Spawns Structures In Your Minecraft Worlds Upon Generation
Description
Placemod adds new extraordinary very optimized and fast structure generator in the world. It spawns different structures based on schematics in the world on the server side. During the world exploration you can find various discoveries neatly generated from schematics. Produced structures can reach gigantic proportions, since schematics is not limited by size.
Any user can add arbitrary schematic to make it possible automatically appear in the world. Mod config provides the ability to adjust spawn rate. It is possible to generate villages constructed from schematic sets. I have collected more than 2900+ great schematics and include them to standard mod releases.
I dump and sifted all schematics from http://www.minecraft-schematics.com. Originally I have more than 6000 schemes of which left only the best 2900.
Details
When Minecraft first time starts with this mod it may take a time is about 1 min, first reading any schematic entails appropriate calculating flags: permissible biomes, schematic air-skin to speed up and decorate spawn routine.
Even if your schematic have ground level (with grass, gravel, stone, dirt etc.) it will dig down as it is necessary.
if your scheme is made roughly mod will automatically detect air outside of your structure and place it goodly.
Villagers automatically spawns around towns and villages.
Every chest will have random loot according to its spawn method.
I spent many time to identify the best approach to the problem of the most beautiful schematic insertion in the world. I realize that cosmetic-configuring of each schematic is very time-expensive, so I decide to entrust this job to computer. I figured out many ennobling approaches and sewed it all to the mod.
Schematics
You can find all *.schematics inside Placemod/Schematics/.
By default it has next subdirectories: Common, Floating, Underground, Underwater, Water, Village.
You can put your own folders and schematics inside without any problems.
* Common - conventional buildings
* Floating - hovering in the sky, like floating islands
* Underground - fully dug into the ground
* Underwater - appears under water
* Water - spawns exactly on water
* Village - same folder schematics tries to appear all at once
Spawn rate adjustingConfig file located in config/placemod.cfg
[DENSITY = 0.01] Density is average amount of structures that can be spawned in one chunk
[RATIO_A = 1.0] Smoothing of saturation function
[RATIO_B = 0.5] Degree of saturation function
Saturation function f(x) = 2/(1+e^(-A*x^B))-1, where x - structure size deviation from average size. This function affects structure relative spawn chance.
[STRICT_MODE = false] Flag 'false' allows to spawn floating structures additionally in common biome. May be only true or false.
[BALANCE_MODE=true] Replace rich blocks to poor
[FORCE_LIFT=0] Pull out structure from the ground and lift up (recommended 0)
[ROUGHNESS_FACTOR = 1.0] Multiplier of minimal acceptable roughness
[CHEST_LOOT_CHANCE=0.25] Chest loot chance [0..1]
[PREVENT_COMMAND_BLOCK=false] Prevent command block for spawning
[PREVENT_MOB_SPAWNERS=false] Prevent mob spawners to appear in the world
[ALLOW_ONLY_VANILLA_BLOCKS=true] Allows to paste only vanilla blocks
[MIN_CHEST_ITEMS= 2] Min number of stack per chest inclusive
[MAX_CHEST_ITEMS= 7] Max number of stacks per chest exclusive
[MAX_CHEST_STACK_SIZE= 3] Max item stack size for chest loot
[LOAD_OUTPUT=true] Outputs loaded schematics to console
[ALLOWED_DIMENSIONS=-1, 0, 1] Allow spawning structures only in dimensions with given ids, separated by comma
Notice: Config file is very sensitive. There is no bad-numbers-protection, so put only reasonable values.
For instance you can flood-fill your world with structures and world generation goes out of control.
Permissible biomes
Mod automatically classifies biome type as one of the: mesa, sand, snow, mushroom, water, nether, all others. Mod function checks biome pertinence to it class each time before structure spawning. It is fully compatible with Biomes O'Plenty, classical biomes and others gen-based mods.
Notice: When you add new schematics to the mod or create schematic-pack try to keep each schematic name with their author or publisher name in brackets (for example [Rock477]FloatingIsland, [Hiro24]Atlantis), and delete all special and whitespace symbols from name for convenience.
Notice: Do not create subfolders deeper inside Placemod/Schematics/ with names "Common", "Floating", "Underground", "Underwater", "Village", "Water", because it indicates spawn method and may to confuse you. That Folders already been created.
Version 1.* Updates: World structure generator highly optimized since 1.4 version.
Added precalulating structure flags and skin.
Spawn system nicely simplified.
Fixed Block ID bug (gave ArrayIndexOutOfBounds Exception when you tried to run with other mods.)
Fixed mod version Fixed random world seed dependence (Now world generation is more random and depends on world seed) Relocated configuration file, now config locates in config/placemod.cfg Fixed null pointer exception rises when world won't generate chunk Changed default spawn rarity to 0.005
Improved structure skinning.
Version 2.1 Major Update:
Assigned individual cluster/structure rarity for each biome type.
Add saturation function ratios to config.
Fixed bug that makes block not rendered when large structures spawns.
Fixed nether spawn height (Before nether was not able to spawn structures properly - only on top of hell).
Fixed underwater structures lifting.
Version 2.2:
Fixed setting incorrect villager profession
Version 2.3:
Improved cluster-village spawning methods.
Enhanced console-reports.
Now villagers can't spawned outside of structure posture.
Version 2.4:
Improved solution of rectangle-pack problem for villages that makes it tightly. Now villages assigns to rational biome-types. Fixed bug when underwaters swept away to the shore. Now console logs all spawn-transactions. Commented and beautified code. Fixed mcmod.info file properties. Version 2.5:
Improved height calibration when spawning, so now structures not so buried in ground.
Changed license from GPL to MIT
Version 3.1 balance, diversity update:
Add a few options to config:
balanceMode - Replace rich blocks to poor
preventCommandBlock - Prevent command block for spawning
roughnessFactor - Multiplier of minimal acceptable roughness
lootChance - Chest loot chance [0..1]
forceLift - Pull out structure from the ground and lift up (recommended 0)
Version 3.2:
Now mob spawners appears with random mob inside cage (not only pigs).
Add function to disable mob spawners.
Fixed mushroom rotation bug. Now mushroom cap blocks puts correctly.
Fixed rails and portals metadata rotation bugs.
Added block-id disentanglement vanilla blocks to reveal appropriate schematic block.
Version 3.3
Underground becomes fully underground
Add vanilla only blocks options
Villa and Town now spawns villagers
Fixed illegal argument block state exception
Version 3.4
Fixed underwater floodfill
Fixed structures dirt/stone floodfill
Add new chest loot control for 1.7.x 1.8.x
Version 3.5
Fix item-crash bug in 1.7.10
Version 3.6
Add config function LOAD_OUTPUT to disable console load output
Small fix for 1.7.10 with icons
Add support for 1.10.2
Version 3.7 Add config function to control allowed dimensions Add support for 1.10
Version 3.8
Fixed dimension protect ignore bug
Known bugs
Quite rare very huge structures spawns in the world and not instantly visually rendered. You can just reconnect to the server to re-render structure. It's not critical bug, because it does not affect the game process.
Installation-Jar
0. Delete previous versions (inclusive Placemod/Structures folder) of this mod and make world backup.
1. Download and unzip the Schematics and put over %appdata%/.minecraft/Placemod/Schematics folder.
2. Put downloaded jar to your minecraft mods folder.
Installation-Archive
0. Delete previous versions (inclusive Placemod/Structures folder) of this mod and make world backup.
1. Download and unzip the archive.
2. Put jar from the mods folder to your minecraft mods folder.
3. Put Placemod folder to your minecraft (win+r %appdata%/.minecraft/) folder.
License:
You can freely distribute this mod.
Schematic sets:
You can suggest your own schematic-sets.
Don't forget to save original name and schematic author or publisher in square brackets.
1. Seems like many of the things spawn half buried and you have to dig them out. Which was almost cool at first. But after awhile it got tedious.
2. On many occasions I have had more that one (at one point 3) buildings spawn so close to each other that the spawned inside of each other
The buildings themselves are creative and beautiful. Wish there was a way to spawn what you want, where you want because this collection is superb. Great job in the selection.
After working a LONG time, I managed to optimise the 1.7 version for MUCH better performance, in addition to making it work for 1.8. Since this is essentially a near different code yet simmilar purpose, I feel the need to thank you for allowing me to use this mod to base my own. Please tell me if you'd like any credit or if it's okay. thanks!
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sp4d3zzz, Thank you for your crash report! I will fix this bug very soon for all versions. It's happens just because I forgot to check block ID bounds.
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Hello,sp4d3zzz, I refreshed placemod to 1.6 today. Changes include your request too - now default density is 0.005 and you can simple configure it as you want in config/placemod.cfg. Also world generation is more random and depends on world seed.
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Hello, marrahg, Thank you very much for your appreciation. I'm using logistic function f(x) = 2.0 / (1 + e ^ (-x ^ 0.5)) - 1.0, where x is width * height * length = schematic volume size, f(x) determines weight of schematic that can by only [0..1], after that all weights flocking in one vector, witch will be additive normalized. This vector determines structures spawn chance distribution. Sum of all elements in this vector gives = 1. Now we drop some random number in [0..1] and get appropriate structure. So if I will change f(x) constants I can simply manipulate by spawn rarity distribution depending of structure size. Fortunately I planned to release placemod v2.1 next week, witch includes ability to change f(x) constants in config file.
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Good time of a day sp4d3zzz, marrahg and all who reads this topic. I released Placemod version 2.1. It contains bug fixes and some additions.
Changelog:
Assigned individual cluster/structure rarity for each biome type.
Add saturation function ratios to config.
Fixed bug that makes block not rendered when large structures spawns.
Fixed nether spawn height (Before nether was not able to spawn structures properly - only on top of hell).
Fixed underwater structures lifting.
sp4d3zzz, thank you very much for your early-report about render-bug, now rendering is correct. That was exactly render-bug, I forgot to r-update block.
marrahg, thanks for offering me to extend mod configuration. Now you can configure relative saturation function by two parameters A,B - I update configuration section in my post to for greater clarity.
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Hi, sp4d3zzz, you forgot to delete %appdata%/.minecraft/Placemod folder, when reinstalling new version. You have old *.structures files that not works with new verison.
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sp4d3zzz, It not necessary to put in the whole new Placemod folder. You can save your own schematics and you only need to delete Structures folder. I don't have schematic changes in new version.
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Hello, marrahg, as far as I can see, you want to assign available biome-types to schematic by naming parent folder by it name. Sorry, but current versions don't provide such ability. I have same idea in earlier development stage and release it but got rid, because I came to that is not conveniently since there are many other mods that add tons of biome-types, like biomes-o-plenty and I make biome-determining automatically it is better for my own opinion. Biome-determination is not ideal, but it can be upgraded in case I or Somebody have idea how to improve it. Current biome determination works next way link look at detect function. For example: if (sum snow blocks in schematic > 8.5) then Style.SNOW; if (Sandy block percentage > 0.25) then Style.Sand; Also older versions had function that sums all known blocks cost, where block costs was configurable, but I got rid since it's make structures that I want to spawn like imbalanced iron-gold sky-golem impossible to appear, because it relative-cost was too high, in a such way I concluded that all users can adjust just by adding or deleting schematics. So there are opportunities to better implement automatically due to their routine, and better by user-hands to don't forget their own wishes and creativity.
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marrahg, Yes, floating islands spawns above common biomes (that are not snowy, sandy, nether, end, water, mesa, mushroom) and also above they'r primary-selected biome-style for example Style.SAND. For instance you can find nether-styled floating island above common biome.
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Hello, marrahg, I updated mod to 2.4. New versions allows you to configure restriction from adding floating structures to common biomes. Just set STRICT_MODE=true in config file.
Ternsip, your buildings are BEAUTIFUL. The floating library/maze building is just wonderful. I'm really enjoying them, so far.
Is there a reason you decided not to have them be part of Ruins? I love what you've designed, I love Ruins, and I can see problems with trying to use both mods together. I worry I'll only be able to use one. Plus, that mod has worked out a lot of the kinks, so there wouldn't be half spawned buildings with areas I can't enter, or building spawning partially underground.
I'm not saying you SHOULD have joined Ruins. I'm just wondering if you're willing to say why you decided to create an entirely new mod.
You seem to be doing a really good job, so far. I can't wait to see what I discover next, thanks for sharing these lovely creations with us.
Author: Ternsip
Artwork: Anyta14
ModName: Placemod
Minecraft: [1.7.*], [1.8.*], [1.9.*], [1.10.*]
Mod version: 3.8
Placemod adds new extraordinary very optimized and fast structure generator in the world. It spawns different structures based on schematics in the world on the server side. During the world exploration you can find various discoveries neatly generated from schematics. Produced structures can reach gigantic proportions, since schematics is not limited by size.
Any user can add arbitrary schematic to make it possible automatically appear in the world. Mod config provides the ability to adjust spawn rate. It is possible to generate villages constructed from schematic sets. I have collected more than 2900+ great schematics and include them to standard mod releases.
I dump and sifted all schematics from http://www.minecraft-schematics.com. Originally I have more than 6000 schemes of which left only the best 2900.
Schematics
You can find all *.schematics inside Placemod/Schematics/.
By default it has next subdirectories: Common, Floating, Underground, Underwater, Water, Village.
You can put your own folders and schematics inside without any problems.
* Common - conventional buildings
* Floating - hovering in the sky, like floating islands
* Underground - fully dug into the ground
* Underwater - appears under water
* Water - spawns exactly on water
* Village - same folder schematics tries to appear all at once
[DENSITY = 0.01] Density is average amount of structures that can be spawned in one chunk
[RATIO_A = 1.0] Smoothing of saturation function
[RATIO_B = 0.5] Degree of saturation function
Saturation function f(x) = 2/(1+e^(-A*x^B))-1, where x - structure size deviation from average size. This function affects structure relative spawn chance.
[STRICT_MODE = false] Flag 'false' allows to spawn floating structures additionally in common biome. May be only true or false.
[BALANCE_MODE=true] Replace rich blocks to poor
[FORCE_LIFT=0] Pull out structure from the ground and lift up (recommended 0)
[ROUGHNESS_FACTOR = 1.0] Multiplier of minimal acceptable roughness
[CHEST_LOOT_CHANCE=0.25] Chest loot chance [0..1]
[PREVENT_COMMAND_BLOCK=false] Prevent command block for spawning
[PREVENT_MOB_SPAWNERS=false] Prevent mob spawners to appear in the world
[ALLOW_ONLY_VANILLA_BLOCKS=true] Allows to paste only vanilla blocks
[MIN_CHEST_ITEMS= 2] Min number of stack per chest inclusive
[MAX_CHEST_ITEMS= 7] Max number of stacks per chest exclusive
[MAX_CHEST_STACK_SIZE= 3] Max item stack size for chest loot
[LOAD_OUTPUT=true] Outputs loaded schematics to console
[ALLOWED_DIMENSIONS=-1, 0, 1] Allow spawning structures only in dimensions with given ids, separated by comma
Notice: Config file is very sensitive. There is no bad-numbers-protection, so put only reasonable values.
For instance you can flood-fill your world with structures and world generation goes out of control.
Permissible biomes
Mod automatically classifies biome type as one of the: mesa, sand, snow, mushroom, water, nether, all others. Mod function checks biome pertinence to it class each time before structure spawning. It is fully compatible with Biomes O'Plenty, classical biomes and others gen-based mods.
Notice: When you add new schematics to the mod or create schematic-pack try to keep each schematic name with their author or publisher name in brackets (for example [Rock477]FloatingIsland, [Hiro24]Atlantis), and delete all special and whitespace symbols from name for convenience.
Notice: Do not create subfolders deeper inside Placemod/Schematics/ with names "Common", "Floating", "Underground", "Underwater", "Village", "Water", because it indicates spawn method and may to confuse you. That Folders already been created.
Example of village arrangement
Video by ANTHONYcraft
Video by 籽岷
Downloads
DOWNLOAD PLACEMOD 3.8 FOR MINECRAFT 1.10.2
DOWNLOAD PLACEMOD 3.8 FOR MINECRAFT 1.10
DOWNLOAD PLACEMOD 3.8 FOR MINECRAFT 1.9.4
DOWNLOAD PLACEMOD 3.8 FOR MINECRAFT 1.9.X
DOWNLOAD PLACEMOD 3.8 FOR MINECRAFT 1.8.X
DOWNLOAD PLACEMOD 3.8 FOR MINECRAFT 1.7.X
Schematics
High performance Huge collection 2900 schematics (new) (Needs ~5 min to load first time)
Huge collection 2900 schematics (new) (Needs ~5 min to load first time)
Classic collection 800 schematics (Needs ~1 min to load first time)
Previous version of this mod
DOWNLOAD PLACEMOD 1.7 FOR MINECRAFT 1.9.*
DOWNLOAD PLACEMOD 1.7 FOR MINECRAFT 1.8.*
DOWNLOAD PLACEMOD 1.7 FOR MINECRAFT 1.7.*
DOWNLOAD PLACEMOD 2.1 FOR MINECRAFT 1.9.*
DOWNLOAD PLACEMOD 2.1 FOR MINECRAFT 1.8.*
DOWNLOAD PLACEMOD 2.1 FOR MINECRAFT 1.7.*
DOWNLOAD PLACEMOD 2.2 FOR MINECRAFT 1.9.*
DOWNLOAD PLACEMOD 2.3 FOR MINECRAFT 1.9.*
DOWNLOAD PLACEMOD 2.2 FOR MINECRAFT 1.8.*
DOWNLOAD PLACEMOD 2.2 FOR MINECRAFT 1.7.*
DOWNLOAD PLACEMOD 2.4 FOR MINECRAFT 1.9.*
DOWNLOAD PLACEMOD 2.4 FOR MINECRAFT 1.8.*
DOWNLOAD PLACEMOD 2.4 FOR MINECRAFT 1.7.*
DOWNLOAD PLACEMOD 2.5 FOR MINECRAFT 1.9.*
DOWNLOAD PLACEMOD 2.5 FOR MINECRAFT 1.8.*
DOWNLOAD PLACEMOD 2.5 FOR MINECRAFT 1.7.*
DOWNLOAD PLACEMOD 3.1 FOR MINECRAFT 1.9.X
DOWNLOAD PLACEMOD 3.1 FOR MINECRAFT 1.8.X
DOWNLOAD PLACEMOD 3.1 FOR MINECRAFT 1.7.X
DOWNLOAD PLACEMOD 3.2 FOR MINECRAFT 1.9.X
DOWNLOAD PLACEMOD 3.2 FOR MINECRAFT 1.8.X
DOWNLOAD PLACEMOD 3.2 FOR MINECRAFT 1.7.X
DOWNLOAD PLACEMOD 3.3 FOR MINECRAFT 1.9.X
DOWNLOAD PLACEMOD 3.3 FOR MINECRAFT 1.8.X
DOWNLOAD PLACEMOD 3.3 FOR MINECRAFT 1.7.X
DOWNLOAD PLACEMOD 3.4 FOR MINECRAFT 1.7.X
DOWNLOAD PLACEMOD 3.4 FOR MINECRAFT 1.9.4
DOWNLOAD PLACEMOD 3.4 FOR MINECRAFT 1.9.X
DOWNLOAD PLACEMOD 3.4 FOR MINECRAFT 1.8.X
DOWNLOAD PLACEMOD 3.5 FOR MINECRAFT 1.7.X
DOWNLOAD PLACEMOD 3.6 FOR MINECRAFT 1.10.2
DOWNLOAD PLACEMOD 3.6 FOR MINECRAFT 1.9.4
DOWNLOAD PLACEMOD 3.6 FOR MINECRAFT 1.9.X
DOWNLOAD PLACEMOD 3.6 FOR MINECRAFT 1.8.X
DOWNLOAD PLACEMOD 3.6 FOR MINECRAFT 1.7.X
DOWNLOAD PLACEMOD 3.7 FOR MINECRAFT 1.10.2
DOWNLOAD PLACEMOD 3.7 FOR MINECRAFT 1.10
DOWNLOAD PLACEMOD 3.7 FOR MINECRAFT 1.9.4
DOWNLOAD PLACEMOD 3.7 FOR MINECRAFT 1.9.X
DOWNLOAD PLACEMOD 3.7 FOR MINECRAFT 1.8.X
DOWNLOAD PLACEMOD 3.7 FOR MINECRAFT 1.7.X
Changelog
Version 1.* Updates:
World structure generator highly optimized since 1.4 version.
Added precalulating structure flags and skin.
Spawn system nicely simplified.
Fixed Block ID bug (gave ArrayIndexOutOfBounds Exception when you tried to run with other mods.)
Fixed mod version
Fixed random world seed dependence (Now world generation is more random and depends on world seed)
Relocated configuration file, now config locates in config/placemod.cfg
Fixed null pointer exception rises when world won't generate chunk
Changed default spawn rarity to 0.005
Improved structure skinning.
Version 2.1 Major Update:
Assigned individual cluster/structure rarity for each biome type.
Add saturation function ratios to config.
Fixed bug that makes block not rendered when large structures spawns.
Fixed nether spawn height (Before nether was not able to spawn structures properly - only on top of hell).
Fixed underwater structures lifting.
Version 2.2:
Fixed setting incorrect villager profession
Version 2.3:
Improved cluster-village spawning methods.
Enhanced console-reports.
Now villagers can't spawned outside of structure posture.
Version 2.4:
Improved solution of rectangle-pack problem for villages that makes it tightly.
Now villages assigns to rational biome-types.
Fixed bug when underwaters swept away to the shore.
Now console logs all spawn-transactions.
Commented and beautified code.
Fixed mcmod.info file properties.
Version 2.5:
Improved height calibration when spawning, so now structures not so buried in ground.
Changed license from GPL to MIT
Version 3.1 balance, diversity update:
Add a few options to config:
balanceMode - Replace rich blocks to poor
preventCommandBlock - Prevent command block for spawning
roughnessFactor - Multiplier of minimal acceptable roughness
lootChance - Chest loot chance [0..1]
forceLift - Pull out structure from the ground and lift up (recommended 0)
Version 3.2:
Now mob spawners appears with random mob inside cage (not only pigs).
Add function to disable mob spawners.
Fixed mushroom rotation bug. Now mushroom cap blocks puts correctly.
Fixed rails and portals metadata rotation bugs.
Added block-id disentanglement vanilla blocks to reveal appropriate schematic block.
Version 3.3
Underground becomes fully underground
Add vanilla only blocks options
Villa and Town now spawns villagers
Fixed illegal argument block state exception
Version 3.4
Fixed underwater floodfill
Fixed structures dirt/stone floodfill
Add new chest loot control for 1.7.x 1.8.x
Version 3.5
Fix item-crash bug in 1.7.10
Version 3.6
Add config function LOAD_OUTPUT to disable console load output
Small fix for 1.7.10 with icons
Add support for 1.10.2
Version 3.7
Add config function to control allowed dimensions
Add support for 1.10
Version 3.8
Fixed dimension protect ignore bug
Known bugs
Quite rare very huge structures spawns in the world and not instantly visually rendered. You can just reconnect to the server to re-render structure. It's not critical bug, because it does not affect the game process.
Installation-Jar
0. Delete previous versions (inclusive Placemod/Structures folder) of this mod and make world backup.
1. Download and unzip the Schematics and put over %appdata%/.minecraft/Placemod/Schematics folder.
2. Put downloaded jar to your minecraft mods folder.
Installation-Archive
0. Delete previous versions (inclusive Placemod/Structures folder) of this mod and make world backup.
1. Download and unzip the archive.
2. Put jar from the mods folder to your minecraft mods folder.
3. Put Placemod folder to your minecraft (win+r %appdata%/.minecraft/) folder.
License:
You can freely distribute this mod.
Schematic sets:
You can suggest your own schematic-sets.
Don't forget to save original name and schematic author or publisher in square brackets.
Main GitHub Repository https://github.com/ternsip/Placemod
Obsoleted GitHub Repository for 1.7.10 https://github.com/ternsip/Placemod-1.7.10
Obsoleted GitHub Repository for 1.8 https://github.com/ternsip/Placemod-1.8
Obsoleted GitHub Repository for 1.9 https://github.com/ternsip/Placemod-1.9
Requires: Forge
FAQ:
- Are you using any dependencies like schematica to spawn structures in the world?
- Placemod are fully independent. It can be easily added or removed.
- Where does the schematic folder go?
- %appdata%/.minecraft/Placemod/Schematics/<Spawn style>/<Your folder>/<Your schematics>
- For using own Schematics, do we also need the .flags and .structure files, or those are generated by the mod itself?
- You need only schematics. Nothing more. You don't need to touch *.flag and *.structure files, they will be generated automatically.
- How to make structures more rare?
- Go to config and open placemod.cfg file then put density, for instance 10 times less than before (0.005 -> 0.0005)
Board of honor for best schematics builders
AManofKent, ARTulloss, Aage98, Aby64170, Aero63, Agagag, AgamerMore, Agazed, Ahmetemin,
Airxart, Aito1102, Akamikazel, Akros, Alex12aa, Alex24, Alexbaltariu, Alexmod5, Alfonzo,
Algia, AlienBIng, Aljaal3, AllieKaht, Alliekaht, Aloaoh, AlphaKill, Alphabravo9,
Als4ever, Alsamyuni, Alurra17, Alvias, Amarok, AmethystFrostCraft, AmorphousDragon,
Anaconda, AndreSAS, Anemul, Anex55, Angelorf, Angiebobb, AngrySlic, Anordiel, Anuki,
AnyankaT, Anyta14, Apeal8, Applebranch, AqOuhCYaJTEM, ArcN00B, ArcN00b, Areon, Arolas,
Artas350, Asa1126, AsianInvasion, AvalonMine, Avenell76, Aweston10, AxiumSA, Aylinsoykan,
Azim5F, Azzlaer, BackpackBack, BaconMaster00, Badw0lf, BallisticDiamond, Balthizarlucien,
BangBangBaby15, Banobandir, Baran112233, Barbosu2009, BasiX, Batatabasmati, Bbc4,
BeastsMC, Bedlams, Bedrockmines, Beefmouth, Ben1234567890, Bencom, Bender, Benjarmin,
Benneli007, Bercik02, Bibi, BigBellyBuddah, Bigpoop, Biogenesis, BlackFantasy, Blackgem208,
Blisszero, BluKat, Blueyoshicake, Blz5, Bobisunreal, BossModeOn, Bossomeness, Bradyblue,
BrauneHaut, BrazzoBumaye, Breweddaily, Brianvimx, Brinks, Brkntshn, Brotherhoodofnod,
Bubblegun209, BubbysDad, Bubbysdad, Budihz, BuildMinater, Bumfluffking, Burplegrump,
Burrell4040, Busterthegreat, C0rbinDallas, CDonekhan1, Cadungo, CalamityGreen, Calcar,
CamNFG, Campbellpop, Canadiangaming404, Canilao, Carlyno, Casp7501c, Catwiz, Caverse,
Ceilingfanguy00, Celticmartin, Ch2112, Chappers1998, Charlie724, Chickennuggetinc,
Chilo23, Chipy, Chrisbotcom, Chriskjpk, Chriskoenye, Christopherthorsson, Chunkie,
Ciaran201197, CitedXxHunterxX, Claymore242, Clazher, ClixOrg, Cloudkitty, Cmacey,
Coag94, Cobalttungsten, Colgarb, ConstructorsMzt, CoolHades, Coolice, Coolkiller4553,
CoonClaws, Cooperhall, Corky, Crackedknuckes, CraftPimp, Craigmerbelle, Creeper,
Croissant, Crudenbayzone, Cupcakebean, Custodeluce, CyberLos, Cybrsrce, Cydoo, Cyman,
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Duckk, Dusan922, Dylparekh, EBProductions, EWood, Eben48, Ecamvelo, Ecl1pse8, EdCr0W,
EdCr0w, Edlonchg, Eduardoonguard, Eeewan, Efaj, ElRicardo, Ele5000, Eliatrop109,
Elimarand, Elizabeth, Ellz, Elodai, Elykdez, EmergedLight, Emerindyl, Emil0708, EmperorNiro,
Emperorjesus, Emree, EnderVender, EnemysStyles, Ep941, EpicZmanNinja, Eposnix, Ericejs123,
Erockx, Ershkabible94, Ethanandasher, Ethanomous99, Ethanrulesall, EveViscerate,
EzGIProusey, F1ex17, Faby64170, Falloue, Far1999mce, Faragilus, Fartstoomuch, Fatalisslayer22,
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Fitzy2010, FlavoryGoodness, Fletcher231, Fling6868, Florent652, Florinescu, Flynntheforce,
Folk, Forte, Fpswinner1, Fractvival, Franki786, Frankieplankie, FrigiDZap, Frizzbee30,
FullFiction, FunkyToc, Furdabip, GRJimPlaysMC, Galixy10, GameBreaker, GamingCentralHD,
Gaurav1234, Gawdsmack, Gayman, Geri6, GermanElectronix, GhostSquid, Ghostyboy5, GigaCraft,
Gil90, Ginger60, Globecollector, Goerni, Goldeneye33, Goldenphelix, Goodfeet, Goodmann,
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Hrabro, HskrLvr247, HyprDmg, Hyrule78, ICEMANnoob, ICeBLiTZ99, IChuckyI, IIMysteryManII,
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ImmaSuperScrub, InboundsCoin269, Inconvienience, InfamousPotato, Infection00, Inginerul,
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Jailz17, JakeK0202, Jakebf2killu, Jaketron12, Jameslink, Jamfz, Jamiehartshorne,
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defunk313, ellz, globecollector, knee, losanls45, manolitob, theo112001, valentin031102,
xXXStrykerXXx, zmolahah.
My other mods: IC2-BuildCraft energy auto-converter, Teleport WallSign-Button Mod
I hope you enjoy!
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I want in on this amazing idea. Are you wanting to hire anyone to help make this better? I would like to work for free and help on this project!
Hi, xNiZx
I express my deep gratitude to you, so thanks you for your wish to expand this mod!
I send you a private message with an invitation.
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I have a question. If I add this mod to a world that I have already built in will it build over the ones I have already done?Nevermind
And HOLY COW THIS MOD IS AH-MAY-ZING!
This is super cool, adding it as a bookmark.
Animate your minecraft builds with Animated Structures: Link Removed
Two issues I am having.
1. Seems like many of the things spawn half buried and you have to dig them out. Which was almost cool at first. But after awhile it got tedious.
2. On many occasions I have had more that one (at one point 3) buildings spawn so close to each other that the spawned inside of each other
The buildings themselves are creative and beautiful. Wish there was a way to spawn what you want, where you want because this collection is superb. Great job in the selection.
Let me just say love the idea ano subscribe
After working a LONG time, I managed to optimise the 1.7 version for MUCH better performance, in addition to making it work for 1.8. Since this is essentially a near different code yet simmilar purpose, I feel the need to thank you for allowing me to use this mod to base my own. Please tell me if you'd like any credit or if it's okay. thanks!
Hello Kaotikah, thank you for your feedback. I'm glad you like my mod.
Structures not spawns within already generated chunks.
The occurrence of wrong-buried structures is a bug, and corrected as far as possible.
Try new version I added many things and fix many bugs and made configuration more simple.
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Kogami_, Now we have all version 1.7.*, 1.8.* and even 1.9.*
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sp4d3zzz, Thank you for your crash report! I will fix this bug very soon for all versions. It's happens just because I forgot to check block ID bounds.
Ok! I fixed this bug, you can try again!
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Hello,sp4d3zzz, I refreshed placemod to 1.6 today. Changes include your request too
- now default density is 0.005 and you can simple configure it as you want in config/placemod.cfg. Also world generation is more random and depends on world seed.
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Hello, marrahg, Thank you very much for your appreciation. I'm using logistic function f(x) = 2.0 / (1 + e ^ (-x ^ 0.5)) - 1.0, where x is width * height * length = schematic volume size, f(x) determines weight of schematic that can by only [0..1], after that all weights flocking in one vector, witch will be additive normalized. This vector determines structures spawn chance distribution. Sum of all elements in this vector gives = 1. Now we drop some random number in [0..1] and get appropriate structure. So if I will change f(x) constants I can simply manipulate by spawn rarity distribution depending of structure size. Fortunately I planned to release placemod v2.1 next week, witch includes ability to change f(x) constants in config file.
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Good time of a day
sp4d3zzz, marrahg and all who reads this topic. I released Placemod version 2.1. It contains bug fixes and some additions.
Changelog:
Assigned individual cluster/structure rarity for each biome type.
Add saturation function ratios to config.
Fixed bug that makes block not rendered when large structures spawns.
Fixed nether spawn height (Before nether was not able to spawn structures properly - only on top of hell).
Fixed underwater structures lifting.
sp4d3zzz, thank you very much for your early-report about render-bug, now rendering is correct. That was exactly render-bug, I forgot to r-update block.
marrahg, thanks for offering me to extend mod configuration. Now you can configure relative saturation function by two parameters A,B - I update configuration section in my post to for greater clarity.
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Hi, sp4d3zzz, you forgot to delete %appdata%/.minecraft/Placemod folder, when reinstalling new version. You have old *.structures files that not works with new verison.
Is it true?
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sp4d3zzz, It not necessary to put in the whole new Placemod folder. You can save your own schematics and you only need to delete Structures folder. I don't have schematic changes in new version.
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Hello, marrahg, as far as I can see, you want to assign available biome-types to schematic by naming parent folder by it name. Sorry, but current versions don't provide such ability. I have same idea in earlier development stage and release it but got rid, because I came to that is not conveniently since there are many other mods that add tons of biome-types, like biomes-o-plenty and I make biome-determining automatically it is better for my own opinion. Biome-determination is not ideal, but it can be upgraded in case I or Somebody have idea how to improve it. Current biome determination works next way link look at detect function. For example: if (sum snow blocks in schematic > 8.5) then Style.SNOW; if (Sandy block percentage > 0.25) then Style.Sand; Also older versions had function that sums all known blocks cost, where block costs was configurable, but I got rid since it's make structures that I want to spawn like imbalanced iron-gold sky-golem impossible to appear, because it relative-cost was too high, in a such way I concluded that all users can adjust just by adding or deleting schematics. So there are opportunities to better implement automatically due to their routine, and better by user-hands to don't forget their own wishes and creativity.
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marrahg, Yes, floating islands spawns above common biomes (that are not snowy, sandy, nether, end, water, mesa, mushroom) and also above they'r primary-selected biome-style for example Style.SAND. For instance you can find nether-styled floating island above common biome.
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Hello, marrahg, I updated mod to 2.4. New versions allows you to configure restriction from adding floating structures to common biomes. Just set STRICT_MODE=true in config file.
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Ternsip, your buildings are BEAUTIFUL. The floating library/maze building is just wonderful. I'm really enjoying them, so far.
Is there a reason you decided not to have them be part of Ruins? I love what you've designed, I love Ruins, and I can see problems with trying to use both mods together. I worry I'll only be able to use one. Plus, that mod has worked out a lot of the kinks, so there wouldn't be half spawned buildings with areas I can't enter, or building spawning partially underground.
I'm not saying you SHOULD have joined Ruins. I'm just wondering if you're willing to say why you decided to create an entirely new mod.
You seem to be doing a really good job, so far. I can't wait to see what I discover next, thanks for sharing these lovely creations with us.