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TrulyRandom

Randomise the World

Modrinth cursed game-mechanics minigame

Описание

# TrulyRandom – Randomise the World [![Modrinth](https://img.shields.io/modrinth/dt/trulyrandom?colour=00AF5C&label=downloads&logo=modrinth)](https://modrinth.com/mod/trulyrandom) [![CurseForge](https://cf.way2muchnoise.eu/full_1087424_downloads.svg)](https://curseforge.com/minecraft/mc-mods/trulyrandom) Choose which modules should be randomised for the world through three main categories: Worldgen Modules, General Modules, and Client Modules. You can access the module configurations during world creation or in-game via the designated keybind (`g`) to open the Randomiser GUI. ### Modules & Settings - **Block Models:** Randomises the models of blocks that share the same shape and states. - Settings allow you to force all instances of a block state to share the same model as the default state. - You can also choose to ignore model occlusion and state properties, though this may cause rendering quirks or FPS lag. - **Item Models:** Randomises the models of items. - You can enable "Match Block Model Randomisation" to force the random item model to match its block counterpart. - **Loot Tables:** Randomises the loot tables of blocks, entities, chests, and more. - You can configure this to swap loot tables entirely (recommended for consistency) or to produce random items with random quantities. - **Recipes:** Randomises the crafting recipes of items. - Individual settings are available to toggle randomisation for Crafting, Smelting, Blasting, Smoking, Campfire Cooking, Stonecutting, and Smithing. - **Villager Trades:** Randomises the traded items of villagers. - This randomisation includes emeralds. - **Structures:** Each structure will be replaced with a different structure where it would normally generate (excluding strongholds). - The `/locate` command will be unreliable with this enabled. - Settings include a toggle to use the legacy randomiser (which allows all structures to generate everywhere) and an option to nerf elytra durability to 0 in end cities. - **Features:** Each feature will be replaced with another feature where possible (e.g., placing an iceberg instead of a tree). - **Block Palette:** Each type of block will be replaced with another type of block. - Settings allow you to ignore state properties, collision shapes, and occlusion shapes. - You can choose to "Keep Stone As Stone" to allow overworld surface rules to apply. This is recommeneded. - *Warning: This module may lead to unstable worlds and cannot be changed once set.* #### Note on Worldgen Modules: - Worldgen modules like Structures, Features, and Block Palette cannot be changed once they are set during world creation. ### Loot Tracker - Opened from the Red Book in the survival inventory. - Displays entries of items you have triggered the loot tables for (even if they didn't drop). - Entries open a graph showing their sources up to a depth of 20. - Hovering a source displays the full path to get to the entry. - Holding shift while hovering an item will show which loot tables you have discovered that drop said item. - The tracker book now also supports tracking "Hero of the Village" gifts across all villager professions. ### Server Setup In the root folder of the server create a json file called `trulyrandom.json` with the following content: ```json5 { "": { "enabled": , // optional (defaults to false) "seed": , // optional (defaults to random) "type": "", // mandatory "": // optional (see config schema below) } } ``` This file **will only be read exactly once before the world is generated**, and then further updates won't be considered. If you wish to enable worldgen modules, they **MUST** be done in this file; other modules can be configured through the Randomiser GUI. Config Schema | Module | State Id | Options | |-----------------|-----------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | `block_models` | `trulyrandom:block_model` | `force_states_to_use_same_model` (boolean) defaults to false`ignore_model_occlusion` (boolean) defaults to false`ignore_state_properties` (boolean) defaults to false | | `item_models` | `trulyrandom:item_model` | `match_block_model_randomisation` (boolean) defaults to false | | `loot_tables` | `trulyrandom:loot` | `use_other_loot_tables` (boolean) defaults to true | | `recipes` | `trulyrandom:recipe` | `enabled_recipe_types`: see below | | `trades` | `trulyrandom:standard` | N/A | | `structures` | `trulyrandom:structure` | `use_legacy_randomiser` (boolean) defaults to false`nerf_elytra` (boolean) defaults to false | | `features` | `trulyrandom:standard` | N/A | | `block_palette` | `trulyrandom:block_palette` | `ignore_state_properties` (boolean) defaults to false`ignore_collision_shape` (boolean) defaults to false`ignore_occlusion_shape` (boolean) defaults to false`keep_stone_as_stone` (boolean) defaults to true | | ### Recipe Types Enabling / Disabling recipe types follows the format of `"namespace:type": `. For example: ```json { "enabled_recipe_types": { "minecraft:smoking": true, "minecraft:stonecutting": true, "minecraft:smelting": true, "minecraft:crafting": true } } ``` An example config can be found here: [trulyrandom.json](https://github.com/Bawnorton/TrulyRandom/blob/stonecutter/example/trulyrandom.json) To view a complete sample config, don't provide one, and the mod will generate the one used for the server as a template. To re-use this config, delete the world folder, make the changes you wish, and then restart your server. #### Teams Every player by default starts on their own team where they are the owner, you can invite other players to join your team via `/trulyrandom team invite `, and the invited person will be sent a message where they can accept. Additional team configuration commands exist in-game under the `/trulyrandom team` command.