Giter Site home page Giter Site logo

brian-wuest / mc-prefab Goto Github PK

View Code? Open in Web Editor NEW
25.0 9.0 19.0 30.48 MB

A minecraft mod designed to provide ways of creating Pre-Fabricated(designed) buildings.

License: MIT License

Batchfile 0.02% Java 99.92% GLSL 0.06%
minecraft-mod mod minecraft-forge-mod

mc-prefab's Introduction

prefablogo

Prefab is a Minecraft mod, a collection of functional and aesthetic buildings that you can place into your world instantly! With our instant houses and structures, you can skip over the time consuming job of landscaping, and trying to build without a creeper undoing your work. Our preview function lets you see the structure in the world, and move through a projection of it in real time. Just pick the place you want to put it, and the Prefab Blueprints do the rest! Whether you haven't got the time, patience or will, we've got structures that are guaranteed to please some of you, but not all of you. :)

The building designs are pre-determined (hence the pre-fabrication idea) but can have small pieces of configuration. You can use this in any mod pack. Please provide feedback on additional structures to add (using vanilla blocks/items is preferred). If you find issues please let me know.

mc-prefab's People

Contributors

aotraz avatar blackwolf00 avatar brian-wuest avatar dqu1j avatar emirhangg avatar enterfor avatar hexasan avatar hj-zhtw avatar luncaaa avatar snownee avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

mc-prefab's Issues

Chicken Coop torches fall off

When generating the Chicken Coop, the torches on the front side of the building can fall off.

This is due to the facing functionality added for logs and quartz blocks.

This will be fixed in 1.1.0.9

[Request] Disabling items / recipes

Would it be possible to have a config where you can disable items / recipes of the mod?
Atm, I use CraftTweaker scripts to disable / alter many recipes and even some items to have a reason to explore villages / nether fortresses and give the players a rewarding loot.
However, CraftTweaker JEI integration is broken and I also would like that the players can't see certain items in Creative Mode.

Neutered Monster Masher

At the request of admins for multiplayer games, a Monster Masher building without the inclusion of spawners has been requested. The idea is to still allow the building to be created for players to make their own spawners from mods like EnderIO and Soul Shards, but not get free ones along with it.

This will be made as a toggle option in the config file for admins to set, and will trigger an optional script to be run that will remove the spawners after the building is placed, thereby not impacting the existing design.

A few feature Idea's

Adding mod specific structures for when a mod is present, example a Pam's craft Kitchen house.
Also adding a table to change the majority of blocks used in the schematics, having the player fill an inventory of the exact number of blocks needed.

Add/Design Defense Bunker Building

There was a request for a Defense Bunker of some kind for PvP or even certain PvE modpacks/servers.

This issue is to track that this is happening.

Underwater base

Create an item which will allow the user to generate an underwater structure.

The item will have to recognize that it can only be used when targeting water and that there is enough water around to house the structure (1 block of water isn't enough to house this structure).

It should have enough space to have a small house a small farm and tall enough for the player to grow some normal trees (like birch) under the glass.

The recipe will require Double Compressed Glass. This will be a new block which needs to be added to the mod. Compressed Glass will also be added which will be used to create the Double Compressed Glass.

Grassy Plains

Ever wanted to just level out a chunk of the land? We are going to add a new item which allows the player to level out a 16x16 area so that it's at the level they clicked on and has 2 layers of dirt.

You will lose any and all resources in the affected area just like other structures. But this gives you a nice flat building area.

Current recipe is 3 dirt blocks and 3 grass (so you need a shears).

1.11 Starting House Bug

When placing the ranch-style house into a randomly generated survival world, upon completing construction, several game achievements are granted simultaneously.

Thought/request: Mine Entrance

Having played with this for a while now, I find that one of the best features of the starter house is the mine shaft. If I wanted to be able to make the starter house blueprint, it would be to sink another mine shaft somewhere. Wondering if that's what's behind some of the requests for such a blueprint lead me to wonder if it would be feasible to create a "Miner's Hut" or "Mine Entrance" or some such. (I've been terribly sick for most of a week, my naming capabilities are shot right now.) Lately, I use the starter house for just that purpose, and as a spot just until I build something else.

My thoughts on what such a build would need:
*Mine shaft (obviously) The same convention currently used in the starter house should work just fine.
*Safe place above ground. No one wants to come out of the mine and get mobbed by hostile mobs.
*Storage. You may want to keep that cobble, but not haul it all home right now.
*Crafting bench. For making new pickaxes.
*Furnace. Let it smelt while you mine.
*Bed. Temporarily set your spawn in case of accidents or quickly pass the night so you can trek home with your loot.

So yes, very similar to the starter house, but with different config options (or none). But this place is utilitarian, a place to get your dig on.

Mod crashes game on launching

crashes back to launch screen and gives this error-The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Prefab (prefab)

Config option for less glowstone?

I'd like a config option that replaces all the glowstone used by most of the buildings with the new paper lanterns. I don't really like the nether, so having to go there for stacks and stacks of glowstone blocks to use in building isn't my idea of fun.

Food Farm Alternate: Greenhouse

We will be adding an alternate farming structure to the mod. It will be modeled after a green house.

It will have the same size as the warehouse.

Add new starter house options (Desert, Snowy)

The starter house doesn't have a lot of options right now for different Biomes. The basic house is not visually appealing and the Ranch and Hobbit house only work well in temperate Biomes (plains, forests).

The Loft style house is visually interesting but uses Nether materials and is disabled by default because of this.

We discussing adding two new types of starting houses for the Desert and Snowy biomes. This will give us some good variety and allow players to have a starting house which looks like it should be there in-case they are placed in a very large desert/snowy biome.

The Desert style will be styled like a pyramid because....deserts have pyramids ๐Ÿ˜„. The Snowy one will be styled like an igloo.

Add "Villager" type buildings.

There was a request to allow for a crafting recipe of the starter house blueprint.

If a recipe is decided on, the house which is generated will not place the chest items.
The recipe might be controlled through a configuration option if the recipe is too cheap.

Add Phasic Block for structures

Add a block to phase in and out (opaque then to transparent) when right clicked on. This is to function like a magical door for the Ender Gateway.

Below is a link to the block and how it works in development.

Note: Textures and processing are subject to change.

http://imgur.com/NQIHhyR

Have structures replace water with cobble when generated in End/Nether

Structures should be able to be generated in any dimension.

Currently there is logic so some structures cannot be generated in the End or the Nether. This is because there is water in the design of the structures.

This doesn't work well in certain modpacks that start in the nether or just because the player wants to build in the Nether/End.

The change will be that if the structure contains a water block and the player is generating the block in the Nether/End the block will be replaced with Cobblestone.

This way we keep the vanilla behavior but still allow the rest of the structure to be generated.

This will be added for minecraft versions 1.10.2 and 1.11.2.

Server Welcome Center

This is all about a creative item which will allow the server admin to create a welcome center for their players.

The basic idea is to provide a safe place for server players when they first join the server.

Tentative Plans:
Plenty of beds
Plenty of chests
A food area.
It'll look fancy!

Disable previewing 1.10.2 - 1.11.2

So I have now realized you should add a way to disable previews. The Bridgemod is great but it has a ticking entity leak with some mods.

Villager houses builder only builds flat roof version

Prefab 1.2.0.8
Forge 12.20.0.2315 MC 1.11.2

Am able to preview all villager structures, but when clicking build with any structure selected the flat roof variant is the only one built, even with another selected. The starter house builder works as expected though. Haven't played with the mod enough yet to know if there are other builders that have a choice to which structure is built.

Nothing is printed in the logs when I place structures, so nothing to report there.

Add/Design machinery tower

Per user request design a building to be used as a place for mod machinery. It should be a large and open space with multiple floors.

Crash w/ Ranch Spawn-1.10.2

Forge 2076
I crashed when generating the ranch using white glass facing west. I had received a NPE after using the preview, and then got a crash when spawning in the ranch.
Crash Report

Modular Housing

This issue is to track the enhancement of Modular Housing to the mod. Below is the proposal for how the modular housing will work. This will take some time to finish up and we might release other structures while this is being completed.

  1. A new block will be added which will be the basis for the modular house. It will be called the Modular House Controller (name pending).
    1. The block will have a GUI for showing the current layout of the modular house.
    2. The block will NOT be breakable.
    3. The player will be able to remove the Modular House Controller through the block's GUI. This is to "finish" the house and replace the block with stone/wood to have a consistent wall and environment.
  2. The house will have a maximum size of 49 rooms (7x7 grid).
    1. Each room will be 16x16x16 (or 1 Minecraft Chunk, though it will not sit on Chunk boundaries and would most likely cross many Chunks).
    2. The first room will be built automatically when placing the block and will be the initial bedroom and can be re-decorated by the player afterwards.
      1. This room will appear in the bottom row in the middle when viewing the grid in the block GUI.
    3. There will be a number of different room styles to choose from when building in one of the squares. Some rooms require them to be attached to other previously created rooms.
      1. Room designs will be provided later.
    4. Once a room is created it cannot be changed to a different style using the Modular House Controller. It has to be manually updated to the player's design needs.
    5. Each room style requires different material components which can be placed in the GUI when selecting to build the room.
  3. There will be a maximum of 3 floors.
    1. A basement.
    2. The main floor (typically ground level when building this on the surface).
    3. The second floor.
    4. When building a room on the second floor, the room MUST be above a room on the main floor.
    5. When building a room on the basement floor, the first room built must be beneath an existing room on the main floor and any following rooms must connect to the first room of the basement.
  4. NOTE: When building a room, anything which was there previously in the world will be destroyed and replaced with contents of the room.
    1. Please be sure to NOT build large modular houses near each other as they might conflict when other players are building.
      1. The modular housing will respect mod protected boundaries and you may lose materials if trying to build in a protected area.
    2. The blocks destroyed will not be harvested. This means that you could loose precious materials. Please be sure to remove all wanted materials from the room area before building.

Starter house shouldn't provide nether materials

As of prefab-1.1.1.1.jar, the Loft starter house is made of Nether materials which can easily be recycled and bypass the nether requirement (namely: quartz blocks, slabs and stairs into nether quartz).

Please add an option to disable the loft or change it's materials.

End gateway

Add a way to create a end gateway. It should be designed in a similar aesthetic as the nether gateway.

It will be unfinished so the player still have to complete it but it allows them to not have to find one in the overworld.

Patterns With Water

Currently nothing is preventing them from being used in The Nether, which violates vanilla water mechanics in the nether.
oops

Update Checker Configuration Option

Add a configuration to turn off the update checking.

This is so players are not blasted with chat messages every time they log into the game. This also allows modpack creators to use older releases without the pestering reminders about updates.

The update checker will be on by default. When turned off, then next time the server or game (if single player) is restarted the mod will not check for a version.

Upgrade to Chicken Coop

It was requested that an upgrade be made for the Chicken Coop so it could be designed to automatically collect eggs instead of causing the player to have to manually collect them.

The building should be able to allow the player to easily add chickens to the coop and a way for the player to collect the eggs via a chest.

Allow structure generation in non-overworld dimensions

Right now some buildings cannot be generated in any dimension except for the overworld. This issue is to track the change that these buildings should be only disallowed in the Nether or the End and should be allowed in custom created dimensions.

Ladder Shaft has some floating torches

The ladder shaft created by the starter house can sometimes not stick to blocks properly.

This is due to the block directly beneath it being a non-solid block and that layer of the shaft hasn't been checked yet.

This will be fixed in 1.1.0.9

Structures are bypassing protections

As of prefab-1.1.1.1, users with no permissions can grief protected areas from plugins, or spawn itself using the prefab structures.

Here's a couple snipet you can use to do those checks:

        IBlockState blockState = world.getBlockState(blockPosEvent);
        if (!blockState.getBlock().isAir(blockState, world, blockPosEvent)) {
            BlockEvent.BreakEvent breakEvent = new BlockEvent.BreakEvent(
                world, blockPosEvent, world.getBlockState(blockPosEvent),
                entityPlayer);
            MinecraftForge.EVENT_BUS.post(breakEvent);
            return breakEvent.isCanceled();
        }

and

        BlockEvent.PlaceEvent placeEvent = new BlockEvent.PlaceEvent(
            new BlockSnapshot(world, blockPosEvent, blockState), Blocks.AIR.getDefaultState(),
            entityPlayer );

        MinecraftForge.EVENT_BUS.post(placeEvent);
        return placeEvent.isCanceled();

As of 1.7.10, when replacing a block, you need to do both the break and place check.
I think in 1.10 you can check a whole area in a single call to save resources.

[Suggestion] About the Starter House Crafting

I noticed a thread about crafting the starter house, and that you couldn't figure out a good recipe for it, as it has so many variations.

How about having variations of the item that only does one type of starter house each (e.g. Ranch or Desert), and have different crafting recipes for each one. This would solve the recipe items issue.

[Suggestion] Save settings when previewing structures

Having to reconfigure a structure each time it is previewed is kind of annoying, and I think it would be useful to save the configured settings.

I noticed that some structures do this, but some (like the Warehouse) don't.

Also, how about a way to undo the generation of a structure? Not required (I can easily World Edit the structure away), but would be useful.

Magic Temple

There was a request for making a magic centered building.

The magic temple would have a much cooler design than the warehouse, and would be solely for enchanting and brewing.

Change basic starter house to generate similar to other styles

Right now the basic starter house, when generated, places the house where the player clicked and transports the player to that location. The other houses start generating the gate or any other entry at the point where the player clicked.

This should be fixed so the basic starter house generates like the others.

Fish Pond Update

Updating the recipe for this structure to allow for any type of vanilla fish or which register as a fish for the vanilla "ItemFishFood" item.

Add/Design new light source block

Having glowstone be the main light source for most buildings puts a gate on these buildings as the player has to get to the Nether first and with Glowstone being such a limited resource (in most vanilla and even modded worlds). We need a better resource.

Add invisible solid block (boundary block)

This is a decoration block to be used in the ender gateway. The idea is that this block has a transparent texture and no outlining box. It is completely transparent but will hold a player when walking on it.

The block becomes visible when supplied with a redstone signal.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.