I see you are using the ziggurat template from the ruins mod. Yep, this one always had issues with the TNT going off on its own. If you can figure out how to make this happen on purpose every time, I'll give you a cookie xD
I use Industrial Craft and the Last Days texture pack, and would like to generate a city with self-detonating 'nuke pillars' drilled into the ground. The resulting craters and collateral to nearby buildings will look very nice thematically. :smile.gif:
I see you are using the ziggurat template from the ruins mod. Yep, this one always had issues with the TNT going off on its own. If you can figure out how to make this happen on purpose every time, I'll give you a cookie xD
I use Industrial Craft and the Last Days texture pack, and would like to generate a city with self-detonating 'nuke pillars' drilled into the ground. The resulting craters and collateral to nearby buildings will look very nice thematically. :smile.gif:
Yeah those puppies sure do pack a punch. It's bad when one of them sets of two or three others nearby :sad.gif: . And the top of the ziggurat is usually left standing!
Yeah, I'm planning on having them in the ground as custom 'buildings' in the cities. If I put them inside a skyscraper, I would need them all throughout the levels, and why bother with that when a real bomb would nail the top and leave the foundation?
If all else fails and I can't figure out a way to force them to self-detonate, I could always make a 'crater' template :smile.gif:
Update is up with mostly a bunch of small fixes. The lighting bug is 80% fixed. It will still occur for natural overhangs but it should be fixed for towers. I also included a text notification in-game when a city spawns. hopefully that should help with the can't find any cities problem. People have been bugging me about adding npcs. I'm not sure what I'm going to do on this. So for now.. zombie pigmen. A pig-man is almost a man.
On that version I was using 3 nukes per template. I think I'm gonna drop it to 1 and slightly increase the weight, then decrease the density of the buildings so the battle basements stop cutting into each other. o_O
Then I just need to add some nice modern-looking skyscraper/house/store templates to destructificate :smile.gif:
Great mod! I have been a fan for a long time. I like the addition of the pigmen, gives the feel of them being the "new" inhabitants after humans cleared out. I'm using it with IndustrialCraft, BuildCraft, Millenaire, Ruins, BiomeCaves, and Nature Overhaul.
This is the most awesome mod ive ever seen! I love cities like these and ive been trying to make some myself but this is much faster cooler and just awesome!
1 thing though
How do i remove all the mob spawners from the cities? xD
Thanks! You have to go to the template files and change the mob_probability variable to zero. There's may be a separate zombie_pigman_probability variable as well, depending on the city. Check out the F.A.Q. You'll have to change it for both wall templates and street templates.
I should have a multiplayer version of the mods out shortly. This is for vanilla MP minecraft. It will be done by just oldskool modifying of Notch's code so there may be some incompatibilities. I tried using ModLoaderMp, but the ridiculous thing was it would have required the client to install 3-4 extra mods (Modloader, ModLoaderMp, and a client Great Wall mod), none of which would do anything since all terrain generation is done on the server side!
The SMP version are up. The SMP distro combines both mods (otherwise they would conflict with each other). It doesn't require any other mods to install and the client does not have to install any mods in order to connect to a server running it. A warning - I've only been able to do a limited amount of testing for performance and there may well be issues with this.
There's a new underground maze dungeon for the sandstone/ruined sandstone cities. I remember hearing Notch tweet something about how mazes were "terrible game design" but hey you can always take a pickaxe to this one. It gets more fun as you go down.
I use Industrial Craft and the Last Days texture pack, and would like to generate a city with self-detonating 'nuke pillars' drilled into the ground. The resulting craters and collateral to nearby buildings will look very nice thematically. :smile.gif:
Librari is: The Wizard formerly known as Genshou
Yeah those puppies sure do pack a punch. It's bad when one of them sets of two or three others nearby :sad.gif: . And the top of the ziggurat is usually left standing!
If all else fails and I can't figure out a way to force them to self-detonate, I could always make a 'crater' template :smile.gif:
Librari is: The Wizard formerly known as Genshou
Librari is: The Wizard formerly known as Genshou
Crazy. I remember I tried making width 1 great walls out of TNT once and crisscrossing the countryside with them.
Then I just need to add some nice modern-looking skyscraper/house/store templates to destructificate :smile.gif:
Librari is: The Wizard formerly known as Genshou
Is that the new version of BiomeTerrainMod? That was always the king of mods. That's not good if it's not compatible. I'll have to check it out.
Thanks! You have to go to the template files and change the mob_probability variable to zero. There's may be a separate zombie_pigman_probability variable as well, depending on the city. Check out the F.A.Q. You'll have to change it for both wall templates and street templates.
Add the line:
CityBuiltMessage:0
to your WalledCitySettings.txt file.
Considering there are other mods that are a lot more annoying to install, this is not unreasonable.
There's a new underground maze dungeon for the sandstone/ruined sandstone cities. I remember hearing Notch tweet something about how mazes were "terrible game design" but hey you can always take a pickaxe to this one. It gets more fun as you go down.
citys are so cool!