My god. Even with optifine+fast graphics+short render, this mod makes my FPS die. 8 FPS is not fun :c
Edit: It might be the excessive amount of mob spawners...Any way to remove them, without looking for every single one?
I am on a laptop with 3GB of ram, i use optifine multi-core and it only has HUGE lag spikes when a city gets built. I get -10 FPS when a city gets built
First off awesome mod, however I cant help but notice that there are waayyy too many monsters in cities, is there any way to fix that?
secondly is there any chance we will ever get a "modern" city builder?
The answer to both questions (if by modern city builder you mean modern-looking cities) is that you need to edit the template files that define these structures. Doing this to change the monster spawners is pretty easy:
Step 1 - read up on the template format's block rules
Step 2 - open the template files in /resources/walledcity. Each city is defined by top-level wall templates in this folder and street templates in the streets folder (there are also building templates, but most of the spawners are in the towers from the wall & street files)
Step 3 - find the spawner_rule variable, ie spawner_rule=0,35,327 - this means a 35% chance to generate a Blaze spawner
Step 4 - change the % value to something lower, change the special spawner block ID to something easier, or delete that line to eliminate spawners.
Step 5 - save the files, restart the game and explore new chunks to generate more cities
Note that MoleTown.tml has its weight set to 1000 for testing. If you also set UndergroundGlobalFrequency to 1 in WalledCitySettings.txt you should find this city quickly.
The answer to both questions (if by modern city builder you mean modern-looking cities) is that you need to edit the template files that define these structures. Doing this to change the monster spawners is pretty easy:
Step 1 - read up on the template format's block rules
Step 2 - open the template files in /resources/walledcity. Each city is defined by top-level wall templates in this folder and street templates in the streets folder (there are also building templates, but most of the spawners are in the towers from the wall & street files)
Step 3 - find the spawner_rule variable, ie spawner_rule=0,35,327 - this means a 35% chance to generate a Blaze spawner
Step 4 - change the % value to something lower, change the special spawner block ID to something easier, or delete that line to eliminate spawners.
Step 5 - save the files, restart the game and explore new chunks to generate more cities
How do i disable blaze and magma cubes spawning in sandstone cities? i deleted the spawner_rate line or w/e and every time i find one the city is still full of them :/ ?
Apparently some Forge mods do work, or at least they do in SSP - search this thread... I had Walled Cities & CARuins running with ExtraBiomes and Millenaire at one point, though biome-restricted cities won't generate in many Extrabiomes.
does it require mods because I can't tell if I'm bad at finding things or the mods not working
Read Formivore's FAQ
If the mod is installed correctly it will create a file called WalledCitySettings.txt in the minecraft folder when you run the game. Change the GlobalFrequency variable to 1.0 and fly around for a bit, it should be easy to find cities/walls/ruins.
How do i disable blaze and magma cubes spawning in sandstone cities? i deleted the spawner_rate line or w/e and every time i find one the city is still full of them :/ ?
You need to delete the spawner_rule line in SandstoneCity.tml AND SandstoneStreet1.tml AND SandstoneStreet2.tml - I checked and it works...
When im flyin around I can't find any cities or anything. Could the "Castle Defenders" mod be messing with it?
Please Help!!
No, castle defenders works fine with this mod, you may want to start a new world just to check if its working or if you're on a old save you new to explore new chunks. If that doesn't work then you must of installed it wrong or you could also try making cities more common in the configuration file.
Getting global options...
There was a problem loading the walled city mod: Could not find directory /walledcity in the resource folder C:\Users\Evandro\AppData\Roaming\.minecraft\resources!
Hi i was wondering if i can have your permission to port this mod to bukkit so it can be posted on MCPC. I really love this mod and see great thing for it in the future but i believe it would be even greater if bukkit user could use this mod.
Hi i was wondering if i can have your permission to port this mod to bukkit so it can be posted on MCPC. I really love this mod and see great thing for it in the future but i believe it would be even greater if bukkit user could use this mod.
Formivore stated publicly on Dec 28 2011 that:
"3iniTY, you have my permission if you or someone else wants to make the mod a bukkit plugin."
Cool, at least there's some interest. I thought this whole thread and mod were dead.
Aww, I'm still interested anyway.
Here's a Formivore-ized vanilla village. It comes out pretty well - in some ways better than the original! The screwy metadata rotation (stairs, ladders, doors) is a bug.
Screenshots Download - you should be able to merge this folder with .minecraft/resources/walledcity (BACKUP FIRST!!!)
If you just want to just check it out, move the other top-level tml files out of the walledcity folder and change the GlobalFrequency variable in WalledCitySettings to 1.
Please let me know if I should change anything. I'm not sure I got the building weights quite right for example. There are villager spawners in the large empty houses to populate the village.
Also, the building templates are designed for the original Ruins mod and can be loaded by it without any changes.
secondly is there any chance we will ever get a "modern" city builder?
Level up Adoptable!
The answer to both questions (if by modern city builder you mean modern-looking cities) is that you need to edit the template files that define these structures. Doing this to change the monster spawners is pretty easy:
Step 1 - read up on the template format's block rules
Step 2 - open the template files in /resources/walledcity. Each city is defined by top-level wall templates in this folder and street templates in the streets folder (there are also building templates, but most of the spawners are in the towers from the wall & street files)
Step 3 - find the spawner_rule variable, ie spawner_rule=0,35,327 - this means a 35% chance to generate a Blaze spawner
Step 4 - change the % value to something lower, change the special spawner block ID to something easier, or delete that line to eliminate spawners.
Step 5 - save the files, restart the game and explore new chunks to generate more cities
No offense of course.
How do I open the files in resources, im on a mac
Level up Adoptable!
Apparently some Forge mods do work, or at least they do in SSP - search this thread... I had Walled Cities & CARuins running with ExtraBiomes and Millenaire at one point, though biome-restricted cities won't generate in many Extrabiomes.
The easiest way is to just delete or move the top-level city templates in .minecraft/resources/walledcity
Otherwise, read Formivore's FAQ
Read Formivore's FAQ
If the mod is installed correctly it will create a file called WalledCitySettings.txt in the minecraft folder when you run the game. Change the GlobalFrequency variable to 1.0 and fly around for a bit, it should be easy to find cities/walls/ruins.
http://www.minecraft...wiki/.minecraft
The .tml files are just textfiles.
You need to delete the spawner_rule line in SandstoneCity.tml AND SandstoneStreet1.tml AND SandstoneStreet2.tml - I checked and it works...
Please Help!!
There was a problem loading the walled city mod: Could not find directory /walledcity in the resource folder C:\Users\Evandro\AppData\Roaming\.minecraft\resources!
What I did wrong?
Formivore stated publicly on Dec 28 2011 that:
"3iniTY, you have my permission if you or someone else wants to make the mod a bukkit plugin."
Aww, I'm still interested anyway.
Here's a Formivore-ized vanilla village. It comes out pretty well - in some ways better than the original! The screwy metadata rotation (stairs, ladders, doors) is a bug.
Screenshots
Download - you should be able to merge this folder with .minecraft/resources/walledcity (BACKUP FIRST!!!)
If you just want to just check it out, move the other top-level tml files out of the walledcity folder and change the GlobalFrequency variable in WalledCitySettings to 1.
Please let me know if I should change anything. I'm not sure I got the building weights quite right for example. There are villager spawners in the large empty houses to populate the village.
Also, the building templates are designed for the original Ruins mod and can be loaded by it without any changes.