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Medieval Times?


Valmar

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I love the lumberjack'd trees (what a nice subtle touch) and the insane forest... though I fear what that will do to framerates lol.

 

@Henshaw

 

I'd be open to discuss that possibility with Sorrow. Though while much of what we want may be the same (I can see a lot of mutual code being shared, if he's interested) there may be small differences that we'd disagree on where it'd be better if we do our own thing with our own different twists on this or that. Still I can see a lot of things that we'd likely both agree on that we can share to offload the work.

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My quick thoughts were that RG is just too large, and of course the biome sizes are ridiculous.

 

...also, I need to read up on your tools a bit more. :)

 

You're really going to want to give out a sense of what you're looking for if you're going to accept collaboration, as well. Do's and Don'ts and whatnot.

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Here's the forest one atm, still tweaking numbers but its close to where I like it. Will have to get feedback on fps with the trees alot more dense (works fine for me, usually over 50fps)

 

<biome name="forest" biomemapcolor="#008D00" >
<weather>
<Temperature min="-7" max="-7" prob="1"/>
<Fog min="0" max="0" prob=".9"/>
<Fog min="100" max="100" prob=".1"/>
<CloudThickness min="0" max="0" prob=".2"/>
<CloudThickness min="10" max="70" prob=".5"/>
<CloudThickness min="100" max="100" prob=".3"/>
<Precipitation min="0" max="0" prob=".0"/>
<Precipitation min="50" max="100" prob=".75"/>
<Wind min="10" max="20" prob="0.9"/>
<Wind min="20" max="100" prob="0.1"/>
</weather>
<subbiome prob="0.07">
<layers>
<layer depth="5" blockname="dirt" />
</layers>
<decorations>
<decoration type="block" blockname="tallGrassDiagonal" prob=".2" />
<decoration type="block" blockname="rock01" prob=".005"/>
<decoration type="block" blockname="rock02" prob=".005"/>
<decoration type="block" blockname="rock04" prob=".005"/>
<decoration type="block" blockname="DeadShrub" prob="0.0005" />
<decoration type="block" blockname="rockResourceBroke2" prob=".005" rotatemax="3"/>
<decoration type="block" blockname="rockResource02Broke2" prob=".005" rotatemax="3"/>
<decoration type="block" blockname="birdnest" prob="0.002" />
<decoration type="block" blockname="Azalea" prob="0.015"/>
<decoration type="block" blockname="Birch10m" prob="0.02" rotatemax="7"/>
<decoration type="block" blockname="MountainPine6m" prob="0.03" rotatemax="7"/>
<decoration type="block" blockname="Stump" prob="0.04" rotatemax="7"/>
<decoration type="block" blockname="trunkPine" prob="0.04" rotatemax="7"/>
<decoration type="block" blockname="woodDebris" prob="0.01"/>
</decorations>
</subbiome>
<subbiome prob="0.22">
<layers>
<layer depth="5" blockname="clay" />
</layers>
<decorations>
<decoration type="block" blockname="tallGrassDiagonal" prob=".4" />
<decoration type="block" blockname="goldenrod" prob="0.008"/>
<decoration type="block" blockname="cotton" prob="0.07"/>
<decoration type="block" blockname="rock01" prob=".01" />
<decoration type="block" blockname="rock02" prob=".01" />
<decoration type="block" blockname="rock04" prob=".01" />
<decoration type="block" blockname="rockResource" prob=".02" rotatemax="3"/>
<decoration type="block" blockname="rockResourceBroke1" prob=".015" rotatemax="3"/>
<decoration type="block" blockname="rockResourceBroke2" prob=".005" rotatemax="3"/>
<decoration type="block" blockname="rockResource02" prob=".020" rotatemax="3"/>
<decoration type="block" blockname="rockResource02Broke1" prob=".015" rotatemax="3"/>
<decoration type="block" blockname="rockResource02Broke2" prob=".005" rotatemax="3"/>
<decoration type="block" blockname="Birch10m" prob="0.003" rotatemax="7"/>
<decoration type="block" blockname="MountainPine6m" prob="0.003" rotatemax="7"/>
<decoration type="block" blockname="MountainPine8m" prob="0.003" rotatemax="7"/>
</decorations>
</subbiome>
<subbiome prob="0.22">
<layers>
<layer depth="1" blockname="burntForestGround" />
</layers>
<decorations>
<decoration type="block" blockname="smokestorm" prob="0.0001" />
<decoration type="block" blockname="rock01" prob=".005" rotatemax="3"/>
<decoration type="block" blockname="rock02" prob=".005" rotatemax="3"/>
<decoration type="block" blockname="rock04" prob=".005" rotatemax="3"/>
<decoration type="block" blockname="rockResource" prob=".0005" rotatemax="3"/>
<decoration type="block" blockname="rockResource02" prob=".0005" rotatemax="3"/>
<decoration type="block" blockname="birdnest" prob="0.002" />
<decoration type="block" blockname="brownGrassDiagonal" prob=".02" />
<decoration type="block" blockname="BurntPine01" prob="0.005" rotatemax="7"/>
<decoration type="block" blockname="BurntPine02" prob="0.005" rotatemax="7"/>
<decoration type="block" blockname="BurntPine03" prob="0.005" rotatemax="7"/>
<decoration type="block" blockname="BurntPine04" prob="0.005" rotatemax="7"/>
<decoration type="block" blockname="DeadShrub" prob="0.001" rotatemax="7"/>
<decoration type="block" blockname="DeadTree01" prob="0.002" rotatemax="7"/>
<decoration type="block" blockname="DeadTree02" prob="0.003" rotatemax="7"/>
<decoration type="block" blockname="emberPile1" prob="0.001" rotatemax="7"/>
<decoration type="block" blockname="emberPile2" prob="0.001" rotatemax="7"/>
<decoration type="block" blockname="emberPile3" prob="0.01" rotatemax="7"/>
<decoration type="block" blockname="emberPile4" prob="0.01" rotatemax="7"/>
</decorations>
</subbiome>
<subbiome prob="0.22">
<layers>
<layer depth="5" blockname="fertileFarmland" />
</layers>
<decorations>
<decoration type="block" blockname="tallGrassDiagonal" prob=".4" />
<decoration type="block" blockname="cotton" prob="0.003"/>
<decoration type="block" blockname="plantChrysanthemum" prob="0.001"/>
<decoration type="block" blockname="rock01" prob=".005"/>
<decoration type="block" blockname="rock02" prob=".005"/>
<decoration type="block" blockname="rock04" prob=".005"/>
<decoration type="block" blockname="DeadShrub" prob="0.0005" />
<decoration type="block" blockname="rockResource02" prob=".0005" rotatemax="3"/>
<decoration type="block" blockname="birdnest" prob="0.002" />
<decoration type="block" blockname="Azalea" prob="0.015"/>
<decoration type="block" blockname="Birch10m" prob="0.02" rotatemax="7"/>
<decoration type="block" blockname="Birch12m" prob="0.03" rotatemax="7"/>
<decoration type="block" blockname="Birch15m" prob="0.04" rotatemax="7"/>
</decorations>
</subbiome>

<layers>
<layer filluptorg="60" blockname="water" />
<layer depth="4" blockname="grass" />
<layer depth="3" blockname="dirt" />
<layer depth="*" blockname="stone" >
<resource blockname="ironOre" cluster="1" prob="0.1" rwgGenerationType="all" />
<resource blockname="coalOre" cluster="1" prob="0.1" rwgGenerationType="all" />
<resource blockname="potassiumNitrate" cluster="1" prob="0.1" rwgGenerationType="all" />
<resource blockname="leadOre" cluster="1" prob="0.1" rwgGenerationType="all" />
<resource blockname="gravel" cluster="2" prob="0.1" rwgGenerationType="all" />
</layer>
<layer depth="3" blockname="bedrock" />
</layers>
<spectrum name="forest" />
<decorations>
<decoration type="prefab" name="rock_form02" prob=".001" rotatemax="7"/>
<decoration type="prefab" name="rock_form01" prob=".01" rotatemax="7"/>
<decoration type="prefab" name="coal_form01" prob=".0007" rotatemax="7"/>
<decoration type="prefab" name="potassium_nitrate_form" prob=".0007" rotatemax="7"/>
<decoration type="block" blockname="cotton" prob="0.003"/>
<decoration type="block" blockname="plantChrysanthemum" prob="0.001"/>
<decoration type="block" blockname="rock01" prob=".005"/>
<decoration type="block" blockname="rock02" prob=".005"/>
<decoration type="block" blockname="rock04" prob=".005"/>
<decoration type="block" blockname="DeadShrub" prob="0.0005" />
<decoration type="block" blockname="rockResource" prob=".0005" rotatemax="3"/>
<decoration type="block" blockname="rockResourceBroke1" prob=".00025" rotatemax="3"/>
<decoration type="block" blockname="rockResourceBroke2" prob=".00015" rotatemax="3"/>
<decoration type="block" blockname="rockResource02" prob=".0005" rotatemax="3"/>
<decoration type="block" blockname="rockResource02Broke1" prob=".00025" rotatemax="3"/>
<decoration type="block" blockname="rockResource02Broke2" prob=".00015" rotatemax="3"/>
<decoration type="block" blockname="birdnest" prob="0.002" />
<decoration type="block" blockname="Azalea" prob="0.015"/>
<decoration type="block" blockname="Maple6m" prob="0.01" rotatemax="7"/>
<decoration type="block" blockname="Maple13m" prob="0.016" rotatemax="7"/>
<decoration type="block" blockname="Maple14m" prob="0.018" rotatemax="7"/>
<decoration type="block" blockname="Maple15m" prob="0.02" rotatemax="7"/>
<decoration type="block" blockname="Maple16m" prob="0.022" rotatemax="7"/>
<decoration type="block" blockname="Maple17m" prob="0.024" rotatemax="7"/>
<decoration type="block" blockname="MountainPine6m" prob="0.005" rotatemax="7"/>
<decoration type="block" blockname="MountainPine8m" prob="0.005" rotatemax="7"/>
<decoration type="block" blockname="MountainPine13m" prob="0.007" rotatemax="7"/>
<decoration type="block" blockname="MountainPine16m" prob="0.01" rotatemax="7"/>
<decoration type="block" blockname="MountainPine19m" prob="0.01" rotatemax="7"/>
<decoration type="block" blockname="MountainPineDry" prob="0.01" rotatemax="7"/>
<decoration type="block" blockname="MountainPine20m" prob="0.02" rotatemax="7"/>
<decoration type="block" blockname="tallGrassDiagonal" prob=".4" />
</decorations>
<terrain class="Forest" />
</biome>

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My anecdotal studies show that reflections are what kills FPS, and the pimps do love to make everything shiny... :(

 

Looking forward to you finishing those biomes. :)

 

yeah I usually have them off or at lowest settings. I know in a11 shadows around trees used to be a killer too, haven't really tested recently though (again on none or low settings).

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My quick thoughts were that RG is just too large, and of course the biome sizes are ridiculous.

 

...also, I need to read up on your tools a bit more. :)

 

You're really going to want to give out a sense of what you're looking for if you're going to accept collaboration, as well. Do's and Don'ts and whatnot.

 

RG can be scaled to fit the size we want. The radiation wasteland is being redone as the blighted lands :)

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My quick thoughts were that RG is just too large, and of course the biome sizes are ridiculous.

 

...also, I need to read up on your tools a bit more. :)

 

You're really going to want to give out a sense of what you're looking for if you're going to accept collaboration, as well. Do's and Don'ts and whatnot.

 

 

The size is all the more reason why we need some small POIs to litter the world with first and foremost. Though I believe we can adjust the size of the map. Not 100% certain, but I think we can. So that is a possible option.

 

As for what I'm looking for thats more something Sorrow and I should discuss. I don't think it really effects the prefabs. I assume common sense is enough to dictate what can be used for a medieval theme building. Though I guess its worth mentioning what I expect to see used as building material:

 

Log

Wood

Sod

Thatch

Cobblestone

Flagstone

Stone

Brick (rare)

 

For most of the small towns and villages I see it being primarily made out of wood, sod and thatch with very little stone-based blocks used. That seems more like what you'd find in more robust cities and not really little villages. Very little wood would have any paint on it. Maybe some of the small villages will be walled in with log walls.

 

This isn't to say there can't be any "pretty" or "fancy" houses. Those are certainly a thing. I just envision them being something you'd see in a castle city rather than in some small town or village. This is a "problem" I've seen in the past with Minecraft. Too much focus on eye-candy and making people go "wow so cool!" Not that there is anything wrong with that, mind you, but I want a different atmosphere than that. Besides we all know the players will be more than eager to bling up their own castle kingdoms when the mod is done. Lol.

 

 

 

I also have "Common" and "Elegant" versions of some loot contains. Currently this includes bookcase, chest, wardrobe and cabinet. I will add more in the future aswell. I plan to have prefab settlemans drop loot that is more appropiate to what the local is like. For example a logging village will have a higher chance at finding tools or lumber. A fishing village would have fish. A fancy noble house will have finer things like better books or clothes.

 

Though those are things I can add in later.

 

Beds are rare as most will sleep on hay beds (another new block). Depends on the locale.

 

I guess what I'm looking for his more dark in the sense that I don't want regal and majestic castles-like buildings littered everywhere. Some, certainly, you have to have some for the theme. But I dont really want a map full of nothing but stone, brick and cobble with elegant pretty lining and pretty decoration. Though again, there is plenty of space for lots of those. But they will not be the primary type of prefab you encounter. At least thats how I envision it.

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I love the lumberjack'd trees (what a nice subtle touch) and the insane forest... though I fear what that will do to framerates lol.

 

@Henshaw

 

I'd be open to discuss that possibility with Sorrow. Though while much of what we want may be the same (I can see a lot of mutual code being shared, if he's interested) there may be small differences that we'd disagree on where it'd be better if we do our own thing with our own different twists on this or that. Still I can see a lot of things that we'd likely both agree on that we can share to offload the work.

 

I don't mind helping with anything. But yes my end goal is to make a mod using sdx with good medieval prefabs. My thought was that we can get this dedi up. Get people who are interested to come build in there and have say stompy extract and build a prefab pack that can be used by many not just one server world. If we had several people building prefabs it wouldn't take log to have enough to fill a modified rwg map that looks like he is already building? Once that is done we all have access to a prefab pack full of medieval prefabs that we can take and mod our hearts out with and build anything we want. Thoughts on that? But like I said, I would be more than happy to work on a project with anyone. I do what I do to make the game fun and give everyone more options to play than just the regular game.

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The size is all the more reason why we need some small POIs to litter the world with first and foremost. Though I believe we can adjust the size of the map. Not 100% certain, but I think we can. So that is a possible option.

 

As for what I'm looking for thats more something Sorrow and I should discuss. I don't think it really effects the prefabs. I assume common sense is enough to dictate what can be used for a medieval theme building. Though I guess its worth mentioning what I expect to see used as building material:

 

Log

Wood

Sod

Thatch

Cobblestone

Flagstone

Stone

Brick (rare)

 

For most of the small towns and villages I see it being primarily made out of wood, sod and thatch with very little stone-based blocks used. That seems more like what you'd find in more robust cities and not really little villages. Very little wood would have any paint on it. Maybe some of the small villages will be walled in with log walls.

 

This isn't to say there can't be any "pretty" or "fancy" houses. Those are certainly a thing. I just envision them being something you'd see in a castle city rather than in some small town or village. This is a "problem" I've seen in the past with Minecraft. Too much focus on eye-candy and making people go "wow so cool!" Not that there is anything wrong with that, mind you, but I want a different atmosphere than that. Besides we all know the players will be more than eager to bling up their own castle kingdoms when the mod is done. Lol.

 

 

 

I also have "Common" and "Elegant" versions of some loot contains. Currently this includes bookcase, chest, wardrobe and cabinet. I will add more in the future aswell. I plan to have prefab settlemans drop loot that is more appropiate to what the local is like. For example a logging village will have a higher chance at finding tools or lumber. A fishing village would have fish. A fancy noble house will have finer things like better books or clothes.

 

Though those are things I can add in later.

 

Beds are rare as most will sleep on hay beds (another new block). Depends on the locale.

 

I guess what I'm looking for his more dark in the sense that I don't want regal and majestic castles-like buildings littered everywhere. Some, certainly, you have to have some for the theme. But I dont really want a map full of nothing but stone, brick and cobble with elegant pretty lining and pretty decoration. Though again, there is plenty of space for lots of those. But they will not be the primary type of prefab you encounter. At least thats how I envision it.

 

 

 

I agree the world should not be full of giant castles and the like. What you are describing sounds more like a modified Navz map. If we build castles and what not and use rwg would it not place castles anywhere? We wouldn't know where they would be? My solo attepmt at this was to use navz map for that very reason. I wanted it to have a certain look and my limited knowledge of rwg I didnt think I could get it to look right rwg. I'm more than happy to have it be a modified Navs map if it means we get it too look exactlly like we want. It sounds like we have the same idea as far as the world look goes. So let's get on it :) Tell me where and what to build and we start kicking this things ass??

 

Besides if we do it like that. I can always build in my own world and send you the prefab files to place anywhere, as using hals is much easier to build then going in game and building blobk by block. I build a lot just on screen with hals and not in game. I see in blocks I guess :)

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One last thought before I head to work. Hals tool allows you to generate mazes and dungeons. I made a few for testing. What I did was place a graveyard on the surface with a secret hatch entrance to the underground dungeon. These could be cool as well. depending on the mod and lore. I planned on making a rouge class and having traps in the dungeon that need disarming. Also if it is possible to make these dungeons their own cellhub so that we could have specific zombie/monster types spawn in them? I'm a big AD&D fan /player and picture a world similar to that. Maybe the lore is that an evil necromancer has cursed the land and is why the dead walk freely?

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My only disagreement is on the use of stones. Stones are used quite a bit, especially as foundation material, even in common homes.

 

What would really help the look and feel are better textures than cobble or flag. Some darker stones and woods, perhaps. More "broken" options so not everything looks straight.

 

Commoners used whatever was available to make their homes, their prefabs should reflect that.

 

Speaking of d&d, with the lore including zombies renamed, what about magic? Just curious. Doesn't seem to fit with what I've heard so far, but ya never know.

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Mod asset borrowing wars being in 4... 3... 2...

 

(well, the good news on that front, is that Val seems cool as hell on sharing assets between mods)

 

Well all I think needs to happen here is get Val to make a medieval building blocks pack and then we could all build with same mats. See if stumpy would be down to make a cool rwg for us and assist him in placement ideas. Doesn't seem hard to me. I'll build like crazy if we can get it rolling.

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I don't mind helping with anything. But yes my end goal is to make a mod using sdx with good medieval prefabs. My thought was that we can get this dedi up. Get people who are interested to come build in there and have say stompy extract and build a prefab pack that can be used by many not just one server world. If we had several people building prefabs it wouldn't take log to have enough to fill a modified rwg map that looks like he is already building? Once that is done we all have access to a prefab pack full of medieval prefabs that we can take and mod our hearts out with and build anything we want. Thoughts on that? But like I said, I would be more than happy to work on a project with anyone. I do what I do to make the game fun and give everyone more options to play than just the regular game.

 

 

 

I agree the world should not be full of giant castles and the like. What you are describing sounds more like a modified Navz map. If we build castles and what not and use rwg would it not place castles anywhere? We wouldn't know where they would be? My solo attepmt at this was to use navz map for that very reason. I wanted it to have a certain look and my limited knowledge of rwg I didnt think I could get it to look right rwg. I'm more than happy to have it be a modified Navs map if it means we get it too look exactlly like we want. It sounds like we have the same idea as far as the world look goes. So let's get on it :) Tell me where and what to build and we start kicking this things ass??

 

Besides if we do it like that. I can always build in my own world and send you the prefab files to place anywhere, as using hals is much easier to build then going in game and building blobk by block. I build a lot just on screen with hals and not in game. I see in blocks I guess :)

 

A few things to touch on here.

 

Firstly, I believe the rarity of RWG prefabs can be preset, so it wouldn't necessarily place castles everywhere.

 

Secondly I may not have explained my idea correctly. What I'm talking about isn't so different than using a modified Navz map.

 

Let me try to break it down:

 

We build a bunch of SMALL, minor, points of interest prefabs. Not sprawling cities or giant kingdoms, just small things that are "generic" and can be placed around. A small hut, a small cottage, a log cabin in the woods, maybe even the odd outpost tower here and there. We make a bunch of these small thing. At most maybe one little hamlet.

 

We then take these little POI's and generate a Random Gen World set to spawn these in at random. Then we get on this map and scope it out. If we like the biomes it generates we will build on it. It will be our "modded nav" map. The difference is that since we gave it some POI prefabs it wont be completely empty so we dont have to worry about making sure every corner of the map has something and isn't all empty. If we build it manually we'd have to manually fly around and place these little POI's across the map in multiple locations. It'd be easier, imo, to let rwgmixer handle that. After we have this world we can build on it and add more.

 

Get where I'm coming from?

 

As for where, that is up to you. If you're more comfortable using Hals than building in-game then by all means. At present I do have a server up for this (details in the OP) that you're welcome to join at any point.

 

Also, to touch on the subject of sharing code again, Im sure there are a lot of things we mutually want that can be shared. For example a skin pouch for carrying water or clay jars and pots instead of glass.

 

 

One last thought before I head to work. Hals tool allows you to generate mazes and dungeons. I made a few for testing. What I did was place a graveyard on the surface with a secret hatch entrance to the underground dungeon. These could be cool as well. depending on the mod and lore. I planned on making a rouge class and having traps in the dungeon that need disarming. Also if it is possible to make these dungeons their own cellhub so that we could have specific zombie/monster types spawn in them? I'm a big AD&D fan /player and picture a world similar to that. Maybe the lore is that an evil necromancer has cursed the land and is why the dead walk freely?

 

That would be very cool indeed. I love mazes and dungeons.

 

My only disagreement is on the use of stones. Stones are used quite a bit, especially as foundation material, even in common homes.

 

What would really help the look and feel are better textures than cobble or flag. Some darker stones and woods, perhaps. More "broken" options so not everything looks straight.

 

Commoners used whatever was available to make their homes, their prefabs should reflect that.

 

Speaking of d&d, with the lore including zombies renamed, what about magic? Just curious. Doesn't seem to fit with what I've heard so far, but ya never know.

 

As long as you dont go overboard stone should be okay. Would any of "broken" cobblestone block textures work?

 

As for magic there will be a little here and there in my version. Holy Water counts right? Lol. But I do plan to use the "vomit" projectile to simulate some kind of magic hurling wand or something. Whether or not it works out like that I can't say.

 

Agreed. That's why I would love to just turn this into a prefab pack. Besides then the whole community could use it and not just a few servers

 

I don't mind that but ,far as I know, most prefab packs seem to use only vanilla assets. My buildings will have a ton of modded blocks that would require the user to have my modded blocks.xml code.

 

 

Well all I think needs to happen here is get Val to make a medieval building blocks pack and then we could all build with same mats. See if stumpy would be down to make a cool rwg for us and assist him in placement ideas. Doesn't seem hard to me. I'll build like crazy if we can get it rolling.

 

 

Well I kinda already have shared the medieval building blocks code. It isn't PERFECT, mind you! Some things need fine tuning. But as a building resource it should be fine. "Problem" is that I'm always adding some new block to it so its always growing. Lol.

 

http://pastebin.com/7rKvFSjF

 

The server I shared, obviously, has these already for those who just want to hop on and build stuff.

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Even though I had your icons installed, some of the block icons looked exactly the same as each other (cobblestone comes to mind), is that a larger and unfixable issue, something you haven't gotten to yet, or something I did wrong?

 

I've never worked with custom blocks before, and I'd like to continue to do so, but it's difficult when I don't know what the placed block will look like.

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A few things to touch on here.

 

Firstly, I believe the rarity of RWG prefabs can be preset, so it wouldn't necessarily place castles everywhere.

 

Secondly I may not have explained my idea correctly. What I'm talking about isn't so different than using a modified Navz map.

 

Let me try to break it down:

 

We build a bunch of SMALL, minor, points of interest prefabs. Not sprawling cities or giant kingdoms, just small things that are "generic" and can be placed around. A small hut, a small cottage, a log cabin in the woods, maybe even the odd outpost tower here and there. We make a bunch of these small thing. At most maybe one little hamlet.

 

We then take these little POI's and generate a Random Gen World set to spawn these in at random. Then we get on this map and scope it out. If we like the biomes it generates we will build on it. It will be our "modded nav" map. The difference is that since we gave it some POI prefabs it wont be completely empty so we dont have to worry about making sure every corner of the map has something and isn't all empty. If we build it manually we'd have to manually fly around and place these little POI's across the map in multiple locations. It'd be easier, imo, to let rwgmixer handle that. After we have this world we can build on it and add more.

 

Get where I'm coming from?

 

As for where, that is up to you. If you're more comfortable using Hals than building in-game then by all means. At present I do have a server up for this (details in the OP) that you're welcome to join at any point.

 

Also, to touch on the subject of sharing code again, Im sure there are a lot of things we mutually want that can be shared. For example a skin pouch for carrying water or clay jars and pots instead of glass.

 

 

 

 

That would be very cool indeed. I love mazes and dungeons.

 

 

 

As long as you dont go overboard stone should be okay. Would any of "broken" cobblestone block textures work?

 

As for magic there will be a little here and there in my version. Holy Water counts right? Lol. But I do plan to use the "vomit" projectile to simulate some kind of magic hurling wand or something. Whether or not it works out like that I can't say.

 

 

 

I don't mind that but ,far as I know, most prefab packs seem to use only vanilla assets. My buildings will have a ton of modded blocks that would require the user to have my modded blocks.xml code.

 

 

 

 

 

Well I kinda already have shared the medieval building blocks code. It isn't PERFECT, mind you! Some things need fine tuning. But as a building resource it should be fine. "Problem" is that I'm always adding some new block to it so its always growing. Lol.

 

http://pastebin.com/7rKvFSjF

 

The server I shared, obviously, has these already for those who just want to hop on and build stuff.

 

Im not sure what you are getting at. If we build with any block we want it will push to any user that joins any mod created with this pack correct? I like the way stumpy is laying out the land is why I suggest he make a pack out of it. All I want is if I contribute to adding my prefabs I want access to the rwg that is created with it. From there if its got less or more of what I want I can add or take away all I want. I dont want any of your items, this has nothing to do with a mod from the way I'm looking at it. I was just saying would we not all benefit from adding all the prefabs we wanted and making a medieval world with it. After that do as you please with it. I'm fine with making all the prefabs alone or with the 2 friends that have been helping me but figured it would go a lot faster with all the people in this thread that seem interested.

 

It does seem that we have different views on this. You seem to want a very bare world with minimal prefabs and allow players to add to that. Where as I don't want it to be full of stuff I do realize even getting enough in game to provide areas to kill and loot would be a giant task alone. This is why I reached out.

 

I don't get the thing that users would need to have the blocks xml, it will push. If they want to build for this project then yes they would.??

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Im not sure what you are getting at. If we build with any block we want it will push to any user that joins any mod created with this pack correct?

 

As long as the custom blocks.xml file is on the server, sure. I don't think y'all are saying different things.

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As long as the custom blocks.xml file is on the server, sure. I don't think y'all are saying different things.

 

Probably not lol I might not have read it right lol. Anyway, I'll jump in the server tonight. Where can I send the tts files I already have for the completed prefabs? In the end I was hoping for a rwg prefab even if it is light that we could all use to build our final mod out of. So it sounds like you agree lets build :)

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Im not sure what you are getting at. If we build with any block we want it will push to any user that joins any mod created with this pack correct? I like the way stumpy is laying out the land is why I suggest he make a pack out of it. All I want is if I contribute to adding my prefabs I want access to the rwg that is created with it. From there if its got less or more of what I want I can add or take away all I want. I dont want any of your items, this has nothing to do with a mod from the way I'm looking at it. I was just saying would we not all benefit from adding all the prefabs we wanted and making a medieval world with it. After that do as you please with it. I'm fine with making all the prefabs alone or with the 2 friends that have been helping me but figured it would go a lot faster with all the people in this thread that seem interested.

 

It does seem that we have different views on this. You seem to want a very bare world with minimal prefabs and allow players to add to that. Where as I don't want it to be full of stuff I do realize even getting enough in game to provide areas to kill and loot would be a giant task alone. This is why I reached out.

 

I don't get the thing that users would need to have the blocks xml, it will push. If they want to build for this project then yes they would.??

 

Yes, it will push from a server. What I meant was that the prefabs themselves will not just "work". It isn't like the compo pack where, if you wanted to add their prefabs to your map, all you need to edit in the xml files is the rwgmixer. My prefabs would ALSO need to have the blocks.xml. So there may be a larger chance of mod incompatibility that way. I'm not saying it can't be shared or can't be done. I was only pointing out it would face more challenges and wouldn't be as "standalone" as other prefab mods. I'm not saying anything against it.

 

Also I do not want a bare world. I still think you're misunderstanding my point about the rwgworld.

 

 

Okay remember earlier we were talking about how it would be easier if the mod used a set map? Yes? You were talking about how you're using the nav map. That is basically what I'm saying here. A set map, but one built on a randomly generated world instead of nav. Instead of tearing down a bunch of modern prefabs in nav to make room for our prefabs we can just make a random gen world that has NO prefabs and use it as the template to build the medieval world. We wouldn't leave it bare. The POIs I was suggesting were to be randomly placed in this map for us so we can focus more on the key elements like central hubs, cities and the like and not worry about having to randomly place the "tiny" prefabs in the random wilderness. I wanted to give Stomp's rwgmixer more to work with then just two (I believe its two atm anyway) prefabs that randomly spawn. Thats all. It was also just spitting balling ideas - not enforcing one approach over another - if I gave that impression.

 

I just thought it would be easier on Stompy aswell since it would require less work. He wouldn't need to extract all the prefabs built if the world we build them in is going to be the default set world for the mod. If that makes sense.

 

As long as the custom blocks.xml file is on the server, sure. I don't think y'all are saying different things.

 

 

Absolutely. Though I was talking about sharing the prefabs as a modding resource for others to add. If person A see this prefabs in the mod and are like "hey I like those can I just put them in my server without having the whole mod pack?" and the answer will be yes, technically, but they will still need the blocks.xml They can't just drag and drop the rwgmixer and prefab folder over. Plus if they have any mods already installed that make extensive use of the blocks.xml here will be a high chance at incompatibility since there are a lot of custom blocks made for these prefabs that use up a lot of Block IDs that may already be used by other mods. My own mod, Valmod, for example, wouldn't be compatible with these prefabs because the two blocks.xml have clashing IDs.

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Yes, it will push from a server. What I meant was that the prefabs themselves will not just "work". It isn't like the compo pack where, if you wanted to add their prefabs to your map, all you need to edit in the xml files is the rwgmixer. My prefabs would ALSO need to have the blocks.xml. So there may be a larger chance of mod incompatibility that way. I'm not saying it can't be shared or can't be done. I was only pointing out it would face more challenges and wouldn't be as "standalone" as other prefab mods. I'm not saying anything against it.

 

Also I do not want a bare world. I still think you're misunderstanding my point about the rwgworld.

 

 

Okay remember earlier we were talking about how it would be easier if the mod used a set map? Yes? You were talking about how you're using the nav map. That is basically what I'm saying here. A set map, but one built on a randomly generated world instead of nav. Instead of tearing down a bunch of modern prefabs in nav to make room for our prefabs we can just make a random gen world that has NO prefabs and use it as the template to build the medieval world. We wouldn't leave it bare. The POIs I was suggesting were to be randomly placed in this map for us so we can focus more on the key elements like central hubs, cities and the like and not worry about having to randomly place the "tiny" prefabs in the random wilderness. I wanted to give Stomp's rwgmixer more to work with then just two (I believe its two atm anyway) prefabs that randomly spawn. Thats all. It was also just spitting balling ideas - not enforcing one approach over another - if I gave that impression.

 

I just thought it would be easier on Stompy aswell since it would require less work. He wouldn't need to extract all the prefabs built if the world we build them in is going to be the default set world for the mod. If that makes sense.

 

 

 

 

Absolutely. Though I was talking about sharing the prefabs as a modding resource for others to add. If person A see this prefabs in the mod and are like "hey I like those can I just put them in my server without having the whole mod pack?" and the answer will be yes, technically, but they will still need the blocks.xml They can't just drag and drop the rwgmixer and prefab folder over. Plus if they have any mods already installed that make extensive use of the blocks.xml here will be a high chance at incompatibility since there are a lot of custom blocks made for these prefabs that use up a lot of Block IDs that may already be used by other mods. My own mod, Valmod, for example, wouldn't be compatible with these prefabs because the two blocks.xml have clashing IDs.

 

I get what you are saying and no we was not saying different things :) Just bad with words I guess lol. Anyway is stompy on board with taking these prefabs and making a rwg? I see him doing some things in this thread but had not read that this is what is happening. Should I send my prefab files to him. And no worries if we dont use every prefab I make. Again I tried the server with no joy? I would love to get in game with you so you can tell me what you want me to work on. I was fixing to build a small little village like the one in braveheart movie where his wife is killed.

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