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Replacers
Replacers are the processors that will replace blocks in your structure. These are meant to complement the vanilla processors. If you are simply replacing one block for another, consider using minecraft:rule, instead of any of these replacers.
The air retainer processor will remove blocks if there used to be air in the original structure
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processor_type: "structure_toolkit:air_retainer" -
to_replace: A list of block IDs. If empty or missing, it will replace ALL blocks. -
rarity: The numerical chance between 0 and 1 for the block to be replaced. Defaults to 1. -
Random Type: Random Type. Defaults to BLOCK.
The Air retainer is used when you want naturally generated caves to intercede your structure. Ideal for structures that need to open up into the caves. For example: cavelike structures.
Random Type BLOCK will allow you to make a crumbling wall. PIECE on the other hand will allow you to have only parts of the structure have holes.
{
"processor_type": "structure_toolkit:air_retainer",
"to_replace": ["minecraft:stone"],
"rarity": 0.9,
"Random Type": "BLOCK"
}A simpler version of vanilla's minecraft:block_age. Will only apply moss to any blocks that have a moss version. Will respect the block type, so stairs will remain stairs, positioned in the exact same way.
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processor_type: "structure_toolkit:block_mossify" -
mossiness: The numerical chance between 0 and 1 for the blocks to be replaced. Higher mossiness, results in more mossy blocks. -
Random Type: Random Type., depending on how much variety you need. Defaults to BLOCK.
Vanilla block age will also randomly introduce stairs and the likes. This can have some unwanted effects.
{
"processor_type": "structure_toolkit:block_mossify",
"mossiness": 0.9,
"Random Type": "BLOCK"
}An advanced replacer. Allows to replace blocks in a roughly gradient, but still random fashion. Based on Simplex Noise Generation.
There is only 1 version for each world, as it will be seeded on the world itself.
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gradient_list: A list of block IDs and their stepsize. The first is the inner most one, the last in the list is the most right one.-
resource_location: The namespaced ID of the block. -
step_size: The size of the area this block will take. An advisable size is 0.1.
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toReplace: The block that will be replaced.
The gradient replace is ideal for representing cracks in buildings. But the possibilities are likely endless. This is the most abstract of all the processors.
{
"processor_type": "structure_toolkit:gradient_replace",
"gradient_list": [
{
"resource_location": "minecraft:mossy_cobblestone",
"step_size": 0.1
},
{
"resource_location": "minecraft:cobblestone",
"step_size": 0.1
},
{
"resource_location": "minecraft:andesite",
"step_size": 0.1
}
],
"to_replace": "minecraft:polished_andesite"
}Allows to replace a spawner with another spawner with preset conditions. All spawner fields default to the default spawner settings.
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delay: Initial delay before first spawn. Defaults to 20 (roughly 1second) -
min_spawn_delay: Minimum delay in between spawning attempts. Defaults to 200 (roguhly 10 seconds) -
max_spawn_delay: Maximum delay in between spawning attempts. Defaults to 800 (roughly 40 seconds) -
spawn_count: Number of mobs the spawner will attempt to spawn each cycle. Defaults to 4. -
max_nearby_entities: Maximum number of nearby entities of the spawner's type. Defaults to 6. -
required_player_range: Maximum distance in blocks the player can be for the spawner to become active. Defaults to 16 blocks. -
spawn_range: Maximum range for the spawner to attempt its spawns. Increase to cover a bigger area. Defaults to 4. -
Random Type: Random Type., depending on how much variety you need. Defaults to BLOCK. -
spawner_mob_entries: A list of weighted spawns, structured as follows:-
resourcelocation: The namespaced ID of the mob. -
weight: A numerical weight. can be controlled to increase chance of a specific mob to appear in the spawner.
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Instead of creating 10 different rooms with 10 different spawners, create the room only once and run this processor to have a different entity inside every time it spawns. This processor can take mobs from any mod, allowing you to add specific mobs to existing structure spawners.
{
"processor_type": "structure_toolkit:spawner_randomizer",
"delay": 20,
"min_spawn_delay": 200,
"max_spawn_delay": 800,
"spawn_count": 4,
"max_nearby_entities": 6,
"required_player_range": 16,
"spawn_range": 4,
"Random Type": "BLOCK",
"spawner_mob_entries": [
{
"resourcelocation": "minecraft:pig",
"weight": 50
}
]
}