Castle Defenders is back from the dead. Hopefully we can get this one back up and running since it's last version supported Castle Defenders mob spawns.
Castle Defenders is back from the dead. Hopefully we can get this one back up and running since it's last version supported Castle Defenders mob spawns.
Well, it depends on how Castle Defenders mobs spawn in its last version.
Implementing other mods isn't my main priority right now.
At least they may be compatible if it is a Forge based mod.
I guess this is what happens when you put high frequency in wall generation while minecraft is too slow to check building range.
GreatWalls include towers, so this may well be the highest automatically generated tower ever...
Few things like setting paintings and chest contents.
Then...a release !! Expect it this week
Then bug fixes if you find some issues.
Then new server command, and manual wall spawning, and other mod implementation...or your suggestions.
I am trying to update this.
Be warned though, I am new to terrain generation modding and Forge API seems to have changed a lot lately in this regard.
Great news, this was one of the most impressive dungeon type mods Ive ever played. Hopefully along the line you can edit some of the dungeons to not have blaze spawners in them, at least not in the overworld. Also I hope you take special care so that it doesnt cause crashes when used with mods like extrabiomes, Mystcraft and twilight forest.
GotoLink, you are awesome beyond words. I'm going to add it to my mods and play the $#!+ out of this when it's all ready.
Also, I'm wondering the same thing as Epidemia. I have Twilight Forest as well and sometimes enjoy Mystcraft (when the damn thing works) along with RedPower, ThaumCraft, and BuildCraft. While having a city to build my mechanical and thaumaturgical wonders into, I hope it doesn't clash with MystCraft and Twilight Forest.
GotoLink, you are awesome beyond words. I'm going to add it to my mods and play the $#!+ out of this when it's all ready.
Also, I'm wondering the same thing as Epidemia. I have Twilight Forest as well and sometimes enjoy Mystcraft (when the damn thing works) along with RedPower, ThaumCraft, and BuildCraft. While having a city to build my mechanical and thaumaturgical wonders into, I hope it doesn't clash with MystCraft and Twilight Forest.
Yeah, I know that gotolink previously stated that implementing other mods isnt a top priority but any mod that relies on discovering treasure chests or killing enemies/gaining xp would hugely benefit from this mod and vice versa. Id say its a safe bet that most people playing this will also have thaumcraft3 installed.
I too vote yes on the castle defenders compatibilty patch or anything that adds hostile human npc squatters to some of the ruins.
from my experience with tml files, they reference the item id which would be different for many users. Also someone mentioned earlier in the thread that the game crashed when they added thaumcraft or any mod items to the treasure chests.
Okay, so I have been wondering for quite a while now, and have only been able to see sand cities. I looked through the log and settings and this is what it says:
--Settings--
<-README: put this file in the main minecraft folder->
<-GlobalFrequency/UndergroundGlobalFrequency controls how likely aboveground/belowground cities are to appear. Should be between 0.0 and 1.0. Lower to make less common->
<-MinCitySeparation/UndergroundMinCitySeparation define a minimum allowable separation between city spawns.->
GlobalFrequency:0.020
UndergroundGlobalFrequency:0.001
MinCitySeparation:500
MinUndergroundCitySeparation:600
<-Wall Pathfinding->
<-BacktrackLength - length of backtracking for wall planning if a dead end is hit->
<-CityBuiltMessage controls whether the player receives message when a city is building. Set to 1 to receive message, 0 for no messages.->
<-RejectOnPreexistingArtifacts determines whether the planner rejects city sites that contain preexiting man-made blocks. Set to 1 to do this check.->
BacktrackLength:9
CityBuiltMessage:1
RejectOnPreexistingArtifacts:1
<-Chest contents->
<-Tries is the number of selections that will be made for this chest type.->
<-Format for items is <itemID>,<likelihood weight>,<min stack size>,<max stack size> ->
<-So e.g. 262,1,1,12 means a stack of 1-12 arrows, with a likelihood weight of 1.->
EASY_CHEST_ITEMS
Tries:4
262,2,1,12
267,2,1,1
316,1,1,1
256,1,1,1
287,1,1,1
257,2,1,1
301,1,1,1
325,1,1,1
298,1,1,1
295,1,10,15
371,2,3,8
373-5,2,1,1
373-4,1,1,1
Loading building subfolder in C:\Users\Admin\Desktop\MultiMC\instances\Walled City\.minecraft\resources\walledcity\buildings...
Successfully loaded template BattleBasementUnderground.tml with weight 30.
Loading wall styles from directory C:\Users\Admin\Desktop\MultiMC\instances\Walled City\.minecraft\resources\walledcity...
Successfully loaded template CobblestoneCity.tml with weight 1.
Did not load CobblestoneCityHumansPlus.tml, weight was zero.
Successfully loaded template NetherCity.tml with weight 100000.
Successfully loaded template RuinedMossyCity.tml with weight 3.
Successfully loaded template RuinedSandstoneCity.tml with weight 2.
Successfully loaded template SandstoneCity.tml with weight 600.
Did not load SandstoneCityHumansPlus.tml, weight was zero.
Successfully loaded template UndergroundMossyCoblestoneCity.tml with weight 20.
Successfully loaded template UndergroundObsidianCity.tml with weight 10.
Successfully loaded template UndergroundSparseMossyCobblestoneCity.tml with weight 10.
Successfully loaded template UndergroundStoneCity.tml with weight 10.
Loading streets subfolder in C:\Users\Admin\Desktop\MultiMC\instances\Walled City\.minecraft\resources\walledcity\streets...
Loading building subfolder in C:\Users\Admin\Desktop\MultiMC\instances\Walled City\.minecraft\resources\walledcity\streets\buildings...
Successfully loaded template BattleBasementEasy.tml with weight 3.
Successfully loaded template BattleBasementHard.tml with weight 3.
Successfully loaded template BattleBasementMedium.tml with weight 3.
Successfully loaded template BattleBasementUnderground.tml with weight 30.
Successfully loaded template GraveyardHaunted.tml with weight 2.
Successfully loaded template LampPost.tml with weight 5.
Successfully loaded template MarketStall.tml with weight 6.
Successfully loaded template Mausoleum.tml with weight 2.
Successfully loaded template MazeDungeon.tml with weight 20.
Successfully loaded template MazeMansion.tml with weight 10.
Successfully loaded template MelonFarm.tml with weight 14.
Successfully loaded template MobTowerFiveTier.tml with weight 2.
Successfully loaded template NetherPyramidlet.tml with weight 3.
Successfully loaded template SmallWell.tml with weight 1.
Successfully loaded template TinyFarmField.tml with weight 20.
Successfully loaded template TownpackBarn.tml with weight 1.
Successfully loaded template TownpackWell.tml with weight 3.
Successfully loaded template Ziggurat.tml with weight 10.
Loading wall styles from directory C:\Users\Admin\Desktop\MultiMC\instances\Walled City\.minecraft\resources\walledcity\streets...
Successfully loaded template CobblestoneStreet.tml with weight 1.
Successfully loaded template CobblestoneStreetHumansPlus.tml with weight 1.
Error loading wall style CobblestoneStreetHumansPlus.tml
Error reading rule: BlockID 324 not registered!
Successfully loaded template NetherStreet.tml with weight 1.
Successfully loaded template RuinedMossyStreet1.tml with weight 1.
Successfully loaded template RuinedMossyStreet2.tml with weight 1.
Successfully loaded template RuinedSandstoneStreet.tml with weight 1.
Successfully loaded template SandstoneStreet1.tml with weight 2.
Successfully loaded template SandstoneStreet2.tml with weight 3.
Successfully loaded template SandstoneStreetHumansPlus1.tml with weight 2.
Error loading wall style SandstoneStreetHumansPlus1.tml
Error reading rule: BlockID 324 not registered!
Successfully loaded template SandstoneStreetHumansPlus2.tml with weight 3.
Error loading wall style SandstoneStreetHumansPlus2.tml
Error reading rule: BlockID 324 not registered!
Successfully loaded template UndergroundObsidianStreet.tml with weight 30.
Successfully loaded template UndergroundRuinedMossyStreet.tml with weight 15.
Template loading complete.
Probability of generation attempt per chunk explored is 0.02, with 1 tries per chunk.
Any idea why they aren't loading or what I need to change to get a wide variety of cities.
Okay, so I have been wondering for quite a while now, and have only been able to see sand cities. I looked through the log and settings and this is what it says:
--Settings--
--Log--
Any idea why they aren't loading or what I need to change to get a wide variety of cities.
lol I'm an idiot. I searched around the files a bit and found the settings for each template. adjusting them all to be more equal now.
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.
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...
Be warned though, I am new to terrain generation modding and Forge API seems to have changed a lot lately in this regard.
Good luck!
Some News !!
CellularAutomata (ruins) mod working on latest Forge for MC 1.4.7 without any base class edit.
Changes:
-settings (and templates for the other mods) stored in config folder
-generation speed improved (I think)
Coming soon (I hope):
Cities and Great Wall
Well, it depends on how Castle Defenders mobs spawn in its last version.
Implementing other mods isn't my main priority right now.
At least they may be compatible if it is a Forge based mod.
I guess this is what happens when you put high frequency in wall generation while minecraft is too slow to check building range.
GreatWalls include towers, so this may well be the highest automatically generated tower ever...
Still fixing GreatWall generation.
There you go
So...what's left do you say ?
Few things like setting paintings and chest contents.
Then...a release !! Expect it this week
Then bug fixes if you find some issues.
Then new server command, and manual wall spawning, and other mod implementation...or your suggestions.
Great news, this was one of the most impressive dungeon type mods Ive ever played. Hopefully along the line you can edit some of the dungeons to not have blaze spawners in them, at least not in the overworld. Also I hope you take special care so that it doesnt cause crashes when used with mods like extrabiomes, Mystcraft and twilight forest.
Also, I'm wondering the same thing as Epidemia. I have Twilight Forest as well and sometimes enjoy Mystcraft (when the damn thing works) along with RedPower, ThaumCraft, and BuildCraft. While having a city to build my mechanical and thaumaturgical wonders into, I hope it doesn't clash with MystCraft and Twilight Forest.
EDIT: if you need any help just pm me.
www.soundcloud.com/netroaki
Yeah, I know that gotolink previously stated that implementing other mods isnt a top priority but any mod that relies on discovering treasure chests or killing enemies/gaining xp would hugely benefit from this mod and vice versa. Id say its a safe bet that most people playing this will also have thaumcraft3 installed.
I too vote yes on the castle defenders compatibilty patch or anything that adds hostile human npc squatters to some of the ruins.
Even for chest loot, and spawner blocks?
<edit>
Hm, I just looked over a few of the TML files, I guess I was mistaken.
</edit>
--Settings--
--Log--
Any idea why they aren't loading or what I need to change to get a wide variety of cities.
lol I'm an idiot. I searched around the files a bit and found the settings for each template. adjusting them all to be more equal now.
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.
SMP compatible, I assume?
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...