I'm fleshing out my series' of statues and airships. The plan is to go all out on Atlantis. As always, the builds speak for themselves.
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Jan 9, 2020Posted in: Minecraft Mods
Select the contents of the second rule and put it after a comma into the first, then remove the second rule. Print the contents of the first rule three more times, after commas for each one.
There are other ways to weight each one, and the contents of each option needs to be correct, or potentially failing past the point if it runs into contents that throw an error, which you can check by printing the other rule by itself to make sure it prints when called.
Sep 18, 2019Posted in: Minecraft Mods
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.
Sep 6, 2019Posted in: Minecraft Mods
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.
Aug 13, 2019Posted in: Minecraft Mods
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.
Jun 6, 2019Posted in: Minecraft Mods
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.
Apr 5, 2019Posted in: Minecraft Mods
When starting a new world, under superflat there is a customize button.
The next screen shows the layers in the world in blocks. At the lower right is a button called "Presets", press it to go to the next screen.
At the top of that screen it has a box with text in it. That is the world code, and there are videos explaining it in detail. To add more dirt layers change the corresponding number.
The text in the box is a very long line., press ALT and A at the same time to select the entire line, then ALT-C and ALT-V to bring it into a text file so you can see the entire line at once while editing it.
I just now checked all this in 1.13.2, the text box for the world code is just in a slightly different place from where it was in previous versions.
Feb 16, 2019Posted in: Minecraft Mods
Just be aware that areas covered with auto-lamps such as cities can have extreme lag spikes at every sunrise and sunset, on the order of a full second, using just as many lamps as pictured above (70 or so). Of course they would produce the most lag per lamp if each lamp was in it's own chunk.
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Dec 1, 2011Posted in: Minecraft Mods
Join my discord for the latest information: https://discord.gg/9xZuaA4
If you dont want to loose items or blocks in 1.7, make sure to open your worlds with the latest 1.6.4 atleast once.
Want to show your support? Buy me a drink
Latest update video
Always backup your world before updating.
Read the Todo List before making suggestions
- Requires Forge, download here
German download: here
External Dialog Editor
- 1.7.10b and lower: download (last updated 19-jun-2014)
- 1.7.10c and higher: download (last updated 24-aug-2015)
- source code
This mod adds a set of tools to create npcs with different roles/jobs and other functions. It gives Creative Players a way to liven up their world with fully Customizable NPCs.
- Starting info
- Installation Guide
- Content Packs
- Frequently Asked Questions
- Todo and current plans
- Dialog Setup
- Factions Setup
- Fan Made Machinima
- Adventure Maps
- Bug/Issue Tracker
Main developer: Noppes Co developer:
- Licensed under the Creative Commons BY-NC
- If you want to use it for a modpack, include a link to this thread
- If you want to use this mod for an adventure map go ahead. No need to ask for permission
- People who do youtube videos on this mod, feel free to post them here
If you are using mcpc+ there are multiple permissions you can usepermissions:
customnpcs.npc.gui customnpcs.npc.create customnpcs.npc.edit customnpcs.npc.delete customnpcs.npc.reset customnpcs.npc.freeze customnpcs.npc.ai customnpcs.npc.stats customnpcs.npc.display customnpcs.npc.inventory customnpcs.npc.advanced customnpcs.spawner.mob customnpcs.spawner.create customnpcs.global.playerdata customnpcs.global.bank customnpcs.global.dialog customnpcs.global.transport customnpcs.global.faction customnpcs.global.quest customnpcs.global.recipe customnpcs.global.naturalspawn customnpcs.mounter customnpcs.pather customnpcs.villager
by default players will have none of these permissions unless they are opped
Tutorial/Show Off by SCMowns
Without these guys this mod wouldnt have been possible, they are awesome. Thanks for all your support.
- For skins:xSparky, willxo, DrakonsLTU, arugaicastle, Kasumi10102, meecube, DiggyDiggyHole1223, Jimorrison, MrTylon, DrakonsLTU, GingerNinjaSam, C0NV3X, fatacemcafee, MineWarCrafter, Eliwood407, NethanielShade, Tcc, MineWarCrafter, rhaidenp, Zach8460, araelb123, Gurinderm101, gui_maldito, Fox0427
- For items: Torzel, C0NV3X, Eliwood407, Scorpinax, llama66613, meecube, lazeckvar, werff, DiggyDiggyHole, Moety5, adscomics, tobbiusness
- For blocks: Redmann, tobbiusness, MineWarCrafter, owned645
- Making/Imporving models: Verdana, CarbonLord, DjGyarados, Jimorrison, Solidfire
- For banners: KingMiner, Bosch, Darkcrafter31, MrTylon, aditya25
- For extensive testing and being awesome on the forums: Darkcrafter31, MrTylon, Mr. Rinkachi, Kasumi10102, Archadeas, belldyl, Collserra, Taj, willxo, CarbonLord, C0NV3X, Eliwood407, Mikieee, tobbiusness, Charanor
- For translations: CZ:fritol33, DE:Waringham, Datixum, PL:Patrykgazing, RU:Overbolt, BR:Teraxo, ID:aditya25, KR:Cuz, FR:DjefNukem, AR:matias491, CN:miguo
- Special Thanks to: Verdana for letting me use the pony model, KodaichiZero for letting me use his grooving animation, TheKyleb for letting me use his music.
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Jan 14, 2019Posted in: Minecraft Mods
Currently, a little over two billion--2,147,483,647. In the next version of Ruins, which allows fractional weights, it'll be on the order of a hundred thousand centillion. As you said, though, the danger of overflow (going over the maximum value) now or underflow (going under the finest precision) later is negligible, unless you're actively trying to break things with pathological weight values.
A word of caution when using weight to control "rarity," however; while it's one of the factors in determining how frequently a particular template spawns, it's not the only--or even necessarily the most important--one. A template's weight only specifies how likely it is to be selected, relative to other templates eligible to spawn in the same biome, for consideration. Once selected, the template's chances of actually spawning a structure depends entirely on the stringency of its surface criteria (acceptable_target_blocks, allowable_overhang, max_leveling, the area of its footprint) and proximity limits (uniqueMinDistance, leveling_buffer). It's also worth noting the higher the value of configuration parameter tries_per_chunk_normal, the more significant these other factors can become.
Bottom line: it's not true to say that, if template A has weight=2 and template B has weight=1, there will be (statistically) twice as many A structures as B (unless A and B are identical in every other relevant way). If A has a bigger footprint, for example, you may very well see more instances of B than A, despite their weights. The best you can reliably say is increasing/decreasing a template's weight makes it more common/rare than it was before the change; it doesn't specify how rarely it actually spawns structures in absolute terms. The only practical way to gauge rarity is by experimenting.
Nov 17, 2018Posted in: Minecraft Mods
Version 17.2 highlights, in case anyone's interested, because it's been a while:
* New config parameter enableFixedWidthRuleIds:If set to true, all rule IDs in templates generated by /parseruin are left-padded with zeroes to make them all the same width so things line up nicely. Purely cosmetic. If set to false, no padding is added, as before. The default is false. Note the dimension 0 configuration setting of this parameter applies to all dimensions, so only world/ruins.txt (or equivalent) needs to be edited to modify its value. Settings in the various DIMxxx subfolders are ignored.
* New template parameter biomeTypesToSpawnIn: Optionally specify biome types in which this template should spawn (in addition to those explicitly listed as biomesToSpawnIn). In theory, this eliminates the need to anticipate custom biomes added by other mods, using descriptive tags instead of specific names (e.g., biomeTypesToSpawnIn=COLD,DRY to spawn in any COLD or DRY biome). It can be more than just a simple list; logical operators are supported to construct more complex expressions, as detailed in an earlier post.
* New template parameter biomesToNotSpawnIn: Optionally specify a list of biomes in which this template should absolutely not spawn, even if the biome type criteria are met.
* New template parameter requiredMods: Optionally specify mods which must be active (or not active) for this template to be loaded at all (e.g., requiredMods=quark+biomesoplenty to load only if both Quark and Biomes O' Plenty are active, presumably because it uses blocks from these mods). Logical expressions are supported, as above.
* Bug fix: teBlocks work now! Also, duplicate teBlocks in a parsed structure no longer unnecessarily create separate rules.
* Bug fix: Spawned ruins no longer float above the ground. Unless they were designed to, of course.
* Bug fix: Terrain leveling is a bit cleaner, and /undoruin now reverts leveling effects.
* ...plus a number of other less-interesting, esoteric bug fixes, performance enhancements, and preparations for Minecraft 1.13.
Nov 7, 2018Alvoria posted a message on [1.16.2] Ozzy's Deep Sea Deco - Art Deco, Steampunk, CTM, 64x [WIP]Posted in: Resource Packs
I haven't mentioned recently enough that I love this pack. I'm now rectifying that mistake.
I love this pack!
I don't play Minecraft anymore, and yet I stay subscribed to this thread just because I love seeing your textures. That's not something that I can say for a lot of packs. I love Art Deco, and I love how you're bringing it into Minecraft. I also especially love that you're putting the original inspiration for your textures in each of your posts. It gives me an entirely new appreciation for just how amazing this pack is!
OK, I've said my peace. Please resume your regularly scheduled being awesome.
Jul 15, 2018Posted in: Minecraft Mods
There have been some changes to the new biomeTypesToSpawnIn template parameter. It now accepts full-blown logical expressions rather than just a glorified list. As a result, the proposed new biomeTypesToNotSpawnIn parameter is no longer necessary and has been eliminated. Here's a brief primer:
First, to make things really clear and simple, let's pretend there are only three biome types--HOT, RARE, and WET--and only eight biomes:
plains -> 
desert -> [HOT]
swampland -> [WET]
jungle -> [HOT, WET]
mutated_plains -> [RARE]
mutated_desert -> [HOT, RARE]
mutated_swampland -> [RARE, WET]
mutated_jungle -> [HOT, RARE, WET]
You can specify you want a template to spawn in a particular type of biome by setting biomeTypesToSpawnIn to that type:
This allows the template to spawn in any biome assigned the HOT type; namely, desert, jungle, mutated_desert, and mutated_jungle. Suppose you want the template to spawn only in biomes that don't have HOT type. Use a minus sign - in front of the type:
Read the minus as "not," so this expression means "not HOT," thus selecting the plains, swampland, mutated_plains, and mutated_swampland biomes.
As an aside, I'll note these expressions support arbitrary whitespace between biome types and operators, as well as comments--a number sign # and anything after it to the end of the line is ignored. This only applies (for now) to the expression itself; that is, everything after the equals sign =. Text preceding the equals sign and all other lines in the template, however, follow the same whitespace-averse syntax as always. You may choose to use spaces and comments in your expressions or not, but I'm going to use them here for clarity. The last expression, for example, could be written as:
biomeTypesToSpawnIn= -HOT # plains, swampland, mutated_plains, mutated_swampland
The number sign and the explanatory text after it has no effect whatsoever on how the expression is evaluated. Also worth noting: biome types are now all uppercase, and they are case-sensitive. This is a change from my earlier posts.
If you want the template to spawn only in biomes that are both HOT and WET, use a plus sign + between them:
biomeTypesToSpawnIn= HOT+WET # jungle, mutated_jungle
Deserts are HOT, but they're not WET; swampland is WET, but it's not HOT. A biome has to be both to meet this criterion. Read the plus as "AND" (HOT and WET"). You're not limited to just two types:
biomeTypesToSpawnIn= HOT+WET+RARE # mutated_jungle
Mutated_jungle is the only biome (in this primer) with all three types: HOT and WET and RARE.
If you use different operators--plus and minus, say--in the same expression, you should be aware of the notion of precedence. There's a sort of priority ranking among operators defining the order in which they are applied. The NOT operator (a minus sign before a biome type) has higher precedence than the AND operator (a plus sign between two biome types), so the following expression:
biomeTypesToSpawnIn= -HOT+WET # swampland, mutated_swampland
means "not HOT, and also WET" rather than "not both HOT and WET" because the NOT is applied before the AND, according to precedence. This expression is identical to:
biomeTypesToSpawnIn= WET+-HOT # swampland, mutated_swampland
but not the same as:
biomeTypesToSpawnIn= -WET+HOT # desert, mutated_desert
You may use just a minus sign between two types instead of +- as shorthand for "AND NOT" if you like:
biomeTypesToSpawnIn= WET-HOT # swampland, mutated_swampland
biomeTypesToSpawnIn= HOT-WET # desert, mutated_desert
Sometimes, though, you want a template to spawn in ANY of several biome types, not necessarily ALL of them. Separate biome types with commas to indicate OR:
biomeTypesToSpawnIn= HOT, WET # desert, swampland, jungle, mutated_desert, mutated_swampland, mutated_jungle
Read this as "HOT or WET." Deserts are HOT, swampland is WET, and jungles are both. The OR operator has an even lower precedence than AND, so observe the following:
biomeTypesToSpawnIn= HOT+WET, RARE # jungle, mutated_plains, mutated_desert, mutated_swampland, mutated_jungle
biomeTypesToSpawnIn= HOT, WET+RARE # desert, jungle, mutated_desert, mutated_swampland, mutated_jungle
Remember, spaces don't matter in an expression, but I personally like to put them after commas to emphasize their lower precedence. You do you.
Finally, you can create subexpressions within an expression--and within other subexpressions--by enclosing them in ( parentheses ). A subexpression can go anywhere a biome type goes, and the guts of a subexpression are always evaluated before anything outside it. This can be used to manipulate the order of operator evaluation if precedence doesn't get you where you want to be. For example:
biomeTypesToSpawnIn= -(HOT+WET) # plains, desert, swampland, mutated_plains, mutated_desert, mutated_swampland
biomeTypesToSpawnIn= (HOT, WET)+RARE # mutated_desert, mutated_swampland, mutated_jungle
Simple as that!
The biomesToSpawnIn parameter works the same as before--it's a simple list of biomes IDs, and the template will spawn in those biomes regardless of biomeTypesToSpawnIn and biomesToNotSpawnIn settings. The biomesToNotSpawnIn parameter is still there, and it too is a simple list of biomes IDs, filtering out any specific biomes you want to exclude even if they meet the biomeTypesToSpawnIn criterion.
Another new template parameter was added, requiredMods, allowing you to declare any mods that need to be present for the template to load, but...
There's a twist, though--the value isn't a list, it's a logical expression...like biomeTypesToSpawnIn, but with mod IDs instead of biome types. If a template uses, for example, blocks from the Quark and Biomes O' Plenty mods, and places chests with items added by Blood Magic, you might specify:
to indicate ALL three mods must be present. Or maybe the template doesn't contain mod-specific blocks, but is intended only to be used in the presence of certain mods. A template for bonus iron deposits, for example, to make life easier when playing with iron-hungry tech mods, like Tinkers' Construct, the Thermal series, or Galacticraft, might set:
requiredMods= tconstruct, thermalfoundation, galacticraftcore
to indicate ANY one or more of those mods should be present (because of the commas, as opposed to ALL must be, with the pluses). Or maybe a template should only be used if a particular mod is absent, like a template providing an overworld source for quartz that isn't needed if you're playing with Roguelike Dungeons:
See the logical expression primer above for more details about the syntax.
Jun 17, 2018Posted in: Minecraft Mods
Given that this and other transformations discussed earlier in the thread have limited and very particular application, I think what you're really doing is making the case for is a beefed-up API so addon mods can manipulate ruins arbitrarily before they're made manifest in the world. Don't get me wrong--I love the idea of transformations like this. I'm just not sure they're within the scope of the Ruins mod itself.
I feel a template would pretty much have to be designed from the ground up (no pun intended) with specific transformations in mind. There's a whole host of issues that'd prevent general-use templates from employing them. In the case of non-cardinal rotation, for instance, a template author would need to take into account connected blocks (e.g., glass panes, fences, redstone, rails, beds) not lining up as expected, corner blocks meant to be accessible possibly being hidden behind walls, and--arguably most important--unintended block duplication. That treasure chest with a super duper magic sword buried at the bottom of your dungeon might just be super duplicated.
Still, none of that's not a deal breaker. One could design templates specifically with all that in mind--templates not relying on connectivity, without critical corner blocks, and devoid of especially valuable contents. Landscaping elements, maybe. Because transformations require so many special considerations, though, and therefore shouldn't typically be applied to templates in general, I don't know they belong in the Ruins mod proper. Again, AtomicStryker's call.
On a technical note, you probably wouldn't ever use in-world block data tags for persistent storage of state information. First of all because you likely can't; data tags only apply to blocks with associated tile entities, so unless a building consists entirely of, say, furnaces and chests, you're out of luck. Secondly, it'd be wildly inefficient even if you did make a such a template. If your goal is to avoid repeated recalculation, create a temporary lookup table upon spawning a template that maps every [X,Z] point in the footprint to its one or two transformed destination(s) and reuse that table for each layer.
Jun 6, 2018Posted in: Minecraft Mods
I have gotten the impression that only the central target block is checked against acceptable_target_blocks, but that it checks all the blocks at the target layer (within the footprint) against unacceptable_target_blocks, so a really long exclusion list could take a while to do all the comparisons. (Am I right or wrong on either point? It'd be useful to know for sure. )
Ruins essentially partitions all block types in the game into three categories: ignored, unacceptable, and acceptable. That's the priority order as well; if you attempt to put a block type in multiple categories, it winds up in the one with highest priority (i.e., ignored first, then unacceptable, and finally acceptable). If you don't put a block type in any category, it's considered unacceptable by default.
I already explained which blocks are ignored, and how you can (minimally) affect that list. The lists of unacceptable and acceptable blocks you can specify explicitly. If the unacceptable list is empty (which both lists are if you don't set them), it means no blocks are unacceptable, as you might expect (though some might end up that way by default). If the acceptable list is empty, however, that's interpreted as though it lists every block in the game.
Now, armed with that information, you can see it never makes sense to list both acceptable_target_blocks and unacceptable_target_blocks. Either specify a whitelist of acceptable blocks and all others are automatically unacceptable, or specify a blacklist of unacceptable blocks and all others are automatically acceptable. There's also no point in putting ignored blocks on either list.
The surface on which Ruins is considering placing a structure is checked throughout the entire area of that structure's footprint. In every [X, Z] position, the topmost non-ignored block, if any, must not be unacceptable. If even just one is, the spawn fails. Only acceptable blocks and "holes" are allowed. If the number of holes exceeds allowable_overhang, the spawn also fails. Note only the surface is checked--if the surface passes muster, any number of unacceptable blocks can otherwise occur within the volume of space the structure is going to occupy.
To further complicate matters, none of this applies to structures spawned via /testruin, which completely disregards the whole acceptable vs. unacceptable thing. That is, unless you use an underscore (_) as the Y-coordinate, in which case it does consider acceptability, but only at the one specified [X, Z] position, not the entire footprint. Adjoining templates obey all the normal rules, though. Whew!
Performancewise, it is true shorter lists require less processing time than longer ones. Among all the calculations going on, however, that's nowhere near the tallest pole in the tent, so I wouldn't spend a lot of effort optimizing target block lists...but if hypermiling's your thing, knock yourself out.
Jun 6, 2018BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.8: Down below and up above!Posted in: Minecraft Mods
Mowzie's Mobs has been updated to Minecraft 1.12! I've also released a patch for the 1.11 version with balancing and crash fixes.
Would you guys like me to work on a 1.10.2 backport, or get started on new content next?
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