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Here is another (no doubt) stupid question:
I made a modpack which I hope to play for years, while still updating to newer mincraft versions if -hopefully- all/most mods update as well.
What happens to structures when I update? I guess they will remain in world as they are just blocks; but what happens to commandblocks, esp. when they use commands that are no longer in the future game? Will they simply not work (which is fine) or will they crash the world?
Since I've crashed the world by placing configurations of vanilla building blocks, I'm likely not the one who should answer that. If you're updating an existing heavily modded 1.7 world to 1.12, the chances of every mod block being mapped to it's correct counterpart is astronomical.
Command blocks with broken commands in them just show an error in their debug window when they try to run, and the damage value of the block itself shouldn't affect anything to that extent.
Also, when building a template, Ruins matches all the rules to blocks in the game, and if one doesn't match anything, then nothing is placed (and the ruin skips to the end on that template).
In my 1.7 content, a couple templates called Chisel blocks, and at the time that 1.8 modpacks were first starting up, Chisel had a fork in 1.8 and some of the block names were not carried over, specifically the blocks I was using in my facilities, which ended up being swapped out for vanilla blocks.
All the templates in the "Generic" folder should show up in mod added biomes, and Ruins makes a folder for every biome, including BoP and any mod that adds biomes, like the Storage Cell biome from AE2. If there are biomes that no structures are spawning in, one can put a few templates in the folders corresponding to those biomes that Ruins has created.
Oh, that reminds me, because Mojang changed the names of a ton of biomes, the following general diagnostic steps are needed:
If few or no structures are spawning in your world:
Check the folder layout, if there are two sets of biome folders,
then you must delete the Ruins.txt file and restart Minecraft to regenerate this file.
The Ruins.txt file contains pointers to all the active biomes,
in 1.12 the biomes were renamed, along with the folders.
This file is generated only if it's missing.
Biome folders will also generate if they are missing.
If you have two sets of biome folders and can't tell which ones are correct,
(or if there are Capitalized biomes in 1.12)
then move all the biome folders into a temp folder and let Ruins regenerate them,
and after restarting minecraft, open the biome folders and move the templates back in.
Regenerating the folders and text file was to fix a problem caused by swapping things out some time after the initial installation. If we install a different biomes mod, or switch between versions of Ruins with different folder names, then it can unhinge structure generation. Regenerating ruins.txt lets Ruins connect to the new biome lists.
I had hoped this would fix both sets of problems, but it's good to recognize each one separately and isolate them so one doesn't interfere with the other while testing various combinations of capitalization and the like.
Argh. Well, on the upside, if all the biome names do away with spaces, then /testruin can be used to indicate a pathname that points into another folder that happens to be any one of the biomes. (Before, it simply wouldn't work for any biome folder names with a space in the biome name, because the path part of the /testruin command terminates at a space.)
Not that this is likely to benefit much of anyone other than myself, I suppose. :/ (I have several structures that call up sub-structures placed in the \templateparser folder -- such as Kujaku10's village -- but if I could put those individual structures into biome-specific folders, I could have the structure available BOTH as part of a "village," and as a stand-alone structure spawn, without duplicating the template in two different locations.)
"*Two biomes, FrozenOcean (10) and Extreme Hills Edge (20) are no longer naturally generated." Bummer. I had a bunch of templates spawning in Extreme Hills Edge. I'll have to change that now.
If I'm reading correctly, here's a rundown of the changes. (I'm probably not. I'll come back and make edits once I can check this out.)
Extreme Hills --> extreme_hills
The End --> sky
FrozenOcean --> frozen_ocean*
FrozenRiver --> frozen_river
Ice Plains --> ice_flats
Ice Mountains --> ice_mountains
MushroomIsland --> mushroom_island
MushroomIslandShore --> mushroom_island_shore
Beach --> beaches
DesertHills --> desert_hills
ForestHills --> forest_hills
TaigaHills --> taiga_hills
Extreme Hills Edge - smaller_extreme_hills*
JungleHills --> jungle_hills
JungleEdge --> jungle_edge
Deep Ocean --> deep_ocean
Stone Beach --> stone_beach
Cold Beach --> cold_beach
Birch Forest --> birch_forest
Birch Forest Hills --> birch_forest_hills
Roofed Forest --> roofed_forest
Cold Taiga --> taiga_cold
Cold Taiga Hills --> taiga_cold_hills
Mega Taiga --> redwood_taiga
Mega Taiga Hills --> redwood_taiga_hills
Extreme Hills+ --> extreme_hills_with_trees
Savanna Plateau --> savanna_rock
Mesa Plateau F --> mesa_rock
Mesa Plateau --> mesa_clear_rock
The Void --> the_void
Sunflower Plains --> mutated_plains
Desert M --> mutated_desert
Extreme Hills M --> mutated_extreme_hills
Flower Forest --> mutated_forest
Taiga M --> mutated_taiga
Swampland M --> mutated_swampland
Ice Plains Spikes --> mutated_ice_flats
Jungle M --> mutated_jungle
Jungle Edge M --> mutated_jungle_edge
Birch Forest M --> mutated_birch_forest
Birch Forest Hills M --> mutated_birch_forest_hills
Roofed Forest M --> mutated_roofed_forest
Cold Taiga M --> mutated_taiga_cold
Mega Spruce Taiga --> mutated_redwood_taiga
Redwood Taiga Hills M --> mutated_redwood_taiga_hills
Extreme Hills+ M --> mutated_extreme_hills_with_trees
A far more efficient way would be to make a Batch-Proxy template, they are small and can be in many places.
Just duplicate the "Proxy-Template" for each of the biome folders listed in the original templates.
A proxy template based on the random rules in the main proxy for my City Settlement to spawn a random house is an efficient way to get several things into another folder with a single file:
Instead of relying on the biome list, simply but a single small file into all the biome folders corresponding to the list, this file would go into all the swamp-type folders.
Also I'm about ready to release another update to my ruinset, as I've been in a heavy building mode lately.
The screenshot is a lot of supporting structures that I've been building in the past week or so, to fill out some areas of the set.
@ST753Mb: Thanks! I'll be sure to put those in my own rotation_mappings.txt files. (I've been thinking of making a few Biomes O Plenty templates and just putting them in biome folders added by Biomes o' Plenty ... so if my templates were loaded in a non-BOP world, those folders would never get touched.)
I've tried running MC 12.1 and forcing the ruins.txt config file to respawn, but I'm still getting the same biome names as usual. Spaces, and no underscores. I had gathered from the posts here that Minecraft had undergone some sort of change to the folder structure, but is that the case?
I started getting the new underscored biome names as soon as I updated to the version of Ruins that had the templates in config/ruins_config instead of mods/resources/ruins. The very first version of Ruins 1.12 had the old ones, iirc. I haven't tried doing anything with 1.12.1 yet.
It's very boring downloading your mod and skip the advertisings
(EDIT: I have a tendency to get things wrong. I'm trying to edit this based on corrections from AtomicStryker and Gillymoth, so I don't leave a bunch of erroneous information in the thread like a landmine for the unwary.)
If you want to avoid the nasty click-bait "ads" on adf/ly, I suggest that you try the Curse Mods download page for Ruins instead. Near as I can tell, it's a safe site. (If anyone finds out otherwise, please let me know?)
Self-Extraction for Ruins 1.12:
Note: The "Download Now" button on that page links to the latest version of Ruins, which is now in a "self-extracting" form. Place the .jar file in the "mods" folder for your Minecraft installation. It should take care of the rest.
Configuration & Customization:
After you've generated a world using the Ruins mod, you may want to go back and fine-tune what templates are installed. This will be handled under the "config" folder for your Minecraft installation. A new sub-folder called "ruins_config" will contain templates that will generate in your world; most sub-folders in that area are named after biomes in your world ('forest," "plains," "ocean," etc.) and to a certain extent you can populate what Ruins will appear in those biomes by placing templates in them. By default, most of the templates are in the "generic" sub-folder -- which means that they can appear in ANY biome, as long as the basic requirements are met. (E.g., a "pirate ship" template might only spawn on water, so while it could theoretically appear in Extreme Hills, it probably won't. It's much, much more likely to find a suitably large body of water in an Ocean biome.)
OLDER MC VERSIONS:
If you're using an older version of Minecraft, you should click on the "Other Downloads" tab. Look for the "About Ruins (Structure Spawning System)" header, and then underneath it, four tabs: "Description ... Changes ... Other Downloads ... Screenshots" -- and then click on "Other Downloads" to get the full selection of download options.
This is most relevant if you're trying to work with a modpack that is frozen at an earlier version of Minecraft. (For instance, just last week, a friend of mine started up a Direwolf20 Minecraft server, which is using version 1.10 of MC, and he wanted me to install Ruins on the server.)
Older versions of Ruins come in ZIP folders rather than a self-extracting .jar file. If you open up the ZIP folder, there will be instructions -- a "readme.txt" file and "wheretoputthis.txt" file. The short version is that everything in the "mods" folder should go into the "mods" folder of your Minecraft installation. (This is different from the latest 1.12 version, where template folders go under "config" instead.)
Special Exception for MC 1.10.2:
If you're setting up for Minecraft version 1.10.2, there is a file called "ruins-1.10.2-sources.jar" that is in the ZIP binder that SHOULD NOT go in the "mods" folder. Remove that before starting up your Minecraft world. I'm not sure why it's there, but it causes issues when I try to start up a Minecraft world in that version, and appears to be absent from other versions of Minecraft/Ruins.
A good way to test if Ruins is installed is to break a block with a stick, it will print in chat the blockname and meta for the block broken. If the name of the block doesn't show up in chat when you break a stick, follow the next instructions:
Type "/testruin tester" in the chat, it 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 (Ruins is installed)
-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!
If it's the third one, look in the following folders for the Ruins support files:
in 1.11 or earlier: mods/resources/ruins
in 1.12 or later: config/ruins_config
The filepath should contain a lot of folders named after minecraft biomes.
There should also be a folder called "templateparser", this folder is not needed, but the /testruin command will throw an error if it's missing.
There should also be a file at the bottom called "rotation_mappings", which loads into the game the directions of stairs and doors.
The next two are caused by a missing "templateparser" folder.
-"Could not open/write file" and puts in chat the filepath it was expecting (caused by /testruin command not finding the file it was looking for)
-"Something broke, see server logfile for exception... ..." (this is caused by not having a templateparser folder when doing /parseruin)
Ruins.1.12.jar contains everything the old zip used to contain. The difference is that it now comes as "self-installing" file compatible to any mod launcher, as upon launch it checks if config/ruins_config/ exists and if not, extracts the "default" stuff (that you used to have to install by hand from a zip) to there.
I don't see how this is complicated in any way. You run it, you get a working setup.
Unless, of course, you are a long time template meddler and maybe forget to delete the folder for a regen?
Also, when installing any new mod that adds new biomes, then delete the ruins.txt file so it can pick those up too.
Many times players have asked about compatibility with Ruins to various biome mods, and the player has added the biome mod After Ruins has created the references to biomes that are used for biome-specific structures. In these cases the game config can break the player-added content, but the structures in "generic" will be unaffected, and fixing it involves regenerating the ruins.txt file.
If an end-user adds a new biome mod to an existing instance containing Ruins that has already been installed, then they won't know they need to regenerate a specific file in Ruins, as they installed the other mod. This explains a lot of the posts in the past where the player asks about compaitibility. Ruins works fantastically with biome mods, but this tiny detail would not be checked for in the above case.
Ruins.1.12.jar contains everything the old zip used to contain. The difference is that it now comes as "self-installing" file compatible to any mod launcher, as upon launch it checks if config/ruins_config/ exists and if not, extracts the "default" stuff (that you used to have to install by hand from a zip) to there.
I don't see how this is complicated in any way. You run it, you get a working setup.
Unless, of course, you are a long time template meddler and maybe forget to delete the folder for a regen?
Well, I love the idea of self-extraction, and applaud your innovation in that regard, but the minor downside is that "Ruins.1.12.jar" doesn't conveniently include a readme.txt file to answer the question of, "Now, what the heck do I DO with this thing I just downloaded?"
(And if the .jar *creates* such a file, that doesn't count. Instructions are what you read BEFORE you start putting the product together, in my world.)
Anyway, I've edited my message above, with what I HOPE would be less-incorrect instructions. (If I'm still wrong, please let me know and I'll see if I can finally get this straight with a few more tries.)
Added a bunch more rotation mappings for 1.12. I forgot the BoP logs earlier. There's also the Cooking For Blockheads kitchen items, Pokecube blocks, and the stairs and trapdoors for Quark.
Here is another (no doubt) stupid question:
I made a modpack which I hope to play for years, while still updating to newer mincraft versions if -hopefully- all/most mods update as well.
What happens to structures when I update? I guess they will remain in world as they are just blocks; but what happens to commandblocks, esp. when they use commands that are no longer in the future game? Will they simply not work (which is fine) or will they crash the world?
Since I've crashed the world by placing configurations of vanilla building blocks, I'm likely not the one who should answer that. If you're updating an existing heavily modded 1.7 world to 1.12, the chances of every mod block being mapped to it's correct counterpart is astronomical.
Command blocks with broken commands in them just show an error in their debug window when they try to run, and the damage value of the block itself shouldn't affect anything to that extent.
Also, when building a template, Ruins matches all the rules to blocks in the game, and if one doesn't match anything, then nothing is placed (and the ruin skips to the end on that template).
In my 1.7 content, a couple templates called Chisel blocks, and at the time that 1.8 modpacks were first starting up, Chisel had a fork in 1.8 and some of the block names were not carried over, specifically the blocks I was using in my facilities, which ended up being swapped out for vanilla blocks.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
@Gillymoth: thanks for the info. I realised later I could probably use mcedit to clean up if the worst comes to the worst.
That's a nice mod!
Are there any templates for Biomes O'Plenty?
All the templates in the "Generic" folder should show up in mod added biomes, and Ruins makes a folder for every biome, including BoP and any mod that adds biomes, like the Storage Cell biome from AE2. If there are biomes that no structures are spawning in, one can put a few templates in the folders corresponding to those biomes that Ruins has created.
Oh, that reminds me, because Mojang changed the names of a ton of biomes, the following general diagnostic steps are needed:
If few or no structures are spawning in your world:
Check the folder layout, if there are two sets of biome folders,
then you must delete the Ruins.txt file and restart Minecraft to regenerate this file.
The Ruins.txt file contains pointers to all the active biomes,
in 1.12 the biomes were renamed, along with the folders.
This file is generated only if it's missing.
Biome folders will also generate if they are missing.
If you have two sets of biome folders and can't tell which ones are correct,
(or if there are Capitalized biomes in 1.12)
then move all the biome folders into a temp folder and let Ruins regenerate them,
and after restarting minecraft, open the biome folders and move the templates back in.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
I repeated the test I did in post #4016 and #4018 (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?page=200#c4016) and am getting the same results, even after letting both ruins.txt and the ruins_config regenerate completely:
- Ruins in biome folders with underscored names (ie extreme_hills) aren't generating at all
- the biomesToSpawnIn= system is being ignored entirely
Have you been able to make underscore-biome-exclusive structures spawn, or a way to get biomesToSpawnIn= to work?
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
Regenerating the folders and text file was to fix a problem caused by swapping things out some time after the initial installation. If we install a different biomes mod, or switch between versions of Ruins with different folder names, then it can unhinge structure generation. Regenerating ruins.txt lets Ruins connect to the new biome lists.
I had hoped this would fix both sets of problems, but it's good to recognize each one separately and isolate them so one doesn't interfere with the other while testing various combinations of capitalization and the like.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Argh. Well, on the upside, if all the biome names do away with spaces, then /testruin can be used to indicate a pathname that points into another folder that happens to be any one of the biomes. (Before, it simply wouldn't work for any biome folder names with a space in the biome name, because the path part of the /testruin command terminates at a space.)
Not that this is likely to benefit much of anyone other than myself, I suppose. :/ (I have several structures that call up sub-structures placed in the \templateparser folder -- such as Kujaku10's village -- but if I could put those individual structures into biome-specific folders, I could have the structure available BOTH as part of a "village," and as a stand-alone structure spawn, without duplicating the template in two different locations.)
Here's a list of the new biome IDs:
https://minecraft.gamepedia.com/Data_values#Biome_IDs
"*Two biomes, FrozenOcean (10) and Extreme Hills Edge (20) are no longer naturally generated." Bummer. I had a bunch of templates spawning in Extreme Hills Edge. I'll have to change that now.
If I'm reading correctly, here's a rundown of the changes. (I'm probably not. I'll come back and make edits once I can check this out.)
Extreme Hills --> extreme_hills
The End --> sky
FrozenOcean --> frozen_ocean*
FrozenRiver --> frozen_river
Ice Plains --> ice_flats
Ice Mountains --> ice_mountains
MushroomIsland --> mushroom_island
MushroomIslandShore --> mushroom_island_shore
Beach --> beaches
DesertHills --> desert_hills
ForestHills --> forest_hills
TaigaHills --> taiga_hills
Extreme Hills Edge - smaller_extreme_hills*
JungleHills --> jungle_hills
JungleEdge --> jungle_edge
Deep Ocean --> deep_ocean
Stone Beach --> stone_beach
Cold Beach --> cold_beach
Birch Forest --> birch_forest
Birch Forest Hills --> birch_forest_hills
Roofed Forest --> roofed_forest
Cold Taiga --> taiga_cold
Cold Taiga Hills --> taiga_cold_hills
Mega Taiga --> redwood_taiga
Mega Taiga Hills --> redwood_taiga_hills
Extreme Hills+ --> extreme_hills_with_trees
Savanna Plateau --> savanna_rock
Mesa Plateau F --> mesa_rock
Mesa Plateau --> mesa_clear_rock
The Void --> the_void
Sunflower Plains --> mutated_plains
Desert M --> mutated_desert
Extreme Hills M --> mutated_extreme_hills
Flower Forest --> mutated_forest
Taiga M --> mutated_taiga
Swampland M --> mutated_swampland
Ice Plains Spikes --> mutated_ice_flats
Jungle M --> mutated_jungle
Jungle Edge M --> mutated_jungle_edge
Birch Forest M --> mutated_birch_forest
Birch Forest Hills M --> mutated_birch_forest_hills
Roofed Forest M --> mutated_roofed_forest
Cold Taiga M --> mutated_taiga_cold
Mega Spruce Taiga --> mutated_redwood_taiga
Redwood Taiga Hills M --> mutated_redwood_taiga_hills
Extreme Hills+ M --> mutated_extreme_hills_with_trees
Savanna M --> mutated_savanna
Savanna Plateau M --> mutated_savanna_rock
Mesa (Bryce) --> mutated_mesa
Mesa Plateau F M --> mutated_mesa_rock
Mesa Plateau M --> mutated_mesa_clear_rock
--- 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)
(edit to add link to the new Ruinset:)
Ruinset Gilly August 25 Foundation Update
A far more efficient way would be to make a Batch-Proxy template, they are small and can be in many places.
Just duplicate the "Proxy-Template" for each of the biome folders listed in the original templates.
A proxy template based on the random rules in the main proxy for my City Settlement to spawn a random house is an efficient way to get several things into another folder with a single file:
Instead of relying on the biome list, simply but a single small file into all the biome folders corresponding to the list, this file would go into all the swamp-type folders.
Also I'm about ready to release another update to my ruinset, as I've been in a heavy building mode lately.
The screenshot is a lot of supporting structures that I've been building in the past week or so, to fill out some areas of the set.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Some stuff for rotation_mappings.txt, for Biomes O Plenty stairs, fence gates, and doors:
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
@ST753Mb: Thanks! I'll be sure to put those in my own rotation_mappings.txt files. (I've been thinking of making a few Biomes O Plenty templates and just putting them in biome folders added by Biomes o' Plenty ... so if my templates were loaded in a non-BOP world, those folders would never get touched.)
I've tried running MC 12.1 and forcing the ruins.txt config file to respawn, but I'm still getting the same biome names as usual. Spaces, and no underscores. I had gathered from the posts here that Minecraft had undergone some sort of change to the folder structure, but is that the case?
--- 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 started getting the new underscored biome names as soon as I updated to the version of Ruins that had the templates in config/ruins_config instead of mods/resources/ruins. The very first version of Ruins 1.12 had the old ones, iirc. I haven't tried doing anything with 1.12.1 yet.
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
Please!!!! Stop adware
It's very boring downloading your mod and skip the advertisings
--
Drika Gamer
Youtube: http://youtube.com/MundoDRIX
(EDIT: I have a tendency to get things wrong. I'm trying to edit this based on corrections from AtomicStryker and Gillymoth, so I don't leave a bunch of erroneous information in the thread like a landmine for the unwary.)
If you want to avoid the nasty click-bait "ads" on adf/ly, I suggest that you try the Curse Mods download page for Ruins instead. Near as I can tell, it's a safe site. (If anyone finds out otherwise, please let me know?)
https://mods.curse.com/mc-mods/minecraft/227873-ruins-structure-spawning-system
Self-Extraction for Ruins 1.12:
Note: The "Download Now" button on that page links to the latest version of Ruins, which is now in a "self-extracting" form. Place the .jar file in the "mods" folder for your Minecraft installation. It should take care of the rest.
Configuration & Customization:
After you've generated a world using the Ruins mod, you may want to go back and fine-tune what templates are installed. This will be handled under the "config" folder for your Minecraft installation. A new sub-folder called "ruins_config" will contain templates that will generate in your world; most sub-folders in that area are named after biomes in your world ('forest," "plains," "ocean," etc.) and to a certain extent you can populate what Ruins will appear in those biomes by placing templates in them. By default, most of the templates are in the "generic" sub-folder -- which means that they can appear in ANY biome, as long as the basic requirements are met. (E.g., a "pirate ship" template might only spawn on water, so while it could theoretically appear in Extreme Hills, it probably won't. It's much, much more likely to find a suitably large body of water in an Ocean biome.)
OLDER MC VERSIONS:
If you're using an older version of Minecraft, you should click on the "Other Downloads" tab. Look for the "About Ruins (Structure Spawning System)" header, and then underneath it, four tabs: "Description ... Changes ... Other Downloads ... Screenshots" -- and then click on "Other Downloads" to get the full selection of download options.
This is most relevant if you're trying to work with a modpack that is frozen at an earlier version of Minecraft. (For instance, just last week, a friend of mine started up a Direwolf20 Minecraft server, which is using version 1.10 of MC, and he wanted me to install Ruins on the server.)
Older versions of Ruins come in ZIP folders rather than a self-extracting .jar file. If you open up the ZIP folder, there will be instructions -- a "readme.txt" file and "wheretoputthis.txt" file. The short version is that everything in the "mods" folder should go into the "mods" folder of your Minecraft installation. (This is different from the latest 1.12 version, where template folders go under "config" instead.)
Special Exception for MC 1.10.2:
If you're setting up for Minecraft version 1.10.2, there is a file called "ruins-1.10.2-sources.jar" that is in the ZIP binder that SHOULD NOT go in the "mods" folder. Remove that before starting up your Minecraft world. I'm not sure why it's there, but it causes issues when I try to start up a Minecraft world in that version, and appears to be absent from other versions 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)
Looks good Jordan.
A good way to test if Ruins is installed is to break a block with a stick, it will print in chat the blockname and meta for the block broken. If the name of the block doesn't show up in chat when you break a stick, follow the next instructions:
Type "/testruin tester" in the chat, it 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 (Ruins is installed)
-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!
If it's the third one, look in the following folders for the Ruins support files:
in 1.11 or earlier: mods/resources/ruins
in 1.12 or later: config/ruins_config
The filepath should contain a lot of folders named after minecraft biomes.
There should also be a folder called "templateparser", this folder is not needed, but the /testruin command will throw an error if it's missing.
There should also be a file at the bottom called "rotation_mappings", which loads into the game the directions of stairs and doors.
The next two are caused by a missing "templateparser" folder.
-"Could not open/write file" and puts in chat the filepath it was expecting (caused by /testruin command not finding the file it was looking for)
-"Something broke, see server logfile for exception... ..." (this is caused by not having a templateparser folder when doing /parseruin)
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Ruins.1.12.jar contains everything the old zip used to contain. The difference is that it now comes as "self-installing" file compatible to any mod launcher, as upon launch it checks if config/ruins_config/ exists and if not, extracts the "default" stuff (that you used to have to install by hand from a zip) to there.
I don't see how this is complicated in any way. You run it, you get a working setup.
Unless, of course, you are a long time template meddler and maybe forget to delete the folder for a regen?
Also, when installing any new mod that adds new biomes, then delete the ruins.txt file so it can pick those up too.
Many times players have asked about compatibility with Ruins to various biome mods, and the player has added the biome mod After Ruins has created the references to biomes that are used for biome-specific structures. In these cases the game config can break the player-added content, but the structures in "generic" will be unaffected, and fixing it involves regenerating the ruins.txt file.
If an end-user adds a new biome mod to an existing instance containing Ruins that has already been installed, then they won't know they need to regenerate a specific file in Ruins, as they installed the other mod. This explains a lot of the posts in the past where the player asks about compaitibility. Ruins works fantastically with biome mods, but this tiny detail would not be checked for in the above case.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Well, I love the idea of self-extraction, and applaud your innovation in that regard, but the minor downside is that "Ruins.1.12.jar" doesn't conveniently include a readme.txt file to answer the question of, "Now, what the heck do I DO with this thing I just downloaded?"
(And if the .jar *creates* such a file, that doesn't count. Instructions are what you read BEFORE you start putting the product together, in my world.)
Anyway, I've edited my message above, with what I HOPE would be less-incorrect instructions. (If I'm still wrong, please let me know and I'll see if I can finally get this straight with a few more tries.)
--- 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)
Added a bunch more rotation mappings for 1.12. I forgot the BoP logs earlier. There's also the Cooking For Blockheads kitchen items, Pokecube blocks, and the stairs and trapdoors for Quark.
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
Thanks. I've added those to the repo, they will be contained in future releases.