I love mods that add new structures to my worlds, so I was really excited when I discovered this one. However, for some reason it does not actually spawn the structures into my world. I am using 1.8 and when I run the game it does not crash or anything, but when I fly around my world for hundreds of blocks absolutely nothing is spawning. I checked online for others who had this problem, and one person suggested typing "testruin tester" in creative mode to see if it's working. When I do that it says it is an unknown command which implies the mod is not actually running in my world. I also looked in the mod files, and I noticed that I do not seem to have a ruins.txt file anywhere under either the mod or cofig files. In fact, I cannot find it anywhere on my computer. Since this file is what's referenced as what should be used when modifying this mod does this mean that something is going wrong when I download the file? And if so, is it fixable?
1) Which sub-version of Minecraft are you using? For example, 1.8.2 or 1.8.9? There apparently were some major changes to Minecraft at version 1.8.8, and therefore there are two versions of the Ruins mod supported for Minecraft 1.8.*.
2) In the mods folder (e.g., C:\Users\{username}\AppData\Roaming\.minecraft\mods ), there should be a .jar file for Ruins.
For versions of Minecraft from 1.8 to 1.8.7, the file name should be: Ruins-1.8.jar
For versions 1.8.8 or 1.8.9 of Minecraft, the file name should be: Ruins-1.8.8.jar
If that file is not present in the folder, please copy it from the Ruins ZIP folder that you downloaded. If such a folder does not exist then you might not have Forge properly installed.
3) If the Ruins mod is not properly installed, then the absence of ruins.txt is not unexpected. That document is only generated after you have created your first Minecraft world with the Ruins mod installed, as it populates that document with folders for all biomes installed in your Minecraft world. This is especially relevant if you have mods such as Biomes o' Plenty, or others that add new biomes to the world.
I have upgraded to 1.9.4. I can't get it to work. It is all loaded in the mod folder - but for some reason it is not generating ruins.
What info can I provide to get help to figure this out?
thankyou!
When you say that you have "upgraded to 1.9.4," does that include getting the newer 1.9 version of the Ruins mod to place in the mods folder?
To check, please look in the mods folder and see if the following .jar file exists: Ruins-1.9.jar
It is also important to NOT have any older versions of Ruins (e.g., Ruins-1.8.8.jar) in the mods folder.
If, in fact, the .jar file is in the proper folder, my next step would be to enter a game world in Creative mode, and try typing in one of the Ruins commands to ensure that it's actually running. A good example would be to type /testruin tester on the command line. This should conjure the "tester.tml" sample test template that is normally in the \templateparser sub-folder (i.e., C:\Users\{username}\AppData\Roaming\.minecraft\mods\resources\ruins\templateparser\ ).
If you get some sort of "unrecognized command" message in response, that would indicate that the problem is that the Ruins mod for this version of Minecraft has not been successfully installed. If, however, you get a message to the effect that "tester.tml" cannot be found, then I would suggest checking to make sure that the \templateparser folder actually exists, and that there are templates in the appropriate biomes folders. If for some reason the biomes folders had been emptied or removed in the process of upgrading to the new version of Minecraft and Ruins, that would be one way to account for why no structures would be spawning.
If you are, in fact, able to spawn Ruins directly into the world via /testruin, and you have confirmed that Ruins templates are actually in the biomes folders, and yet no structures are generating in the world, I would recommend next that you try creating a new world in single-player, Creative mode. A "superflat" world is ideal for quickly checking to make sure that things are working, since it will give you a Plains environment and lots of grass to spawn buildings on. (It may result in some odd effects, however, since a superflat world is typically very shallow, so any structures with big "basement" areas may end up spawning above-ground instead.)
I figured out why it wasn't working! I wasn't unpacking the mod correctly, when I found a tutorial video on which files were supposed to go where and followed it the mod now runs just fine! Thank you for your help, I wouldn't have thought to check where to place the individual files if you hadn't mentioned it.
I figured out why it wasn't working! I wasn't unpacking the mod correctly, when I found a tutorial video on which files were supposed to go where and followed it the mod now runs just fine! Thank you for your help, I wouldn't have thought to check where to place the individual files if you hadn't mentioned it.
Hi, I started a new server, and a new world on 1.9.4. that is what I meant.
I do have Ruins-1.9.4.jar, Ruins-1.9.4-source, Both UpdateCheckMod-1.9.4s, the resources folder, and all of its subsequent folder - the issue is, no Ruins.txt is being generated.
In the test world - when typing /testruin tester it spawns a batch of various items in the air. No ruins though.
Hi, I started a new server, and a new world on 1.9.4. that is what I meant.
I do have Ruins-1.9.4.jar, Ruins-1.9.4-source, Both UpdateCheckMod-1.9.4s, the resources folder, and all of its subsequent folder - the issue is, no Ruins.txt is being generated.
In the test world - when typing /testruin tester it spawns a batch of various items in the air. No ruins though.
Okay, it sounds like you've covered the bases on the typical areas where this can go wrong. For the sake of troubleshooting, here is what I would look at next:
1) Check for ruins.txt not only in the mods folder, but also the config folder. Although ruins.txt used to appear in the .minecraft/mods folder, I believe that with a recent update for some version of MC 1.9, it was moved to the .minecraft/config folder.
2) In your world save folder, see if there is a Ruins positioning file being generated. I am away from my primary computer, so I can't check the exact file name, but I think it was called something like "Ruins_Positions.txt" and that it would appear in the saves folder for any given Minecraft world. If this exists, it should keep a running log of all ruins that have been generated in your world, and their coordinates. I know that you say there are *no* ruins, but if the file exists and it has no ruins logged, that would be a surefire way to verify that point, just for the sake of completeness.
Also, a couple of questions, in case this might reveal anything I've overlooked:
a ) What Ruins templates do you have installed? Do you have the "generic" Ruins that come with the Ruins .jar files? Having templates in the "generic" folder is a pretty good way to test Ruins regardless of what biome you might be in, in the game world. (Otherwise, Plains, Desert, and Ocean biomes are typically the best spots to find Ruins quickly -- IF they're spawning, of course.)
b ) What other mods do you have installed, other than Ruins? Are there any that impact terrain generation or change what sorts of biomes appear in the game world? (New and different biomes shouldn't matter if you've got the default templates in the "generic" sub-folder, but it could still impact the frequency with which Ruins finds valid building spaces to a limited extent.)
1) Check for ruins.txt not only in the mods folder, but also the config folder.
It is in the config folder. It has the default text in it, nothing further.
2) In your world save folder, see if there is a Ruins positioning file being generated.
It is in the folder, and contains the default/explanation text. No ruins logged.
a ) What Ruins templates do you have installed? Do you have the "generic" Ruins that come with the Ruins .jar files?
I didn't install any template. I just put all the ruins files where they belong. The generic folder is created in resources, and it contains a list of TML files.
b ) What other mods do you have installed, other than Ruins? I had bioms o plenty - I have since then scrapped everything and just loaded forge, 1.9.4 the latest version. and Ruins.
Still, no ruins. When I type /testruin tester I get the following:
1) Check for ruins.txt not only in the mods folder, but also the config folder.
It is in the config folder. It has the default text in it, nothing further.
2) In your world save folder, see if there is a Ruins positioning file being generated.
It is in the folder, and contains the default/explanation text. No ruins logged.
a ) What Ruins templates do you have installed? Do you have the "generic" Ruins that come with the Ruins .jar files?
I didn't install any template. I just put all the ruins files where they belong. The generic folder is created in resources, and it contains a list of TML files.
b ) What other mods do you have installed, other than Ruins? I had bioms o plenty - I have since then scrapped everything and just loaded forge, 1.9.4 the latest version. and Ruins.
Still, no ruins. When I type /testruin tester I get the following:
FYI, that's pretty much what should be happening when you use /testruin to pull up the "tester" template. It's just a bunch of assorted blocks, merely meant to demonstrate that the individual blocks can be spawned in-world successfully. That indicates that Ruins is running, and if you've got TML files (templates) in the generic folder, that should be all set, too.
All this and STILL no Ruins spawning. If you've got a superflat world and you're just using the default ruins.txt settings automatically generated when Ruins is installed and run the first time, you should be seeing multiple ruins popping up within sight of your spawn-in point. At this point, I would be looking for logs to see if there are any error messages generated pertaining to the running of Ruins. Unfortunately, I am traveling at the moment and do not have access to a computer with a Minecraft/Ruins installation where I can check to see what to look for, so I don't have any immediate suggestions regarding that. I am guessing there should be some sort of Ruins log file in the mods folder. It usually tallies up notes during start-up (for instance, it may record non-crashing problems encountered with Ruins templates that have minor errors), but it would also be the place to look for any more severe errors that happen in Ruins during game play. I would hope it'd be named something simple, like "ruins.log," but I'd have to check to be sure.
How exactly do you get ruins to spawn in the Nether? I've made a lot of templates for it and set specific_Hell to 100%, so it would always use the templates in the "hell" folder, but I'm not seeing them anywhere. tries_per_chunk_nether and those settings are all set up also.
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"I am the last of those who gave you breath and shape and form, millions of years ago. I am the last of those your kind rose up against and ruthlessly destroyed. I am the last Precursor. And our answer is at hand."
How exactly do you get ruins to spawn in the Nether? I've made a lot of templates for it and set specific_Hell to 100%, so it would always use the templates in the "hell" folder, but I'm not seeing them anywhere. tries_per_chunk_nether and those settings are all set up also.
Have you looked at the ruins positions file in the save folder for your Minecraft world? It's an excellent tool for tracking where Ruins have been spawned (IF they've been spawned), especially in environments when the ruins can be hard to find (or when the ruins in question are "underground").
One thing I would note is that the WAY in which ruins spawn in the Nether (AKA Hell) has changed over several versions of Minecraft. Back in Minecraft 1.6.4, any normal ruins structures that would spawn in the Nether would typically end up on the upper bedrock layer (AKA "limbo") because that was what was read as the "surface" of the world.
Some time later (I think by 1.8 or 1.9 -- I don't recall where 1.7.10 fit into this) the mechanism for determining the target point changed, and a structure's spawn point would typically be on the highest CEILING point underneath the upper bedrock layer, with embed_into_distance dropping the starting point for the structure into exposed space. This would lead to an odd situation whereby normal structures that might have appeared sitting atop the ground layer in the Overworld would be cutting up into the ceiling area in the Nether ... or outright failing to build because building there would mean that the number of blocks at the bottom of the structure extending out over open air would exceed the "overhang" setting.
I think most of the "Hell" structures included as defaults in the Ruins ZIP folder were originally created in a much older version of Minecraft, and simply ported up, so they may not even be particularly well-adapted to the current way that structures spawn in the Nether (anchored to the ceiling, that is).
Anyway, if you're using customized templates for the Nether, another thing to do is to check the "acceptable_target_blocks" and "unacceptable_target_blocks" settings for any "Hell" templates you have, to make sure that they're not making it unnecessarily difficult for Ruins to find a valid building spot.
For my own "Hell" structures, I've attempted to make things that either look passable whether the top or bottom of the structure is what's exposed to the air (or both), or else to use certain tricks (such as a Command Block as a "FallingSand" entity with the /testruin command in order to try to "find" the floor of a cavern before spawning a building) to allow for more conventional right-side-up buildings in the Nether.
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I have it working on 1.9.4 And you don't really need to have it on server. Just fly the area you'll be playing on and copy the save to the server's folder You can also use mcedit to trim out everything except your buildings and regenerate everything in singleplayer with ruins
I have it working on 1.9.4 And you don't really need to have it on server. Just fly the area you'll be playing on and copy the save to the server's folder You can also use mcedit to trim out everything except your buildings and regenerate everything in singleplayer with ruins
Well part of the fun of Minecraft for me is the exploration. I don't usually play in one place - so having ruins in one place would be artificial. Thank you for the suggestion though.
Anyone else know how to make Ruins work on a server?
Well part of the fun of Minecraft for me is the exploration. I don't usually play in one place - so having ruins in one place would be artificial. Thank you for the suggestion though.
Anyone else know how to make Ruins work on a server?
I do not know how to address the problems you've been running into with Ruins in version 1.9 singleplayer. It's due to some reason I haven't run across before, it would seem, and without any sort of log to look at, I couldn't begin to fathom a guess. But when it comes to getting Ruins to work on a server (provided you've got a setup that works in multiplayer), there really isn't anything special about it to my knowledge, different from how you would get the typical mod to work on a server.
You will need to install Ruins (that is, the .jar files, the Resources folder, et al.) into the mods folder for your server setup. If you are using any Ruins that have Command Blocks, you will need to set the option to allow command blocks in system.properties, or else the Command Blocks will blink out of existence whenever they spawn in Ruins, rather than firing off. There is not a separate version of Ruins for servers.
Since Ruins operates during terrain generation, and terrain generation is handled server-side on a multiplayer server, it is entirely possible to install Ruins ONLY for the server, without any of the client/player installations having Ruins installed. (There might be an exception if you've got a Creative Mode setup and you want players to be able to use commands such as /testruin or /parseruin, but I've never had reason to test that.)
However; i decided to scratch the 1.9, and move back to 1.7.10. The single player works (stated that in a prior post), but the Multiplayer doesn't. It is very frustrating.
I do have command blocks allowed in server settings. Is there something else I should put in there?
Do I need to put the templates anywhere special?
Also, anytime I mess with Ruins to get it to work, I delete and recreate my MP world. So the ruins generation should be happening.
Maybe the 1.7.10 version of Ruins that I downloaded is not correct? (I got it off your page) - can you provide me with a link to a better version for 1.7.10?
It seems the converter for this mod is outdated (schematic to tml) to when ruins used block numbers instead of IDs. Any chance of that getting updated? I don't think you made it but I figured you'd have better luck with making the contact.
Maybe the 1.7.10 version of Ruins that I downloaded is not correct? (I got it off your page) - can you provide me with a link to a better version for 1.7.10?
I thought any links I had would just point to AtomicStryker's page, but I will need to check on that to make sure that's actually the case.
In the meantime, here are relevant links:
AtomicStryker's Ruins Page:http://atomicstryker.net/ruins.php <<< Here's where you can find relevant information on all versions of Ruins, and the versions of Forge you'll need to go with them, for various releases of Minecraft.
AtomicStryker is the current maintainer of the program, and the ultimate expert on Ruins. (I just post a lot here because Wendy and I spend way too much time making and trying out Ruins "dungeons" with some friends.)
WARNING: AdFly download links (where the files are actually stored in the links from AtomicStryker's page) have questionable advertising practices.
When you visit such a page, only the very top horizontal bar is the place where you'll find the download button. Everything below that point is apparently "fair game" for "advertisers" to have fake messages telling you "Your download is ready" or "Your system needs update" or "Malware is detected!" or other bogus tricks to get you to click. You're forced to wait a few seconds, and then a "SKIP AD" button appears in the upper right that you can click for the actual download. The Forge download pages have a similar form (though there the "SKIP" button is red instead of yellow, if I recall correctly).
The actual download will be a ZIP folder. If you should click anything that attempts to open an executable, that's NOT IT.
Other versions of Ruins can be found on AtomicStryker's page (as per the top link). The same warnings apply whenever you follow the download links to AdFly.
Hello,
Love this mod. Had it working in 1.8.9.
I have upgraded to 1.9.4. I can't get it to work. It is all loaded in the mod folder - but for some reason it is not generating ruins.
What info can I provide to get help to figure this out?
thankyou!
1) Which sub-version of Minecraft are you using? For example, 1.8.2 or 1.8.9? There apparently were some major changes to Minecraft at version 1.8.8, and therefore there are two versions of the Ruins mod supported for Minecraft 1.8.*.
2) In the mods folder (e.g., C:\Users\{username}\AppData\Roaming\.minecraft\mods ), there should be a .jar file for Ruins.
For versions of Minecraft from 1.8 to 1.8.7, the file name should be:
Ruins-1.8.jar
For versions 1.8.8 or 1.8.9 of Minecraft, the file name should be:
Ruins-1.8.8.jar
If that file is not present in the folder, please copy it from the Ruins ZIP folder that you downloaded. If such a folder does not exist then you might not have Forge properly installed.
3) If the Ruins mod is not properly installed, then the absence of ruins.txt is not unexpected. That document is only generated after you have created your first Minecraft world with the Ruins mod installed, as it populates that document with folders for all biomes installed in your Minecraft world. This is especially relevant if you have mods such as Biomes o' Plenty, or others that add new biomes to the world.
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)
When you say that you have "upgraded to 1.9.4," does that include getting the newer 1.9 version of the Ruins mod to place in the mods folder?
To check, please look in the mods folder and see if the following .jar file exists:
Ruins-1.9.jar
It is also important to NOT have any older versions of Ruins (e.g., Ruins-1.8.8.jar) in the mods folder.
If, in fact, the .jar file is in the proper folder, my next step would be to enter a game world in Creative mode, and try typing in one of the Ruins commands to ensure that it's actually running. A good example would be to type /testruin tester on the command line. This should conjure the "tester.tml" sample test template that is normally in the \templateparser sub-folder (i.e., C:\Users\{username}\AppData\Roaming\.minecraft\mods\resources\ruins\templateparser\ ).
If you get some sort of "unrecognized command" message in response, that would indicate that the problem is that the Ruins mod for this version of Minecraft has not been successfully installed. If, however, you get a message to the effect that "tester.tml" cannot be found, then I would suggest checking to make sure that the \templateparser folder actually exists, and that there are templates in the appropriate biomes folders. If for some reason the biomes folders had been emptied or removed in the process of upgrading to the new version of Minecraft and Ruins, that would be one way to account for why no structures would be spawning.
If you are, in fact, able to spawn Ruins directly into the world via /testruin, and you have confirmed that Ruins templates are actually in the biomes folders, and yet no structures are generating in the world, I would recommend next that you try creating a new world in single-player, Creative mode. A "superflat" world is ideal for quickly checking to make sure that things are working, since it will give you a Plains environment and lots of grass to spawn buildings on. (It may result in some odd effects, however, since a superflat world is typically very shallow, so any structures with big "basement" areas may end up spawning above-ground instead.)
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)
I figured out why it wasn't working! I wasn't unpacking the mod correctly, when I found a tutorial video on which files were supposed to go where and followed it the mod now runs just fine! Thank you for your help, I wouldn't have thought to check where to place the individual files if you hadn't mentioned it.
Great to hear! Best of luck, and happy exploring!
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)
Hi, I started a new server, and a new world on 1.9.4. that is what I meant.
I do have Ruins-1.9.4.jar, Ruins-1.9.4-source, Both UpdateCheckMod-1.9.4s, the resources folder, and all of its subsequent folder - the issue is, no Ruins.txt is being generated.
In the test world - when typing /testruin tester it spawns a batch of various items in the air. No ruins though.
Okay, it sounds like you've covered the bases on the typical areas where this can go wrong. For the sake of troubleshooting, here is what I would look at next:
1) Check for ruins.txt not only in the mods folder, but also the config folder. Although ruins.txt used to appear in the .minecraft/mods folder, I believe that with a recent update for some version of MC 1.9, it was moved to the .minecraft/config folder.
2) In your world save folder, see if there is a Ruins positioning file being generated. I am away from my primary computer, so I can't check the exact file name, but I think it was called something like "Ruins_Positions.txt" and that it would appear in the saves folder for any given Minecraft world. If this exists, it should keep a running log of all ruins that have been generated in your world, and their coordinates. I know that you say there are *no* ruins, but if the file exists and it has no ruins logged, that would be a surefire way to verify that point, just for the sake of completeness.
Also, a couple of questions, in case this might reveal anything I've overlooked:
a ) What Ruins templates do you have installed? Do you have the "generic" Ruins that come with the Ruins .jar files? Having templates in the "generic" folder is a pretty good way to test Ruins regardless of what biome you might be in, in the game world. (Otherwise, Plains, Desert, and Ocean biomes are typically the best spots to find Ruins quickly -- IF they're spawning, of course.)
b ) What other mods do you have installed, other than Ruins? Are there any that impact terrain generation or change what sorts of biomes appear in the game world? (New and different biomes shouldn't matter if you've got the default templates in the "generic" sub-folder, but it could still impact the frequency with which Ruins finds valid building spaces to a limited extent.)
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)
1) Check for ruins.txt not only in the mods folder, but also the config folder.
It is in the config folder. It has the default text in it, nothing further.
2) In your world save folder, see if there is a Ruins positioning file being generated.
It is in the folder, and contains the default/explanation text. No ruins logged.
a ) What Ruins templates do you have installed? Do you have the "generic" Ruins that come with the Ruins .jar files?
I didn't install any template. I just put all the ruins files where they belong. The generic folder is created in resources, and it contains a list of TML files.
b ) What other mods do you have installed, other than Ruins? I had bioms o plenty - I have since then scrapped everything and just loaded forge, 1.9.4 the latest version. and Ruins.
Still, no ruins. When I type /testruin tester I get the following:
FYI, that's pretty much what should be happening when you use /testruin to pull up the "tester" template. It's just a bunch of assorted blocks, merely meant to demonstrate that the individual blocks can be spawned in-world successfully. That indicates that Ruins is running, and if you've got TML files (templates) in the generic folder, that should be all set, too.
All this and STILL no Ruins spawning. If you've got a superflat world and you're just using the default ruins.txt settings automatically generated when Ruins is installed and run the first time, you should be seeing multiple ruins popping up within sight of your spawn-in point. At this point, I would be looking for logs to see if there are any error messages generated pertaining to the running of Ruins. Unfortunately, I am traveling at the moment and do not have access to a computer with a Minecraft/Ruins installation where I can check to see what to look for, so I don't have any immediate suggestions regarding that. I am guessing there should be some sort of Ruins log file in the mods folder. It usually tallies up notes during start-up (for instance, it may record non-crashing problems encountered with Ruins templates that have minor errors), but it would also be the place to look for any more severe errors that happen in Ruins during game play. I would hope it'd be named something simple, like "ruins.log," but I'd have to check to be sure.
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)
How exactly do you get ruins to spawn in the Nether? I've made a lot of templates for it and set specific_Hell to 100%, so it would always use the templates in the "hell" folder, but I'm not seeing them anywhere. tries_per_chunk_nether and those settings are all set up also.
"I am the last of those who gave you breath and shape and form, millions of years ago. I am the last of those your kind rose up against and ruthlessly destroyed. I am the last Precursor. And our answer is at hand."
Have you looked at the ruins positions file in the save folder for your Minecraft world? It's an excellent tool for tracking where Ruins have been spawned (IF they've been spawned), especially in environments when the ruins can be hard to find (or when the ruins in question are "underground").
One thing I would note is that the WAY in which ruins spawn in the Nether (AKA Hell) has changed over several versions of Minecraft. Back in Minecraft 1.6.4, any normal ruins structures that would spawn in the Nether would typically end up on the upper bedrock layer (AKA "limbo") because that was what was read as the "surface" of the world.
Some time later (I think by 1.8 or 1.9 -- I don't recall where 1.7.10 fit into this) the mechanism for determining the target point changed, and a structure's spawn point would typically be on the highest CEILING point underneath the upper bedrock layer, with embed_into_distance dropping the starting point for the structure into exposed space. This would lead to an odd situation whereby normal structures that might have appeared sitting atop the ground layer in the Overworld would be cutting up into the ceiling area in the Nether ... or outright failing to build because building there would mean that the number of blocks at the bottom of the structure extending out over open air would exceed the "overhang" setting.
I think most of the "Hell" structures included as defaults in the Ruins ZIP folder were originally created in a much older version of Minecraft, and simply ported up, so they may not even be particularly well-adapted to the current way that structures spawn in the Nether (anchored to the ceiling, that is).
Anyway, if you're using customized templates for the Nether, another thing to do is to check the "acceptable_target_blocks" and "unacceptable_target_blocks" settings for any "Hell" templates you have, to make sure that they're not making it unnecessarily difficult for Ruins to find a valid building spot.
For my own "Hell" structures, I've attempted to make things that either look passable whether the top or bottom of the structure is what's exposed to the air (or both), or else to use certain tricks (such as a Command Block as a "FallingSand" entity with the /testruin command in order to try to "find" the floor of a cavern before spawning a building) to allow for more conventional right-side-up buildings in the Nether.
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)
Hi!
I've made the missing images: http://www.mediafire.com/download/ywomnc6w9d7h0zc/jordan's_ruins_screenshots.zip
So, I decided to downgrade to 1.7.10. I got the single player game to spawn ruins. Yay.
However, server no luck.
What is the process to get ruins to work on a server? It is Forge10.13.4.1614-1.7.10
I will be using liteloader for voxel map, I am using a BIOMES world.
I have searched and searched, and multiple people have asked, how do I get this to work on a server...and yet not a single answer.
Could anyone please help me.
I have it working on 1.9.4 And you don't really need to have it on server. Just fly the area you'll be playing on and copy the save to the server's folder You can also use mcedit to trim out everything except your buildings and regenerate everything in singleplayer with ruins
Well part of the fun of Minecraft for me is the exploration. I don't usually play in one place - so having ruins in one place would be artificial. Thank you for the suggestion though.
Anyone else know how to make Ruins work on a server?
I do not know how to address the problems you've been running into with Ruins in version 1.9 singleplayer. It's due to some reason I haven't run across before, it would seem, and without any sort of log to look at, I couldn't begin to fathom a guess. But when it comes to getting Ruins to work on a server (provided you've got a setup that works in multiplayer), there really isn't anything special about it to my knowledge, different from how you would get the typical mod to work on a server.
You will need to install Ruins (that is, the .jar files, the Resources folder, et al.) into the mods folder for your server setup. If you are using any Ruins that have Command Blocks, you will need to set the option to allow command blocks in system.properties, or else the Command Blocks will blink out of existence whenever they spawn in Ruins, rather than firing off. There is not a separate version of Ruins for servers.
Since Ruins operates during terrain generation, and terrain generation is handled server-side on a multiplayer server, it is entirely possible to install Ruins ONLY for the server, without any of the client/player installations having Ruins installed. (There might be an exception if you've got a Creative Mode setup and you want players to be able to use commands such as /testruin or /parseruin, but I've never had reason to test that.)
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)
Thanks Jordan,
So I never got the 1.9 version to work, SP or MP.
However; i decided to scratch the 1.9, and move back to 1.7.10. The single player works (stated that in a prior post), but the Multiplayer doesn't. It is very frustrating.
I do have command blocks allowed in server settings. Is there something else I should put in there?
Do I need to put the templates anywhere special?
Also, anytime I mess with Ruins to get it to work, I delete and recreate my MP world. So the ruins generation should be happening.
Maybe the 1.7.10 version of Ruins that I downloaded is not correct? (I got it off your page) - can you provide me with a link to a better version for 1.7.10?
It seems the converter for this mod is outdated (schematic to tml) to when ruins used block numbers instead of IDs. Any chance of that getting updated? I don't think you made it but I figured you'd have better luck with making the contact.
You need to use in-game commands the mod provides to export ruins, plus if you use the old converter you are unable to setup commandblocks and others
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
I thought any links I had would just point to AtomicStryker's page, but I will need to check on that to make sure that's actually the case.
In the meantime, here are relevant links:
AtomicStryker's Ruins Page: http://atomicstryker.net/ruins.php <<< Here's where you can find relevant information on all versions of Ruins, and the versions of Forge you'll need to go with them, for various releases of Minecraft.
AtomicStryker is the current maintainer of the program, and the ultimate expert on Ruins. (I just post a lot here because Wendy and I spend way too much time making and trying out Ruins "dungeons" with some friends.)
WARNING: AdFly download links (where the files are actually stored in the links from AtomicStryker's page) have questionable advertising practices.
When you visit such a page, only the very top horizontal bar is the place where you'll find the download button. Everything below that point is apparently "fair game" for "advertisers" to have fake messages telling you "Your download is ready" or "Your system needs update" or "Malware is detected!" or other bogus tricks to get you to click. You're forced to wait a few seconds, and then a "SKIP AD" button appears in the upper right that you can click for the actual download. The Forge download pages have a similar form (though there the "SKIP" button is red instead of yellow, if I recall correctly).
The actual download will be a ZIP folder. If you should click anything that attempts to open an executable, that's NOT IT.
RUINS 1.7.10 LINK: http://adf.ly/q386F <<< (Link current as of 6/16/2016)
Screenshot reference (re-posted):
Other versions of Ruins can be found on AtomicStryker's page (as per the top link). The same warnings apply whenever you follow the download links to AdFly.
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)