• 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Came here with a question, but at least I can answer a few for one of my favourite mods.

    Dylpickle373: Would you be able to add testificates (villagers) spawn in the non-ruined cities?


    You can do it yourself. Monster spawners are special chests that can hold mobs, and will create copies of that mob. Special Block ID 330 creates a monster spawner with a Testificate/ villager inside. Since monster spawners don't need to be exposed to air, you could create a building *.tml that hides one under the corner of a room, and that room will produce about six testificates while the player is nearby. I recommend creating a 'pub' or 'ale house' building.


    urfvfh: fo some reason my generator only generates ruins :/


    Change the 'weight=' lines in your minecraft/resources/walledcity/*.tml files, or delete the *.tml files for cities you never wish to see.


    SurpentK: if you set your wold generation to superflat will the cities still spawn??


    No; I tried this myself. I know the superflat worlds bypass normal chunk generation, and I can guess that GreatWall/WalledCity/CAruins hooks into the objects that do normal chunk generation. Maybe after the mod API arrives, there will be hooks for chunk generation in both regular and superflat worlds.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from Varka

    Graveyard?


    That link gives me a timeout. Does the structure look like this graveyard from Formivore's building templates repository ?
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from formivore

    Version for Minecraft 1.0 are out. Many of the surface cities should now be a bit more... exciting. Cheers.


    Oh damn I didn't get my collection to you. I am such a moran I don't even know how to spell the word "moron."

    http://www.mediafire.com/?ikv2d49pc4src41 - 'templates_for_formivore.zip'
    109 buildings
    8 cities (Walled City)
    12 streets (0-height walls)
    10 walls (for GreatWall)
    54 buildings/statues made for the Ruins mod (compatible with GreatWall/WalledCity)
    Posted in: Minecraft Mods
  • 0

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Can't launch AMIDST. Tried giving it both the 1.0.0 minecraft.jar and the 1.8.1 minecraft.jar; in either case, I get the following error:
    [email protected]:~/.minecraft$ java -jar AMIDST.jar 
    Exception in thread "main" java.lang.NoClassDefFoundError: org/lwjgl/LWJGLException
    	at java.lang.Class.getDeclaredFields0(Native Method)
    	at java.lang.Class.privateGetDeclaredFields(Class.java:2291)
    	at java.lang.Class.getDeclaredField(Class.java:1880)
    	at MoF.FinderWindow.loadMinecraft(FinderWindow.java:413)
    	at MoF.FinderWindow.<init>(FinderWindow.java:54)
    	at MoF.MoF.main(MoF.java:39)
    Caused by: java.lang.ClassNotFoundException: org.lwjgl.LWJGLException
    	at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
    	at java.security.AccessController.doPrivileged(Native Method)
    	at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
    	at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    	at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
    	at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    	... 6 more
    Posted in: Minecraft Tools
  • 0

    posted a message on Minecraft Structure Planner application
    Will the MinecraftStructurePlanner be updated for using the new block types available since 1.6 ? I've been using it by substituting other block types, exploring to a *.schematic file, importing into a creative world, replacing the proxy blocks and then re-exporting it.
    Posted in: Minecraft Tools
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from Doozer

    Formivore, I want to help you in this awesome supermod, but I think if we put a premade CA structure in the mod I gonna cry for weeks. The very power of this idea is the player never see the same structure.

    But so many structures will be similar to others, and may be structures that are not useful/pleasant.


    translation fix An important idea is to describe the cellular automata (CA) using small string of numbers.


    It is better for humans and for machines to make the numbers simple to understand. Thus it would be better to use '101110000,010001000' instead of 368136. This method of compressing numbers allows for impossible cellular automata (like '125146'). Whoever suggested using a pair of binary numbers, I wonder why this person did not suggest trinary numbers instead to avoid impossible automata.

    If I understand correctly: each layer of altitude (y=y+1) of the tower is another 'clock tick' or 'execution step' of the cellular automata. So let's say we're building a tower using the cellular automata '001100000', going up. When we make the next layer, for each cube of air we check the eight cubes surrounding the cube below it, and count how many of those eight cube have a solid block occupying. If the cube below has 2 or 3 solid blocks adjacent to it (because '001100000' has a '1' in the second and third digits), then this cube will also have a solid block; otherwise it will be air.

    Some things that are missing from your method:
    - what is the first set of blocks to use making any tower? Very very very few cellular automata can start from an empty set of cells. We could start with a random set of solid/air blocks, but how to decide the width & depth of the starting square of blocks?
    - How do you decide when to stop? Some cellular automata do not die out, and could make towers that are infinitely tall, or at least tall enough in minecraft to hit the ceiling.

    Tell me how these should be done, and I can make something that will build plenty of *.tml files on demand. Hell, we could make the cellular automata be defined by a set of eight rule numbers instead of just eight on/off switches. I.E. if the cube below has 4 solid blocks surrounding it, look at the fourth instruction of the cellular automata; if it says '8', then use the rule8= definition fill this cube.

    Whether any of this will end up in the *.java files is up to Formivore. Maybe I'm talking too much.


    Minecraft had their own 2dCA engine? I see 3dCA in water, lava, sand...


    Minecraft terrain generation uses a noise function for feeding distortion and placement procedures (possibly an alternating pair of noise functions). They are not the same as cellular automata. The an identical 'world seed' can be used to recreate an identical world because the random numbers are only pseudorandom.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    But would these cellular automata structures be genuine buildings, or rather sculptures or works of art? I mean, who would live in a tower-like structure that would require non-Euclidian geometry to inhabit?

    ... oh dear. Oh dear oh dear. city_of_rhlyeh.tml , biomes=MountainsOfMadness , spawn_shoggoths=1
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from RuptureFarms

    I felt they would be even more breathtaking with a little more color, anyone else think that?


    The point of this mod is you can design your own buildings streets & towers to be placed in the cities. If you want more variety in the underground cities, learn how to edit the *.tml files and make your own. The *.tml files are waaaay easier to understand than the *.bo2 or *.schemata formats used by similar mods.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from TheXzavier56 »

    Hey, you should really consider floating cities!


    Cities are built by picking a block on the surface, and following the landscape to lay out the surrounding walls. Picking an arbitrary block of air would be really complicated. Unless... wait. Maybe if you made a template that had umpteen layers of 'ruleX=0,100,300' then I think whatever structure the template built would appear to float umpteen metres above the ground. I already tried using a negative number for 'embed_into_distance=-10' and I get 'ArrayIndexOutOfBoundsException'.

    Quote from Gregorjack »

    Is there a way to turn off zombie pig spawners and such?


    If you read the documentation on the template format, you'd see this:
    *mob_probability*=<probability>
    Probability that a tower will contain zombie, skeleton, or creeper
    spawners. Also gives a chance to spawn chests.
    Default to 0.2.
    
    *zombie_pigmen_probability*=<probability>
    *enderman_probability*=<probability>
    *cave_spider_probability*=<probability>
    Probability that the tower will contain a spawner of the given type.
    Default to 0.0.


    Check the templates you're using. remember that probabilities are measured from 0.0 (0%) to 1.0 (100%)

    Quote from Gregorjack »

    Perhaps you could create some kind of flat land to generate and erase the land which naturally spawns in and around the city,


    Think of buildings as cubes that replace a cubic volume of the world. The generator picks a target block just off the wall/street and uses it as the lower (left? right? Formivore would know) corner of the cubic volume to be replaced. This may mean cutting into a hillside or some trees. I've yet to see any mods that will 'smooth out' displaced terrain, and Formivore's GreatWall/WalledCity is the only one that even attempts to match the terrain, albeit only with walls/streets.

    If you want a template structure to have some flat land around it, you can change the layers to add a gap of air around it, add a 'layer:base' layer, and change 'max_leveling=' to how many metres of air below the structure you want filled with the 'layer:base' layer. You may get some odd results if you make the gap surrounding a structure too large: like a cubic cut-out surrounding the building.

    Quote from Hades3080 »

    Could ya possibly fix up the underground cities? You break one block and an entire building comes down from silverfish


    You can fix it yourself. There's a typo in resources/walledcity/UndergroundStoneCity.tml : change
    rule3=0,100,97
    to
    rule3=0,100,1
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from LordcrusaderLee

    Hi, downloaded mod and received this error

    java.lang.NullPointerException
    at BuildingExplorationHandler.flushGenThreads(BuildingExplorationHandler.java:121)
    at mod_WalledCity.GenerateSurface(mod_WalledCity.java:196)
    at ModLoader.PopulateChunk(ModLoader.java:1088)
    at ic.a(ic.java:126)
    ...
    I have modloader, audio mod, millenaire, human plus, pchan3 air ship and balkons weapon mod installed.


    Do the other mods you're using also hook into ModLoader.PopulateChunk? Does this problem happen when you are using only ModLoader + WalledCity ? Hell, null pointer during garbage collection might even be a sign of running out of heap space in the java virtual machine. Need more information, dude.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.3] WDMods - Creepers, sneak and chat.
    Quote from TheEnlightened

    Improved chat contains chat logger since 1.7.3 (it was an effort to keep them compatible with each other - and once you merge a mod its not easy or worth it to divide it again)


    I've installed ImprovedChat for 1.8.1, and started using Minecraft. I have stopped and restarted Minecraft to make sure. I do not see a chatlog.txt file anywhere, nor a ChatLogger.conf file.

    I did look in mods/wd1966/ where I found 'colors.txt' but no other files.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Jul.08] Rei's Minimap v3.4_01
    Having trouble with adcraft; says I should 'disable my adblocker,' but I don't have one. I am using Google Chrome as my browser, freshly installed, with no add-ons nor plug-ins.

    Can no one read, AT ALL!?!?!?


    Yes I am able to read. Reading 50+ pages is a lot of work to get such a meagre reward: someone scolding me because they think I did not read the previous 50 pages, and telling me "yes it does work" despite my experience to the contrary.

    EDIT: I did see what may be the trouble: 30 or so javascript error messages when viewing the page that says I must disable my ad-blocker. It seems whatever methods adcraft is using to gain value from me are broken, and it is accusing me of being at fault. While I was testing, I also got "connection has timed out" errors when trying to talk to adcraft's servers, which seems to fly in the face of your assertion of "yes adcraft is working properly."

    EDIT2: yes, I can see there are "mirrors" that go to adf.ly. Where I see a blank white page with the adf.ly logo, and nothing else. I had to read the HTML source code, and process the javascript in my head to figure out what was the URL at dropbox that adf.ly would send me to *if* their damnable advertisement software was working properly.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Happy Hallowe'en! Based on a a design from Mantonization, here is a haunted graveyard. Should be safe enough during the day, but beware the restless spirits at night.

    (might need some tweaking for monster/coffin probability. It can get busier than a battle basement in some graveyards!)

    http://mlkshk.com/r/8URW .... "you are not allowed to use that filename extension" Aw come on, Curse, don't be like that.



    # Haunted Graveyard
    # Author: Mozai
    # based on a design by Mantonization (http://redd.it/lolso)
    
    weight=10
    embed_into_distance=1
    dimensions=5,21,26
    max_leveling=2
    max_cut_in=9
    
    # stonebricks (20% cracked)
    rule1=0,100,98,98,98,98,98-2
    # gravel paths
    rule2=0,100,13
    # grass
    rule3=0,100,2
    # coffins (10% chance of minor treasure)
    rule4=0,100,54,54,54,54,54,54,54,54,54,309
    # haunted coffins (20% chance of minor monster spawner)
    rule5=0,100,54,54,54,54,306
    # overgrowth (60% nothing, 20% grass, 20% other)
    rule6=0,40,31-1,31-1,31-1,31-1,37,38,31-0,31-0
    # double-slab headstone 
    rule7=0,100,43
    # half-slab gravecover
    rule8=0,100,44
    # treetrunk
    rule9=0,100,17
    # stonebricks (20% cracked)
    rule10=0,100,98,98,98,98,98-2
    # iron or wood fence
    rule11=5,100,101,101,85
    # tree leaves
    rule12=0,100,18
    # pumpkin (random direction)
    rule13=0,20,86-0,86-1,86-2,86-3
    # slope roof westside (ascending north?)
    rule14=0,100,109-3
    # slope roof backside
    rule15=0,100,44-5
    # slope roof eastside (ascending south?)
    rule16=0,100,109-2
    # baselayer of dirt
    rule17=0,100,3
    
    layer:base
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
    endlayer
    
    layer
    1,1,1,1,1,1,1,1,1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1
    1,3,3,3,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1
    1,3,3,3,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1
    1,3,4,3,4,3,4,3,4,3,4,3,2,2,3,4,3,4,3,4,3,4,3,4,3,1
    1,3,3,3,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1
    1,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,1
    1,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,1
    1,3,3,3,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1
    1,3,3,3,3,3,4,3,5,3,5,3,2,2,3,5,3,5,3,4,3,3,3,3,3,1
    1,3,3,3,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,4,3,3,1
    1,3,3,3,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1
    1,3,3,4,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1
    1,3,3,3,3,3,4,3,5,3,5,3,2,2,3,5,3,5,3,4,3,3,3,3,3,1
    1,3,3,3,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1
    1,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,1
    1,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,1
    1,3,3,3,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1
    1,3,4,3,4,3,4,3,4,3,4,3,2,2,3,4,3,4,3,4,3,4,3,4,3,1
    1,3,3,3,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1
    1,3,3,3,3,3,3,3,3,3,3,3,2,2,3,3,3,3,3,3,3,3,3,3,3,1
    1,1,1,1,1,1,1,1,1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1
    endlayer
    
    layer
    1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1
    1,6,6,6,6,6,6,6,6,6,6,6,0,0,6,6,6,6,6,6,6,6,6,6,6,1
    1,6,7,6,7,6,7,6,7,6,7,6,0,0,6,7,6,7,6,7,6,7,6,7,6,1
    1,6,8,6,8,6,8,6,8,6,8,6,0,0,6,8,6,8,6,8,6,8,6,8,6,1
    1,6,6,6,6,6,6,6,6,6,6,6,0,0,6,6,6,6,6,6,6,6,6,6,6,1
    1,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,1
    1,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,1
    1,6,6,6,6,6,6,6,6,6,6,6,0,0,6,6,6,6,6,6,6,6,6,6,6,1
    1,6,6,9,6,6,8,6,8,6,8,6,0,0,6,8,6,8,6,8,6,10,6,10,6,1
    1,6,6,6,6,6,7,6,7,6,7,6,0,0,6,7,6,7,6,7,6,10,7,10,6,1
    1,6,10,10,10,6,6,6,6,6,6,6,0,0,6,6,6,6,6,6,6,10,10,10,6,1
    1,6,10,7,10,6,7,6,7,6,7,6,0,0,6,7,6,7,6,7,6,6,6,6,6,1
    1,6,10,6,10,6,8,6,8,6,8,6,0,0,6,8,6,8,6,8,6,6,9,6,6,1
    1,6,6,6,6,6,6,6,6,6,6,6,0,0,6,6,6,6,6,6,6,6,6,6,6,1
    1,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,1
    1,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,1
    1,6,6,6,6,6,6,6,6,6,6,6,0,0,6,6,6,6,6,6,6,6,6,6,6,1
    1,6,8,6,8,6,8,6,8,6,8,6,0,0,6,8,6,8,6,8,6,8,6,8,6,1
    1,6,7,6,7,6,7,6,7,6,7,6,0,0,6,7,6,7,6,7,6,7,6,7,6,1
    1,6,6,6,6,6,6,6,6,6,6,6,0,0,6,6,6,6,6,6,6,6,6,6,6,1
    1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1
    endlayer
    
    layer
    11,11,11,11,11,11,11,11,11,11,11,1,0,0,1,11,11,11,11,11,11,11,11,11,11,11
    11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11
    11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11
    11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11
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    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Would anyone still have a copy of Zombuster's template making tool?
    The mediafire link on that post is "file has been deleted." :sad.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    I am not Formivore, but I think I can answer these questions based on my own experience and from reading Formivore's notes.

    Quote from HeWhoFrags »

    Any word on getting this Bukkit compatable?


    Don't know, that's up to Formivore. I offered to build a post-apocalypse world for a friend, so I made a 5km x 5km world (with the help of mcexplore.py) and he swapped out the server's world data with what I built. It's been a great success.

    "Bukkit compatible" implies writing a set of classes using the Bukkit plugin API. Are there worldgen modifications already in Bukkit? Oh my, yes there are. Perhaps if you offered convert the code with Formivore's assistance... ?

    Quote from archdeco »

    Silverfish cities? What the christ


    what?
    edit templates/cities/UndergroundStoneCity.tml
    tower_rule=3
    rule3=0,100,97


    Dear God. That must've been a typo.

    Quote from Gundum35a7x »

    Is there any way i can make [the walled cities] spawn [further from where I start the game]?


    You could change the distance between cities to a large number ("MinCitySeparation" in WalledCitySettings.txt) to make sure there's plenty of space between for your Millienaire villages, but that doesn't guarantee a city won't be made where you spawn in the world. WalledCity/GreatWall is for making random terrain, just as normal minecraft is. *shrug*
    Posted in: Minecraft Mods
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