By the way, those underground, obsidian Ender-Cities? You are a cruel person.
Is it possible to edit the list of possible contents that can come from your generated treasure chests? In the same vein, is it possible to edit the spawners, so that they can spawn monsters from another mod?
By the way, those underground, obsidian Ender-Cities? You are a cruel person.
That's the kind of praise that makes it all worth it .
You can't set the contents of the chest that appears in the default towers. There is more control when using custom templates. There are 4 different types of chests with special blockIDs that can be placed in templates, they're listed in the documentation. The default towers currently will always use the 'Tower' type chest. Still, item lists are the kind of thing that really oughtn't be hardcoded so they may get moved out to files.
@idgarad Thanks for your suggestion on the spawn templates. That is indeed the kind of system I would use, but I will have to get some creatures designed first. Hmmm I wonder if you have both mods installed it should be possible now to use modded blockIDs for things like the CastleDefenders spawners. Or if not, there will be some simple fix I can make so you can.
That's the kind of praise that makes it all worth it .
You can't set the contents of the chest that appears in the default towers. There is more control when using custom templates. There are 4 different types of chests with special blockIDs that can be placed in templates, they're listed in the documentation. The default towers currently will always use the 'Tower' type chest. Still, item lists are the kind of thing that really oughtn't be hardcoded so they may get moved out to files.
@idgarad Thanks for your suggestion on the spawn templates. That is indeed the kind of system I would use, but I will have to get some creatures designed first. Hmmm I wonder if you have both mods installed it should be possible now to use modded blockIDs for things like the CastleDefenders spawners. Or if not, there will be some simple fix I can make so you can.
You should be able to use Castle Defender blockIDs, you would just need to code a check to see if Castle Defender is installed then allow a custom template set to be used (some how) maybe a sub-dir with the mod's name. I haven't gotten a good solid look at the templates to figure out how to specify one of Castle Defense mod spawning blocks. At this point I would only make an evil city with the current Castle Defense mod as it would be too exploitable to have a Walled City genned good guy city (since you could just pick axe and steal all the spawner blocks from what I understand). I would not try and re-invent the wheel. Just leverage as an option another NPC mod like Humans+. More time efficient for ya to team up with another Dev and go from there. Humans+ looks to be the most complete free-form NPC mod I can see along with Mo Creatures. Generating a template would then be assigning the monster spawners in the templates to spawn either generics as they do now or specific sets of Mo Creatures \ Human+ \ Castle Defense mobs.
\\mobID (The mob to spawn), metaID (which meta-block to assign the mob too in the template),spawnerblockid (in case a custom mob spawner is needed for mod npcs)
I would then assume that at city gen time the meta-block for the mob is replaced by a mob spawner set to spawn the mobID.
This would free up your time from generating new mobs. People can focus on writing mob templates, creating new mobs, and improving their NPCs without having to re-invent all of the mob NPC ai stuff. Advantage is later on you might be able to generate friendly cities complete with shops leveraging already existing mods.
I suppose the trick is figuring out how to get a mod npc to spawn from a mob spawner.
I love this mod and the amount of detail you put into it, but I dislike how often the walls spawn. You should make a config file so that we can change the rarity of the walls. I want walls to be "Wow, I haven't seen a wall for 5000 blocks! Better make good use of it." not "Oh boy, another wall. Last one was 100 blocks away."
I've been making good use of your mods in both single-player games and on our private server (our other players love finding these features). We've run into a small problem undocumented feature with the server-side version. It seems something keeps stealing our underground cities:
The image above is one of three caverns of similar size we've found so far. I added torches and the water in the pool, but it's otherwise untouched. Two of the three have the arched stairs characteristic of your underground city entrances, while the last we haven't found a proper entrance for yet (but the view from the holes in the roof is great!)
For the record, our players love these giant caverns. They tend to intersect some of Notch's newer features, and inspire large-scale building projects besides. If you find out what's causing this, perhaps making this an addition to the mod might be better than removing it. A configuration option for percentage of empty city caverns might be best, but I'm not the one who would have to code it.
I've PMed the server information to you in case you want to inspect in person. In the meantime, thanks for the fantastic mods!
Hello! I have been playing with your Walled City mod and have been enjoying it immensely. I know there have been videos done on it already but I wanted to make one of my own and share it with anyone who will watch :biggrin.gif:. I hope you enjoy the spotlight and may more attention come your way Formivore! Keep up the hard work!
@Etalyx Darn, that's an awesome spotlight. More informative than the video I have up now.. Thanks, I'll see what I can do with it.
@Ahannu The mod is not a bukkit plugin; its for vanilla SMP.
@Calomyr Ouch, that's an embarrassing bug! Shows that haven't separately playtested that feature for SMP at all. Thanks for reporting it, it will get fixed. You should be able to replicate the empty caverns (like, if the mod was actually working) by including an underground city template with street_density=0. That said, I agree that the empty caverns are cool so I'll probably include as default a nearly empty cavern in the future.
@Pomegrate Agreed, I switched some weight from roads to walls int the last update and didn't lower the rate enough to compensate. You can do it yourself now (read the F.A.Q....).
@username_not_taken Some of these issues will be addressed in the next release.
@mearthhito The bottom right picture has a cobblestone and ruined sandstone city. There is a city type that spawns in the nether currently. To be honest it's a bit shoddy atm., it will get a facelift when the nether improvements for 1.9 come through.
I'm hoping to build a sort of "infinite structures" dimension, and I have a fella who's building me a 'blank' - an otherworld with just flat obsidian, nothing else. I've sorted out how to generate a fair bit of stuff there with Ruins, but a lot of the features in your mods look significantly appealing.
But before I dig way, way into the city customization - is this something that could be done with this? In Ruins, I just set the spawn rate stupidly high, introduce null blocks in other biomes, and have my otherworld-stuff spawn only on obsidian. Clumsy, but looks to work.
In Walled cities, it looks (at a cursory glance) like things are tied to biomes. If said realm had a new Biome name, would Walled Cities recognize it?
@Etalyx Darn, that's an awesome spotlight. More informative than the video I have up now.. Thanks, I'll see what I can do with it.
Thanks! Glad you liked it :biggrin.gif:. Took a lot of work to make but surely not even close to as much time as this mod took to make I imagine. Do you have any plans to make any more mods? Either way, thanks for making these, definitely a game-changer.
Some exciting news:
I've contacted the makers of Humans+ and Castle Defenders about getting mobs for the Walled City mod. I've gotten the go ahead from Azurn of Castle Defenders and it looks like something can be worked out for Humans+ as well.
This will be implemented in a minimalist way with a spawner_rule variable that takes a block rule as an argument. This will replace the old mob_probability, zombie_pigman_probability etc. variables that were getting quite clunky anyways. If you don't have the mod installed the spawner rule will just default to a zombie/skellie/creeper spawner.
Thanks @idgarad for finally prodding me to make this happen.
@Levi_Kornelsen Generation should only be tied to biomes in this mod if you specify it in the biomes variable. If you omit that variable or use biomes=ALL you should be able to generate in any kind of funky custom biome. This is a recent change I made to try to improve comparability with world generation mods, but I haven't actually tested it out. I'm afraid there will be a problem if you try to spawn on obsidian though. The mod treats obsidian as an 'artificial' block and probably wont spawn on it.
Generation should only be tied to biomes in this mod if you specify it in the biomes variable. If you omit that variable or use biomes=ALL you should be able to generate in any kind of funky custom biome. This is a recent change I made to try to improve comparability with world generation mods, but I haven't actually tested it out. I'm afraid there will be a problem if you try to spawn on obsidian though. The mod treat obsidian as an 'artificial' block and probably wont spawn on it.
Fair enough, that. I can't help tinkering with city generation anyway, I gotta say. It's good stuff here, man.
I've contacted the makers of Humans+ and Castle Defenders about getting mobs for the Walled City mod. I've gotten the go ahead from Azurn of Castle Defenders and it looks like something can be worked out for Humans+ as well.
Will this make the "enemy soldiers" blocks usable in template files, with the whole "ID-Meta" thing? Because, well, that'd be pretty sweet.
It took some tweaking, but I finally got WalledCity + GreatWall to generate an ruined cities world like what I had in mind. I learned enough to be able to make adjustments, and with the help of a python script called mcexplore.py I could pre-generate a 5km x 5km world for use by a bukkit or craftbukkit server without installing WalledCity+GreatWall into those servers. (They would probably puke over having not-approved modifications installed anyways).
In the process of making that 25km^2 world, I collected 120 different *.tml template files. I see people asking for more templates, and the response is "go read the forum thread for Ruins or WalledCity and do it yourself," which is not so good. Is there somewhere I can post the 120 *.tml files I have, and perhaps others could deposit their own?
(mixing and matching *.tml files can be weird, since the weight= value could be skewed if templates are coming from different authors, and some city templates would specify and require certain street templates, and some street/wall templates would specify and thus require certain building templates. Still, better to have more options than less.)
i have an idea... maybe you could make a kings throne with maybe a boss in each city? The chests are nice in the cities but other then looking cool i find theres no real purpose to going to a city. However i havent been playing with this mod for too long so i havent really explored all the types of cities.
Some exciting news:
I've contacted the makers of Humans+ and Castle Defenders about getting mobs for the Walled City mod. I've gotten the go ahead from Azurn of Castle Defenders and it looks like something can be worked out for Humans+ as well.
This will be implemented in a minimalist way with a spawner_rule variable that takes a block rule as an argument. This will replace the old mob_probability, zombie_pigman_probability etc. variables that were getting quite clunky anyways. If you don't have the mod installed the spawner rule will just default to a zombie/skellie/creeper spawner.
Wow, just wow!!!
Also, I was wondering is there a way to add/change the items found in chests?
From the FAQ it seems as though you can change the probability of a easy/medium/hard chest with the id of 309/10/11 etc, but it there anywhere in the config file to change the actual items themselves?
Also, I know you know, but this mod is awe-inspiring.
Is it possible to edit the list of possible contents that can come from your generated treasure chests? In the same vein, is it possible to edit the spawners, so that they can spawn monsters from another mod?
That's the kind of praise that makes it all worth it .
You can't set the contents of the chest that appears in the default towers. There is more control when using custom templates. There are 4 different types of chests with special blockIDs that can be placed in templates, they're listed in the documentation. The default towers currently will always use the 'Tower' type chest. Still, item lists are the kind of thing that really oughtn't be hardcoded so they may get moved out to files.
@idgarad Thanks for your suggestion on the spawn templates. That is indeed the kind of system I would use, but I will have to get some creatures designed first. Hmmm I wonder if you have both mods installed it should be possible now to use modded blockIDs for things like the CastleDefenders spawners. Or if not, there will be some simple fix I can make so you can.
You should be able to use Castle Defender blockIDs, you would just need to code a check to see if Castle Defender is installed then allow a custom template set to be used (some how) maybe a sub-dir with the mod's name. I haven't gotten a good solid look at the templates to figure out how to specify one of Castle Defense mod spawning blocks. At this point I would only make an evil city with the current Castle Defense mod as it would be too exploitable to have a Walled City genned good guy city (since you could just pick axe and steal all the spawner blocks from what I understand). I would not try and re-invent the wheel. Just leverage as an option another NPC mod like Humans+. More time efficient for ya to team up with another Dev and go from there. Humans+ looks to be the most complete free-form NPC mod I can see along with Mo Creatures. Generating a template would then be assigning the monster spawners in the templates to spawn either generics as they do now or specific sets of Mo Creatures \ Human+ \ Castle Defense mobs.
*CONFIG*
LogBuildLocations=True
BuildLocationLogFile=.\fcwr.txt
UseHumanPlusMobs=True
UseMoCreatureMobs=True
UseCastleDefenseMobs=True
*END CONFIG*
Then you could have templates like
MobTemplates\
The file could then be parsed like:
\\mobID (The mob to spawn), metaID (which meta-block to assign the mob too in the template),spawnerblockid (in case a custom mob spawner is needed for mod npcs)
I would then assume that at city gen time the meta-block for the mob is replaced by a mob spawner set to spawn the mobID.
This would free up your time from generating new mobs. People can focus on writing mob templates, creating new mobs, and improving their NPCs without having to re-invent all of the mob NPC ai stuff. Advantage is later on you might be able to generate friendly cities complete with shops leveraging already existing mods.
I suppose the trick is figuring out how to get a mod npc to spawn from a mob spawner.
I've been making good use of your mods in both single-player games and on our private server (our other players love finding these features). We've run into a
small problemundocumented feature with the server-side version. It seems something keeps stealing our underground cities:The image above is one of three caverns of similar size we've found so far. I added torches and the water in the pool, but it's otherwise untouched. Two of the three have the arched stairs characteristic of your underground city entrances, while the last we haven't found a proper entrance for yet (but the view from the holes in the roof is great!)
For the record, our players love these giant caverns. They tend to intersect some of Notch's newer features, and inspire large-scale building projects besides. If you find out what's causing this, perhaps making this an addition to the mod might be better than removing it. A configuration option for percentage of empty city caverns might be best, but I'm not the one who would have to code it.
I've PMed the server information to you in case you want to inspect in person. In the meantime, thanks for the fantastic mods!
thanks for the info
@Ahannu The mod is not a bukkit plugin; its for vanilla SMP.
@Calomyr Ouch, that's an embarrassing bug! Shows that haven't separately playtested that feature for SMP at all. Thanks for reporting it, it will get fixed. You should be able to replicate the empty caverns (like, if the mod was actually working) by including an underground city template with street_density=0. That said, I agree that the empty caverns are cool so I'll probably include as default a nearly empty cavern in the future.
@Pomegrate Agreed, I switched some weight from roads to walls int the last update and didn't lower the rate enough to compensate. You can do it yourself now (read the F.A.Q....).
@username_not_taken Some of these issues will be addressed in the next release.
@mearthhito The bottom right picture has a cobblestone and ruined sandstone city. There is a city type that spawns in the nether currently. To be honest it's a bit shoddy atm., it will get a facelift when the nether improvements for 1.9 come through.
I'm hoping to build a sort of "infinite structures" dimension, and I have a fella who's building me a 'blank' - an otherworld with just flat obsidian, nothing else. I've sorted out how to generate a fair bit of stuff there with Ruins, but a lot of the features in your mods look significantly appealing.
But before I dig way, way into the city customization - is this something that could be done with this? In Ruins, I just set the spawn rate stupidly high, introduce null blocks in other biomes, and have my otherworld-stuff spawn only on obsidian. Clumsy, but looks to work.
In Walled cities, it looks (at a cursory glance) like things are tied to biomes. If said realm had a new Biome name, would Walled Cities recognize it?
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
Thanks! Glad you liked it :biggrin.gif:. Took a lot of work to make but surely not even close to as much time as this mod took to make I imagine. Do you have any plans to make any more mods? Either way, thanks for making these, definitely a game-changer.
I've contacted the makers of Humans+ and Castle Defenders about getting mobs for the Walled City mod. I've gotten the go ahead from Azurn of Castle Defenders and it looks like something can be worked out for Humans+ as well.
This will be implemented in a minimalist way with a spawner_rule variable that takes a block rule as an argument. This will replace the old mob_probability, zombie_pigman_probability etc. variables that were getting quite clunky anyways. If you don't have the mod installed the spawner rule will just default to a zombie/skellie/creeper spawner.
Thanks @idgarad for finally prodding me to make this happen.
@Levi_Kornelsen Generation should only be tied to biomes in this mod if you specify it in the biomes variable. If you omit that variable or use biomes=ALL you should be able to generate in any kind of funky custom biome. This is a recent change I made to try to improve comparability with world generation mods, but I haven't actually tested it out. I'm afraid there will be a problem if you try to spawn on obsidian though. The mod treats obsidian as an 'artificial' block and probably wont spawn on it.
Fair enough, that. I can't help tinkering with city generation anyway, I gotta say. It's good stuff here, man.
Will this make the "enemy soldiers" blocks usable in template files, with the whole "ID-Meta" thing? Because, well, that'd be pretty sweet.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
In the process of making that 25km^2 world, I collected 120 different *.tml template files. I see people asking for more templates, and the response is "go read the forum thread for Ruins or WalledCity and do it yourself," which is not so good. Is there somewhere I can post the 120 *.tml files I have, and perhaps others could deposit their own?
(mixing and matching *.tml files can be weird, since the weight= value could be skewed if templates are coming from different authors, and some city templates would specify and require certain street templates, and some street/wall templates would specify and thus require certain building templates. Still, better to have more options than less.)
Wow, just wow!!!
Also, I was wondering is there a way to add/change the items found in chests?
From the FAQ it seems as though you can change the probability of a easy/medium/hard chest with the id of 309/10/11 etc, but it there anywhere in the config file to change the actual items themselves?
Also, I know you know, but this mod is awe-inspiring.
I made a simple tutorial / review for 1.8.1
Feel free to check it out.
+1
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