Ok one final last post. I've been playing around with this for a while now and it's starting to seem like I can't actually add anything to the palette that is shipped with the mod. I put together a pretty reasonable userassets.json with a single palette added, a new style, citystyles which inherit from citystyle_common and apply the new style, and a worldstyle which references the new citystyles. It runs just fine but depending upon what character I try and use to substitute for the block on the floor by changing the palette one a few things happen:
1. I get air blocks with a ton of null pointer exceptions which seem to be coming from line 124 in the CompiledPalette.getStraight method when I try and use 'o'. I'm using that solely because it seems from the export functions that's what I should be trying to use
2. I get some other block if I try and override any existing character in the palette (I've tried several different choices)
I can't seem to find a character that works to change or add something to the palette, though I can build a custom structure just fine using only blocks from the embedded palette styles.
Is it not a feature that we can change the palette around at all? Just trying to figure out if I'm banging my head against something I couldn't do in the first place
Ok one final last post. I've been playing around with this for a while now and it's starting to seem like I can't actually add anything to the palette that is shipped with the mod. I put together a pretty reasonable userassets.json with a single palette added, a new style, citystyles which inherit from citystyle_common and apply the new style, and a worldstyle which references the new citystyles. It runs just fine but depending upon what character I try and use to substitute for the block on the floor by changing the palette one a few things happen:
1. I get air blocks with a ton of null pointer exceptions which seem to be coming from line 124 in the CompiledPalette.getStraight method when I try and use 'o'. I'm using that solely because it seems from the export functions that's what I should be trying to use
2. I get some other block if I try and override any existing character in the palette (I've tried several different choices)
I can't seem to find a character that works to change or add something to the palette, though I can build a custom structure just fine using only blocks from the embedded palette styles.
Is it not a feature that we can change the palette around at all? Just trying to figure out if I'm banging my head against something I couldn't do in the first place
Thanks!
--tensor
This should certainly work. I've done it myself (for example with the chisel worldtype which uses another palette). I guess you must have made some mistake somewhere. Can you show me perhaps? Or explain in detail what exactly you did?
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
I've got the idea from how you handled the water tower blocks in buildingparts.json where it seemed you could locally specify a palette for a particular part. I've tried both standard minecraft:planks like was used in your buildingparts.json file as well as the asphalt block (car:tar) on line 10. I get that same error I listed above, air blocks and a bunch of null pointer exceptions from the CompiledPalette.getStraight method.
Then I though maybe I had to make my own style and named palette so with a bit of copy pasta I put this together:
It loads just fine but also produces the same error. I've tried putting the garage palette entry in the style at the top and at the bottom. I've also in both cases tried a variety of letters (hard to figure out what's available btw) and either I get air blocks and null pointers, or the original blocktype just spawns in.
In all cases I'm just spawning into a new lost cities world with a custom profile (in the first case with the standard worldtype, in the second case with my custom one). Going to an empty area and using /lc_buildpart garage_floor. That's when the errors show up in the console.
Ok I have no idea why, but something is working now. Didn't update anything mod wise but I started trying to alter the palette in other ways. Specifically I added a new random palette to my custom style definition to add in chisel "factory" looking buildings. The palette needs work but I definitely was able to automagically have factory looking buildings in default generation.
On a whim I did /lc_buildpart garage_floor, and bam.. I got asphalt. Here is my current userassets.json and profile. So not sure what is so different and why this works when it didn't before:
So now I come to the part of if this works, what are the available characters that are untouched by the current palette so I can add custom blocks like the asphalt. In the above config 'o' will be asphalt wherever I use it, which is probably fine for some of what I'm trying to do. Are there other characters or an easy way to find unused characters which can be added to the palette for adding in other blocks? Or was one of my earlier ideas, locally overriding certain characters on a per part basis, a better way to go since I could reuse a handful of characters to be different blocks in different parts?
Thanks again McJty, for the mod of course, and for your time!
Ok so I've started to piece together where things were breaking down for me. The reason it works vs not works has to do with if you are in a valid city chunk. So because I was just randomly picking a spot on the map to try and build a building, and I wasn't in a city chunk, the palette compilation seems to fail. I get almost all of the part built in except for blocks which I am changing (e.g. "o"). That causes the null pointer when it tries to figure out what that block is, (line 124 in the CompiledPalette class). I think this might be a bug, but that's up to you.
What works just fine is the exact same userassets.json, same structure, style, etc. But if I am within a city boundary when I call the lc_buildpart function the floor spawns in as configured (in my case the car:tar block). That's why I wonder if it's a bug, because I can build all of the building with the lc_buildpart command inside a city, but not out, and outside all that fails are custom palette blocks which fall through the if/else structure in that method and cause that NPE. I can simply work within city bounds for now to try and make custom buildings if that's what I'm expected to be doing when designing buildings.
Apart from the above issue, the one thing I think would really help (and is probably more of a enhancement request) would be a way to determine which characters are available for use as custom palette blocks, and the ability to reuse the characters on a per part basis (locally override the style within a part).
Thanks so much for your time. Hopefully my continued testing was helpful and not just leading you off on wild goose chases
Here are two new world types that I'm currently working on:
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Can you show us a picture of how those 6 skulls are arranged? I tried a few combinations and none teleported me after sleeping in the bed.
Two diamond blocks in the ground (at level ground-1). A bed on top of that. Then on the same height as the bed six skulls in all directions
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Two diamond blocks in the ground (at level ground-1). A bed on top of that. Then on the same height as the bed six skulls in all directions
I tried it like this and didn't work both on single player and in my own server. The World 111 exists because I see it being loaded in the logs.
Using v1.10.2 of Minecraft.
I tried it like this and didn't work both on single player and in my own server. The World 111 exists because I see it being loaded in the logs.
Using v1.10.2 of Minecraft.
Diamond blocks. Not diamond ore blocks
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
I can't for the life of me get lost cities to load as the over world dimension on my server. Can anyone tell me what to put in the config file to do so?
Loving the mod! Great job creating something so good out of the box and with great customization opportunities.
In trying to tweak things, I wanted to add more spawner types using mobs from other mods and changing some of the mob attributes. From what I've seen, it looks like I need to either add the items to SpawnPotentials or possibly SpawnData.
My question is if the strings placed in the "Value" area under the spawner conditions are feeding into anything that I can use to add mobs from other mods (like Mo Creatures, BoP, etc) or if I'm out of luck on this part.
Hello sir (or lady). Your mod is absolutely awesome, i dreamed of it years ago.
However, on this wonderful basis, what we should add is more variability in buildings (i run for now the latest version and i did not find any other "pattern" to add to the mod). If i understand what has been written here, it's not just "buildings" but "floors" types and levels combinations.
I'm all ready to help if you can direct me what to do. With more buildings diversity, i can't write how awesome the result will be.
And if i missed any link to download and add already existing diversity, please anyone help and tell me where and how to.
I'm currently trying to play this, and I have to say: It's tough! No matter the mod pack it's loaded in, holy crap! The mods are way over buffed and it's hard to get started! I can see spawners, but I can't figure out how things spawn and how the city is ultimately configured to settle the spawn rate. Right now it's Run and Gun and just DIE. LOL
As someone coming from the hard core mod world.. this sucks I can't believe this pre-genned world is kicking my butt!
Well, i just tested intensively, and in full enchanted diamond with potions i cannot un-haunt a building. Mobs keep appearing.
I read (can't remember where) that to un-haut a building we should kill a certain number of mobs, but for now it seems impossible for some buildings.
I guess nobody reading the topic so far has any tip, download or tutorial on how to add a lot of buildings / floors to the generation method of this mod?
Ok one final last post. I've been playing around with this for a while now and it's starting to seem like I can't actually add anything to the palette that is shipped with the mod. I put together a pretty reasonable userassets.json with a single palette added, a new style, citystyles which inherit from citystyle_common and apply the new style, and a worldstyle which references the new citystyles. It runs just fine but depending upon what character I try and use to substitute for the block on the floor by changing the palette one a few things happen:
1. I get air blocks with a ton of null pointer exceptions which seem to be coming from line 124 in the CompiledPalette.getStraight method when I try and use 'o'. I'm using that solely because it seems from the export functions that's what I should be trying to use
2. I get some other block if I try and override any existing character in the palette (I've tried several different choices)
I can't seem to find a character that works to change or add something to the palette, though I can build a custom structure just fine using only blocks from the embedded palette styles.
Is it not a feature that we can change the palette around at all? Just trying to figure out if I'm banging my head against something I couldn't do in the first place
Thanks!
--tensor
This should certainly work. I've done it myself (for example with the chisel worldtype which uses another palette). I guess you must have made some mistake somewhere. Can you show me perhaps? Or explain in detail what exactly you did?
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Hi McJty,
Thanks for getting back to me
So first I tried the following file:
https://pastebin.com/GhGiWBku
I've got the idea from how you handled the water tower blocks in buildingparts.json where it seemed you could locally specify a palette for a particular part. I've tried both standard minecraft:planks like was used in your buildingparts.json file as well as the asphalt block (car:tar) on line 10. I get that same error I listed above, air blocks and a bunch of null pointer exceptions from the CompiledPalette.getStraight method.
Then I though maybe I had to make my own style and named palette so with a bit of copy pasta I put this together:
https://pastebin.com/ug3KjWq1
It loads just fine but also produces the same error. I've tried putting the garage palette entry in the style at the top and at the bottom. I've also in both cases tried a variety of letters (hard to figure out what's available btw) and either I get air blocks and null pointers, or the original blocktype just spawns in.
In all cases I'm just spawning into a new lost cities world with a custom profile (in the first case with the standard worldtype, in the second case with my custom one). Going to an empty area and using /lc_buildpart garage_floor. That's when the errors show up in the console.
Thanks for looking at this!
--tensor
Ok I have no idea why, but something is working now. Didn't update anything mod wise but I started trying to alter the palette in other ways. Specifically I added a new random palette to my custom style definition to add in chisel "factory" looking buildings. The palette needs work but I definitely was able to automagically have factory looking buildings in default generation.
On a whim I did /lc_buildpart garage_floor, and bam.. I got asphalt. Here is my current userassets.json and profile. So not sure what is so different and why this works when it didn't before:
usserassets.json
https://pastebin.com/dDbhuh1T
profile_wwzcraft.cfg
https://pastebin.com/15DrRHYa
So now I come to the part of if this works, what are the available characters that are untouched by the current palette so I can add custom blocks like the asphalt. In the above config 'o' will be asphalt wherever I use it, which is probably fine for some of what I'm trying to do. Are there other characters or an easy way to find unused characters which can be added to the palette for adding in other blocks? Or was one of my earlier ideas, locally overriding certain characters on a per part basis, a better way to go since I could reuse a handful of characters to be different blocks in different parts?
Thanks again McJty, for the mod of course, and for your time!
--tensor
Ok so I've started to piece together where things were breaking down for me. The reason it works vs not works has to do with if you are in a valid city chunk. So because I was just randomly picking a spot on the map to try and build a building, and I wasn't in a city chunk, the palette compilation seems to fail. I get almost all of the part built in except for blocks which I am changing (e.g. "o"). That causes the null pointer when it tries to figure out what that block is, (line 124 in the CompiledPalette class). I think this might be a bug, but that's up to you.
What works just fine is the exact same userassets.json, same structure, style, etc. But if I am within a city boundary when I call the lc_buildpart function the floor spawns in as configured (in my case the car:tar block). That's why I wonder if it's a bug, because I can build all of the building with the lc_buildpart command inside a city, but not out, and outside all that fails are custom palette blocks which fall through the if/else structure in that method and cause that NPE. I can simply work within city bounds for now to try and make custom buildings if that's what I'm expected to be doing when designing buildings.
Apart from the above issue, the one thing I think would really help (and is probably more of a enhancement request) would be a way to determine which characters are available for use as custom palette blocks, and the ability to reuse the characters on a per part basis (locally override the style within a part).
Thanks so much for your time. Hopefully my continued testing was helpful and not just leading you off on wild goose chases
--tensor
hey VoidWalker will there ever be a 1.10 for lost souls?
Here are two new world types that I'm currently working on:
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
So what is the proper way to setup my server in order to have my main "world" be one of these lost cities circles (as seen right above)?
In properties, I set level-type=lostcities_bop (I use BOP) and then in general config change defaultProfile to which profile?
And this to the server properties: generator-options={"profile":"waterbubbles"} ?
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
Yes I think that should do it
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
New release of Lost Cities 2.0.0 for 1.12.2.
Visual changelog:
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Can you show us a picture of how those 6 skulls are arranged? I tried a few combinations and none teleported me after sleeping in the bed.
Two diamond blocks in the ground (at level ground-1). A bed on top of that. Then on the same height as the bed six skulls in all directions
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I tried it like this and didn't work both on single player and in my own server. The World 111 exists because I see it being loaded in the logs.
Using v1.10.2 of Minecraft.
Diamond blocks. Not diamond ore blocks
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
*faceplam* You are right. It teleported me immediaty. Thank you!
Off exploring a new world~~
I can't for the life of me get lost cities to load as the over world dimension on my server. Can anyone tell me what to put in the config file to do so?
Loving the mod! Great job creating something so good out of the box and with great customization opportunities.
In trying to tweak things, I wanted to add more spawner types using mobs from other mods and changing some of the mob attributes. From what I've seen, it looks like I need to either add the items to SpawnPotentials or possibly SpawnData.
My question is if the strings placed in the "Value" area under the spawner conditions are feeding into anything that I can use to add mobs from other mods (like Mo Creatures, BoP, etc) or if I'm out of luck on this part.
Thanks!
Hello sir (or lady). Your mod is absolutely awesome, i dreamed of it years ago.
However, on this wonderful basis, what we should add is more variability in buildings (i run for now the latest version and i did not find any other "pattern" to add to the mod). If i understand what has been written here, it's not just "buildings" but "floors" types and levels combinations.
I'm all ready to help if you can direct me what to do. With more buildings diversity, i can't write how awesome the result will be.
And if i missed any link to download and add already existing diversity, please anyone help and tell me where and how to.
Thank you very much!
I'm currently trying to play this, and I have to say: It's tough! No matter the mod pack it's loaded in, holy crap! The mods are way over buffed and it's hard to get started! I can see spawners, but I can't figure out how things spawn and how the city is ultimately configured to settle the spawn rate. Right now it's Run and Gun and just DIE. LOL
As someone coming from the hard core mod world.. this sucks I can't believe this pre-genned world is kicking my butt!
Great work!
Well, i just tested intensively, and in full enchanted diamond with potions i cannot un-haunt a building. Mobs keep appearing.
I read (can't remember where) that to un-haut a building we should kill a certain number of mobs, but for now it seems impossible for some buildings.
I guess nobody reading the topic so far has any tip, download or tutorial on how to add a lot of buildings / floors to the generation method of this mod?