• 0

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

    Empty city? Like, an empty walled city? Hmm... CHALLENGE_ACCEPTED.PNG

    You are not allowed to use that image extension on this board Oh phooey.
    The image of the output is http://mlkshk.com/r/8NI4
    (the buildings you see are natural NPC villages that would occur even if I wasn't using WalledCity+GreatWall)

    I tried using GreatWall for roads between the empty cities, but it was putting the roads INSIDE the cities. D'oh.


    ---WalledCitySettings.txt
    ChunkTryProb:0.30
    ChunkUndergroundTryProb:0
    MinCitySeparation:120
    MinUndergroundCitySeparation:250
    CityBuiltMessage:1
    UndergroundCityBuiltMessage:0
    Smooth1:10
    Smooth2:20
    Backtrack:9

    ---GreatWallModSettings.txt
    ChunkTryProb:0.0040
    TriesPerChunk:1
    Smooth1:10
    Smooth2:20
    Backtrack:9
    CurveBias:0.0
    LengthBiasNorm:200

    ---resources/greatwall/CobblestoneStreet.tml
    weight=10
    embed_into_distance=1
    dimensions=1,2,5
    max_leveling=8
    building_templates=LampPost.tml
    walk_height=1
    min_length=64
    max_length=512
    building_interval=32
    make_buildings=1
    make_end_towers=0
    tower_rule=1
    default_tower_weight=0
    mob_probability=0.0
    rule1=0,100,4
    rule2=0,100,319-3
    layer
    2,2,2,2,2
    1,1,1,1,1
    endlayer
    layer:base
    1,1,1,1,1
    endlayer

    ---resources/greatwall/buildings/LampPost.tml
    weight=10
    embed_into_distance=1
    dimensions=6,2,1
    max_leveling=2
    rule1=0,100,85
    rule2=0,100,89
    rule3=0,100,300
    layer
    1
    3
    endlayer
    layer
    1
    3
    endlayer
    layer
    1
    3
    endlayer
    layer
    1
    3
    endlayer
    layer
    1
    2
    endlayer
    layer
    1
    1
    endlayer

    ---resources/walledcity/CobblestoneCity.tml
    weight=10
    embed_into_distance=2
    acceptable_target_blocks=0
    dimensions=4,17,8
    street_templates=InvisibleStreet.tml
    street_density=16
    level_interior=1
    building_templates=NONE
    walk_height=10
    min_length=64
    max_length=256
    building_interval=16
    make_buildings=0
    #default towers
    tower_rule=1
    default_tower_weight=1
    mob_probability=0
    pig_zombie_probability=0.0
    circular_probability=0.5
    square_min_height=14
    square_max_height=20
    square_min_width=8
    square_max_width=10
    square_roof_styles=Crenel
    circular_tower_min_height=14
    circular_tower_max_height=20
    circular_tower_min_width=8
    circular_tower_max_width=12
    circular_tower_roof_styles=Crenel
    rule1=0,100,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-1,98-2
    rule2=0,100,319-5
    rule3=0,100,53-3
    rule4=0,100,53-2
    rule5=0,100,5
    rule6=0,100,85
    rule7=0,100,50-5
    rule8=0,100,300
    rule9=0,100,98-1,98-1,98-1,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-0,98-2
    rule10=0,100,98-1,98-1,98-1,98-1,98-1,98-1,98-1,98-1,98-1,98-0,98-0,98-0,98-0,98-0,98-0,98-2
    layer
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    0,0,0,0,0,0,0,0
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    10,1,1,1,1,1,1,10
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    layer
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    layer
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    layer
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    layer:shifted
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    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    endlayer
    layer:shifted_up
    0,0,3,5,5,4,0,0
    0,3,5,5,5,5,4,0
    3,5,0,0,0,0,5,4
    0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0
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    9,1,1,1,1,1,1,9
    9,1,1,1,1,1,1,9
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    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    endlayer
    layer:shifted_down
    0,0,3,5,5,4,0,0
    0,3,5,5,5,5,4,0
    3,5,0,0,0,0,5,4
    0,0,0,0,0,0,0,0
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    0,0,0,0,0,0,0,0
    9,2,2,2,2,2,2,9
    9,1,1,1,1,1,1,9
    9,1,1,1,1,1,1,9
    9,1,1,1,1,1,1,9
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    endlayer
    layer:shifted_left
    0,0,3,5,5,4,0,0
    0,3,5,5,5,5,4,0
    3,5,0,0,0,0,5,4
    0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0
    9,2,2,2,2,2,2,9
    9,1,1,1,1,1,1,9
    9,1,1,1,1,1,1,9
    9,1,1,1,1,1,1,9
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    endlayer
    layer:shifted_right
    0,0,3,5,5,4,0,0
    0,3,5,5,5,5,4,0
    3,5,0,0,0,0,5,4
    0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0
    0,0,0,0,0,0,0,0
    9,2,2,2,2,2,2,9
    9,1,1,1,1,1,1,9
    9,1,1,1,1,1,1,9
    9,1,1,1,1,1,1,9
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    10,1,1,1,1,1,1,10
    endlayer
    layer:base
    10,1,1,1,1,1,1,10
    endlayer

    ---resources/walledcity/streets/InvisibleStreet.tml
    weight=10
    embed_into_distance=0
    dimensions=1,1,4
    max_leveling=16
    walk_height=2
    min_length=32
    max_length=128
    building_interval=16
    make_buildings=0
    make_end_towers=0
    merge_walls=1
    building_templates=NONE
    #default towers
    tower_rule=1
    default_tower_weight=0
    mob_probability=0
    circular_probability=0
    rule1=0,100,300
    layer
    1,1,1,1
    endlayer
    layer:base
    1,1,1,1
    endlayer

    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from idgarad
    While you are tricking out new template man see if you can get an empty city template.


    Empty city? Like, an empty walled city? Hmm... CHALLENGE_ACCEPTED.PNG

    ... hmm, I'm having some trouble, seems that the server is getting stuck in a loop. I get "Built CobblestoneCity.tml city, ID=188400 between (-183,118,137) and (42,128,373)" and the minecraft_server.jar sucks up more RAM until it hits the limit, then it just stays there but consumes 100% CPU.

    I'll keep trying.
    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] Spiral City
    Wow, 14 more templates for my collection (which I really should publish soon).
    Missing the street/wall for these though. I imagine it would look something like this:


    # Spiral City street
    weight=10
    embed_into_distance=1
    dimensions=1,2,5
    max_leveling=8
    walk_height=1
    min_length=16
    max_length=120

    make_buildings=1
    building_interval=8
    building_templates=SpiralBasementHouse.tml, SpiralCraftingStall.tml, SpiralCrypt.tml, SpiralGardenHouse.tml, SpiralNoteStall.tml, SpiralPalace.tml, SpiralPeakHouse.tml, SpiralPoolo.tml, SpiralPorchHouse.tml, SpiralPrecinct.tml, SpiralRoofHouse.tml, SpiralSpiderCage.tml, SpiralSugarField.tml, SpiralTemple.tml

    make_end_towers=0
    tower_rule=1
    default_tower_weight=0
    mob_probability=0

    rule1=0,100,24
    rule2=0,100,319-1

    layer
    2,2,2,2,2
    1,1,1,1,1,
    endlayer

    layer:base
    1,1,1,1,1
    endlayer
    Posted in: WIP Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from iceman236

    I'm trying to add new buildings and templates to the cobblestone city, but i'm flying around and around but don't find the right city to test it on.


    The buildings you want to see should be in the resources/greatwall/buildings/ folder (for outside cities). The wall templates should mention 'make_buildings=1', and 'building_templates=' should mention the buildings you want to see, or have 'building_templates=ALL'

    For inside cities, it's the same, but there's also resources/walledcity/streets/ which are templates for paths inside the city (just like walls but we make them only as high as the ground), and these streets should also have the 'make_buildings=1' and 'building_templates=' mentioned above for walls. The buildings for streets are in streets/buildings

    So, to summarize:
    - make sure the wall & streets templates are set to make buildings
    - check the 'building_templates=' lines to include your desired buildings, or 'ALL'
    - the building templates go in resources/greatwall/buildings/ ...
    - ... and resources/walledcity/buildings/ ...
    - ... and resources/walledcity/streets/buildings/ .

    Someone correct me if I overlooked something.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    And here's my 121st template, a building I made myself.
    Two wonky bits about it:
    - doors. When the building gets rotated, the doors don't always get rotated correctly with it. I don't know how to fix that.
    - facing. The layers seem to orient with the 'south' edge pointed towards the walls. Since I'm using GreatWall with height=2 & embed=1 walls (aka streets), I wanted the doors to face the "streets" so I put the doorways to the south. I hope that's correct.

    cat resources/greatwall/buildings/DesertTorusShack.tml
    # author: Mozai
    # door is to the south (towards the wall) because it expects
    # that you will be using this with streets 
    # (streets are wall with height=2 and embed=1)
    
    weight=10
    embed_into_distance=1
    # acceptable: sand,gravel,sandstone
    #acceptable_target_blocks=12,13,24
    acceptable_target_blocks=1,2,12,13,24
    dimensions=5,17,17
    max_leveling=1
    max_cut_in=6
    #allowable_overhang=0 # used by Ruins mod, not GreatWall
    
    #
    #rule0:air
    #rule0=0,100,0
    #rule1:sandstone walls
    rule1=0,100,24
    #rule2:sandstoneslab roof/pool
    rule2=0,100,44-1
    #rule3:wood doubleslab floor
    rule3=0,100,43-1
    #rule4:windows
    rule4=0,100,20,102
    #rule5:fence skylight
    rule5=0,100,85
    #rule6-rule9:torch pointed south,north,west,east
    rule6=0,100,50-1
    rule7=0,100,50-2
    rule8=0,100,50-3
    rule9=0,100,50-4
    #rule10:watersource
    rule10=0,100,8
    #rule11:door,northedge,lowerhalf
    #rule12:door,northedge,upperhalf
    rule11=0,100,64-1
    rule12=0,100,64-9
    #rule13:whatever was there before
    rule13=0,100,300
    
    layer
    13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13
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    endlayer
    
    layer
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    layer
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    endlayer
    
    layer
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    0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0
    0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0
    0,1,0,0,0,0,8,1,0,1,9,0,0,0,0,1,0
    0,1,0,0,0,7,1,0,0,0,1,7,0,0,0,1,0
    0,1,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0
    0,1,0,0,0,6,1,0,0,0,1,6,0,0,0,1,0
    0,1,0,0,0,0,0,1,10,1,0,0,0,0,0,1,0
    0,1,0,0,0,0,0,8,1,9,0,0,0,0,0,1,0
    0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0
    0,0,1,9,0,0,0,0,0,0,0,0,0,8,1,0,0
    0,0,0,1,1,0,0,0,7,0,0,0,1,1,0,0,0
    0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    endlayer
    
    layer
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    0,0,0,0,0,2,2,2,2,2,2,2,0,0,0,0,0
    0,0,0,2,2,2,2,2,2,2,2,2,2,2,0,0,0
    0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0
    0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0
    0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0
    0,2,2,2,2,2,2,5,0,5,2,2,2,2,2,2,0
    0,2,2,2,2,2,5,5,0,5,5,2,2,2,2,2,0
    0,2,2,2,2,2,0,0,0,0,0,2,2,2,2,2,0
    0,2,2,2,2,2,5,5,0,5,5,2,2,2,2,2,0
    0,2,2,2,2,2,2,5,0,5,2,2,2,2,2,2,0
    0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0
    0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0
    0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0
    0,0,0,2,2,2,2,2,2,2,2,2,2,2,0,0,0
    0,0,0,0,0,2,2,2,2,2,2,2,0,0,0,0,0
    0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    endlayer

    To test it, I emptied out resources/walledcity and resources/greatwall of all files, then added resources/greatwall/SandstoneStreet1.tml with "building_templates=ALL" and "default_tower_weight=0". Then I put DesertTorusShack.tml into resources/greatwall/buildings/. Started a new world in creative mode, looked at a few buildings to make sure they were created as I expected.
    Posted in: Minecraft Mods
  • 0

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

    i'm using your mod and i would like to spawn infinite cities...


    THis is how you do "infinite cities".

    First: don't use Walled City; That creates knots of walled areas with streets and buildings inside. If you want an "infinite city," use 'Great Wall' instead. ... however you DO want the 'streets' templates from the Walled City package.

    Second: take out all the wall templates from ${minecraft}/resources/greatwall. Put in the streets templates you got from above.

    Second-and-a-half: edit ${minecraft}/GreatWallModSettings.txt to make things much more dense:
    * 'ChunkTryProb:0.5'
    * 'TriesPerChunk:2'
    * 'CurveBias:0.9' (formivore, what's the range on this? 0.0 - 1.0, or can we go higher?)

    Third: Time to tune each of the streetlike wall templates in ${minecraft}/resources/greatwall/*.tml
    * 'make_buildings=1' Duh.
    * 'default_tower_weight=0' Because you want buildings, not road obstructions
    * 'biomes=Rainforest,Swampland,Seasonal Forest,Forest,Savanna,Shrubland,Taiga,Desert,Plains,Ice Desert,Tundra,Hills' to make sure that rivers, ocean, hell and underground are omitted. (the 1.8 biome code doesn't use these names, but it seems walledcity still does; formivore shouldn't bother fixing it until 1.9 anyways when the biomes will be renamed AGAIN)
    * 'merge_walls=1' Otherwise the streets will run parallel and sorta avoid each other. This way they'll criss-cross.
    * 'building_templates=ALL' easier to just add/delete the *.tml files in the buildings/ subdirectory.

    Fourth: start up a world in creative mode, fly around, see if you like it, and tune these settings in your street *.tml files:
    * 'building_interval=' is how many meters along the road will be counted before trying to add another building. It's probably set to '32' in the streets. You could reduce it for really crowded buildings, but beware making it too small (like '1') because the buildings may start to interfere with each other.
    * 'make_end_towers=1' This is optional. I like the effect, since end-towers don't obstruct traffic unless it overlaps with some other road. You may not like so many same-looking towers scattered around. YMMV.
    * edit the 'weight=' settings in the buildings/*.tml files. remember that these are weights, not probabilities, so '100' doesn't mean 100%, it means 10x more than a building with 'weight=10'

    Fifth: destroy the world, build a new one, keep trying and tweaking and tuning until you have what you want.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    Quote from formivore
    Wait are you saying you made 120 .tml files. Dude. Pics?


    Made? More like acquired. I'll be making my own soon, based off of the super-simple structures I keep rebuilding in new worlds.

    Dunno why you'd want a picture of a list of 120 filenames, but here you go...
    you are not allowed to use that image extension on this board. wtf, minecraft forums, don't be a dink.
    You'll have to click the link instead: http://mlkshk.com/r/8ALZ
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    It took some tweaking, but I finally got WalledCity + GreatWall to generate an ruined cities world like what I had in mind. I learned enough to be able to make adjustments, and with the help of a python script called mcexplore.py I could pre-generate a 5km x 5km world for use by a bukkit or craftbukkit server without installing WalledCity+GreatWall into those servers. (They would probably puke over having not-approved modifications installed anyways).

    In the process of making that 25km^2 world, I collected 120 different *.tml template files. I see people asking for more templates, and the response is "go read the forum thread for Ruins or WalledCity and do it yourself," which is not so good. Is there somewhere I can post the 120 *.tml files I have, and perhaps others could deposit their own?

    (mixing and matching *.tml files can be weird, since the weight= value could be skewed if templates are coming from different authors, and some city templates would specify and require certain street templates, and some street/wall templates would specify and thus require certain building templates. Still, better to have more options than less.)
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    There's so much detail in this, it deserves it's own website. I want to read more about it, bug paging through 38 pages of clunky forum webpages is too arduous.

    I'm especially curious if there's been any attempts to show pictures of models of the structures defined in the *.tpl files. The *.tpl format is easy to understand, so I'll be using it to incorporate some statues and in-jokes for the community I'm working for. Here's a 5km x 5km example map made using the Ruined*.tpl templates only: http://mlkshk.com/r/7VXU

    I'll be using this with a pre-generate tool to help a public server have their own giant post-apocalyptic city. I'm still getting gaps between the city structures. I tried these settings:
    -- WalledCitySetings.txt
    ChunkTryProb:0.99
    TriesPerChunk:2
    ChunkUndergroundTryProb:0.01
    MinCitySeperation:0

    ...but there's still gaps between cities. I understand if it's because there's too much water in the chunk (ie River or Ocean biomes), but I'm seeing big desert and forest biomes that are untouched by the urban blight I'm hoping for.

    Should I be using the GreatWall settings instead? I wonder if the Walled City code has gaps between city-structures hardcoded, but the wall stuff can overlap and interfere with each other. So if I just added more building sub-templates to the wall templates... hrm. If you need me I'll be in my lab.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Please Close] Draghi's Custom Flatmaps
    Quote from PitStop

    Awesome! :Skeleton: Would me more awesome if i got Millénaire to make villages there :I :Sheep:


    Millénaire (and Walled City, and Biodomes) changes the chunk-generating code; if the chunks are already made, there won't be any villages.


    Oh, and I came here originally to say "thank you" to Draghi. This saves me much time using WorldEdit to build laboratory worlds for testing powered rail and TNT cannons.
    Posted in: Maps
  • 0

    posted a message on [1.8.1] Builders 0.64B [MOB]
    Good news: I was able to run it for an hour. Here's the before-and-after pictures I wanted to make.
    http://imgur.com/dgEeS
    Posted in: WIP Mods
  • 0

    posted a message on [1.8.1] Builders 0.64B [MOB]
    Bug report.

    The plan: Set Minecraft on 'peaceful'. Start a new world with a well-known seed. Wait for it to load/build my entire player aura, then quit, and make a 'before' map using c10t. Modify Minecraft with the (ModLoader + Audiomod +) Builders mod, set it to difficulty 'normal', and leave it running overnight. Then quit/save, and use c10t to make an 'after' map.

    What happened: Using Used the seed "Notch". Watched the builders start to do their thing, went to bed after twenty minutes.
    I woke up thismorning to see minecraft had quit during the night, with the following error message.

    java.lang.NullPointerException
    	at EntityBuilder.checkTownChest(EntityBuilder.java:1066)
    	at EntityBuilder.tradeChestUpdate(EntityBuilder.java:1580)
    	at EntityBuilder.w_(EntityBuilder.java:405)
    	at EntitySandBuilder.w_(EntitySandBuilder.java:85)
    	at et.a(SourceFile:1087)
    	at et.f(SourceFile:1063)
    	at et.g(SourceFile:1042)
    	at net.minecraft.client.Minecraft.j(SourceFile:1334)
    	at p.j(p.java:35)
    	at net.minecraft.client.Minecraft.run(SourceFile:694)
    	at java.lang.Thread.run(Thread.java:662)
     Stopping!


    I wish I could tell you when it happened, but I didn't have a clock on it because I didn't expect it to crash.
    Posted in: WIP Mods
  • 0

    posted a message on [1.8.1][Nov 19] Lahwran's mods - WorldeditCUI
    Here's a stacktrace, hope it helps.


    21-Apr-2011 9:47:36 AM ModLoader init
    FINE: ModLoader Beta 1.5_01 Initializing...
    21-Apr-2011 9:47:36 AM ModLoader readFromClassPath
    FINER: Adding mods from /home/moses/minecraft/bin/minecraft.jar
    21-Apr-2011 9:47:36 AM ModLoader readFromClassPath
    FINER: Zip found.
    21-Apr-2011 9:47:36 AM ModLoader addMod
    FINE: Failed to load mod from "mod_ZanMinimap.class"
    21-Apr-2011 9:47:36 AM ModLoader addMod
    FINER: THROW
    java.lang.NoSuchFieldError: a
    at mod_ZanMinimap.<init>(mod_ZanMinimap.java:166)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
    at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
    at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
    at java.lang.Class.newInstance0(Class.java:355)
    at java.lang.Class.newInstance(Class.java:308)
    at ModLoader.addMod(ModLoader.java:197)
    at ModLoader.readFromClassPath(ModLoader.java:1009)
    at ModLoader.init(ModLoader.java:736)
    at ModLoader.AddAllRenderers(ModLoader.java:116)
    at sd.<init>(sd.java:60)
    at sd.<clinit>(sd.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:282)
    at p.a(p.java:28)
    at net.minecraft.client.Minecraft.run(SourceFile:658)
    at java.lang.Thread.run(Thread.java:662)
    21-Apr-2011 9:47:46 AM ModLoader AddAllRenderers
    FINE: Initialized
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4_01] World Recorder [SMP] [NEW]
    'K. More quality assurance data then:
    - I see you write to stdout the x,z coords of the chunks as they are fetched from the server. That is noisy, and yet I find it very useful. When the numbers keep repeating, or if the numbers aren't divisible evenly by 16, I can tell there's a glitch and I can restart the software. yay!
    - When I hit 'm', I expect it to show me the 'saving chunks' screen and a progress bar (just as if I were quitting a single-player world). Sometimes when I hit 'm', even if it's the first time this session, I get just 1 or 2 frame "blink". Checking the chunk files on-disk, they were not updated. Nothing mentioned on stdout, so I can't even speculate on the how nor why.
    - I recognized the size of the map data written to disk: it's the same size as when I start up a new world and just stand still for five minutes. I think hitting 'm' (on my machine at least) only writes to disk the chunks that are currently in memory -- that is, the 128m-radius around the player avatar. I'm getting a complete map of my friend's server by starting Minecraft.jar, walking about 250m, hitting 'm', then I shut down Minecraft (not just disconnect, else I get the "blink" effect mentioned above) and restart 'java -jar Minecraft.jar', reconnect and walk some more to take another snapshot.

    To be clear: these are NOT complaints. Your tool still provides what you described; I just need to follow a more exacting procedure to use it. More fuel for future readme.txt files.

    Feature request: could the next version of your tool also report to the game text area how many chunks were written to disk? (at first I thought 'report to stdout', but MS-Windows users will never see it). I can foresee people hitting 'm' before waiting for all the chunks to be downloaded from the server; this feedback signal would remind them to be patient, and tell them when something went wrong if they don't get the message or it says '0 chunks saved.'
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4_01] World Recorder [SMP] [NEW]
    Quote from NewbyModder »
    Modloader has the same adf.ly link...


    Ah, okay, then I know what to do. The link for Modloader makes my virus-protection flip out and choke the browser to death. This is probably the same thing. ... yup; got it now.

    I must not be using your Worldrecorder mod correctly. I went on a 4 km walk, hit the 'm' key a few times while I was travelling, went to my home and hit 'm' one last time before getting into a bed block and logging out. Then I started it up in single-player. The single-player world that's named after the server seems mostly virgin territory, except for about 250m square. I recognize the valley from before we built our town, so it is certainly the correct seed. Outside of the vallley, there's part of a bridge, some rails that just stop in mid-air, and half a building here, all stuff I walked past so it's not like it was on the edge of my player aura. The place where I hit 'm' one last time before logging out, it's virgin territory -- so virgin that the cave I made into my home was a hill again, so my player object appeared buried underground! The spiders pointed and laughed at me... and they can point with four limbs, so it's like quadruple the teasing.

    I was pressing the 'm' key repeatedly as I travelled, but it seems like it only went to disk once, and it wasn't the most recent pressing of 'm'. I must be doing something wrong. Should I only press 'm' once, only after I've done all the travelling ?
    Posted in: Minecraft Mods
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