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Mace v1.10 - Random cities generator

mace city generator random cities tool open source

660 replies to this topic

#41

Posted 08 June 2011 - 11:55 PM

Hope you'll add custom building support and other thing like that btw i like the sewer idea!

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#42

Posted 09 June 2011 - 02:05 AM

This is really good! Personally what I would like to see with this would be an option to allow the city to be surrounded by forests or a certain type of land :)

#43

  • Minecraft: living4theday258

Posted 09 June 2011 - 03:34 AM

this is epic the houses could use a bit of variety and a few chests, smelters, and crafting tables(i know someone said that but its a good idea) the sewers are really cool if you could throw a few mob spawners in there they would be perfect
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#44

  • Location: Blighty
  • Minecraft: Robson_

Posted 09 June 2011 - 01:42 PM

Thanks for your comments everyone! I've been busy writing stuff for V1.3. I'm at my real-life job all week and will be working most of the weekend, so unfortunately updates are going to be kinda slow for a while.

@Curufea Making the connections nicer is definitely a feature that I'd like, but I haven't put much thought into it yet. My (somewhat rushed and not very well thought-out) plan was to create a completely separate tool that would open a world and then look at each of the four edges of every chunk. It then checks if every highest block on the edge is at the same height. If so, it assumes this is a tool-generated chunk and smoothes out the terrain between that chunk and the adjacent one. This wouldn't be too extreme, because it's always nice to have a few cliffs on the map. I just want it to look less artificial.

Making it as a separate tool would allow it to work with other tools. So if someone creates their own world generator, they could recommend people run it through the terrain smoothing tool once they've walked around the edges.

I've replied to most of your messages on the Mace website and a few suggestions are already written in :)

@Commander Keen It's a great tool, so I'm very happy to advertise it :) (to your second message) I'm at work at the moment, so unfortunately can't look. I'll load it up as soon as I get home. The current house is mostly there as a simple placeholder, to give an idea of what the city will look like. The proper houses will be more complex and most likely have hollow roofs.

@SoNick These are excellent! Thank you for this. The new word lists will be in V1.3.

@Veerorith Glad you like it :) In the future I might have multiple designs of towers, so I'll make sure at least one is circular. (to your second message) Thanks! I'm planning to add torches/fires on the inside and outside of the city walls, along with inside the guard tower as well. In amongst the city buildings there will be lights as well.

Currently the building rotation code is quite simple, because it doesn't account for chests, signs, torches, doors... anything that has data associated with it. Once the city buildings are written in I'll make sure the code handles all those things.

@PortalGunfun Nice idea! Would be good to put the dispensers on the walls inside the city entrance/exit, then run some redstone up to the murder-hole room, because that would allow you to activate all of them as soon as any enemies try to get in.

@chica666 My current plan is to create lots of buildings in a normal MineCraft world, then include that world with Mace. Mace will read in the buildings and then use those to create the city. This means it's very easy for me and anyone else to edit the buildings. Probably in the future this idea will be expanded, to allow people to add new buildings to the world.

@robert_hart2k This is something that I'd like as well. I'm going to have a play around with Substrate, to see if the region biomes can be changed. That would allow you to create the city in the biome of your choice, so you could have anything from a snow city, to a city surrounded by a forest, to a city in the middle of a desert or ocean. Not sure if this is possible, but I will investigate in the future.

@living4theday258 More buildings and variety of buildings is going to be the focus of V1.4 :) I'm currently a bit undecided with the sewer, as to what I should do with it. I'm deciding roughly between allowing MineCraft to fill in the underground with the usual caves, talking to the MCDungeon guy to see if that could be included below the city (my current favourite idea), or taking the sewers in a whole different direction.

#45

Posted 09 June 2011 - 02:07 PM

Biomes are determined procedurally at runtime on a per-tile basis. No data is stored on disk, so there is no way to alter biomes with a third party tool.
NBToolkit - Collection of automated map processing tools
Substrate - Minecraft map editing library for C#/.NET

#46

Posted 09 June 2011 - 02:50 PM

The guy from MCDungeon is named eggplant ;)

And here is a crenels screen :
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At the left, you can see your crenels, at the center, more realistic crenels ( according to me ), and at the right, some crenels I've invented 2 minutes ago.

Another ideas :
-do mushroom farms ( even if they spread very slowly ) ;
-do different saplings.

And I found a bug : sapling generated in the city aren't stackable with "normal" ones.

#47

  • Location: Blighty
  • Minecraft: Robson_

Posted 09 June 2011 - 08:00 PM

@jaquadro Ohh that's a shame. I'll have a think about alternative solutions.

@Golgrinn I like it! Here are some screenshots. I think we'll definitely go with this design :)

Different saplings would be nice as well. Mushroom farms are planned, along with orchards containing different types of trees. I'll check out the unstackable saplings bug and let you know... (edit: this is now fixed! will be in for v1.3)

#48

  • Location: Australia, Tasmania
  • Minecraft: xNightmare

Posted 10 June 2011 - 04:02 AM

I wanted a city like near the mountains, this generator really does make alot of land around the city flat.

And plans for less flatness around city, or even city's that are generated into the natural landscape? :)

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#49

Posted 10 June 2011 - 03:06 PM

Well, thank you for adding my crenels.
Another suggestion ( I can't stop ^^ ) : what about adding a road in the city and outside, that would link together entrances ( a cobble road/mossy road/stone slab road ).
Ad I saw with your screens the new farms ;)

#50

Posted 10 June 2011 - 06:10 PM

ok one thing tht was awesome but kinda wierd, one of the chests in the guard towers, Full diamond armor!!! is tht supposed to happen or was it a fourtunate glitch?

#51

Posted 10 June 2011 - 06:23 PM

another Q when will v1.3 be out?

#52

  • Location: Blighty
  • Minecraft: Robson_

Posted 10 June 2011 - 08:24 PM

@Commander Keen The ruined city is very cool :) I especially like the way the blocks fall away from their original positions. It's nicely done. The sewer is rather crazy!

@xNightmare Different biomes would be nice, but unfortunately it doesn't seem possible in a simple way :( I'll have a think about this, to see if it's possible without writing a terrain generator.

@Golgrinn Thank you! I like the new crenels a lot. The walls have gotten a lot of love in this update, with the new crenels, torches/fires and city emblems. They are also one block taller, to make them feel important!

Very possibly, in the future Mace might be able to make multiple cities, so that would provide the ideal opportunity to add roads that lead up to the city entrances. Ideally I'd like to give the path/road system within the city a rewrite, to put everything into districts and streets. So many over-ambitious plans!

@tigerman6333 Aye, that's intentional. It's essentially a useful flavour item, to show that it's a guard tower and that's where the guards slept and watched out for the safety of the city. Although it should only generate leather, chain or iron armour, so I'll look into that.

I'm aiming to have 1.3 done on Sunday night (UK time), but I'm very low on time at the moment so it might be early next week.

#53

Posted 11 June 2011 - 11:02 AM

The world I posted was already obsolete by the time saw it. Currently it looks like this:

http://img26.imagesh...uretakeover.png

I should stop derailing your thread now...

Teeth of Time - ruin your world!
A world ageing application with loads of settings and intuitive handling.


#54

  • Location: washington state
  • Minecraft: mikethemaster123

Posted 11 June 2011 - 08:39 PM

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OMG!!! giant armless gumby trying to give me a hug!!!!!!!!!!!!
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#55

Posted 12 June 2011 - 01:04 PM

I'm downloading this right now, I'll probably give you some feedback later! :)
(It seems really awesome.. :D )
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#56

Posted 12 June 2011 - 01:41 PM

Okay, so I have now played it for a while.
I started out by making a very large city, which didn't take much time at all. :)

The city looks nice, but if possible you should try to make the generator create a variety of different houses, maybe even "neighborhoods" that have the same kind of houses(?).

One thing I fee the city lacks is a main road, one (or two) road(s) that have shops and such by them. Having that would make a great difference, and it would make it easier to navigate in the city!
Since the very large city is very large, I created a smaller one to check out how those were, but since even the small city was very large in my opinion, I decided to go with a very small one.

What I then noticed was how the terrain was cut off close to the village, something I really don't like. :|
Here is an example:
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Overall, this generator is a great one considering how new it is.. :)
I can't wait for more variety and less "edgy" borders with the rest of the world. Great job!

Edit.
Just a little tip for everyone: The roofs are a great source of wood (in the beginning, at least). :D
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#57

Posted 12 June 2011 - 08:30 PM

how about being able to decide waht terrain yur city has, like snow, dirt, (ect)

#58

Posted 12 June 2011 - 08:38 PM

If you need some schematics for building like castles and a cathedral just ask i have some :P

#59

    Lokomo

    Zombie Killer

  • Members
  • 213 posts
  • Location: The Galaxy Express 999, the Earth to Andromeda route
  • Minecraft: overfritz

Posted 12 June 2011 - 09:21 PM

Mace is an awesome program! I can make entire villages or metropolises using this simple program!

A few suggestions

1-Make ALL roads customizable in size.
2-Make walls/buildings/roads able to change material
3-Change average building size
4-Change average road size (roads ARE going to be a little different)
5-Town square with shops and a fountain (Fountain default would be water, lava is possible) *Forget this*
6-More towns near it
7-Railways connecting towns (if multiple selected)

Those are about it-otherwise great job!

EDIT=I have made (and still am) making a wall-less village called Savannah. There is a sample house (mine) and a shop where you can buy stuff (even though there aren't NPC's). I plan on uploading the world save for it when i put some more effort into it.

SAVANNAH FEATURES
=-=-=-=-=-=-=-=-=-=-=-=
Farms outside moat
Central roads from each bridge
A moat for swimming/fishing
Sample house for inspiration
Store and Supplies
A fountain
No pre-determined plot sizes-go big or small!

IF SAVANNAH WERE ON IT'S OWN SERVER.....
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
NPC's to occupy the shop/sample house
Plots and some more stuff
Shacks next to farms for NPC's to occupy
A Flea Market every week on Sunday from 12:01 AM to 11:59 of real-world time! That's 23 hours 58 minutes of Cheap Selling!
A rail-system connecting it to other towns, plus a large Metropolis with subway system inside it


These are some of the things i would do if i could.

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#60

  • Location: Blighty
  • Minecraft: Robson_

Posted 12 June 2011 - 11:15 PM

Mace V1.3.0. is released! With the following changes:

Changes in this version:

* Added three city emblems (by default Mace will choose a random one, but you can specify if you prefer, or just not have one)
* Added cactus moats
* Added a new room to the bottom half of the guard towers, with beds and doors to the city.
* Added several million squiggly brackets to the code
* Water moat is now one block higher, so the player and mobs can get out easily
* Crenels now have a new design. Thanks to Golgrinn for the design and suggestion
* Fixed the city saplings being unstackable with regular saplings. Thanks to Golgrinn for the bug report
* The range of city names is now massively increased, thanks to SoNick
* It's now possible to have paths without buildings, or vice-versa, if you like
* Added light sources to the inside/outside/top of the walls and guard towers
* Initial time is now random
* City saplings are now a random type.
* Added fire beacons above the guard towers
* Added orchards
* Added small hills and ponds in amongst the farms
* There's now slightly less empty land between the farms and the natural world
* Some noticeboard messages will now only occur once for each world
* Right-clicking the city picture on the main screen will show fifty random city names
* Thanks to Curufea for these suggestions:
[indent]* Fences now appear about 50% of the time on sugarcane farms
* Some farms will now have hedges instead of fences
* Maximum size of a farm has been increased from 14 to 24 blocks
* New moat option: drop to bedrock[/indent]

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.