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yarden.zamir on Discord says
To clarify design reason behind this. Exploration might not be the correct word, it's more slight incentive for expansion using the chunk renting system and some backdrop worldbuilding and lore. Exploration is not and wont be part of the gameplay loop but automation and expansion is
discord-github-bridge-app commented on Jan 17, 2026
need to have varients of each (no need for fully healthy varient as I don't expect we use those) to make sure things don't feel too repetative
need to have clear reason for each building: factory/landing pod/communication arrray/whatever that's clearly and simply communicated by the design (the factory here is a great example which I consider as well done on that front)
needs to generate in world using datapacks like our bone structures. Ideally in a way that looks natural enough, half covered by ground maybe
Needs to be approved by me (easy) and autistic.sack.of.friends (as our resident person-with-artistic-inclination)
discord-github-bridge-app commented on Jan 17, 2026
autistic.sack.of.friends on Discord says
i think the existing designs are really cool
i'm not certain how common these'd have tobe
one thing i think would be nice to have is to make them always generate inside chunk boundaries so its easy to fully purchase a structure
discord-github-bridge-app commented on Jan 17, 2026
yarden.zamir on Discord says
Not sure if that's trivial. In terms of frequency that's a good question. I think a good benchmark is you can see at least one and no more than two from spawn on avarage with a sample size of a few new worlds or something. You won't expand towards a thing if you don't know it's there
And we for sure don't wanna make them trivial
discord-github-bridge-app commented on Jan 17, 2026
autistic.sack.of.friends on Discord says
i'd want more than 2, i think. chunk expansion will be a slow process
every single chunk needs item deliveries
also trade stations being unbreakable and needing to be called in seems less than ideal to me still.
is there any way we could make it feel more seamless to buy more chunks
discord-github-bridge-app commented on Jan 17, 2026
autistic.sack.of.friends on Discord says
at the moment it costs a full drop pod of stuff. how would that change in the new system
i mean we could check if it has a locked slot i guess
discord-github-bridge-app commented on Jan 17, 2026
autistic.sack.of.friends on Discord says
my ideal would be just letitng the player mine land purchase stations and have them drop requesters or whatever
like, if the contract is glued to the table
discord-github-bridge-app commented on Jan 17, 2026
yarden.zamir on Discord says
Most likely all contracts will be but either way the chunk expansion ones will for sure be glued. I do agree we need easier recall but that's not too difficult to solve. Anyhow that's a different topic so let's move this to 🐮-general
discord-github-bridge-app commented on Jan 17, 2026
yarden.zamir on Discord says
Yup. I want it often enough that you don't "search" for them, you infra-upgrade your way toward where you already know at least one or two of them already are. At lest for the start this is important. I also don't want them to be too common, the dead planet vibe and vast empty landscapes are also important so more than around 3 I expect might be bad but let's see how easy it is to make it consistant
discord-github-bridge-app commented on Jan 27, 2026
autistic.sack.of.friends on Discord says
maybee
the way i'd attempt to do it is to create an outright always hilly biome and then place some world height requirements on the structure placer
maybe the structures could be designed low to the ground or something
discord-github-bridge-app commented on Jan 28, 2026
frickoffdisc0rd on Discord says
What if there was a map showing structures in a large radius that is generated with the world?
And it could be explained that the ship did a quick scan of the planet before it landed
And then there wouldn’t need to be a worry of like having to search for them
discord-github-bridge-app commented on Jan 28, 2026
yarden.zamir on Discord says
Could be cool. engineersmith_4628 is working on a map marker and border system using journymap which could be used for this
I'd still want them close enough since we dont want the player to rent 50 chunks just to reach their first discoverable or whatever but yea it makes the limit softer
discord-github-bridge-app commented on Jan 28, 2026
pickle_gaming on Discord says
So, how do you get a structure into a data pack ? Do you have to, say, put it in the data pack somehow or into the data packs folder?
The guide I’m using says the structures come from an elements list, but I have no clue if that is a file or not.
I got a second guide, I think I did it, but I am not sure quite yet.
I also have no clue how to get a structure from the game, into a data pack.
I found a 3rd tutorial and i got the structures from my world
The game recognizes the pack, just my code and/or the file formatting is incorrect
discord-github-bridge-app commented on Feb 1, 2026
pickle_gaming on Discord says
SMALL BUT SIGNIFICANT UPDATE: the code is actually doing something, BUT that something is prevent me from loading into the world with it enabled.
discord-github-bridge-app commented on Feb 4, 2026
engineersmith_4628 on Discord says
I haven't touched worldgen stuff much either, but if file formatting is "wrong" and it's nothing clear - perhaps the file version in the metadata file is too new for 1.20.1
For the map stuff, it's rather simple honestly. Well, as long you understand the basic seperation of server and client. So, the server will store in persistent data all the ruin locations, and then when the player logs in, the server just sends them to the client to display. Then if you wanted to update while the client was connected you'd send update packets of what changed.
discord-github-bridge-app commented on Feb 7, 2026
pickle_gaming on Discord says
progress report: i can load into the world, no clue if structures spawn yet tho.
/locate does not have the structure 🙁
/locate works, but the structure just isn't.
yea the structure "spawns" but it doesnt actually spawn where /locate tells me it does.
imma see if adding it to kubejs will fix it
uhm kubejs did something, but it is not what i wanted
it IS the structure, but ummmm... i don't know how this happened
i did a thing and now it spawns "islands"
i actually think i changed nothing
it seems the large islands spawn on the very hilly areas.
it makes "craters" below the floaty islands
Sorry for not being consistent but I’m sick rn so I can’t work on the gen rn
so nobody in the kubejs server is helping
🙁
so i got no clue how to so it
discord-github-bridge-app commented on Feb 23, 2026
pickle_gaming on Discord says
Ok I’ll do that soon
here are all 6 variants, the name is a bit weird, but it's just to shorten it 🙂
I will try to fix gen issues soon, by recreating the files+code from the ground up, in case I did something wrong.
Activity
discord-github-bridge-app commentedon Jan 17, 2026
i have made the ruined version of the cheese trade factory.
discord-github-bridge-app commentedon Jan 17, 2026
To clarify design reason behind this. Exploration might not be the correct word, it's more slight incentive for expansion using the chunk renting system and some backdrop worldbuilding and lore. Exploration is not and wont be part of the gameplay loop but automation and expansion is
discord-github-bridge-app commentedon Jan 17, 2026
alright!
discord-github-bridge-app commentedon Jan 17, 2026
In terms of requirements:
Needs to be approved by me (easy) and autistic.sack.of.friends (as our resident person-with-artistic-inclination)
discord-github-bridge-app commentedon Jan 17, 2026
i think the existing designs are really cool
i'm not certain how common these'd have tobe
one thing i think would be nice to have is to make them always generate inside chunk boundaries so its easy to fully purchase a structure
discord-github-bridge-app commentedon Jan 17, 2026
Not sure if that's trivial. In terms of frequency that's a good question. I think a good benchmark is you can see at least one and no more than two from spawn on avarage with a sample size of a few new worlds or something. You won't expand towards a thing if you don't know it's there
And we for sure don't wanna make them trivial
discord-github-bridge-app commentedon Jan 17, 2026
i'd want more than 2, i think. chunk expansion will be a slow process
every single chunk needs item deliveries
also trade stations being unbreakable and needing to be called in seems less than ideal to me still.
is there any way we could make it feel more seamless to buy more chunks
discord-github-bridge-app commentedon Jan 17, 2026
They have a recall system which worked pretty well
discord-github-bridge-app commentedon Jan 17, 2026
at the moment it costs a full drop pod of stuff. how would that change in the new system
i mean we could check if it has a locked slot i guess
discord-github-bridge-app commentedon Jan 17, 2026
We can make simpler droppods for those cases
What do you mean?
discord-github-bridge-app commentedon Jan 17, 2026
my ideal would be just letitng the player mine land purchase stations and have them drop requesters or whatever
like, if the contract is glued to the table
discord-github-bridge-app commentedon Jan 17, 2026
Most likely all contracts will be but either way the chunk expansion ones will for sure be glued. I do agree we need easier recall but that's not too difficult to solve. Anyhow that's a different topic so let's move this to 🐮-general
discord-github-bridge-app commentedon Jan 17, 2026
Right now, I am working on a assembly line/ manufacturing building
discord-github-bridge-app commentedon Jan 17, 2026
they look nice but is it possible to build them with a variety of more blocks?
68 remaining items
discord-github-bridge-app commentedon Jan 27, 2026
Yup. I want it often enough that you don't "search" for them, you infra-upgrade your way toward where you already know at least one or two of them already are. At lest for the start this is important. I also don't want them to be too common, the dead planet vibe and vast empty landscapes are also important so more than around 3 I expect might be bad but let's see how easy it is to make it consistant
discord-github-bridge-app commentedon Jan 27, 2026
maybe if they only generate in valleys or something we could keep sightlines down
discord-github-bridge-app commentedon Jan 27, 2026
scope complexity 18% => 98%
discord-github-bridge-app commentedon Jan 27, 2026
maybee
the way i'd attempt to do it is to create an outright always hilly biome and then place some world height requirements on the structure placer
maybe the structures could be designed low to the ground or something
discord-github-bridge-app commentedon Jan 28, 2026
What if there was a map showing structures in a large radius that is generated with the world?
And it could be explained that the ship did a quick scan of the planet before it landed
And then there wouldn’t need to be a worry of like having to search for them
discord-github-bridge-app commentedon Jan 28, 2026
Could be cool. engineersmith_4628 is working on a map marker and border system using journymap which could be used for this
I'd still want them close enough since we dont want the player to rent 50 chunks just to reach their first discoverable or whatever but yea it makes the limit softer
discord-github-bridge-app commentedon Jan 28, 2026
Yuh that’s real tho
discord-github-bridge-app commentedon Feb 1, 2026
So, how do you get a structure into a data pack ? Do you have to, say, put it in the data pack somehow or into the data packs folder?
The guide I’m using says the structures come from an elements list, but I have no clue if that is a file or not.
I got a second guide, I think I did it, but I am not sure quite yet.
I also have no clue how to get a structure from the game, into a data pack.
I found a 3rd tutorial and i got the structures from my world
The game recognizes the pack, just my code and/or the file formatting is incorrect
discord-github-bridge-app commentedon Feb 1, 2026
engineersmith_4628 any chance you can help? I haven't messed with worldgen datapack stuff
discord-github-bridge-app commentedon Feb 2, 2026
SMALL BUT SIGNIFICANT UPDATE: the code is actually doing something, BUT that something is prevent me from loading into the world with it enabled.
discord-github-bridge-app commentedon Feb 4, 2026
I haven't touched worldgen stuff much either, but if file formatting is "wrong" and it's nothing clear - perhaps the file version in the metadata file is too new for 1.20.1
For the map stuff, it's rather simple honestly. Well, as long you understand the basic seperation of server and client. So, the server will store in persistent data all the ruin locations, and then when the player logs in, the server just sends them to the client to display. Then if you wanted to update while the client was connected you'd send update packets of what changed.
discord-github-bridge-app commentedon Feb 7, 2026
progress report: i can load into the world, no clue if structures spawn yet tho.
/locate does not have the structure 🙁
/locate works, but the structure just isn't.
yea the structure "spawns" but it doesnt actually spawn where /locate tells me it does.
imma see if adding it to kubejs will fix it
uhm kubejs did something, but it is not what i wanted
it IS the structure, but ummmm... i don't know how this happened
i did a thing and now it spawns "islands"
i actually think i changed nothing
it seems the large islands spawn on the very hilly areas.
it makes "craters" below the floaty islands
Sorry for not being consistent but I’m sick rn so I can’t work on the gen rn
so nobody in the kubejs server is helping
🙁
so i got no clue how to so it
discord-github-bridge-app commentedon Feb 23, 2026
worldgen is best done through vanilla methods
kube worldgen stinks
discord-github-bridge-app commentedon Feb 23, 2026
Send the structure file, maybe we can figure it out
discord-github-bridge-app commentedon Feb 23, 2026
Ok I’ll do that soon
here are all 6 variants, the name is a bit weird, but it's just to shorten it 🙂
I will try to fix gen issues soon, by recreating the files+code from the ground up, in case I did something wrong.