Is there a reason http://files.inpureprojects.info/ is down?
- AutodidacticPhD
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Member for 11 years, 3 months, and 18 days
Last active Thu, Dec, 14 2017 13:08:20
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Namorax posted a message on [1.7.10] INpure Projects - denoflions modsPosted in: Minecraft Mods -
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Gillymoth posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft Modsmisaligned sections can be caused by having an even number of blocks as the length of a section, as odd numbers ensure it's centered in the middle of a block, and setting preventRotation keeps things aligned nicely. Also one can have a square section that rotates in a socket, which randomizes the layout while keeping things aligned.
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Gillymoth posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft ModsQuote from AutodidacticPhD (directly above)
One has to be careful when spawning many templates in the exact same spot, partly so the commandblocks for future parts don't get overwritten, another consideration is keeping the cost of the template as low as possible. A 10K template with ten overlays could end up costing 100K worth of generation time. Cost effectiveness is especially important in 1.7 as mojang broke its light rendering optimization in that version.
Quote from AutodidacticPhD»
Another trick to help control where ruins will spawn is changing which blocks it is and is not allowed to spawn on. If you have sand blacklisted, then it doesn't matter if the template is in the desert folder or not, it probably isn't going to show up in a desert.
A template in the desert folder with sand blacklisted would mostly just lower the spawnrate of structures found in deserts. -
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Gillymoth posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft ModsI found this quote from Ted's world gen mod:
Oh nice, which modpack is it and what style of structures are you planning to have? My personal favorite is Tech, which is sorta like Etho style because minecraft blocks are mostly low-tech as designed.
I looked at Ted's worldgen and it looks amazing, then I realized you could just put blocks like sand, stone, snow, and hardened clay in the unnacceptable_target_blocks field in the ruins templates to keep them from spawning in biomes they don't fit, because Ted's seems to use block-types to paint biomes in a nice, consistant way.
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Arcaratus posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29Posted in: Minecraft ModsAWOFT? That's a new one...
The portal is at the center of expansion, give it time and it will spread to all four sides and by ten blocks tall he means that if a wall that were 10 blocks tall stood in the way of possible expansion, it would stop (measured from the ground up). -
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Mrvideogame_The_Madman posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29Posted in: Minecraft ModsQuote from AutodidacticPhD»
So, I've not played with this mod much and decided to try a few things out in my creative world first... only problem is, the demon crystal obtained through (NEI/creative menu) isn't summoning a demon. I've tried toggling in and out of peaceful, grabbing it and toggling out of creative mode... is there a config file I can't find? The only one I've seen so far is a jason named schematics. Or maybe a console command I can use? I'd rather not have to set up demon summoning rituals and farm for it as a drop.
I'm running in 1.7.10 with a ton of mods... basically the direwolf20 pack with a few small tweaks. (edit: so, yeah, this means I'm using BloodMagic 1.3.0b, in case that's the issue, though I didn't see anything in the changelog that jumped out at me. Also, I did find the Awayoftime.cfg, but it doesn't seem to have anything relevant to the problem either. I may be updating a few more mods on my own as well, so BloodMagic may be one of them).
The demon Crystal from The creative menu doesn't have any NBT, so it can't summon a demon. You would need to use the /summon command(You can find the entity named under the well of suffering blacklist.) or summon it the normal way using arcane plinths. The crystal always drops, so you don't need to worry about that part.
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AtomicStryker posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft ModsI won't specifically support any other template formats - you can convert them to ruins using the ingame parser.
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gp1628 posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft ModsOn the subject of interesting trees....
To get one of those really tall wildly interesting oaks to grow, you put 5-high of blocks next to the sapling. That will force it to be tall and wild. Many people use posts or dirt.
To get one in Ruins, put 5-high cactus next to your sapling. When the sapling grows it will blow the cactus away.
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Jordan_Peacock posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft ModsQuote from Slady020482»
Thanks for the info parsing trees is what i was trying to avoid to try to avoid a copy past look guess ill just have to parse a lot of trees to get some variety.
One trick I use to get some interesting-looking trees is to make my "tree" out of wool blocks: brown wool for the trunk, and green for the leaves, for instance, though the exact type is really irrelevant.
Then, when I parse the whole thing, I open up the template file and change the rules for the blocks. A good reference for "vanilla" block IDs is here:
http://minecraft-ids.grahamedgecombe.com/
In my example, let's say the rules are like this:
rule1=0,100,minecraft:wool-12
# (the above would be brown wool)
rule2=0,100,minecraft:wool-13
# (the above would be green wool)
I would then go in and change it to the following:
rule1=0,100,minecraft:log-12
# (the above would be oak -- but with bark on ALL SIDES)
rule2=0,100,minecraft:leaves-4
# (the above would be oak leaves -- no decay)
For other types of wood bark:
minecraft:log-12 = oak (bark all sides)
minecraft:log-13 = spruce (bark all sides)
minecraft:log-14 = birch (bark all sides)
minecraft:log-15 = jungle (bark all sides)
minecraft:log2-12 = acacia (bark all sides)
minecraft:log2-13 = dark oak (bark all sides)
For other types of leaves (set as if a player had placed them):
minecraft:leaves-4 = oak leaves (no decay)
minecraft:leaves-5 = spruce leaves (no decay)
minecraft:leaves-6 = birch leaves (no decay)
minecraft:leaves-7 = jungle leaves (no decay)
minecraft:leaves2-4 = acacia leaves (no decay)
minecraft:leaves2-5 = dark oak leaves (no decay)
...
Anyway, the idea here is that you could come up with some more imaginative tree variations -- say, you want big "fantasy forest" type trees with twisty, gnarled branches, or maybe elongated trees that defy the normal rules for how far the leaves can get from the nearest wood block before they start decaying. For some of my trees, I give them "root systems" that go underground (I confess to being inspired by Twilight Forest on this count) for a bit rather than just terminating right at ground level.
@Gillymoth: Brilliant! I had no idea that the leveling buffer worked that way. I'll feel silly if it was plainly stated in the docs, but whatever. I'm just happy to learn something new and useful. I will have to go back and try this on a few of my structures. Still, I gather it fills up to the target block point? So it might not necessarily completely solve the problem if it still fills in the down-slope areas, but this still sounds like a very useful option for some of my structures. Thanks!
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Gillymoth posted a message on [1.15.2] Ruins (Structure Spawning System)Posted in: Minecraft ModsQuote from Jordan_Peacock jump
(It'd be nice if there were some sort of template option to just skip the leveling check entirely -- setting max_leveling to "0" just means that the build zone is going to have to be pretty much PERFECTLY flat in order for the building to start -- but in the meantime, this seems to be a viable if somewhat clunky work-around.)
Jordan, you could do it the same way as I do exposed foundations for my buildings, tree roots would be handled exactly the same, just use these three together:
embed_into_distance="how deep you want the roots"
max_leveling="how deep you want the roots" (same as number for embed_into_distance)
leveling_buffer=-1
setting the leveling buffer to -1 keeps it from filing ANY land (above the first layer), and when used in conjunction with embed into distance, you get exposed foundations, and it still places on rough land.
After finishing the structure design, build a water-tight tub around the roots and fill it with water, the water spread will make filling the area easy and you can change the water rule to "preserveBlock" in the file itself, (provided the structure wasn't actually supposed to be a lake).
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@Zoophilijess
One of the first videos on the intro page to this forum shows how to use the mod's built in tools to add ruins. Just make the build and use a few commands. Check it out.
Be aware that big builds can wind up a little crazy and be sure to read all the readmes in the C:.../mods/resources/ruins folder for how to edit the templates, as they rarely come out *exactly* as you want on the first try.
All that said, I have a few old templates for this mod and Generatormods maintained by Gotolink which spawn skeletal high rises, broken subway stations, and segments of elevated highways (which really would only work with Generatormods' Great Walls module)... however a) I never got them to spawn in quite the way I wanted, and I haven't converted them to the new blockID format yet. If I have a chance I could try and fish a few of those templates up and post them, but I'm currently up to my ears with learning how to use the command blocks to create a series of huge linked structures inspired by the Bioshock series... so...
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Have you explicitly added the metadata values to the mod/resources/ruins/rotation_mappings.txt file? It may or may not help from my experience... also, remember that if the block can rotate on more than one axis, you have to figure out all of the metadata values before adding them, and I think Iron Chests do have that issue. I messed that up with some of the blocks from chisel2 and it took me forever to figure out why they were acting crazy. I still haven't worked up the nerve to try adding Forge Microparts to any templates yet because of it.
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Yeah, at least, one part of it was called that... I think it used to be three different mods when Formivore was working on it. The mod's file name is Generatormods, and it now includes Walled Cities, CARuins, and Great Walls all in one package. Though, they still have distinct config files so you can tweak them or shut them on and off how you like.
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Just out of curiosity, have you also looked into the fork of this mod (the original is quite old if I remember correctly) by Formivore and maintained by GotoLink? It generates whole cities and towns all at once. Including a variation on the vanilla village and some less obtrusive underground "lost" cities. Also, usually fewer of them and further apart (with configurable distribution rates)... which is good because the lag when one spawns in can be a bit obnoxious.