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tildejustin/autoresetter

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How it works

The mod resets for any biome OR structure within a set radius, as configured by the user. Invalid configurations will be filtered out on runtime, but if there are no valid conditions the mod will throw a RuntimeException.

How to use

The autoresetter is configured with the autoresetter.json file in the config directory of your instance. It has two parts, biomes and structures.

Warning: config is case-sensitive and everything should be lowercase

Biomes is a list of all biomes the mod will reset for. The full list of these is:

ocean, default, plains, desert, mountains, forest, taiga, swamp, river, nether_wastes, the_end, frozen_ocean, frozen_river, snowy_tundra, snowy_mountains, mushroom_fields, mushroom_field_shore, beach, desert_hills, wooded_hills, taiga_hills, mountain_edge, jungle, jungle_hills, jungle_edge, deep_ocean, stone_shore, snowy_beach, birch_forest, birch_forest_hills, dark_forest, snowy_taiga, snowy_taiga_hills, giant_tree_taiga, giant_tree_taiga_hills, wooded_mountains, savanna, savanna_plateau, badlands, wooded_badlands_plateau, badlands_plateau, small_end_islands, end_midlands, end_highlands, end_barrens, warm_ocean, lukewarm_ocean, cold_ocean, deep_warm_ocean, deep_lukewarm_ocean, deep_cold_ocean, deep_frozen_ocean, the_void, sunflower_plains, desert_lakes, gravelly_mountains, flower_forest, taiga_mountains, swamp_hills, ice_spikes, modified_jungle, modified_jungle_edge, tall_birch_forest, tall_birch_hills, dark_forest_hills, snowy_taiga_mountains, giant_spruce_taiga, giant_spruce_taiga_hills, modified_gravelly_mountains, shattered_savanna, shattered_savanna_plateau, eroded_badlands, modified_wooded_badlands_plateau, modified_badlands_plateau, bamboo_jungle, bamboo_jungle_hills, soul_sand_valley, crimson_forest, warped_forest, and basalt_deltas.

Structures are pairs of names and radii. The supported structures are:

pillager_outpost, mineshaft, mansion, jungle_pyramid, desert_pyramid, igloo, ruined_portal, shipwreck, swamp_hut, stronghold, monument, ocean_ruin, fortress, endcity, buried_treasure, village, nether_fossil, and bastion_remnant.

**Notes: ** I think radius should be <=12 to search in spawnchunks? Not sure but keep it small :P.

It is really slow with shipwrecks and some other structures because ServerWorld.locateStructure(StructureFeature<?> feature, BlockPos pos, int radius, boolean skipExistingChunks) doesn't respect radius on them for some reason and it has to wait for the closest one to be found before continuing, which as anyone who has used /locate can attest, can take a little bit.

Examples of valid configs are:

{
  "biomes": [],
  "structures": [
    {
      "name": "village",
      "radius": 6
    }
  ]
}
{
  "biomes": [
    "beach"
  ],
  "structures": [
    {
      "name": "buried_treasure",
      "radius": 5
    },
    {
      "name": "shipwreck",
      "radius": 7
    }
  ]
}

Message tildejustin#4317 if you have any questions or issues, or open a bug report on github. Happy cheating ^-^!

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a configurable autoresetter for minecraft speedrunning

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