Also: I just realized that you're the one behind Too Many Biomes. Can I assume that TMB's special village generation code won't conflict with Highlands'?
You may be already aware of this, but it looks like your default biome IDs have a conflict with some vanilla biome IDs. Specifically: 151, 155-158, and 160-167. Just thought I'd throw that out there.
Also, the configs refer to a Readme file that doesn't appear to exist. Or am I just blind?
which looks like this (after I changed embed_into_distance to 12, and the stonebrick block rule to include mossy and cracked bricks):
The lower levels and very top level are all fine, but the eight levels just below the top level are flipped even-to-odd. The stairs are also misaligned again, alas.
What appears to be happening is it's taking the 5x6x5 structure I gave it and trying to squeeze that into a 5x5x6 template.I'm also seeing something really odd with a wall template I'm working on.
There are a whole host of problems in this picture:
The 0-2 block isn't leaving the existing block intact like it's supposed to. It's just air.
Cobblestone stairs aren't showing up either, but only when I use their item ID. They were fine when I used their name.
Other stairs appear to be turning into ordinary, non-stair blocks whenever they have a block above them.
That last one is just mysterious as all get out.EDIT: Wait, nevermind on the second one. My problem was that I wrote "minecraft:67-4" instead of "67-4". Fixing that makes the cobblestone stairs turn into cobblestone blocks, just like the others.
Took me a bit longer than expected (work kept getting in the way), but I finally have those building templates fixed: http://champion.uwat...d/buildings.zip
Unfortunately, I'm still seeing this problem with wooden roofs:
It's definitely a matter of wood blocks being passed metadata values as if they were stair blocks, because if I replace the block 5 (planks) in the roof template with block 53 (wood stairs), I get a roof of wooden stairs that are perfectly aligned. This sound like it would be okay, except that it actually looks like this:
Since there isn't any slab hardcoded as belonging with the wooden stair block, it just uses the default.
The coding to fix this would be pretty simple, I'd imagine... but it's indicative of a design issue that could cause more trouble in the future. Perhaps you could expose the associations between blocks and their respective slabs and stairs by putting them all in a config file? It would make expansion and customization a lot easier.
Also, just wondering: if I built and posted some good new city templates here, would you be interested in adding them to the mod? I have partial plans for something Mesoamerican-style, with adobe houses and pyramids (for jungles, mesas, possibly savannas); a swamp city on stilts; something made of snow and packed ice for arctic areas; and a city of tall white towers and colonnades that doesn't belong anywhere in particular but looks pretty cool.
Changes in the template rules are described in the "readme" file that you should have received with the newest templates.
Ah, thanks.
If you use the 1.7.2 version, I just released some fixes those last few days. Please redownload before reporting bugs.
I'm using v0.1.5, which I believe is the newest one.
It is possible that you are encountering a visual glitch with stairs, when Minecraft is overloaded with generation packets. Did any serious lag occurred ? Do you use it with other mods ?
The only other mods are Forge and Biomes o' Plenty. I have checked thoroughly and I can guarantee that the stairs I am seeing are actually rotated, and not just appearing to be so.
I don't get any more lag than usual from city generation. World generation does sometime seem to time out when it's first generated, though.
CaRuins and "roads" shouldn't be affected by stair rotational issues, since their stairs are done by code.
Indeed. That's why I'm pretty sure that the bug is somewhere on the code side.
Here's something else weird, though: at some point while I was testing all this, the CARuins started to fail to generate, leaving oddly-shaped holes in the ground. Removing and replacing the config files and reinstalling the mod did not change that. I have no idea what the hell is going on here, unless it has to do with what you said about generation packet overload.
Okay, it's definitely not just the building templates. The Covered Wall template is perfectly accurate, and yet in the world it ends up looking like this:
This picture was taken facing NW; there seems to be a fairly consistent pattern of east and south-facing stairs getting messed up so that they face west. (Note that the west-facing stair block is the one with a metadata of 0.)
However, it gets weirder. At one point I found a wall that looked like this:
I was looking to the east here, so again the stairs are all west-facing. Oddly, all the stairs were changed this time, regardless of their original facing. Similar things came up elsewhere, so the pattern I thought I was seeing earlier was probably just a coincidence.
On top of that, I also saw stair problems in structures that are generated entirely programmatically, without templates:
Weirdly, it seemed entirely random which stair blocks got rotated. On the tower in the foreground, it was the south-facing ones; on others, it would be north or east. The tower further back in the picture has no mis-rotated blocks at all, but I think that's because it was the west-facing blocks that were affected that time. This phenomenon affected CARuins, too.
Finally: what is the deal with this roof?
It looks like the wooden blocks on the roof got passed metadata as if they were stair blocks. Similar towers at other points on the wall have the same pattern, but rotated so that the jungle-wood side always faces inwards.
It is a template issue, not the code. "Smithy.tml" is broken, if i remember correctly.Anyway, nice to see someone interested
If it's a template issue, then it's not just Smithy.tml. You can see in the background and close foreground that other buildings, including the walls, are messed up the same way.I'll try and fix the templates myself, though. If I do get them working right, would you like me to send the repaired versions back to you?
Also, slightly related: I'm noticing a new, undocumented element in some of the block rules. It looks like "0--3". Is this supposed to replace the old 319 special block ID (the conditional stairs)?
I decided to redownload Formivore's just now to see what was new... and it looks like you've still got those problems with block orientations.
I had a peek at the code, and it looks like at least part of the problem is with the *_META_TO_DIR arrays in Building.class. In many cases, including the stairs, they're completely out of sync with the DIR_TO_* arrays.
For example, STAIRS_META_TO_DIR is currently set to { 1, 3, 2, 0 }, but I think it should be { 2, 1, 3, 0 }. (Not entirely sure about that though, since I haven't exactly been able to test it out.)
Is Mob Properties able to customize the amount of XP dropped by a creature? I'd been hoping to use Legendary Beasts in a modpack, but the bosses drop, like, fifty levels' worth of experience and that's way too much relative to the challenge they represent.
Nothing's missing. Some research sheets are impossible; you have to throw them away and start another. There's been a long ongoing discussion here on whether that needs to be changed because that question gets asked every couple of pages.
Ahh, I see. Sounds like that fact needs to be mentioned somewhere in the Thaumonomicon.
So I was researching Gold Wand Caps, and I found all the right aspects and activated their runes. Problem: there are only three active runes, but forming a chain here clearly requires four.
Is there something I'm missing, or is this somehow a bug? I'm playing the Magic Farm 2 modpack, which is on version 4.0.5b of Thaumcraft.
0
when it should say
Also: I just realized that you're the one behind Too Many Biomes. Can I assume that TMB's special village generation code won't conflict with Highlands'?
0
Also, the configs refer to a Readme file that doesn't appear to exist. Or am I just blind?
0
But the building template it spat out was this:
which looks like this (after I changed embed_into_distance to 12, and the stonebrick block rule to include mossy and cracked bricks):
The lower levels and very top level are all fine, but the eight levels just below the top level are flipped even-to-odd. The stairs are also misaligned again, alas.
0
Looks like stairs disappear when they're adjacent to slabs? I'm noticing the same thing happening on the roofs of generated towers.
Also, I missed a few things in the templates I sent you. Here are the fixed versions.
0
What appears to be happening is it's taking the 5x6x5 structure I gave it and trying to squeeze that into a 5x5x6 template.I'm also seeing something really odd with a wall template I'm working on.
In-game, it ought to look like this:
but what it actually looks like is this:
There are a whole host of problems in this picture:
0
1. The readme in the download doesn't mention it
2. When I tried to convert this structure
into a template, I got this:
which is way scrambled.
0
Unfortunately, I'm still seeing this problem with wooden roofs:
It's definitely a matter of wood blocks being passed metadata values as if they were stair blocks, because if I replace the block 5 (planks) in the roof template with block 53 (wood stairs), I get a roof of wooden stairs that are perfectly aligned. This sound like it would be okay, except that it actually looks like this:
Since there isn't any slab hardcoded as belonging with the wooden stair block, it just uses the default.
The coding to fix this would be pretty simple, I'd imagine... but it's indicative of a design issue that could cause more trouble in the future. Perhaps you could expose the associations between blocks and their respective slabs and stairs by putting them all in a config file? It would make expansion and customization a lot easier.
Also, just wondering: if I built and posted some good new city templates here, would you be interested in adding them to the mod? I have partial plans for something Mesoamerican-style, with adobe houses and pyramids (for jungles, mesas, possibly savannas); a swamp city on stilts; something made of snow and packed ice for arctic areas; and a city of tall white towers and colonnades that doesn't belong anywhere in particular but looks pretty cool.
0
I'll keep working on those templates... should have them ready in the next few days.
0
Ah, thanks.
I'm using v0.1.5, which I believe is the newest one.
The only other mods are Forge and Biomes o' Plenty. I have checked thoroughly and I can guarantee that the stairs I am seeing are actually rotated, and not just appearing to be so.
I don't get any more lag than usual from city generation. World generation does sometime seem to time out when it's first generated, though.
Indeed. That's why I'm pretty sure that the bug is somewhere on the code side.
Here's something else weird, though: at some point while I was testing all this, the CARuins started to fail to generate, leaving oddly-shaped holes in the ground. Removing and replacing the config files and reinstalling the mod did not change that. I have no idea what the hell is going on here, unless it has to do with what you said about generation packet overload.
0
This picture was taken facing NW; there seems to be a fairly consistent pattern of east and south-facing stairs getting messed up so that they face west. (Note that the west-facing stair block is the one with a metadata of 0.)
However, it gets weirder. At one point I found a wall that looked like this:
I was looking to the east here, so again the stairs are all west-facing. Oddly, all the stairs were changed this time, regardless of their original facing. Similar things came up elsewhere, so the pattern I thought I was seeing earlier was probably just a coincidence.
On top of that, I also saw stair problems in structures that are generated entirely programmatically, without templates:
Weirdly, it seemed entirely random which stair blocks got rotated. On the tower in the foreground, it was the south-facing ones; on others, it would be north or east. The tower further back in the picture has no mis-rotated blocks at all, but I think that's because it was the west-facing blocks that were affected that time. This phenomenon affected CARuins, too.
Finally: what is the deal with this roof?
It looks like the wooden blocks on the roof got passed metadata as if they were stair blocks. Similar towers at other points on the wall have the same pattern, but rotated so that the jungle-wood side always faces inwards.
So yeah, there's some weird stuff going on.
0
Also, slightly related: I'm noticing a new, undocumented element in some of the block rules. It looks like "0--3". Is this supposed to replace the old 319 special block ID (the conditional stairs)?
0
I had a peek at the code, and it looks like at least part of the problem is with the *_META_TO_DIR arrays in Building.class. In many cases, including the stairs, they're completely out of sync with the DIR_TO_* arrays.
For example, STAIRS_META_TO_DIR is currently set to { 1, 3, 2, 0 }, but I think it should be { 2, 1, 3, 0 }. (Not entirely sure about that though, since I haven't exactly been able to test it out.)
Hope this is helpful to you!
0
0
Ahh, I see. Sounds like that fact needs to be mentioned somewhere in the Thaumonomicon.
0
Is there something I'm missing, or is this somehow a bug? I'm playing the Magic Farm 2 modpack, which is on version 4.0.5b of Thaumcraft.