Trying my hand at making a template, but for some reason it doesn't seem to want to work. I went so far as to remove the rest of the templates from the file, and still nothing. Are there certain blocks that aren't allowed to be used, perhaps?
Here's the code if anyone want to take a look at it.
Huh. My wells like to spawn in shallow water. That is unfortunate.
Quote from ksheep »
Are there certain blocks that aren't allowed to be used, perhaps?
Not that I know of. If you're using more blocks from mods, I don't know if those would function.
Though looking at your template, you're trying to use nether-specific blocks in a surface biome. That might not be doable. I personally haven't tried that.
Huh. My wells like to spawn in shallow water. That is unfortunate.
Quote from ksheep »
Are there certain blocks that aren't allowed to be used, perhaps?
Not that I know of. If you're using more blocks from mods, I don't know if those would function.
Though looking at your template, you're trying to use nether-specific blocks in a surface biome. That might not be doable. I personally haven't tried that.
Ah, that might be it. I guess I'll have to rethink my Nether Shrine a bit, then.
This looks really cool, but I hate that it's only available as a mod. Any chance of a stand-alone post-processing version? A port to MCEdit's filter plugins would be really awesome. :biggrin.gif: <snip>
Bukkit plugin.
Stuff I'll think about in the future, once I feel the mod is more stable and the features I want to add are in.
Also, please remember that I consider this code public domain, so if I say "No" to a feature, or tell you to wait, you can always do it yourself. If that's not good enough for you, you're SOL.
Quote from GnomeWorks »
Would you consider adding an additional conditional to the templates, checking if there is a block above where it's trying to place?
That would be an interesting conditional since the templates are built from bottom-up and the site must be clear of other blocks. I'm not sure how that would be implemented. I could add a flag to the templates that would tell the code to build the template from top-down if you'd like, in which case the rule to check for a block below would simply be reversed.
Also, please remember that I consider this code public domain, so if I say "No" to a feature, or tell you to wait, you can always do it yourself.
Well I'll be damned, I didn't realise the source code came with it. I haven't actually downloaded it yet because I hate the hassle of installing client patches.
Expect me to have a stab at an on-demand place-random-ruins-here port for Bukkit in the near future, but don't expect me to succeed. I'd love to port it to MCEdit too, but I hate working in Python.
That would be an interesting conditional since the templates are built from bottom-up and the site must be clear of other blocks. I'm not sure how that would be implemented. I could add a flag to the templates that would tell the code to build the template from top-down if you'd like, in which case the rule to check for a block below would simply be reversed.
Hrm. That would work, I suppose, but not quite for the glacier idea - the reason I'd like to see a "block above" conditional is so that I can start at the water line, and then build up for higher layers and build down for lower, to avoid chunks of ice floating two to five layers below the water.
If I may make a suggestion on how to make this work - if a template uses this conditional, perhaps set a flag on that block to come back and check later as soon as the block above it exists? Multiple layers in a single column with this flag then would wind up nesting the flag-checks until they hit a block without this conditional. Probably would not be fun to code, but that would probably be the most reasonable way to do it, as far as I can tell.
Expect me to have a stab at an on-demand place-random-ruins-here port for Bukkit in the near future, but don't expect me to succeed. I'd love to port it to MCEdit too, but I hate working in Python. :biggrin.gif:
Sure, have fun! if you do some code and would like me to add it in to the main branch, let me know and I'll take a look at it. I'm not going to stop working on this mod if someone forks it, but I do work at my own pace (which no one is going to change...)
Quote from GnomeWorks »
If I may make a suggestion on how to make this work - if a template uses this conditional, perhaps set a flag on that block to come back and check later as soon as the block above it exists? Multiple layers in a single column with this flag then would wind up nesting the flag-checks until they hit a block without this conditional. Probably would not be fun to code, but that would probably be the most reasonable way to do it, as far as I can tell.
I already have a "run later" class for the adjacent blocks (it runs those after all other blocks have been run on that level), so it wouldn't be entirely hard to modify it. I'll definitely look into it, but it might be a few versions from now.
I already have a "run later" class for the adjacent blocks (it runs those after all other blocks have been run on that level), so it wouldn't be entirely hard to modify it. I'll definitely look into it, but it might be a few versions from now.
Ah... yeah, then it wouldn't be that hard. Fantastic.
No big on it taking time. I'm patient. If I really wanted it more rapidly, I'd try my hand at editing it myself.
You know, the funny thing is that my template (posted right above yours) is ALSO a Portal Shrine (although mine has glowstone, netherrack, and slowsand on the base, complete with a chance for the netherrack to be on fire).
I'm having difficulty figuring out how to add other user created templates and designs to the current default ruins. Where do I add the text others have submitted on this thread to get them to function properly and appear on my world generations? Do I need to create a new text file with a specific name? or do I just add them to the ruin.txt file?
I have tried both of the methods I have explained above but still only encounter the default ruins.
Any help here would be greatly appreciated.
Rollback Post to RevisionRollBack
"Pain is temporary. It may last a minute, or an hour, or a day, or a year, but eventually it will subside and something else will take its place. If I quit, however, it lasts forever"
I'm having difficulty figuring out how to add other user created templates and designs to the current default ruins. Where do I add the text others have submitted on this thread to get them to function properly and appear on my world generations? Do I need to create a new text file with a specific name? or do I just add them to the ruin.txt file?
Create a new text file for each template. Name it whatever you want, but the file extension must be ".tml", since that is how the mod identifies templates. Place the new template file in <minecraft root>/resources/ruins
EDIT: Oh yeah, ModLoader compatibility has been completed. No more incompatibilities with Biome Terrain. I've got a 250 mile drive ahead of me tonight, but you might see a new version tomorrow.
First off: I dig the hell out of this mod. It is easily my favorite, and it accomplishes what I want from Builders, without the clicking people running around.
However, I am apparently some new brand of noob, because I cannot for the life of me get my template to work:
I'm not sure if this would be possible or not, but would it be possible to add some way of making null blocks or something like that to the templates? Basically, a block, that when it comes to generating into the world, would just not change anything? What I'm thinking is using this to actually make entire dungeons and stuff, but they'd need to stretch out wider than whatever would be above ground, and as far as I'm aware at the moment, that'd just delete everything in the big box that'd be its template that isn't the actual dungeon.
If it's not possible, that's cool. Just a thought, though. I've got some interesting ideas floating around in my head, should that become a possibility.
The Meaning of Life, the Universe, and Everything.
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Quote from betasword »
I'm not sure if this would be possible or not, but would it be possible to add some way of making null blocks or something like that to the templates? Basically, a block, that when it comes to generating into the world, would just not change anything?
You can use '300' as a null block. There's special codes in the readme that let you spawn special blocks, such as generators (for all generatable monsters) and chests with loot.
First off: I dig the hell out of this mod. It is easily my favorite, and it accomplishes what I want from Builders, without the clicking people running around.
However, I am apparently some new brand of noob, because I cannot for the life of me get my template to work:
Is it the metadata for the stairs that's throwing me? Or did I screw up something completely obvious and I just don't see it?
You have a problem with your layers. Don't put block IDs in the layer definitions - you define the blocks you want to use in the rules - the layers should only contain rule numbers. So, you have 3 rules, so the layers should be made up only of the numbers 0-3.
example: (obviously, not a complete template here)
rule1=0,100,2,3 (will always place a block, and the block will be grass or dirt)
rule2=1,100,4,4,48 (will always place a block, as long as there is a block underneath it, and the block will be cobblestone or mossy stone, but is twice as likely to be cobble)
layer
1,1,1,1,1
1,2,2,2,1
2,2,2,2,2
1,2,2,2,1
1,1,1,1,1
endlayer
layer
0,0,0,0,0
0,2,0,2,0
2,0,0,0,2
0,2,0,2,0
0,0,0,0,0
endlayer
see how the layers only contain references to the rule numbers? The rules take care of which blocks get put in to each of those positions, the layers just tell it what rule to use where.
I hope that makes sense, it is too early for clear thought, lol
Holy ****, I must be a complete lackwit. But, a lackwit who now can make a pleasant little well, so I'm quite happy.
Thanks! You get an !
I've got one other template in the ruins folder, and it's showing up just fine (despite having a weight of 2), so it's all in the right place. What am I doing wrong?
Here's the code if anyone want to take a look at it.
Not that I know of. If you're using more blocks from mods, I don't know if those would function.
Though looking at your template, you're trying to use nether-specific blocks in a surface biome. That might not be doable. I personally haven't tried that.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Ah, that might be it. I guess I'll have to rethink my Nether Shrine a bit, then.
Stuff I'll think about in the future, once I feel the mod is more stable and the features I want to add are in.
Also, please remember that I consider this code public domain, so if I say "No" to a feature, or tell you to wait, you can always do it yourself. If that's not good enough for you, you're SOL.
That would be an interesting conditional since the templates are built from bottom-up and the site must be clear of other blocks. I'm not sure how that would be implemented. I could add a flag to the templates that would tell the code to build the template from top-down if you'd like, in which case the rule to check for a block below would simply be reversed.
Well I'll be damned, I didn't realise the source code came with it. I haven't actually downloaded it yet because I hate the hassle of installing client patches.
Expect me to have a stab at an on-demand place-random-ruins-here port for Bukkit in the near future, but don't expect me to succeed. I'd love to port it to MCEdit too, but I hate working in Python.
Hrm. That would work, I suppose, but not quite for the glacier idea - the reason I'd like to see a "block above" conditional is so that I can start at the water line, and then build up for higher layers and build down for lower, to avoid chunks of ice floating two to five layers below the water.
If I may make a suggestion on how to make this work - if a template uses this conditional, perhaps set a flag on that block to come back and check later as soon as the block above it exists? Multiple layers in a single column with this flag then would wind up nesting the flag-checks until they hit a block without this conditional. Probably would not be fun to code, but that would probably be the most reasonable way to do it, as far as I can tell.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Sure, have fun! if you do some code and would like me to add it in to the main branch, let me know and I'll take a look at it. I'm not going to stop working on this mod if someone forks it, but I do work at my own pace (which no one is going to change...)
I already have a "run later" class for the adjacent blocks (it runs those after all other blocks have been run on that level), so it wouldn't be entirely hard to modify it. I'll definitely look into it, but it might be a few versions from now.
Ah... yeah, then it wouldn't be that hard. Fantastic.
No big on it taking time. I'm patient. If I really wanted it more rapidly, I'd try my hand at editing it myself.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
You know, the funny thing is that my template (posted right above yours) is ALSO a Portal Shrine (although mine has glowstone, netherrack, and slowsand on the base, complete with a chance for the netherrack to be on fire).
I have tried both of the methods I have explained above but still only encounter the default ruins.
Any help here would be greatly appreciated.
Lance Armstrong
Create a new text file for each template. Name it whatever you want, but the file extension must be ".tml", since that is how the mod identifies templates. Place the new template file in <minecraft root>/resources/ruins
EDIT: Oh yeah, ModLoader compatibility has been completed. No more incompatibilities with Biome Terrain. I've got a 250 mile drive ahead of me tonight, but you might see a new version tomorrow.
However, I am apparently some new brand of noob, because I cannot for the life of me get my template to work:
Is it the metadata for the stairs that's throwing me? Or did I screw up something completely obvious and I just don't see it?
If it's not possible, that's cool. Just a thought, though. I've got some interesting ideas floating around in my head, should that become a possibility.
You can use '300' as a null block. There's special codes in the readme that let you spawn special blocks, such as generators (for all generatable monsters) and chests with loot.
Holy ****, I must be a complete lackwit. But, a lackwit who now can make a pleasant little well, so I'm quite happy.
Thanks! You get an !
I've got one other template in the ruins folder, and it's showing up just fine (despite having a weight of 2), so it's all in the right place. What am I doing wrong?