#(entity spawner)
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robo-dino-puppy · 2 months ago
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reunion
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tropicalcontinental · 6 months ago
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I think the children should get to kill the big bad (I suppose that technically makes them Vengeful Spirits lol)
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tjerra14 · 12 days ago
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Ikrie
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datapacks · 8 months ago
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So here's the idea for how to utilize the portals in the Ancient City without making them just lead to another dimension. I've had this idea for a while, but only just started to seriously think about how it would work, but make it so that when the player crosses the portal, they gain a new ability of sorts- they can see the secret machinations of the world, a spirit world.
When a mob attempts to spawn, it will first check to see if there are any spirits nearby. To the average player, these spirits will be intangible and invisible; placing a block over one will simply prompt it to move to a different location. For players who have been through the ancient city portal, though, they could intentionally move (or remove) these spirits, making a way to reasonably stop mob spawns in total darkness, or even intentionally boost mob spawns in certain locations. This would apply to hostile, neutral, and even passive mobs.
When a block attempts to age (oxidization, crops growing, trees sprouting, grass spreading, etc), as it stands right now, this uses the RandomTick system. RandomTick could be set locally though, again using these spirits. To the average player, this would rarely have any impact on the game, aside from certain areas seeming to grow crops slightly faster- to players who have been through the portal, they would have the option to move these spirits around to increase their farm yields, or even to stop crop growth altogether.
These spirit entities, for the most part, would effectively be particle spawner entities, rather than individual entities; while the individual spirits move freely from the source, that would make the source entity itself much easier to pin down and move. Otherwise, there could even be entire new hostile mobs that only appear to (and only attack) players who have been through the portal.
There could reasonably be entire structures that the player cannot see nor interact with unless they've been through the portal, but players who have can break these blocks, placing them wherever they would like. To players who haven't been through the portal, it could seem like players who have are simply walking across air. There could be entire swathes of decorative blocks & plants that could be crafted with echo shards to make them visible to the naked eye, or to otherwise make it so that an unassuming location becomes beautiful to those able to see it.
One final addition I would want to add is Solar Eclipses; during a solar eclipse, some of these spirits would be visible (though still not necessarily tangible) to the naked eye. This would be a way to ensure that players at least know about their existence, if they haven't been through the portal.
Removing the effect could be as simple as dying, like any other status effect in the game. To regain it, players would simply have to go through the portal once again.
We already have multiple instances of blocks specifically that only certain players can see under certain circumstances (barriers, light blocks), as well as the particle system allowing particles to be per-player, so if this tech was expanded to support block collision and entities, it would work out pretty well I think. This would add an insane amount of customization to the mechanics of minecraft, & I think any one of these features would be a really fun addition to play with. Imagine going through the gateway and seeing an entire city's worth of spectral villagers that have been in the ancient city this whole time.
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lyinginbedmon · 9 months ago
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If you don't frequent my coding streams I feel like you maybe won't appreciate the last 3 hours of my life. So here's a hopefully-comprehensible explanation:
Started a new project, adding a manager AI to Minecraft villages so they can grow and expand as needed without player intervention. Call the project Hrrmowners because it's a perfect name with no issues.
Step one, naturally, is to make the infrastructure for actually understanding the layout of a village, so I make a quick system that tells me all the bounding boxes of the structures used to build villages during world generation.
Then realise that I'm actually highlighting every single structure in the game. So I need to filter things down a bit.
It takes me about an hour to find any shred of information in the disparate and convoluted world generation infrastructure of the game to have even the first clue what spawned building is part of a village. Not anything else, just if its intended to be part of one. This still catches pillager outposts, and ancient cities for some godforsaken reason.
Figure that there must be a gameplay element or two that specifically are handled by villager objects. Maybe it doesn't have all the information I need, but it might have something useful for this early stage of development.
Iron Golems spawn in villages, but it's actually the villager AI that does it, and it doesn't care about an actual village.
Cats only spawn in villages (and witch huts), and they have a spawner object in the world data. Could this be the clue I need? No, because it doesn't actually reference any kind of village data object, it just checks for occupied beds nearby via the points of interest storage of the world.
"Points of interest" are a system of noteworthy positions in the world added in 1.14, aka the Village & Pillage update, and basically let villagers reserve a bed to sleep in and a workstation to treat as its job. Every point of interest is a tile entity that gets loaded in a separate list when the chunk is restored from memory, so the world never needs to know anything about its own terrain to know where those points actually are. It just adds them in whenever the chunk spawns.
Notably removed in 1.14 is the villages.dat file in every world save. It contained the locations of every building in the village. That was fed into a Village object in world memory to monitor stuff like iron golems spawning.
It doesn't exist anymore. "Villages" as a concept, only actually exist in the world generation step, and then nothing knows or defines what they are.
TLDR: As of Minecraft 1.14, in the Village & Pillage update, the mobs named villagers actually have absolutely no clue what a village actually is.
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valleygirlmukuroikusaba · 3 months ago
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more mc endeavors + full yard Neko atsume 2!!
top left: byakuya
top right: keebo
top of umbrella: rantaro
left umbrella: hajime
right umbrella: kazuichi
box: tsumugi
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also cataloguing a summary of a minecraft convo here while im at it...
Hero Complex Nagito vs. Inferiority Complex Hajime. Who will win?
.. actually neither izuru solos them both and then proceeds to despairrot away
wait no izuru won’t solve anything hes not even gonna to try to solo he’s just gonna sit there doing absolutely nothing
and like cant izuru just get admin powers and then /command spawn entity chiaki into the game
chiaki mob spawner in nwp when (the convo proceeds to be about minecraft now)
chiaki speed running minecraft in NWPSMP and off-stream mining while hajime looses 1793839 times in PVP and keeps asking for equipment from twogami or kazuichi
chiaki would probably give everyone free netherite armor while junko ai is trying to start capitalism
izuru is on godmode but is afk all the time so everyone chooses to build a obsidian cage around him then when hajime logs in, he goes “HOW THE FUCK DO I GET OUT?!
monomi makes small buildings and those flower fields that span across so much land
monokuma. the griefer
redstone champion kazuichi
nekomaru and akane parkour champions
teruteru prepares all the food. ALWAYS has cakes on hand the most meta minecraft food
potion maker mikan
hiyoko. equipment stealer never let here where shit is stored also raids villages also hoards all the cherry blossom saplings and she takes it PERSONALLY if anyone else has ANYTHING related to cherry trees
note block jesus ibuki. also makes fun minecart rail rides
gundham gives everyone a horse
sonia goes out to help anyone with whatever. is stocked with enderpeals
nagito is homeless bc his base blew up and is the reason no one can sleep in the server to get rid of phantoms. also first one to get the elytra so he needs the phantom mob drops anyways. also has a full inventory of mending enchantments from treasure hunting. his weapon of choice is hitting ppl with a enchantment book with too many enchantments to count.
fuyuhiko and peko work on defenses and supply equipment. helps with nether base
twogami will go reclaim any retrievable lost items for non-pvp death
mahiru is coordinates record keeper. always playing with shaders enabled
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somethingusefulfromflorida · 5 months ago
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In minecraft speedruns they let you use software that automatically gives you the coordinates to the nether fortress and the stronghold, so I think you should 100% be allowed to use a seed mapper like chunkbase. You're not testing your skills to locate these structures on your own, you're being told where they are, so why not cut out the middleman of the pie chart spawner entity FOV trackers and ender eye angle calculators and whatever? It still takes a lot of skill (and luck) to find resources, trade with piglins, kill blazes, and one-cycle the dragon with beds as fast as possible, so I wouldn't consider it cheating anymoreso than the current setup.
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sleepingdragoninn · 4 months ago
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🐘 Thread dump: starting Surveyor 1.0
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Ramblings on waypoint changes under the cut
So, landmarks/waypoints no longer have types. Instead they have a map of typed data components, like items do in 1.21. This makes it easier for map mods to know how to render a landmark from an unfamiliar source or addon - it only needs to know how to render the components it cares to, like a name, lore, or a color.
So, we added an item stack component (see above). It kind of blows us away that (afaik) no map mod uses stacks for waypoint icons. it's easy to render an item stack, and it's super intuitive on the player end. Marking a cave? maybe a pickaxe. Ore vein? raw ore. Spawner? Spawner.
Surveyor's whole gimmick is map save data that makes sense to multiple mods - and this is a perfect representation of that.
It also lets us elaborate on the vanilla convention of using maps on banners to add map markers. We added a new command that creates a waypoint at the specified position that has the name and pick stack of the block at that position. So you can literally look at a spawner and type /waypoints block, it'll autofill the position you're looking at, and you get a waypoint that says "Mob Spawner" and looks like a mob spawner.
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We added some extra config fields too - one to specify block entities to allow in landmarks (allows seeing banner patterns on the map! take that vanilla!) and one to specify POIs to automatically create block landmarks for (lodestones, by default).
So if a mod uses POIs to record, say, the position of its warp-stone-esque blocks, you can just add the POI ID to the config and instantly get map markers for them WITH names and icons that look like the warp stone. No joke.
Even if they don't use POIs, it's an easy PR!
The other breaking change to waypoints is that they're now unique by the player's UUID (or a generic UUID if it's a server-wide landmark) and an identifier. So mods pick their own uniqueness scheme on creation like blockpos [minecraft:poi/lodestone/150/63/-50], or incremental [antique_atlas:marker/bed/aqua/5], or UUID [automap:f3f2e850_b5d4_11ef_ac7e_96584d5248b2]
It keeps things readable and is nice in commands like /landmark [id] remove thanks to identifier prefix suggestions. The new keying also finally allows two landmarks to have same blockpos (phew), but also no blockpos at all! (e.g. a faction claim landmark represented by a chunkpos instead)
Next: more brainstorming use cases for this new system, and then we need to implement dynamic loading/unloading of terrain data to avoid the current unlimited memory footprint.
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pinkyjulien · 3 months ago
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👉👈🦝 Suspicious Dumpster WIP
Having a lot of fun with Object Spawner (it IS literally like playing the sims, including spending 9hours straight just placing objects, oop!)
First project is to build an area around my VendorXL entity 👀 lotta thing to tweak but I'm hgfhgfh really happy with how it's comin' together
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kittycatred · 5 months ago
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Silverfish are small hostile mobs that infest stone and deepslate blocks in mountains, strongholds, igloo basements and woodland mansions. They crawl at their targets to bite them, and attacking them incites other nearby silverfish to emerge from their blocks and attack the aggressor.
Silverfish spawn from broken infested blocks, which generate in strongholds, underground in mountains and windswept hills biomes, in igloo basements and in woodland mansion false portal rooms. Silverfish do not appear if the block is broken with the Silk Touch enchantment.
[1]Monster spawnersSilverfish monster spawners naturally generate in end portal rooms in strongholds. Silverfish can spawn from spawners at light level 11 or lower. In Java Edition they can also spawn on stone types they can enter (stone, cobblestone, stone bricks, etc.) at any light level, and cannot spawn within a 5 block distance of any player[verify].Trial spawnersEditSilverfish have a chance to be selected as the "small melee" mob for trial spawners in trial chambers.InfestedEditSilverfish have a chance to spawn when an entity with the Infested status effect takes damage.
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haorev · 5 months ago
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I have a skeleton spawner farm in my no cheats peaceful world that I have to change the difficulty to use which is whatever but I’ve learned a few things:
(1) bows are the most annoying thing about skeleton mob drops
(2) bedrock doesn’t have entity cramming
(3) bc of how I set it up it doubles as a passive glow ink sac farm when I’m not using it for skeletons
It’s not the most efficient glow ink sac farm but as I have absolutely zero need (I think I’ve used 2 and they were both ones I’ve picked up while exploring) for ink sacs, it’s more than sufficient.
(4) I really wish bedrock had sweeping edge it would make this so much easier
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robo-dino-puppy · 6 months ago
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the idea of home
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a-calico-rabbit · 3 months ago
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Mod idea copied from my dms
basically:
the Kenadian waystone video.
villages spawn with "pathstone" multiblock that proclames name of village, and names of neighboring (within 1024 blocks by default) villages, as well as which way to go to get there.
compasses (and lodestones and waystones) can now have multiple pointers, each of which can point to another location. this location can be anything, including an entity. but by default, it includes: any compass, waystone, lodestone, pathstone, bed, spawner, and chest.
maps can now show this.
lodestones connected to other lodestones form a network, with any compass on the network pointing a gold arrow to the closest lodestone (if in range), red arrows pointing to the next one(s), and blue to the previous. if a linked compass is held offhand while a map is in the mainhand (or the map itself is linked) lines are drawn between lodestones on the map.
compasses can be paired, so you can give one to a friend (or several) and never lose them. or just put the linked compass on a mob and never lose _them._
lodestones (and compasses) can now have names. these show up on maps (if paired, or public) and above the lodestone when placed.
map books. all maps combined into book. works like book. selected page will show up in hand (and on lecturn). can add labels arbitrarily on per-map basis. can add/remove maps through chartography table. crafted like book and quil, but also uses compass in recipe (and maps in place of paper). looks cool.
compass used in map recipe no longer consumed.
arrow icon for self on map changed to circle with pointer for better clarity. dot (with second dot in look direction) if crouched.
compass naturally attuned to north.
if holding use while compass is in main hand, a 3d version (or higher rez 2d art) is held in front of you for easier viewing.
yet-to-be-named changes to cartographer villager.
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***stretch goals/hard to implement features:***
"local map" (_enchanted map_ rare loot) that shows local area as you move.
"cave map" (_deep map_, craftable, rarely spawns in dungeons, trial chambers, mineshafts, and strongholds) that shows layout of caves at certain depths.
"ocean map" that shows ocean floor. **not hard, but might not fit/be super useful and filler items are annoying**
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earthkinous · 9 months ago
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Kid me was insane, when I was like 4 or 5 I just came up with an oc, at that time internet was just a computer, at that time I only used the computer to draw in Paint and play Crash Team Racing in an emulator.
Kid me came up with an oc, I can't remember it's shape, but I do know it was based in a star or a sun, my first oc wasn't even a human, it was a strange star being, I think it is sure to call it a "she" despite not fitting into that categorization, my language don't have so much ways to refer something in neutral so I mostly treated it as a femenine entity.
Kid me then thought it could have a friend, so I came up with another oc: A dark cloud who I treated as a masculine entity, both of them were friends, sometimes I'd imagine them floating around, I'd imagine my dark cloud making shadows over random stuff so it couldn't get too hot because of the sun, while my bright star would iluminate dark places so no one get lost.
Both of them were very benevolent, I never imagined them being enemies or something, they were just "kids" helping others in their own way and having fun, years later, I came up with another oc, another masculine one and he was more... humanoid? I wouldn't consider him as such anyways, he was like a ruby boy, Steven Universe wasn't released at the time yet, he could alternate his shape, mostly in sharp ones, from then, I just kept making ocs like an spawner: An spirit of water, an spirit of fire, an alien, a sweet cloud, a plant nymph, a monster flower, alien octopus twins, etc etc etc.
At some point also made some ocs based on different shows but that's another story and they weren't that interesting anyways.
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gatormilf · 1 year ago
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i was domming a girl i have a pre-sex date with next week over discord while i was afk from my mob spawner xp farm the other night. After everything was done i couldn't stop thinking of the fact i had to stop mid-sext because zombies were entity cramming. if you can't handle me at my slimy reddit mod then you can't have me at my sleek latex mommy dom
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radar-of-minecraft · 2 years ago
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Minecraft Items Challenge Attempt 2: Beta 1.4
Welcome to Minecraft Beta 1.4, We finally have a more modern modern Minecraft Logo
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First thing I did was make more chests to actually sort my goodies.
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And we're off into b1.4 chunks, we are looking for clumps of enemies underground that might be mob spawners
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this is the sort of thing we are looking for, unfortunately none of this searching is interesting so I'm gonna skip over it.
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Here's the first naturally generated sandstone I've seen, that was added last update, even though sandstone was added in b1.2
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here's me finding the first one, it did not take too long.
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Anyways, I eventually found a second one. Here's the goodies between the three chests in the two dungeons.
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On my way back I found a floating block, you don't really see those after b1.8, so I'm glad my world has them right by my base
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Here's all of the Beta 1.4 items (and also a few Alpha 1.0 items that I pushed into this update because of the Entity ID debug leftover). Music Disc Cat, Music Disk 13, Mossy Cobblestone, Cocoa Beans, Brown Wool, and a Cookie.
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Next Up are a few small ones in a row.
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