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Ruined structures and factories #58

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hackingnoob_71128 on Discord says
Making structures to have a reason for exploration.
Accepting building tips or changes!

(moved from ideas)
Screenshot_2026-01-16_154950.png

Activity

  1. discord-github-bridge-app commented on Jan 17, 2026

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    hackingnoob_71128 on Discord says
    i have made the ruined version of the cheese trade factory.
    Screenshot_2026-01-17_103153.png

  2. discord-github-bridge-app commented on Jan 17, 2026

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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

  3. discord-github-bridge-app commented on Jan 17, 2026

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  4. discord-github-bridge-app commented on Jan 17, 2026

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    yarden.zamir on Discord says
    In terms of requirements:

    • 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)

  5. discord-github-bridge-app commented on Jan 17, 2026

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    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

  6. discord-github-bridge-app commented on Jan 17, 2026

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    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

  7. discord-github-bridge-app commented on Jan 17, 2026

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    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

  8. discord-github-bridge-app commented on Jan 17, 2026

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    yarden.zamir on Discord says
    They have a recall system which worked pretty well

  9. discord-github-bridge-app commented on Jan 17, 2026

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    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

  10. discord-github-bridge-app commented on Jan 17, 2026

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    yarden.zamir on Discord says
    We can make simpler droppods for those cases
    What do you mean?

  11. discord-github-bridge-app commented on Jan 17, 2026

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    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

  12. discord-github-bridge-app commented on Jan 17, 2026

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    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

  13. discord-github-bridge-app commented on Jan 17, 2026

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    hackingnoob_71128 on Discord says
    Right now, I am working on a assembly line/ manufacturing building

  14. discord-github-bridge-app commented on Jan 17, 2026

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    frickoffdisc0rd on Discord says
    they look nice but is it possible to build them with a variety of more blocks?

  15. 68 remaining items

  16. discord-github-bridge-app commented on Jan 27, 2026

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    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

  17. discord-github-bridge-app commented on Jan 27, 2026

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    autistic.sack.of.friends on Discord says
    maybe if they only generate in valleys or something we could keep sightlines down

  18. discord-github-bridge-app commented on Jan 27, 2026

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    yarden.zamir on Discord says
    scope complexity 18% => 98%

  19. discord-github-bridge-app commented on Jan 27, 2026

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    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

  20. discord-github-bridge-app commented on Jan 28, 2026

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    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

  21. discord-github-bridge-app commented on Jan 28, 2026

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    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

  22. discord-github-bridge-app commented on Jan 28, 2026

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    frickoffdisc0rd on Discord says
    Yuh that’s real tho

  23. discord-github-bridge-app commented on Feb 1, 2026

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    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

  24. discord-github-bridge-app commented on Feb 1, 2026

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    yarden.zamir on Discord says
    engineersmith_4628 any chance you can help? I haven't messed with worldgen datapack stuff

  25. discord-github-bridge-app commented on Feb 2, 2026

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    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.

  26. discord-github-bridge-app commented on Feb 4, 2026

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    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.

  27. discord-github-bridge-app commented on Feb 7, 2026

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    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
    image.png
    it IS the structure, but ummmm... i don't know how this happened
    i did a thing and now it spawns "islands"
    image.png
    i actually think i changed nothing
    it seems the large islands spawn on the very hilly areas.
    it makes "craters" below the floaty islands
    image.png
    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

  28. discord-github-bridge-app commented on Feb 23, 2026

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    autistic.sack.of.friends on Discord says
    worldgen is best done through vanilla methods
    kube worldgen stinks

  29. discord-github-bridge-app commented on Feb 23, 2026

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    yarden.zamir on Discord says
    Send the structure file, maybe we can figure it out

  30. discord-github-bridge-app commented on Feb 23, 2026

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    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 🙂
    fermentfact1.nbt
    fermentfact2.nbt
    fermentfact3.nbt
    fermentfact4.nbt
    fermentfact5.nbt
    fermentfact6.nbt
    I will try to fix gen issues soon, by recreating the files+code from the ground up, in case I did something wrong.

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