The Meaning of Life, the Universe, and Everything.
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Does anyone know what mod this is incorporated into? I'm using the RR3 modpack and also with the Direwolf 20 modpack they have almost all of these structures (exactly the same) but no listing for using the Ruins mod- did atomicstryker combine the mod into a different mod? Or did someone copy it?
No seriously, where do I put these template files in?!
Can you find the /mods/ folder for your minecraft installation? That's pretty much a prerequisite to even INSTALL the Ruins mod in the first place.
So, if you can find the /mods/ folder (where the Ruins .jar file should be installed), there should be a subfolder called "resources."
Within the "resources" folder should be a subfolder called "ruins."
Within the "ruins" folder should be several subfolders. Once Minecraft has been run once with Ruins installed, this folder will be populated with several subfolders that are each named after the different biomes that are set up in the pack. In addition, you are likely to have the following subfolders:
* obsolete
* optional
* templateparser
* generic
Templates in the /templateparser subfolder do not appear automatically in world generation. However, if you use the in-game /parseruin command to "parse" a new ruin, that's where the new template will be generated. Also, the /testruin command will look in the templateparser folder for any matches to "test spawn" into the world. (I've used that for some of my structures that spawn other structures via Command Blocks -- it just requires that the sub-spawned templates go into the "templateparser" folder or else they can't be called.)
Any templates placed in the /generic subfolder can theoretically appear in ANY biome as part of world generation, as long as a valid target block is found. (E.g., a "pirate ship" template might only be built on "water." Or a cabin might only be built on grass, stone, sand, gravel, etc.)
Templates in the "obsolete" or "optional" folders won't actually appear in world generation (unless for some reason you've got a modpack with a biome called "obsolete" or "optional," respectively).
Templates that appear in any of the subfolders named after a particular biome may possibly appear either within that particular biome ... or else within any other biome that appears in the "biomesToSpawnIn" field specified within that template's code. If you want a particular template to ONLY appear within a very specific biome, you'll need to put it in the appropriate subfolder, then edit the template to either delete or comment out the "biomesToSpawnIn" field -- and also make sure it's NOT in the "generic" or any other folders.
If you make any changes to the locations of the templates, you will need to exit Minecraft completely (not just exit to menu) and launch it again in order for the new template folders to load up. Structures will only spawn in newly-generated terrain -- not in previously explored areas. (There was an odd glitch in the Hexxit modpack, using the 1.6.4 version of Minecraft, where structures WOULD spawn -- sometimes on top of each other -- near location 0,0,0, after a multiplayer server crash and reset, but I have not observed that behavior in newer versions.)
New question: is it possible to stick written books into ruins and have them retain their writing? I've been testing it out but I haven't been able to get it to work.
If you want a written book to appear in a ruin, there's no way to have it survive the /parseruin command. Your big hope would be via Command Blocks, similar to the earlier sample structure I posted with the custom-summoned treasure chest.
Here is a practical example for version 1.7.10. (Version 1.8 will require item names instead of block IDs, and will allow JSON codes in the page text -- potentially allowing for books that do really weird stuff if you click on the words.)
# Chest Test #3 (Written Book) -- 22 Apr 2015 -- MC 1.7.10
# NOT INTENDED FOR NORMAL TERRAIN GENERATION
# Created by Ruins mod version 14.7 Ingame Parser
# authoring Player: Jordan_Greywolf
# Creates Command Block that automatically summons a magic chest that drops
# out of the sky to land atop itself. Inside is a story book!
rule1=0,100,CommandBlock:RUINSTRIGGER /summon FallingSand ~ ~10 ~ {TileID:54,Time:1,TileEntityData:{Items:[{id:387,Slot:1,Count:1,tag:{author:"Jordan_Greywolf",title:"Book of Lore",pages:["Once upon a time, there was a programmer named AtomicStryker.","He saved the Ruins mod from going unsupported.","He added lots of cool features.","And they all lived happily ever after."]}}]}}:@
I know this question must have been asked, but finding relevant search results is near impossible in the Curse forums.
I'm trying to troubleshoot why ruins are not spawning on a private server with multiverse installed.
I have verified the /testruin command works for spawning templates that are in the templateparser folder. When I view the RuinsPositionsFile.txt for the overworld, I see there are structures that have spawned (and are now protected against future spawning). However the same file in any new dimension does not show any ruins spawned. The only entry is the spawnpoint (which I understand protects the spawn area)
Is there something I am missing, or can do to troubleshoot why the ruins are not spawning in dimensions other than the overworld. I had this working great with a cauldron version running forge 1236. This latest version I have has been patched for forge 1307 (minecraft version 1.7.10) is there a newer version of the ruins mod? The version I have just shows as 1.7.10
I was wondering if I may have a forge version that is too new for this version of ruins mod, but the overworld seems to spawn just fine.
Any ideas ??? Thanks
UPDATE ...
I have explored this issue further and am not any closer to finding a solution.
Here's more information that may help those who know more and perhaps could offer some direction ...
I have two server instances with Ruins installed. One is a Cauldron (patched to forge 1307 as originally stated above) and the other is not using any bukkit/spigot plugins therefore Couldron is not installed, however I'm still using forge 1307.
The only dimensions I have been able to get naturally spawned structures in are the main Overworld and the Nether (both servers) any other dimension that is created by a mod i.e. Mystcraft, Abyssalcraft, etc. will not spawn Ruins structures. All the tml files are un-modified, with the exception of one I added the other dimensions to in order to test if I could force the template to spawn if I specified the dimensions in the .tml
IF anyone is interested in testing my setup, I can link to a download of my custom modpack, as well as whitelist you on my private server. (please pm me, as I'm not looking to have a bunch of people on this server, it's for friends and family)
The only dimensions I have been able to get naturally spawned structures in are the main Overworld and the Nether (both servers) any other dimension that is created by a mod i.e. Mystcraft, Abyssalcraft, etc. will not spawn Ruins structures. All the tml files are un-modified, with the exception of one I added the other dimensions to in order to test if I could force the template to spawn if I specified the dimensions in the .tml
In your mods folder, once you have opened Minecraft at least once with Ruins installed, there should be a config file created called "ruins.txt" -- and there should be a field called "allowedDimensions" that is normally set to default as "allowedDimensions=0,1,-1" (or something like that).
I believe that this is a more recent development, since I recall being able to find Ruins in Mystcraft dimensions (the numbers of which are dynamically allocated as they're created, so having them covered in "allowedDimensions" ahead of time is impossible). In a modpack, I've just gone through and checked all the possible dimension numbers that might be used, and I make sure they're listed in this field.
I'm sure there are better ways to find one's current location, but I've found that any time I use "/time set = 0" in a dimension, it'll give me a quick report that not only tells me what the time was set to, but in which dimension (which can be a useful clue if I don't know what dimension # I'm in at the time).
So, my suggestion would first be to check the allowedDimensions field, and see what it's set to. If it's set to 0,1,-1 then Ruins will only spawn in the Overworld, Nether, and Sky/End dimensions.
EDIT: For mods such Mystcraft, I suppose there's no harm in specifying dimension numbers that *do not exist*. I suppose if it could be discovered what range of numbers are used by Mystcraft dimensions (starting with the first one that's generated), then you could just have a whole list of numbers advancing from that point in the list in anticipation of future expansion. That's just my hypothesis, however. I haven't tested this idea yet.
f you want a written book to appear in a ruin, there's no way to have it survive the /parseruin command. Your big hope would be via Command Blocks, similar to the earlier sample structure I posted with the custom-summoned treasure chest.
Here is a practical example for version 1.7.10. (Version 1.8 will require item names instead of block IDs, and will allow JSON codes in the page text -- potentially allowing for books that do really weird stuff if you click on the words.)
I'm assuming the command blocks won't survive the parseruin command either, but I would be able to stick them into the file directly?
I'm assuming the command blocks won't survive the parseruin command either, but I would be able to stick them into the file directly?
Actually, Command Blocks will survive /parseruin. It's very good about doing that.
When I'm building a structure that is going to have lots of Command Blocks, I go ahead and add them to the ruin itself and right-click to enter the code, so I ensure that there's a separate rule created for each different Command Block -- but I make sure NOT to include "RUINSTRIGGER" in the command line, or it might execute on me and disappear before I can run /parseruin. I then go in and insert "RUINSTRIGGER" at the start of the command line within the template.
Exception to the Command Block capture: If I want to have, say, a pirate ship that is going to spawn a single "undead pirate" in several different locations on the ship, I'll typically just use a "placeholder" block, such as a block of sponge or some ore type, and then edit that rule in the created template, so I can be sure the SAME command happens in each location. However, I generally test my Command Block by itself, triggering with a button, for instance, and then I can copy-paste the tested, successful command line into notepad or wordpad for reference, and then paste it into the template where appropriate.
I almost never get a complex command line to work the first time, what with all of those nesting parentheses, braces, and brackets to match up. Ditto for my structures that use /testruin, since it takes a bit of work for me to calculate the proper relative coordinates and I'm often off by a block one way or the other on the first try.
EDIT: Additional warning about Command Blocks in a structure:
* Command Blocks that take advantage of "RUINSTRIGGER" to trigger automatically (at some point once the player is within range, but it's impossible to say exactly WHEN or in WHAT ORDER) will delete themselves automatically after activating. This is problematic if the intent of the Command Block was to replace itself (via /setblock) with some other item, such as a customized monster spawner or specific-contents treasure chest.
In such cases, I will usually deliberately put the Command Block immediately above or below the intended location where I want the /setblock to occur. (I don't put it BESIDE the location, because due to the potential for structure rotation, and because the relative coordinates of the Command line will NOT be adjusted accordingly, that's just asking for trouble, whereas what's up will stay up, and what's down will still be down, no matter how it's rotated.)
This is also why in my sample 1x1x1 "structure" I have the treasure chest appear via /summon and falling_sand rather than /setblock. Otherwise, it would have had to summon the chest a block above itself (floating in the air) or below itself (embedded into the ground) because replacing itself in the same spot wouldn't normally be possible once RUINSTRIGGER finished executing.
*** Otherwise, if a Command Block is meant to be permanent, and triggered via a lever, button, etc., rather than automatically via RUINSTRIGGER I have to keep in mind that it's going to be permanent, and in Survival mode, practically nothing is going to break that Command Block. This can be a nuisance if a player hopes to "move in" to the ruin after clearing it of treasure and monsters.
(There are a few work-arounds in design, though. My "WarTower" has a "permanent" redstone-activated Command Block that summons the next segment of the tower, but the summoned structure overlaps the Command Block's current position, effectively erasing it in the process, and preventing the prospect of an eternal dungeon generator.)
the summoned structure overlaps the Command Block's current position, effectively erasing it in the process, and preventing the prospect of an eternal dungeon generator.)
hmmmm, after playing Material Energy^3/4, I remember wondering about it creating a separate dimension for each storage cell, especially when I was using areas that were only 5x5x5 in size, (in a separate singleplay), to store things like enderman spawners in my base so they wouldn't be running all the time.
of course, the functionality in Applied Energistics is at a player level of access, and similar function for Ruins would be at an operator level, because one would need to set the command blocks (LAN helps here) when building such infrastructure into a pre-existing base.
Anyway, it reminded me of the directions that I wanted to go when first playing that ctm map, a lot of which can be done with Ruins without having a ton of extra dimensions for all the components.
So, my suggestion would first be to check the allowedDimensions field, and see what it's set to. If it's set to 0,1,-1 then Ruins will only spawn in the Overworld, Nether, and Sky/End dimensions.
EDIT: For mods such Mystcraft, I suppose there's no harm in specifying dimension numbers that *do not exist*. I suppose if it could be discovered what range of numbers are used by Mystcraft dimensions (starting with the first one that's generated), then you could just have a whole list of numbers advancing from that point in the list in anticipation of future expansion. That's just my hypothesis, however. I haven't tested this idea yet.
Thank you so much!! Your suggestion allowed me to find the solution.
There was still a slight challenge trying this, but it helped narrow down what I needed to test. There are two ruins.txt files, one in the mods folder and one in each dimension. My understanding is that the one in the dimension will override the one in the mods folder because it is dimension specific. However, I edited both files so I am unsure which is responsible for the positive change :-) For the time being, I will list all dimensions in the main ruins.txt file in the mods folder, and add each respective dimension number in the dimension specific Ruins.txt
The other challenge I had was the dimensions I have are not all numbered sequentially, nor do they all have integers. Some only show their names (the names I used to create them) and I tried your suggestion of setting the time to zero. Unfortunately, the in-game console used the name, instead of the dimension number. I was able to locate the dimension number after reviewing the server console. (isn't there a log file that would also record this information?).
Either way, I was able to resolve ths, and I now have Ruins spawning in the other dimensions. THANK YOU!!
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When i look at the mods option on the title screen, it says i am using the ruins mod, but no structures spawn. I tried using only this mod, to make sure i wasn't using a conflicting mod, but still no structures spawned.
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When i look at the mods option on the title screen, it says i am using the ruins mod, but no structures spawn. I tried using only this mod, to make sure i wasn't using a conflicting mod, but still no structures spawned.
Questions:
1) What version of Minecraft are you using? 1.6.4, 1.7.10, 1.8.3, or other?
2) Have you installed Ruins yourself, or is this part of a modpack?
3) When you say "no structures spawn," how do you determine this? (I personally would recommend creating a new Superflat world in Creative mode. That represents an ideal "environment" for spawning. If structures aren't spawning THERE, then yeah, there's a problem. However, certain other biomes -- forests, certain mod-added mountain types, jungle, etc. -- tend to have a lot fewer in the way of valid build points for Ruins structures even if Ruins is working correctly. Fairly flat biomes, such as Plains, Desert, Savannah, and especially Ocean, tend to have the highest frequency of spawning structures when Ruins is working properly -- and you can't get much flatter than a Superflat world. )
4) In the mods folder (where the Ruins .jar file has been placed in order to install Ruins), do you see a "Ruins.txt" file? That is usually generated automatically after running Minecraft with Ruins once, as it's "populated" with special fields determined by what biomes exist in your setup.
5) In addition to the Ruins .jar file, there should also be a Resources folder (and within that, a "Ruins" subfolder, and then a number of sub-subfolders named after various biomes, plus "generic").
5b) If you can confirm that this folder structure exists, are there templates in the biomes folders (or in the "generic" folder)? In the event that the Ruins .jar file is installed but none of the templates were installed, Ruins would technically be installed as a mod, but there would be no Ruins to actually generate.
I looked at your ruins (played around with /testruin on a creative world) and thought they were very nicely done with all-vanilla items. Nice and portable. One suggestion I would make is to add "Natura:Cloud" to the unacceptable blocks; it won't hurt the template for vanilla use, and stops stuff from appearing on top of the high clouds if one uses Natura.
@AtomicStryker or anyone else who knows: can you effectively blacklist a biome by setting the biome-specific ruin chance to 100% and then not putting anything in that biome folder?
I looked at your ruins (played around with /testruin on a creative world) and thought they were very nicely done with all-vanilla items. Nice and portable. One suggestion I would make is to add "Natura:Cloud" to the unacceptable blocks; it won't hurt the template for vanilla use, and stops stuff from appearing on top of the high clouds if one uses Natura.
@AtomicStryker or anyone else who knows: can you effectively blacklist a biome by setting the biome-specific ruin chance to 100% and then not putting anything in that biome folder?
Re: Gilly's Ruins: Yeah, that's on my to-do list, as well. I want to check those out.
Re: Cloud: I tried just putting "Cloud" (without specifying "Natura:") in the unacceptable blocks, and so far that seems to be stopping things from spawning atop Natura clouds in my own setup. I don't know enough about the internal workings of Ruins, however, to know whether the mod name is necessary or not.
(EDIT: I'm not so sure about my previous statement. I think I just found some structures on top of clouds in our multiplayer server, but I have no way of checking for certain to see whether we have the versions of the templates with or without the "cloud" addition to unacceptable_target_blocks. I think I'll have to revisit my homemade structures to add the "Natura:" specification just to be sure. Oops.)
Re: Keeping Things Out of Biomes: That sounds like it ought to work, just so long as no templates in other (valid) biome folders list that particular biome in their "biomesToSpawnIn" fields.
My personal, preferred approach is to just empty out the Generic folder, and deliberately put the templates in the folders of biomes where I want them, and then make sure that everything's "populated" how I want. That's the way I can definitely make sure I don't have anything in a biome I don't want. (Note: I sometimes have found a ruin spawning in a biome where it doesn't seem to belong, but it has invariably been near the EDGE of the biome, and I suspect that the initial target point was somewhere within the proper biome, but whatever random offset factor is included, or perhaps even the size of an especially large Ruin template on its own, just happened to push it right over the border.)
Thanks, I'll need to do that in an update for the templates. My singleplay modpack has Natura in it, but the clouds are turned off in the configs, but I also have a vanilla instance with just Ruins set up as a creative build world, which comes in handy for making specific, repeatable, large structures for my spawnpoints, especially since I just had to reset my nether to clear out all the useless random glittery ores from Metallurgy4
Oh, I went ahead and made another spawn building as I needed something specific
Well so much for that idea. And I was getting all excited, too.
I've been using Ruins for a good long while, but putting off editing out that irritating floating barracks thing that I don't even know the name of or where to find it. Then I was talking with my nephew about this mod and, having recently encountered schematics for the first time, I thought I could easily port a bunch of them into this mod. So we spent about an hour enjoying browsing through a schematics site and downloading a bunch, and I spent a couple more hours tonight getting even more -- dozens and dozens of them. Envisioning the way that we'd first encounter the structures randomly in the wild, maybe I'd even bump up the frequency or something to make them spawn closer together so we'd have a really cool random-structures world.
Now it looks like template files are required instead of schematics, and there's no easy way to convert them, so instead of the expect "dump them in a folder and maybe edit a text file to point to each schematic file" I'm going to have to spend hours putting each one into a flatworld MC Edit, sticking blocks under them (being careful not to use blocks already in use in the structure), and then popping into Minecraft to save them as templates one by one.
I mean, it's easier than having to code them in template format block by block, but it's still quite the bother, and nowhere near as easy as I thought it was going to be. I think my nephew is going to be disappointed, so I'll give MCEdit a bit of a go tonight and see what I can do in a short time.
Is it impossible to make a schematic-to-template file converter with the 1.7.10 format, or is that just something that hasn't been done yet? Or 1.8.4 for that matter?
ETA: Luckily that was a little faster than I expected; I ported in a number of schematics of my own from previous projects and some I downloaded, and it's something else to see my little bakeries and chicken enrichment centers popping up in the landscape randomly. Still need to figure out how to make them flush with the ground without destroying basement sections (my mineshaft ended up being an unexpected tower).
Still going to take ages to get all of them imported correctly. But it's better than I thought it would be, and my nephew and I will have fun times tomorrow.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I've been using Ruins for a good long while, but putting off editing out that irritating floating barracks thing that I don't even know the name of or where to find it.
...
Still need to figure out how to make them flush with the ground without destroying basement sections (my mineshaft ended up being an unexpected tower).
Re: Floating Barracks: That is floater.tml and it's located in the "generic" mod folder.
Re: Basements: When you edit the .tml file, check out the "embed_into_distance" field. This normally defaults to "1" with structures made via /parseruin script (which wound mean the first level is treated as "grass/ground"), but if you increase the number, then that many levels will be "buried" into the surface upon spawning.
So, for instance, let's say you have a house and the bottom levels are: 1) Basement floor. 2-4) Three blocks high of wall. 5) Basement ceiling / ground floor.
You could choose "embed_into_distance=5" and the "ground floor" is going to be flush with the grass (assuming spawning on a perfectly flat surface). Or, "embed_into_distance=4" and that basement ceiling / ground floor level will be one block higher than the target level, for a slight elevation (akin to how the typical village structures are built).
Since actual terrain in anything other than a superflat world (or floating structures on a flat ocean) tends to NOT be flat, the surrounding ground may slope up on one side or down on the other, so bits of the basement wall might be exposed in part, and it's not an exact science. "Ruins" structures tend to lend themselves well to genuinely "ruined" structures where if things don't line up perfectly, oh well, the thing fell into disrepair anyway, so what do you expect? For more pristine structures, there tends to be a bit of fixing up that's inevitably necessary, especially concerning how it meshes with the surrounding terrain, and any additional spawning features added on by other mods (as sometimes such things will displace parts of Ruins structures).
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
it's not an exact science. "Ruins" structures tend to lend themselves well to genuinely "ruined" structures where if things don't line up perfectly, oh well, the thing fell into disrepair anyway, so what do you expect? For more pristine structures, there tends to be a bit of fixing up that's inevitably necessary, especially concerning how it meshes with the surrounding terrain, and any additional spawning features added on by other mods (as sometimes such things will displace parts of Ruins structures).
Oh, I don't mind that at all. When we come across a structure that's buried in an odd way, we can always dig it out a bit. And for ones I prefer on flatter elevation, I'll just use Plains or Deserts or Savannas.
Thank you so much for helping me figure that out. I appreciate it.
Really wish this mod had a version that messed with villages, like that you could set up which structures could spawn in villages and easily config the materials that roads/paths are made out of... I assume that using the same structure in different biomes would be as easy as switching the definition of the base materials, which is really nice. I've got Better Villages, I think, which is certainly nice, but in looking up other village-changing mods I find ones that don't even use Forge (I am so done with messing around with extra files, I put in my time back before Forge made it easy), ones that have a lot of new biome variants but only let you change spawn frequency, and really neat village diversity but in a mod that adds in new mobs as well (a feature I prefer to keep to a minimum).
How much nicer if you could just stick a bunch of schematics or template files into a few folders like here, customizing your villages to your heart's content?
(Also, come to think of it, do the folders work with modded biomes too -- like Biomes o' Plenty?)
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Does anyone know what mod this is incorporated into? I'm using the RR3 modpack and also with the Direwolf 20 modpack they have almost all of these structures (exactly the same) but no listing for using the Ruins mod- did atomicstryker combine the mod into a different mod? Or did someone copy it?
Can you find the /mods/ folder for your minecraft installation? That's pretty much a prerequisite to even INSTALL the Ruins mod in the first place.
So, if you can find the /mods/ folder (where the Ruins .jar file should be installed), there should be a subfolder called "resources."
Within the "resources" folder should be a subfolder called "ruins."
Within the "ruins" folder should be several subfolders. Once Minecraft has been run once with Ruins installed, this folder will be populated with several subfolders that are each named after the different biomes that are set up in the pack. In addition, you are likely to have the following subfolders:
* obsolete
* optional
* templateparser
* generic
Templates in the /templateparser subfolder do not appear automatically in world generation. However, if you use the in-game /parseruin command to "parse" a new ruin, that's where the new template will be generated. Also, the /testruin command will look in the templateparser folder for any matches to "test spawn" into the world. (I've used that for some of my structures that spawn other structures via Command Blocks -- it just requires that the sub-spawned templates go into the "templateparser" folder or else they can't be called.)
Any templates placed in the /generic subfolder can theoretically appear in ANY biome as part of world generation, as long as a valid target block is found. (E.g., a "pirate ship" template might only be built on "water." Or a cabin might only be built on grass, stone, sand, gravel, etc.)
Templates in the "obsolete" or "optional" folders won't actually appear in world generation (unless for some reason you've got a modpack with a biome called "obsolete" or "optional," respectively).
Templates that appear in any of the subfolders named after a particular biome may possibly appear either within that particular biome ... or else within any other biome that appears in the "biomesToSpawnIn" field specified within that template's code. If you want a particular template to ONLY appear within a very specific biome, you'll need to put it in the appropriate subfolder, then edit the template to either delete or comment out the "biomesToSpawnIn" field -- and also make sure it's NOT in the "generic" or any other folders.
If you make any changes to the locations of the templates, you will need to exit Minecraft completely (not just exit to menu) and launch it again in order for the new template folders to load up. Structures will only spawn in newly-generated terrain -- not in previously explored areas. (There was an odd glitch in the Hexxit modpack, using the 1.6.4 version of Minecraft, where structures WOULD spawn -- sometimes on top of each other -- near location 0,0,0, after a multiplayer server crash and reset, but I have not observed that behavior in newer versions.)
--- 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)
If you want a written book to appear in a ruin, there's no way to have it survive the /parseruin command. Your big hope would be via Command Blocks, similar to the earlier sample structure I posted with the custom-summoned treasure chest.
Here is a practical example for version 1.7.10. (Version 1.8 will require item names instead of block IDs, and will allow JSON codes in the page text -- potentially allowing for books that do really weird stuff if you click on the words.)
# Chest Test #3 (Written Book) -- 22 Apr 2015 -- MC 1.7.10
# NOT INTENDED FOR NORMAL TERRAIN GENERATION
# Created by Ruins mod version 14.7 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=1
embed_into_distance=2
acceptable_target_blocks=
unacceptable_target_blocks=
dimensions=1,1,1
allowable_overhang=0
max_leveling=1
leveling_buffer=0
preserve_water=0
preserve_lava=0
# Creates Command Block that automatically summons a magic chest that drops
# out of the sky to land atop itself. Inside is a story book!
rule1=0,100,CommandBlock:RUINSTRIGGER /summon FallingSand ~ ~10 ~ {TileID:54,Time:1,TileEntityData:{Items:[{id:387,Slot:1,Count:1,tag:{author:"Jordan_Greywolf",title:"Book of Lore",pages:["Once upon a time, there was a programmer named AtomicStryker.","He saved the Ruins mod from going unsupported.","He added lots of cool features.","And they all lived happily ever after."]}}]}}:@
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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)
UPDATE ...
I have explored this issue further and am not any closer to finding a solution.
Here's more information that may help those who know more and perhaps could offer some direction ...
I have two server instances with Ruins installed. One is a Cauldron (patched to forge 1307 as originally stated above) and the other is not using any bukkit/spigot plugins therefore Couldron is not installed, however I'm still using forge 1307.
The only dimensions I have been able to get naturally spawned structures in are the main Overworld and the Nether (both servers) any other dimension that is created by a mod i.e. Mystcraft, Abyssalcraft, etc. will not spawn Ruins structures. All the tml files are un-modified, with the exception of one I added the other dimensions to in order to test if I could force the template to spawn if I specified the dimensions in the .tml
IF anyone is interested in testing my setup, I can link to a download of my custom modpack, as well as whitelist you on my private server. (please pm me, as I'm not looking to have a bunch of people on this server, it's for friends and family)
Thanks ... Pops
In your mods folder, once you have opened Minecraft at least once with Ruins installed, there should be a config file created called "ruins.txt" -- and there should be a field called "allowedDimensions" that is normally set to default as "allowedDimensions=0,1,-1" (or something like that).
I believe that this is a more recent development, since I recall being able to find Ruins in Mystcraft dimensions (the numbers of which are dynamically allocated as they're created, so having them covered in "allowedDimensions" ahead of time is impossible). In a modpack, I've just gone through and checked all the possible dimension numbers that might be used, and I make sure they're listed in this field.
I'm sure there are better ways to find one's current location, but I've found that any time I use "/time set = 0" in a dimension, it'll give me a quick report that not only tells me what the time was set to, but in which dimension (which can be a useful clue if I don't know what dimension # I'm in at the time).
So, my suggestion would first be to check the allowedDimensions field, and see what it's set to. If it's set to 0,1,-1 then Ruins will only spawn in the Overworld, Nether, and Sky/End dimensions.
EDIT: For mods such Mystcraft, I suppose there's no harm in specifying dimension numbers that *do not exist*. I suppose if it could be discovered what range of numbers are used by Mystcraft dimensions (starting with the first one that's generated), then you could just have a whole list of numbers advancing from that point in the list in anticipation of future expansion. That's just my hypothesis, however. I haven't tested this idea yet.
--- 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)
Actually, Command Blocks will survive /parseruin. It's very good about doing that.
When I'm building a structure that is going to have lots of Command Blocks, I go ahead and add them to the ruin itself and right-click to enter the code, so I ensure that there's a separate rule created for each different Command Block -- but I make sure NOT to include "RUINSTRIGGER" in the command line, or it might execute on me and disappear before I can run /parseruin. I then go in and insert "RUINSTRIGGER" at the start of the command line within the template.
Exception to the Command Block capture: If I want to have, say, a pirate ship that is going to spawn a single "undead pirate" in several different locations on the ship, I'll typically just use a "placeholder" block, such as a block of sponge or some ore type, and then edit that rule in the created template, so I can be sure the SAME command happens in each location. However, I generally test my Command Block by itself, triggering with a button, for instance, and then I can copy-paste the tested, successful command line into notepad or wordpad for reference, and then paste it into the template where appropriate.
I almost never get a complex command line to work the first time, what with all of those nesting parentheses, braces, and brackets to match up. Ditto for my structures that use /testruin, since it takes a bit of work for me to calculate the proper relative coordinates and I'm often off by a block one way or the other on the first try.
EDIT: Additional warning about Command Blocks in a structure:
* Command Blocks that take advantage of "RUINSTRIGGER" to trigger automatically (at some point once the player is within range, but it's impossible to say exactly WHEN or in WHAT ORDER) will delete themselves automatically after activating. This is problematic if the intent of the Command Block was to replace itself (via /setblock) with some other item, such as a customized monster spawner or specific-contents treasure chest.
In such cases, I will usually deliberately put the Command Block immediately above or below the intended location where I want the /setblock to occur. (I don't put it BESIDE the location, because due to the potential for structure rotation, and because the relative coordinates of the Command line will NOT be adjusted accordingly, that's just asking for trouble, whereas what's up will stay up, and what's down will still be down, no matter how it's rotated.)
This is also why in my sample 1x1x1 "structure" I have the treasure chest appear via /summon and falling_sand rather than /setblock. Otherwise, it would have had to summon the chest a block above itself (floating in the air) or below itself (embedded into the ground) because replacing itself in the same spot wouldn't normally be possible once RUINSTRIGGER finished executing.
*** Otherwise, if a Command Block is meant to be permanent, and triggered via a lever, button, etc., rather than automatically via RUINSTRIGGER I have to keep in mind that it's going to be permanent, and in Survival mode, practically nothing is going to break that Command Block. This can be a nuisance if a player hopes to "move in" to the ruin after clearing it of treasure and monsters.
(There are a few work-arounds in design, though. My "WarTower" has a "permanent" redstone-activated Command Block that summons the next segment of the tower, but the summoned structure overlaps the Command Block's current position, effectively erasing it in the process, and preventing the prospect of an eternal dungeon generator.)
--- 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)
hmmmm, after playing Material Energy^3/4, I remember wondering about it creating a separate dimension for each storage cell, especially when I was using areas that were only 5x5x5 in size, (in a separate singleplay), to store things like enderman spawners in my base so they wouldn't be running all the time.
of course, the functionality in Applied Energistics is at a player level of access, and similar function for Ruins would be at an operator level, because one would need to set the command blocks (LAN helps here) when building such infrastructure into a pre-existing base.
Anyway, it reminded me of the directions that I wanted to go when first playing that ctm map, a lot of which can be done with Ruins without having a ton of extra dimensions for all the components.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Thank you so much!! Your suggestion allowed me to find the solution.
There was still a slight challenge trying this, but it helped narrow down what I needed to test. There are two ruins.txt files, one in the mods folder and one in each dimension. My understanding is that the one in the dimension will override the one in the mods folder because it is dimension specific. However, I edited both files so I am unsure which is responsible for the positive change :-) For the time being, I will list all dimensions in the main ruins.txt file in the mods folder, and add each respective dimension number in the dimension specific Ruins.txt
The other challenge I had was the dimensions I have are not all numbered sequentially, nor do they all have integers. Some only show their names (the names I used to create them) and I tried your suggestion of setting the time to zero. Unfortunately, the in-game console used the name, instead of the dimension number. I was able to locate the dimension number after reviewing the server console. (isn't there a log file that would also record this information?).
Either way, I was able to resolve ths, and I now have Ruins spawning in the other dimensions. THANK YOU!!
When i look at the mods option on the title screen, it says i am using the ruins mod, but no structures spawn. I tried using only this mod, to make sure i wasn't using a conflicting mod, but still no structures spawned.
Otterwise.... Yes, otters are very wise.
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Questions:
1) What version of Minecraft are you using? 1.6.4, 1.7.10, 1.8.3, or other?
2) Have you installed Ruins yourself, or is this part of a modpack?
3) When you say "no structures spawn," how do you determine this? (I personally would recommend creating a new Superflat world in Creative mode. That represents an ideal "environment" for spawning. If structures aren't spawning THERE, then yeah, there's a problem. However, certain other biomes -- forests, certain mod-added mountain types, jungle, etc. -- tend to have a lot fewer in the way of valid build points for Ruins structures even if Ruins is working correctly. Fairly flat biomes, such as Plains, Desert, Savannah, and especially Ocean, tend to have the highest frequency of spawning structures when Ruins is working properly -- and you can't get much flatter than a Superflat world. )
4) In the mods folder (where the Ruins .jar file has been placed in order to install Ruins), do you see a "Ruins.txt" file? That is usually generated automatically after running Minecraft with Ruins once, as it's "populated" with special fields determined by what biomes exist in your setup.
5) In addition to the Ruins .jar file, there should also be a Resources folder (and within that, a "Ruins" subfolder, and then a number of sub-subfolders named after various biomes, plus "generic").
5b) If you can confirm that this folder structure exists, are there templates in the biomes folders (or in the "generic" folder)? In the event that the Ruins .jar file is installed but none of the templates were installed, Ruins would technically be installed as a mod, but there would be no Ruins to actually generate.
--- 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)
@Gilly--
I looked at your ruins (played around with /testruin on a creative world) and thought they were very nicely done with all-vanilla items. Nice and portable. One suggestion I would make is to add "Natura:Cloud" to the unacceptable blocks; it won't hurt the template for vanilla use, and stops stuff from appearing on top of the high clouds if one uses Natura.
@AtomicStryker or anyone else who knows: can you effectively blacklist a biome by setting the biome-specific ruin chance to 100% and then not putting anything in that biome folder?
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Re: Gilly's Ruins: Yeah, that's on my to-do list, as well. I want to check those out.
Re: Cloud: I tried just putting "Cloud" (without specifying "Natura:") in the unacceptable blocks, and so far that seems to be stopping things from spawning atop Natura clouds in my own setup. I don't know enough about the internal workings of Ruins, however, to know whether the mod name is necessary or not.(EDIT: I'm not so sure about my previous statement. I think I just found some structures on top of clouds in our multiplayer server, but I have no way of checking for certain to see whether we have the versions of the templates with or without the "cloud" addition to unacceptable_target_blocks. I think I'll have to revisit my homemade structures to add the "Natura:" specification just to be sure. Oops.)
Re: Keeping Things Out of Biomes: That sounds like it ought to work, just so long as no templates in other (valid) biome folders list that particular biome in their "biomesToSpawnIn" fields.
My personal, preferred approach is to just empty out the Generic folder, and deliberately put the templates in the folders of biomes where I want them, and then make sure that everything's "populated" how I want. That's the way I can definitely make sure I don't have anything in a biome I don't want. (Note: I sometimes have found a ruin spawning in a biome where it doesn't seem to belong, but it has invariably been near the EDGE of the biome, and I suspect that the initial target point was somewhere within the proper biome, but whatever random offset factor is included, or perhaps even the size of an especially large Ruin template on its own, just happened to push it right over the border.)
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)
Thanks, I'll need to do that in an update for the templates. My singleplay modpack has Natura in it, but the clouds are turned off in the configs, but I also have a vanilla instance with just Ruins set up as a creative build world, which comes in handy for making specific, repeatable, large structures for my spawnpoints, especially since I just had to reset my nether to clear out all the useless random glittery ores from Metallurgy4
Oh, I went ahead and made another spawn building as I needed something specific
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Well so much for that idea. And I was getting all excited, too.
I've been using Ruins for a good long while, but putting off editing out that irritating floating barracks thing that I don't even know the name of or where to find it. Then I was talking with my nephew about this mod and, having recently encountered schematics for the first time, I thought I could easily port a bunch of them into this mod. So we spent about an hour enjoying browsing through a schematics site and downloading a bunch, and I spent a couple more hours tonight getting even more -- dozens and dozens of them. Envisioning the way that we'd first encounter the structures randomly in the wild, maybe I'd even bump up the frequency or something to make them spawn closer together so we'd have a really cool random-structures world.
Now it looks like template files are required instead of schematics, and there's no easy way to convert them, so instead of the expect "dump them in a folder and maybe edit a text file to point to each schematic file" I'm going to have to spend hours putting each one into a flatworld MC Edit, sticking blocks under them (being careful not to use blocks already in use in the structure), and then popping into Minecraft to save them as templates one by one.
I mean, it's easier than having to code them in template format block by block, but it's still quite the bother, and nowhere near as easy as I thought it was going to be. I think my nephew is going to be disappointed, so I'll give MCEdit a bit of a go tonight and see what I can do in a short time.
Is it impossible to make a schematic-to-template file converter with the 1.7.10 format, or is that just something that hasn't been done yet? Or 1.8.4 for that matter?
ETA: Luckily that was a little faster than I expected; I ported in a number of schematics of my own from previous projects and some I downloaded, and it's something else to see my little bakeries and chicken enrichment centers popping up in the landscape randomly. Still need to figure out how to make them flush with the ground without destroying basement sections (my mineshaft ended up being an unexpected tower).
Still going to take ages to get all of them imported correctly. But it's better than I thought it would be, and my nephew and I will have fun times tomorrow.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Re: Floating Barracks: That is floater.tml and it's located in the "generic" mod folder.
Re: Basements: When you edit the .tml file, check out the "embed_into_distance" field. This normally defaults to "1" with structures made via /parseruin script (which wound mean the first level is treated as "grass/ground"), but if you increase the number, then that many levels will be "buried" into the surface upon spawning.
So, for instance, let's say you have a house and the bottom levels are: 1) Basement floor. 2-4) Three blocks high of wall. 5) Basement ceiling / ground floor.
You could choose "embed_into_distance=5" and the "ground floor" is going to be flush with the grass (assuming spawning on a perfectly flat surface). Or, "embed_into_distance=4" and that basement ceiling / ground floor level will be one block higher than the target level, for a slight elevation (akin to how the typical village structures are built).
Since actual terrain in anything other than a superflat world (or floating structures on a flat ocean) tends to NOT be flat, the surrounding ground may slope up on one side or down on the other, so bits of the basement wall might be exposed in part, and it's not an exact science. "Ruins" structures tend to lend themselves well to genuinely "ruined" structures where if things don't line up perfectly, oh well, the thing fell into disrepair anyway, so what do you expect? For more pristine structures, there tends to be a bit of fixing up that's inevitably necessary, especially concerning how it meshes with the surrounding terrain, and any additional spawning features added on by other mods (as sometimes such things will displace parts of Ruins structures).
--- 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)
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
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Where is this biomes folder?
biome folders go here:
mods/resources/ruins/
you can use a modpack launcher that contains ruins to get an instance with the folder structure intact, it makes installing it easier
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Oh, I don't mind that at all. When we come across a structure that's buried in an odd way, we can always dig it out a bit. And for ones I prefer on flatter elevation, I'll just use Plains or Deserts or Savannas.
Thank you so much for helping me figure that out. I appreciate it.
Really wish this mod had a version that messed with villages, like that you could set up which structures could spawn in villages and easily config the materials that roads/paths are made out of... I assume that using the same structure in different biomes would be as easy as switching the definition of the base materials, which is really nice. I've got Better Villages, I think, which is certainly nice, but in looking up other village-changing mods I find ones that don't even use Forge (I am so done with messing around with extra files, I put in my time back before Forge made it easy), ones that have a lot of new biome variants but only let you change spawn frequency, and really neat village diversity but in a mod that adds in new mobs as well (a feature I prefer to keep to a minimum).
How much nicer if you could just stick a bunch of schematics or template files into a few folders like here, customizing your villages to your heart's content?
(Also, come to think of it, do the folders work with modded biomes too -- like Biomes o' Plenty?)
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!