the cities are big but not 4 cities big. and if it is 4 cities, then the config file isn't working. min distance is being ignored. wait! i think you might be right. i remember back in 125 there wasn't 4 city entrances. hmmm. downloading new file now. thanks for your work.
Edit:
Magic wands by mighty pork. small mod that makes large city building easier. even though it says someone is working on it they aren't. i would love to have this again. http://www.planetmin...mods-give-away/
Haven't yet downloaded and tested, but thank you so much for the update, it was one of the mods that made Minecraft much more interesting for me, and I really missed it, even though it caused a lot of lag for me sometimes.
And if you could revive the old version of Wildgrass with vines and lily pads, it would be even more awesome, though it's hard to tell if it's worth it or not, because there are already vines (which behave a bit different) and lily pads (without flowers, though) in Minecraft.
Oh, and if this would be of any help, there's an open-source recode of the Wild Grass called BetterTallGrass, done by Drakulix, but it's for Beta 1.6.6.
And thanks again for your revival of Formivore's mods!
Sorry I didn't see your post before.
Well the source for the WildGrass mod doesn't seem to be released right ? Either from the author or the last maintainer.
No update for this one unless some source release and official "dead" status.
Same goes for the BetterGrass & Leaves mod.
I will look at the code in the BetterTallGrass mod though. Might be interesting for me, and even for the NatureOverhaul mod.
the cities are big but not 4 cities big. and if it is 4 cities, then the config file isn't working. min distance is being ignored. wait! i think you might be right. i remember back in 125 there wasn't 4 city entrances. hmmm. downloading new file now. thanks for your work.
Edit:
Magic wands by mighty pork. small mod that makes large city building easier. even though it says someone is working on it they aren't. i would love to have this again. http://www.planetmin...mods-give-away/
Well big cities can happen if frequency is too high, this is a way to spawn a maximum number of them in a small space. If you don't see overlapping, this is normal behaviour.
From what is written, TheBoo99 should be updating this mod. I found his topic here.
I will take this task if he doesn't want to continue. Go ask him.
Futuristic City
Post-nuclear City
Japanese City
Venice City
Tutorial for creating this structures
Official documentations are still up to date for making templates. Procedure here.
You are welcome to make them and share.
Sorry I am not a great builder in Minecraft. I don't do texture either.
is mossy cobble supposed to spawn in the nether? are the nether cities supposed to spawn on the top top of the nether? you know, poke through the ceiling and it is all flat. the cities are there.
umm, things are working in mystcraft ages.
things are spawning all over the place. like they should be. not just around initial player spawn point.
cities are sometimes spawning with no buildings. just a big empty lot with nice outer walls. it has happened with more than one city type.
some of the underground buildings are poking through the bedrock leaving a hole.
none of these are actual problems for me but worth a mention.
a moment of humor. a stone city spawned underground. it was right over lava level 11. the citizens...i started calling them toastificates.
i love this mod.
edit. here is the answer. he said he wasn't going to update magic wands. hope the link works.
I really like this mod a lot! It seems to working great in SSP, but unfortunately, I'm having a start-up crash with the latest version (0.0.3) on my SMP server. I get the below crash and I've tried even with only Forge 6.6.0.497 installed. Version 0.0.2 seems to work as expected and does not give me any crashes.
Am I doing something wrong or is there something new that I need to do/install/configure with this version?
Thank you for updating this mod!
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 1/25/13 2:36 AM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: bdz
at generator.mods.BuildingExplorationHandler.(BuildingExplorationHandler.java:71)
at generator.mods.PopulatorCARuins.(PopulatorCARuins.java:131)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:345)
at ho.c(DedicatedServer.java:64)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
Caused by: java.lang.ClassNotFoundException: bdz
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 35 more
Caused by: java.lang.RuntimeException: Attempted to load class bdz for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:38)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 37 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_27, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 2813200680 bytes (2682 MB) / 3087007744 bytes (2944 MB) up to 3087007744 bytes (2944 MB)
JVM Flags: 2 total; -Xmx3072M -Xms3072M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
TreeCapitator [TreeCapitator] (TreeCapitator-uni-1.4.6.r03.jar) Unloaded->Constructed
CARuins [Cellular Automata Generator] (Generator_mods_0.0.3.zip) Unloaded
GreatWallMod [Great Wall Mod] (Generator_mods_0.0.3.zip) Unloaded
WalledCityMod [Walled City Generator] (Generator_mods_0.0.3.zip) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml'
Type: Dedicated Server (map_server.txt)
I have seen a few underground citys spawn in the nether such as obsidian. It looks really ugly because it has grass pathways and goes across lava lakes. Could you fix this maybe? I think its a bug.
that... wow. i cant tell what's going wrong with code, because i dont code, but that looks so weird! i mean, what could be going on to generate the wall but nothing else? maybe its supposed to be like that... (hey, at least then that gets you a pre-built wall for a castle, right?)
I really like this mod a lot! It seems to working great in SSP, but unfortunately, I'm having a start-up crash with the latest version (0.0.3) on my SMP server. I get the below crash and I've tried even with only Forge 6.6.0.497 installed. Version 0.0.2 seems to work as expected and does not give me any crashes.
Am I doing something wrong or is there something new that I need to do/install/configure with this version?
Thank you for updating this mod!
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 1/25/13 2:36 AM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: bdz
at generator.mods.BuildingExplorationHandler.(BuildingExplorationHandler.java:71)
at generator.mods.PopulatorCARuins.(PopulatorCARuins.java:131)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:345)
at ho.c(DedicatedServer.java:64)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
Caused by: java.lang.ClassNotFoundException: bdz
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 35 more
Caused by: java.lang.RuntimeException: Attempted to load class bdz for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:38)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 37 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_27, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 2813200680 bytes (2682 MB) / 3087007744 bytes (2944 MB) up to 3087007744 bytes (2944 MB)
JVM Flags: 2 total; -Xmx3072M -Xms3072M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
TreeCapitator [TreeCapitator] (TreeCapitator-uni-1.4.6.r03.jar) Unloaded->Constructed
CARuins [Cellular Automata Generator] (Generator_mods_0.0.3.zip) Unloaded
GreatWallMod [Great Wall Mod] (Generator_mods_0.0.3.zip) Unloaded
WalledCityMod [Walled City Generator] (Generator_mods_0.0.3.zip) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml'
Type: Dedicated Server (map_server.txt)
Frankly I don't know what happened. Could you update to Java 7 ?
I tried other build of Forge...
As of now, Forge build 510 is not compatible with this mod.
Walls are planned before the city, so maybe something happened in between.
Or maybe those are just from the Great Walls mod. (not cities then)
Could also be the "Structure don't render" Known Bug (read the op)
Note: Magic Wands added to the requested mod list.
I would love to have a spawn city command. Another awesome city to have would be an underwater type city, kinda like ruins. Would add some cool thing to the now boring underwater landscape.
Also the thing is probally want most is to be able to edit what blocks the citys use for roofs and walls and such. I'm currently making a modded pvp server that will be like feed the beast and I find the lapiz and gold block roofs of the sandstone city to be a huge target for trolls and greifers to get to. The server isnt going to be a full on no rule pvp, it will have rules like no troling/mega greifing and I just find the roofs to be major targets.
Frankly I don't know what happened. Could you update to Java 7 ?
I tried other build of Forge...
As of now, Forge build 510 is not compatible with this mod.
I would need Forge log and walledcity log please.
Walls are planned before the city, so maybe something happened in between.
Or maybe those are just from the Great Walls mod. (not cities then)
Could also be the "Structure don't render" Known Bug (read the op)
Note: Magic Wands added to the requested mod list.
I had the same problem just now, except instead of all four walls it is a singular mossy cobblestone wall with a few destroyed buildings with spawners in them, sticking out of a Cobblestone Great Wall too, I'm pretty sure they just tried to spawn together and the walled city got stopped by it or something.
Another thing you really should do is make the great walls generate with the correct biomes. I find the sandstone wall in the middle of a tundra unfitting.
How easy (or hard) would it be to have a spawn city block? In creative mode - place the block, as the city corner and city will spawn the way you are facing and to your left.
That would be great accept you couldnt make the city a certain size, it would be completely random. If the spawn city was a command you could make it say, for example: /spawncity sandstone [100, 200] (The 100 would be length and the 200 width. It would make customization better.
I had the same problem just now, except instead of all four walls it is a singular mossy cobblestone wall with a few destroyed buildings with spawners in them, sticking out of a Cobblestone Great Wall too, I'm pretty sure they just tried to spawn together and the walled city got stopped by it or something.
I'm going to keep moving about though.
The single wall you are talking about is a ruined mossy greatwall
I would love to have a spawn city command. Another awesome city to have would be an underwater type city, kinda like ruins. Would add some cool thing to the now boring underwater landscape.
Also the thing is probally want most is to be able to edit what blocks the citys use for roofs and walls and such. I'm currently making a modded pvp server that will be like feed the beast and I find the lapiz and gold block roofs of the sandstone city to be a huge target for trolls and greifers to get to. The server isnt going to be a full on no rule pvp, it will have rules like no troling/mega greifing and I just find the roofs to be major targets.
Well build the city in McEdit, convert it with the given tool in the author doc, that will make a new template.
Or change the provided template directly.
How easy (or hard) would it be to have a spawn city block? In creative mode - place the block, as the city corner and city will spawn the way you are facing and to your left.
The author had already tried with a block. I tried updating it, but never worked it out.
The thing is, everyone can put a block somewhere in the world, while only the people with given rights can use a command. With this restriction, no massive griefing in your world.
Moreover, when you put manually a block, it triggers a lot of things client side (rendering and such), while spawning a structure is mostly server side.
Yes, coding wise, with Forge, making a new block is ridiculously easy. But I only had to look at minecraft code to understand how a new command could be implemented. The latest release already contains this (non working) command. Try it out, it reacts the same way as vanilla ones (except it doesn't do anything )
Another thing you really should do is make the great walls generate with the correct biomes. I find the sandstone wall in the middle of a tundra unfitting.
That would be great accept you couldnt make the city a certain size, it would be completely random. If the spawn city was a command you could make it say, for example: /spawncity sandstone [100, 200] (The 100 would be length and the 200 width. It would make customization better.
I changed the templates to fit this need. I am only doing it this once.
Biome picking is already implemented. Just change the templates according to what you feel is right.
I maintained backward compatibility with the original documentation for the most parts.
The size of a city and its blocks are already "fixed" by the templates. Only the height, and the walls are random.
But seriously, there is a lot of hidden parameters, you don't want them all in a command.
My main problem with the command is to "bypass" the checks before generating something.
I could spawn a wall in a selected chunk for example, but it wouldn't make the wall out of it.
Easily one of the coolest mods I've ever seen, I thank you for bringing it back. I seem to have trouble finding any above ground cities but so far I've found about 15 underground and underwater ones.
Edit:
Magic wands by mighty pork. small mod that makes large city building easier. even though it says someone is working on it they aren't. i would love to have this again.
http://www.planetmin...mods-give-away/
Futuristic City
Post-nuclear City
Japanese City
Venice City
Tutorial for creating this structures
Sorry I didn't see your post before.
Well the source for the WildGrass mod doesn't seem to be released right ? Either from the author or the last maintainer.
No update for this one unless some source release and official "dead" status.
Same goes for the BetterGrass & Leaves mod.
I will look at the code in the BetterTallGrass mod though. Might be interesting for me, and even for the NatureOverhaul mod.
Maybe you didn't go far enough in your map. Or using an old version. Latest is 0.0.3.
Well big cities can happen if frequency is too high, this is a way to spawn a maximum number of them in a small space. If you don't see overlapping, this is normal behaviour.
From what is written, TheBoo99 should be updating this mod. I found his topic here.
I will take this task if he doesn't want to continue. Go ask him.
Official documentations are still up to date for making templates. Procedure here.
You are welcome to make them and share.
Sorry I am not a great builder in Minecraft. I don't do texture either.
is mossy cobble supposed to spawn in the nether? are the nether cities supposed to spawn on the top top of the nether? you know, poke through the ceiling and it is all flat. the cities are there.
umm, things are working in mystcraft ages.
things are spawning all over the place. like they should be. not just around initial player spawn point.
cities are sometimes spawning with no buildings. just a big empty lot with nice outer walls. it has happened with more than one city type.
some of the underground buildings are poking through the bedrock leaving a hole.
none of these are actual problems for me but worth a mention.
a moment of humor. a stone city spawned underground. it was right over lava level 11. the citizens...i started calling them toastificates.
i love this mod.
edit. here is the answer. he said he wasn't going to update magic wands. hope the link works.
http://www.minecraftforum.net/topic/1504359-146-theboos-mods-craftable-spawners-custom-recipes-and-super-slopes/page__st__120#entry20537017
Am I doing something wrong or is there something new that I need to do/install/configure with this version?
Thank you for updating this mod!
// I just don't know what went wrong
Time: 1/25/13 2:36 AM
Description: Exception in server tick loop
java.lang.NoClassDefFoundError: bdz
at generator.mods.BuildingExplorationHandler.(BuildingExplorationHandler.java:71)
at generator.mods.PopulatorCARuins.(PopulatorCARuins.java:131)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:479)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:345)
at ho.c(DedicatedServer.java:64)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
Caused by: java.lang.ClassNotFoundException: bdz
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 35 more
Caused by: java.lang.RuntimeException: Attempted to load class bdz for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:38)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173)
... 37 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_27, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 2813200680 bytes (2682 MB) / 3087007744 bytes (2944 MB) up to 3087007744 bytes (2944 MB)
JVM Flags: 2 total; -Xmx3072M -Xms3072M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed
TreeCapitator [TreeCapitator] (TreeCapitator-uni-1.4.6.r03.jar) Unloaded->Constructed
CARuins [Cellular Automata Generator] (Generator_mods_0.0.3.zip) Unloaded
GreatWallMod [Great Wall Mod] (Generator_mods_0.0.3.zip) Unloaded
WalledCityMod [Walled City Generator] (Generator_mods_0.0.3.zip) Unloaded
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml'
Type: Dedicated Server (map_server.txt)
that... wow. i cant tell what's going wrong with code, because i dont code, but that looks so weird! i mean, what could be going on to generate the wall but nothing else? maybe its supposed to be like that... (hey, at least then that gets you a pre-built wall for a castle, right?)
Frankly I don't know what happened. Could you update to Java 7 ?
I tried other build of Forge...
As of now, Forge build 510 is not compatible with this mod.
I would need Forge log and walledcity log please.
Walls are planned before the city, so maybe something happened in between.
Or maybe those are just from the Great Walls mod. (not cities then)
Could also be the "Structure don't render" Known Bug (read the op)
Note: Magic Wands added to the requested mod list.
If you fix the bug, keep it as an option in the create city command!
Well you can disable the building and street templates in the config folder of walled city if you don't want them.
The issue has been fixed !
Please re-download latest release !
Note that it has been compiled with Forge 6.6.0.509.
Me=Stupid;
I changed the templates too
Also the thing is probally want most is to be able to edit what blocks the citys use for roofs and walls and such. I'm currently making a modded pvp server that will be like feed the beast and I find the lapiz and gold block roofs of the sandstone city to be a huge target for trolls and greifers to get to. The server isnt going to be a full on no rule pvp, it will have rules like no troling/mega greifing and I just find the roofs to be major targets.
I had the same problem just now, except instead of all four walls it is a singular mossy cobblestone wall with a few destroyed buildings with spawners in them, sticking out of a Cobblestone Great Wall too, I'm pretty sure they just tried to spawn together and the walled city got stopped by it or something.
I'm going to keep moving about though.
That would be great accept you couldnt make the city a certain size, it would be completely random. If the spawn city was a command you could make it say, for example: /spawncity sandstone [100, 200] (The 100 would be length and the 200 width. It would make customization better.
The single wall you are talking about is a ruined mossy greatwall
Well build the city in McEdit, convert it with the given tool in the author doc, that will make a new template.
Or change the provided template directly.
The author had already tried with a block. I tried updating it, but never worked it out.
The thing is, everyone can put a block somewhere in the world, while only the people with given rights can use a command. With this restriction, no massive griefing in your world.
Moreover, when you put manually a block, it triggers a lot of things client side (rendering and such), while spawning a structure is mostly server side.
Yes, coding wise, with Forge, making a new block is ridiculously easy. But I only had to look at minecraft code to understand how a new command could be implemented. The latest release already contains this (non working) command. Try it out, it reacts the same way as vanilla ones (except it doesn't do anything )
I changed the templates to fit this need. I am only doing it this once.
Biome picking is already implemented. Just change the templates according to what you feel is right.
I maintained backward compatibility with the original documentation for the most parts.
The size of a city and its blocks are already "fixed" by the templates. Only the height, and the walls are random.
But seriously, there is a lot of hidden parameters, you don't want them all in a command.
My main problem with the command is to "bypass" the checks before generating something.
I could spawn a wall in a selected chunk for example, but it wouldn't make the wall out of it.