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    Stalkative
    02/16/2021 7:36 am
    Level 29 : Expert Geek
    history
    This wiki page is very useful for things like this.

    To prevent the silverfish from moving, you can use NoAI. To prevent it from taking damage, use Invulnerable. You may also want to use Silent to keep it from making sounds.

    To prevent the item from being picked up, set PickupDelay to 32767. You can prevent it from falling down using NoGravity, but to prevent movement altogether you'll probably have to just keep teleporting it to the silverfish.

    By the way, /give is useless here, so you won't need that generator.
    2
    Stalkative
    02/14/2021 5:05 pm
    Level 29 : Expert Geek
    I'm assuming you added your own recipe, rather than replacing it. That means you either don't have it in the same namespace (it should be in /data/minecraft/<rest of path> and not /data/<your namespace>/<rest of path>) or you don't have it in the same path as the vanilla recipe
    3
    Stalkative
    02/10/2021 7:54 am
    Level 29 : Expert Geek
    There's a workaround for this where you have the recipe give something like a knowledge book, detecting when a player crafts it (I think you'd need an advancement with a recipe_unlocked criterion for this, but I'm not sure), and then replacing the knowledge book using clear and give
    2
    Stalkative
    02/08/2021 9:56 am
    Level 29 : Expert Geek
    In other words, you just use minecraft:netherite_sword, and if you want to use a different texture for it you'll have to use CustomModelData
    4
    Stalkative
    01/30/2021 11:02 am
    Level 29 : Expert Geek
    Is it every time the player touches a chunk border, or only if that results in a new chunk being generated?

    It may just be that your worldgen is using a lot of laggy features, which would cause lag spikes whenever a new chunk is generated
    2
    Stalkative
    12/19/2020 4:36 pm
    Level 29 : Expert Geek
    This sounds interesting! I can give it a try. Only problem is I think it'd be hard to balance. It'd be quite annoying to not be able to craft an iron pickaxe unless you spend hours exploring until you finally find that book. But if the chance to get it is very high, then the pack wouldn't really change anything.

    And maybe it's a good idea to also allow villagers to trade and mobs to drop the recipe books?
    3
    Stalkative
    10/31/2020 11:19 am
    Level 29 : Expert Geek
    These are simply the hex codes converted to decimal. You can use an online tool such as this one to convert between the two
    3
    Stalkative
    09/12/2020 4:02 am
    Level 29 : Expert Geek
    For the unknown registry keys: you can unfortunately only use vanilla structures in dimension files. These match the *types* that you set in your structure feature files. The *names* of the structure features can only be used in biomes.

    For the spacing/separation part: looks like mineshaft is causing the problem. The error message also names a few keys that aren't in the json you posted, so the issues might be in other files as well.
    2
    Stalkative
    08/31/2020 2:05 am
    Level 29 : Expert Geek
    To apply the custom model you just have to add CustomModelData:1 to the sword's nbt
    2
    Stalkative
    08/29/2020 3:07 am
    Level 29 : Expert Geek
    It's in the dimension file, under the structures tag, where you specify something like salt, spacing and distance. Spacing is the average distance between two of the structures, distance is the minimum
    2
    Stalkative
    08/28/2020 6:00 am
    Level 29 : Expert Geek
    The only way to really know for sure is to see the structure in the game. I can think of a few ways to make them stand out more:
    - Have them generate very close to each other, which in turn will make them very common
    - Have them generate with an entity that has glowing (preferrably something that doesn't move, like an armor stand)
    - Have them generate with a command block that is set to always active. That way, as soon as one of the structures is loaded, the command will run
    2
    Stalkative
    08/27/2020 7:04 am
    Level 29 : Expert Geek
    Did you leave and reenter the world or use /reload?

    Are you sure the pack is in the correct directory?
    2
    Stalkative
    08/21/2020 4:05 pm
    Level 29 : Expert Geek
    Okay, I'll try to explain a bit better

    If you only want it to work and don't care about why it works that way:
    You have: /clone <x1> <y1> <z1> <x2> <y2> <z2> <x3> <y3> <z3> replace move
    You can use x1, y1, z1 and x2, y2, z2 as described in the post you linked
    Now, x3 should be x1 + how far you want to move on the X axis. So if you've set x1 to -5, for example, and you want to move the structure just one block, x3 will be -5+1, which is -4. Then you have to choose y3 and z3 in the same way.
    You want it to move 0 blocks up, which means your y3 should be the same as your y1

    If you also want to know why it works that way:
    /clone <first point> <second point> <third point>

    <first point> and <second point> specify the region you copy the structure from. The points are simply the corners. So if you use 0 0 0 as <first point> and 8 8 8 as <second point>, you will copy everything from 0 0 0 to 8 8 8

    Then, <third point> will specify the region you copy the structure to. <third point> will be the lower northwest corner of the region (that means it's the lowest X, lowest Y, and lowest Z coordinate). So if you want to copy the area mentioned above (0 0 0 to 8 8 8) to the area from 16 16 16 to 24 24 24, you pick 16 16 16 (lowest coordinates) as your <third point>
    2
    Stalkative
    08/21/2020 3:22 pm
    Level 29 : Expert Geek
    history
    So your command is this?
    /clone ~<x1> ~<y1> ~<z1> ~<x2> ~<y2> ~<z2> ~<x3> ~ ~<z3> replace move
    The first thing I can think of here is that there's no y3 coordinate
    The way the clone command works is that you define a region using the first two sets of coordinates. Then that entire region is copied (or in this case, moved) such that the corner with the lowest coordinates is located at (x3,y3,z3)
    This means that if your y1 equals -1 and your y3 equals 0, the structure will move up one block
    2
    Stalkative
    08/21/2020 3:17 pm
    Level 29 : Expert Geek
    Nope, datapacks can only specify random worldgen stuff. It can only include buildings by randomly generating them.

    It might be possible to define a dimension in a datapack and then just include the world folder of an existing world to overwrite the dimension's worldgen, but I'm not sure
    2
    Stalkative
    08/20/2020 11:06 am
    Level 29 : Expert Geek
    Only with a carrot on a stick or like you said using villagers.
    1
    Stalkative
    08/20/2020 4:30 am
    Level 29 : Expert Geek
    I usually go to the chat and post a link there with a short description of what I made. If you want to do that as well, make sure to read the chat rules first

    That said I've only posted a few things here and I'm not super active so I don't know if that's the best way to advertise
    2
    Stalkative
    08/20/2020 1:29 am
    Level 29 : Expert Geek
    I've been thinking about doing this. Only problem is dimensions are hardcoded, meaning you can't automatically add a new dimension for each player. An alternative would be to give each player 2x2 chunks for example, but that isn't ideal either
    4
    Stalkative
    08/19/2020 2:22 pm
    Level 29 : Expert Geek
    I've actually been thinking about making a datapack like this using the new worldgen stuff, just no idea what to add to that dimension
    Also I'm not a very good builder so the structures would look bad
    2
    Stalkative
    08/17/2020 9:06 am
    Level 29 : Expert Geek
    It is very experimental, so a lot might change (meaning a lot might become easier), but if you want to find out how stuff works right now:
    - The Minecraft wiki has pages for custom worldgen and custom dimensions
    - slicedlime has posted vanilla worldgen files that can be used as a reference

    If you want to add emerald ore to plains for example, it's just a matter of copying the plains file and then copying a single line from the mountains file to your plains file. Downside is if you want to do it for every biome it can be very tedious and not compatible with other packs that edit vanilla biomes
    2

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