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    posted a message on Gillymoth's Variations TFC 16x

    Now for an update: I've decided to make all the blocks that TFC has, and have made significant progress in many areas.


    There are 21 rock types:

    + Cobble is mostly fleshed out, with a few fiddly-bits left to do.

    + Stonebricks are nearly to the stage as the cobble.

    + Gravel has a pattern fleshed out, more on the way.

    = Smooth is experimental atm.


    There are 27 tree types:

    + Log centers are done, adjust to fit bark when that is done.

    + Leaves are roughed in, conifers fleshed out.

    = lots of bark left to do


    + Straw block

    + Grill

    + Spawners

    + Iron Fences


    A good assortment of fiddly-bits done, including the sun and several moons, two of which are shown now as they are designed to help new players learn the most important recipes in TFC. Instead of taking time out of game to look up the wiki, one simply needs to look up at the moon, that contains the 5x5 patterns for the main tools in the game, making the experience a lot more immersive for new players!


    There are a few more less-helpful moons for more advanced players, who can swap them out for personal taste

    Posted in: WIP Resource Pack
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    posted a message on Needs help with .mcmeta

    If changing file extensions is currently outside of your capabilities, then for a temporary fix find an existing file with that extension and completely replace it's contents with the information in the file that you're trying to change the file-type to. It should work in a pinch, and the file format should still be compatible with a text editor.

    Posted in: Resource Pack Help
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Set leveling_buffer to -1, to completely turn it off, as 0 only limits leveling to inside the template borders. This is useful when the building's footprint doesn't fill the area.


    I usually have a few foundation levels below the surface so the building can be firmly anchored to the ground, so I set embed_into_distance and max_leveling to the same number (4-ish), so a few things fall nicely into place. A much larger footprint needs larger numbers in these two to ensure the structure spawns on rough terrain. For me max_leveling is determined by the footprint, and can diverge from the number of basement levels if one has a deep basement on a narrow building. One gets the feel for it after a while.


    Of course, with embed_into_distance set, one would also need to put the corresponding number of foundation levels in the structure's design.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    The Structures in Ruins are designed optimally to use features only present in Ruins Mod, and cannot simply be uprooted from the system they were designed to fit. Features dealing with blending the structure into the landscape and fine-tuned block selection are vitally important to how the structures show up in the world.

    Posted in: Minecraft Mods
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    posted a message on Gillymoth's Variations TFC 16x

    Testing to replicate forum glitch, will fill in with more relevant artwork when it becomes available.


    Each rock type will be paired with the cobble style that most closely resembles the material size and shape, after developing several more patterns and deciding which ones go where.

    Posted in: WIP Resource Pack
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    posted a message on Gillymoth's Variations TFC 16x

    This is designed to work with Terrafirmacraft.


    In TFC, there are twenty one rock types, and they all have had the same vanilla cobble pattern. Actual rocks of each type break very differently from one another, with various patterns textures and details.


    These are my renditions of the 21 rock types of cobble for TFC.


    There are a good number of rocks in the rock garden that match these types, and so I can detail them rather precisely, considering a 16x grid.


    There is more to come, I have also designed brick patterns for a few of them, however the cobble designs fit with TFC more closely.


    I'm getting the details a lot closer to how each IRL rock type looks, while keeping the general colors approximate to TFC. The cobble patterns also determine the patterns on the cobble walls.

    Posted in: WIP Resource Pack
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    The /testruin command loads a template called with it from disk every time it is executed, as it was designed for testing so it needs to get the new files. Anything that spawns in with /testruin should be checked to make sure it can place the file into the world instantly.


    Other than that, minecraft itself is designed to operate in vertical sections of the world, from 0 to 255, and is set up better for vertical spawning than for flat spawns with an extremely wide footprint.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    There are certain steps that are commonly handled by editing the TML files in a text editor, this is one of them.


    After the air (that needs to spawn in as air) is filled in with an otherwise unused block, the structure is saved as a template, and the entry in the file is changed to "air" instead of whatever block was used to represent it for the save.


    This is usually one of the very last steps of structure development, as saving it again after spawning will undo the step.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    I would guess that you are in a superflat world, since Ruins tries to keep from breaking the bottom of the world, as bedrock is meant to be permanent in general.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    The filepath for Ruins is:


    config/ruins-config/


    All the biome folders from each set go loosely into the ruins_config folder.


    The templates listed are for minecraft version 1.12


    Also Jordan has since made a site for his set.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Those blocks look exactly like the most widely used signature blocks from Chisel (also used in the Crashlanding 1.6 pack).

    I dusted off my old 1.7 reactor room template from the summer of 2015 and identified the blocks as:


    chisel:factoryblock-6 for the yellow-black striped caution blocks (they also make an orange-white set)

    chisel:factoryblock-1 for the main blocks in the rusted girders.

    chisel:stonebricksmooth-10 and 12 for the cement texture (or I might be thinking of chisel:cobblestone-10 which was a block I tended to use a lot)


    I remember that some chisel blocks' names were changed slightly in later versions of the game, and in 1.7 Tinkers Construct had the super-fun slime-pads that launched players a hundred blocks into the air with a hang glider, which were an integral part of all my bases, and even now I find a place to put a vertical shaft in my facilities just in case they bring the block back.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Whenever making a new modded instance, I'll patch in all the structures from another instance that contains the structures (in my specific case I have a master dev folder for that only because I'm the developer of one of the three major sets), but new players can get the default files from any modpack that contains ruins. Also a lot of the necessary material self-generates after starting a new world, but I usually load things in from archives beforehand.


    In case new players see this and wonder what the pathway for the files is, it's this, from the modded instance root:


    config/ruins_config/


    in this folder are all the biome folders, and the generic folder, all of which contain the structures.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Hi, structures in Ruins can be any size at all, any self-imposed size limitations should be considered as soft limits. Any of the 3 directions can have any positive integer. The Y dimension would be limited to 256 for practical use, but it likely handles larger numbers just fine, although any part of the structure above worldheight will be pushed back into the world. Look at structures in the folder called "hell" for examples in the nether on handing exceptions, if a structure is needed to spawn above the ceiling like a house on land. Just set Embed_into_distance to a negative number to raise it back into the air from it's parked position at the nether "worldheight".


    It turns out that the Ruins command called /testruin loads a structure on each use, and the normal method of loading structures from the biome folders is optimized, as /testruin was intended as a tool to be used instead of a type of spawning. It may have been optimized as well more recently seeing as it extends the capabilities of spawning in specific ways.



    When saving, chests that are empty will be marked with the default loot table, and chests that contain items will spawn in exactly as they are filled. Above is a partial list of loot tables, and Ruins uses the vanilla tables (including modifications to the loot tables by mods that extend them). designating which loot tables to use is done directly in the file with a text editor, but is limited to whatever loot tables are extended from the vanilla set of tables, which may include completely new entries, the name of which must be discovered for it to be used.


    One can use command blocks to spawn any mob, using the summon command, prefaced with the Ruinstrigger directive. Ruins will handle any block or entity in the game at the time it is run, exceptions notwithstanding.


    Oh, since the entire minecraft forum is scheduled to be shelved as an archive, I'll post my link to structures directly here, in case the signature files get separated along the way:


    https://www.dropbox.com/sh/wksqx8n83ph4s6u/AAAgILSMO5o2C9bQOvQ3BFPoa?dl=0

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    I've uploaded my updated set, link is in the sig line.


    The Statue of liberty arm in the ocean might break the immersion, so a heads up on that, can't remember if it was in the previous release.


    A few of the ships were overhauled and the new houses are labelled as shacks and sheds.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Modpacks can modify slight modpack-specific details as long as they don't claim the structures by doing so.


    A few of the stilt-houses have experimental hopper/dispenser-loot, and I still need to upload the last updates, which has a lot of extra houses, designed to increase the variety over the world.


    What did you have in mind for chest loot? I've designed a good assortment of rules that account for all kinds of balance, and I could release a version of my next update to favor something specific, as well as one with my own personal preferences.


    This is from one of my unreleased houses from last summer:


    bookshelf,hay_block,ChestGenHook:chests/spawn_bonus_chest:5-5,ChestGenHook:chests/village_blacksmith:4-5,ChestGenHook:chests/simple_dungeon:5-5,ChestGenHook:chests/abandoned_mineshaft:4-5,ChestGenHook:chests/stronghold_library:3-5,ChestGenHook:chests/stronghold_corridor:2-5,ChestGenHook:chests/stronghold_crossing:2-5,ChestGenHook:chests/igloo_chest:4-5


    It has a good balance for a standalone house, where chests with more expensive items are weighted more lightly.


    The adobe city had a ton of loot-sources in close proximity, and was weighted with things like pumpkins and melon blocks to keep the treasure at a sane level.


    The hoppers/dispensers were a good source of non-standard loot, but had to be checked for elements that could unhinge generation above that point. They were useful if one gets tired of the minecraft squeaky-chest opening sound.


    My catacombs had all block-loot, as getting stuck in an inventory as a creeper walks into range was a spot I wanted to avoid.


    Oh, I've completed my extensive coded continuous-worldgen catacomb algorithms in a standalone programming language, and just need to put my completed algorithms into java format for them to spawn into the world. I was designing library functions for all the math involved, as java is very sparse for standard features. I've developed spatial sequences of "randomness" in order to make blocks spawn in smoothly across connected chunks. It's completely independent of preset structures as it's continuous across the world, like the land itself.

    Posted in: Minecraft Mods
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