AgentNagel42 wrote:Hey Everyone, for several months now I have been experimenting with with an ancient ruins and underground complex mod, But I honestly haven't really gotten anywhere. I was curious if we could make a modification to the map gen for the kind of things you see in MC, however far larger and grander, Like a massive Ancient castle or ancient temples and such or even down to small wells, cabins, or bunkers etc. some things could be so big they span entire biomes, is this feasible or would it affect performance? thanks! (if not is there anyway I could make Schematic files that are generated into the world with everything else?)
AgentNagel42 wrote:[...](if not is there anyway I could make Schematic files that are generated into the world with everything else?)
AgentNagel42 wrote:can someone make a script that randomly generates a single schematic instead of an entire village, but maybe partway buried so parts don't awkwardly stick out of the ground in sloped areas? thanks!
Hybrid Dog wrote:Do you mean the ruins mod from wastelands?
Hybrid Dog wrote:And may you add those buildings to your villages mod?
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Sokomine wrote:Hybrid Dog wrote:And may you add those buildings to your villages mod?
viewtopic.php?id=557
That ruins village type certainly could use more diffrent buildings. Getting those from the antique villages mod might be a bit tricky - I don't know if it still runs in a world. If it does, you can run it and save the buildings as .mts files or just recreate them (might be fastest).
Hybrid Dog wrote:Could you also add some of my buildings?
mg_villages.add_building( { scm="wooden_house", mts_path=path, weight={ruins=1, single=1}, typ='house', orients={1}});
mg_villages.add_building( { scm="watchtower_ruin",mts_path=path, weight={ruins=1/8, single=1}, typ='tower', orients={1}});
mg_villages.add_building( { scm="watchtower2", mts_path=path, weight={ruins=1/8, single=1}, typ='tower', orients={1}});
Hybrid Dog wrote:btw: l recently added huts to the swamps mod
https://github.com/HybridDog/sumpf/blob ... f/huts.lua
Sokomine wrote:Sure, they can be added as well.
It's just that this ruins village type is getting an excess of watchtowers - and a severe shortage of houses to actually live in. Part of it can be changed by increasing the probability of houses, but that doesn't help against there beeing too few diffrent house types of that kind.
In order to add your (or Ironzongs?) buildings, just drop them in the village_ruins/schems/ folder, rename the watchtower.mts to watchtower2.mts due to duplicate file names, and add those three lines to village_ruins/init.lua:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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mg_villages.add_building( { scm="wooden_house", mts_path=path, weight={ruins=1, single=1}, typ='house', orients={1}});
mg_villages.add_building( { scm="watchtower_ruin",mts_path=path, weight={ruins=1/8, single=1}, typ='tower', orients={1}});
mg_villages.add_building( { scm="watchtower2", mts_path=path, weight={ruins=1/8, single=1}, typ='tower', orients={1}});Hybrid Dog wrote:btw: l recently added huts to the swamps mod
https://github.com/HybridDog/sumpf/blob ... f/huts.lua
I was about to complain about not having found one such hut in a test world when I stumbled upon one. It was well hidden below the tree roof. Quite a big hut, actually, and built out of nice materials and with a very good roof. The house had no entrance.
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