Underground Structures | MCreator Tutorial | 2024.1

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  • Опубліковано 4 жов 2024
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КОМЕНТАРІ • 30

  • @IamYourCat815
    @IamYourCat815 3 місяці тому

    this is such a big W, I was looking everywhere for Mcreator 2024.1 since my structures kept spawning on the nether roof

  • @nonames3119
    @nonames3119 3 місяці тому

    omg I just spent hours figuring this out the day before this is was uploaded

  • @Nergreed
    @Nergreed 3 місяці тому

    I had to upgrade the Mcreator. Anyway, here we go again!

  • @Zen88901
    @Zen88901 3 місяці тому +1

    Can you make a video about making an enchanting table with custom enchantments?

    • @NorthWestTreesMCreator
      @NorthWestTreesMCreator  3 місяці тому

      I think this has been suggested before, I have not looked to much into it been busy with many other things. Currently not accepting suggestion until after I get the structure series complete which is going to be a few months.

  • @craigmoon2121
    @craigmoon2121 3 місяці тому +1

    How would I make a structure that generates on the surface, but has a basement under the surface? Kinda like the Igloo w/ dungeon. Would a jigsaw section pointing down work, or is there another easy way to do that I'm missing?

    • @NorthWestTreesMCreator
      @NorthWestTreesMCreator  3 місяці тому +2

      Yep you nailed the it, you will want to make a part pointing down and set up the pool and target name, the set the name on the basement part to match the target name. Lastly make sure that your basement is filled with cave air rather than air, not filling the parts you want to be air will just fill in with the terrain, most underground structures and features use cave air to make voids so you will need to do this as well.

    • @craigmoon2121
      @craigmoon2121 3 місяці тому

      @@NorthWestTreesMCreator Ok thanks for the tip 👍

  • @89tris
    @89tris 3 місяці тому

    I created a custom underground structure, and it only generates the first one and only 1 random template from the pool, but it won't generate anything else. This is probably just me being dumb, but I'm not sure what I'm doing wrong

    • @NorthWestTreesMCreator
      @NorthWestTreesMCreator  3 місяці тому

      Under the jigsaw page where the pools are make sure you have the "jigsaw generation depth" set to 7.
      7 should be the highest it can go but it controls how many times the jigsaw block can generate children of the main structure. I think 1 would be one child, if you set it to 2 then it should be like (parent > child > child) etc.
      If this does not work then its possible that the pool is not set up correctly in the structure, or that the name does not match the target name of the block trying to generate from the pool. Hope that this helps a bit.

  • @ImagineelghaliOk
    @ImagineelghaliOk 3 місяці тому

    Yo I love your content, but I got a question, how can we make a mob spawn in all ready existing structure?

    • @r4inbowsugar
      @r4inbowsugar 3 місяці тому

      i would say either just use spawners or spawn some mobs in the structure and then save it with entities

    • @NorthWestTreesMCreator
      @NorthWestTreesMCreator  3 місяці тому +2

      If you want it to only spawn once then r4inbowsugar's reply would be the best option, if you want something that can be disabled and but spawns like Minecraft dungeons then just use a spawned and right-click on it with your mob spawn egg. However, the other option is to change the spawn settings in the structure which I will be covering in a future video, this will be more like pillager outpost with pillagers can't be disabled but can spawn on structure parts or in the total area of the structure but again I have this planned for the future to cover, as noted on the thumbnail this video will be part 5 of the series and there is more stuff after and before this video. But it was requested by the community so I wanted to get it out while I was catching up with community suggestions.

  • @meowserthecat
    @meowserthecat 3 місяці тому

    My structure has stopped spawning. I did all of the steps correctly but it still doesn't generate. I thought it was because it generates in my custom dimension, but when I did the overworld, it still didn't spawn. HELP :P

    • @NorthWestTreesMCreator
      @NorthWestTreesMCreator  3 місяці тому

      I may have had a similar issue, if your using your own dimension you may need to type the full namespace for the tag namespace followed by your tag. I had tested this with the mod tag and I recall it not generating though may be a bug it only happened to me once but if this fixes the issue for sure report it on MCreator's GitHub you can quote this message in your report too.
      Other than that make sure your pool names are set up correctly and that you have the correct names for parts to match up if they names don't have connecting names one for a target name and one for a name then that part will not generate from the pool.
      Also the name of your pool will always start with your structure registry so make sure that you have that part in your pool under your mod namespace. I have more videos to cover in the future I plan to dive deeper once I have caught up with the things I said I would make for the community but I will cover jigsaw blocks more in-depth related to MCreator when the time comes.

  • @abejoreino3841
    @abejoreino3841 3 місяці тому

    is there a way i can make a block change under where im standing after i eat an item?

    • @NorthWestTreesMCreator
      @NorthWestTreesMCreator  3 місяці тому

      You can use the "player finishes using item" trigger.
      The position would be relative to the player so you will need to round down the position so it matches a block coordinate system, however keep in mind that entities are dynamic is location where blocks are not meaning if the player is mostly over to one side, it can count as the player being over more to another side, if you want it to be dynamic then you can simply just test Y - 1 without rounding down all the positions but pretty much same idea to test for any other blocks just the block location would below the players feet. I hope this helps a bit.

  • @TeddiGamer
    @TeddiGamer 3 місяці тому

    THANK U SO MUCH

  • @OgCrit
    @OgCrit 3 місяці тому

    do you know a way to check if an entity is being looked at? kind of like the enderman

    • @NorthWestTreesMCreator
      @NorthWestTreesMCreator  3 місяці тому

      Ray tracing is built in to the base application under the entity data tab, should be near the bottom, if you use them for your XYZ it will search for the block, however you can then use this with a repeater and shift the distance starting close to the entity then gradually getting further and test for the nearest living entity. You can then specify what living entity it should be and weather to break out of the loop or not if the condition is met. I may have a tutorial not sure but I have script already made on my project repository for this exact same thing.
      github.com/MCreator-Examples/Projects/discussions/143

  • @Nergreed
    @Nergreed 3 місяці тому

    Hello, in this Mcreato 2024.1 version, the structures containing jigsaw blocks are automatically scanned, right? It does not require any additional element.

    • @NorthWestTreesMCreator
      @NorthWestTreesMCreator  3 місяці тому

      Jigsaw structures don't require any aditional element just the structure and the pool.
      Your pool name will always start with the structure registry name followed by a _ then the pool name you set.
      So if your structure element is called VillageHouse then the registry part would be most likely village_house
      When you set your pool in the structure element it will be
      village_house_
      This is all under your mods namespace
      so say my mod namespace is cctvcraft any my pool name is camera_tower below is what it would look like.
      cctvcraft:village_house_camera_tower
      the last thing to note is you can group more than one thing under the pool, you don't need to break up structures into separate pools unless you want to use the same target name and name, those two settings will group the structures together, anything that does not match the target name will be ignored even if in the same pool, the only time you really need to break them up is if you want to use them in a separate system for your structure like set the rarity a bit higher in a other structure or something otherwise using the target name and name to sub-group things in the same pool will work just fine.
      I hope I explained that well.

    • @Nergreed
      @Nergreed 3 місяці тому

      @@NorthWestTreesMCreator I got it, thank you.

  • @PotatoMan5129
    @PotatoMan5129 Місяць тому

    is there a way to replace existing structures with my own version?

    • @NorthWestTreesMCreator
      @NorthWestTreesMCreator  Місяць тому

      You would need to get the games data files. and replace the vanilla structures with your own versions.
      Not all structures are compatible just the ones that support jigsaws like villages and a few others you can import them into a super flat world and check how things are linked and then plop them back into your mods src folder using the same folder path and it will override the base game files. Keep in mind that doing this with other mods that change the same files will cause conflicts there is no way around that sadly. This also works for adding to the pools for structures too so one could add a new village building not just swap them out. Though it's not possible to really remove them at least not far as I know.

    • @PotatoMan5129
      @PotatoMan5129 Місяць тому

      @@NorthWestTreesMCreator i just want to change the strong hold but im having trouble

  • @AlexPlaysStuff-games
    @AlexPlaysStuff-games 3 місяці тому

    YO!

  • @lunae-moon
    @lunae-moon 3 місяці тому

    Trial chambers