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Post by rscott6666 on Feb 12, 2012 10:11:58 GMT -7
After a bunch of testing (thank you all), i have decided its time to just get it out there so we can move on. So I'm release RC17 as is. The link is www.mediafire.com/download.php?keqscefkjxlko1g. We've finally finished the update to the builder that started with RC16. The update fixes the materials portion of the builder AI so buildings are no longer free. You will have to supply materials for building houses. Good luck getting townhall4 going. We've added support for walls. There are 3 types of 'walls' which floorplans can support. The description should be in the builder.txt file. There are 2 new buttons on the chest blocks. Recall: which brings back the people from that chest. Repair: places a build sign for the existing level of the house. Lastly, the build button is disabled if there are no more levels of that structure.
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Post by 0mnomnomagon on Feb 12, 2012 11:35:20 GMT -7
WOOHOO! RC17! yaaay!!!
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Post by Huskerman on Feb 12, 2012 13:00:44 GMT -7
Can someone explain the walls a bit more. I read it in the build text but I didn't completely understand it. I interpreted as if I wanted a wall I would type something like this on a sign:
wall 5 (high) 25 (length)
This correct?
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Post by vlad on Feb 12, 2012 13:13:26 GMT -7
Find a wall You want to build in the floorplan folder. Most of the walls have default height, so You don't need to define the height unless you wan to change it.
build wallname 25 (length)
Edit: don't forget to build clockwise around Your village. First build walls. Leave a small place fr towers. Then build towers as normal builings facing to the village (stay outside of the wall)
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Post by pvtpirate on Feb 12, 2012 15:32:18 GMT -7
its finally out will try out later.
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Post by ldog on Feb 12, 2012 16:14:48 GMT -7
Finally got around to trying them out.
A suggestion: wall and gw are a bit redundant. It would be better to have 1 behave as normal buildings as far as interacting with terrain. In other words, the base and the top should remain consistent. This would also allow for inplace upgrades. So bridge top is always level, gwoc base is always level, regular wall top and base always level.
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Post by Huskerman on Feb 12, 2012 16:23:01 GMT -7
I don't know if it is this mod or Tales of Kingdoms mod, but when items are cooked in the furnace, they don't stack, and just disappear. Anyone else having this issue or is it a Tale of Kingdom issue?
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Post by rscott6666 on Feb 12, 2012 17:25:46 GMT -7
Finally got around to trying them out. A suggestion: wall and gw are a bit redundant. It would be better to have 1 behave as normal buildings as far as interacting with terrain. In other words, the base and the top should remain consistent. This would also allow for inplace upgrades. So bridge top is always level, gwoc base is always level, regular wall top and base always level. Don't you think that would be a bit ugly? Maybe if its a flat world, that would be okay, but from what i've played around with. I never use wall (unless its very short like the fence), and almost always use gwoc. You are correct about upgrading, which it doesn't do right now. Theres a small chance it may work with better logic, but i'm not hopeful.
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Post by ldog on Feb 12, 2012 20:25:09 GMT -7
Finally got around to trying them out. A suggestion: wall and gw are a bit redundant. It would be better to have 1 behave as normal buildings as far as interacting with terrain. In other words, the base and the top should remain consistent. This would also allow for inplace upgrades. So bridge top is always level, gwoc base is always level, regular wall top and base always level. Don't you think that would be a bit ugly? Maybe if its a flat world, that would be okay, but from what i've played around with. I never use wall (unless its very short like the fence), and almost always use gwoc. You are correct about upgrading, which it doesn't do right now. Theres a small chance it may work with better logic, but i'm not hopeful. I actually go around flattening the ground a lot, since unless you place stairs different terrain heights are just a pain in the ass (that and I guess I'm a somewhat unimaginative and boring architect; I like symetry and right-angles), so for me that would work great. I think all 3 types have their place. I think it would be a lot easier to do than trying to make the walls upgradeable some other way.
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Post by vlad on Feb 13, 2012 1:23:03 GMT -7
what difference in your suggestion between gwoc and wall then? If gwoc has level base it means top will be level too.
Use bridges to make walls with plain top and hide unevenness of the ground by placing dirt if You like.
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Post by ldog on Feb 13, 2012 7:16:57 GMT -7
what difference in your suggestion between gwoc and wall then? If gwoc has level base it means top will be level too. Use bridges to make walls with plain top and hide unevenness of the ground by placing dirt if You like. Correct me if I am wrong but as I understand it we have 3 wall types; bridge, wall, gwoc. The difference between wall and gwoc is only how many squares up or down they can transition from the square next to it, but they both have a flat base. Bridge has a flat top, regardless of the base (or basicly is a wall built upsidedown)
What I am suggesting is for a wall type that has a fixed base and top. So if I send a wall down unlevel terrain the builder will level the terrain as he goes; just like he does when building a house. The reason just using a building plan isn't suitable (like the old preRC17 walls) is because the length and height are fixed.
Another thing this accomplishes is say now I decide I want to build a townwall1 early on. Later on I want to replace that wall with a townwall4. I cut a hole in the wall somewhere, plop the sign down and voilla! The builder removes the old wall and replaces it with the new.
As it is now I would have to light the thing on fire and/or use dynamite (not that those things aren't fun mind you but they tend to get out of hand!).
To me it seems like this should be the default wall type and the gwoc and bridge types are fine as they are. Now if there is some bigger difference between wall and gwoc then I am suggesting add a 4th type, but that seems uneccessary.
Does that make more sense now?
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Post by shadowscall on Feb 13, 2012 9:57:07 GMT -7
Huskerman, I had that same problem when I was trying out Buildcraft and found out that it was too much for my computer. So I don't think that furnace problem is related to any particular mod, (it might be but I don't think so, I am not an expert I think it is one way of Minecraft telling you that something is messed up. So maybe try reinstalling the mods, if that doesn't fix it I don't know what to do.
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Post by vlad on Feb 13, 2012 11:14:07 GMT -7
I see what Do You mean. Description from builder.txt
For the wall type, the top is always height blocks above the base. For the bridge type, the top stays at the same level no matter what the base does. For the gwoc type, the top attempts to follow the base, but only adjusts its height one block at a time.
However there is a variable which allows gwoc to be less sensitive to terrain roughness. In theory if You put
Adjust_to_land_height_interval 100
it will not allow the gwoc to follow the terrain for 100 blocks. And wall will be flat. You still need to add grass blocks to wall base in floorplans.
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Post by redwiz667 on Feb 13, 2012 12:18:02 GMT -7
I don't know if it is this mod or Tales of Kingdoms mod, but when items are cooked in the furnace, they don't stack, and just disappear. Anyone else having this issue or is it a Tale of Kingdom issue? Sounds like the forge bug from 1.3.0 or 1.3.1. Upgrade your forge to the latest version.
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Post by maxking on Feb 13, 2012 13:10:13 GMT -7
Scott, you are a bloody genius! Great job. I remember suggesting the "repair" button myself, I'm wondering if you used my suggestion or came up with it yourself Thanks a lot anyway.
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