• 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    FYI, ice should probably be made an unacceptable target by default, as I'm finding stone buildings out on frozen oceans.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I just spent several hours making a stone bridge that spawns spanning rivers, that actually works most of the time. It's not perfect, like most things with a randomly generated world, but the majority of the time this bridge is actually usable to cross rivers. I've posted the contents of the .tml file for anyone who wants to try it, and a screenshot. Just make sure you put the .tml into the "Rivers" biome folder.


    # Created by Ruins mod version 16.2 Ingame Parser
    # authoring Player: IronDusk33

    weight=1
    embed_into_distance=6
    acceptable_target_blocks=grass,stone,dirt,sand,gravel,clay
    unacceptable_target_blocks=flowing_lava,lava
    dimensions=14,23,23
    allowable_overhang=20
    max_leveling=30
    leveling_buffer=-1
    preserve_water=1
    preserve_lava=0

    rule1=0,100,minecraft:stonebrick-0,minecraft:stonebrick-0,minecraft:stonebrick-0,minecraft:stonebrick-1,minecraft:stonebrick-2
    rule2=0,75,minecraft:stone_slab-3
    rule3=0,75,minecraft:cobblestone-0,minecraft:cobblestone-0,minecraft:cobblestone-0,minecraft:mossy_cobblestone
    rule4=0,75,minecraft:stone_slab-11
    rule5=0,100,minecraft:stonebrick-3
    rule6=0,75,minecraft:stone_stairs-0
    rule7=0,75,minecraft:stone_stairs-2
    rule8=0,75,minecraft:stone_stairs-3
    rule9=0,75,minecraft:stone_stairs-1
    rule10=0,95,minecraft:fence-0
    rule11=0,100,preserveBlock

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    endlayer

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Is there a way to have a bunch of ruins spawn in a group, effectively making a ruined city, or in chain, making a sort of road or path?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    A few questions, for the 1.9.4 version, how do I properly add loot to chests? And if I make any of my own ruins, is there a place I can submit them to be added to the mod?

    Posted in: Minecraft Mods
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    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    Is there a place in the game files where your ships are saved, and can I reload it somehow? Since I apparently lost my ship with it falling through the world during a very odd lag bug.

    Posted in: Minecraft Mods
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    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    I'm using the latest version of this mod for 1.8, and I just started a new world and got my first ship, but I'm experiencing some very annoying rubberbanding. The ship moves forward 5 blocks and then jumps back 3 blocks every 5 seconds. Anyone know the cause of this or how to prevent it?

    Posted in: Minecraft Mods
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    posted a message on [1.7.10 - 1.8] littleMaidMob Final versions!!! Updated April 14, 2016

    Does anyone know how to install the sound pack for MC version 1.8?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Well I did move out almost immediately and I did actually find a terra node which I settled next to. I went back three times to gather my stuff and after the third my house was pretty much about to me swallowed in taint. I think I was aware that running the area out of an aura was somewhat dangerous, but I didn't realize it was THAT dangerous. Lesson learned I guess.


    Thanks for your help.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    [FYI Using latest 1.8 version]

    So I just got into thaumcraft on a new world, I did quite a bit of research, the only forbidden research being Research Mastery and Infernal Furnace. I also made sufficient use of my Excavation focus, which was difficult as there wasn't much Terra aura in the area. The only things from thaumcraft I made was a Greatwood Gold Capped Wand, a Focus Pouch, Goggles of Revealing, a Lightning Focus and an Excavation Focus.


    At any rate, I was just minding my own business, and on a clear day lightning stroke nearby, and the entire area surrounding my base started turning into taint. So, where did I mess up?. I'm guessing my excavation focus probably screwed somethings over, but I somewhat doubt running the area out of terra a dozen times can cause this much of an issue.


    So, where did I screw up, and how can I prevent this from happening?

    Posted in: Minecraft Mods
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    posted a message on Random Calculation - The Depth of the Nether
    Quote from Hexalobular»

    You don't explain how you're calculating this but it sounds to me as if it is based on the assumtion that the Nether is only 1/64 the size of the Overworld (X=1/8 Z=1/8) which is false, the Nether is exactly the same size as the Overworld, 60,000,000X60,000,000 blocks.


    It's only the portals that are effected by the 1/8 conversion.

    (Which means that most of the Nether can't be reached by portal since all Overworld portals link to the central 64th of the Nether.)


    If the world were wrapped around either a cube or a sphere, shouldn't we be able to see one edge from the opposite edge, maybe even travel all the way around?


    If the world were wrapped around a cube, shouldn't the corners be noticable? (Where the world goes over the edge of the cube.) Particularly in Creative mode if we fly around under the bedrock.


    Do you take into account that the world was closer to infinite in earlier versions of Minecraft?


    Yes I did ignore the fact that the nether world can be the same size of the overworld, and I also ignored the geometric issues with wrapping a square plane into a cube or a sphere. This is just something I spent maybe 20 minutes on for no reason except the fact I was mildly curious, and posted it for other people that were mildly curious.
    Posted in: Discussion
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    posted a message on Random Calculation - The Depth of the Nether

    I was just watching some minecraft vids and I suddenly became curious as to how deep underground the nether is. Taking into consideration the world limit; ~60 Million meters, and the 8:1 Overworld to Nether co-ordinate ratio, here are the results for anyone else as crazily curious as I am.


    Now, there are actually 4 possible instances of this: Either the Minecraft world is a Cube, with the world border being the length of one side, or the total length of all 6 sides. The Minecraft world can also possibly be a sphere, with the world border being the total circumference (albeit the geometry of a square world converted to a sphere is very odd), or the the world border is 1/6 of the total circumference, sort of like this: http://www.moonpod.com/board/images/misc/CubicSphere.gif.


    Anyway, here are the results

    Cube World, World Limit is Total Length: Overworld Height from Center (near 0,0) - 5 million meters, Nether Height from Center (near 0,0) - 625 thousand meters, Depth of Nether - 4.4 million meters

    Cube World, World Limit is Length of One Side: Overworld Height from Center (near 0,0) - 30 million meters, Nether Height from Center (near 0,0) - 3.75 million meters, Depth of Nether - 26 million meters

    Sphere World, World Limit is Total Circumference: Overworld Height from Center - 9.5 million meters, Nether Height from Center - 1.2 million meters, Depth of Nether - 8.3 million meters

    Sphere World, World Limit is 1/6 Circumference: Overworld Height from Center - 57 million meters, Nether Height from Center - 7.12 million meters, Depth of Nether - 50 million meters

    Posted in: Discussion
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Kye_Duo»

    1.8 versions of CMS and MOC are still WIP. there are plenty of bugs left.


    Alright, I settled for zombies and skeletons only spawning in dense forests and swamps (which does seem to work), and have some other mobs spawn elsewhere.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Quick suggestion for this mod: Roads


    ie A line of 3X3, 4X4, or 5X5 plates of gravel, cobblestone, and coarse dirt that are placed via the normal ruins programming, but an additionally bit of programming allows a large amount of these plates to be placed in a long line, producing a road.

    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    It appears that the Min/Max Height settings for the Custom Mob Spawner configs are not working. I downloaded just the Custom Mob Spawner, version 3.4, and I attempted to make zombies and skeletons only spawn underground. I set maxSpawnHeight to 50 for both mobs, but it didn't seem to do anything. I did a few tests multiple times in creative mode in new worlds, and everytime night fell, zombies and skeletons spawned above ground, above level 60. If anyone can tell me If I'm doing anything wrong, or if they can fix the mod, I would appreciate it.

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Can anyone tell me how the villager beds work? I have a villager bed in a house with 3 villager living in it, and none of them sleep in it.

    Posted in: Minecraft Mods
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