I tried to experiment with the CA-Rules and all i got are headaches... are there any tricks or helpful tools that could give me a feeling on what I am creating if I enter the rule B3/S21? Its a chore entering a rule, starting minecraft, make a new world, check out the result (dismiss it) and close Minecraft and start the whole process over again.
Maybe I have to study cellular automata to properly understand how to generate interesting buildings^^
Is there anything that could help me with coming up with new rules?
Hey Goto, I want to say I'm sorry that i was being just a little bit winey about me wanting to get this mod up and running, but I finally got it to work, it was my fault, I didn't put the mod in correctly, so I'm sorry. This will be my last post on here.
Don't worry, anyone can make mistakes, that's fine as long as we progress from it
I tried to experiment with the CA-Rules and all i got are headaches... are there any tricks or helpful tools that could give me a feeling on what I am creating if I enter the rule B3/S21? Its a chore entering a rule, starting minecraft, make a new world, check out the result (dismiss it) and close Minecraft and start the whole process over again.
Maybe I have to study cellular automata to properly understand how to generate interesting buildings^^
Is there anything that could help me with coming up with new rules?
Well...can you understand a bit of math ?
Here is an introduction, but there's more...much more...
Whether you read it or not, I must say that most likely, if the result hasn't been calculated yet, you will have to try yourself (or start being a world genius, and use your brain to do the maths )
I am afraid that if you were looking for "human-built-like" buildings, you will get disappointed by that part of the mod. Hopefully the cities and walls are nice enough ?
Hi, its me again!
I read through your links and after thinking about it very hard... I came to the conclusionI dont understand everything well enough for my likes.
But I wanted to ask something else:
CARuin-properties allows us to determine min/maxheight and various other settings of a generated structure. Is it possible to change the automata rules to include rule-specific structure-settings?
For example like this:
<-Some of the usual Structure Rules I included for this example.->
MinHeight:20
MaxHeight:40
ContainerWidth:40
ContainerLength:40
AUTOMATA RULES
B205/S01, weight=1, RuleMinHeight:10, RuleMaxHeight:20 <-Pyramid->
B36/S2345, weight=1, <-Tower->
CARuins checks the Automata Rules to see if any additional settings besides B/S and weight were given.
When no additional settings are given (See "Tower"), CARuins will use the "usual Structure Rules". But if they are (see "Pyramid"), the structure will be generated using these rules instead.
Would it be possible to include something like this or would this require extensive changes to the code? I noticed that some of the ruins spawned look better if they have certain restrictions, like only being 5-10 blocks high in total or if they are seeded symmetrically/cruciform.
Forge says that the mod is active, but after trying several worlds, I cant find any walled cities.
This is what the walled city log says;
C:\Users\Shared Access\AppData\Roaming\.minecraft\config\generatormods\WalledCitySettings.txt (The system cannot find the path specified)
There was a problem loading the walled city mod: Could not find directory /walledcity in the config folder C:\Users\Shared Access\AppData\Roaming\.minecraft\config\generatormods!
Hi, its me again!
I read through your links and after thinking about it very hard... I came to the conclusionI dont understand everything well enough for my likes.
But I wanted to ask something else:
CARuin-properties allows us to determine min/maxheight and various other settings of a generated structure. Is it possible to change the automata rules to include rule-specific structure-settings?
For example like this:
<-Some of the usual Structure Rules I included for this example.->
MinHeight:20
MaxHeight:40
ContainerWidth:40
ContainerLength:40
AUTOMATA RULES
B205/S01, weight=1, RuleMinHeight:10, RuleMaxHeight:20 <-Pyramid->
B36/S2345, weight=1, <-Tower->
CARuins checks the Automata Rules to see if any additional settings besides B/S and weight were given.
When no additional settings are given (See "Tower"), CARuins will use the "usual Structure Rules". But if they are (see "Pyramid"), the structure will be generated using these rules instead.
Would it be possible to include something like this or would this require extensive changes to the code? I noticed that some of the ruins spawned look better if they have certain restrictions, like only being 5-10 blocks high in total or if they are seeded symmetrically/cruciform.
Interesting idea. It is possible. I will probably erase the global settings and use the settings for each ruin. (for Min/MaxHeight,Container width/length)
Forge says that the mod is active, but after trying several worlds, I cant find any walled cities.
This is what the walled city log says;
C:\Users\Shared Access\AppData\Roaming\.minecraft\config\generatormods\WalledCitySettings.txt (The system cannot find the path specified)
There was a problem loading the walled city mod: Could not find directory /walledcity in the config folder C:\Users\Shared Access\AppData\Roaming\.minecraft\config\generatormods!
Hi there, i am pretty new in that minecraft thing. But i try´d to intall the Steampunk airship mod. I followd the instruction on page 1 and i can craft it. But it wont go up.
I have coal in my inventory. But it still doesnt work.
What can i do?
Are you using the correct key ? It is in the controls menu.
I have a question: In the CAruinsSettings.txt it is possible, to change the monsterspawner settings to another mob. Is that configurable for the walled cities too? (My aim is to deactivate or decline those ugly blazes...) I experimented a bit with the config file, but I didn't came to my purpose.
spawner_rule=0,50,302,327 <- is that the spawner config?
spawner_count=2 <- or this?
spawner-rule is the setting for the type of spawn (50 is a chance out of 100, 302(skeleton) and 327(blaze) are spawner ids (see docs "BlockRules" -Special BlockID for other numbers)
All this is explained in the wiki FAQ, at the customization section.
My server crashed with Pchan3's mods. here is the report:
8:01:25 AM
CONSOLE:
[INFO] java.lang.NoSuchFieldError: field_70118_ct
8:01:25 AM
CONSOLE:
[INFO] at mods.pchan3.steamship.EntityAirship.func_70085_c(EntityAirship.java:558)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.entity.player.EntityPlayer.func_70998_m(EntityPlayer.java:1222)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.network.NetServerHandler.func_72507_a(NetServerHandler.java:828)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.network.packet.Packet7UseEntity.func_73279_a(SourceFile:36)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:274)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
8:01:25 AM
CONSOLE:
[SEVERE] Encountered an unexpected exception NoSuchFieldError
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Thank you for picking up Farmivores Walled City Mod. It is one of those mods which I truly enjoyed (along with Cholocate Quest) in 1.2.5 .
I wish I could disable those Nether Brick structures. I always hated them spawning in the cities. They never felt in-place for me.
Nether structure in the Nether ? is that what you are talking about ?
Edit: Nature Overhaul Alpha release for 1.5.1
What's inside ?
-Forge API required , put mod into mods folder and it should work
-Growing and dying behaviour for lot of plants in the overworld. (cactii, reed, flowers, grass, moss, mushrooms)
-an API (mostly made by the original author, updated and in working order)
-a config file for everything (created on minecraft launch)
Left to do:
-Making trees and huge mushrooms behaviour (you can post suggestions )
-Other dimensions (nether wart...)
-Making modded blocks customization
-Other things I didn't think of yet. (you can post suggestions)
Pchan3, again, has another bug.
When you try to enter the Airship when someone else is already in it, it says 'Internal server error', however the server does not crash.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Pchan3, again, has another bug.
When you try to enter the Airship when someone else is already in it, it says 'Internal server error', however the server does not crash.
Since it involves two player I will have trouble debugging and making this right.
For now, please consider an Airship to be one person only.
Apparently, leaves behavior (which is a part of trees behavior, so maybe that's why) isn't finished. Leaves decay, but don't grow back.
Set every settings to 10 and left for ~15 minutes, here's before and after screens:
Or they shoudn't really grow back because there will always be new trees near the old ones?
Come to think of it, if set every "die" setting to very low number and "grow" to insanely high, you can end up with nice "apocalypse world" where everyting slowly (or quickly) dies. Might be interesting idea for a letsplay.
Apparently, leaves behavior (which is a part of trees behavior, so maybe that's why) isn't finished. Leaves decay, but don't grow back.
Set every settings to 10 and left for ~15 minutes, here's before and after screens:
Or they shoudn't really grow back because there will always be new trees near the old ones?
Come to think of it, if set every "die" setting to very low number and "grow" to insanely high, you can end up with nice "apocalypse world" where everyting slowly (or quickly) dies. Might be interesting idea for a letsplay.
You're right, tree growing is not set up yet.
I am thinking of growing trunks and branches from already existing trees by changing leaves to logs (and putting new leaves around).
While new trees will come from (auto planted ?) saplings.
For now you should be fine by putting leaves dying behaviour to false. (it doesn't remove leaves vanilla dying system)
Nether structure in the Nether ? is that what you are talking about ?
The structures made out of Nether Brick that spawns within Cobblestone Ruined cities (I prefer only using Cobblestone Ruined cities above/underground).
The structures made out of Nether Brick that spawns within Cobblestone Ruined cities (I prefer only using Cobblestone Ruined cities above/underground).
Inside RuinedMossyStreet2.tml file, delete lines beginning with "ca_ruin". Alternatively, on line "ca_ruin_rule" change 112 to whatever block id you desire.
i found a little and small bug in your Nature-Overhaul Alpha: sand sound doesn't work. but tall grass decays, so that's alright. into a little more testing
There is no way my mod change sound.
Vanilla Minecraft now download sounds on the first launch, which might cause this issue.
You're right, tree growing is not set up yet.
I am thinking of growing trunks and branches from already existing trees by changing leaves to logs (and putting new leaves around).
While new trees will come from (auto planted ?) saplings.
For now you should be fine by putting leaves dying behaviour to false. (it doesn't remove leaves vanilla dying system)
Added to my to-do list
I won't test FTB compatibility though.
Thanks for replying and I like your answer. I can manage the conflicts...for the most part.
When do you think you'll be able to check it off your to-do list? <3
Interesting idea. It is possible. I will probably erase the global settings and use the settings for each ruin. (for Min/MaxHeight,Container width/length)
*snip*
Will that include options for cruziform, circular etc seeds?
Maybe I have to study cellular automata to properly understand how to generate interesting buildings^^
Is there anything that could help me with coming up with new rules?
Don't worry, anyone can make mistakes, that's fine as long as we progress from it
That does sound dumb. Start your brain and read the first post then
Well...can you understand a bit of math ?
Here is an introduction, but there's more...much more...
Whether you read it or not, I must say that most likely, if the result hasn't been calculated yet, you will have to try yourself (or start being a world genius, and use your brain to do the maths )
I am afraid that if you were looking for "human-built-like" buildings, you will get disappointed by that part of the mod. Hopefully the cities and walls are nice enough ?
I read through your links and after thinking about it very hard... I came to the conclusionI dont understand everything well enough for my likes.
But I wanted to ask something else:
CARuin-properties allows us to determine min/maxheight and various other settings of a generated structure. Is it possible to change the automata rules to include rule-specific structure-settings?
For example like this:
CARuins checks the Automata Rules to see if any additional settings besides B/S and weight were given.
When no additional settings are given (See "Tower"), CARuins will use the "usual Structure Rules". But if they are (see "Pyramid"), the structure will be generated using these rules instead.
Would it be possible to include something like this or would this require extensive changes to the code? I noticed that some of the ruins spawned look better if they have certain restrictions, like only being 5-10 blocks high in total or if they are seeded symmetrically/cruciform.
This is what the walled city log says;
C:\Users\Shared Access\AppData\Roaming\.minecraft\config\generatormods\WalledCitySettings.txt (The system cannot find the path specified)
There was a problem loading the walled city mod: Could not find directory /walledcity in the config folder C:\Users\Shared Access\AppData\Roaming\.minecraft\config\generatormods!
please help!
Interesting idea. It is possible. I will probably erase the global settings and use the settings for each ruin. (for Min/MaxHeight,Container width/length)
You forgot step 3.
Are you using the correct key ? It is in the controls menu.
spawner-rule is the setting for the type of spawn (50 is a chance out of 100, 302(skeleton) and 327(blaze) are spawner ids (see docs "BlockRules" -Special BlockID for other numbers)
All this is explained in the wiki FAQ, at the customization section.
8:01:25 AM
CONSOLE:
[INFO] java.lang.NoSuchFieldError: field_70118_ct
8:01:25 AM
CONSOLE:
[INFO] at mods.pchan3.steamship.EntityAirship.func_70085_c(EntityAirship.java:558)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.entity.player.EntityPlayer.func_70998_m(EntityPlayer.java:1222)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.network.NetServerHandler.func_72507_a(NetServerHandler.java:828)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.network.packet.Packet7UseEntity.func_73279_a(SourceFile:36)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:274)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
8:01:25 AM
CONSOLE:
[INFO] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
8:01:25 AM
CONSOLE:
[SEVERE] Encountered an unexpected exception NoSuchFieldError
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
I wish I could disable those Nether Brick structures. I always hated them spawning in the cities. They never felt in-place for me.
It should be fixed now
Post a new log between 'spoiler' tags if not.
Nether structure in the Nether ? is that what you are talking about ?
Edit: Nature Overhaul Alpha release for 1.5.1
What's inside ?
-Forge API required , put mod into mods folder and it should work
-Growing and dying behaviour for lot of plants in the overworld. (cactii, reed, flowers, grass, moss, mushrooms)
-an API (mostly made by the original author, updated and in working order)
-a config file for everything (created on minecraft launch)
Left to do:
-Making trees and huge mushrooms behaviour (you can post suggestions )
-Other dimensions (nether wart...)
-Making modded blocks customization
-Other things I didn't think of yet. (you can post suggestions)
Post bug reports here if you have any
When you try to enter the Airship when someone else is already in it, it says 'Internal server error', however the server does not crash.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Since it involves two player I will have trouble debugging and making this right.
For now, please consider an Airship to be one person only.
Set every settings to 10 and left for ~15 minutes, here's before and after screens:
Or they shoudn't really grow back because there will always be new trees near the old ones?
Come to think of it, if set every "die" setting to very low number and "grow" to insanely high, you can end up with nice "apocalypse world" where everyting slowly (or quickly) dies. Might be interesting idea for a letsplay.
You're right, tree growing is not set up yet.
I am thinking of growing trunks and branches from already existing trees by changing leaves to logs (and putting new leaves around).
While new trees will come from (auto planted ?) saplings.
For now you should be fine by putting leaves dying behaviour to false. (it doesn't remove leaves vanilla dying system)
Added to my to-do list
I won't test FTB compatibility though.
The structures made out of Nether Brick that spawns within Cobblestone Ruined cities (I prefer only using Cobblestone Ruined cities above/underground).
Inside RuinedMossyStreet2.tml file, delete lines beginning with "ca_ruin". Alternatively, on line "ca_ruin_rule" change 112 to whatever block id you desire.
There is no way my mod change sound.
Vanilla Minecraft now download sounds on the first launch, which might cause this issue.
Thanks for your report everyone
So far: leaves, tall grass, and cactus decay with no crash or lag !
I might call it a "stable" alpha
Thanks for replying and I like your answer. I can manage the conflicts...for the most part.
When do you think you'll be able to check it off your to-do list? <3
Will that include options for cruziform, circular etc seeds?
FAQ case #5
I don't know yet.
They already do work.
Up is now numpad 8 by default. Controls can be changed like vanilla controls.
Don't forget to use coal as fuel.