Question: I have altered the values for the global spawning chance in both the great wall (which I have lowered) and the Walled Cities (which I raised) and I'm still spawning more walls than Cities. How does this work and how can I go about changing it to where there are an even number (or less walls)?
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“Take the first step, and your mind will mobilize all its forces to your aid. But the first essential is that you begin. Once the battle is startled, all that is within and without you will come to your assistance.” ~ Robert Collier
These mods are fantastic - my favorites (or at least my favorite structure-generating mods)!
I've been working on making my own templates, huge thanks for thorough documentation of the various options.
I did run into a minor bug: the populate_furniture tower rule won't generate anything if the tower is made of stone or dirt, but it works on cobblestone, stone bricks, and wood.
I'm running Great Walls with Forge (and Tropicraft and Millenaire and ExtraBiomesXL and...) and it works just fine. I gave up on Walled Cities for now because all I was getting was the same ruined underground cobblestone city over & over again, and it was fascinating the first few times, but then I got tired of them. (Nice treasure, though.)
Note to anyone interested: a global frequency setting of .1 on Great Walls is way too high, but does yield some amusing chaos. 0.001 may be too low, but such is life. Anybody know what I change in the settings to make the walls longer?
Does the default walled city and great wall mods have a relatively rare spawn rate? I want these mods, but i don't want my worlds filled with structures. is it every here and there or something or what?
This is a serious issue, and it's really holding back the ability for me to move forward with my server. I've been trying to figure it out myself with the source, but it's a little outside of my own wheelhouse, any chance this can be fixed?
love the mod,really like the random cities, i spent a bit on the FAQ's, is there a way to make it so that only underground cities form? i would love to just have those, mainly because for me the above cities lag my laptop, mainly cause its not a very good laptop. im sure there is a way, but i cant seem to find it or understand how to make it work XD hope im not bugging you with this but is there a way for you to make diff mod installments for each type of city? like a mod file for the underground, the surface, the ruins? instead of all together? if not its fine lol just a thought =o, either way good work on the mod, its really detailed, which is nice to see and i can really tell you spent alot of work on it so congrats ^-^
I've been a huge fan of your mods for a long time, although this is the first time I've posted.
Lately I have started using the 4096 ids fix to open up my block list for more mods. I'm noticing now that I get a freeze whenever there's a generation attempt on both WalledCities and CARuins.
The freeze is due to an OutOfBoundsException being thrown by Building.isArtificialWallBlock, which makes sense since it only wants to scan 256 ids.
So my question is: I have your source and have been looking through it, but I was wondering if you think I'd be wasting my time trying to recode these checks to accommodate higher ids.
Thanks!
I assume you're using mdiyo's 4096. Tell you what, if you fix it (or Formivore!) you can even email me that it's working. I get the exact same freezing, using the two you mentioned and not the Great Walls one---with the same error text. Hopefully, one of you can fix this. Look forward to it!
I was poking around and saw this, and I am wondering, is the SSP version Forge friendly? I know it states that the SMP version is not, but it does not say if it is or not for SSP...
I was poking around and saw this, and I am wondering, is the SSP version Forge friendly? I know it states that the SMP version is not, but it does not say if it is or not for SSP...
I run it with Forge. What it doesn't like is the 4096 fix.
I ran across the first sand city. It was loaded with mobs.
I know you can remove the mobs all together...
My question is, if I do not alter anything, will some cities spawn without mobs or will all have them?
My favorite mod (tied with zombie).
Thanks for the update!
I've been working on making my own templates, huge thanks for thorough documentation of the various options.
I did run into a minor bug: the populate_furniture tower rule won't generate anything if the tower is made of stone or dirt, but it works on cobblestone, stone bricks, and wood.
Also, wooden towers are fun to burn =)
Not being able to use this with (most) mods is killing my soul a little bit every day.
Edit: Srry, stupid question, I should have read the FAQ before asking
http://www.4shared.c...icscommand.html
Second, i'm having some serious issues with the meta rotation after conversion, check out this album detailing the issues I'm having:
http://imgur.com/a/Hb1ds
And here is my schematic/template file:
http://www.4shared.c.../Rotations.html
This is a serious issue, and it's really holding back the ability for me to move forward with my server. I've been trying to figure it out myself with the source, but it's a little outside of my own wheelhouse, any chance this can be fixed?
I assume you're using mdiyo's 4096. Tell you what, if you fix it (or Formivore!) you can even email me that it's working. I get the exact same freezing, using the two you mentioned and not the Great Walls one---with the same error text. Hopefully, one of you can fix this. Look forward to it!
I run it with Forge. What it doesn't like is the 4096 fix.
Well, that is a bummer... o-o I need the 4096 Fix installed or else I can run all my mods (currently sitting at 52 Mods and counting)
Oh, I understand! Had to make a separate game with this mod---with no 4096 fix. Last game, with the fix, is right at 63 mods.