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    posted a message on Mace v1.11.2 - Random cities generator
    Quote from Golgrinn

    Pistons do not affect "entities", like furnace, note blocks, maybe dispensers, but I think they can push fences ( even if it might be difficult to change the linking between fences ).

    And could cause problems for stacked fences that have been used as portcullises in the past - as you need to use a workaround to build a fence on a fence.
    Posted in: Minecraft Tools
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    posted a message on Mace v1.11.2 - Random cities generator
    Have you seen the video of the piston test on the front page of the forum? They've done an impressive door opening use of pistons that makes me think there could be definite possibilities for a drawbridge and possibly portcullises as well. Although it doesn't show if pistons affect fences - but they do affect cobblestone stairs.
    Posted in: Minecraft Tools
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    posted a message on [REQ] Ruin map generator/editor
    The Teeth of Time
    Currently still on the front page of this forum as well.
    Posted in: Minecraft Tools
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    posted a message on Mace v1.11.2 - Random cities generator
    Quote from Robson_

    Thanks for your comments everyone. It's gone midnight here, so I'll save the replies for Monday. Some answers can be found in this thread and on the project site.


    Looking good! You're doing some great work here.
    Posted in: Minecraft Tools
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    posted a message on Mace v1.11.2 - Random cities generator
    Excellent!
    But dang - just when I was building up the city with mcdungeons around it. Oh well, time to try again :smile.gif:

    It would be a big change, but I would like to see a version that reads an existing world before placing a city - at least then you can match the edges of the city against the existing terrain and make it look less "stamped onto the surface". With Seibai's generators he gets around it by surrounding the generated terrain with bedrock walls so you can't get at the normal procedural terrain or see the disconnect. But then I see you've already got that listed under your general "ToDo" so forget I mentioned it :smile.gif:
    If it were me (and if I knew how to code in c# or had the time to learn the classes of Substrate)-
    1. Take the height of the midpoint of the existing world for each of the 4 sides of the city area
    2. Average them
    3. Generate the city at this height
    4. Create a border area the width of existing world height differences
    5. Inbetween in the border area (ie gradual height change until it matches, with or without lead-in/lead-out)

    The complex version would be to modify the height of the existing world as little as possible - just averaging the heights for the buildings and farms, and taking the minimum heights for the wall, moat and the sewer entrance buildings.
    Posted in: Minecraft Tools
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    posted a message on Mace v1.11.2 - Random cities generator
    Quote from Robson_

    @wilster I've only seen videos of MCDungeon, but I recon you could combine the two by generating a world in Mace, walking around in it for a bit, then running it through MCDungeon. Somewhat of a guess, but that sounds like it would work.



    I've been doing this - it works really well. As the city generates near the spawn point, and mcdungeon defaults to a minimum distance from that point of 2 chunks, just expand that to the size of the city and then the dungeon(s) won't overlap the city.

    I do suggest using an external text file for city names so folk could generate their own names - or add some kind of configuration file to modify the settings (or go the whole hog and write a GUI).

    However, that being said - it's fun and I like it!

    [edit]
    Also should mention one of my favourite youtube videos - a city generation algorythm used by a gaming company for a game that wasn't finished, but has some of the neatest visual progressions of city generation I've seen. More than just putting together random madlib houses - but actual zoning for building types and terrain evaluation-
    Posted in: Minecraft Tools
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    posted a message on Mace v1.11.2 - Random cities generator
    Very cool - I love the sewers as well!
    Posted in: Minecraft Tools
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    posted a message on Primordial Desert - V2 - Major Beta Update!
    It's a bug with the latest version - sleeping doesn't always work.
    Posted in: Minecraft Tools
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    posted a message on Minecraft QuickBuilder
    It's great for really long railways!
    Posted in: Minecraft Tools
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    posted a message on Minecraft QuickBuilder
    It's theoretically possible to make hollows in stages - just use the block ID for air and make a smaller rectangular prism inside a larger block.

    You could run it several times to make walls of different materials.
    Posted in: Minecraft Tools
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    posted a message on JLE - A Minecraft Region Editor for Beta!
    I've got it to work, but unfortunately I can't see the layer control in the top left frame as it has no scroll bar, and I can't change the font size.



    Is there some way of making it proportional? It's on a widescreen laptop 1920x1080.
    Posted in: Minecraft Tools
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    posted a message on [V1.3_01] MADS: Minecraft Advanced Destruction System [0.1+]
    Quote from Steelfirez »
    In the originals post, there is something called dirt fountain, what is that? Also, I'm gonna mcedit tons of gravitnt, wonder what happens.

    It's a dirt firework - throwing up blocks into the air that rain down around it in a random fashion.

    Quite useful for low dirt maps (such as Primordial Desert)
    Posted in: Minecraft Mods
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