voidsword, yeah, I'm trying to predict all blocks inconsistencies in future releases
PenelopeShrim, at now you can only decrease spawn rate (decrease density value in config, see FAQ) it will reduce probability of structure to meddle inside each other.
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PenelopeShrimp, What version do you use? To make structures not buried - put ROUGHNESS_FACTOR = 0.15 (or other low value > 0). Аfter that config manipulation you will achieve very rare and accurate spawning - only where it is naturally flat and plain to be spawned absolutely outside.
If you use 3.4 or higher your underwater structures will be without water.
Hi, I looked at the FAQ and was confused as to how I can fine tune the rarity of the structures. I think that changing the ratio_B density will affect this, but I need some clarification on the functionality of the smoothing function (ratio_A) that goes along with it. Effectively, I want to increase the rarity of all structures so that they are half as common. I can't figure out if the functions are exponential or linear. Any advice would be greatly appreciated
Ratio_A, Ratio_B appearing in saturation function f(x) = 2/(1+e^(-A*x^B))-1.
Where x - structure size deviation from average size. For example it might be any value between 0 and +inf, but in common it's around 1.
The result of this function is structure relative spawn chance. That means it might be 0.1, 0.2, 0.7, or 0.99... or other between 0 and 1 watch graph if you use A = 1.0 and B = 0.5.
Put f(x) = 2/(1+e^(-1.0*x^0.5))-1 in google to see graph.
Next this relative spawn chance values normalizes in this way that sum of all will be equal to one.
If you just want to change spawn rarity you need to manipulate DENSITY parameter, because RATIO_A/B affects only for relative rarity for structures with different sizes.
Hello I just wanted to say I really enjoy this mod. Its super fun to find structures on my adventures especially when I'm desperate at dawn lol
One thing I would like to ask is if its possible to make a config to keep the structures from spawning in certain dimensions :3 I get insane structures in twilight forest and in the lotr dimension.
And second, I'm not sure if this is from your mod but I get a lot of crazy stuff in chests and dispensers. :3 I'm not complaining but it can be a little op with rarer items. It even gives me items that I shouldn't be getting in survival like that (such as fluids that are for brewing and bottled, not in the inventory, or the actual hanging fruits from Pam's Harvest craft)
That second one is whatever though I'm more worried about the first thing
**edit** The second thing is a different mod so never mind that
Actually, chests having weird and rare items is due to this mod. As far as I can tell, it's using a custom ChestGenHooks, that contains every item in the ItemRegistry, in theory you could creative only items, weird meta items etc. It looks like you originally were trying to use the built in ones like
VILLAGE_BLACKSMITH and DUNGEON_CHEST etc, but changed it in 3.4? Just wondering why the change was made...
My personal modpack is rather large, and the Not Enough Resources mod shows if an item appears in one of the ChestGenHooks
catagories, it shows all the items in that catagory, usually 2-3 page, so when it showed the PlaceMod it tried to show
100000+ pages, and froze up
Incidently Issue #4 would seem to have also caused by your custom ChestGenHooks trying to get icons from meta items that didn't have them etc.
If your trying to get all the possible dungeon loot, it would probably be easier to loop over the vanilla catagories, and
use getItems to add the items to your own custom ChestGenHooks...
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Hello, KageDragon. Problem with icons already fixed. Download new version 3.8. I plan for future to add config to choose spawning any mc items or default-vanilla chest gen hooks.
Thanks a bunch for this mod. I was really missing Chocolatequest in my 1.10.2 modpack and I feel like this mod is going to go a long way to helping me create an experience like it on my server. On that note though, aside from adding spawners to the schematics would there be a way to have NPCs generate inside the structures? Some of them have some nice loot and it's rather a shame to leave it unguarded...
Below I will describe what I'm trying to achieve with this mod, any advice would be greatly appreciated
I would like the landscape to occasionally have towns and the odd landmark scattered about with ~1,000 block distance. I'm using CC + BOP + RTG + HL + EBXL which I have configured to generate terrain in climate zones, the spawn area being warm/cool with the temperature decreasing north and increasing south, with this cycle begin continuous (warm, hot, warm, cool, snowy, cool, etc.) In the warm/cool areas I would like to have medieval style towns, with the occasional ruin. Snowy areas Nordic style, desert areas Persian style.
Hello! First I want to thank you for a well done mod. But I have one problem. We have a survival server and it is the idea to locate some resources which do not spawn in the world. We have Biomes'o plenty and some scheme to be inserted into a certain biome (for example 'Rainforest'). Here .schematic http://i.imgur.com/IBhojd4.png of the island with the loot, it consists of the same blocks that many biomes. And as a result of it spawning everywhere http://i.imgur.com/fIQtqj4.jpg and in the right biome, too.
From here the question how can I choose a specific biome to spawn certain scheme? And how can I manage for example the height of the spawn floating island? And whether you can make common and individual settings to the scheme if it needs to be set more accurately? (e.g. to specify a certain loot that randomly spawn in a chest)
Technically you could do that anyway. I've shipped the Placemod folder with my modpack before, although there was a time where the technic launcher had a very weird problem with it so I couldn't.
Also, while this might be outside the main scope of the mod, if I may make a suggestion... would it be possible to add a feature similar to Schematica where you can copy structures from the game directly into a .structure and .flags file? In addition, one where you could tell it to compile the structure so that it's designed to spawn at exactly the coordinates of where you copied it from? That would be very helpful for server owners who have to rest their maps, as it would allow you to save the players' structures and have them spawned in the new world right where they left them. Given the state of 1.10.2 modding right now, I suspect map resets are going to be frequent, and a feature like that would make such events much less of an issue.
Is the modder some kind of evil djinn, or something? Ruins needs you to convert schematics to template files, then proceeds to not spawn them. Recurrent Complex, though better than Ruins, tends to ignore them completely, and Restructured only adds them to villages, and glitches out air blocks, replacing them with random modded, and unmodded blocks (including NetherPortals...). Placemod actually does exactly what it says! I didn't think it was possible. Not only does every schematic run... without having to convert it... they actually spawn in world... without leaving a square crater, or glitching, or needing to find a village. Plus, I'm getting no fps spikes at all, and I'm using a few rather large schematics.
S Y S T E M:CPU:total 4 * Memory: 4k page, physical 6157592k(3742924k free), swap 7468312k(3909516k free)*vm_info: Java HotSpot(TM) 64-Bit Server VM (24.55-b03) for windows-amd64 JRE (1.7.0_55-b13), built on Mar 17 2014 19:45:30 by "java_re" with unknown MS VC++:1600
"Strive not to unravel the twisted intent of one who willingly embraces limitation." -from ElfQuest by Richard Pini
Yeah Placemod is really nicely fast and I want to use it exclusively for any structures I would ever spawn. Technically though the schematics do convert to a different format, they just do it at the init phase of Forge rather than with an external tool. (granted, I do wish that was an option)
Honestly the only problem I have is all the stuff that seems to spawn halfway into the ground and the lack of configuration options. The first thing isn't that common but I think it would be very nice to be able to have more control over where and how individual structures spawn. I realize the spawning rules are effectively compiled into the .flags file (at least from what I can tell!) but I wouldn't mind having to delete the .structure and .flags files in order to reconfigure the spawning if necessary.
For instance, I made an obsidian battle tower and I didn't really want it to spawn in the Nether, but the built in spawning rules for this mod decree that it should. I would have liked to use a .json file or something to config what biomes, dimensions, et al that it spawns under and have that end up being compiled into it.
Is it possible to control what spawners are spawned from schematics? For example, I'm editing schematics in mcedit in order to add mob spawners and chests. I am setting the spawners to spawn specific mobs in mcedit. However, when the schematic is loaded using placemod, the spawner could be anything. So where there should be a zombie spawner it could be a pig spawner or a sheep spawner.
I've found a pretty serious glitch. I've been finding invisible walls around and inside many structures, and upon using the worldedit wand on blocks around that structure, the blocks in that structure turn into other blocks (i.e., grass, stone, dirt, etc.) while more blocks appear where the invisible walls are. My guess is that the structures are not "replacing" blocks already in the world and are instead "stacking" over them somehow.
ssamot, yeah, I planned to build for 1.9.4. Thanks
WhichOnesPink , thanks you I hope you enjoy.
good_student, of course you can.
voidsword, yeah, I'm trying to predict all blocks inconsistencies in future releases
PenelopeShrim, at now you can only decrease spawn rate (decrease density value in config, see FAQ) it will reduce probability of structure to meddle inside each other.
(¯`·.¸¸.·´¯`·.¸¸.-> <-.¸¸.·´¯`·.¸¸.·´¯)
ok how do i get them to not be buried and the underwater spawns to not be filled with water?
PenelopeShrimp, What version do you use? To make structures not buried - put ROUGHNESS_FACTOR = 0.15 (or other low value > 0). Аfter that config manipulation you will achieve very rare and accurate spawning - only where it is naturally flat and plain to be spawned absolutely outside.
If you use 3.4 or higher your underwater structures will be without water.
(¯`·.¸¸.·´¯`·.¸¸.-> <-.¸¸.·´¯`·.¸¸.·´¯)
Hi, I looked at the FAQ and was confused as to how I can fine tune the rarity of the structures. I think that changing the ratio_B density will affect this, but I need some clarification on the functionality of the smoothing function (ratio_A) that goes along with it. Effectively, I want to increase the rarity of all structures so that they are half as common. I can't figure out if the functions are exponential or linear. Any advice would be greatly appreciated
Hello,Titus_!
Ratio_A, Ratio_B appearing in saturation function f(x) = 2/(1+e^(-A*x^B))-1.
Where x - structure size deviation from average size. For example it might be any value between 0 and +inf, but in common it's around 1.
The result of this function is structure relative spawn chance. That means it might be 0.1, 0.2, 0.7, or 0.99... or other between 0 and 1 watch graph if you use A = 1.0 and B = 0.5.
Put f(x) = 2/(1+e^(-1.0*x^0.5))-1 in google to see graph.
Next this relative spawn chance values normalizes in this way that sum of all will be equal to one.
If you just want to change spawn rarity you need to manipulate DENSITY parameter, because RATIO_A/B affects only for relative rarity for structures with different sizes.
(¯`·.¸¸.·´¯`·.¸¸.-> <-.¸¸.·´¯`·.¸¸.·´¯)
Hello I just wanted to say I really enjoy this mod. Its super fun to find structures on my adventures especially when I'm desperate at dawn lol
One thing I would like to ask is if its possible to make a config to keep the structures from spawning in certain dimensions :3 I get insane structures in twilight forest and in the lotr dimension.
And second, I'm not sure if this is from your mod but I get a lot of crazy stuff in chests and dispensers. :3 I'm not complaining but it can be a little op with rarer items. It even gives me items that I shouldn't be getting in survival like that (such as fluids that are for brewing and bottled, not in the inventory, or the actual hanging fruits from Pam's Harvest craft)
That second one is whatever though I'm more worried about the first thing
**edit** The second thing is a different mod so never mind that
panindalove, with much thanks for your warm compliments. I added new version 3.7 that can control dimensions.
For example If you want Nether, Overworld, The end, and Twilight forest, put
ALLOWED_DIMENSIONS = -1, 0, 1, 7
(¯`·.¸¸.·´¯`·.¸¸.-> <-.¸¸.·´¯`·.¸¸.·´¯)
I like this mod, makes exploring interesting!
Actually, chests having weird and rare items is due to this mod. As far as I can tell, it's using a custom ChestGenHooks, that contains every item in the ItemRegistry, in theory you could creative only items, weird meta items etc. It looks like you originally were trying to use the built in ones like
VILLAGE_BLACKSMITH and DUNGEON_CHEST etc, but changed it in 3.4? Just wondering why the change was made...
My personal modpack is rather large, and the Not Enough Resources mod shows if an item appears in one of the ChestGenHooks
catagories, it shows all the items in that catagory, usually 2-3 page, so when it showed the PlaceMod it tried to show
100000+ pages, and froze up
Incidently Issue #4 would seem to have also caused by your custom ChestGenHooks trying to get icons from meta items that didn't have them etc.
If your trying to get all the possible dungeon loot, it would probably be easier to loop over the vanilla catagories, and
use getItems to add the items to your own custom ChestGenHooks...
Hello, KageDragon. Problem with icons already fixed. Download new version 3.8. I plan for future to add config to choose spawning any mc items or default-vanilla chest gen hooks.
(¯`·.¸¸.·´¯`·.¸¸.-> <-.¸¸.·´¯`·.¸¸.·´¯)
Thanks a bunch for this mod. I was really missing Chocolatequest in my 1.10.2 modpack and I feel like this mod is going to go a long way to helping me create an experience like it on my server. On that note though, aside from adding spawners to the schematics would there be a way to have NPCs generate inside the structures? Some of them have some nice loot and it's rather a shame to leave it unguarded...
Below I will describe what I'm trying to achieve with this mod, any advice would be greatly appreciated
I would like the landscape to occasionally have towns and the odd landmark scattered about with ~1,000 block distance. I'm using CC + BOP + RTG + HL + EBXL which I have configured to generate terrain in climate zones, the spawn area being warm/cool with the temperature decreasing north and increasing south, with this cycle begin continuous (warm, hot, warm, cool, snowy, cool, etc.) In the warm/cool areas I would like to have medieval style towns, with the occasional ruin. Snowy areas Nordic style, desert areas Persian style.
Hello! First I want to thank you for a well done mod. But I have one problem. We have a survival server and it is the idea to locate some resources which do not spawn in the world. We have Biomes'o plenty and some scheme to be inserted into a certain biome (for example 'Rainforest'). Here .schematic http://i.imgur.com/IBhojd4.png of the island with the loot, it consists of the same blocks that many biomes. And as a result of it spawning everywhere http://i.imgur.com/fIQtqj4.jpg and in the right biome, too.
From here the question how can I choose a specific biome to spawn certain scheme? And how can I manage for example the height of the spawn floating island? And whether you can make common and individual settings to the scheme if it needs to be set more accurately? (e.g. to specify a certain loot that randomly spawn in a chest)
Thank you!
Technically you could do that anyway. I've shipped the Placemod folder with my modpack before, although there was a time where the technic launcher had a very weird problem with it so I couldn't.
Also, while this might be outside the main scope of the mod, if I may make a suggestion... would it be possible to add a feature similar to Schematica where you can copy structures from the game directly into a .structure and .flags file? In addition, one where you could tell it to compile the structure so that it's designed to spawn at exactly the coordinates of where you copied it from? That would be very helpful for server owners who have to rest their maps, as it would allow you to save the players' structures and have them spawned in the new world right where they left them. Given the state of 1.10.2 modding right now, I suspect map resets are going to be frequent, and a feature like that would make such events much less of an issue.
Is the modder some kind of evil djinn, or something? Ruins needs you to convert schematics to template files, then proceeds to not spawn them. Recurrent Complex, though better than Ruins, tends to ignore them completely, and Restructured only adds them to villages, and glitches out air blocks, replacing them with random modded, and unmodded blocks (including NetherPortals...). Placemod actually does exactly what it says! I didn't think it was possible. Not only does every schematic run... without having to convert it... they actually spawn in world... without leaving a square crater, or glitching, or needing to find a village. Plus, I'm getting no fps spikes at all, and I'm using a few rather large schematics.
Witchcraft....
"Strive not to unravel the twisted intent of one who willingly embraces limitation." -from ElfQuest by Richard Pini
Yeah Placemod is really nicely fast and I want to use it exclusively for any structures I would ever spawn. Technically though the schematics do convert to a different format, they just do it at the init phase of Forge rather than with an external tool. (granted, I do wish that was an option)
Honestly the only problem I have is all the stuff that seems to spawn halfway into the ground and the lack of configuration options. The first thing isn't that common but I think it would be very nice to be able to have more control over where and how individual structures spawn. I realize the spawning rules are effectively compiled into the .flags file (at least from what I can tell!) but I wouldn't mind having to delete the .structure and .flags files in order to reconfigure the spawning if necessary.
For instance, I made an obsidian battle tower and I didn't really want it to spawn in the Nether, but the built in spawning rules for this mod decree that it should. I would have liked to use a .json file or something to config what biomes, dimensions, et al that it spawns under and have that end up being compiled into it.
Nice mod.
Just one question.
Once the server has generated the structures, can I just take the mod out?
And the structures will stay?
It just takes way too long to boot the server every time, and I'm using only the 600 pack.
Thanks
Well, I can't even login to server from client... Well I login fine but after 20 seconds, I get kicked out for time out.
If I take out this mod, I can login fine again.
This is the last log entry before I get kicked out
[10:30:54 INFO]: syncToClient: style = STYLE_FLAT_GRADIENT
It can't sync?
Running the 1.7.10 version with KCauldron and Forge 1614.
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
Is it possible to control what spawners are spawned from schematics? For example, I'm editing schematics in mcedit in order to add mob spawners and chests. I am setting the spawners to spawn specific mobs in mcedit. However, when the schematic is loaded using placemod, the spawner could be anything. So where there should be a zombie spawner it could be a pig spawner or a sheep spawner.
I cannot find the subfolder to place schematics? Also does this support modblocks?
Until someone ports this legendary mod I am leaving the minecraft scene. http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/ArchitectureCraft/#mozTocId598776 I have watched too many legendary mods die and carpenters blocks sudden fallout out of mainstream made me cry. I realize the source is messy but some of the best mods from 1.6.4 and 1.7.10 were.
When I load in schematics with command blocks the command blocks lose their data. So I end up with empty command blocks
I've found a pretty serious glitch. I've been finding invisible walls around and inside many structures, and upon using the worldedit wand on blocks around that structure, the blocks in that structure turn into other blocks (i.e., grass, stone, dirt, etc.) while more blocks appear where the invisible walls are. My guess is that the structures are not "replacing" blocks already in the world and are instead "stacking" over them somehow.