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.github/funding.yml

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github: ricksouth
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ko_fi: ricksouth
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patreon: ricksouth
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custom: ['https://ricksouth.com/donate']
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github: serilum
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patreon: serilum
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custom: ['https://serilum.com/donate']

license.md

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All Rights Reserved
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Copyright (c) 2023 Natamus
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Copyright (c) 2024 Natamus
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The software is provided "as is", without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the software or the use or other dealings in the software.

readme.md

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<p>Because of the way mod loader files are bundled into one jar, some extra information is needed to do a PR.<br>&nbsp;&nbsp;A wiki page entry about it is available here:</p>
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<p>&nbsp;&nbsp;&nbsp;&nbsp;-> <a href="https://serilum.com/url/pull-requests">Pull Request Information</a></p>
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<h2>Mod Description</h2>
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<p><a href="https://serilum.com/" rel="nofollow"><img src="https://github.com/Serilum/.cdn/blob/main/description/header/header.png" alt="" width="838" height="400"></a><br><br><a href="https://legacy.curseforge.com/minecraft/mc-mods/starter-structure/files"><img src="https://github.com/Serilum/.cdn/raw/main/description/versions/header.png"></a><a href="https://legacy.curseforge.com/minecraft/mc-mods/starter-structure/files/all?filter-status=1&filter-game-version=1738749986:75125" rel="nofollow"><img src="https://github.com/Serilum/.cdn/raw/main/description/versions/1_20.png"></a><a href="https://legacy.curseforge.com/minecraft/mc-mods/starter-structure/files/all?filter-status=1&filter-game-version=1738749986:73407" rel="nofollow"><img src="https://github.com/Serilum/.cdn/raw/main/description/versions/1_19.png"></a><a href="https://legacy.curseforge.com/minecraft/mc-mods/starter-structure/files/all?filter-status=1&filter-game-version=1738749986:73250" rel="nofollow"><img src="https://github.com/Serilum/.cdn/raw/main/description/versions/1_18.png"></a><a href="https://legacy.curseforge.com/minecraft/mc-mods/starter-structure/files/all?filter-status=1&filter-game-version=1738749986:70886" rel="nofollow"><img src="https://github.com/Serilum/.cdn/raw/main/description/versions/1_16.png"></a><br><br><strong><span style="font-size:24px">Requires the library mod&nbsp;<a style="font-size:24px" href="https://curseforge.com/minecraft/mc-mods/collective" rel="nofollow">Collective</a>.</span></strong><span style="font-size:18px"><span style="font-size:8px"><br></span><br>Starter Structure adds the possibility to generate a specific structure when a world is first being generated. It looks in the config folder for schematic files, picks one, and places it at the spawn point.<br><br>Both structure block schematics (SBS, .nbt file) and WorldEdit schematics (WES, .schem/.schematic file) are supported. SBS contain entity data, which can be used to spawn saved entities directly. WES do not save entities, but signs can be placed in the schematic to decide where entities should spawn. For both, custom NBT data is supported. <strong>WorldEdit does not have to be installed for the mod to work!</strong> It would only be used to generate the schematic file, after which you can remove it. Schematics can also be created in another instance, and the file copied to a modpack.<br><br>There are also various config options available to specify where the player should spawn (and where the structure should generate) and how the structure should be placed.</span><span style="font-size:18px"><br></span><br><br><strong><span style="font-size:20px">Configurable:</span> <span style="color:#008000;font-size:14px"><a style="color:#008000" href="https://serilum.com/url/issue-trackerwiki/how-to-configure-mods" rel="nofollow">(&nbsp;how do I configure?&nbsp;)</a></span><br></strong></p>
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<p style="text-align:center"><a href="https://serilum.com/" rel="nofollow"><img src="https://github.com/Serilum/.cdn/raw/main/description/header/header.png" alt="" width="838" height="400"></a></p>
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<p style="text-align:center"><a href="https://curseforge.com/members/serilum/projects" rel="nofollow"><img src="https://raw.githubusercontent.com/Serilum/.data-workflow/main/badges/svg/curseforge.svg" width="200"></a> <a href="https://modrinth.com/user/Serilum" rel="nofollow"><img src="https://raw.githubusercontent.com/Serilum/.data-workflow/main/badges/svg/modrinth.svg" width="200"></a> <a href="https://patreon.com/serilum" rel="nofollow"><img src="https://raw.githubusercontent.com/Serilum/.data-workflow/main/badges/svg/patreon.svg" width="200"></a> <a href="https://youtube.com/@serilum" rel="nofollow"><img src="https://raw.githubusercontent.com/Serilum/.data-workflow/main/badges/svg/youtube.svg" width="200"></a></p>
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<p><strong><span style="font-size:24px">Requires the library mod&nbsp;<a style="font-size:24px" href="https://curseforge.com/minecraft/mc-mods/collective" rel="nofollow">Collective</a>.</span></strong><span style="font-size:18px"><span style="font-size:8px"><br></span><br>Starter Structure adds the possibility to generate a specific structure when a world is first being generated. It looks in the config folder for schematic files, picks one, and places it at the spawn point.<br><br>Both structure block schematics (SBS, .nbt file) and WorldEdit schematics (WES, .schem/.schematic file) are supported. SBS contain entity data, which can be used to spawn saved entities directly. WES do not save entities, but signs can be placed in the schematic to decide where entities should spawn. For both, custom NBT data is supported. <strong>WorldEdit does not have to be installed for the mod to work!</strong> It would only be used to generate the schematic file, after which you can remove it. Schematics can also be created in another instance, and the file copied to a modpack.<br><br>There are also various config options available to specify where the player should spawn (and where the structure should generate) and how the structure should be placed.</span><span style="font-size:18px"><br></span><br><br><strong><span style="font-size:20px">Configurable:</span> <span style="color:#008000;font-size:14px"><a style="color:#008000" href="https://github.com/Serilum/.information/wiki/how-to-configure-mods" rel="nofollow">(&nbsp;how do I configure?&nbsp;)</a></span><br></strong></p>
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<p><span style="font-size:12px"><strong>shouldGenerateStructure</strong>&nbsp;(default = true): Whether a schematic that's located in './config/starterstructure/schematics/...' should be generated.</span><br><span style="font-size:12px"><strong>forceExactSpawn</strong>&nbsp;(default = true): Usually player spawn points are in a randomized area. With this enabled, players will always spawn at the set coordinates (at the nearest air pocket).</span><br><span style="font-size:12px"><strong>ignoreTreesDuringStructurePlacement</strong>&nbsp;(default = true): Prevents structures from being placed on top of trees. Any leaf and log blocks will be ignored during placement.</span><br><span style="font-size:12px"><strong>generationIgnoreJigsawAndStructureBlocks</strong>&nbsp;(default = true): Some schematic files might contain jigsaw or structure blocks. These are by default ignored during structure generation.</span><br><span style="font-size:12px"><strong>protectStructureBlocks</strong>&nbsp;(default = true): Whether the blocks from the generated structure should be protected from breaking/griefing.</span><br><span style="font-size:12px"><strong>protectSpawnedEntities</strong>&nbsp;(default = true): Whether entities spawned inside the generated structure should be protected from damage.</span><br><span style="font-size:12px"><strong>playersInCreativeModeIgnoreProtection</strong>&nbsp;(default = true): If enabled, players that are in creative mode will be able to break and place the structure blocks.</span><br><span style="font-size:12px"><strong>playersInCreativeModeIgnoreEntityProtection</strong>&nbsp;(default = false): If enabled, players that are in creative mode will be able to damage protected entities which spawned in structures.</span><br><span style="font-size:12px"><strong>preventSpawnedEntityMovement</strong>&nbsp;(default = false): If spawned entities inside the generated structure should not be allowed to move away from the block they spawned on. Disabled by default.</span><br><span style="font-size:12px"><strong>spawnNonSignEntitiesFromSupportedSchematics</strong>&nbsp;(default = true): If entities from (structure block) schematic files should be spawned when found. These are entities not created with signs.</span><br><br><span style="font-size:12px"><strong>shouldUseStructurePosition</strong>&nbsp;(default = false): If the generatedStructurePosition config options should be used.</span><br><span style="font-size:12px"><strong>generatedStructureXPosition</strong>&nbsp;(default = 0, min -10000000, max 10000000): The exact x position for the generated structure. Used when shouldUseStructurePosition is enabled.</span><br><span style="font-size:12px"><strong>generatedStructureYPosition</strong>&nbsp;(default = 0, min -1000, max 1000): The exact y position for the generated structure. Used when shouldUseStructurePosition is enabled.</span><br><span style="font-size:12px"><strong>generatedStructureZPosition</strong>&nbsp;(default = 0, min -10000000, max 10000000): The exact z position for the generated structure. Used when shouldUseStructurePosition is enabled.</span><br><br><span style="font-size:12px"><strong>shouldUseStructureOffset</strong>&nbsp;(default = false): If the generatedStructureOffset config options should be used.</span><br><span style="font-size:12px"><strong>generatedStructureXOffset</strong>&nbsp;(default = 0, min -1000, max 1000): The x offset for the generated structure. Used when shouldUseStructureOffset is enabled.</span><br><span style="font-size:12px"><strong>generatedStructureYOffset</strong>&nbsp;(default = 0, min -1000, max 1000): The y offset for the generated structure. Can for example be set to -1 if you notice a building always spawns one block too high. Used when shouldUseStructureOffset is enabled.</span><br><span style="font-size:12px"><strong>generatedStructureZOffset</strong>&nbsp;(default = 0, min -1000, max 1000): The z offset for the generated structure. Used when shouldUseStructureOffset is enabled.</span><br><br><span style="font-size:12px"><strong>shouldUseSpawnCoordinates</strong>&nbsp;(default = false): If the spawnCoordinate config options should be used.</span><br><span style="font-size:12px"><strong>spawnXCoordinate</strong>&nbsp;(default = 0, min -10000000, max 10000000): The new X coordinate of the spawn when shouldUseSpawnCoordinates is enabled.</span><br><span style="font-size:12px"><strong>spawnYCoordinate</strong>&nbsp;(default = 0, min -1000, max 1000): The new Y coordinate of the spawn when shouldUseSpawnCoordinates is enabled.</span><br><span style="font-size:12px"><strong>spawnZCoordinate</strong>&nbsp;(default = 0, min -10000000, max 10000000): The new Z coordinate of the spawn when shouldUseSpawnCoordinates is enabled.</span><br><br><span style="font-size:12px"><strong>shouldUseSpawnCoordOffsets</strong>&nbsp;(default = false): If the spawnCoordOffset config options should be used.</span><br><span style="font-size:12px"><strong>spawnXCoordOffset</strong>&nbsp;(default = 0, min -1000, max 1000): The X coordinate offset of the spawn when shouldUseSpawnCoordOffsets is enabled.</span><br><span style="font-size:12px"><strong>spawnYCoordOffset</strong>&nbsp;(default = 0, min -1000, max 1000): The Y coordinate offset of the spawn when shouldUseSpawnCoordOffsets is enabled.</span><br><span style="font-size:12px"><strong>spawnZCoordOffset</strong>&nbsp;(default = 0, min -1000, max 1000): The Z coordinate offset of the spawn when shouldUseSpawnCoordOffsets is enabled.</span></p>
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<p><span style="font-size:14px">A simple entity:</span><br><br><span style="font-size:14px"><strong>--------------------------</strong></span><br><span style="font-size:14px"><strong>[Entity]</strong></span><br><span style="font-size:14px"><strong>modid:entityid<br>--------------------------</strong></span><br><br><picture><img src="https://github.com/Serilum/.cdn/raw/main/projects/starter-structure/d.jpg"></picture><br><span style="font-size:14px"><br>New lines are ignored. These 3 signs are all the same, and will spawn a villager in its place on structure generation.</span><br><br><br><span style="font-size:24px"><strong>Custom NBT data sign:</strong></span><br><span style="font-size:14px">If you'd like to spawn an entity that's less simple, for example with a custom name or custom items, you can make a reference to a file containing that data.</span><br><span style="font-size:14px">Start with the <strong>[NBT]</strong> line. Then specify the file name below that. This can be anything.</span><br><br><span style="font-size:14px"><strong>--------------------------</strong></span><br><span style="font-size:14px"><strong>[NBT]</strong></span><br><span style="font-size:14px"><strong>nbtfilename</strong></span><br><span style="font-size:14px"><strong>--------------------------</strong></span><br><br><picture><img src="https://github.com/Serilum/.cdn/raw/main/projects/starter-structure/e.jpg"></picture><br><br><br><span style="font-size:14px">This will look for entity data inside <em><strong>./config/starterstructure/signdata/igloo_entity.txt</strong></em><br><br><br></span><picture><img src="https://github.com/Serilum/.cdn/raw/main/projects/starter-structure/b.png"></picture><br><br><br><br><span style="font-size:14px">This file contains the following NBT data:</span><br><br><br><picture><img src="https://github.com/Serilum/.cdn/raw/main/projects/starter-structure/f.png"></picture><br><br><br><span style="font-size:14px">And will spawn a named zombie entity with items and a status effect when the structure generates:</span><br><br><br><picture><img src="https://github.com/Serilum/.cdn/raw/main/projects/starter-structure/g.jpg"></picture><br><br><br><span style="font-size:18px">The entity NBT data is basically just a /summon command. There are various websites available to help you generate it.</span><br><span style="font-size:18px">You can for example use the website <a style="font-size:14px" href="https://mcstacker.net/" rel="nofollow">MCStacker</a> to generate an entity, via their /summon page.</span><br><br><picture><img src="https://github.com/Serilum/.cdn/raw/main/projects/starter-structure/h.png"></picture><br><br><br><span style="font-size:14px">You can put the entire generated /summon command inside the <em><strong>./config/starterstructure/signdata/file.txt</strong></em>:</span><br><br><br><picture><img src="https://github.com/Serilum/.cdn/raw/main/projects/starter-structure/i.jpg"></picture><br><br><br><span style="font-size:14px">Starter Structure will remove the /summon part and generate the correct NBT data with ID.<br>Converting it to:<br><br><br><picture><img src="https://github.com/Serilum/.cdn/raw/main/projects/starter-structure/j.jpg"></picture></span></p>
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<p><br>------------------<br><br><span style="font-size:24px"><strong>You may freely use this mod in any modpack, as long as the download remains hosted within the CurseForge or Modrinth ecosystem.</strong></span><br><br><span style="font-size:18px"><a style="font-size:18px;color:#008000" href="https://serilum.com/" rel="nofollow">Serilum.com</a> contains an overview and more information on all mods available.</span><br><br><span style="font-size:14px">Comments are disabled as I'm unable to keep track of all the separate pages on each mod.</span><span style="font-size:14px"><br>For issues, ideas, suggestions or anything else there is the&nbsp;<a style="font-size:14px;color:#008000" href="https://serilum.com/url/issue-tracker" rel="nofollow">Github repo</a>. Thanks!</span><span style="font-size:6px"><br><br></span><a href="https://ricksouth.com/donate" rel="nofollow"><img src="https://github.com/Serilum/.cdn/raw/main/description/shields/donation_rounded.svg" alt="" width="306" height="50"></a></p>
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<p><br>------------------<br><br><span style="font-size:24px"><strong>You may freely use this mod in any modpack, as long as the download remains hosted within the CurseForge or Modrinth ecosystem.</strong></span><br><br><span style="font-size:18px"><a style="font-size:18px;color:#008000" href="https://serilum.com/" rel="nofollow">Serilum.com</a> contains an overview and more information on all mods available.</span><br><br><span style="font-size:14px">Comments are disabled as I'm unable to keep track of all the separate pages on each mod.</span><span style="font-size:14px"><br>For issues, ideas, suggestions or anything else there is the&nbsp;<a style="font-size:14px;color:#008000" href="https://github.com/Serilum/.issue-tracker" rel="nofollow">Github repo</a>. Thanks!</span><span style="font-size:6px"><br><br></span></p>
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<p style="text-align:center"><a href="https://serilum.com/donate" rel="nofollow"><img src="https://github.com/Serilum/.cdn/raw/main/description/projects/support.svg" alt="" width="306" height="50"></a></p>

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