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    posted a message on MyWorldGen 1.4
    Quote from GreenZombie76»

    Oh - I see the advanced section in the OP somewhat addresses this with a custom MWGIDMap tag. This does (somewhat) imply that other mods that deal with schematics either their own tags or do not address this issue at all.

    i.e. it would be dangerous to use schematics made by (for example) Schematica with this mod if they contain mod blocks...



    MWG tries to be as compatible as it can. When saving a schematic, it uses the block IDs of the current world, and if it tries to load one without an MWGIDMap tag, it uses the current world ID mapping back. So, if a schematic is partly broken or if it's loaded with another program, it will at least work with the same world. I don't know how other mods handle this.

    Quote from GreenZombie76»

    I don't see anything addressing which dimensions are enabled for automatic generation: I presume only the overworld? Generally bad things happen if structures generate in other dimensions. But is it possible to whitelist other dimensions?



    There are no dimension restrictions. You can use the biome whitelists and blacklists for each schematic for this purpose. By default, schematics are saved with the Nether and End biomes blacklisted, and this is the also the case for most of the included structures.

    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4

    A new version should be up soon to fix this. If you have trouble in the future, try using the "recommended" Minecraft Forge version.

    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4

    Sorry about the crashes! I didn't really test the new versions thoroughly. Here's a new release with a bunch of bug fixes:

    • [1.9] Fixed crash when holding something in off-hand
    • Fix MWG blocks breaking in water (changed material type to "iron")
    • Improved schematic world placement (Block updates are all done at once so that no more updates are done than are necessary. Also, the load wand places facing away from you now.)
    • Added a simple guard against infinite recursion
    • Improve support for schematics without anchors
    • [1.9] Fix ignore block collision weirdness
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4

    Ports for 1.8.9 and 1.9 have been released. Due to the addition of loot tables in 1.9, schematics for 1.9 with loot chests, or with chestType specified, will need to change chestType to be one of the available loot tables (in minecraft.jar/assets/minecraft/loot_tables, prefix with minecraft:).

    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    Quote from reyak»

    Now for the questions/thoughts...


    1.The water node tends to generate an object UNDER water.... Is that intentional? I've been trying to use it on floating bases.


    Yes, that's intentional (it's so you can make submarines!). If you want a floating object, like a boat, place an air anchor on top of a water anchor.


    2. The water node breaks like a plant if you try and place it in water...


    That's… odd. I'll take a look.


    3. You should add some sort of GUI or something to allow you to add the nodes to normal Minecraft schematics, so you can download them from anywhere, and use them. I tried that originally, not knowing you needed the nodes, and it crashed me on world gen. Better yet, the mod can automatically add a node to the bottom layer of any downloaded schematic.


    Also a bug. It's supposed to consider anchor-less schematics as if they have a ground anchor on the bottom. I'll take a look, but I might also like to know what schematic specifically was causing the problem. Do you have a link?


    4. There's one tiny issue I've come across when creating a new schematic... Most builds aren't square. You should add an invisible block that erases itself when the schematic is saved. I've been using leaves under the assumption that they will decay. For some reason they haven't...


    That's what the "ignore" block is for!


    Aside form all that, it's an awesome mod. I can think of a million things to do with it. Stuff like beds, and ladders break on worldgen, but that happens to almost every dungeon mod I've ever seen, so who cares? I love it.


    Awesome, thanks for the feedback! If you run into any other issues, please report them on the bug tracker!

    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    Alright, I finally got around to finishing up version 1.4. It's a big one! Mostly it introduces a new way of deciding structure fitting (called "fuzzy matching" and an accompanying generation option, "terrain smoothing"), but it also has some interface enhancements so you don't have to use NBTExplorer for everything. I'll make a video explaining fuzzy matching eventually. Also, it changes the resource pack format to be more like Minecraft sound packs, with a worldgen.json as an index, which I'll document as soon as I can find my example. Here's a list of all of the changes I made, I might have missed a few things. As usual, please report any bugs!
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    is there a way to fill large areas with ignore blocks or do they all have to be placed manually

    Hmm, not really. I'm sure you could use some WorldEdit type thing to do it, but I'll consider adding something like that to MWG for a future version. (also, in most cases, you can just leave space filled with air and it'll work fine)
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    Quote from Dahugebigbang»
    How exactly does all the anchors work? I assume the ground one makes it touch the top block of the biome upon generation, as do all the material anchors, but what about the inventory anchor? Any mods I can use for custom chest loot?

    Inventory anchors are a more specific version of material anchors. Click on one to set what blocks it matches.
    It sounds like you'll want something like CustomChestLoot or TooMuchLoot.

    Also, big announcement for everybody! A beta port to Minecraft 1.8 will soon be up on CurseForge. It took much longer to make this time compared to the 1.7 port. I can't test very much, so please try it out and report bugs!
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    Quote from CapnJackH»

    Thanks!! This one worked. It loaded to completion. I'll let you know if there are any further bugs while doing more testing, but that should be it!

    Thanks! The new version should be up for everybody on Curseforge soon.
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    Quote from CapnJackH»

    Thank you for the quick response! I tried out that version with java 6 and it gave me a new error. http://pastebin.com/iGA4AuTp Hopefully that helps on your end. If this can't be resolved by a fix then I can try for java 7.

    Ok, here's another build. I think I somehow missed reobf in the last one, but this one I actually tested. I can't easily test it in Java 6 though so I'll need you to test it again. Thanks!
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    Quote from CapnJackH»
    Hi I have been trying to build a modpack with your mod and it keeps calling an error. The error is called ReflexiveOperationException. I did a bit a research and java version seems to be the error normally. What version is the mod normally played on? Or is Java even at fault? I have installed only your mod to make sure it is not errors with mod interaction. Here is the paste bin: http://pastebin.com/D66vMQap Any help is appreciated thanks!

    That is a very strange crash. If you can, I'd try updating to Java 7. I'll also try to get a fix out for you some time soon, I think I know what the problem might be.

    Edit: Here's a version fixed for Java 6. Could you try it out to make sure it works before I publish it?
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    Ok, new build awaiting approval on curseforge. This one just fixes the server crash and might fix the mob spawner crash (at least, mob spawners are randomizable now)

    Quote from CapnJackH»
    Was the Rotation lock updated on the 1.6.4 build also? Or are updates discontinued there?


    No, sorry. :( Really, I'm not working on the mod at all any more (though I am looking for people to help!). This time I just didn't want to leave the most recent version with such a stupid crash.
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    Quote from JaxFirehart»
    I'm having an issue getting existing worlds to load (and creating new worlds). I am using around 50 mods but I have tried with ONLY MyWorldGen in my mods folder. If it exists in the mods folder the world won't load, if it is removed the world loads fine. I tried deleting the existing schematics (like the campfire and such) with no change. What happens is I try to load a world it pops up the loading message and immediately backs up to the main menu.


    This is the log in the launcher:

    Oh wow, I don't know how that one got through. I'll see if I get get a fix out soon.
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    I don't normally say "I quit," since I don't like to make that sort of promise, but if cpw's quitting I don't have much hope for Forge or modded Minecraft. I've uploaded a build with changes from the latest source:
    • Built on 1.7.10, but it should still work with 1.7.2
    • Rotation lock (NBT tag "lockRotation")
    • Respect a world's "generate structures" setting
    • Lossless/as generated switch for the load anchor
    • Various small fixes, see https://github.com/impiaaa/MyWorldGen/commits/1.7
    Posted in: Minecraft Mods
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    posted a message on MyWorldGen 1.4
    Quote from Garz

    You know how most things that are directional don't spawn in the way you placed them in the build? Would it be possible for you to add some sort of option to always spawn a structure facing the same north/west/east/south directions so that it's basically just a complete copy of the build and doesn't have those issues?

    Sounds easy enough. Maybe for the next version.
    Quote from DraxisWuf

    I find it amazing how your mod can randomly generate absolutely anything from other mods. I absolutely love it. Even Noppes CustomNPCs generate. I can finally include randomly-generated structures with quest-givers, shopkeepers and epic bosses on my server.

    Thanks! I'm glad it works well.
    Quote from Zratrek

    could you post vid about how to set up all the anchors? I tried everything but when my simple house spawns it destroys all land close to it, it even spawns 1/2 IN mountain 1/2 outside. I don't believe that it's your mod fault, it has to be me.

    I might eventually, but for now, make sure you have anchors in the corners and you're selecting nothing but the house.
    Quote from IHaTeD2

    Okay, I'm actually interested.
    Just two questions:
    - Is it compatible with Alternate Terrain Generation (ATG)?

    I don't see why not. You might have to fiddle with the anchors some since ATG doesn't like flat terrain.
    Quote from IHaTeD2

    - Can you use underground structures or floating ones as well (like determine the height they will spawn or something)?

    Read the bit about anchors
    Quote from IHaTeD2

    - Does it work with filled carpenters blocks blocks?

    It saves and loads the schematic files the same way Minecraft saves maps, so it should work. Let me know on the tracker if there are any issues.
    Posted in: Minecraft Mods
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