[abandoned Mod] Squaresville (Cities) [squaresville]

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Re: [Mod] Squaresville (Ruins) [squaresville]

by azekill_DIABLO » Post

the_raven_262 wrote:Don't the windows look a bit odd on the buildings?
I mean they are almost invisible even from a close range, obsidian glass might look better, but different glass nodes would also look nice.
Because there is glass?!
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Re: [Mod] Squaresville (Ruins) [squaresville]

by Andrey01 » Post

wow!this city is more better than city scape mod

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Re: [Mod] Squaresville (Ruins) [squaresville]

by azekill_DIABLO » Post

yep, it's far cooler!
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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Post

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Re: [Mod] Squaresville (Ruins) [squaresville]

by azekill_DIABLO » Post

+1 i love this duane! just misses godzilla firing flames at everything!
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Re: [Mod] Squaresville (Ruins) [squaresville]

by duane » Post

Taking a queue from Multi dimensions, I've moved squaresville high in the air (8000 meters, by default). You can teleport there with the teleport command. I'm still thinking about how to engineer a portal. It would be easiest to transport everyone into the city, where altitude isn't in question.

This lets me run squaresville with other mapgens.

Edit: The next logical step is two copies of squaresville in two different dimensions -- one ruined, the other intact.
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Re: [Mod] Squaresville (Cities) [squaresville]

by TheReaperKing » Post

Kind of like a bizzaro world, cool!! Or like in Stranger Things. If you haven't seen that show it rocks, especially if you were a fan of 80s horror movies.
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Re: [Mod] Squaresville (Cities) [squaresville]

by duane » Post

There are now two squaresville dimenisons -- one is always pristine -- the other is always at least a little ruined. I added "key to the city" and "broken key to the city" to take you to the squaresville dimensions and back.

The recipes are:

{'','default:obsidian_shard','default:copper_ingot'},
{'','default:steel_ingot',''},
{'','default:mese_crystal_fragment',''},

and

{'','default:obsidian_shard','default:coal_lump'},
{'','default:steel_ingot',''},
{'','default:mese_crystal_fragment',''},

It doesn't make much sense to make a broken key, but then again, it doesn't make much sense to have a mysteriously empty city standing around in perfect condition. I just make 'em. I don't explain 'em.
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Re: [Mod] Squaresville (Cities) [squaresville]

by Andrey01 » Post

Add dependencies for this mod from homedecor, roads, more blocks, alive ai, sweet/drink machines! It will very interesting if will be furniture at houses, streets with roads, houses from nice blocks from more blocks and some peoples must live in these cities! It will be from Alive Ai.

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Re: [Mod] Squaresville (Cities) [squaresville]

by azekill_DIABLO » Post

+1
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Re: [Mod] Squaresville (Cities) [squaresville]

by duane » Post

Image

I've added houses to the suburbs. The only house that will show immediately is a really crappy house that's intended to motivate you to make better ones.

To make a house, go to a suburb and optionally use the "/saveplot prep" command. This will annihilate the crappy house and produce a flat, grassy patch that you can build on. There are blocks of dirt at each corner to serve as guides -- anything you build outside of these will be ignored. Remember to remove the four dirt blocks when you're finished. You have a 30 x 10 x 30 volume to work with, including two meters deep of ground. Just enough for a shallow grave!

When you're happy with the house, type "/saveplot [name]", and a file of that name (with an added .house suffix) will be saved in your world folder. Move that file to your "squaresville/schematics/" folder, and it will show up randomly in future suburbs.

".house" files are plain text files, with a table description in schematic format (see lua_api.txt). However, they're not formatted for easy reading. You may use any nodes from any mods in your house -- if you don't have those mods active when the house is generated, the missing nodes simply won't be placed. At some point in the future, I'll add a check for nodes created by other mods, so that incomplete houses won't be used.

If anyone wants to post a ".house" file, I'll probably add it to the mod. However, bear in mind that the size of the house plot is dependent on the blocksize, which can be changed. If you use a non-standard blocksize (anything other than 60), I won't include it.
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Re: [Mod] Squaresville (Cities) [squaresville]

by duane » Post

Added sewers and manholes, after making a lot of corrections to house rotation.
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Re: [Mod] Squaresville (Cities) [squaresville]

by azekill_DIABLO » Post

i love the little sheep.
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Re: [Mod] Squaresville (Cities) [squaresville]

by Andrey01 » Post

duane, can you add people in these cities? Also, i would want to generate homedecor, moreblocks and roads materials from mods together to this.

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Re: [Mod] Squaresville (Cities) [squaresville]

by duane » Post

Andrey01 wrote:duane, can you add people in these cities? Also, i would want to generate homedecor, moreblocks and roads materials from mods together to this.
I'm not going to make any dependency to a mob framework in Squaresville itself. That's more of a job for a separate mod. I know I've seen modern people mobs before, but I can't seem to find any examples now. If you could find one, all you'd have to do is change the spawn node to street or sidewalk and they'd show up. They wouldn't do much but wander around, of course.

I will be adding more details to the city, but furniture isn't something I can easily place in lua. People can already make and furnish houses with any decoration mods they want using the /saveplot command, but so far nobody's volunteered any *.house files. I'm going to add details to mine when I get time.

I'll probably handle buildings the same way, by making each floor a schematic-like file and allowing people to make and save them. Again, I'll make a few, but I'm not going to try to create dozens of them myself.
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Re: [Mod] Squaresville (Cities) [squaresville]

by Andrey01 » Post

I meant no framework but for example Alive ai or peaceful npc mods. There are many of people that could live in amazing cities! Homedecor approaches much for furnishment of any houses. Moreblocks would use some elements for generation of houses that could make real awesome houses! Would be intetesting to see all these features in future releases if you would add.

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Re: [Mod] Squaresville (Cities) [squaresville]

by duane » Post

I've added some very different caves (in keeping with the very different terrain). These shots are in their own light. To me, they look vaguely like v7 large caves gone wild, and many are filled with water or lava.

Things I can't do:
- I can't make them half full of any liquid. They're not made that way.
- I can't mix them with v7 caves.
- I can't remove floating pieces. I've already reduced them all I can.

By the way, these caves don't use any 3D noise.

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Re: [Mod] Squaresville (Cities) [squaresville]

by azekill_DIABLO » Post

looks like old completly broken cubic caves with light bugs from older MT
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Re: [Mod] Squaresville (Cities) [squaresville]

by duane » Post

Added a "no buildings" option, in case anyone just wants flat plains to build on.
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Re: [Mod] Squaresville (Cities) [squaresville]

by azekill_DIABLO » Post

who could?
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Re: [Mod] Squaresville (Cities) [squaresville]

by duane » Post

I've just added three new biomes marked as "dangerous". There's nothing inherently dangerous about them* -- they exist for you to set really difficult mobs to appear in. Note that each has a special surface node for the spawn location of your toughest mobs.

Draconic

Image

Toxic Forest

Image

Bizarre

Image

These biomes will only appear far from origin (0,0,0) -- you'll probably have to go at least 15km before you see them. As you travel, you'll also notice that the pristine cities start to show more and more damage and neglect the farther you go. At the same time, I've biased the standard biomes toward friendlier forests and grasslands near origin. I got tired of getting stuck in a barren desert or arctic plain with nothing to see when I first logged into a world.

* Draconic has lava patches, but they're easy to avoid. Toxic forest has poisonous water that will harm you when you touch it, but only if you're running the Fun Caves mod. I'll have to find a way to make the damage work in either but not both mods.
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Re: [Mod] Squaresville (Cities) [squaresville]

by duane » Post

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Re: [Mod] Squaresville (Cities) [squaresville]

by duane » Post

I've added support for worldedit files for houses. Of course, there's a lot that can go wrong with them, such as being too large for the plot or not captured with 2 meters of foundation. You also have to make sure that all the mods used to make the house are present, if you don't want any nodes missing.

This one seems to work fairly well.

Edit:
Image

Sadly, I can't get all of the mods Raven used to work together, so it doesn't look so hot. (ColouredStoneBricks is calling a mehod that doesn't seem to exist in StairsPlus.) It did force me to fix my broken rotation table though, and squaresville now adds a foundation automatically.
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Re: [Mod] Squaresville (Cities) [squaresville]

by the_raven_262 » Post

I updated the .we file to cover the nodes that are one node below the ground, my previous file was missing these.
EDIT:
I can make some more .we files for you to experiment :P
Spoiler
Well I can't say that it wasn't a bit of a job but now i have some of my builds saved :D
Image
This one also happen to require colored stone bricks, and homedecor.
Also darkage for the glass and some moreblocks.
http://www.filedropper.com/house3
Image
Thanks to @stoneminer for this one
you'll need darkage and moreblocks for it.
http://www.filedropper.com/house4
Image
This is my brother lisac's house with his odd building style, needs only default, moreblocks and homedecor for the doors (i think).
http://www.filedropper.com/house5
Image
Ok this one is mine, and I had to cut down a hill with it, I wonder if you can place hills on your plots :P
This one requires darkage, moreblocks and homedecor for the lights.
http://www.filedropper.com/house6
And thats it, i will be able to post some more if Gabo's server returns someday, but those buiuldings are far from houses so i guess this is as much as i can give :P

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Re: [Mod] Squaresville (Cities) [squaresville]

by duane » Post

the_raven_262 wrote:I updated the .we file to cover the nodes that are one node below the ground, my previous file was missing these.
EDIT:
I can make some more .we files for you to experiment :P
Those are all awesome work. I'll enjoy tinkering with them, but they're way too big for house plans.

-------------

After looking at my building code, I decided to convert everything to worldedit format. It would have been a performance hit in Cityscape, but it doesn't make much difference in Squaresville.

/plotsave is working again, and can save building levels, though I haven't put them in the generated buildings yet. The only advantage over using Worldedit itself is that you don't have to set down markers, and you can use '/plotsave prep' to clear an area.
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