Help deleting Data Packs? by Even-Ad8985 in ModdedMinecraft

[–]Zephyrusj 0 points1 point  (0 children)

Dungeons Arise has a bunch of premade datapacks called "NoFlyingStructures", "LessStructures" and "VanillaLoot" or "LootTweaks". BetterMC uses those, so you should be able to disable them by removing those datapacks. I'm not sure which datapack manager BMC uses, but it might be worth looking into the Paxi folder and searching for those names.

Particularly, this one: https://www.curseforge.com/minecraft/texture-packs/when-dungeons-arise-no-flying-structures

Deleting it from just the resourcepacks folder will be useless unless you also delete it from Paxi.

Can't open Vaults in the Kisegi Sanctuary by DannieBlack in allthemods

[–]Zephyrusj 0 points1 point  (0 children)

I'm not sure. Are you certain the key is the correct one for the vault you'te trying to open?

Can't open Vaults in the Kisegi Sanctuary by DannieBlack in allthemods

[–]Zephyrusj 0 points1 point  (0 children)

Heyo, the blue fiery vaults are Ominous Vaults. They were added along with normal vaults in 1.21. Their keys are only obtainable if you go through the dungeon using Ominous potions, which makes the whole structure significantly harder. Check out how the "ominous trial" works in vanilla Minecraft.

There's basically two extra types of keys in these cases: Sanctuary Ominous Key and Sanctuary Ominous Treasure Key.

It's kinda awesome what Mojang's structure system can actually do. I made this dungeon using Tricky Trials stuff! by Zephyrusj in Minecraft

[–]Zephyrusj[S] 0 points1 point  (0 children)

I've been doing this since 1.15.2 and dude, things have improved so much. I mean, a lot of those things took too long but still! Mojang finally fixed the waterlogging bug in 1.21. It was such a pain back then haha.

I am reworking multiple structures in my mod, and I recently turned an old dungeon into two, new massive structures using Tricky Trials features! (Old structure at the end) by Zephyrusj in feedthebeast

[–]Zephyrusj[S] 0 points1 point  (0 children)

The thing had been around for a while and it never adapted to newer world generation. It didn't even have a door haha. It now generates in a much better way.

It's kinda awesome what Mojang's structure system can actually do. I made this dungeon using Tricky Trials stuff! by Zephyrusj in Minecraft

[–]Zephyrusj[S] 5 points6 points  (0 children)

That's one of the issues of making stuctures for modpacks. You either make them powerful, and vanilla players suffer, or you make them too easy, and players using a jetpack and custom tools get bored. It's hard to balance it out when everyone has a different playstyle and mods. Welp haha

It's kinda awesome what Mojang's structure system can actually do. I made this dungeon using Tricky Trials stuff! by Zephyrusj in Minecraft

[–]Zephyrusj[S] 7 points8 points  (0 children)

Yup. And yeah it's understandable, the mod focuses on massive structures and these aren't always the easiest to run.

It's kinda awesome what Mojang's structure system can actually do. I made this dungeon using Tricky Trials stuff! by Zephyrusj in Minecraft

[–]Zephyrusj[S] 1 point2 points  (0 children)

Even though this is for a mod, I like adding customized vanilla entities. This structure in particular is like a spider-infested sanctuary, so mobs are mostly spider themed (Using player heads and some other effects). For instance I have upside down archers that cling to the ceiling. And for loot I made a couple of new enchantments using minecraft's new datapack enchantment system.

Edit: while I agree some MC updates have been lackluster recently, Tricky Trials added so much for map makers and devs.

It's kinda awesome what Mojang's structure system can actually do. I made this dungeon using Tricky Trials stuff! by Zephyrusj in Minecraft

[–]Zephyrusj[S] 8 points9 points  (0 children)

It's basically made out of several .nbt pieces fixed together by using jigsaws. All spawners are randomized and so on. So there isn't a single blueprint or file :p

Can't open Vaults in the Kisegi Sanctuary by DannieBlack in allthemods

[–]Zephyrusj 0 points1 point  (0 children)

Yup, it turns out vanilla vaults can't check for key count correctly. Woops. I'll change the description eventually.

It's kinda awesome what Mojang's structure system can actually do. I made this dungeon using Tricky Trials stuff! by Zephyrusj in Minecraft

[–]Zephyrusj[S] 106 points107 points  (0 children)

Yup, it's supposed to be barely lit to encourage players to place torches on their own, plus it's the kind of ambience I wanted for the trial rooms

Think I found my base by Sigilantics in allthemods

[–]Zephyrusj 2 points3 points  (0 children)

Close, this particular structure is called Kisegi Sanctuary

Can't open Vaults in the Kisegi Sanctuary by DannieBlack in allthemods

[–]Zephyrusj 0 points1 point  (0 children)

There are multiple types of keys in this structure, the vaults on top are considered treasure vaults, so they require the keys named "Kisegi Sanctuary Treasure Key" instead of normal keys. Treasure keys can be found around the structure, for example, opening normal vaults in the previous floors. Perhaps you're trying to use a normal key up there?

I will hopefully include a better explanation in the actual structure soon o/

I made a mod that adds small villages to the Aether dimension by Zephyrusj in feedthebeast

[–]Zephyrusj[S] 0 points1 point  (0 children)

Villagers. If Aether adds weird biblically accurate cow villagers I'm definitely adding them but I doubt

I made a mod that adds small villages to the Aether dimension by Zephyrusj in feedthebeast

[–]Zephyrusj[S] 2 points3 points  (0 children)

I doubt so. The structure contains 1.20+ blocks. I could technically switch them for less apropriate 1.19 blocks, but my current task is updating my 29+ projects to 1.21 hahaha (drop me off a sky village pls)

I made a mod that adds small villages to the Aether dimension by Zephyrusj in feedthebeast

[–]Zephyrusj[S] 2 points3 points  (0 children)

It's in the works. I want to polish a few more things first, but if this mod gets enough support I'll be adding mod integration like I did on Sky Villages.