• 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from AtomicStryker

    Adding them to ruins.txt will work, alternatively delete it and it shall regenerate with them.


    Ok great, are the distances measured in blocks or chunks?

    I currently have it looking like this:

    disableRuinSpawnCoordsLogging=truetemplateInstancesMinDistance=500anyRuinsMinDistance=150specific_Ocean=1
    00


    That's where I put the params, so will that be 500/150 blocks or 500/150 chunks? hehe

    EDIT: Seems to be measured in blocks.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Update: can't find those commands in the latest ruins.txt for 1.6.4 - will they work if I just add them in?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from AtomicStryker

    I would suggest you check out my recent additions templateInstancesMinDistance and anyRuinsMinDistance. The first specifies how much distance MUST be between 2 ruins of the same (tml) type, the second how much distance must remain between any two ruins.

    These are found in the global ruins.txt


    EDIT: Those commands aren't in the ruins.txt for the latest version
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Hi AtomicStryker,

    Amazing mod you've put together here!

    I'd like to ask you what you'd recommend for the lowest settings of frequency for the appearance of ruins. I am preparing a custom world for a server and they want ruins mod on it but even when I put the settings to what I think to be the lowest possible in the config, I still get far too many ruins in a single area. On open plains and desert I can still see upwards of 10 ruins with normal view distance just looking around.

    The current settings I have are as follows:

    tries_per_chunk_normal=1
    chance_to_spawn_normal=1chance_for_site_normal=0


    From my understanding this should mean that a ruin should only try to spawn once per chunk and it should not cause another ruin to spawn. So several questions:

    1. Can I use decimals, say 0.1 or 0.05?

    2. Are the chances per TML file or overall? So if I have more TML files in a folder, will more ruins spawn overall? Or will it be the same amount only with more variety (ie: if I have just 1 TML file it will spawn 10 of the same ruin in one view distance area?)

    3. Can I create blank TML files to populate the area with? How would I do that?

    4. "If not, it will choose a generic ruin from the root ruin folder." - does that mean it will take TML files from outside the specific biome folders, or it will scan all biome folders for TML files? So if I have no TML files loose in the root folder and I set the specific's to 5, there would be a 95% chances that nothing would spawn or that it would take from ANY of the biome folders? My "specific" chances are currently all set to 100 so that the biomes only take from their specific folders but not sure if that's how that works!

    Thank you for your time and for your awesome mod!
    Posted in: Minecraft Mods
  • 0

    posted a message on Need an Explanation for Mo Creatures Config
    Quote from quickfingers307

    Hope that helps, seen that post somewhere.


    Sorry to necro this but...

    Anyone know if decimals work? Because sometimes even 1:1:1:1 is too frequent.

    Also, is the frequency percentage chance or an overall chance?
    Posted in: Mods Discussion
  • 1

    posted a message on "Blocke'Mon" - New Machinima from Bashur (creator of LoH)
    Enjoy, we're pretty proud of this one:


    CREDITS:

    Bashur as Bash Ketchup, Bash's Mom and Rooster
    ShadyVox as Larry - Random crowd : http://www.youtube.com/user/ShadyVoxYT
    CavemanFilms as Prof Pine: http://www.youtube.c...er/cavemanfilms
    Awesome music made by Syntope : http://www.youtube.com/user/Syntope
    Old man in crowd played by Reymas

    Written, Directed and Edited by: Bashur
    Mod Coordinator: SinKillerJ
    Titles/Graphics: Ninjafishy
    Custom Textures: Sergaz
    Texture Pack: Sphax
    Opening TV Animation: CaveManFilms
    Set Designer: NuclearPirates
    Set Builders: HippyNinja, NinjaFishy, Crazymajor, Methas
    Puppeteers: NuclearPirates, HippyNinja, Crazymajor, Methas
    Server Provided By: LegendaryCraft http://www.legendarycraft.com/
    Posted in: Machinimas
  • 0

    posted a message on "Fallout: Rebuilding Humanity" - A Post-Apocalyptic Fallout Themed Adventure Map by (D.R, M.C & BlockProjects)
    Quote from growlithekid2

    The texture packs worked fine in 1.4.7 with all the blocks and items looking the way they should, but then I updated to 1.5 and only certain things are how they should look. None of the items and most of the blocks are back to regular minecraft blocks. Have I done something wrong?


    Same issue here. TPs no longer working in 1.5
    Posted in: WIP Maps
  • 0

    posted a message on "Project RUNE" - Official Announcement!
    Quote from the_cr3ator

    Examples of relevant past work: http://thecr3ator.imgur.com/all/


    Hey man, thanks for the app but your gallery seems to be private and I can't see the images.
    Posted in: Server Recruitment
  • 0

    posted a message on "Project RUNE" - Official Announcement!
    Quote from Gold_Ben

    I cant wait for this!
    Almost like Technic Pack.... Exept, Multiplayer ONly!
    I will prepare to play!


    A better way to think about it is a whole new game built on top of Minecraft, but that's a start. ;)
    Posted in: Server Recruitment
  • 0

    posted a message on "Project RUNE" - Official Announcement!
    Quote from Haldir192

    This is going to be a great project! And to everyone who is asking, it will cost $2 a month to play on.


    We haven't made any final decisions whether it will be F2P, P2P or something in between.
    Posted in: Server Recruitment
  • 0

    posted a message on "Project RUNE" - Official Announcement!
    Thanks for the support everyone! We'll be checking in on the applications soon!


    Quote from incuro

    Goodluck Bashur, and I had no Idea FireUK was in on this.... Or HatFilms..... Gonna be epic from that perspective!


    Hat Films receives special thanks simply because they are so inspirational, supportive and encouraging to Bashcraft and the project. They are not directly involved at this time.
    Posted in: Server Recruitment
  • 10

    posted a message on "Project RUNE" - Official Announcement!
    DISCLAIMER: THIS THREAD WAS STARTED IN "DISCUSSION" BECAUSE IT DOES NOT FALL UNDER JUST ONE OF THE CATEGORIES IN THE MAPPING, MODDING OR SERVERS FORUMS.


    in association with
    present:
    "We lay ourselves at the alter of fate not for you,
    but for the sake of Rune itself. Make no mistake: we shall return."
    - Hestia Brist, Archon of the Ever-tree



    PROJECT OVERVIEW

    "RUNE" is by far the most ambitious and in-depth project ever planned for the world of Minecraft. Bringing together the amazing talents of the Bashurverse, FyreUK and LegendaryCraft as well as many others, we aim to revolutionize Minecraft from the ground up. Utilizing the official modding API and a team of highly talented individuals, we aim to create something wholly new and mind-blowing.

    "RUNE" was originally conceived in 2007 as a concept for an original dark fantasy MMO, with many innovative concepts and features as well as a rich lore-base and unique story. It was primarily inspired by such game series' as "The Elder Scrolls," "Ultima," "Dwarf Fortress" and "Wurm" (the game Notch made prior to Minecraft). We initially attempted to use the Unreal 3 Engine to create a tech demo but funds were scarce. Now that the modding API is on the horizon, we have found that Minecraft is the perfect canvas upon which to create our world.

    We don't consider this project to be a mod pack or a simple role-play server, but in fact to be an entirely new game unto itself. We view Minecraft and its modding API to be our SDK to create the game we've always wanted to play.

    FREEDOM AND PURPOSE

    The primary idea behind "RUNE"'s design is the balance between "freedom" and "purpose." We love the freedom that Minecraft provides, but we're also very invested in deep story-based games that give you purpose in the world. We endeavor to marry the two. The story and mechanics of the game all serve this purpose, to give players all the freedom they are used to but with a great over-arching story-based purpose and consequences to every choice they make.

    "RUNE" is most definitely not for the feint of heart.

    THE WORLD

    With a completely hand-designed map (utilizing WorldPainter and VoxelSniper) we have created a massive, seamless world. The world itself is approximately 25,000 by 13,000 blocks with the 256 tall heightmap. This size seemed to be perfect for a massively scaled world but not so big that players would never run into one another.

    It is based off of the following map design by BetoMoraru and Cyfae:


    The map in worldpainter looks like this (90% complete):



    With biomes:



    We still have to put more work into the poles and texture the ocean floor but other than that the world is almost ready. Special thanks goes out to Captain_Chaos, creator of WorldPainter who worked with us to add custom Rune features to his program and make our lives so much easier.

    THE STORY

    As Read by David Crocker:

    [video][/video]
    For centuries, the people of Rune lived a civilized existence. Nations warred, people suffered, cities grew and prospered. Then, the Archons came, one born for each of the five races, their blood infused with a deep magic long since lost to the world. As they grew in power they came to lord over all of Rune, wielding their great magic to protect the lands and its people. But for every gift the Archons bestowed upon the world, dark fissures were formed in the fabric of reality, through which chaotic forces could invade the realm of Rune.

    Some called it "Ataxius," others "the Nether" but it soon became apparent that this realm was encroaching dangerously upon the world of the living. Waves upon waves of undead creatures began to flood the lands. Great armies turned their weapons upon these other-worldly foes: The "Umber-guard" of Ruuk Sahlatte were known as some of the fiercest nether-hunters, as well as the Erimites' own "Scarred Legion" of specially trained warriors. After a time, however, it became apparent that even with the Archons at the vanguard, the undead hordes were only growing stronger.

    The land was ravaged, whole cities abandoned and left to rot. Civilizations desperately pulled back their defenses around their capitols, leaving many innocent civilians to the hands of the Netherites. Finally, the proverbial dam was broken, and a great storm of chaos magic swept across the world. As the skies darkened and the seas boiled, the five Archons channeled the last of their energy into one final gift, an event known as "The Culling."

    They laid down their very lives and channeled their energy into large magical barriers around the capitol cities of each of the five major kingdoms. These came to be known as the Five Shells or "Emun Tserath," the great protectors. As the storm of chaos raged outside, what remained of the battered people of Rune huddled, trapped in the cities they had so diligently crafted. Their greatest symbol of achievement would now be their prison for the next thousand years.

    Cut off from the outside world, they were forced to adapt to the isolated nature of their environment, requiring the development of underground farming systems, and militaristic rationing in many cases.
    ________________________________________

    We have been living this way generation after generation, the microcosm taking its toll on our society. However, that is all about to change. As prophesied, the shells are fading, and soon we who have been trapped inside the walls since birth will be free to once again conquer the land.

    Each kingdom has chosen and trained a select group of citizens, charged with venturing forth into the reborn landscape and reclaiming it for our people. It will be a long, hard journey, as the old civilizations have been utterly destroyed and overgrown by the relentless forces of nature.

    These brave, intrepid few will set foot upon land untainted by civilization for an entire millennium. We will build roads, found new settlements, discover and preserve old ruins and reestablish relations with the other kingdoms. With only ancient historical texts and maps at our disposal, you will be discovering the old dominion of Rune anew.

    The caged era is coming to a close and a Golden age is upon us. Go forth and carry our flag to far corners of the new world!

    *For more information check out the Lore Thread HERE!

    FEATURES
    • A vast and unforgiving world where you will forge your own path and make a name for yourself.
    • A robust character advancement system with 8 attributes and 55 skills to truly shape who you want to be.
    • 5 distinct races each with several bloodlines to choose from.
    • Thousands of new items, blocks, weapons, armor and technology all centering around a dark-fantasy theme.
    • 200 new creatures of all shapes and sizes.
    • Custom 64x64 texture pack, launcher and installer (you will still need a legitimate copy of Minecraft to play).
    • An unprecedented amount of players concurrently on a single server.
    • Completely revamped core Minecraft mechanics.
    • Territory control, factions, wars.
    • Deeper crafting, more complex combat, survival traits and so much more...!
    THE TEAM
    • Producer: Bashur
    • Game Director: Reymas
    • Project Manager: Ell3ment
    • Site Manager: Kedde1x
    • Art Director: Sergaz
    • Lead Developer: PrivateAlpha
    • World Designer: Reymas
    • City Designers: FyreUKPhil, FyreUKMatt, BlockFortress, NinjaFishy, ParticlePlayer
    • Developers: FinalFred, Lolmewm, Jacob5126, Tux2, TurboSlow, XThexder
    • Art Department: PsychoPyro, Cyfae, ThatGuyIsOk
    • Construction Crew: Starreaper, Goldy5114, Devilfish101, Enty, Neoblade, RoastToast, RoseMouse, PandaHP, HALDIR192, ZJShoe
    • Server Managers: FelipeLC, JuanLC at LegendaryCraft
    • Special Thanks: Captain_Chaos, BebopVox, InTheLittleWood, TheSyndicateProject, HatFilms, DeadWorkersParty
    TEAM APPLICATIONS

    If you feel you have anything to offer this project, from coding to art, from world design to sponsorship, and would like to be a part of the most ambitious project Minecraft has ever seen, please post an application as a reply to this thread with the following format:

    Name:
    IGN:
    Age:
    TimeZone:
    Services Offered (coding, building, texturing, etc.):
    Examples of relevant past work:
    What drew you to this project:
    Questions/Comments:

    FREQUENTLY ASKED QUESTIONS

    Ask questions in the thread and they will be answered here!

    CONTACT AND LINKS

    RUNE Facebook Page: http://www.facebook.com/ProjectRUNE

    Bashurverse: http://www.bashcraft.com/ - http://www.youtube.c...ser/Bashurverse

    FyreUK: http://www.fyreuk.com/ - http://www.youtube.com/user/FyreUK

    LegendaryCraft: http://www.legendarycraft.com/
    Posted in: Server Recruitment
  • 0

    posted a message on WorldPainter - graphical & interactive map creator/generator
    AAAAAAAAAAAAAAAAAAAAAAAAH!!! Best update ever! MY LIFE IS COMPLETE!!!

    :Notch: :Notch: :Notch: :Notch: :Notch:
    Posted in: Minecraft Tools
  • 0

    posted a message on WorldPainter - graphical & interactive map creator/generator
    A-MAZE-ING!

    Thank you Captain Chaos!
    Posted in: Minecraft Tools
  • 0

    posted a message on WorldPainter - graphical & interactive map creator/generator
    Hey their Cap'n!

    I am the producer on "Legend of Hobo" and we're currently working with FyreUK on a top secret project. I sent you a PM about it and I know you must get a lot of them but I'd appreciate a response whenever you get a chance.

    Thanks!
    Posted in: Minecraft Tools
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