Minecraft Data Packs / Adventure

CC's Desert Pyramid Boss Full Release v1.5

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calebchan's Avatar calebchan
Level 51 : Grandmaster Meme
54

Desert Pyramid Boss Full Release



‼️ Disclaimer: Only works up to Minecraft v1.16! Is not made for v1.17 or higher (unless a dev wants to upgrade it!)




v1.2: Integration with my new datapack
CC's Wandering Trader!
This special Wandering Trader was created specially to trade the custom items from my datapacks for diamonds and emeralds.



Run in, dig down, no mobs defending the treasure, defuse the scary trap by breaking the pressure plate, loot the chests and TNT, build out, never see it again.

Unfortunately, that's all it's ever been for the past few years. The treasure and thrill is proportional to the challenge.



This datapack changes everything about pyramids.

What you'll first notice is a particle effect when you come near the new pyramid: suddenly you cannot break blocks nor place them. The pyramid has an aura that changes you to Adventure mode when you draw near to it.

The interior is much more spacious as well: the towers house a spiral staircase each, and the main hall much more spacious; suspicious creeper-faced sandstone blocks mark the huge cracks and ominous crypts around the four walls. Redstone torches scarcely cast a dim glow on the corners of the room.

If you stumble upon the pyramid in the night, you would encounter five pyramid-unique mobs, falling from the sky and welcoming the fire of the morning sun. Each pyramid tower holds a spawner, making encountering the pyramid at night a dangerous ordeal. Is it worth looting all four treasure loot chests, two in each tower?

But you would need to enter the pyramid itself at night, for that is the only way to acquire the Enchanted Fire that is required to initiate the boss fight.

Upon setting the pyramid aflame, iron bars lock the players in and the Dymarip awakens at the highest point of the pyramid. Fire is its element of choice, and Fire Resistance effects are rendered null.

It will call upon hordes of minions to defend the pyramid's treasure, and should they fail their task... let's just say the Dymarip is no stranger to death.

Should players prove worthy and strong enough to wrestle the treasure from the Dyamrip's grasp, they will be heftily rewarded with four late-midgame treasure chests, along with a chance for two new items: Dymarip's Flame, a very powerful Multishot crossbow that shoots Flaming hunger-tipped arrows [see footnote below]; as well as a chance for two Enchanted Totems of Undying.

The pyramid also rewards you with a tier 3 beacon structure that grants passive effects around the conquered pyramid for 10 in-game days, until the pyramid is reset for the boss fight to be replayed again.

What are you waiting for? The Dymarip is longing to be awakened...




Disclaimer: the datapack is now in late extra Alpha, meaning that features are mostly implemented and play tested, but bugs may still persist (especially since I just ported it to 1.16). It is not advised that you load this version of the datapack into your survival world; rather, you can definitely mess about in a creative world. It should be okay to load this into your survival world, nothing will break too badly. Just run "/function dpyramid:0dev/setpyramid" set on an unlooted pyramid, and it will update the pyramid to the new one. Then, simply gear up in level 1 enchanted iron (tho unenchanted iron for seasoned players), follow the advancements to obtain the Enchanted Fire, hop into survival and take a test drive of the fight. It will not be easy.

Wow I haven't changed this disclaimer in a while. It should've been okay to put it into your survival world a version or two ago. But now it's in 1.16 and I'm prepared for bugs. OOP

IT'S FULL RELEASE! I'M SO HAPPY! It's been a long journey of playtesting, but it's been a fun ride. Thanks to everyone who's helped me along the way: my play testing friends; fellow random online people commenting wonderful ideas, pointing bugs and giving encouragement; and just each person who thought this datapack was worth trying out and download. I really do hope that it spices up your SMP experiences!

Use the spoiler tab "Debug Commands/If Something Breaks" below if something breaks.

Please report bugs if you encounter any! Do comment what you enjoyed, it helps me understand my creation better! I hope you enjoy!


[​Dymarip's Flame] : In the Minecraft 1.17 Snapshot 20w46a, /replaceitem will be changed to /item. I foresee that this means the code for Dymarip's Flame will not work. Will need to update so that the main.mcfunction still works. For now, this datapack will not work for 1.17 snapshots.


[NEW] CC's Wandering Trader Datapack Compatibility
CC's Wandering Trader

CC's Desert Pyramid Boss Full Release v1.5 Minecraft Data Pack

Do you have a full chest of Blizzard Orbs? Or maybe you loved replaying the Dymarip boss fight again and again, just for the challenge and fun of it and not for the loot; and you have too many Dymarip's Flames but you might prefer a bow to a crossbow.



CC's Wandering Trader Datapack adds a new wonder in the oceans.

Ocean voyages and intercontinental journeys seem mindless as you just hold sprint-'W'. Besides that, Wandering Traders always spawn on surface land, and it's always the same useless trades.



These Seafaring Wandering Traders are unlike their land-lubbing counterparts who might settle for the uncommon scraps of nature, no, no, no, these Wandering Traders are willing to part with even diamonds for the big guns: the heftiest, unique and rare treasures that only experienced wandering adventures who are well-knowledgeable and diamond-clad can obtain.


At the break of every dawn, a Seafaring Wandering Trader will attempt to spawn in any of the Deep Oceans biomes, if no other Wandering Trader is nearby. They will stay there for almost a day, before despawning.

This special Wandering Trader was created specially to trade the custom items from my datapacks for diamonds and emeralds. I had a last minute thought to add some vanilla items to sort of integrate it and make the trades feel a little more vanilla. But it should always be used in tandem with one of my datapacks.


CC's Desert Pyramid Boss Full Release v1.5 Minecraft Data Pack




Mini-Wiki!

Now for the technical notes. Should you want to play the datapack without spoilers, you can just follow the advancements and tooltips to add two and two. Should you still be stumped by Dymarip's puzzles, you may refer to the following feature list!

Desert Pyramid Structure
  • Upon being in the proximity of a naturally-generated desert pyramid, it will be converted into this custom desert pyramid!
  • Players within proximity will first get mining fatigue, and closer will be converted to Adventure Mode. If they leave the pyramid, they will be returned to Survival Mode. Particle effects will appear when game modes are changed.
  • The interior of the main hall is redesigned the most, for the purposes of the boss fight. There are crypts in the sides of the main hall, with coffins and beds—more on that later.
      • Each pyramid tower holds a spawner at its top: it spawns pyramid-specific mobs in a large radius around the pyramid, with an even larger required player proximity.
      • Each spawner is accompanied by a loot chest tucked away behind it, should treasure hunters fight for it.
      • These two chests have the same loot table as regular desert pyramid chests.
        CC's Desert Pyramid Boss Full Release v1.5 Minecraft Data Pack
      • The underground treasure chests with the TNT trap and all is filled up with sandstone. It will not exist with this datapack.
      • Instead, each tower has a spiral staircase downwards, leading to a basement filled in with sand, demanding to be dug up.
        
      • The basement chest is a smaller variant of the reward chests at the defeat of the pyramid.


      Desert Pyramid Spawners/Mobs
      • The individual spawners have a spawn range of 35 blocks, mob cap of 4 each and required player range of 50 blocks.
      • The most common spawn are desert silverfish. Just nicer way to encounter them besides only in strongholds.
         
      • Next are the melee skeletons. They're much faster than zombies, and if you spot one, you know you're near a pyramid.
         
      • Then there are the usual desert husks. Nothing special, just that near a pyramid, their frequency is much much more than it already is.
         
      • We also have pyramid zombie villagers. They always wield wooden axes that hits like a truck on hard mode, and break shields. They all wear golden helmets.
         
      • Finally, we have the shovel zombie villagers. They wield enchanted golden shovels and wear golden helmets. They are a rare spawn, but you may want its shovel.
        
      • Each of these mobs comes with Fire Resistance, so don't try to wait out the night.
      • They also start out with Slow Falling, because they can spawn in the air.


      (How to get) Enchanted Fire [spoilers]
      • Tamed cats have a 70% chance of spawning in an item from a loot table in the morning when they sleep nearby you.
      • There are beds in each crypt in the main hall of the pyramid.
      • Players must tame a cat, bring it to the pyramid at night, kill all nearby mobs and sleep in a crypt.
      • There is a 70% chance the loot table is called upon, then cat, if the player is in a pyramid, will find an Enchanted Flint and Steel.
      • The Enchanted Flint and Steel can be used like any normal Flint and Steel in survival, but it has the "Can be Placed on: Orange Terracotta" nbt tag.
      • Players in Adventure Mode must use it to set fire to all the orange terracotta blocks at the centre of the pyramid to initiate the boss fight.
         flint



      Boss Fight (Phase 1)
      • A player in Adventure mode must use an Enchanted Flint and Steel to set alight all the orange terracotta blocks at the centre of the pyramid to initiate the boss fight.
      • Lightning bolts strobe the room, an ominous sound echoes, a bossbar appears, filling up, just like summoning a Wither.
      • An invisible entity is summoned at the top of the room, shape barely conceivable by virtue of some smoke particles. It is the Dymarip.
      • The Dymarip itself stays at the top—for now—and like a blaze, it will be on fire before it fires a barrage of three fireballs downwards at you.
      • Every 6 seconds, it will attempt to spawn a horde of minions, indicated by a sound effect as well as particles.
        
      • It will randomly choose from the list of mobs above minus the shovel zombie villager, but some of the mobs have slightly less health for balancing.
      • Silverfish will spawn from the cracks in the walls. Melee Skeletons, Husks and Axe Zombie Villagers will spawn on the beds inside the crypts. These mobs are all fire resistant to the Dymarip's fireballs.
      • The relative ratio of each type of minion will vary dynamically according to the health of the Dymarip!
        
      • The Dymarip takes almost no damage from arrows, so must be attacked with melee hits.
      • So players must stand in the middle, jump hitting the Dymarip (you can just reach it with jumping) and try to bring the Dymarip's health to zero, while it summons increasingly more and stronger mobs to attack the player.
      • The mob cap and spawn count per spawn cycle increases proportionately to the number of players in the pyramid.
        



      Boss Fight (Area Effect Centre)
      • During the battle, the blue terracotta at the centre emits strange area effect cloud particles.
      • If any player stands nearby the centre blue terracotta block, if his saturation level is 0, then the player will receive Saturation. I've gone full fights without eating food once.
      • Besides that, if the player is on fire, going to the centre will douse the player.
      • If any mob or player stands nearby the centre blue terracotta block, it receives: Regen III, Resistance I and Speed I.
      • It can be a double edged sword: players can and should utilise the centre to receive buffs; but if the mobs are nearby, they also receive the exact same status effects. The axe zombies hit hard, if only they moved faster...
        
        


      Boss Fight (Phase 2) [spoilers]
      • Upon bringing the Dymarip's health down to zero, its own Enchanted Totem of Undying activates...
      • It will float down, forgetting the minions and will directly fight you, one on one. The crypts will be blocked up. The final fight is on.
        



        The Dymarip has two alternating states: Camping and Fleeing.


        Camping
      • It starts with the camping state. The Dymarip will take and stay in the centre and stay there, gladly enjoying the Regen and Resistance effect buffs that it offers.
      • It may regenerate up to 10% of his health, and the Resistance basically nullifies all non-critical iron sword hits whilst in the middle.
        
      • After it has shot its barrage of fireballs at you, the center orange terracotta blocks will be set on fire, sort of like a wall of fire that prevents you from coming too close.
        
      • When it is about to shoot again and becomes on fire, the wall will go down temporarily.
        
      • While it is still in the middle, it will periodically try to attack you with evoker fangs that will also give you Hunger. The rate of evoker fang attacks scales proportionately to the number of players.
        



        Fleeing
      • After a while, it will alternate to its Fleeing state. With the temporary speed boost from the middle, it will quickly run, almost teleporting, to the corner furthest from you.
      • Even after the speed boost is gone, it will still run away from you very fast. During this phase it loses the middle's Resistance passive effect, so it is vulnerable.
      • But do not mistake it for a coward's retreat, no, for it is merely trying to put distance away for its ranged fireball attack, lulling you in with a false sense of security. For more test players have died during the Fleeing state than during the Camping state.
        
        • When it becomes on fire and is aiming to shoot at you, it will move much slower. Use this as a window of opportunity to damage it.
        • However, after some time, it will try to return to the middle to its Camping state with a whirling sound.
          

          =============================    
        • In both states, if you get too close, its physical melee attack hits hard, disables your shield, lights you on fire and sends you flying to the opposite corner of the room.
        • In both states, for each of the three fireballs it shoots, it will also then summon an evoker fang beneath each player at the same time that also gives a Hunger II effect.
        • Watch out, though it is easy to learn its patterns but if you're not careful, you can easily lose all your health with three fireballs, three fangs and one big melee attack.


        Loot/Defeating the Pyramid
        • Upon defeating the Dymarip for good this time, it's treasure o' clock!
        • Four chests will appear around the centre of the room. Loot table is discussed later below.
        • The Dymarip's Flame and two Enchanted Totems of Undying items also falls in from the sky onto the centre.
          
        • A tier 3 beacon pyramid will spawn right underneath the centre, while the blocks above the pyramid's centre will be turned to glass in order for the beacon to activate.
        • The player can set whatever effects they want; it's a free beacon! Especially for farming the desert pyramid spawners.
        • There is a 10 in-game day (or 200 minutes) cooldown until the chests and beacon are removed and the pyramid can be replayed again. Until then, the beacon reward will be active!
          


        Terminating Boss Fights + Why Boss Fight isn't starting
        • The boss fight will terminate (or not even start) if the following happens:
        • There is no more Adventure mode players inside the pyramid. This could happen if all the players had died, or if the players are teleported out of the pyramid. Not sure what happens if you teleport them out into faraway chunks and whether the pyramid will terminate if it is unloaded. It may also occur when they use commands to change out of the Adventure gamemode.
        • There is another Dymarip boss fight currently taking place. Yes, the way how boss bars work, you can only have one up globally. It's not multiplayer friendly, but I don't see it being too frequent a happenstance with a server that has less than 50 active players at any one time.
        • It is Peaceful mode. Duh. It should terminate properly if you switch it to Peaceful mode at any one point during the fight. It is well tested, but may clash with other datapacks.
        • A newer datapack was reloaded midway during the fight, updating to the newest version of the default, dormant pyramid.This is to prevent any unforeseen bugs.
        • Don't run commands like /kill on certain auxiliary entities. Certainly if you do a /kill @e, it will kill the armor stand marker that marks the centre of the pyramid, and that will cause problems. Look at the debug commands for help, especially in resetting pyramids that have lost their armor stand marker.




        New Items

        item list


        Enchanted Flint and Steel

          flint

        • Has a 70% chance of being found by your tamed cat when sleeping in a desert crypt with a cat beside you.
        • Can be used on Orange Terracotta blocks in Desert Pyramids to imitate the boss fight where you're usually not allowed to break or use any blocks or items.
        • It has just enough durability to light all the orange terracotta for one boss fight.
        • Functions like normal Flint and Steels otherwise.


        Forbidden Golden Shovel
           
          

        • Small chance to drop from a shovel zombie villager, a rare spawn from a desert pyramid spawner. (Can be assured with Looting).
        • Just like the Enchanted Flint and Steel, it can be used in Desert Pyramids to dig up only Sand when you're usually not allowed to break blocks.
        • The idea is that many naturally generated desert pyramids in Desert Hills biome may spawn inside of a hill or in the ground.
        • Instead of raising up the desert pyramid to surface level, I thought it'd be fun to dig up the entrance to the pyramid, as if you were an archeologist digging up some ancient structure!
        • The durability is very low, so you might need a few depending on how sunken in your pyramid is; though most pyramids shouldn't be.
        • It is lightly enchanted with Level 5 enchants as well!

          Thanks to Komb for suggesting the rename!



        Enchanted Totem of Undying

           
        • Beating the Dymarip boss and resting the pyramid will have a 50% chance to drop each of two Enchanted Totems.
        • Just like Enchanted Golden Apples, these Enchanted Totems are like regular Totems of Undying, but stronger.
          Similar to Dymarip's Flame, it is meant to mimic the totem that the Dymarip apparently uses at the end of Phase 1 of the boss fight.
        • The player will get the following effects:
            Regeneration IV (0:30)
            Absorption III (0:15)
            Saturation III (0:15)
            Fire Resistance I (0:30)
            Resistance IV (0:05)
            Slowness IV (0:05)
        • The Regeneration and Absorption is much stronger compared to the normal Totem; Saturation is just to mimic the centre giving you the same saturation buff during the boss fight. Fire Resistance is an effect that Pocket Edition's Totems have that can be thrown in here too, and there is the potency of the Potion of the Turtle Master at the end.
        • A player should be able to regenerate to full health just as the Resistance and Slowness wears off, if no other damage is taken.
          All these effects combined mimics how the Dymarip regens his full health when it uses its totem, and how it never moves as it uses the centre's buff, having Resistance and Absorption to tank hits while it's there.


        Dymarip's Flame

              
        • Acquired from beating the Dymarip boss and resting the pyramid, every time.
        • It is a crossbow that mimics the fireball attack mechanic of the Dymarip.
        • Similar to the Dymarip, it shoots three arrow projectiles with Multishot.
        • It is enchanted with Flame and shoots flaming arrows, an enchantment that is usually incompatible with crossbows.
        • Though it consumes regular arrows, it shoots tipped arrows of Hunger II (0:10), mimicking the Hunger status effect associated with the desert and the pyramid.
        • It is Unbreakable, meaning that it will always be at full durability.
        • When uncharged, players will have a 10% increase in movement speed if the crossbow is held.
        • However, when loaded with an arrow, players will move 10% slower while holding the crossbow until the arrow is fired, and the increase in speed will return.
        • This mimics the Fleeing state of the second phase of the boss fight where the Dymarip moves very quickly unless it is about to fire.




        Advancements and Loot

        Advancements

          

          Adventure
        • We Built This On A Solid Rock: Enter a desert pyramid
        • Regional Treasure: Dig up the totally not booby-trapped sand-caved basement in a desert pyramid
        • Fire at Dawn: Obtain enchanted fire by sleeping in a desert pyramid crypt with a cat
        • Awakening the Pyramid: Summon the Dymarip
        • Resting the Pyramid: Defeat the Dymarip
        • Postimmortal: Use the Enchanted Totem of Undying to mock death


        Mob Drops
        Format:

        0–2 (+2) Rotten Flesh @ 3
        0 to 2 drops of Rotten Flesh with a Looting bonus of 0 to 2 with a relative weight of 3 in its OR entry


          Silverfish (Global)
        • 0–2 (+2) Iron Nugget     OR
        • 0–1 (+1) Cod         OR
        • 0–1 (+1) Salmon

             Melee Skeletons (Pyramid Variant only)
          • 0–2 (+2) Bone Meal      AND
          • 0–1 (+1) Bone

            Husk (Global)
          • 0–1 (+1) Rotten Flesh    AND (
          • (-1)–1 (+1) Leather @ 5    OR
          • 0–2 (+2) Paper @ 7      )

            Zombie Villager (Pyramid Variant Only)
          • 0–1 (+1) Rotten Flesh    AND (
          • 0–2 (+2) Gold Nugget @ 5  OR
          • 0–1 (+1) Gold Ingot @ 2    )

            Shovel Zombie Villaher (Pyramid Variant)
            – Exactly the same with Zombie Villager, plus:
          • (-2)–1 (+1) Ancient Enchanted Golden Shovel


          Reward Treasure Chest
          Format:

          0–2 Diamonds @ 2
          0 to 2 counts of Diamonds with a relative weight of 2 in its pool

          There are four reward treasure chests for beating the boss, each has the following loot table:


            Treasure Pool (3–6 Rolls)
          • 2–4 Diamonds @ 3
          • 5–15 Gold Ingot @ 10
          • 5–15 Emerald @ 5
          • 1–2 Nether Wart @ 2
          • 1 Blaze Powder @ 2
          • 1 Saddle @ 3
          • 1 Iron Horse Armor
          • 1 Golden Horse Armor
          • 1 Diamond Horse Armor
          • Golden Sword, Pickaxe, Axe, Shovel, Armor @ 2 each (except Golden Helmet at Weight of 3)
          • Enchanted at Level 20–30
          • Iron Sword, Pickaxe, Axe, Shovel, Armor @ 3 each
          • Enchanted at Level 15–25
          • Damaged 0–80%
          • Enchanted Book @ 5
          • Enchanted at Level 15–25
          • Enchanted Book @ 3
          • Enchanted at Level 20–29

            Junk Pool (3–5 Rolls)
          • 3–5 Bone @ 5
          • 3–4 Cobweb @ 7
          • 3–6 Gunpowder @ 5
          • 3–8 Sand @ 7
          • 1–2 Sugar Cane @ 4


          Basement Chest
          Format:

          0–2 Diamonds @ 2
          0 to 2 counts of Diamonds with a relative weight of 2 in its pool

          There are two basement chests, one below each tower, each has the following loot table:


            Treasure Pool (2–5 Rolls)
          • 1–3 Diamonds @ 2
          • 5–10 Gold Ingot @ 10
          • 5–10 Emerald @ 5
          • 1 Saddle @ 3
          • 1 Iron Horse Armor
          • 1 Golden Horse Armor
          • 1 Diamond Horse Armor
          • Golden Sword, Pickaxe, Axe, Shovel, Armor @ 2 each (except Golden Helmet at Weight of 3)
          • Enchanted at Level 10-20
          • Iron Sword, Pickaxe, Axe, Shovel, Armor @ 3 each
          • Enchanted at Level 5-10
          • Damaged 0–50%
          • Enchanted Book @ 5
          • Enchanted at Level 5-15
          • Enchanted Book @ 3
          • Enchanted at Level 10-20

            Junk Pool (4–6 Rolls)
          • 3–5 Bone @ 5
          • 3–4 Cobweb @ 7
          • 3–6 Gunpowder @ 5
          • 3–8 Sand @ 7
          • 1–2 Sugar Cane @ 4





          Technical-technical Notes

          Debug Commands/If Something Breaks
          If you are stuck in a hole near a pyramid and cannot get out because of Adventure mode
          /function dpyramid:0dev/unstuck

          Update an already-looted pyramid into the new pyramid: stand on the middle blue terracotta block and run
          /function dpyramid:0dev/resetpyramid
          Old vanilla pyramids should be auto-updated unless the blue terracotta and loot chests are broken.
          Old custom pyramids from previous datapack versions should be auto updated by the datapack after version Full Release v1.0.

          Terminate the current active Dymarip boss fight
          /function dpyramid:0dev/resetactive

          Finish the cooldowns of all pyramids
          /function dpyramid:0dev/resetcooldown


          Give Enchanted Flint and Steel
          /function dpyramid:0dev/giveflint

          Give Ancient Enchanted Shovel (will be unenchanted at full durability)
          /function dpyramid:0dev/giveshovel

          Give Dymarip's Flame
          /function dpyramid:0dev/givecb

          Give Enchanted Totem of Undying
          /function dpyramid:0dev/givetotem



          Known Issues
          • The advancement Bring Home the Beacon should not be awarded when the beacon is auto-constructed as a reward for completing the boss fight. There's no simple way to prevent this from happening; overwriting the vanilla advancement, adding an extra condition perhaps? Not sure.
          • In phase 2, when the boss is in Fleeing state and tries to return to the center, sometimes it stops short of the center. The ocelot seems content with the distance to pathfind to the chicken. hmmm. It's not too big of an issue.
          • The sound effects show up as random sound events if narration is turned on. Nothing much I can do
          • Players digging and towering upwards below the pyramid might get stuck if they change into adventure mode. Use /function dpyramid:0dev/unstuck




          I would like to say thanks to my friends Diffindo1, JulianMC_201 and GiNeRbReAdMaN (I had to look through my server logs to find how to spell that) for putting in hours in playtesting the many many iterations of the boss and giving critical feedback! (As well as trying to exploit mechanics and evolving the meta, y'all are every game designer's dream T.T)
          CompatibilityMinecraft 1.15
          toMinecraft 1.16
          Tags

          24 Update Logs

          Quick Feature: Better Treasure Loot 1.7 : by calebchan 11/02/2021 9:33:48 amNov 2nd, 2021

          Just buffed the treasure loot by a lot. The number of rolls are higher, there should also be about twice the count of treasure loot per roll.

          Yep, this should be the last thing, and the last you'll see of me on this. Have fun!
          LOAD MORE LOGS

          Create an account or sign in to comment.

          2
          12/30/2022 6:39 pm
          Level 42 : Master Pirate
          METAL_knight
          METAL_knight's Avatar
          Did you manage to replace the vanilla structure, and if so how? I've been trying to do a desert temple datapack myself but it seems like the structure is hardcoded and can't be modified
          2
          12/31/2022 4:31 amhistory
          Level 51 : Grandmaster Meme
          calebchan
          calebchan's Avatar
          You can look into the code for yourself! But yea, it's hardcoded (annoying) so what I've done is periodically run a lightweight predicate check (technically "progressively heavier checks") around the player whether there the block has a structure:desert_pyramid data tag. Then, I run some more checks to find the -x -y -z corner of the cuboid desert pyramid structure, and then replace the entire structure with my custom structure loaded from a structure block.
          2
          12/31/2022 2:27 pm
          Level 42 : Master Pirate
          METAL_knight
          METAL_knight's Avatar
          Oof, yeah, i figured i was able to simply disable the generation of the desert temple by erasing the structure set layout for the desert temple inside of minecraft's world gen and created a structure of my own. But thanks for letting me know !
          2
          11/02/2021 1:00 pm
          Level 39 : Artisan Herobrine
          Ribinator
          Ribinator's Avatar
          Cool
          2
          11/02/2021 12:28 pm
          Level 38 : Artisan Pixel Painter
          AstromPlays
          AstromPlays's Avatar
          COOL!
          4
          02/19/2021 3:19 pmhistory
          Level 1 : New Explorer
          Jabbar
          Jabbar's Avatar
          PSA

          Just a heads up for people using this datapack AND the Quark mod on 1.16+


          The datapack wont work unless you switch off Quark replacing the pyramid chests with birch chests. You dont have to switch the whole feature off, you can just easily remove the part that specifically impacts the desert pyramid, by searching something like "pyramid" or "chest" in the config file ( CTRL+F in Notepad or Notepad++ ) and removing the bit of text in the square brackets about birch chests. Remember to check if the comas are in the right spot after youre done, Java can be really fussy bout those types of things! After loading up Minecraft again, the datapack should work fine.

          End of PSA
          2
          02/20/2021 3:45 am
          Level 51 : Grandmaster Meme
          calebchan
          calebchan's Avatar
          Thank you Jabbar! I've made this last year, and I realize that there's a million ways the datapack can be optimized. I've learnt so much in the past year. It was revolutionary enough since no one had ever made a datapack that changed the desert pyramid structure before, since they cannot be easily changed with the hard coded structure feature. The current code detects the four oak chests at the bottom of the pyramid, and then replaces the pyramid if they exist. In my Ocean Monuments dpack, I used the bottommost corner of the structure feature to locate the cornerstone coordinate to set off all the commands off of.

          Nevertheless. Uni's been tough and I don't think I'll come back to work on this. Anyone is free to update and reupload. Thanks for the PSA!
          2
          02/20/2021 3:40 pm
          Level 1 : New Explorer
          Jabbar
          Jabbar's Avatar
          I figured that the chests mightve been responsible for the pyramid not being picked up by the datapack as a pyramid because it was the only thing that was different from the vanilla ones, so upon discovering it was Quarks doing, I figured everyone else should know so that they dont haveta look for the issue like I did. No need to come back to this, its perfect as it is. Youve done a great job, to say the least. I do have a question, however. Would you happen to know which function do I have to edit to use a different boss bar? As of now, the current boss bar the datapack is using is the Ender Dragon one, and it looks sort of odd on my end, since Im using a texture pack that makes that specific boss bar End-themed. Would you happen to remember where could I find the function/line thats responsible for assigning the boss bar?
          1
          02/25/2021 11:04 pm
          Level 51 : Grandmaster Meme
          calebchan
          calebchan's Avatar
          Sflr! But thanks! Glad you enjoyed.

          I set the bossbar to look exactly as if the Dymarip is one of the vanilla bosses. To use a different boss bar, you basically want a different settings for the current bossbar. You can follow https://minecraft.gamepedia.com/Commands/bossbar for how to edit a bossbar. But basically your command syntax goes /bossbar set <id> (color|max|name|players|style|value|visible). Your <id> is dpyramid:cc.dp.healthbar. So what I did was /bossbar set dpyramid:cc.dp.healthbar color pink so you can change pink to any color of your choice!
          2
          03/11/2021 7:00 pm
          Level 1 : New Explorer
          Jabbar
          Jabbar's Avatar
          I see! I'll try it ASAP, thanks for the info~
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