[MOD] villages

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RabbiBob
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by RabbiBob » Post

Iron, would you mind implementing a version number system? 0.0.1 or something? Thank you

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Death Dealer
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by Death Dealer » Post

Wolfgang wrote:
ironzorg wrote: I don't think a sign will do the trick. I don't think you can really check that your automatically generated buildings are not turned to a pile of dust by some griefers.
Well, there is one way: make a server mod that disallow harvesting of groups of blocks (= the buildings), but even you will probably need to destroy an annoying watchtower that spawned out of nowhere on the space you wanted to build a giant castle.
Exactly. If a player made the annoying watchtower I'd have to build somewhere else. But if it is a automatically generated building, not claimed by any player it is pickaxe time. At the moment it is usually easy to tell if the structure is a generated dungeon or something else. (Unless it is a already vandalized building). So some sign might help. Then again first griefer steals sign or changes sign on player's building to
locked signs:D
and would anyone please compile a working version of this?
Last edited by Death Dealer on Fri Mar 02, 2012 18:54, edited 1 time in total.
Keep calm and code python^_^

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bgsmithjr
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by bgsmithjr » Post

Great mod +1, Now we need to have a building swap similar to what people are doing with maps.

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IPushButton2653
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by IPushButton2653 » Post

I can't even get the mod to work >.<

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bgsmithjr
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by bgsmithjr » Post

It generates them in sparse clusters, it may be hard to find one, but when you do you find a few more.

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jordan4ibanez
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by jordan4ibanez » Post

does this work in 0.4 latest? (20120327) AKA yesterdays build
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Death Dealer
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by Death Dealer » Post

jordan4ibanez wrote:does this work in 0.4 latest? (20120327) AKA yesterdays build
READ the thread! you have to compile the structures in the lua file as far as i understand. all the information is there, dont be lazy and SPAMMING THE FORUM UP SOME MORE FOR NO REASON!!! your seriously annoying dude. and ive reported you spamming.
Last edited by Death Dealer on Wed Mar 28, 2012 13:18, edited 1 time in total.
Keep calm and code python^_^

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jordan4ibanez
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by jordan4ibanez » Post

Death Dealer wrote:
jordan4ibanez wrote:does this work in 0.4 latest? (20120327) AKA yesterdays build
READ the thread! you have to compile the structures in the lua file as far as i understand. all the information is there, dont be lazy and SPAMMING THE FORUM UP SOME MORE FOR NO REASON!!! your seriously annoying dude. and ive reported you spamming.
Image
hello, am program. do language in rust. make computer do. okay i go now.

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by jordan4ibanez » Post

hey ironzorg you should make this again..but make towns :)
hello, am program. do language in rust. make computer do. okay i go now.

sfan5
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by sfan5 » Post

+1
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

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paramat
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by paramat » Post

Does this need editing for 0.4.3? There were some big changes since the release. I'll do it myself if i can figure out how. I want to get this mod working for me so i can generate various structures.
Last edited by paramat on Mon Nov 26, 2012 06:38, edited 1 time in total.

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Inocudom
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by Inocudom » Post

I tried this mod in version 0.4.4, but I never see any structures generated. It looks like this will need to be updated. Is there any way this can be made compatible with schematics created by the worldedit mod?

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Menche
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by Menche » Post

It still works, but buildings are extremely rare. I tested it and only found 2 watchtowers in a large section of map.
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Radigo
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by Radigo » Post

what are the mountains and stuff in the back of your screenshots?l

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