Love the Ruins Mod. I've been using it to curate a large group of pregenerated structures for players to explore.
Suggestion: add "ice" to the list of default "unacceptable_target_blocks" along with "flowing_water,water,flowing_lava,lava" generated by the in game parser (parseruin).
I've had ruins spawn in the middle of frozen oceans. I've had to change every file in the generic folder to keep structures from appearing on the ice.
HI, it's always good to see more players using Ruins, and I agree completely about ice and have been using it in my block banlist for the past couple years now, that's an easy one to miss though, as sometimes we might make a testworld with limited biomes and certain obvious choices may go unseen as a result.
I'll finally have to add the cloud to my list of unacceptable target blocks, might be getting close to releasing an update. Also, I've recently had some of my structures spawn on ice lakes, so "ice" would also be good to add in that list for certain things.
As long as we are on the subject of unacceptable target blocks, also add to everyone's lists "flesh" and "ash_block", for ones not designed for the nether, I had a stray spawn on a flesh block from biomes o plenty, and am surprised there weren't more spawns considering the area covered by these blocks.
Also, for everyone creating new structures, make a "master" template on your desktop that contains the most up-to-date lists for these kind of things, so it's immediately on hand every time a new file is created.
As long as we are on the subject of unacceptable target blocks, also add to everyone's lists "flesh" and "ash_block", for ones not designed for the nether, I had a stray spawn on a flesh block from biomes o plenty, and am surprised there weren't more spawns considering the area covered by these blocks.
FWIW, I've updated my "tested generic templates" sets for MC 1.9 - 1.12 to include your updated "blacklist."
There are quite a few blocks that we all agree on as being less than ideal to spawn things on, of course, taking into consideration exceptions for specific dimensions and biomes. There are even individual cases where dirt and stone don't fit a build's location, but for the most part, the blocks we end up choosing for that list will tend to be the same ones, as it's driven by adjusting to minecraft worldgen.
Oh, someone asked a couple pages back if the unacceptable target block list needed to include partial blocks like fences, and after generating a couple superflat worlds, the answer is a decided yes. I had to test as in the above example, the template spawned on the flesh block, and I couldn't remember any worldgen examples for the ash block spawning templates due to being a partial block.
Has getting things to appear in the nether changed recently?
I decided to do a few tests (more tall 2x2 towers) for various conditions in the nether (overhang amounts, whether or not bedrock was permitted/banned/required, etc), put some in the generic folder and others in the specific one, and flew around a new world. I couldn't get any of them to spawn in the nether. I searched both within the caves and on top of the bedrock, and not a single structure appeared.
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I'm having issues with that, too. I have 2 structures that won't seem to generate.
The first is the Nether ship, and secondly is a castle that was originally built by Jeracraft, but that I added an interior to. I keep copies of both in my templateparser folder, as I do with all structures that I use. Both have fully flushed out generation rules. The castle, I can more or less understand, because it's enormous, It won't allow me to upload the screenshot of the castle, so this is what it looks like. https://www.planetminecraft.com/project/medieval-fantasy-fortress---jeracraft/
Nether generation is problematic because apparently the rules for determining the "surface" are handled differently. In practice, the target block (where Ruins will check for material type against "accepted" or "unaccepted" blocks, and then start building) appears to be the CEILING of a cavern in any given X/Z location. If there is no ceiling (i.e., solid netherrack from lower bedrock to upper bedrock layers), then I *think* it treats the bottom of the upper bedrock layer as the "ground level" location, but I'm not sure.
So, this works perfectly fine for, say, spawning ceiling-hugging glowstone crystal formations, or bizarre upside-down towers hanging from the ceiling. It's more problematic if what you really want is a structure that has its foundation on the BOTTOM of a cavern.
In my template packs, in the Hell biome, my "NetherFeatureSeeder" and "NetherDungeonSeeder" structures use a clunky workaround for this, by spawning a "FallingSand" (or, now "falling_block") entity into midair (I arbitrarily choose elevation 80 in the hopes that it MIGHT be open space in a cavern), and that falling block becomes a Command Block with a RUINSTRIGGER /testruin command when it finally lands on solid ground. The process fails if the falling block simply spawns into the middle of some netherrack at level 80 before falling any distance.
Here's the "seed" template as an example, which tries to drop a structure on the nether cavern floor, as a random selection from a few structures located in the \templateparser folder.
# Nether Feature Seeder -- MC 1.7.10 -- 5 Feb 2016
# Created by Ruins mod version 15.1 Ingame Parser
# authoring Player: Jordan_Greywolf
#
# Experimental method of spawning a Nether structure on the "floor"
# of the Nether caves, vs. ceiling. Should be in "hell" folder.
# Summoned structures need to be in \templateparser folder.
#
# Last Updated 18 Feb 2016
# Updated to MC 1.12: 23 Jun 2017
#
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That makes sense, and as one who uses your structures I can testify that it works. What would you do if you wanted a structure that hovers just above the surface of the lava (Such as my ship)? I am still trying to figure out how to make the castle generate. It's set to spawn in forests (birch and normal- not roofed) and plains. It's the only overworld structure I've made that never seems to generate. Even my End structures work better (By the way, I'm in the market for more end structures. Let me know if you've got any). What mod are you using to add those extra biomes? I'd very much like to see some of them. Do they add any more enemies and/or weapons?
Back to my main point, is it possible that there's a size limit? If so, I'll just use a smaller castle.
Just a suggestion to make this mod a bit more user friendly: add world options upon world creation for the overall realism effect of the ruins spawning sparsity scale. It requires A LOT of messing around with settings: you have to go through all the ruin structures and change the distances; and create new structures that are null as fillers; test it in game before creating a world you want to use as your actual world; changing those settings some more adjusting and further testing for a while to get everything just right; and making sure it fits right with tons of new biomes added from other mods....
Would turn this mod from silver level to gold in my books. Tip the balance from 3/5 to 4/5.
To get 5/5 (in my opinion ;p ) would need to add mobs and new blocks/items.
In my opinion, the biggest problem with Ruins is that it ships out with a mere 31 templates by default. Most (25) are in the generic folder, where they just generate anywhere and don't fit in thematically with the terrain. Even if they did fit in, 31 templates are going to repeat over and over, because that just isn't enough variety for how often they're seen.
On the other hand, between all of the templates I downloaded and created, there are well over 400 structures currently in my game (700+ including the stuff in templateparser), with nearly all of them only appearing in the biomes where they most fit.
The number of different ways there are to change spawning frequency, and how they all interact with one another, makes it sound more complicated than it really is. Most of the template rules like adding uniqueMinDistance is meant more for people who make templates. Changing the single config file (ruins.txt) is all that most people really need to do, the same way that changing numbers in config files is how nearly all mods handle their options.
If I were asked to install Ruins on a fresh computer, with my preferred survival play settings, my set up time would be something like:
- Download Ruins and get it working
- Download the 3rd party structures from anyone who has shared them (Jordan_Peacock, Gillymoth, myself, etc)
- Unzip their folders and place the templates where the game can see them
- Edit 2 lines in ruins.txt: templateInstancesMinDistance= and anyRuinsMinDistance= to about twice their default values
- Open Minecraft to start playing
Everything else is just micromanaging for a tiny bit of extra realism, that a majority of people probably wouldn't care about or notice. For example, while adding empty filler templates to ocean and desert is apparently popular, I've never personally bothered and my worlds turn out just fine.
To facilitate merging content with Jordan's and ST753Mb's content (and any others that are available), I've spent a few hours cleaning up details across the board, and including a few new things, mostly more options for things like the adobe city and portals. So it's mostly a large collection of important minor details, as moving them between folders was starting to affect balance.
Ruinset Gilly Across-the-board minor fixes, for potential content merge with other content sets, also for normal play.
That makes sense, and as one who uses your structures I can testify that it works. What would you do if you wanted a structure that hovers just above the surface of the lava (Such as my ship)? I am still trying to figure out how to make the castle generate. It's set to spawn in forests (birch and normal- not roofed) and plains. It's the only overworld structure I've made that never seems to generate. Even my End structures work better (By the way, I'm in the market for more end structures. Let me know if you've got any). What mod are you using to add those extra biomes? I'd very much like to see some of them. Do they add any more enemies and/or weapons?
Back to my main point, is it possible that there's a size limit? If so, I'll just use a smaller castle.
Re: Hovering Over Lava: That's problematic. I believe my "falling block" method will either end up going to the bottom of a lava pool before building, or burn up when it hits the lava. (I suppose it warrants testing.) Falling concrete_powder stops upon reaching water, so I think in theory the falling block method could be used to build upon WATER, by having a command block ride a concrete_powder falling_block entity as a "passenger," but I haven't seen any indication of a way to get the falling_block to behave that way with lava ... so that doesn't really help us at all.
I suppose you could "cheat" by essentially creating a "structure" that includes a lava lake that your boat would be floating upon. If it hits "solid ground" (netherrack), then a lava lake is created, with the boat atop it.
The other thought I have is that in the nether, the "lava sea" spawns at level 31 ( reference: http://minecraft.gamepedia.com/Lava ). One "trick" might be to have a "seeder" template (as with my template that spawns the falling_block into existence), except that instead of creating a falling_block entity at level 80, it uses /testruin to create your lava boat at level 31.
Either a lava boat gets created floating atop lava, or it's likely going to be embedded in solid netherrack. I suppose there's the CHANCE of it peeking out of some netherrack, but at that point it's likely to be very CLOSE to a body of lava. It's a long-shot, but it's the only idea I have at the moment.
Re: Castle: Can you put up the template somewhere that I can take a look at it?
Have you been able to successfully test-spawn it using the /testruin command in Creative mode? (If NOT, then there's probably something fundamentally wrong with the template.)
I don't know about upper size limits in Ruins structures, but I suppose there probably has to be some sort of practical limit. I just have no idea what that might be. I've sometimes had structures that will only build up to a certain level when I use "/testruin" -- and then the routine stops -- if it turns out that I've mistyped the name of a block, or used an invalid data value. If a structure doesn't show up at all during terrain generation, there might be an error in the template showing up in the logs -- but then there could be a number of factors conspiring to prevent Ruins from finding a valid building point for the structure. (Hence why I was hoping to take a look at the template. I could also test-spawn it, but I'm traveling right now and not at a computer where I can run Minecraft, so it'll be a week before I can do that again.)
Re: Extra Biomes: There are a number of mods that add extra biomes, including Twilight Forest (though it is only available up to MC version 1.7.10), and Biomes O Plenty. Aroma1997's "Mining World" mod adds an entire alternate "mining world" dimension with its own unique biome. There are a few other biome names that I've picked up in different modpacks here or there that I've added into my "BiomesToSpawnIn" lists, just in case they might be relevant; if the Ruins template is used in a modpack that DOES NOT USE those mods, it won't hurt to list those biomes anyway. It's simply that it won't ever be true that the current biome = "Bamboo Forest" if no mod has been installed that adds "Bamboo Forest" to the available biomes.
There are cases where names of certain biomes changed between versions, and I tweaked my templates to include multiple possible spellings. It's not that it should be possible that both biomes would be in play, but I figured it was best to cover all the bases (especially if I ever tried to "reverse engineer" a template back to an earlier version of Minecraft/Ruins).
To get 5/5 (in my opinion ;p ) would need to add mobs and new blocks/items.
Adding new mobs and blocks/items I think would be best done by a companion mod to Ruins, and not to Ruins itself. In its present form, on a multiplayer server, Ruins can be installed on the server side -- whether as part of a modpack or an otherwise "vanilla" installation of Minecraft -- and DOES NOT need to be installed by players/users. This has been a real boon for me, because my Minecraft-playing friends almost always settle upon a modpack that DOES NOT include the Ruins mod, yet I can still FTP into the server and do a manual install of Ruins (and a bunch of templates) to contribute to the game world, without requiring individual players to tinker with their modpack installations in the slightest. (For some, this would be more of a challenge than to others.)
This is because, on a multiplayer server, terrain-gen is all handled on the server side. It simply doesn't matter that players have it installed, because the SERVER is going to handle that work. Ditto for the RUINSTRIGGER key. So long as my templates all use "vanilla" blocks -- or are at least limited to what blocks are already provided in the modpack -- it's practically "invisible" to individual player mod setup.
However, if Ruins were to start adding blocks or mobs or items or biomes or anything else that would introduce new content on the player side, then players would need Ruins included in their mod installation sequence as well, or there would be missing content.
If the desire is to have new mobs, new blocks, new items, or whatnot, then that could surely be accomplished by having a separate mod that adds those new items.
Anyway, IMHO, the best way for a "user-friendly" introduction to Ruins for anyone who DOES NOT want to tinker around with Ruins templates would be for someone to put together a modpack featuring Ruins. Once upon a time, Hexxit was a pretty nice example of this (for Minecraft 1.6.4), as it included Ruins and some other dungeon-generating mods, as well as new mobs, new materials, new treasures, and so forth, and the Ruins settings were tweaked in such a way as to mesh well with this particular Minecraft world. Alas, that was quite some time ago now.
If I had the slightest idea of how to go about creating a modpack, I would likely give it a try myself. (Vanilla Minecraft + Ruins + a few "new materials and mobs and biomes" mods, plus some templates specifically tailored to exploit those additions.) The closest I've come to it, though, was to install a bunch of mods, start a test world, set up templates, stick everything into a ZIP folder, and then put it on a server for my friends to download and plug into the correct folder -- but without the niceties of the largely automated setups for various modpack loaders, and we still ran into a few "speed bumps" getting some of the players set up.
this looks like a great mod but i am having problems with it. i downloaded the 1.10 version and put it in my mods folder but when i run minecraft the ruins mod doesn't load. all my other mods work except this one.
plz help
note: i can't get it to work on 1.11.2 either. is there something i need to install to run this mod?
Yeah, the folder structure on initial installation is vital for getting stuff to show up in game, and it's good to manually place the folders to be sure it's there, rather than wait for the folders to generate by themselves, which im not sure when that happens during install either.
It's also good to have the following info in a good spot for new players to see:
typing "/testruin tester" in the chat will do one of 4 things:
unknown command <-- the code for ruins is not installed in game
do not have permission <-- retest in creative mode, set in LAN or use creative test world
filepath does not exist <-- the folder structure needs to be in place (or just missing the test file)
a pile of blocks spawns around you <-- success!
the file structure is mods/resources/ruins followed by generic and templateparser folders and all the biomes
place templates that you want to see in generic to start with
This covers the basic problems a new install can have, and we can work from there to figure things out. Oh, does your instance of Minecraft have Forge Mod Loader in it?
Also you can check if Ruins is in game by holding a stick and breaking a block with it, that feature puts into chat the block name of anything you break with a stick, which is extremely useful when making templates.
yes, when Ruins runs, it populates the biome folder with all biomes in the game, whether further modded or not, and Biomes O Plenty biomes show up in the folder. In addition, any structure in the "generic" folder will spawn in every biome.
Love the Ruins Mod. I've been using it to curate a large group of pregenerated structures for players to explore.
Suggestion: add "ice" to the list of default "unacceptable_target_blocks" along with "flowing_water,water,flowing_lava,lava" generated by the in game parser (parseruin).
I've had ruins spawn in the middle of frozen oceans. I've had to change every file in the generic folder to keep structures from appearing on the ice.
HI, it's always good to see more players using Ruins, and I agree completely about ice and have been using it in my block banlist for the past couple years now, that's an easy one to miss though, as sometimes we might make a testworld with limited biomes and certain obvious choices may go unseen as a result.
As long as we are on the subject of unacceptable target blocks, also add to everyone's lists "flesh" and "ash_block", for ones not designed for the nether, I had a stray spawn on a flesh block from biomes o plenty, and am surprised there weren't more spawns considering the area covered by these blocks.
Also, for everyone creating new structures, make a "master" template on your desktop that contains the most up-to-date lists for these kind of things, so it's immediately on hand every time a new file is created.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
FWIW, I've updated my "tested generic templates" sets for MC 1.9 - 1.12 to include your updated "blacklist."
--- 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)
There are quite a few blocks that we all agree on as being less than ideal to spawn things on, of course, taking into consideration exceptions for specific dimensions and biomes. There are even individual cases where dirt and stone don't fit a build's location, but for the most part, the blocks we end up choosing for that list will tend to be the same ones, as it's driven by adjusting to minecraft worldgen.
Oh, someone asked a couple pages back if the unacceptable target block list needed to include partial blocks like fences, and after generating a couple superflat worlds, the answer is a decided yes. I had to test as in the above example, the template spawned on the flesh block, and I couldn't remember any worldgen examples for the ash block spawning templates due to being a partial block.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Has getting things to appear in the nether changed recently?
I decided to do a few tests (more tall 2x2 towers) for various conditions in the nether (overhang amounts, whether or not bedrock was permitted/banned/required, etc), put some in the generic folder and others in the specific one, and flew around a new world. I couldn't get any of them to spawn in the nether. I searched both within the caves and on top of the bedrock, and not a single structure appeared.
More Ruins Templates: https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0 Templates for 1.10.2, 1.11.2, 1.12.2. Updated Dec 7, 2018.
My modpack, ParasCraft: An Exploration-based Pokecube Modpack https://minecraft.curseforge.com/projects/parascube
I'm having issues with that, too. I have 2 structures that won't seem to generate.
The first is the Nether ship, and secondly is a castle that was originally built by Jeracraft, but that I added an interior to. I keep copies of both in my templateparser folder, as I do with all structures that I use. Both have fully flushed out generation rules. The castle, I can more or less understand, because it's enormous, It won't allow me to upload the screenshot of the castle, so this is what it looks like.
https://www.planetminecraft.com/project/medieval-fantasy-fortress---jeracraft/
Nether generation is problematic because apparently the rules for determining the "surface" are handled differently. In practice, the target block (where Ruins will check for material type against "accepted" or "unaccepted" blocks, and then start building) appears to be the CEILING of a cavern in any given X/Z location. If there is no ceiling (i.e., solid netherrack from lower bedrock to upper bedrock layers), then I *think* it treats the bottom of the upper bedrock layer as the "ground level" location, but I'm not sure.
So, this works perfectly fine for, say, spawning ceiling-hugging glowstone crystal formations, or bizarre upside-down towers hanging from the ceiling. It's more problematic if what you really want is a structure that has its foundation on the BOTTOM of a cavern.
In my template packs, in the Hell biome, my "NetherFeatureSeeder" and "NetherDungeonSeeder" structures use a clunky workaround for this, by spawning a "FallingSand" (or, now "falling_block") entity into midair (I arbitrarily choose elevation 80 in the hopes that it MIGHT be open space in a cavern), and that falling block becomes a Command Block with a RUINSTRIGGER /testruin command when it finally lands on solid ground. The process fails if the falling block simply spawns into the middle of some netherrack at level 80 before falling any distance.
Here's the "seed" template as an example, which tries to drop a structure on the nether cavern floor, as a random selection from a few structures located in the \templateparser folder.
# Nether Feature Seeder -- MC 1.7.10 -- 5 Feb 2016
# Created by Ruins mod version 15.1 Ingame Parser
# authoring Player: Jordan_Greywolf
#
# Experimental method of spawning a Nether structure on the "floor"
# of the Nether caves, vs. ceiling. Should be in "hell" folder.
# Summoned structures need to be in \templateparser folder.
#
# Last Updated 18 Feb 2016
# Updated to MC 1.12: 23 Jun 2017
#
biomesToSpawnIn=boneyard,corrupted sands,hell,phantasmagoric inferno, spectral garden,undergarden,visceral heap
weight=1
embed_into_distance=64
acceptable_target_blocks=
unacceptable_target_blocks=
dimensions=1,1,1
allowable_overhang=99999
max_leveling=1
leveling_buffer=-1
preserve_water=0
preserve_lava=0
rule1=0,100,CommandBlock:RUINSTRIGGER /summon falling_block ~0 80 ~0 {TileID:137,Time:1,TileEntityData:{Command:\"RUINSTRIGGER /testruin TP_Nether_Torch ~0 ~-6 ~0\"}}:@,CommandBlock:RUINSTRIGGER /summon falling_block ~0 80 ~0 {TileID:137,Time:1,TileEntityData:{Command:\"RUINSTRIGGER /testruin TP_Nether_Gargoyle ~0 ~-1 ~0\"}}:@,CommandBlock:RUINSTRIGGER /summon falling_block ~0 80 ~0 {TileID:137,Time:1,TileEntityData:{Command:\"RUINSTRIGGER /testruin TP_Nether_WillOWisp ~0 ~-1 ~0\"}}:@,CommandBlock:RUINSTRIGGER /summon falling_block ~0 80 ~0 {TileID:137,Time:1,TileEntityData:{Command:\"RUINSTRIGGER /testruin TP_Nether_Altar ~0 ~0 ~0\"}}:@,CommandBlock:RUINSTRIGGER /summon falling_block ~0 80 ~0 {TileID:137,Time:1,TileEntityData:{Command:\"RUINSTRIGGER /testruin TP_Nether_SpiritCage ~0 ~0 ~0\"}}:@,CommandBlock:RUINSTRIGGER /summon falling_block ~0 80 ~0 {TileID:137,Time:1,TileEntityData:{Command:\"RUINSTRIGGER /testruin TP_Nether_ObsidianBarrow ~0 ~0 ~0\"}}:@
layer
1
endlayer
--- 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)
That makes sense, and as one who uses your structures I can testify that it works. What would you do if you wanted a structure that hovers just above the surface of the lava (Such as my ship)? I am still trying to figure out how to make the castle generate. It's set to spawn in forests (birch and normal- not roofed) and plains. It's the only overworld structure I've made that never seems to generate. Even my End structures work better (By the way, I'm in the market for more end structures. Let me know if you've got any). What mod are you using to add those extra biomes? I'd very much like to see some of them. Do they add any more enemies and/or weapons?
Back to my main point, is it possible that there's a size limit? If so, I'll just use a smaller castle.
Just a suggestion to make this mod a bit more user friendly: add world options upon world creation for the overall realism effect of the ruins spawning sparsity scale. It requires A LOT of messing around with settings: you have to go through all the ruin structures and change the distances; and create new structures that are null as fillers; test it in game before creating a world you want to use as your actual world; changing those settings some more adjusting and further testing for a while to get everything just right; and making sure it fits right with tons of new biomes added from other mods....
Would turn this mod from silver level to gold in my books. Tip the balance from 3/5 to 4/5.
To get 5/5 (in my opinion ;p ) would need to add mobs and new blocks/items.
In my opinion, the biggest problem with Ruins is that it ships out with a mere 31 templates by default. Most (25) are in the generic folder, where they just generate anywhere and don't fit in thematically with the terrain. Even if they did fit in, 31 templates are going to repeat over and over, because that just isn't enough variety for how often they're seen.
On the other hand, between all of the templates I downloaded and created, there are well over 400 structures currently in my game (700+ including the stuff in templateparser), with nearly all of them only appearing in the biomes where they most fit.
The number of different ways there are to change spawning frequency, and how they all interact with one another, makes it sound more complicated than it really is. Most of the template rules like adding uniqueMinDistance is meant more for people who make templates. Changing the single config file (ruins.txt) is all that most people really need to do, the same way that changing numbers in config files is how nearly all mods handle their options.
If I were asked to install Ruins on a fresh computer, with my preferred survival play settings, my set up time would be something like:
- Download Ruins and get it working
- Download the 3rd party structures from anyone who has shared them (Jordan_Peacock, Gillymoth, myself, etc)
- Unzip their folders and place the templates where the game can see them
- Edit 2 lines in ruins.txt: templateInstancesMinDistance= and anyRuinsMinDistance= to about twice their default values
- Open Minecraft to start playing
Everything else is just micromanaging for a tiny bit of extra realism, that a majority of people probably wouldn't care about or notice. For example, while adding empty filler templates to ocean and desert is apparently popular, I've never personally bothered and my worlds turn out just fine.
More Ruins Templates: https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0 Templates for 1.10.2, 1.11.2, 1.12.2. Updated Dec 7, 2018.
My modpack, ParasCraft: An Exploration-based Pokecube Modpack https://minecraft.curseforge.com/projects/parascube
Make an "extract-and-play" version of your setup, i can change any default values, i shall try it and maybe make it the new default.
To facilitate merging content with Jordan's and ST753Mb's content (and any others that are available), I've spent a few hours cleaning up details across the board, and including a few new things, mostly more options for things like the adobe city and portals. So it's mostly a large collection of important minor details, as moving them between folders was starting to affect balance.
Ruinset Gilly Across-the-board minor fixes, for potential content merge with other content sets, also for normal play.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Re: Hovering Over Lava: That's problematic. I believe my "falling block" method will either end up going to the bottom of a lava pool before building, or burn up when it hits the lava. (I suppose it warrants testing.) Falling concrete_powder stops upon reaching water, so I think in theory the falling block method could be used to build upon WATER, by having a command block ride a concrete_powder falling_block entity as a "passenger," but I haven't seen any indication of a way to get the falling_block to behave that way with lava ... so that doesn't really help us at all.
I suppose you could "cheat" by essentially creating a "structure" that includes a lava lake that your boat would be floating upon. If it hits "solid ground" (netherrack), then a lava lake is created, with the boat atop it.
The other thought I have is that in the nether, the "lava sea" spawns at level 31 ( reference: http://minecraft.gamepedia.com/Lava ). One "trick" might be to have a "seeder" template (as with my template that spawns the falling_block into existence), except that instead of creating a falling_block entity at level 80, it uses /testruin to create your lava boat at level 31.
Either a lava boat gets created floating atop lava, or it's likely going to be embedded in solid netherrack. I suppose there's the CHANCE of it peeking out of some netherrack, but at that point it's likely to be very CLOSE to a body of lava. It's a long-shot, but it's the only idea I have at the moment.
Re: Castle: Can you put up the template somewhere that I can take a look at it?
Have you been able to successfully test-spawn it using the /testruin command in Creative mode? (If NOT, then there's probably something fundamentally wrong with the template.)
I don't know about upper size limits in Ruins structures, but I suppose there probably has to be some sort of practical limit. I just have no idea what that might be. I've sometimes had structures that will only build up to a certain level when I use "/testruin" -- and then the routine stops -- if it turns out that I've mistyped the name of a block, or used an invalid data value. If a structure doesn't show up at all during terrain generation, there might be an error in the template showing up in the logs -- but then there could be a number of factors conspiring to prevent Ruins from finding a valid building point for the structure. (Hence why I was hoping to take a look at the template. I could also test-spawn it, but I'm traveling right now and not at a computer where I can run Minecraft, so it'll be a week before I can do that again.)
Re: Extra Biomes: There are a number of mods that add extra biomes, including Twilight Forest (though it is only available up to MC version 1.7.10), and Biomes O Plenty. Aroma1997's "Mining World" mod adds an entire alternate "mining world" dimension with its own unique biome. There are a few other biome names that I've picked up in different modpacks here or there that I've added into my "BiomesToSpawnIn" lists, just in case they might be relevant; if the Ruins template is used in a modpack that DOES NOT USE those mods, it won't hurt to list those biomes anyway. It's simply that it won't ever be true that the current biome = "Bamboo Forest" if no mod has been installed that adds "Bamboo Forest" to the available biomes.
There are cases where names of certain biomes changed between versions, and I tweaked my templates to include multiple possible spellings. It's not that it should be possible that both biomes would be in play, but I figured it was best to cover all the bases (especially if I ever tried to "reverse engineer" a template back to an earlier version of Minecraft/Ruins).
--- 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)
Adding new mobs and blocks/items I think would be best done by a companion mod to Ruins, and not to Ruins itself. In its present form, on a multiplayer server, Ruins can be installed on the server side -- whether as part of a modpack or an otherwise "vanilla" installation of Minecraft -- and DOES NOT need to be installed by players/users. This has been a real boon for me, because my Minecraft-playing friends almost always settle upon a modpack that DOES NOT include the Ruins mod, yet I can still FTP into the server and do a manual install of Ruins (and a bunch of templates) to contribute to the game world, without requiring individual players to tinker with their modpack installations in the slightest. (For some, this would be more of a challenge than to others.)
This is because, on a multiplayer server, terrain-gen is all handled on the server side. It simply doesn't matter that players have it installed, because the SERVER is going to handle that work. Ditto for the RUINSTRIGGER key. So long as my templates all use "vanilla" blocks -- or are at least limited to what blocks are already provided in the modpack -- it's practically "invisible" to individual player mod setup.
However, if Ruins were to start adding blocks or mobs or items or biomes or anything else that would introduce new content on the player side, then players would need Ruins included in their mod installation sequence as well, or there would be missing content.
If the desire is to have new mobs, new blocks, new items, or whatnot, then that could surely be accomplished by having a separate mod that adds those new items.
Anyway, IMHO, the best way for a "user-friendly" introduction to Ruins for anyone who DOES NOT want to tinker around with Ruins templates would be for someone to put together a modpack featuring Ruins. Once upon a time, Hexxit was a pretty nice example of this (for Minecraft 1.6.4), as it included Ruins and some other dungeon-generating mods, as well as new mobs, new materials, new treasures, and so forth, and the Ruins settings were tweaked in such a way as to mesh well with this particular Minecraft world. Alas, that was quite some time ago now.
If I had the slightest idea of how to go about creating a modpack, I would likely give it a try myself. (Vanilla Minecraft + Ruins + a few "new materials and mobs and biomes" mods, plus some templates specifically tailored to exploit those additions.) The closest I've come to it, though, was to install a bunch of mods, start a test world, set up templates, stick everything into a ZIP folder, and then put it on a server for my friends to download and plug into the correct folder -- but without the niceties of the largely automated setups for various modpack loaders, and we still ran into a few "speed bumps" getting some of the players set up.
--- 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)
One mod i felt really goes well with this one is the better dungeons mod. Alas, it has not been updated since 1.7.
this looks like a great mod but i am having problems with it. i downloaded the 1.10 version and put it in my mods folder but when i run minecraft the ruins mod doesn't load. all my other mods work except this one.
plz help
note: i can't get it to work on 1.11.2 either. is there something i need to install to run this mod?
Are you extracting the zip file and following the readme inside?
More Ruins Templates: https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0 Templates for 1.10.2, 1.11.2, 1.12.2. Updated Dec 7, 2018.
My modpack, ParasCraft: An Exploration-based Pokecube Modpack https://minecraft.curseforge.com/projects/parascube
Nyscole, this post from a couple years ago may help debug your setup: Forum post #2856
This covers the basic problems a new install can have, and we can work from there to figure things out. Oh, does your instance of Minecraft have Forge Mod Loader in it?
Also you can check if Ruins is in game by holding a stick and breaking a block with it, that feature puts into chat the block name of anything you break with a stick, which is extremely useful when making templates.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
okay i got it to work now. thanks for the help!
one last thing, do ruins spawn in biomes o plenty biomes?
yes, when Ruins runs, it populates the biome folder with all biomes in the game, whether further modded or not, and Biomes O Plenty biomes show up in the folder. In addition, any structure in the "generic" folder will spawn in every biome.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.