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.
yeah. just removed water from the target blocks and they worked really well.
I use the wells template too and like it very much.
I am so sorry for the pun.
Quote from GnomeWorks »
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.
Cities require flat land?
Hmm , need to tell that to a lot of the city planners around here.
Cities require flat land?
Hmm , need to tell that to a lot of the city planners around here.
I meant that the templates are always flat, which means you would wind up with perfectly level cities if you made a template for a city.
Which is (1) not going to work well with MC, since rarely do you wind up with big stretches of completely flat terrain, and (2) most cities aren't perfectly flat, so it kind of messes with the immersion aspect.
Cities require flat land?
Hmm , need to tell that to a lot of the city planners around here.
I meant that the templates are always flat, which means you would wind up with perfectly level cities if you made a template for a city.
Which is (1) not going to work well with MC, since rarely do you wind up with big stretches of completely flat terrain, and (2) most cities aren't perfectly flat, so it kind of messes with the immersion aspect.
Sorry, misread a couple posts.
Now I understand better.
Cities require flat land?
Hmm , need to tell that to a lot of the city planners around here.
I meant that the templates are always flat, which means you would wind up with perfectly level cities if you made a template for a city.
Which is (1) not going to work well with MC, since rarely do you wind up with big stretches of completely flat terrain, and (2) most cities aren't perfectly flat, so it kind of messes with the immersion aspect.
You could set the template up to make some small rises for the buildings to be on, to counteract the Flat City Syndrome, but you'd still need big ol' flat plots of land to begin with...
To all those who stopped by for a kind word or to leave some praise, thank you, I do appreciate it. It's one of the things that makes modding worthwhile.
If I get a bit snarky about feature requests please realize that I've worked on another project for about three years that was very nearly overwhelmed with feature-creep several times; just remember, if you have an idea I'll at least give it some thought.
v5 - Biome-Specific Release
+ Templates can now spawn in the Nether
+ Templates can now spawn specific to a biome
+ Templates can now spawn in and around water and lava
+ Automatic terrain leveling and cutting
+ Added a new "under block" conditional to the templates
I need help getting this mod to work.
I really like the look of this mod and have tried to install it into my minecraft. I have modloader v5 and followed all of the instructions for install. the game loads up just fine but i have now ruins what so ever in my game. I have made a lot of new maps and have changed the setting in the ruins file in the root but still have no ruins. I walk in many different directions to try to find ruins but after a full MC day of walking i find nothing, are they That! rare. right now my ruins file settings are as such:
tries_per_chunk_normal=200
chance_to_spawn_normal=100
chance_for_site_normal=100
Can someone please help me get this working. I have another mod installed and it works fine but i don't think it is conflicting with the ruins mod (mod is colony mod).
I was wondering how well this mod would work when coupled with the WIP Artifacts mod, it seems like they would just fit so well together in the same mod, temples with ancient artifacts of power buried within the twisting mazes of ancient ruined cities of a civilization that has destroyed itself. which would explain why the player is the only living human soul on the face of the planet.
I was wondering how well this mod would work when coupled with the WIP Artifacts mod, it seems like they would just fit so well together in the same mod, temples with ancient artifacts of power buried within the twisting mazes of ancient ruined cities of a civilization that has destroyed itself. which would explain why the player is the only living human soul on the face of the planet.
You should probably be addressing d00dv4d3r, as he's the creator of this mod. That said, I would think that it should work jest fine, provided that A) the artifacts are placeable blocks, and :cool.gif: you know the ID number for them. You'd just need to make a template for it.
Good Christmas, man!
I'm guessing you forgot to install the template files. Re-read the readme and make sure you have copied the resources folder I provided.
Quote from ksheep »
Quote from rphares »
Ksheep,
I was wondering how well this mod would work when coupled with the WIP Artifacts mod, it seems like they would just fit so well together in the same mod, temples with ancient artifacts of power buried within the twisting mazes of ancient ruined cities of a civilization that has destroyed itself. which would explain why the player is the only living human soul on the face of the planet.
You should probably be addressing d00dv4d3r, as he's the creator of this mod. That said, I would think that it should work jest fine, provided that A) the artifacts are placeable blocks, and :cool.gif: you know the ID number for them. You'd just need to make a template for it.
Indeed, it should theoretically work with additional blockIDs, but I have done no testing of it because I don't play with mods that add more.
Quote from deepinthewoods »
Is there a maximum size? I can't get this pyramid to spawn :sad.gif:
The max leveling and max cut in are both capped at 5, so it might just not have enough space. I'll change that in the next version since it's pretty obvious people want humongous ruins. Otherwise, at an off-hand glance, the template looks good.
yeah. just removed water from the target blocks and they worked really well.
I use the wells template too and like it very much.
I am so sorry for the pun.
Cities require flat land?
Hmm , need to tell that to a lot of the city planners around here.
"Shall we play a game?" - Joshua
I meant that the templates are always flat, which means you would wind up with perfectly level cities if you made a template for a city.
Which is (1) not going to work well with MC, since rarely do you wind up with big stretches of completely flat terrain, and (2) most cities aren't perfectly flat, so it kind of messes with the immersion aspect.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Sorry, misread a couple posts.
Now I understand better.
"Shall we play a game?" - Joshua
*shrug*
No big. Rereading it, I can see how you interpreted it as you did. It was a bit unclear.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
ooohhhh... I like this concept! simple tnt block with a stone pressure plate, only spawning on stone. interesting idea indeed
Already posted a template for that. See this post.
You could set the template up to make some small rises for the buildings to be on, to counteract the Flat City Syndrome, but you'd still need big ol' flat plots of land to begin with...
and it's compatible with all my other mods too!!
I love you!
If you look at the added features:
Is it me,or am I the only one that thinks this is the above-world dungeons?
If I get a bit snarky about feature requests please realize that I've worked on another project for about three years that was very nearly overwhelmed with feature-creep several times; just remember, if you have an idea I'll at least give it some thought.
Thanks again!
You are my hero.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I really like the look of this mod and have tried to install it into my minecraft. I have modloader v5 and followed all of the instructions for install. the game loads up just fine but i have now ruins what so ever in my game. I have made a lot of new maps and have changed the setting in the ruins file in the root but still have no ruins. I walk in many different directions to try to find ruins but after a full MC day of walking i find nothing, are they That! rare. right now my ruins file settings are as such:
tries_per_chunk_normal=200
chance_to_spawn_normal=100
chance_for_site_normal=100
tries_per_chunk_nether=6
chance_to_spawn_nether=10
chance_for_site_nether=15
specific_rainforest=50
specific_swampland=50
specific_seasonalForest=50
specific_forest=50
specific_savanna=50
specific_shrubland=50
specific_taiga=50
specific_desert=50
specific_plains=50
specific_iceDesert=50
specific_tundra=50
specific_hell=50
Can someone please help me get this working. I have another mod installed and it works fine but i don't think it is conflicting with the ruins mod (mod is colony mod).
I was wondering how well this mod would work when coupled with the WIP Artifacts mod, it seems like they would just fit so well together in the same mod, temples with ancient artifacts of power buried within the twisting mazes of ancient ruined cities of a civilization that has destroyed itself. which would explain why the player is the only living human soul on the face of the planet.
You should probably be addressing d00dv4d3r, as he's the creator of this mod. That said, I would think that it should work jest fine, provided that A) the artifacts are placeable blocks, and :cool.gif: you know the ID number for them. You'd just need to make a template for it.
Good Christmas, man!
I'm guessing you forgot to install the template files. Re-read the readme and make sure you have copied the resources folder I provided.
Indeed, it should theoretically work with additional blockIDs, but I have done no testing of it because I don't play with mods that add more.
The max leveling and max cut in are both capped at 5, so it might just not have enough space. I'll change that in the next version since it's pretty obvious people want humongous ruins. Otherwise, at an off-hand glance, the template looks good.
great work!