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How do I delete a structure when I can't delete the file? #160

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SaFireGalaxy opened this issue Jan 31, 2023 · 6 comments
Open

How do I delete a structure when I can't delete the file? #160

SaFireGalaxy opened this issue Jan 31, 2023 · 6 comments
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question Further information is requested

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@SaFireGalaxy
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There was a glitch where the structures weren't creating so I restarted my server and all the worlds came in with the same name (Fortress). Now I have 7 Fortress Structures that are active but only 1 file. I can't delete them and it's a massive world so I can't reset it.

@SaFireGalaxy SaFireGalaxy added the question Further information is requested label Jan 31, 2023
@ryandw11
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Structures are not one time things. A structure can spawn an infinite amount of times.

As for the structures not spawning, it was likely due to probability or some other factor set in the configuration file.

@SaFireGalaxy
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I worded my issue poorly, sorry.
I have duplicated active structures when I do /cstruct list, but only one file. How do I delete structures without deleting the file.

@ryandw11
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ryandw11 commented Feb 1, 2023

If you have duplicated structures then you must have duplicated entries in the config.yml file.
Something like:

Structures:
    - demo
    - demo

You can just delete the duplicates.

@SaFireGalaxy
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Thanks! I have one more question.
I have been struggling a ton on having a mayan temple type of build spawn in jungles without it being floating (spawning on the leaves of trees), even after only allowing it to spawn on grass blocks and air. How would you recommend I make it? My code:

schematic: jungle.schem
Chance:
Number: 1
OutOf: 2500
StructureLocation:
Biome:

  • JUNGLE
  • BAMBOO_JUNGLE
  • SPARSE_JUNGLE
    Worlds: []
    SpawnY: '+[12]'
    SpawnYHeightMap: WORLD_SURFACE
    StructureLimitations:
    whitelistSpawnBlocks:
    • GRASS_BLOCK
    • AIR
      StructureProperties:
      PlaceAir: false
      randomRotation: true
      ignorePlants: true
      spawnInWater: false
      spawnInLavaLakes: false
      LootTables:
      CHEST:
      jungle: 1
      DISPENSER:
      killythings: 1

@ryandw11
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ryandw11 commented Feb 1, 2023

That is because of the SpawnY being +12. It picks the block 12 blocks above the highest block to check its type. (Which will almost always be air). To fix this you can set CalculateSpawnFirst: false under StructureLocation or you can resave your schematic so that you don't need the +12.

@SaFireGalaxy
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Thank you SO MUCH :)
I was seriously thinking about deleting the plugin!
I doubt you can give me any tips on this, but my build has a sculk sensor. For some reason, it dosen't work unless I break it and replace it again which is a glitch because the blocks being generated are in an unloaded chunk I assume.

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