple Mods with Skyblock Type World crahes when loading new chunks

Versions
Minecraft: Forge 1.16.5
Forge: 36.1.X (36.1.0 to 36.1.32)
Skyblock Builder: 1.6.2
Modpack: Custom Made
Serene Seasons : 4.0.1.119
Snow Under Trees : v1.1.4

Describe the bug
Each time a new chunk is loaded (this INCLUDE upon world creation) the game crashes, Not Enough Crashes cannot identify the mods involved and I simply did some trial and error

How to reproduce

  1. Install either Serene Seasons or Snow Under Trees
  2. load new chunks in a Skyblock Type World (or create one)
  3. Crash

Expected behavior
To not crash

Screenshots
No Screenshot but here is the crash report and log with Serene Seaons (this crash is the same with Snow Under Trees but testing would be apreciated)

crash-2021-07-03_21.39.24-server.txt
latest.log

Command suggestions not working on server well

Versions
Minecraft: dev
Forge: dev
Skyblock Builder: dev

Describe the bug
Command suggestions not shown on server

Solution
Client has information about all the data, too. Packets, yay.

Inventory issues on reloading world

Versions

Minecraft: 1.16.5
Forge: 36.0.45
Skyblock Builder: 1.0.10
Modpack: Only this mod was used

Describe the bug

Upon reloading a saved world there is a sound as if the player is landing from a fall and all of the items in the player inventory fall to the ground (as if the player has died) this was tested with only this mod installed
How to reproduce

  1. create skyblock world following youtube video tutorial ( I made a tree sitting on one block of dirt)
  2. create new skyblock world
  3. mine down through the tree and make a small platform
  4. log out of skyblock world
  5. log back into the saved skyblock world
  6. sounds of hitting the ground will play and items are on the ground

Video

here is a video showing only this mod loaded and this bug happening
https://youtu.be/LIqwjefFd24

Initial spawn should not be in the nether dimension

Versions

Minecraft: 1.16.5
Forge: 36.1.25
Skyblock Builder: 1.16.4-1.6.0
Modpack: N/A

Describe the bug

Creating a new world starts the player in a nether themed world, which has just infinite gray fog and no skybox, using a nether portal brings the player to the overworld.

How to reproduce

  1. Create new world with skyblock world type, this works with the default template.

Expected behavior

The initial spawn should be in the overworld, or have some setting in common-config.json5 to indicate default world.

As an interesting note, if I take an old version of the config file, like from the All The Mods to the Sky modpack (config-1.toml) and use that instead of the common-config.json5 file, the world will generate correctly once, but then any subsequent world generates in the nether type, as the old config was ported over to the new version.

Screenshots

2021-06-08_10 53 39

spawn config doesn't seem to work on /kill

Versions
Minecraft: 1.16.5
Forge: 36.1.1
Skyblock Builder: skyblockbuilder-1.16.4-1.0.15
JEI: jei-1.16.4-7.6.1.71

Describe the bug
The spawn config doesn't seem to find valid spawn points when doing /kill. When doing /skyblock spawn you get teleported to the correct block.

How to reproduce

  1. Generate skyblock world
  2. Destroy all blocks but one, make sure the block where you spawned isn't the only block left
  3. Execute /kill
  4. Respawn in void

Expected behavior
I would expect that the game respawns you at the only block left

Screenshots
The position where the game respawns you (green particles) in relation to the only block left
grafik

Commands not working

Versions

Minecraft: 1.16.5
Forge: 36.2.8
Skyblock Builder: 1.6.11
Modpack: Own custom modpack

Describe the bug

The commands are not valid. I am in creative with cheats on and I am unable to modify the spawn of my custom island.
2021-10-31_01 11 08
2021-10-31_01 09 21

How to
reproduce

  1. load up a world with cheats on
  2. type in /skyblock
  3. there's the error

Expected behavior

I expected the commands to work like it says it does in the wiki and the video but nothing happens and I get that error
Screenshots

Option to set the starting dimension.

Is your feature request related to a problem? Please describe.
I'm building a skyblock pack based in the Nether, however only the Overworld is available as a starting dimension.
This would also be useful for other pack-builders who want to design a modded dimension challenge, or gate the Overworld through a skyblock stage.

Describe the solution you'd like
A config option to control the starting dimension;
Starting Dimension ID = -1 would generate the skyblock island structure in the Nether, and sets the player's respawn (and return from End) locations to match.

Describe alternatives you've considered
Digging through Curseforge, there seems to be nothing suitable for MC 1.16.5 (Forge install) that'll drop player into the Nether- if the Fabric one were ported over I'm not sure how it'll interact with the Skyblock Builder.

An Overworld start with a pre-built Nether portal also runs into difficulties since Nether side will generate as a floating portal frame, and players could easily skip the challenge by portalling out.

My reason for using the Nether is the water mechanics, and currently there are no mods which bring the Nether water mechanic to the Overworld.

Structures not spawning correctly

Overworld structures don't spawn correctly.
Strongholds are missing most connecting paths.
Villages, Igloos, Jungle Pyramids, Ocean Ruins, Pillager Outposts, Swamp Huts, Bastions are missing a few bottom layers.
Mineshafts, Ruined Portals don't generate at all.

Mod Version: 1.0.6

Custom World

Its not an issue more a Question.

Is there a way to set the custom template i made as default for singleplayer?

Nether not generating trees or ores

Versions
Minecraft: 1.16.5
Forge: 36.1.0
Skyblock Builder: 1.0.17 (just tested and it still exists in 1.2.0)
Modpack: (My own custom pack)

Describe the bug
When creating a skyblock world with normal nether, ores and trees do not generate.

How to reproduce

  1. set dimensions.nether default = true
  2. set dimensions.nether.structures enabled = true, disable-fortress = false, disable-bastions = false
  3. create new skyblock world
  4. go to nether to find no trees in warped and crimson forests, and no gold or quartz ore generating anywhere (have not tested ancient debris)

Expected behavior
Ores and trees should generate

Players added to teams when acceptor is on a bottom half slab spawn into the void

Versions

Minecraft: 1.16.5
Forge: 36.1.4
Skyblock Builder: 1.4.2
Modpack: Sky Stream Madness

Describe the bug

When players are accepted or invited to an island, when that is finalized if the request or accept was accepted such that one is on a bottom half slab, their spawn is set to the next full block below the bottom half-slab. And thus the eternal death loop. Where the spawn above the void and fall back into it.

I'm not sure if that is how it's happening but it appears to be that way.

Ok, we just verified and reinvited the player the death loop was happening to while on a full block and they no longer respawn below the block to fall into the void.

Server doesn't start with version 1.5.1

Versions
Minecraft: 1.16.5
Forge: 36.1.16
Skyblock Builder: 1.5.1
Modpack: SkylandColonies beta1

Following error when trying to start server with mod installed:

[22:56:32] [main/FATAL] [minecraft/Main]: Failed to start the minecraft server
net.minecraftforge.fml.LoadingFailedException: Loading errors encountered: [
        Skyblock Builder has class loading errors
§7java.lang.RuntimeException: Attempted to load class net/minecraft/client/gui/screen/Screen for invalid dist DEDICATED_SERVER
]
        at net.minecraftforge.fml.ModLoader.gatherAndInitializeMods(ModLoader.java:184) ~[forge:?] {re:classloading}
        at net.minecraftforge.fml.server.ServerModLoader.load(ServerModLoader.java:44) ~[forge:?] {re:classloading}
        at net.minecraft.server.Main.main(Main.java:95) ~[?:?] {re:classloading}

How to reproduce

  1. install mod on dedicated server
  2. start server
  3. observe error

Expected behavior
normal server start, no errors, mod working as expected ;)

Screenshots
uh... no

Allow changing the dimension the skyblock island and the player spawn in

I had a cool modpack idea that involved a skyblock in the Nether, but currently Skyblock Builder does not allow this. If possible, could there also be a list of dimensions that become void worlds, so that later on the player could access other dimensions which would also be empty? For example, you spawn in the Nether, but you can access the Undergarden to start a second void island there.

Set individual spawns for special templates

Is your feature request related to a problem? Please describe.

All templates can only use one spawns.json file. That means that all islands need to be similar.

Describe the solution you'd like

Defining the default island spawns as normal. Additionally you should be able to define a list of templates which should use a list of spawn points.

Describe alternatives you've considered

No, why should I? It’s me, the head behind the mod. I don’t have to describe alternatives. to be honest, I have no idea

Automatically move spawn point if spawn point isn't valid

Is your feature request related to a problem? Please describe.
If you die and haven't changed your spawnpoint using a bed you always respawn at the same position. This becomes bad if you destroy your spawn island to move it lower in the world causing you to always drop down with the potential to be stuck in a death loop.

Describe the solution you'd like
It would be nice to have a system in place which checks if the normal spawn point is secure and if not it spawns you at the next best location.

Describe alternatives you've considered
Maybe grant a resistance effect after death but that wouldn't solve the issue if there are no blocks below to fall on.

Spawn/home position in stoneblock world

I've made a 1,16,5 stoneblock type modpack using skyblock builder and it works great but when someone breaks a block on which they should spawn running command /skyblock home they spawn on the very top of the world which is not ideal.

It'd be nice if instead of searching for block above the spawn it would try to find closest block to spawn

Or alternatively spawn the player where it would normally no matter what's there

Allow Config Option to Change the Frequency of Structure Generation

Is your feature request related to a problem? Please describe.
N/A

Describe the solution you'd like
May we have the ability to change config options related to how often structures spawn. For example, I would like to increase the frequency of Fortresses and Bastions in the Nether.

Describe alternatives you've considered
I've attempted to alter this with datapacks but cannot find a solution that works.

MC: 1.16.5
Forge: 36.2.6
Skyblock Builder: 1.16.4-1.6.4

Thank you!
Darkosto

Nether loading blank?

I seem to be having an issue with generating a normal nether. It only seems to generate an empty nether. I'm running 1.16.5.

{
// Setting this to false will disable the reminder to use the new config
"_reminder": false,

"Dimensions": {

"End": {

  // Should end generate as in default world type? [default: false]
  "Default": true,
  
  // Should the main island be generated as normal? [default: true]
  "mainIsland": true
},

"Nether": {

  // Should nether generate as in default world type? [default: false]
  "Default": true
},

"Overworld": {

  // Should overworld generate as in default world type? [default: false]
  "Default": false
}

},

"Inventory": {

// Should all items be reset on first world join? [default: false]
// This will delete all the items given on spawn from other mods guide books.
"clearInv": false,

// Should players' items be dropped when leaving a team? [default: true]
"dropItems": true

},

"Spawn": {

// The dimension the islands will be generated in. Vanilla dimensions:
// minecraft:overworld
// minecraft:the_nether
// minecraft:the_end
"dimension": "minecraft:overworld",

// Direction the player should look at initial spawn
// Allowed values: north, east, south, west
"direction": "south",

// Height of the bottom layer from the structure.
// This affects where exactly the island will be generated.
// Range: 0 - 255
"height": 64,

// The radius to find a valid spawn if no given spawn is valid
// Minimum: 0
"radius": 50

},

// With this you can configure the structures and features which are generated.
// INFO: You can also just use the modid as wildcard for all features/structures from this mod.
// WARNING: Some features like trees need special surface!
// WARNING: Some structures like mansions only exist in special biomes! If the biome range is too low, the "/locate" command will run for a lot of minutes where you cannot play because it blocks the whole server tick.
// WARNING: This only works for vanilla dimensions (Overworld, Nether, End)
"Structures": {

// All the features that should be generated.
// A list with all possible structures can be found in config/skyblockbuilder/features.txt
// INFO: The two default values are required for the obsidian towers in end. If this is missing, they will be first generated when respawning the dragon.
// This is a resource list. In the `whitelist` field you can specify whether all entries will be accepted by
// default or rejected.
// `elements` is an array of rules. Each resource location that is matched against this list, will traverse these
// rules from top to bottom. The first rule that matches a resource location determines its result.
// Rules are resource locations, where asterisks (*) can be added to match any number of characters.
// However an asterisk can not match a colon. The nly exception to this is the single asterisk which matches everything.
// When a rule is matched, it will yield the result specified in `whitelist` as a result. To alter this
// add a plus (+) or a minus (-) in front of the rule. This will make it a whitelist or blacklist rule respectively.
// You can also add regex rules. These are objects with two keys: `allow` - a boolean that specifies whether this
// is a whitelist or blacklist rule and `regex` - which is a regex that must match the resource location.
"generationFeatures": {
  "whitelist": true,
  "elements": [
    "minecraft:end_spike",
    "minecraft:end_gateway"
  ]
},

// All the structures that should be generated.
// A list with all possible structures can be found in config/skyblockbuilder/structures.txt
// This is a resource list. In the `whitelist` field you can specify whether all entries will be accepted by
// default or rejected.
// `elements` is an array of rules. Each resource location that is matched against this list, will traverse these
// rules from top to bottom. The first rule that matches a resource location determines its result.
// Rules are resource locations, where asterisks (*) can be added to match any number of characters.
// However an asterisk can not match a colon. The nly exception to this is the single asterisk which matches everything.
// When a rule is matched, it will yield the result specified in `whitelist` as a result. To alter this
// add a plus (+) or a minus (-) in front of the rule. This will make it a whitelist or blacklist rule respectively.
// You can also add regex rules. These are objects with two keys: `allow` - a boolean that specifies whether this
// is a whitelist or blacklist rule and `regex` - which is a regex that must match the resource location.
"generationStructures": {
  "whitelist": true,
  "elements": [
    "minecraft:fortress"
  ]
}

},

"Utility": {

// Should players be able to create their own team? [default: false]
"createOwnTeam": true,

// Should players be able to leave their team or invite others? [default: true]
"selfManage": true,

"Spawns": {

  // Should players be able to modify their spawn positions? [default: false]
  "modifySpawns": false,
  
  // The range from island center for possible spawns to add. [default: 50]
  "range": 50
},

"Teleports": {

  // Should players be able to visit other island? [default: true]
  "allowVisits": true,
  
  // Should players be able to teleport to their home island? [default: true]
  "home": true,
  
  // Should players be able to teleport to spawn? [default: true]
  "spawn": true
}

},

"World": {

// The radius for the biomes to repeat [default: 8192]
// By default it's the perfect range that each team has the same biomes
// WARNING: Too small biome range will prevent some structures to generate, if structures are enabled, because some need a special biome! You may fix this by decreasing the "structureModifier"
// Range: 64 - 29999900
"biomeRange": 8192,

// Should the biomes repeat each x blocks? Disable to have normal vanilla biome generation. [default: true]
"biomeRangeEnabled": true,

// Distance between islands in overworld [default: 8192]
// nether the distance is 1/8
// Range: 64 - 29999900
"islandDistance": 8192,

// The offset from 0, 0 to generate the islands
// Can be used to generate them in the middle of .mca files
"offset": 0,

// Sea level in world [default: 63]
// Range: 0 - 256
"seaHeight": 63,

// The modifier for spacing and separation of structures. These values can be defined by a data pack. However, this is a multiplier to change these values.
// Minimal spacing is 1
// Minimal separation is 0
// Range: 0.0 - 10.0
"structureModifier": 1.0,

// Should a surface be generated in overworld? [default: false]
"surface": false,

// The block settings for generating the surface.
// Same format as flat world generation settings (blocks only)
"surfaceSettings": "minecraft:bedrock,2*minecraft:dirt,minecraft:grass_block",

"SingleBiome": {

  // Specifies the biome for the whole world
  "biome": "minecraft:plains",
  
  // Should only one biome be generated? [default: false]
  // WARNING: Some structures need a special biome, e.g. Mansion needs Dark Oak Forest! These structures will not be generated if you have only one biome!
  "enabled": false,
  
  // The dimension where the single biome should be applied. Use "default" for spawn dimension
  // Allowed values: default, overworld, the_nether, the_end
  "singleBiomeDimension": "default"
}

}
}

Nether wont generate as default

Versions

Minecraft: 1.17.1
Forge: 37.0.103
Skyblock Builder: 2.0.23
Modpack: Void'n'Nether. still unpublished, not much other mods that arent client side and visual

Describe the bug
The Nether do not manage to spawn as default even with the appropriated configuration:

"Nether": {

  // Should nether generate as in default world type? [default: false]
  "Default": true
},

How to reproduce
New game, skyblock world type, bam

Expected behavior
Having a regular nether

Thanx for all, amazing mod!

Players spawning on top of Pollution of the Realms pollution blocks

Versions

Minecraft: 1.16.5
Forge: 36.1.0
Skyblock Builder: 1.4.7
Modpack: Create From Scratch

Describe the bug

A player with too much pollution on their island will spawn on top of the blocks in the sky, repeatedly dropping them to their death and killing them.

How to reproduce

  1. Create a new island.
  2. Generate sulfur or carbon blocks via any method (smelting or cobble generator being the simplest) until pollution reaches the X and Z of the spawn point.
  3. Teleport away from your new island.
  4. Teleport back to your island.

Expected behavior

Teleportation commands ignore sulfur and carbon, spawning you on your island.

Blocks with no collision box are considered a valid respawn point

Versions

Minecraft: 1.16.5
Forge: 36.1.16
Skyblock Builder: skyblockbuilder-1.16.4-1.4.7.jar

Describe the bug
Block with no collision box like signs are considered a valid respawn point

How to reproduce

  1. Create new Skyblock world
  2. Replace the block below the spawn point (the one that's marked when executing /skyblock spawns) with a block without a collision box (Sign, Sapling,...)
  3. Do /kill and you respawn on the block above the sign and fall down one block into the sign.

Expected behavior
The mod should find a valid respawn point as the game also respawns you there if there is only the void below the player.

Screenshots
grafik

Nether generates with overworld biomes

Versions

Minecraft: 1.16.5
Forge: 36.1.31
Skyblock Builder: 1.16.4-1.6.0
Modpack: N/a

Describe the bug

The nether generates with the overworld sky and biomes

How to reproduce

  1. generate world, making sure that the spawn world is the overworld in the config
  2. go to the nether

Expected behavior

The nether should have nether biomes and skybox

Screenshots

2021-06-09_17 21 55

Structures/features in nether are not applied by whitelist

Versions
Minecraft: dev
Forge: dev
Skyblock Builder: dev

Describe the bug
Structures/features in nether are not applied by whitelist

How to reproduce

  1. Make whitelists empty
  2. Go to nether
  3. Find structures/features

Expected behavior

completly void

Bug with Twilight Forrest

Hey,
i have a bug with Twilightforrest and your Mod. Whenever i start a Skyworld and go to the Forrest i have a normal world without any Structures or Trees eventhough the Biomes are marked korrekt. It must be a correlation between your mod and theirs cause a normal world generates a normal Forrest

1.16.5

[Suggestion] Toggle individual structures

It would be nice if we were able to toggle if individual structures generate in the world.
This would allow pack makers to make a void overworld without for example villages but with a stronghold

doesn't work with structure gel API

Describe the bug
structures placed with structure gel's gel usually have the gel transformed into air. however, if an island uses structure gel in it, the gel does not get replaced by air.

How to reproduce

  1. create an island using structure gel
  2. create a new world with the new island
  3. see that the structure gel wasn't replaced by air

Expected behavior
the structure gel gets replaced by air

Namespace documentation

Hello,

in the forge config file forge-common.toml there's a configuration called "default worldtype", it require the "registry namespace", how do i get it? I've tried "skyblockbuilder:skyblock" to no results.

Thank you for your time.

Rendering issues of the bounding box

Versions

Minecraft: 1.16.5
Forge: Doesn't matter
Skyblock Builder: 1.16.4-1.5.0
Modpack: None

Describe the bug
The more far out you travel, the more buggier the rendering of the bounding box gets when holding the structure saver.

How to reproduce

  1. Create a new world
  2. Teleport far out (at least a million blocks to see the results better, it also occurs just a few thousand block out)
  3. Mark a bounding box with the structure saver

Expected behavior
A non bugged bounding box

How to solve

  1. Read Javadocs: https://noeppi-noeppi.github.io/LibX/io/github/noeppi_noeppi/libx/render/RenderHelperWorld.html#loadProjection-com.mojang.blaze3d.matrix.MatrixStack-net.minecraft.util.math.vector.Vector3d-
  2. Fix ths line: https://github.com/MelanX/SkyblockBuilder/blob/1.16.x/src/main/java/de/melanx/skyblockbuilder/EventListener.java#L193

Screenshots

image

whitelist/blacklist structure and feature generation per dimension

Is your feature request related to a problem? Please describe.
It is annoying to have to manually figure out and blacklist certain features/structures from spawning.

Describe the solution you'd like
a way to blacklist (or whitelist) feature spawning per dimension. for example, it could look like this:

dimension-feature-blacklist = ["minecraft:overworld", "good_nights_sleep:nightmare"]
whitelist-is-blacklist = false

Describe alternatives you've considered
none

[feature request] default spawn island protection enabled

spawnprotection= in server.properties doesn't always work still. In order to protect one must add a chunk protection mod or use some command blocks. It would be nice if the mod made this start island protected against everyone not op.

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