tries_per_chunk - is the number of times, per chunk, that the generator will attempt to create a ruin.
chance_to_spawn - is the chance, out of 100, that a ruin will be generated per try in this chunk. This may still fail if the ruin does not have a suitable place to generate.
chance_for_site - is the chance, out of 100, that another ruin will attempt to spawn nearby if a ruin was already successfully spawned. This bypasses the normal tries per chunk, so if this chance is set high you may end up with a lot of ruins even with a low tries per chunk and chance to spawn.
I am still getting the new ruins spawning on already loaded chunks. I don't know what I'm doing wrong here. These ruins jutting out of my base if I go too far away is rather off putting. I've minimized the amount of background processes running on my system so unless Microsoft Security Essentials is breaking the detection of old vs new chunks, I'm lost.
Are these new ruins only spawning in the 0,0 chunk, or in other chunks as well?
We've gotten two or three lighthouses in 0,0, as well as a ground based ruined house. Nothing near anything important, but only in that one chunk.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
It would be harder to test, but I could try some more just to be certain. If it was just 0,0 then maybe it has something to do with spawn protection? Even in single player?
It would be harder to test, but I could try some more just to be certain. If it was just 0,0 then maybe it has something to do with spawn protection? Even in single player?
I managed to replicate this, a structure spawning inside another structure, it's only at 0,0 though - I havent seen it happen anywhere else.
+ unleashing the custom rotation config file! You should now be able to use any and all blocks
for your Ruins, if you make rotation mappings for them.
+ read /mods/resources/ruins/rotation_mappings.txt for information and examples
+ to facilitate the figuring out of block names and metadata, Ruins will now print out the
relevant information about a block ingame if you tap it with a "stick".
+ unleashing the custom rotation config file! You should now be able to use any and all blocks
for your Ruins, if you make rotation mappings for them.
+ read /mods/resources/ruins/rotation_mappings.txt for information and examples
+ to facilitate the figuring out of block names and metadata, Ruins will now print out the
relevant information about a block ingame if you tap it with a "stick".
It does spawn in already used chunks I guess because one time I went to go somewhere, went back and a ballon sturcure spawned on top of another strucure.
I've found a bug in version 8.9: wooden and cobblestone stairs sometimes are rotated wrong way (90 degrees left or right). Tested using forge 1.4.6-6.5.0.471 on server mode. It's not a conflict with another mod (removed all other server mods, created new flat world, this bug still persisted). I've also tried adding blocks 53 and 67 to the list of stair blocks in rotation_mappings.txt, but it only made rotation worse (180 degrees instead of 90).
I did some more testing and found out that adding missing stair blocks ids (53, 67) to the rotation settings seems to fix the problem (my first tests results were somehow wrong).
For the lazy people, here's fixed rotation_mappings.txt (zipped, unzip and place it in mods/resources/ruins folder).
Wooden sticks FTW!
i have what i think is your first mod incompatibility. when you add ruins to ars magica you end up with ruins that spawn server side for up to 5000 blocks in each direction. (that's how far i got before i ran out of memory and crashed) and i wasn't even in the game. also it kicked me from the server so it could spawn some more.
I've included some snowy structures in my ruins pack for the snow biomes. Download link in my sig. Pics of all structures included in the zip
On to some serious business, Atomic, does the new update work with blocks that have an up/down direction? I've tried mapping a sticky piston, it sort of half works, just not sure if I'm doing it right:
@jsmith
Yes it does, remember to it (and mc itself) metadata is just a number. "Rotation" is a lie.
That being said, why does your Sticky Piston mapping rotate UP into anything other than UP? You can turn a Block facing up all you want, it will only ever face up.
I've fixed your UP and DOWN mappings (to themselves) and added the values to the default rotations file.
@Mohawk
I just downloaded off my Sugarsync and Dropbox (both point to the same file on my pc) and indeed, they were identical byte for byte.
Thats not possible for technical reasons - the mod has to "ask" each set of coordinates in a Chunk for it's Biome, it's not a given. There can be multiple Biomes in a single chunk aswell ... what then?
What you can do is adjust the templates in the wastelands and meadows folders, make one really low-weight (cheap, spammable) and the other really expensive.
@jsmith
Yes it does, remember to it (and mc itself) metadata is just a number. "Rotation" is a lie.
That being said, why does your Sticky Piston mapping rotate UP into anything other than UP? You can turn a Block facing up all you want, it will only ever face up.
I've fixed your UP and DOWN mappings (to themselves) and added the values to the default rotations file.
Thanks - it seems so obvious when you put it that way
There's a "ruins.txt" file in the mods folder, try lowering these values:
tries_per_chunk_normal=
chance_to_spawn_normal=
chance_for_site_normal=
Description:
tries_per_chunk - is the number of times, per chunk, that the generator will attempt to create a ruin.
chance_to_spawn - is the chance, out of 100, that a ruin will be generated per try in this chunk. This may still fail if the ruin does not have a suitable place to generate.
chance_for_site - is the chance, out of 100, that another ruin will attempt to spawn nearby if a ruin was already successfully spawned. This bypasses the normal tries per chunk, so if this chance is set high you may end up with a lot of ruins even with a low tries per chunk and chance to spawn.
Are these new ruins only spawning in the 0,0 chunk, or in other chunks as well?
We've gotten two or three lighthouses in 0,0, as well as a ground based ruined house. Nothing near anything important, but only in that one chunk.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I managed to replicate this, a structure spawning inside another structure, it's only at 0,0 though - I havent seen it happen anywhere else.
+ synchronized World Generation Hook, also made sure the 0,0 chunk doesn't ever spawn anything
See if this helps your problem
+ unleashing the custom rotation config file! You should now be able to use any and all blocks
for your Ruins, if you make rotation mappings for them.
+ read /mods/resources/ruins/rotation_mappings.txt for information and examples
+ to facilitate the figuring out of block names and metadata, Ruins will now print out the
relevant information about a block ingame if you tap it with a "stick".
Woooo, awesome! Cant wait to try this out
poke it with a stick..
and then what?
fix it.
BRILLIANT!
For the lazy people, here's fixed rotation_mappings.txt (zipped, unzip and place it in mods/resources/ruins folder).
Wooden sticks FTW!
On to some serious business, Atomic, does the new update work with blocks that have an up/down direction? I've tried mapping a sticky piston, it sort of half works, just not sure if I'm doing it right:
BlockID=29;34
# DUNESW: 0 1 4 2 5 3
# DUNESW: 8 9 12 10 13 11 (Extended)
NORTH-0-4
NORTH-1-4
NORTH-8-12
NORTH-9-12
EAST-0-2
EAST-1-2
EAST-4-2
EAST-5-3
EAST-2-5
EAST-3-4
EAST-8-10
EAST-9-10
EAST-12-10
EAST-13-11
EAST-10-13
EAST-11-12
SOUTH-0-5
SOUTH-1-5
SOUTH-4-5
SOUTH-5-4
SOUTH-2-3
SOUTH-3-2
SOUTH-8-13
SOUTH-9-13
SOUTH-12-13
SOUTH-13-12
SOUTH-10-11
SOUTH-11-10
WEST-0-3
WEST-1-3
WEST-4-3
WEST-5-2
WEST-2-4
WEST-3-5
WEST-8-11
WEST-9-11
WEST-12-11
WEST-13-10
WEST-10-12
WEST-11-13
Yes it does, remember to it (and mc itself) metadata is just a number. "Rotation" is a lie.
That being said, why does your Sticky Piston mapping rotate UP into anything other than UP? You can turn a Block facing up all you want, it will only ever face up.
I've fixed your UP and DOWN mappings (to themselves) and added the values to the default rotations file.
@Mohawk
I just downloaded off my Sugarsync and Dropbox (both point to the same file on my pc) and indeed, they were identical byte for byte.
What you can do is adjust the templates in the wastelands and meadows folders, make one really low-weight (cheap, spammable) and the other really expensive.
Thanks, yes the larger structures have spawners and loot
Thanks - it seems so obvious when you put it that way