Also, what's this "server command" you mentioned? Will it be capable of generating a city in a location "on-demand?"
Oh, and I will be MORE than happy to help with ExtraBiomesXL compatibility testing...
Didn't test on server yet. But considering the mod was SMP compatible in 1.2.5, I am fairly optimistic.
Yes, the idea is basically to spawn a city or ruin with a command like:
/spawncity <citytemplateID> <x> <y> <z>
/spawnruin <x> <y> <z>
x,y,z as the coordinates, linked with the center of the city/ruin
The command probably running a "player-in-area-of-spawn" check to prevent anyone to be buried to death.
Edit:
If anyone posses other templates than the default with interesting feature (doors, double chest, torchs, slabs...), would you be king enough as to give them to me ? This is purely for testing purpose, they will not be included in the release if you don't want it to.
Forge mod.
I am using a Forge specific hook for generation, this isn't a modloader compatible mod.
I have quickly implemented ExtraBiomesXL support but I won't test it thoroughly.
As for dimension (world) adding mod, I tried to prevent structure spawning in other dimensions than Nether and the Overworld. I will test that in TheEnd and report back.
Now tested. Dimension adding mod (Twilight, Mystcraft...) should now work independently, as long as they are forge compatible.
I am working on adding loot in chests, thanks for your suggestions.
At least a custom itemID line for loot will be added in the config file.
Chest loot in Cities are working, now on Ruins chests.
Edit:
If anyone posses other templates than the default with interesting feature (doors, double chest, torchs, slabs...), would you be king enough as to give them to me ? This is purely for testing purpose, they will not be included in the release if you don't want it to.
Theres many tml files included with atomic striker's ruins mod, some of which were also in the old version of this mod, plus a small program that converts schematic files to tml, I added a few custom buildings myself that way by downloading them off the internet then converting.
Wow! This is wonderful news, I had thought this mod dead and gone. Great stuff on the Extrabiomes compatibility, will it be BiomesOPlenty compatible too, now that mod is also Forge based?
Thanks for this! Cant wait for the download!
I guess I'll have to check every biome-adding mod huh ?
If you want me to add some support for other mod, send me the link to the official topic please.
For now...RELEASE TIME !!
To install my update:
1/ Install Forge API
2/ Extract this into minecraft main folder.(templates provided are the same as the old ones,but in a different folder)
Enjoy ! (note that it is a release for Minecraft 1.4.7, not older or newer snapshot, backing up your world is highly recommended)
No errors with SMP installation, but I've walked about 4k blocks and haven't seen a single caruin, great wall, or walled city.
Allrighty, I redid everything again from scratch, I see a sandstone great wall now. I'll explore some more.
*edit*
Nothing so far. The one wall was generated when the server first built the world, and I bumped up walledcitychance by a factor of ten, and another 4k blocks out there's nothing generated.
All I have in the server.log is:
2013-01-17 13:42:34 [INFO] [Minecraft] Starting to survey a world for automata generation...
2013-01-17 13:42:34 [INFO] [STDOUT] Starting to survey a world for automata generation...
2013-01-17 13:42:34 [INFO] [Minecraft] Starting to survey a world for city generation...
2013-01-17 13:42:34 [INFO] [STDOUT] Starting to survey a world for city generation...
2013-01-17 13:42:34 [INFO] [Minecraft] Starting to survey a world for wall generation...
2013-01-17 13:42:34 [INFO] [STDOUT] Starting to survey a world for wall generation...
No errors with SMP installation, but I've walked about 4k blocks and haven't seen a single caruin, great wall, or walled city.
Allrighty, I redid everything again from scratch, I see a sandstone great wall now. I'll explore some more.
*edit*
Nothing so far. The one wall was generated when the server first built the world, and I bumped up walledcitychance by a factor of ten, and another 4k blocks out there's nothing generated.
A "citylocations" file should appear if a city was generated in your world.
I guess generation chance isn't so easy to tweak...
Did you try to bump up "globalfrequency" or "triesperchunk" ?
The default setting are just enough to spawn rarely, i didn't want everyone to have a freeze of world generation on their first try
If you were stuck at the building terrain screen you were getting the index out of bounds in the background.
Gotolink, is there a repo for this? I wouldn't mind taking a look at that error message and trying to learn something new.
Index out of bounds ? could be a vanilla error, or a configuration not properly set.
You mean if my sources are available ? Not yet, I will probably publish on Github later.
Well I couldn't reproduce the error, but I think I fixed it.
Some natural block in your world has a much higher BlockID than I thought it could be. Probably due to some mod.
Didn't test on server yet. But considering the mod was SMP compatible in 1.2.5, I am fairly optimistic.
Yes, the idea is basically to spawn a city or ruin with a command like:
/spawncity <citytemplateID> <x> <y> <z>
/spawnruin <x> <y> <z>
x,y,z as the coordinates, linked with the center of the city/ruin
The command probably running a "player-in-area-of-spawn" check to prevent anyone to be buried to death.
Edit:
If anyone posses other templates than the default with interesting feature (doors, double chest, torchs, slabs...), would you be king enough as to give them to me ? This is purely for testing purpose, they will not be included in the release if you don't want it to.
Awesome, thank you so much.
Theres many tml files included with atomic striker's ruins mod, some of which were also in the old version of this mod, plus a small program that converts schematic files to tml, I added a few custom buildings myself that way by downloading them off the internet then converting.
I guess I'll have to check every biome-adding mod huh ?
If you want me to add some support for other mod, send me the link to the official topic please.
For now...RELEASE TIME !!
To install my update:
1/ Install Forge API
2/ Extract this into minecraft main folder.(templates provided are the same as the old ones,but in a different folder)
Enjoy ! (note that it is a release for Minecraft 1.4.7, not older or newer snapshot, backing up your world is highly recommended)
If you find any bug, please send logs.
Allrighty, I redid everything again from scratch, I see a sandstone great wall now. I'll explore some more.
*edit*
Nothing so far. The one wall was generated when the server first built the world, and I bumped up walledcitychance by a factor of ten, and another 4k blocks out there's nothing generated.
All I have in the server.log is:
2013-01-17 13:42:34 [INFO] [Minecraft] Starting to survey a world for automata generation...
2013-01-17 13:42:34 [INFO] [STDOUT] Starting to survey a world for automata generation...
2013-01-17 13:42:34 [INFO] [Minecraft] Starting to survey a world for city generation...
2013-01-17 13:42:34 [INFO] [STDOUT] Starting to survey a world for city generation...
2013-01-17 13:42:34 [INFO] [Minecraft] Starting to survey a world for wall generation...
2013-01-17 13:42:34 [INFO] [STDOUT] Starting to survey a world for wall generation...
Gotolink, is there a repo for this? I wouldn't mind taking a look at that error message and trying to learn something new.
My bad, I just left that setting for my own tests, next release will not do this.
A "citylocations" file should appear if a city was generated in your world.
I guess generation chance isn't so easy to tweak...
Did you try to bump up "globalfrequency" or "triesperchunk" ?
The default setting are just enough to spawn rarely, i didn't want everyone to have a freeze of world generation on their first try
What is FTB console ?
Is it made with Forge API ?
Ok, I will look at it.
Index out of bounds ? could be a vanilla error, or a configuration not properly set.
You mean if my sources are available ? Not yet, I will probably publish on Github later.
Some natural block in your world has a much higher BlockID than I thought it could be. Probably due to some mod.
I performed a brand-new client installation, bumped the settings up to:
TriesPerChunk:10
GlobalFrequency:0.5
UndergroundGlobalFrequency:0.15
MinCitySeparation:100
MinUndergroundCitySeparation:100
And still no cities anywhere and I've wandered out thousands of blocks.
Fail.
It is.
And don't expect me to look for the answer in 80 pages worth of posts.