• 0

    posted a message on Mace v1.11.2 - Random cities generator
    Quote from coau14

    nice working with you! thank you for putting my name on the home page!

    we should stay in contact, ccould you pm me you email?

    You're welcome! Thank you for your input. I've sent you my e-mail address.
    Posted in: Minecraft Tools
  • 0

    posted a message on Mace v1.11.2 - Random cities generator
    I appreciate that I wrote about the status of Mace a few pages back, so newcomers won't be aware.

    Mace has become a very low priority for me, because lots of other things are going on in my life. I am not planning to make any substantial updates to Mace. I am, however, planning a small update with these things:

    - Mac support (done)
    - Option to use flat worlds (I don't think this is supported by the library yet, so I'll write that in when the functionality becomes available.)
    - Coau14's buildings (adding buildings is very time-consuming, so I'm finding it difficult to set aside the time for this)
    - Fix the emblem bug (in the research stage!)

    I was going to add an option for adventure mode, but I can't see how that would actually be useful. Adventure mode is simple to activate via cheats, so it's not worth the development time.

    I'll add a note to the first post to clarify the status.

    Quote from coau14

    Yep, It works 100% on Ubuntu/Mint

    Never Thought I would be saying this, but can I see your log from fedora? Im guessing its an issue with your mono version

    I think you're probably right. MonoDevelop 3.x doesn't seem to be available for Fedora, so I recon that's the problem. I'm using MonoDevelop 2.8.8.1-1fc17.

    I'm running Fedora through VMWare Player under Windows 7. I can run a Windows-created world in Fedora, although it is unplayably slow. That doesn't bother me though, because I assume other people will be using it normally.

    This isn't a big issue though. I doubt many people are using Fedora, so we can just leave this as a "known issue".

    Quote from mrgreaper

    is this a dead application? i notice the support mods seem to be for 1.1 etc

    if its not dead i do have an issue, i made a map but theres nothing in the mote around the city, looks kinda wierd but in the pics there was lava. for me....just air

    also even if dead thankyou for a great app....more people should know about this! wish we could get those citys into the world gen :)

    The mod is separate to Mace and created by Ghostdancer. I think he has moved on to other projects.

    The air moat is the "Drop to Bedrock" moat. There's lots of moats: water, air, fire, lava, cactus, etc. You get a random one for each city. The theme editor is a great way to get control over the elements that make up your cities.

    Thanks! Glad you like it.

    Quote from Kirby23232323

    Uhhhh the NPC mod for this isn't updated... :Pig:

    Ask Ghostdancer about this :) Although, I assume he has moved on to other projects.

    Quote from ScootersEmeralds

    Will this ever be updated?

    I still get the emblem .txt bug when I disable the cross emblem and it's getting annoying...

    I'm having difficulty reproducing this bug. Could you post your theme file? Preferably inside spoiler tags, because they are massive. Have you edited the theme file in a text editor? Was the theme file created in same version that you are running now?
    Posted in: Minecraft Tools
  • 0

    posted a message on Mace v1.11.2 - Random cities generator
    Quote from coau14

    How to Install Mace on Ubuntu/Linux Mint
    ----------------------------------------------------

    1. Install MonoDevelop
    -On Linux Mint simply search MonoDevelop in Synaptic or mintinstall
    -On Ubuntu add "deb http://ppa.launchpad.net/keks9n/monodevelop-latest/ubuntu precise main" to your repositories and install MonoDevelop

    2. Get Mace

    3. Run the terminal in the directroy that Mace.exe is located and type "mono Mace.exe"
    -Now it should run perfectly

    Tip: Make an executable text file with "mono Mace.exe" inside it, and double click, then say run in terminal!

    Enjoy!

    Thanks coau14!

    I successfully got Mace running on Fedora, but the code to read in the paintings broke it. I disabled that, but then the generated map was all messed up. So my question: Does it work correctly on Ubuntu and Linux Mint? Cities are generated and they look correct?

    Quote from maddstar

    Hey, I'ld really like to play this, is it updated to 1.4? In the title it says so but I wanted to be sure cos' this looks like a really good mod :D

    Hi maddstar

    Mace will work with Minecraft 1.4.

    Mace is an application that generates worlds for Minecraft, so consequently it's not dependent on the version of Minecraft. When Minecraft gets updates, Mace will still work.
    Posted in: Minecraft Tools
  • 0

    posted a message on Mace v1.11.2 - Random cities generator
    I successfully tested it on OSX, using some new code that's been generously (and anonymously) donated. That will be in for the next version. To get it working on OSX, the following steps would be required:

    (note: this won't work with the current version of Mace)

    1. Download MonoDevelop and the framework.
    2. Open the Mace code in MonoDevelop.
    3. Target it to the full version of the .net framework 4.
    4. Run!

    That will work, but I'll see if I can remove any of these steps or make the process easier.

    Quote from coau14

    You are alive! Hurrah!
    That is good news!
    In the world of multi-platform, would you like me to post on how to run this in Ubuntu/Mint?

    Idea time!

    ! Use awsome command block somehow?
    ! custom villigar trading


    Thank you for the suggestions, but I don't really need any at this stage. I just want to release the last version and then move on. If you have anything that you feel very strongly about it, you are welcome to suggest it.

    A guide would be useful, thank you.

    Quote from KenXeiko

    Wow, it's great.
    I might test it soon.. Good job! :D

    Thanks KenXeiko!

    Quote from Legobryan1

    is this dead? :(

    Not yet!
    Posted in: Minecraft Tools
  • 0

    posted a message on Mace v1.11.2 - Random cities generator
    Hi !

    An anonymous contributor has kindly written the code to make Mace work on a mac. In related good news, I also have access to a mac now, so I will be able to test directly. Yay for thinking differently!

    My ideal plan is to release one last version, with the following things:
    - Coau14's buildings.
    - Mac compatibility.
    - Option to use adventure mode.
    - Option to use a flat world.
    - Maybe some other little things.

    I'm reliant on several third-parties to make these items possible, but hopefully everything is doable.

    Quote from duosharp

    Thanks for the prompt reply. MACE is just so awesome!

    Quote from idrvblu

    This is an absolutely wonderful tool. Thanks for sharing your awesome work with us! :)

    Quote from timothy1170

    This is a great map maker i use it a lot.

    Thanks all! Glad you like it.

    Quote from coau14

    Its worse then dead Jim!

    It's a zombie!

    Quote from Gavin1112

    Hey, could you please make some worlds for 1.11.2? Thanks! Preferably normal buildings, stone brick outside walls, and drop to bedrock moat for all city sizes? 1 save per city please.

    Mace works a bit differently now, in that it makes a whole load of cities across a map. I can create a world map using the normal medieval buildings, "drop to bedrock" moats on all cities and strone brick for all cities, if you'd like that? The cities will be in different sizes. Alternativelly, I can use different themes and options. What would you like?
    Posted in: Minecraft Tools
  • 1

    posted a message on Mace v1.11.2 - Random cities generator
    Quote from coau14

    Hey Ho!

    Good job on the update, sounds good, I have yet to try it.

    I came up with a good name! Sage! The son of Mace! You like it? I will stat it when you are done, and it will probably only be updated buildings until I can figgure out how to compile mace in mono develop, every time I do it says I need .net 4????

    I am moving to sweden becasue they have free post secondary education, medical stuff, dental ect, almost like in canada, but 1000x better, I am NOT moving there becasue of mojang, so dont ask!! xD
    I was thinking to prevent rotation issues, why not just keep buildings unrotated? At least as an option...

    For the rotation configs, If there was file were you punch in the block id, then say north, east, south west, then add the metadata value for each direction, that might just work. I will try it out on the (evil) windows machine.


    Coax

    Sage is a good name! A quick look doesn't show any other Minecraft mods/tools with that name, so I'd say: go for it! Mace uses lots of the functionality from .net 4, so you'll need that. I got it working on Mono for Windows, so hopefully it should work on other operating systems as well.

    Quote from Jakesa97

    Looks cool [http://static.minecraftforum.net/public/style_emoticons/default/tongue.png]

    Thanks! Glad you like it.

    Quote from drmule

    Many thanks for the update Robson!

    You're welcome!

    Quote from drmule

    I find it really hard to get anything to appear at a reasonable frequency compared to it's setting. At the moment, I have 'rare' buildings taking over the city, whilst 'very common' but unique buildings never appear (some are quite large, but I have no paths or streets and even buildings that are more comparable to the 'rare' buildings in size are not appearing). I don't quite understand the building frequency settings, I have not touched them yet, but what do the numbers mean? I would've thought that it would be set up so that for example, a 'rare' building never appears more than X number of times, where X is a variable dependent on the city size, but this obviously isn't the case. I'd like it if unique buildings with a very common setting always appeared once, so they were the first to be put into the city, then other buildings would fit around them.

    Imagine there are only two frequencies, with "common" having a number of 4 and "uncommon" being 1. Common buildings would be selected 80% of the time and uncommon buildings would be 20%. That's how Mace works, but with multiple frequencies.

    However, that is just the first step. There are more steps:

    - A very rare building can't appear near to another instance of itself. Same with rare buildings, but the distance has decreased.
    - Unique buildings only appear once.
    - Buildings can only appear if there's enough room to place them.
    - Mace generates hundreds of layouts for each part of the city, using a first-fit algorithm with rotation. Each layout gets a score based on the amount of wasted space (less wasted space = higher score). The layout with the highest score is the one that is created.
    - Layouts with unique buildings are given a slight bonus to their score.
    - Various rules to prevent infinite loops.

    It's not an exact science and the rules are designed to work with every size of city.

    A good change would be to alter the score, based on how much the selected buildings match the frequency values. So a layout with no wasted space and loads of very rare buildings would get a terrible score, instead of an excellent score. However, this is difficult to do, because sometimes a unique building takes up an entire district. With this system that layout would always get rejected, but we do want districts like that. Possibly the scoring should also take into account the number of buildings. So districts with a greater number of buildings have a heavily enforced frequency.

    Clearly this is an area that requires a lot of thought and time.

    Quote from coau14

    I have some ideas and bugs!

    1. ! Mycelum as ground material
    2. ! Mushrooms as flower decorations
    3. ! 99_14 and 100_14 as wall meterials
    4. ! Gravel as path materials
    5. X Mace crashes when you select to have no emblems, becasue a emblem .txt is expected (notice the space)
    6. X there is a space outside of piston doors in the ground

    And I have some more houses for you!
    http://www.mediafire...39a2f1wfbbw4153<http://www.mediafire.com/?39a2f1wfbbw4153>
    http://www.mediafire...j78glcyjuay5duk<http://www.mediafire.com/?j78glcyjuay5duk>
    http://www.mediafire...i2pj3ku2uik835e<http://www.mediafire.com/?i2pj3ku2uik835e>

    Superfly


    1. I'll have a think about it.
    2. Mushrooms pop out of the ground when they are in sunlight, so unfortunately that wouldn't work.
    3. Sure, I'll add them. They'll be off by default.
    4. Sure.
    5 and 6. Thanks for letting me know. I'll get those fixed.

    Thanks for the houses. I've got a whole load of buildings to add to Mace, which takes a long time to do, but I'll get round to it eventually.

    Quote from Zassi12

    i have an idea categorize all buildings in categories and make themed cities if you know hat i mean
    would probably look better than a bunch of random houses build against a road

    Buildings are already in themes (medieval, desert, novv) and you can make your own theme, with the exact buildings that you want.

    Quote from OrcMaster

    Man, I haven't posted here in a long time.

    Anyway, looks really good, I might need to start playing again. And I'm sure the all the new updates are keeping you busy, but keep up the good work!

    Welcome back! Glad you like it.

    Quote from Curufea

    Just thought I'd post that with the latest snapshot, you should be able to make a superflat world with MACE cities generated on it. - you can now customise how deep a superflat world is and what the layers consist of.

    Yes!! I am very happy about this update. It's even better than I had imagined. I like the flatcore world type, as a back-to-basics gamemode, so being able to configure the world and have underground areas is a massive improvement. I will be adding a couple of world types to Mace, such as a flat sand world and a flat grass world.

    Now I want them to add a new world type where the whole world is one selectable biome. I'm never satisfied!!

    Quote from mcferson

    you should add an option to let how names are generated.
    different languages have different syntaxes, if we translate txt files.
    and, well, let us choose how naming the town [http://static.minecraftforum.net/public/style_emoticons/default/smile.png]


    That's a nice idea. I will see what I can do.

    Perhaps a format like "{file1.txt} word {file2.txt}{file3.txt}{file1.txt}" would work. That would allow you to any combination and include fixed words.

    Quote from ElementarGamer

    Great! Good cities. Can I post some video of this in my youtube chanel?
    ( Sorry if i wrote city wrong, i'm from brazil )

    Sure! Anyone is welcome to post videos of Mace. Feel free to post the videos in this topic.

    Quote from BiscuitRisk

    I JUST LOVE IT!

    GLAD YOU LIKE IT!

    Quote from duosharp

    Great work, man! I love this city generator, but I have two questions/suggestions.

    Is there only one entrance to the mineshaft? It's my favorite part of the city, but the entrance is pretty hard to find...

    Secondly, Is there a way to edit your old themes/ delete them?

    There's only entrance, but there is an easy to find it. The picture inside Mace might give you a clue...

    Themes are located in your Resources\Themes folder. You can disable a theme by changing the file extension to something else (e.g. mytheme.disabled). Rename it back to xml to enable it (e.g. mytheme.xml).

    To delete themes, go to your Resources folder, then Themes. You can then delete the themes.

    Quote from Jonas33333

    ZOMGAWESOME!

    I just discovered this incredible tool. A thousand kudos to you, Sir for it's creation and maintenance!

    I desperately need this to work with the Large Biomes/ cheats enabled options we have now. Can this be accomplished with exporting or something? Or perhaps I'm missing an option or way to do this.

    At any rate, I'm completely floored by this tool and have to start playing with it nowsies.

    Also, I want to make a slew of buildings, mostly houses, to donate to this tool with no credit needed. This is just so epic. Is there a better word than "epic"?

    Glad you like it!

    Large biomes and cheats are new features, so that functionality doesn't exist within the library I use to edit the Minecraft worlds. When it's added to the library I'll add it to Mace. I definitely prefer the large biomes over the regular biomes, because it makes the biomes feel more important and rewards exploration. I like areas of the map where only that biome can be seen from every direction, especially for jungles.

    An interim solution would be to use the schematics option and then import the cities into a world.
    Posted in: Minecraft Tools
  • 0

    posted a message on Mace v1.11.2 - Random cities generator
    A new version is available, which fixes the bugs and adds a couple of requests. The complete changelog is:

    * > Mace will now respect numeric seeds that you specify, rather than converting them to something else. Thank you to Ben and the clan for letting me know about this issue.
    * > Changed the save location for OSX. I have no way to test it, so please let me know if it works (or doesn't). Thank you to weatgtasg for helping me with this.
    * > Updated chest rotation to Minecraft 1.3 format.
    * > Fixed a bug that would cause collisions between cities when the chunk distance was lowered. Thank you to egamer25, drmule and KidGamerBR for letting me know about this.
    * > Street signs and lights are no longer generated when paths are excluded. Thank you to drmule for letting me know about this.
    * > Changed the way path (P) and street (S) exclusion works. P+S: Same as usual. P only: Same as usual, except there's no main streets. S only: Same as neither. Neither: No paths anywhere, which means any size of building could spawn, as long as it would fit inside the city walls.
    * - Removed wood randomisation.



    Quote from coau14

    Thanks for replying!

    What a summer! so much has happend....

    I came up with the idea for an external config file for block rotatio code, that could help futer proof it a bit...,

    Im sorry about my spamming, that was very rude of me.

    I am thinking of moving to sweeden! mabey I can come and vist since your only a few contrys away xD

    see ya, Coau14


    Unfortunately the rotation data is different for almost everything and the rotation data gets combined with all the other settings for a block, to make it even more complicated. The lack of consistency is kind of annoying. The rotation data seems to change frequently as well (see doors, chests...), but I don't mind about that, because it's due to improving Minecraft. It's definitely needs to be handled in the code.

    Sweden is a big move! There's a massive ocean in the way, so you'd need to pack a few mushroom stews. Why would you move there?
    Posted in: Minecraft Tools
  • 0

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

    Anyone solve this problem yet?

    Hopefully! I'm going to release a new version today or on friday, with the Mac save location changed. Fingers crossed that it works! Would be great if you could let me know, good or bad.

    Quote from egamer25

    I can create 1 map with 10 towns and then every attempt aftwords fails with an unhandled exception.

    I have set the number of cities to 10 and the minimum chunk to 2 to get them close together...(I hate to hunt for cities) :-)

    Anyway it will run and get to about 70-75% and then through an unhandled exception:

    Hope this helps... I could try to screenshot the steps and error if you need more information.

    Great tool!

    Thanks for letting me know. I will do some testing and hopefully provide a fix for this. As a temporary measure I'll just set a minimum distance on the minimum chunks.


    Quote from helen269

    Here's a suggestion to no-one in particular: generate some cities, export them out as a .schematic file with MCEdit and then drop them in to your world whereever you like, at a place of your own choosing.

    Yes! Highly recommend! I added the schematics option so that people could do that.

    Quote from drmule

    I get this, but use a higher minimum seperation and it should work. I found that one map that failed with this error had chopped my size 29 city in two pieces and stuck them in opposite corners of the map!

    Whoops! I will hopefully be able to fix this.

    Quote from harrypee

    Nice towns man! Time for a new survival :D and a dungeon generatated almost right outside the town

    Glad you like it!

    Quote from shad3w44

    really nice tool, but i think it really need options to customize each cities individually

    Thanks! You can create as many custom themes as you want. When Mace creates a world it will use one of each theme, then the rest are random. So if you request five cities and there are 3 themes, you will get one of each theme, then the last two will be randomly chosen.

    Quote from yushki

    This isnt mac compatible... Is it?

    Unfortunately it isn't yet. I don't have a mac, so it's very difficult for me to test (or compile) Mace on a mac. I have to rely on other people to do it for me. On the bright side, I am releasing a change today/friday that may make it work on a mac. It will still need to be run thought Mono though.

    Quote from superandy989

    I miss sewers...

    On a side note: BUMP

    You could always make sewers in the generated cities. I don't really think of the generated cities as static worlds. They are yours to build, expand and destroy!

    Quote from Lokomo

    Man, Mace has changed a TON since V1.8/v1.9! I've missed it so much. I <3 it to death! It is my favorite World Generator ever!

    It would be awesome to make like a "Nether City" and an "End City" for the Nether and the End. One per world, eh?

    Your favourite world generator?!! What about the Big Bang...

    Those cities would be awesome, but unfortunately they would take a long time to make.

    Quote from coau14

    whoo, ghost town....

    1.3.1 is out and it causes some problems:

    X Chests have rotation issues
    X Logs have rotation issues

    Also I have some ideas!

    ! Add the new fetures to the mace world
    ! Add a villigar house theme with imported village houses
    ! Add coco bean farm
    ! Make emeralds prominant
    ! make it so walls dont go down to bedrock or atlease as an option


    Thanks, hope your OK,

    Coaux

    I've fixed chests issue, so that'll be in the next version. Have I mentioned how much I hate rotation...

    I'll do logs as well, although that might not make it into the next version, since it's lower priority. I assume you are referring to horizontal logs here.

    New features, Cocoa bean farm: Yep! Not immediately, but I will add them eventually.
    Villager house theme: I think Minecraft already covers this with it's own villages. Mace has a very different focus.
    Emeralds: Possibly! I'll keep them rare though.
    Walls: Urrghhh.

    Quote from KidGamerBR

    I got this error:


    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentException: An item with the same key has already been added.
    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
    at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
    at Mace.Chunks.MoveChunks(AnvilWorld world, RegionChunkManager cm, Int32 CityX, Int32 CityZ)
    at Mace.GenerateCity.Generate(frmMace frmLogForm, AnvilWorld worldDest, RegionChunkManager cmDest, BlockManager bmDest, Int32 x, Int32 z, Boolean booExportSchematics, String strUndergroundOres)
    at Mace.GenerateWorld.Generate(frmMace frmLogForm, String UserWorldName, String strWorldSeed, String strWorldType, Boolean booWorldMapFeatures, Int32 TotalCities, String[] strCheckedThemes, Int32 ChunksBetweenCities, String strSpawnPoint, Boolean booExportSchematics, String strSelectedNPCs, String strUndergroundOres)
    at Mace.frmMace.btnGenerateWorld_Click(Object sender, EventArgs e)
    at System.Windows.Forms.Control.OnClick(EventArgs e)
    at System.Windows.Forms.Button.OnClick(EventArgs e)
    at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ButtonBase.WndProc(Message& m)
    at System.Windows.Forms.Button.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    Mace
    Assembly Version: 1.11.1.0
    Win32 Version: 1.11.1.0
    CodeBase: file:///C:/Users/BRENNO/Desktop/GAMES%20MENU/Tools/Maze%20-%20City%20Generator/Mace.exe
    ----------------------------------------
    System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.278 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.282 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.269 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    Substrate
    Assembly Version: 1.3.1.0
    Win32 Version: 1.3.1.0
    CodeBase: file:///C:/Users/BRENNO/Desktop/GAMES%20MENU/Tools/Maze%20-%20City%20Generator/Substrate.DLL
    ----------------------------------------
    System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

    Config:5 citys,5 chunks,Sparse ores,Runing as admin.
    My Theme:http://pastebin.com/suTW3Aeq

    Thanks for letting me know. I will investigate this and hopefully fix it. It sounds like the same problem that other people are getting, so hopefully one fix will solve everything.

    Quote from coau14

    Thank you again for replying, and again I am sory for repeating, I have changed alot since then....

    I have an idea for the name, how about "My Argumented City Erector"? xD ROFLOL

    Nahh, I dont know yet what I will rename it, but you will be given credit for sure...

    Brownie points are earnt by making the name like that. Perhaps use a different medieval weapon and make a name from that?
    Posted in: Minecraft Tools
  • 0

    posted a message on Mace v1.11.2 - Random cities generator
    Replies - Part 2!

    Quote from ownedfate

    Hello, I love your program! I would like to use it to make a custom world however every time i try to make a world i get an error message saying that im missing emblem.txt and then my world freezes to generate at 21%.... hope you can fix thanks :)

    That's very strange. Do the default themes work correctly? Could you send me the theme file? I'll check it out. Could you confirm that you haven't renamed/deleted any files in the resources folder?


    Quote from coau14

    Can you please re-add sewers, it made the city feel like a real city, mabey just as a option please.......

    And again can you please add the option to choose th ID for walls and paths, incase I have a mod block that I want to use.

    thanks again

    I thought you were going to stop repeating requests. You've already asked the sewers request about three times and I've explained why we can't have them at least twice. Please stop. Remember that I only have a small amount of time to put into Mace. Time spent replying to the same suggestions over and over again is time that's not being spent writing things into Mace.

    Quote from 098v

    Awesome but does it spawn only one city or multiple cities across the map? And does this get rid of the Testificate villages entirely or are they still gonna be there?

    These are both configurable within Mace. You can select the number of cities (1 or more) from the main screen. Structures (i.e. villages) can be enabled or disabled.

    Quote from Curufea

    It can do single or multiple. Villages usually appear quite far from your spawn point, so you'd have to generate a lot of cities in order to overwrite the village areas.

    That's right! Thanks for answering.

    Quote from coau14

    I know this might be silly to ask, but I was wondering if I could have accses to the google code page so I can keep Mace up to date and add new conent periodicly. since your near finished with it. I dont know if you trust me enough yet for that, but ya.... I just wanted to keep the community happy when your done.

    Sorry again if it was dumb to ask :P

    It would be best for you to make your own project site, then you could take a copy of the Mace code and create a fork. Please call it something different to "Mace".
    Posted in: Minecraft Tools
  • 0

    posted a message on Mace v1.11.2 - Random cities generator
    Hey. I'm going to reply in stages, because there's a lot of replies. Will probably take a few days to catch up. Here's part 1 of the replies:

    Quote from weatgtasg

    On a mac, /User/Library/Application support/minecraft/saves/ and /Library/Application support/minecraft/saves/ are the same thing. Here is a screenshot of what I did:

    If this does not help, than tell me what you need a look at.

    Thanks for this. I have changed the path to match the folder you specified. I have no way to test it, but fingers crossed! This will be in for the next update.

    Quote from coau14

    noooooooo! dont remove random wood I love it! I was just saying that litteral trees have random tree trunks, its a bit weird, but I love it with houses, if you add a theme option to make certain buldings such as trees and gates not have the randomization then it would be better OK? Please dont remove it though.

    I have removed the wood randomisation. I may make it customisable in the future, but for now my time is better spent on compatibility with 1.3. There's no need to remind me about this in the future.

    Quote from drmule

    I had reverted to 1.2.5 and it all seemed good, but I was lacking some features. I upgraded to a snapshot again (but not the newest, 2 or 3 back from it just before the sign writing / saving was broken in the snaps) and the chests are back the wrong way round again. So, I reckon as coau14 said it's just the difference between snaps that's causing this. With 1.3 on the way soon, I think this will need a fix.

    I'm fixing chests right now. This will be in for the next update of Mace. Thanks for letting me know. (Edit: Chest rotation is fixed. This will be in the next update.)

    Sorry, but Mace is never going to be compatible with snapshots. I don't have the time to do that.

    Quote from coau14

    Hey, Im sory for being rude latly, I just wanted to say that you my friend have made the best program ever, just with everything. Im more excited about Mace updates then Minecraft itself, and you need more recognition for you work. Im going to try and get you on the front fourm page! I realy apreciate your work. What is your next Minecraft realated plan? Random Houses! YES! xD kidding. And again if ever need help with devloping it contact me at [email protected]

    About the biomes, It would just be cool to choose them to set the color for you city, jungle would be bright green, swamp would be dark green ect.
    And repopulating means the chunks have a data that say if thay are populated or not, so if you set the chunks to 0, then minecraft would add trees and ores ect ect to make it more natural.
    Lastly can you somehow future proof it, I dont know how, but to prevent it from breaking? Hmmmm. I will ponder this.


    Thank you so much sir for you contibution and

    BYE!!

    I'm trying to finish Mace, so I would prefer to keep it off the front page. Thank you for the offer though.

    Your constant spamming of the same suggestions over and over again is annoying, especially after I've explained multiple times that they can't be added. It's not a big deal, but please try to avoid it. It takes up time that I could use to add things to Mace.

    I'm unlikely to do any Minecraft projects for a long time, but I will look at the modding API when it gets released.

    The repopulation will happily ruin walls, bridges, moats, buildings, etc. So I have to keep that switched off.

    Anything could happen to Minecraft, so there's no way to future-proof Mace. It's open source though, so if someone cared enough they could maintain it.

    Quote from Happycat33210

    This is an epic tool! It reminds me of Daggerfall for some reason... You should add a Noppes' NPCs option and a Superflat option.


    Thanks! I haven't played Daggerfall, but I've played a massive load of Oblivion. I've put hundreds of hours into Neverwinter Nights as well, so both of those games have probably had a big influence on me. I take a lot of my inspiration from Dungeons & Dragons.

    Dinnerbone is adding customisation to the superflat worlds, so hopefully I'll be able to have a superflat option.

    Quote from drmule

    I'm having fun with this! I'm working out how to crowbar in the between-city features. I doubt you could do paths, but certainly one-off features like stone circles are possible.

    With a bit of trial and error, I managed to get it to generate an empty city with just one stone circle in it. The problems I'm having are that I need to also generate small blank patches of grass to stop it from hanging and it doesn't turn off the street name signs / torches when you turn all the paths off, so my empty patch of land is lit and has invisible streets! I might have to generate a massive farm with an itty bitty city next to it instead and see if that works.

    Could it generate farms all around a city as a toggle-able option? This would seem more realistic to me, as farmland does appear around cities rather than just on one side of them.


    I wrote most of the code to have roads between cities, but it just looked awful, because it cut through oceans/mountains/etc. So I had to leave it out. That's really the problem with adding features to the natural terrain - it's all at different elevations, so it doesn't match up.

    I'm not sure what you are trying to achieve in the second paragraph. What would you like to make? Do you just want farms?

    Original versions of Mace had the farms going around them, but it meant I couldn't place a lot of buildings. The natural terrain would frequently ruin buildings and farms. It also meant I couldn't have large farm buildings. The new way is a massive improvement, because it's a lot easier to fit buildings in and control it.
    Posted in: Minecraft Tools
  • 2

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

    Hey guys I need a little help. I got the gui working on the mac and it generates the world, but I cannot find it! When it is done generating it says it will appear at the top of the worlds list. I went in the Minecraft game itself and saw that it was not there. I also went to
    User ---> Library ---> Application support ---> Minecraft ---> Saves,
    and I couldn't find it there either. I don't know if its actually generating or I am just looking in the wrong places. Help would be greatly appreciated.


    Mace saves them to:

    /Library/Application support/minecraft/saves/

    My knowledge of Macs is very minimal, so any help you can give me would be very useful. Should they be going into this instead:

    /User/Library/Application support/minecraft/saves/

    Is the capitalisation correct? I'm finding conflicting information on the internets, but most places are saying the file system is case-sensitive.

    Quote from Tanchist

    1. Yep. That was intentional. It's nice to have some variety. For each building the same type (birch, etc) of wood will match up for the logs and planks, so I think it looks natural.

    None of the trees grown on house roof can be used in crafting after it is harvested, in my map. However, breaking the leaves gives saplings that can grow and make normal usable trees. I did not try yet to break gates for wood, as it would seem a bit gross to me to ruin the city for making a pickaxe.

    I use high mineral density so I have plenty of diamonds in mineshaft, I just need some wood for making diamond tools. Your random type of wood does not even allow making planks of it. Could it have something to do with some metadata being out of bounds? Minecraftwiki says: "an item can be spawned with its entity ID out of normal bounds. This can cause a normal looking item to appear, but will be unusable and unstackable with an identical item that has a different entity ID."

    2. See 1. You have to admit that Birch logs as gate on some oak logs wall looks pretty weird, usable or not. I do not want to think about how middle-aged and sober a birch log wall could look...

    And please don't just say your done, you can abandon it for awhile, but you should keep working on it over the years It makes me so sad... You have taught me so much about forum etiquette, and this was the first thing I felt like I was a part of It makes me so sad to see it die. I new it since it was a little command prompt program, and saw it get a GUI and random houses and so much stuff, please keep working on it, it would mean so much to me.

    Totally agree. All the time, money and effort you invested into the best tool ever made for Minecraft could be made futile by some uninspired change in items IDs or anything else in any Minecraft update. All the beauty you added into our virtual worlds will barely survive a few months if you discontinue supporting your tool.

    Ty for what you did so far, anyway. I do not know how hard it was for you to make this software. I only know how happy I am it exists and I can use it.


    I've only had negative feedback about the random wood, so I'll remove the randomisation.

    I'm happy to support Mace when Minecraft breaks it. I'll do that for as long as Mace is popular.

    It's not like I'm dying! Some of my other ideas are Minecraft related, so I won't be gone from the forum.
    Posted in: Minecraft Tools
  • 1

    posted a message on Mace v1.11.2 - Random cities generator
    Quote from coau14

    Guess what??? I got Mace 1.11 working on my Linux Mint!!! I just updated mono to the latest version :D its slower then on windows, but it works!!!!

    I'm sorry for repeating myself, I thought you missed it :P

    Now for the bugs and ideas!

    1. X Trees trunks are affected by random wood, it looks really weird
    2. X Your Wood city entrance is affected by the random wood
    3. ! Can you add to the theme generator, an option to choose the city's biome, and option to choose the block id for everything, like blocks, walls, paths, lights and flowers?
    4. ! Add an option to repopulate the city chunks?
    5. ! Add an option to choose the width and height of the walls and moat
    6. X In the Resources folder, the region folder is capitalized, an UNIX based systems like Linux and macs are case sensitive, so needs to be a lower case region
    7. ! Some how make it work for only .NET 1?
    8. ! Add a theme option to turn off random wood and wool for individual buildings (if the design is important or if you need sponge in it)
    9. X Under outside lights it says glowstone and torches, but under street lights it says torches or fire. I think there mixed up
    10. ! Add the option to change building data for your theme, like you see a read only box, maybe make it editable?
    11. X the bug were its sometimes raining and sometimes night is back
    12. X Chests have rotation issues again


    And please don't just say your done, you can abandon it for awhile, but you should keep working on it over the years :( It makes me so sad... You have taught me so much about forum etiquette, and this was the first thing I felt like I was a part of :) It makes me so sad to see it die. I new it since it was a little command prompt program, and saw it get a GUI and random houses and so much stuff, please keep working on it, it would mean so much to me.

    If you have any more programs or projects you need help on contact me at [email protected] and I will help you. great work my friend I've never met, but it seams like we knew each other since forever xD

    I noticed that the new snapshots have (yet) another rotation algorithm for chests, so that answers your guys problem
    Bye

    coau14


    Weirdly I was stopping by this thread to give you the instructions to skip paintings, but good to see that you got it working.

    1. Yep. That was intentional. It's nice to have some variety. For each building the same type (birch, etc) of wood will match up for the logs and planks, so I think it looks natural.
    2. See 1.
    3. Like I said before: changing the biome will not change the blocks. You won't suddenly get a city on a mountain by making it a mountain biome. Are there any specific blocks that you would like adding to the flowers/walls/etc? Let me know and then I'll add them.
    4. I'm not sure what you mean. Could you give more detail? Repopulate what?
    5. This would be a whole ton of work for very little benefit. Different wall heights would no longer match with the entrances/towers. Why would you want this?
    6. Sure. I've changed that in the project. That'll be in the next release.
    7. Why? This would require a lot of rewriting and I can't think of any benefits. I'd lose access to technologies like LINQ.
    8. That's a good idea. I've added it to the to-do list.
    9. They appear correctly for me. Could you look at it again, to make sure?
    10. Why would that be useful? I can't see any that would need to be changed, except for the frequency value.
    11. The initial world time and weather is randomly set by Mace. It will sometimes be night and it will sometimes be raining/lightning.
    12. This is an issue related to snapshots, so falls outside the scope of Mace. I don't have the time to keep up with snapshots.

    I can't work on Mace for the whole life-time of Minecraft. I want to make new things. I have other ideas that I would like to explore. There are other areas of programming that I want to learn. I want more time for non-computer stuff.

    My intention for Mace was to create a city generator. I achieved that around v1.4 and then I've added a lot more features, like multiple cities, themes, theme creator, overhauled farms and the mineshaft. I'm happy with Mace and it's time to move on.

    Quote from drmule

    1 - normal chests
    2 - good question, I am using a snapshot, so they probably are
    3 - see 2
    4 - no
    5 - I've also been using MCEdit to edit the builings and move them into position in the resource world. (not a recent version, the worlds it creates need converting, although it handles new worlds fine).

    Quote from drmule

    Ah-ha. I shall give it a go with an older snapshot or just plain old 1.2.5 then. Another little observation, even though it's supposed to be fixed in the latest snapshot, I do find that the signs have nothing written on them in Mace worlds.

    Did anybody write a tutorial on customising by the way? I'm working it out slowly, but trawling the thread for all the bits I need is a bit time consuming. How do the signs spawn mobs?


    Using old versions of MCEdit could cause problems, because of the large amount of changes recently. I'm thinking anvil, doors, chests, new blocks, etc. That combined with using snapshots makes this very difficult to diagnose. Mace is only intended to be compatible with official versions.

    I recommend upgrading to which version of MCEdit is designed for 1.2.5. You may also want to use WorldEdit.

    To make a villager, write this on the sign:

    Entity
    [Entity name in Mobs for Mace - you need to put something here. If you aren't sure or don't care, just write GRich]
    [Amount to spawn]
    [Profession of Minecraft villager - butcher, farmer, librarian, priest, smith, villager]

    The resource world contains an example in almost all buildings.

    You can make farm animals appear by doing this:

    Entity
    FarmAnimals
    [Amount to spawn]
    [blank]

    That will randomly make a farm animal (pig, sheep, chicken, cow).

    The amount to spawn can be a single number or two numbers with a hyphen:

    3-5

    That will spawn 3, 4 or 5 of the same entity.
    Posted in: Minecraft Tools
  • 0

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

    Cool. 36ers have been possible by trial and error.

    I've also just noticed that my chests and stairs are not rotating :/


    Question time:

    1. Are they regular chests or enderchests?
    2. Are they the new stairs from the snapshot?
    3. Are you using a snapshot?
    4. Do "my" stairs and chests work correctly in generated cities?
    5. Any other relevant details? The more information you give me, the easier it will be for me to diagnose and fix the problem.
    Posted in: Minecraft Tools
  • 0

    posted a message on Mace v1.11.2 - Random cities generator
    A new version has been released to fix the building frequency bug. The complete changelog is:

    + Collapsed mineshaft sections.
    > Fixed a bug that caused Mace to die horribly when building frequencies were changed in custom themes. Thanks to drmule for letting me know about this.

    Current plan is to release a final update in August containing the features from 1.3. I may release a version or two before that time, but after that I'll only do bug fixes.

    Quote from drmule

    A query on custom buildings - What's the largest you can create? Do they need to be an odd number of blocks in size? I was already creating a city with the help of MCEdit but I was working on a 72x72 grid as a basis, with blocks of houses etc.... With a house being 18, an office block being 36, a stadium being 72. I doubt this is going to be compatible with Mace.


    Buildings can be odd or even size.

    Buildings of size 18 are fine. To make the city layout, Mace keeps dividing up any area bigger than 50 blocks. It's split roughly in the middle, so a building of 36 blocks is very unlikely to appear. I'll add a switch (off by default) into the next version to stop Mace from splitting up the areas. That will allow you to have buildings of size 72 (and above), at the cost of less paths.
    Posted in: Minecraft Tools
  • 1

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

    It now hangs at Paths with a custom theme. I have edited it very slightly since it was first generated, but it hasn't really done anything. Can you have a look at the XML for me? Even with the paths tag set to no, it still tries to create paths and crashes. Verbose mode says it gets to the path type selection.


    Thanks for letting me know about this issue. I've realised that Mace is saving edited building frequencies with capital letters ("Very rare", etc), but they should be lowercase. I've fixed the theme file for you:


    <theme>
    <include>
    <buildings>yes</buildings>
    <drawbridges>yes</drawbridges>
    <emblems>yes</emblems>
    <farms>yes</farms>
    <flowers>yes</flowers>
    <guard_towers>yes</guard_towers>
    <guard_towers_addition>yes</guard_towers_addition>
    <main_streets>yes</main_streets>
    <mineshaft>yes</mineshaft>
    <moat>yes</moat>
    <outside_lights>yes</outside_lights>
    <paths>yes</paths>
    <sky_feature>yes</sky_feature>
    <street_lights>yes</street_lights>
    <torches_on_walkways>yes</torches_on_walkways>
    <walls>yes</walls>
    </include>
    <options>
    <moat>Lava</moat>
    <street_lights>Glowstones</street_lights>
    <emblem>Ankh,Cobweb,CraftersGuild,Creeper,Cross,England Flag,Heart,Pickaxe,Pride Flag,Shield,Sword,Tree,Yin and Yang</emblem>
    <outside_lights>Torches</outside_lights>
    <tower_addition>Fire beacon,Flag</tower_addition>
    <flowers>31_1,31_2,37,38</flowers>
    <flower_percent>15</flower_percent>
    <underground>1,1,57,3,3,12,13</underground>
    <wall_material>98_0</wall_material>
    <path>stonebrick_raised</path>
    <city_size>21</city_size>
    <farm_size>7</farm_size>
    <ground_block>2_0</ground_block>
    <city_prefix>Metropolis of </city_prefix>
    <city_prefix_file>Adjectives.txt</city_prefix_file>
    <city_suffix_file>Nouns.txt</city_suffix_file>
    <building_frequency>default</building_frequency>
    <farm_building_frequency>default</farm_building_frequency>
    <biome>plains</biome>
    </options>
    <buildings>
    <city>
    <building>
    <name>Employ Plot 17x17</name>
    <size>17</size>
    <source_x>170</source_x>
    <source_z>81</source_z>
    <frequency>common</frequency>
    </building>
    <building>
    <name>Mosque</name>
    <size>13</size>
    <source_x>112</source_x>
    <source_z>59</source_z>
    <tags>desert</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Pyramid</name>
    <size>12</size>
    <source_start_y>50</source_start_y>
    <source_x>100</source_x>
    <source_z>93</source_z>
    <tags>desert</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Local Shop</name>
    <size>9</size>
    <source_x>70</source_x>
    <source_z>132</source_z>
    <tags>desert</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Large Compound</name>
    <size>17</size>
    <source_x>170</source_x>
    <source_z>33</source_z>
    <tags>desert</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <name>Rich House 2</name>
    <size>10</size>
    <source_x>79</source_x>
    <source_z>33</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>very common</frequency_original>
    <name>Brick House</name>
    <size>8</size>
    <source_start_y>58</source_start_y>
    <source_x>62</source_x>
    <source_z>41</source_z>
    <tags>medieval</tags>
    <unique>no</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <name>Park 1</name>
    <size>8</size>
    <source_x>62</source_x>
    <source_z>49</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <name>Tall House</name>
    <size>10</size>
    <source_x>79</source_x>
    <source_z>53</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <name>Rich House 1</name>
    <size>12</size>
    <source_x>100</source_x>
    <source_z>45</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <name>Stone and Brick House</name>
    <size>8</size>
    <source_x>62</source_x>
    <source_z>65</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Oak Tree</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>33</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Birch Tree</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>38</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Spruce Tree</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>43</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Oak Tree 2</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>48</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Birch Tree 2</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>53</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Spruce Tree 2</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>58</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Park 2</name>
    <size>11</size>
    <source_x>89</source_x>
    <source_z>55</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Fountain</name>
    <size>9</size>
    <source_x>70</source_x>
    <source_z>42</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Bakery</name>
    <size>9</size>
    <source_x>70</source_x>
    <source_z>51</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Library</name>
    <size>13</size>
    <source_x>112</source_x>
    <source_z>46</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>coau14's House</name>
    <size>11</size>
    <source_x>89</source_x>
    <source_z>99</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Tavern</name>
    <size>12</size>
    <source_start_y>40</source_start_y>
    <source_x>100</source_x>
    <source_z>57</source_z>
    <tags>medieval</tags>
    <unique>no</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Blacksmith</name>
    <size>10</size>
    <source_x>79</source_x>
    <source_z>93</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Greenhouse</name>
    <size>11</size>
    <source_x>89</source_x>
    <source_z>44</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Warehouse</name>
    <size>10</size>
    <source_x>79</source_x>
    <source_z>43</source_z>
    <tags>medieval</tags>
    <unique>no</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Taylor</name>
    <size>8</size>
    <source_x>62</source_x>
    <source_z>81</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Crafting Hut</name>
    <size>9</size>
    <source_x>70</source_x>
    <source_z>33</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Tall Library</name>
    <size>9</size>
    <source_x>70</source_x>
    <source_z>69</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Large Ruins</name>
    <size>10</size>
    <source_x>79</source_x>
    <source_z>123</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Alchemist</name>
    <size>11</size>
    <source_x>89</source_x>
    <source_z>129</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>very rare</frequency_original>
    <name>Well</name>
    <size>7</size>
    <source_start_y>53</source_start_y>
    <source_x>71</source_x>
    <source_z>97</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>very rare</frequency_original>
    <name>Market</name>
    <size>11</size>
    <source_x>89</source_x>
    <source_z>77</source_z>
    <tags>medieval</tags>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>very rare</frequency_original>
    <name>Brothel</name>
    <size>9</size>
    <source_start_y>40</source_start_y>
    <source_x>70</source_x>
    <source_z>60</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>very rare</frequency_original>
    <name>Statue</name>
    <size>8</size>
    <source_x>62</source_x>
    <source_z>33</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>very rare</frequency_original>
    <name>Shrine</name>
    <size>11</size>
    <source_x>89</source_x>
    <source_z>88</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>very rare</frequency_original>
    <name>Baths</name>
    <size>13</size>
    <source_start_y>55</source_start_y>
    <source_x>112</source_x>
    <source_z>33</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>very rare</frequency_original>
    <name>Swimming Pool</name>
    <size>13</size>
    <source_start_y>50</source_start_y>
    <source_x>112</source_x>
    <source_z>72</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>average</frequency>
    <frequency_original>very rare</frequency_original>
    <name>Church</name>
    <size>11</size>
    <source_x>89</source_x>
    <source_z>66</source_z>
    <tags>medieval</tags>
    <unique>no</unique>
    <unique_original>no</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <name>Noticeboard</name>
    <size>9</size>
    <source_x>70</source_x>
    <source_z>87</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Cathedral</name>
    <size>19</size>
    <source_start_y>40</source_start_y>
    <source_x>21</source_x>
    <source_z>73</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>yes</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Large Fountain</name>
    <size>13</size>
    <source_x>112</source_x>
    <source_z>85</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Theatre</name>
    <size>22</size>
    <source_start_y>45</source_start_y>
    <source_x>19</source_x>
    <source_z>99</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Castle</name>
    <size>27</size>
    <source_x>12</source_x>
    <source_z>40</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Archery practice</name>
    <size>13</size>
    <source_x>112</source_x>
    <source_z>98</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Prison</name>
    <size>12</size>
    <source_start_y>55</source_start_y>
    <source_x>100</source_x>
    <source_z>81</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    <unique_original>yes</unique_original>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Bank</name>
    <size>13</size>
    <source_start_y>52</source_start_y>
    <source_x>112</source_x>
    <source_z>111</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Wizard's Tower</name>
    <size>33</size>
    <source_x>35</source_x>
    <source_z>129</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Large Park</name>
    <size>23</size>
    <source_x>105</source_x>
    <source_z>1</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Gallows</name>
    <size>13</size>
    <source_start_y>58</source_start_y>
    <source_x>112</source_x>
    <source_z>165</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Large Market</name>
    <size>17</size>
    <source_x>170</source_x>
    <source_z>50</source_z>
    <tags>medieval</tags>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>common</frequency>
    <name>Oak Tree</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>33</source_z>
    <tags>novv</tags>
    </building>
    <building>
    <frequency>common</frequency>
    <name>Birch Tree</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>38</source_z>
    <tags>novv</tags>
    </building>
    <building>
    <frequency>common</frequency>
    <name>Spruce Tree</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>43</source_z>
    <tags>novv</tags>
    </building>
    <building>
    <frequency>common</frequency>
    <name>Oak Tree 2</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>48</source_z>
    <tags>novv</tags>
    </building>
    <building>
    <frequency>common</frequency>
    <name>Birch Tree 2</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>53</source_z>
    <tags>novv</tags>
    </building>
    <building>
    <frequency>common</frequency>
    <name>Spruce Tree 2</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>58</source_z>
    <tags>novv</tags>
    </building>
    </city>
    <city_entrance>
    <building>
    <frequency>very common</frequency>
    <name>Portcullis</name>
    <size>13</size>
    <source_x>132</source_x>
    <source_z>9</source_z>
    <tags>medieval novv desert</tags>
    <type>city_entrance</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <name>Large Doors</name>
    <size>13</size>
    <source_x>150</source_x>
    <source_z>9</source_z>
    <tags>medieval novv desert</tags>
    <type>city_entrance</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <name>Pistons</name>
    <size>13</size>
    <source_start_y>55</source_start_y>
    <source_x>165</source_x>
    <source_z>9</source_z>
    <tags>medieval novv desert</tags>
    <type>city_entrance</type>
    </building>
    </city_entrance>
    <farm>
    <building>
    <frequency>very common</frequency>
    <name>Windmill</name>
    <size>19</size>
    <source_x>86</source_x>
    <source_z>7</source_z>
    <tags>medieval</tags>
    <type>farm</type>
    <unique>yes</unique>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Barn</name>
    <size>15</size>
    <source_start_y>60</source_start_y>
    <source_x>169</source_x>
    <source_z>67</source_z>
    <tags>medieval</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Wheat Farm Building</name>
    <size>13</size>
    <source_x>112</source_x>
    <source_z>178</source_z>
    <tags>medieval</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <name>Large Cactus Farm</name>
    <size>14</size>
    <source_x>125</source_x>
    <source_z>33</source_z>
    <tags>medieval desert</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>very common</frequency_original>
    <name>Large Wheat Farm</name>
    <size>15</size>
    <source_x>139</source_x>
    <source_z>33</source_z>
    <tags>medieval</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Oak Orchard</name>
    <size>16</size>
    <source_x>154</source_x>
    <source_z>33</source_z>
    <tags>medieval novv</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Spruce Orchard</name>
    <size>16</size>
    <source_x>154</source_x>
    <source_z>49</source_z>
    <tags>medieval novv</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Birch Orchard</name>
    <size>16</size>
    <source_x>154</source_x>
    <source_z>65</source_z>
    <tags>medieval novv</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Pumpkin Farm</name>
    <size>9</size>
    <source_x>70</source_x>
    <source_z>114</source_z>
    <tags>medieval</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>rare</frequency_original>
    <name>Melon Farm</name>
    <size>9</size>
    <source_x>70</source_x>
    <source_z>123</source_z>
    <tags>medieval</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Sugar Cane Farm</name>
    <size>14</size>
    <source_x>125</source_x>
    <source_z>47</source_z>
    <tags>medieval</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>common</frequency_original>
    <name>Huge Mushroom Farm</name>
    <size>14</size>
    <source_x>125</source_x>
    <source_z>61</source_z>
    <tags>medieval</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>very common</frequency_original>
    <name>Animal Farm</name>
    <size>16</size>
    <source_x>154</source_x>
    <source_z>81</source_z>
    <tags>medieval novv</tags>
    <type>farm</type>
    </building>
    <building>
    <frequency>exclude</frequency>
    <name>Rotation Contraption 2.0</name>
    <size>15</size>
    <source_x>139</source_x>
    <source_z>63</source_z>
    <tags>medieval</tags>
    <type>farm</type>
    </building>
    </farm>
    <mineshaft_entrance>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Ghostdancer's Cobblestone</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>63</source_z>
    <tags>medieval novv</tags>
    <type>mineshaft_entrance</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Ghostdancer's Glowstone</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>68</source_z>
    <tags>medieval novv</tags>
    <type>mineshaft_entrance</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <frequency_original>average</frequency_original>
    <name>Ghostdancer's Iron</name>
    <size>5</size>
    <source_x>44</source_x>
    <source_z>73</source_z>
    <tags>medieval novv</tags>
    <type>mineshaft_entrance</type>
    </building>
    </mineshaft_entrance>
    <mineshaft_section>
    <building>
    <frequency1>very common</frequency1>
    <frequency2>common</frequency2>
    <frequency3>common</frequency3>
    <frequency4>average</frequency4>
    <frequency5>rare</frequency5>
    <frequency6>very rare</frequency6>
    <frequency7>exclude</frequency7>
    <name>Water Pool</name>
    <pattern>??? ?1? ???</pattern>
    <pattern_position_x>1</pattern_position_x>
    <pattern_position_z>1</pattern_position_z>
    <size_x>7</size_x>
    <size_z>7</size_z>
    <source_x>2</source_x>
    <source_z>138</source_z>
    <tags>medieval novv desert</tags>
    <type>mineshaft_section</type>
    </building>
    <building>
    <frequency1>exclude</frequency1>
    <frequency2>very rare</frequency2>
    <frequency3>rare</frequency3>
    <frequency4>average</frequency4>
    <frequency5>common</frequency5>
    <frequency6>common</frequency6>
    <frequency7>common</frequency7>
    <name>Lava Pool</name>
    <pattern>??? ?1? ???</pattern>
    <pattern_position_x>1</pattern_position_x>
    <pattern_position_z>1</pattern_position_z>
    <size_x>7</size_x>
    <size_z>7</size_z>
    <source_x>10</source_x>
    <source_z>138</source_z>
    <tags>medieval novv desert</tags>
    <type>mineshaft_section</type>
    </building>
    <building>
    <frequency1>very common</frequency1>
    <frequency2>common</frequency2>
    <frequency3>average</frequency3>
    <frequency4>rare</frequency4>
    <frequency5>very rare</frequency5>
    <frequency6>exclude</frequency6>
    <frequency7>exclude</frequency7>
    <name>Mushroom Farm</name>
    <pattern>??? 01? ???</pattern>
    <pattern_position_x>1</pattern_position_x>
    <pattern_position_z>1</pattern_position_z>
    <size_x>7</size_x>
    <size_z>7</size_z>
    <source_x>18</source_x>
    <source_z>138</source_z>
    <tags>medieval novv desert</tags>
    <type>mineshaft_section</type>
    </building>
    <building>
    <frequency1>average</frequency1>
    <frequency2>average</frequency2>
    <frequency3>rare</frequency3>
    <frequency4>rare</frequency4>
    <frequency5>very rare</frequency5>
    <frequency6>exclude</frequency6>
    <frequency7>exclude</frequency7>
    <name>Resting Station</name>
    <pattern>?1? 010 ?1?</pattern>
    <pattern_position_x>1</pattern_position_x>
    <pattern_position_z>1</pattern_position_z>
    <size_x>7</size_x>
    <size_z>7</size_z>
    <source_x>26</source_x>
    <source_z>138</source_z>
    <tags>medieval novv desert</tags>
    <type>mineshaft_section</type>
    </building>
    <building>
    <frequency1>exclude</frequency1>
    <frequency2>exclude</frequency2>
    <frequency3>very rare</frequency3>
    <frequency4>rare</frequency4>
    <frequency5>average</frequency5>
    <frequency6>common</frequency6>
    <frequency7>very common</frequency7>
    <name>Dungeon</name>
    <pattern>????? ????? ??1?? ????? ?????</pattern>
    <pattern_position_x>2</pattern_position_x>
    <pattern_position_z>2</pattern_position_z>
    <size_x>7</size_x>
    <size_z>7</size_z>
    <source_x>2</source_x>
    <source_z>146</source_z>
    <tags>medieval novv desert</tags>
    <type>mineshaft_section</type>
    </building>
    <building>
    <frequency1>exclude</frequency1>
    <frequency2>exclude</frequency2>
    <frequency3>very rare</frequency3>
    <frequency4>rare</frequency4>
    <frequency5>average</frequency5>
    <frequency6>common</frequency6>
    <frequency7>very common</frequency7>
    <name>Dispenser Traps</name>
    <pattern>?1? 010 ?1?</pattern>
    <pattern_position_x>1</pattern_position_x>
    <pattern_position_z>1</pattern_position_z>
    <size_x>7</size_x>
    <size_z>7</size_z>
    <source_x>18</source_x>
    <source_z>146</source_z>
    <tags>medieval novv desert</tags>
    <type>mineshaft_section</type>
    </building>
    <building>
    <frequency1>exclude</frequency1>
    <frequency2>exclude</frequency2>
    <frequency3>exclude</frequency3>
    <frequency4>exclude</frequency4>
    <frequency5>exclude</frequency5>
    <frequency6>exclude</frequency6>
    <frequency7>very common</frequency7>
    <name>Ghostdancer</name>
    <pattern>?1? 010 ?1?</pattern>
    <pattern_position_x>1</pattern_position_x>
    <pattern_position_z>1</pattern_position_z>
    <size_x>7</size_x>
    <size_z>7</size_z>
    <source_x>10</source_x>
    <source_z>146</source_z>
    <tags>medieval novv desert</tags>
    <type>mineshaft_section</type>
    <unique>yes</unique>
    </building>
    </mineshaft_section>
    <sky_feature>
    <building>
    <frequency>very common</frequency>
    <name>Balloon</name>
    <size>11</size>
    <source_start_y>100</source_start_y>
    <source_x>5</source_x>
    <source_z>73</source_z>
    <tags>medieval novv desert</tags>
    <type>sky_feature</type>
    </building>
    <building>
    <frequency>very common</frequency>
    <name>Double Airship</name>
    <size>23</size>
    <source_start_y>100</source_start_y>
    <source_x>1</source_x>
    <source_z>101</source_z>
    <tags>medieval novv desert</tags>
    <type>sky_feature</type>
    </building>
    </sky_feature>
    </buildings>
    </theme>

    I'll fix this bug and release a new version.
    Posted in: Minecraft Tools
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