One of the underground cities had a weight of 12, which was much higher than the other cities, and may have been the reason you (and others) have noticed much higher frequency of underground cities than aboveground.
Awesome! Seeing some great cities and undergrounds spawning now! A big thank you for reviving this mod!
Glad you like it
I will concentrate my effort on the other mods I have to update, since the most interesting features from this one are back and running.
This means the next release might not be for Formivore's mods, and not as close in time as previously.
The current mod was last updated for 1.3.2 (so at least post-1.2.5) but is not forge compatible.
[EDIT]
Djoslin was last active on the forums in October of 2012, so this contact page might be a better bet to get a hold of him: http://djoslin.info/contact.php
[/EDIT]
-Nature Overhaul :This one will take some more time than the previous one, considering the author was lazy enough to edit every base classes and was also using a rare API which isn't even updated anymore.
I accidentally read the last pages of the NO's thread and found a link to updated More Options API. Not sure if this will be of any use, as it probably would be better to code it as coremod, really, but to understand how it works or update it to work with API at first can be not as bad as it sounds.
the size of the ruined cobble cities is pretty awesome. i wish there was a better spawning algorithym though. the cities, other than the stone and wood one, all come in super big. there isn't much fluctuation. also, no matter what i do with the configs, i can't balance the spawn types. most of the time i get the ruined cobble. it seems kinda like...(not a math person so being a little creative here)... there are 6 city types. i set all the cities to 2 for spawn chance and ruined cobble for 3. it seems like the weights are not averaged. it seems like 3 being the highest, makes up for 75% or more of spawn chance. it ignores how many choices there are. i don't know. this is just how it seems to me.
maybe it is a luck thing. haha. anyhow, this is still awesome. thanks.
oh. you mentioned about the wands in your post, i was wondering, since it is open source, if the code for the filler machine in buildcraft would have any value in what you are doing? i don't know.
I know it hasn't been gone for a long time, but I would like to see some sort of continuation to the more enchantments mod. http://www.minecraft...chantments-mod/ the author has been completely silent for a while now... Though I don't know if its been dead long enough to warrent a revival.
Also, battlegear only gave his sheild code to the asgaurd sheild mod, most of battlegear functionality is still totally missing today. being able to dual weild again would be very nice.
2. the zeppelin mod which in all honesty im not sure is dead or not but it dosent look like he is updating it or atleast hasntt for a long time but i just want to fly around in my custom airships again. (link: http://www.minecraftforum.net/topic/488434-125-zeppelin-031-wip/ )
p.s. like the post before me i would allso like to have the battle gear mods equip system back.
The current mod was last updated for 1.3.2 (so at least post-1.2.5) but is not forge compatible.
[EDIT]
Djoslin was last active on the forums in October of 2012, so this contact page might be a better bet to get a hold of him: http://djoslin.info/contact.php
[/EDIT]
I accidentally read the last pages of the NO's thread and found a link to updated More Options API. Not sure if this will be of any use, as it probably would be better to code it as coremod, really, but to understand how it works or update it to work with API at first can be not as bad as it sounds.
This API isn't server compatible. And it doesn't add much to the mod.
I know it hasn't been gone for a long time, but I would like to see some sort of continuation to the more enchantments mod. http://www.minecraft...chantments-mod/ the author has been completely silent for a while now... Though I don't know if its been dead long enough to warrent a revival.
Also, battlegear only gave his sheild code to the asgaurd sheild mod, most of battlegear functionality is still totally missing today. being able to dual weild again would be very nice.
Not open source. Author was active on december, not going for it now.
2. the zeppelin mod which in all honesty im not sure is dead or not but it dosent look like he is updating it or atleast hasntt for a long time but i just want to fly around in my custom airships again. (link: http://www.minecraft...ppelin-031-wip/ )
p.s. like the post before me i would allso like to have the battle gear mods equip system back.
Note: Working on the BetterTallGrass mod. Just have to make the things spawn instead of vanilla ones, and it will be ready for its first release. Modded grass is spawning, but having weird "flashing" behaviour...
About city mods:
outta curiosity has the runaway city spawning ontop of the nether been fixed? also as a side note ic2 rubber trees seem to cause wall spawning to stop suddenly. however rubber trees from redpower2 pose no problem.
as a suggestion perhaps add witch spawners to some sort of swamp ruin or temple.
also it would be nice if the mod supported the new vanilla walls(IE cobble stone and mossy cobble stone walls) and the new stair placement mechanic.
Would it be possible to get a recompile against Forge 518? This is the version Optifine is currently compatible with. (Last one was 499, a version that work with that would be fine too... actually better since B6 version of Optifine seemed more stable.)
Would it be possible to get a recompile against Forge 518? This is the version Optifine is currently compatible with. (Last one was 499, a version that work with that would be fine too... actually better since B6 version of Optifine seemed more stable.)
Thanks!
Done.
I made a few changes too.
Note: As for now, the building command only increase (dramatically) the chance of corresponding structure to spawn in the area.
Is there a way to change the types of monster spawners that this mod puts in ruins and cities? I feel like the blaze spawners are a bit out of place.
The documentation link in the OP (under the Wiki / Block Rules section) has a TON of useful configuration information and even lists all of the possible spawner IDs recognized by the mod if you want to change them rather than just remove them. I went through and changed these spawners as well, but just so you know, these spawner rules can also be found inside many of the individual template files as well as the three settings files.
So glad to see this mod updated, was one of my favorites from 1.2.5
Quick question... I noticed that some chests actually contain mob spawners as loot, which naturally when placed are pig spawners. Any way the mob type is changable, or any suggestions on mods to make use of them? I've seen a few craftable spawner mods, but I'd like to use the ones obtained from these chests, perhaps in a recipe of some sort. (A GUI method could work as well, but I'd prefer to need some resources or whatever, for example some bones to make a skeleton spawner, etc...)
Every cities have chests but not this one.
-snip-
As you can see, there are some buildings, stairs, trapdoors and doors, and even some spawners for mobs and NPC, but no chests. :/
Issue noted and reproduced. Thanks for reporting.
It is specific to this template though, so could be hard to fix.
So glad to see this mod updated, was one of my favorites from 1.2.5
Quick question... I noticed that some chests actually contain mob spawners as loot, which naturally when placed are pig spawners. Any way the mob type is changable, or any suggestions on mods to make use of them? I've seen a few craftable spawner mods, but I'd like to use the ones obtained from these chests, perhaps in a recipe of some sort. (A GUI method could work as well, but I'd prefer to need some resources or whatever, for example some bones to make a skeleton spawner, etc...)
These spawners are vanilla. Any mod which affect them will work with.
I have seen mod making toggable spawner.
Mob Spawner Cycler from Corosus ,for example.
Did you notice this topic title change ?
Enjoy the new release!!
This is the first city that I found. It was awesome to say the least. I loved how there was those huge trees with mushrooms. It was the perfect location for an old ruined walled city. I usually name it the same as the seed but I must of forgot to add the seed thus got a random one then deleted it. I tried to recover it but there were no previous versions available on the drive I have Minecraft on (at that time) and no recovery tool helped. Too bad I managed to completely lose the seed it was on by accident.
That does look amazing.. Those mushrooms look like the flat type that grow on the sides of trees, and look like they would make for some amazing platforms to build creatively with.
Unfortunately, even with the seed I'm not sure the scene could be recreated. Unlike vanilla villages, structures from mods like this usually aren't dependant on the seed. You could put in the seed, recreate the main landscape, and end up with no city there, but somewhere else instead.
It took me only few minutes to find this on the official topic.
At least do a search before asking.
[spoiler]
Glad you like it
I will concentrate my effort on the other mods I have to update, since the most interesting features from this one are back and running.
This means the next release might not be for Formivore's mods, and not as close in time as previously.
/cityspawn cobble 100 100
Type. X. Y
Author (djoslin) is actually looking for someone to take it over and update it.
(Link to post: http://www.minecraft...0#entry18390303)
The current mod was last updated for 1.3.2 (so at least post-1.2.5) but is not forge compatible.
[EDIT]
Djoslin was last active on the forums in October of 2012, so this contact page might be a better bet to get a hold of him:
http://djoslin.info/contact.php
[/EDIT]
It's the flying cutlery that stresses me out.
I accidentally read the last pages of the NO's thread and found a link to updated More Options API. Not sure if this will be of any use, as it probably would be better to code it as coremod, really, but to understand how it works or update it to work with API at first can be not as bad as it sounds.
maybe it is a luck thing. haha. anyhow, this is still awesome. thanks.
oh. you mentioned about the wands in your post, i was wondering, since it is open source, if the code for the filler machine in buildcraft would have any value in what you are doing? i don't know.
Also, battlegear only gave his sheild code to the asgaurd sheild mod, most of battlegear functionality is still totally missing today. being able to dual weild again would be very nice.
1. the tale of kingdoms mod which has been anounced by the creater as dead. (link: http://www.minecraftforum.net/topic/751960-110-tale-of-kingdoms-ver-130/ )
2. the zeppelin mod which in all honesty im not sure is dead or not but it dosent look like he is updating it or atleast hasntt for a long time but i just want to fly around in my custom airships again. (link: http://www.minecraftforum.net/topic/488434-125-zeppelin-031-wip/ )
p.s. like the post before me i would allso like to have the battle gear mods equip system back.
Taken up by grim3212. Go ask him.
Tried to contact him, no answer yet.
This API isn't server compatible. And it doesn't add much to the mod.
Not open source. Author was active on december, not going for it now.
Seriously ? You can't do a search on the forum ?!
I am far too nice with you: http://www.minecraft.../topic/1468927-
Note: Working on the BetterTallGrass mod.
Just have to make the things spawn instead of vanilla ones, and it will be ready for its first release.Modded grass is spawning, but having weird "flashing" behaviour...outta curiosity has the runaway city spawning ontop of the nether been fixed? also as a side note ic2 rubber trees seem to cause wall spawning to stop suddenly. however rubber trees from redpower2 pose no problem.
as a suggestion perhaps add witch spawners to some sort of swamp ruin or temple.
also it would be nice if the mod supported the new vanilla walls(IE cobble stone and mossy cobble stone walls) and the new stair placement mechanic.
awesome revive man. ive missed this mod.
Thanks!
BlazeSpawnerID is 327, just delete it from the spawner rule in the setting file.
Done.
I made a few changes too.
Note: As for now, the building command only increase (dramatically) the chance of corresponding structure to spawn in the area.
The documentation link in the OP (under the Wiki / Block Rules section) has a TON of useful configuration information and even lists all of the possible spawner IDs recognized by the mod if you want to change them rather than just remove them. I went through and changed these spawners as well, but just so you know, these spawner rules can also be found inside many of the individual template files as well as the three settings files.
Quick question... I noticed that some chests actually contain mob spawners as loot, which naturally when placed are pig spawners. Any way the mob type is changable, or any suggestions on mods to make use of them? I've seen a few craftable spawner mods, but I'd like to use the ones obtained from these chests, perhaps in a recipe of some sort. (A GUI method could work as well, but I'd prefer to need some resources or whatever, for example some bones to make a skeleton spawner, etc...)
Issue noted and reproduced. Thanks for reporting.
It is specific to this template though, so could be hard to fix.
These spawners are vanilla. Any mod which affect them will work with.
I have seen mod making toggable spawner.
Mob Spawner Cycler from Corosus ,for example.
Did you notice this topic title change ?
Enjoy the new release!!
Unfortunately, even with the seed I'm not sure the scene could be recreated. Unlike vanilla villages, structures from mods like this usually aren't dependant on the seed. You could put in the seed, recreate the main landscape, and end up with no city there, but somewhere else instead.