[Mod] Exeter [exeter]

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duane
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[Mod] Exeter [exeter]

by duane » Thu Mar 17, 2016 02:15

This mod makes pseudo-medieval cities. It's more of an experiment than anything, but might be fun for someone to play with. Right now it creates perfectly square blocks (occupying the entire map chunk) which contain two roads and several buildings.

City blocks will generate any place that's relatively flat and largely above water level. Natural terrain is left alone everywhere else.

Image

The source is available on github.

Code: CC0 and others, textures: CC0 and others

Mod dependencies: default, stairs, doors

Download: https://github.com/duane-r/exeter/archive/master.zip
Last edited by duane on Tue Mar 22, 2016 11:46, edited 2 times in total.
 

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Problems

by duane » Thu Mar 17, 2016 02:15

The problems I'm working on so far:

- roads don't connect between chunks
- "buildings" are wooden boxes
- it's possible for a building to generate boxed in by others (this may be a hard nut to crack -- I may just chalk it up to those nutty pseudo-medieval builders)
- buildings are a little sparse (difficult)
- walls are solid -- I mean to make them hollow, with doors and stairs eventually
- no bridges
- roads are as rough as the underlying terrain (I may not fix this)
- trees are embedded in the walls (that's a schematic issue -- I don't know of any way to fix it)
- no city gates
- no river defenses
- no castles or towers
- too little filth for a real city
- no one calling, "Bring out yer dead!"
Last edited by duane on Thu Mar 17, 2016 06:30, edited 4 times in total.
 

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ExeterDad
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Re: [Mod] <Exeter> [<exeter>]

by ExeterDad » Thu Mar 17, 2016 02:18

Now that's a Mod name that caught my eye right off the bat!
<=== Note my membername :)
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Re: [Mod] <Exeter> [<exeter>]

by duane » Thu Mar 17, 2016 02:26

ExeterDad wrote:Now that's a Mod name that caught my eye right off the bat!
<=== Note my membername :)


That might explain why the city name caught my eye. Here, I thought I was being random. Hehe.
 

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Re: [Mod] <Exeter> [<exeter>]

by Sokomine » Thu Mar 17, 2016 03:47

duane wrote:- roads don't connect between chunks

If you find a solution for connecting diffrent settlements, please let me know! I'd love to connect my villages with a network of roads. Paramat has done a mod that partly achieves this, but it doesn't necessarily connect villages with each other.

duane wrote:- "buildings" are wooden boxes

More of a "this is a symbol for a house"-style building, yes...Once you include real houses, you'll face further problems (people prefer doors for entering and leaving houses and so on).

duane wrote:- it's possible for a building to generate boxed in by others (this may be a hard nut to crack -- I may just chalk it up to those nutty medieval builders)

Er, no, you may not :-) My villages are just villages, so I do get away with some random placement somewhere along the road. Your cityscape mod creates a huge megacity with skyscrapers - looks like one of those planned american cities where everything was planned from the beginning and where there's a nice city grid to follow. That looks fine as well. Real medieval cities where diffrent beasts. The typical medieval city does not have straight roads. They're curved more or less. And each house connects to the next house. Houses may intersect, but that's more on an internal level (a room might belong to this or that house). Having at least one church is even more of a must have than in a village. Other forms of early infrastructure (don't know when town halls came around) would also be expected.

duane wrote:- buildings are a little sparse (difficult)

Just skip the "medieval" part. Or make them individual farm complexes. Those had a house to live in, a stable, houses to store the harvested grains, bakery, well, henhouse, houses for the serfs and so on. Sparse placement will look far more natural with them. Or just create something more modern with a chainlinked fence around and (to the player) unkown purpose.
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Re: [Mod] <Exeter> [<exeter>]

by rubenwardy » Thu Mar 17, 2016 04:10

Very interesting mod.

Although please don't include right angle braces in your mod name as it's invalid. The only allowed characters are a-zA-Z0-9_.
 

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Re: [Mod] Exeter [exeter]

by philipbenr » Fri Mar 18, 2016 00:07

Very nice looking for a in-dev mod. Excited to see if this progresses.
 

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Re: [Mod] Exeter [exeter]

by azekill_DIABLO » Mon Mar 21, 2016 12:10

just what i nedd for my voxellar subgame!
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