Amazing concept. However, I'd like to suggest another group of variables.
Firstly, allow defined civilizations. This might be easiest to do in a separately maintained configuration file, perhaps in a 'civilizations' folder.
snip
Good idea! Let me get v5 out in the wild (after gathering up some template files from this thread) tomorrow and I'll give it some more thought.
Quote from reader »
It really needs a entire forums with subsections and more mods that support the template method. This thread will do, but one thread doesn't really do templates justice.
Let me see if the guys over at MMC will set up a forum section for it.
Quote from reader »
Needs a exclusion option. So that once a ruin is generated it can be excluded from the list for that chunk. If the writer of the template so chooses. I like my starter house (or whatever it is called) , I just don't like them spawning all over the place.
Excluding a template by chunk is kind of silly since a chunk is 16 x 16 squares. How big is your starter house? What I can do is exclude a template that has already been generated from site generation, preventing two of the same from spawning side-by-side. Also, wait for the biome-specific v5 to appear, you'll have more control over your starter house's spawning rates.
Quote from Jeheace »
Think that OgreSean might be interested in using your .tml system for the builders mod..?
I have no problem with that. The code and mod are public domain. If he needs help he can get a hold of me here or on MMC.
Quote from zen2010 »
i NEED SOME ADVICE (because I messed with settings and now Minecraft can't generate a new world)
Edit your ruins.txt. The settings below are default:
tries_per_chunk=6
chance_to_spawn=10
chance_for_site=15
If you want even less, use the following settings:
tries_per_chunk=3
chance_to_spawn=5
chance_for_site=7
Both chance_to_spawn and chance_for_site should not be set to greater than, say, 90 (since that is a sure-fire way to blow up the world.)
I'm not sure if this is a known bug or not, but I decided that I might as well post it. I was exploring when I found one of the Doom Towers. Naturally, I went in to see if it had any goodies… but instead I found this:
It looks as though it decided to overhang a pool of water, but the part of the building overhanging didn't get generated. Any thoughts?
I'm not sure if this is a known bug or not, but I decided that I might as well post it. I was exploring when I found one of the Doom Towers. Naturally, I went in to see if it had any goodies… but instead I found this:
Later world generation cut that part out, it's not something it would normally do, trust me. It's just something we have to live with.
Quote from deepinthewoods »
A few suggestions: I'd like a 'unique ruin' flag to make a ruin only spawn once.
Nice! I'll put that on the list, but it'll have to wait until we get options per world implemented.
Quote from deepinthewoods »
Also,it would be nice if we could specify Min and Max distance (from 0,0) I want to make a crashed spaceship close to the start, and then have more and more crazy/epic stuff appear as you explore further out. Exploration mode!
Something else to put on the list, it's a great idea but I'm not sure how I'd want to implement it.
Quote from deepinthewoods »
A .schematic converter would be huge. Or an export option in mcedit!
Again, once the mod is in a better way I'd be happy to look into it. It may be some time, though.
Quote from deepinthewoods »
Also needs a different spawning system for ruins underground - it doesn't need.to check the surface, we should be able to just set the level it spawns at, and whether it's inside a tunnel/cave. For that matter, even for above ground ruins I don't think it needs to check for flat areas if the embed variable isn't set to 0. Ruins could spawn cutting into a hill, it would be fine.
Wait for v5 for cutting into hills and such.
Underground ruins: eh... I'm not really interested. Let me think on it.
I have all the templates from this thread put into their own little text files (properly credited!), now I have to go through and test them all. Once that's done I'll put them all into biome-specific folders, create a new package, and ship it out. v5 should appear today or tomorrow, with new features and 38 templates.
Also,it would be nice if we could specify Min and Max distance (from 0,0) I want to make a crashed spaceship close to the start, and then have more and more crazy/epic stuff appear as you explore further out. Exploration mode!
One problem with this: You don't always spawn at (or even near) 0,0. As near as I can tell, it generates a certain number of chunks around (0,0), and it then picks a patch of sand as your spawn point. This can been seen with the new seed ability, where with some seeds you always spawn at the same point, as it's the only patch of sand for x chunks around the spawn, while with others you can end up several hundred blocks away from (0,0), and a further 100+ blocks away from where someone else spawned using the same seed.
Just a suggestion. You should make them more rare so that they don't spam your world with the ruins.
The config file is really nice for this. Ruins.txt. It lets you set all the chances of a ruin spawning. You can go from everywhere to a major city rarely , or none at all.
Protip: If you want to feel like you're in a forgotten civilisation, go the whole hog and crank it all up to 100 in the settings file.
it is ruins, ruins everywhere. For an even better experience, use Humans+ with it. It feels like you have the remains of a once-mighty empire, now struggling to survive the cruelties of a wild and untamable world.
Underground ruins would be really cool, definitely consider it.
You're missing the point. I'm not interested in programming it right now.
Quote from deepinthewoods »
I'd really like some kind of control based on distance d00d, even if it's experimental/optional. even if it only works on one axis i.e how far north the chunk is.
Sure, I'll look into it. I might hook the forth-coming "civilization engine" up to the distance checking, rather than have it check distance per-ruin, that would make more sense to me and require less code changes in the existing stuff. If I do it that way, I'm also thinking you could check distance per-cardinal, so the wool civ goes to the east, the brick civ goes south, the wood civ to the northwest, etc...
Underground ruins and ruins in the nether would be nice.
Wait for v5, ruins are working in the nether.
Quote from Razzz »
And if there isn't, Netherrack ruins would be cool.
In my opinion, Redstone in ruins should be hidden.
One more thing, Some ruin city's would be awesome, Like houses with spawner's inside, Obviously some with more than one floor. And a main building in the centre, With multiple floors (Basements OR more floors above head), With spawner's on each floor. And to top everything of, A fence border around the city.
All of these things are things I have provided a scripting language for, so that YOU can do this yourself. Would you rather have me programming the mod to make it better, or adding new templates? Remember, I only do this for about an hour or two a day, at most. It's a hobby, not a job.
One more thing, Some ruin city's would be awesome, Like houses with spawner's inside, Obviously some with more than one floor. And a main building in the centre, With multiple floors (Basements OR more floors above head), With spawner's on each floor. And to top everything of, A fence border around the city.
This isn't really reasonable, I don't think. The issue with building a city is that it would all have to be level, and how often have you come across huge swathes of terrain that are perfectly flat and open?
If you wanted to try for this sort of thing, I'd turn tries_per_chunk down to 1 (maybe 2), chance_to_spawn up to like 20 or so, and chance_for_site to like 70 or so. So you'd wind up with rarer ruins, but when they did show up, they'd more often than not be sprawling cities rather than just a couple ruins.
That's fine by me. Though I'd recommend not taking my wells, they seem to like cropping up in the middle of large bodies of water.
I was actually working on that, and I found changing the acceptable_target_blocks fixed this issue.
I really enjoy the wells, so I was not just gonna quit using them. great work!
thanks for the designs everyone, I am enjoying them immensely.
and to the mod maker, this is my first mod and as soon as I saw the idea you came up with I knew I was going to try it. I feel this was something that was missing. I appreciate it, and I find it to be really easy to use.
...oh, wow. That thought hadn't even occurred to me.
Combine that with biome-specific templates, and... yeah, wow.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
It's a bit large floor wise... but not too tall.
ps. the spawners are embedded and covered... harder to get to.
Your statue refused to spawn on my maps, even when it was the only ruin in the folder... Could you post an image so that I'd know what I'm missing?
Hrm... might be something I messed up in the template, perhaps.
I admittedly haven't tried it out myself just yet.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Swap the 11 and 18 in dimensions. I made the same mistake on my first template.
Good idea! Let me get v5 out in the wild (after gathering up some template files from this thread) tomorrow and I'll give it some more thought.
Let me see if the guys over at MMC will set up a forum section for it.
Excluding a template by chunk is kind of silly since a chunk is 16 x 16 squares. How big is your starter house? What I can do is exclude a template that has already been generated from site generation, preventing two of the same from spawning side-by-side. Also, wait for the biome-specific v5 to appear, you'll have more control over your starter house's spawning rates.
I have no problem with that. The code and mod are public domain. If he needs help he can get a hold of me here or on MMC.
Edit your ruins.txt. The settings below are default:
tries_per_chunk=6
chance_to_spawn=10
chance_for_site=15
If you want even less, use the following settings:
tries_per_chunk=3
chance_to_spawn=5
chance_for_site=7
Both chance_to_spawn and chance_for_site should not be set to greater than, say, 90 (since that is a sure-fire way to blow up the world.)
Ah... danke. Fixed.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
It looks as though it decided to overhang a pool of water, but the part of the building overhanging didn't get generated. Any thoughts?
Later world generation cut that part out, it's not something it would normally do, trust me. It's just something we have to live with.
Nice! I'll put that on the list, but it'll have to wait until we get options per world implemented.
Something else to put on the list, it's a great idea but I'm not sure how I'd want to implement it.
Again, once the mod is in a better way I'd be happy to look into it. It may be some time, though.
Wait for v5 for cutting into hills and such.
Underground ruins: eh... I'm not really interested. Let me think on it.
I have all the templates from this thread put into their own little text files (properly credited!), now I have to go through and test them all. Once that's done I'll put them all into biome-specific folders, create a new package, and ship it out. v5 should appear today or tomorrow, with new features and 38 templates.
One problem with this: You don't always spawn at (or even near) 0,0. As near as I can tell, it generates a certain number of chunks around (0,0), and it then picks a patch of sand as your spawn point. This can been seen with the new seed ability, where with some seeds you always spawn at the same point, as it's the only patch of sand for x chunks around the spawn, while with others you can end up several hundred blocks away from (0,0), and a further 100+ blocks away from where someone else spawned using the same seed.
http://minecraftstructureplanner.com/forum/viewtopic.php?f=3&t=23
MineCraft Structure Planner now supports Ruin files.
Woot!!!
Going to test it now.
Edit:
OK , not such a big woot after all.
It will import the file , but can't fully handle them yet.
It can't export the file.
Will , give it time I guess. One day of work to get this much implemented. Maybe more will come.
Looks really cool though to see the ruins before they are in-game.
"Shall we play a game?" - Joshua
The config file is really nice for this. Ruins.txt. It lets you set all the chances of a ruin spawning. You can go from everywhere to a major city rarely , or none at all.
"Shall we play a game?" - Joshua
it is ruins, ruins everywhere. For an even better experience, use Humans+ with it. It feels like you have the remains of a once-mighty empire, now struggling to survive the cruelties of a wild and untamable world.
~C~
You're missing the point. I'm not interested in programming it right now.
Sure, I'll look into it. I might hook the forth-coming "civilization engine" up to the distance checking, rather than have it check distance per-ruin, that would make more sense to me and require less code changes in the existing stuff. If I do it that way, I'm also thinking you could check distance per-cardinal, so the wool civ goes to the east, the brick civ goes south, the wood civ to the northwest, etc...
Wait for v5, ruins are working in the nether.
All of these things are things I have provided a scripting language for, so that YOU can do this yourself. Would you rather have me programming the mod to make it better, or adding new templates? Remember, I only do this for about an hour or two a day, at most. It's a hobby, not a job.
This isn't really reasonable, I don't think. The issue with building a city is that it would all have to be level, and how often have you come across huge swathes of terrain that are perfectly flat and open?
If you wanted to try for this sort of thing, I'd turn tries_per_chunk down to 1 (maybe 2), chance_to_spawn up to like 20 or so, and chance_for_site to like 70 or so. So you'd wind up with rarer ruins, but when they did show up, they'd more often than not be sprawling cities rather than just a couple ruins.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I was actually working on that, and I found changing the acceptable_target_blocks fixed this issue.
I really enjoy the wells, so I was not just gonna quit using them. great work!
thanks for the designs everyone, I am enjoying them immensely.
and to the mod maker, this is my first mod and as soon as I saw the idea you came up with I knew I was going to try it. I feel this was something that was missing. I appreciate it, and I find it to be really easy to use.