uniqueMinDistance should space the template that far from itself, and default settings in ruins.txt located in the configs for the instance. Templates use a default of 250 or so if the line isn't specified.
Also the "weight" of 20 would be a little high for a major structure, usually everything is weight 1 for an even randomness for templates, as a higher weight means a higher chance of spawning. The overlapping is caused by a legacy feature of Ruins to spawn "clusters" of random buildings as an early way to get the appearance of "settlements", before features were added to make multi-template builds.
My most recent structure set is located in my signature, which opens the folder in dropbox containing the set (with a few airships in the ocean folder).
thanks, I got the .zip and installed it. love all the new structures.
the weight=20 was so I could get it to spawn in a lot so I can see how it was spawning in and to tweak my parameters for it's spawning. When I actually use it in a world I will tone that down a bit.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/25/2017
Posts:
57
Member Details
So I have a question. If I use the mod on a server with a hosting service, I'll have to send the hoster my ruins, right? Will people need to have the mod installed in order to log in, and if so will they also need my content installed in their game in order to find the ruins randomly?
So I have a question. If I use the mod on a server with a hosting service, I'll have to send the hoster my ruins, right? Will people need to have the mod installed in order to log in, and if so will they also need my content installed in their game in order to find the ruins randomly?
You will have to upload and install both the mod and its templates onto the server, yes. Clients, however, don't need either of them. Your players will be able to log on just fine without the mod--in fact, there's no benefit to them having it. Everything happens on the server, and your ruins will spawn randomly in new parts of the world as folks explore. You don't even need it installed on your own client to do privileged op stuff, like manually spawning or capturing ruins.
And everybody can hit things with sticks. Just like in real life.
@WallyMcFly: What QuarterAnimal said. That's one of the great things about Ruins, is that it only needs to be installed server-side, since it's the server that's doing the terrain gen, and Ruins does not add any new objects, creatures, or blocks to the game. In this way, you can still use some established modpack (that doesn't happen to have Ruins included) or an otherwise "vanilla" Forge installation, without requiring the players to make any special adjustments.
Note: If you install any Ruins that employ Command Blocks on a multiplayer server, you will need to edit the system.properties file to enable command blocks. Otherwise, such structures may still at least partially spawn, but the command blocks won't appear (or execute), so any command-block-based mechanisms won't function as intended.
When you press F3 what shows up in the line that says "biome" when you fly around?
Specifically which of the several biome mods that you have combined is overwriting the biome field that is passed to Ruins?
Sorry it took so long to get back. F3 shows correct biomes as expected. It was one of the first things I checked because of the rtg.config I needed to create to accommodate abbysalcraft bop and ars magica. I did what you suggested with a bit of a twist because I had already deleted the ruins txt file beforehand to let it repopulate; I started a new seed with ruins.txt regenerating and with the generic folder completely empty of biome specific templates. I'm getting mostly favorable spawns. For aome reason rtg seems to be taking everything in the generic folder amd sticking them wherever.
--- and with the generic folder completely empty of biome specific templates. I'm getting mostly favorable spawns. For some reason rtg seems to be taking everything in the generic folder and sticking them wherever.
Exactly, the generic folder makes no distinction of which biome it's in, and the generic folder is meant for spawning things Everywhere.
It's good that things are spawning where you want them.
if you added Biomes O Plenty to a modpack that already contains Ruins, then you must delete the file Ruins.txt in the config folder and let it regenerate by restarting the game, so Ruins can rebuild the references to biomes.
This must be done when adding new biomes to an instance that already contains Ruins.
Thx ....have installed both mods together so its fine...
mya i ask two other questions?
When i see a structure in the world....is it possible to find out what structure it is? So i can put this file in the BOP biome or so....and is then a command to spawn this structure by hand or so?
when i cant find it in the world but i will have it near my Base-Location?
The RuinsPositionsFile in saves/name-of-the-world-folder contains locations of structures for that world, and lists the filename of the spawned structure.
The "/testruin" command is done in creative mode, so open the world to LAN if it's your survival world, or test in a creative world.
type /testruin biomename/templatename or just /testruin templatename if the file is in the templateparser folder.
with the default fileset, type /testruin generic/filename, and the templates are in the following folders:
Thank you for all your templates guys, your job is wonderfull !! I have a question : how i could make cohabit all templates frome "Gilly" with templates from "Jordan-Peacock" ?
I do not understand all the functioning of Ruins but i try... particularly this file : rotation_mappings.txt
Both ZIP from Gilly and Jordan have a "rotation_mappings.txt" and it seems that when i use this file from Gilly's ZIP (last for 1.12) : some templates do not appear and vice-versa. I'm not sure for all templates but i try this text file from Gilly and for example there's no "GiantBeanstalk" in Jungle while the template "GiantBeanstalk_CB_1v12.tml" is present in jungle folder from "ruins_config" in "config" folder from .minecraft...
I haven't test more, i noticed it in creative mode with only Jungle biome to verify and after a long time to explore : never see "GiantBeanstalk". But If I replace "rotation_mappings.txt" by that of Jordan => after a few exploration in a new world of Jungle : "GiantBeanstalk" appears... I presume that it must be similar for others templates...
So : how can i make coexist all templates from this 2 very good stuff pls ? I really love all this stuff and i search a way to have all if it is possible...
Rotation mappings shouldn't keep any templates from spawning, but missing the file will make things like stairs break.
The only sections I added in Rotation Mappings were my doors code from post #3333 in this thread and trapdoors from post #4096. Atomic Stryker added my doors code long ago so it should be in all newer versions of the file.
Also I only have the Rotation Mappings file at all to make sure it isn't omitted in case a new player doesn't have it to begin with (this case has happened a few times), so my version of it can be omitted, as it is only there to ensure the file is not missing completely.
Anyway, the filesets should merge without any problems, as all of my files start with the prefix "Gilly", so that there are no filename conflicts.
There is also a third fileset (and other structures in various places), so I'll post the links for anyone who may come across this:
Ok, thank you for your explanations, i kept "rotation_mappings" from Jordan peacock because all is good with it, and thank you very much for links !! It is exactly what i need for my personnal server ^^ I think it will be a good thing to update the first post from AtomicStryker here : "More templates : links"
All new templates from ST's that i didn't have add much more structure and it's very fun and beautiful !! I also installed "Recurrent Complex" and "RogueLike Dungeons", only to have others structures and modifications on trees. It seems to be compatible with Ruins,I noticed no bug of compatibility so far...
@MamylaPuce: The "*.tml" files are templates for the various customized "Ruins" structures that can be made. My collection of templates will have different "*.tml" files than Gillymoth's collection. If you install multiple sets, they should work fine together; the only problem arises if I use the exact same file names as someone else AND it's in the same folder, because then one might overwrite the other. (A solution for that would be to change the file name, so you can have both.)
RogueLike Dungeons: I have played on a multiplayer server that had RogueLike Dungeons as part of a modpack, and I was able to install Ruins on the server side. It was a blast! We had a few odd situations with "collisions" between the procedurally-generated dungeons from RogueLike Dungeons and various underground "dungeons" from Ruins, but I personally think that just made exploration more entertaining.
Question for Gillymoth: I was thinking over other possibilities for why it might be hard to find a GiantBeanstalk in an all-Jungle world, and it made me wonder a bit about how exactly "uniqueMinDistance" works. Ideally, it means that you will not have more than one GiantBeanstalk within {uniqueMinDistance} squares of another. However, what happens if "GiantBeanstalk" is rolled up as a template that the Ruins spawner attempts to place, but it fails to place the beanstalk successfully? (Either the random location does not have an allowed target block, or there's too much overhang, or the elevation change exceeds the maximum leveling, for instance.) Does that attempted placement still "count" for purposes of uniqueMinDistance? (I.e., the beanstalk doesn't actually appear in the world, but the system won't try to place ANOTHER beanstalk within {uniqueMinDistance} of that point?)
... what happens if "GiantBeanstalk" is rolled up as a template that the Ruins spawner attempts to place, but it fails to place the beanstalk successfully? (Either the random location does not have an allowed target block, or there's too much overhang, or the elevation change exceeds the maximum leveling, for instance.) Does that attempted placement still "count" for purposes of uniqueMinDistance? (I.e., the beanstalk doesn't actually appear in the world, but the system won't try to place ANOTHER beanstalk within {uniqueMinDistance} of that point?)
It only counts successfully-placed instances--the ones you see in the (server's) world/RuinsPositionsFile.txt file.
Metadata for blocks in world has been removed in today's snapshot, didn't realize that feature was already implemented for public testing. Storing directional data as "North" and "West" will make the rotational-mappings file obsolete for new versions, and I thought that change was a little further off than being upon us today. In 1.13 templates, changes in block references are going to be at least as extensive as from 1.6 to 1.7, with a ton of new block names for things like wool, stained glass, and leaves, and the above-mentioned directional facings.
In the new snapshot, all the technical blocks now have their own blocktype, like the smooth seamless doubleslabs, each bark has it's own blocktype, and the ancient "petrified" fireproof wooden slabs. Now we can build extremely thin walls using all the trapdoor types, along with all the other varied details. When 1.9 was first released (freeing trapdoors from depending on solid neighboring blocks), I made thin trapdoor-walls for my cactus farm on skyblock, as seen below.
uniqueMinDistance should space the template that far from itself, and default settings in ruins.txt located in the configs for the instance. Templates use a default of 250 or so if the line isn't specified.
Also the "weight" of 20 would be a little high for a major structure, usually everything is weight 1 for an even randomness for templates, as a higher weight means a higher chance of spawning. The overlapping is caused by a legacy feature of Ruins to spawn "clusters" of random buildings as an early way to get the appearance of "settlements", before features were added to make multi-template builds.
My most recent structure set is located in my signature, which opens the folder in dropbox containing the set (with a few airships in the ocean folder).
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
thanks, I got the .zip and installed it. love all the new structures.
the weight=20 was so I could get it to spawn in a lot so I can see how it was spawning in and to tweak my parameters for it's spawning. When I actually use it in a world I will tone that down a bit.
Sorry, an unexpected delay came up. Here's my Ruins content. It's not much, but I'm planning to add more.
https://www.dropbox.com/s/f5di4ms2qivp3no/WalterTheMighty's Ruins Content.zip?dl=0&m=
So I have a question. If I use the mod on a server with a hosting service, I'll have to send the hoster my ruins, right? Will people need to have the mod installed in order to log in, and if so will they also need my content installed in their game in order to find the ruins randomly?
You will have to upload and install both the mod and its templates onto the server, yes. Clients, however, don't need either of them. Your players will be able to log on just fine without the mod--in fact, there's no benefit to them having it. Everything happens on the server, and your ruins will spawn randomly in new parts of the world as folks explore. You don't even need it installed on your own client to do privileged op stuff, like manually spawning or capturing ruins.
And everybody can hit things with sticks. Just like in real life.
@WallyMcFly: What QuarterAnimal said. That's one of the great things about Ruins, is that it only needs to be installed server-side, since it's the server that's doing the terrain gen, and Ruins does not add any new objects, creatures, or blocks to the game. In this way, you can still use some established modpack (that doesn't happen to have Ruins included) or an otherwise "vanilla" Forge installation, without requiring the players to make any special adjustments.
Note: If you install any Ruins that employ Command Blocks on a multiplayer server, you will need to edit the system.properties file to enable command blocks. Otherwise, such structures may still at least partially spawn, but the command blocks won't appear (or execute), so any command-block-based mechanisms won't function as intended.
--- 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)
Sorry it took so long to get back. F3 shows correct biomes as expected. It was one of the first things I checked because of the rtg.config I needed to create to accommodate abbysalcraft bop and ars magica. I did what you suggested with a bit of a twist because I had already deleted the ruins txt file beforehand to let it repopulate; I started a new seed with ruins.txt regenerating and with the generic folder completely empty of biome specific templates. I'm getting mostly favorable spawns. For aome reason rtg seems to be taking everything in the generic folder amd sticking them wherever.
Exactly, the generic folder makes no distinction of which biome it's in, and the generic folder is meant for spawning things Everywhere.
It's good that things are spawning where you want them.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Okay....i havent read through the thread...sorry if my question already answered here...
I would ask is Ruins works with Biomes o Plenty and the BOP World Generation? Have tried it out but havent found any structures in my quick look...
if its not....is it possibly to make it compatible? I love both mods
@cheyenne77
if you added Biomes O Plenty to a modpack that already contains Ruins, then you must delete the file Ruins.txt in the config folder and let it regenerate by restarting the game, so Ruins can rebuild the references to biomes.
This must be done when adding new biomes to an instance that already contains Ruins.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Thx ....have installed both mods together so its fine...
mya i ask two other questions?
When i see a structure in the world....is it possible to find out what structure it is? So i can put this file in the BOP biome or so....and is then a command to spawn this structure by hand or so?
when i cant find it in the world but i will have it near my Base-Location?
That would be great....
The RuinsPositionsFile in saves/name-of-the-world-folder contains locations of structures for that world, and lists the filename of the spawned structure.
The "/testruin" command is done in creative mode, so open the world to LAN if it's your survival world, or test in a creative world.
type /testruin biomename/templatename or just /testruin templatename if the file is in the templateparser folder.
with the default fileset, type /testruin generic/filename, and the templates are in the following folders:
in 1.11 or earlier: mods/resources/ruins
in 1.12 or later: config/ruins_config
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Aaaahh....that File is great...very good to know Thx!!
Very Cool..have placed me now the nice airship and the lighthouse by my Loacation
You're welcome, glad to be of help!
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Hi everybody !
Thank you for all your templates guys, your job is wonderfull !! I have a question : how i could make cohabit all templates frome "Gilly" with templates from "Jordan-Peacock" ?
I do not understand all the functioning of Ruins but i try... particularly this file : rotation_mappings.txt
Both ZIP from Gilly and Jordan have a "rotation_mappings.txt" and it seems that when i use this file from Gilly's ZIP (last for 1.12) : some templates do not appear and vice-versa. I'm not sure for all templates but i try this text file from Gilly and for example there's no "GiantBeanstalk" in Jungle while the template "GiantBeanstalk_CB_1v12.tml" is present in jungle folder from "ruins_config" in "config" folder from .minecraft...
I haven't test more, i noticed it in creative mode with only Jungle biome to verify and after a long time to explore : never see "GiantBeanstalk". But If I replace "rotation_mappings.txt" by that of Jordan => after a few exploration in a new world of Jungle : "GiantBeanstalk" appears... I presume that it must be similar for others templates...
So : how can i make coexist all templates from this 2 very good stuff pls ? I really love all this stuff and i search a way to have all if it is possible...
PS : very sorry for my english, i'm french...
Rotation mappings shouldn't keep any templates from spawning, but missing the file will make things like stairs break.
The only sections I added in Rotation Mappings were my doors code from post #3333 in this thread and trapdoors from post #4096. Atomic Stryker added my doors code long ago so it should be in all newer versions of the file.
Also I only have the Rotation Mappings file at all to make sure it isn't omitted in case a new player doesn't have it to begin with (this case has happened a few times), so my version of it can be omitted, as it is only there to ensure the file is not missing completely.
Anyway, the filesets should merge without any problems, as all of my files start with the prefix "Gilly", so that there are no filename conflicts.
There is also a third fileset (and other structures in various places), so I'll post the links for anyone who may come across this:
Gilly's: (me) https://www.dropbox.com/sh/wksqx8n83ph4s6u/AAAgILSMO5o2C9bQOvQ3BFPoa?dl=0
Jordan's: https://www.dropbox.com/sh/aa6fzn7it1gvglg/AAAwZt-W8gy2Oj1tHpslycHLa?dl=0
ST's: https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Ok, thank you for your explanations, i kept "rotation_mappings" from Jordan peacock because all is good with it, and thank you very much for links !! It is exactly what i need for my personnal server ^^ I think it will be a good thing to update the first post from AtomicStryker here : "More templates : links"
All new templates from ST's that i didn't have add much more structure and it's very fun and beautiful !! I also installed "Recurrent Complex" and "RogueLike Dungeons", only to have others structures and modifications on trees. It seems to be compatible with Ruins,I noticed no bug of compatibility so far...
@MamylaPuce: The "*.tml" files are templates for the various customized "Ruins" structures that can be made. My collection of templates will have different "*.tml" files than Gillymoth's collection. If you install multiple sets, they should work fine together; the only problem arises if I use the exact same file names as someone else AND it's in the same folder, because then one might overwrite the other. (A solution for that would be to change the file name, so you can have both.)
RogueLike Dungeons: I have played on a multiplayer server that had RogueLike Dungeons as part of a modpack, and I was able to install Ruins on the server side. It was a blast! We had a few odd situations with "collisions" between the procedurally-generated dungeons from RogueLike Dungeons and various underground "dungeons" from Ruins, but I personally think that just made exploration more entertaining.
Question for Gillymoth: I was thinking over other possibilities for why it might be hard to find a GiantBeanstalk in an all-Jungle world, and it made me wonder a bit about how exactly "uniqueMinDistance" works. Ideally, it means that you will not have more than one GiantBeanstalk within {uniqueMinDistance} squares of another. However, what happens if "GiantBeanstalk" is rolled up as a template that the Ruins spawner attempts to place, but it fails to place the beanstalk successfully? (Either the random location does not have an allowed target block, or there's too much overhang, or the elevation change exceeds the maximum leveling, for instance.) Does that attempted placement still "count" for purposes of uniqueMinDistance? (I.e., the beanstalk doesn't actually appear in the world, but the system won't try to place ANOTHER beanstalk within {uniqueMinDistance} of that point?)
--- 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)
It only counts successfully-placed instances--the ones you see in the (server's) world/RuinsPositionsFile.txt file.
Metadata for blocks in world has been removed in today's snapshot, didn't realize that feature was already implemented for public testing. Storing directional data as "North" and "West" will make the rotational-mappings file obsolete for new versions, and I thought that change was a little further off than being upon us today. In 1.13 templates, changes in block references are going to be at least as extensive as from 1.6 to 1.7, with a ton of new block names for things like wool, stained glass, and leaves, and the above-mentioned directional facings.
In the new snapshot, all the technical blocks now have their own blocktype, like the smooth seamless doubleslabs, each bark has it's own blocktype, and the ancient "petrified" fireproof wooden slabs. Now we can build extremely thin walls using all the trapdoor types, along with all the other varied details. When 1.9 was first released (freeing trapdoors from depending on solid neighboring blocks), I made thin trapdoor-walls for my cactus farm on skyblock, as seen below.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.