Hey Jordan, which version am I supossed to download from your Dropbox to work with Ruins 1.10.2?
The short answer would be that my 1.9 ruins *SHOULD* for the most part work in Ruins 1.10.2 -- particularly those templates that don't rely upon Command Blocks for "custom" monster summons. The case is definitely true for the "generic" ruins in the 1.9 Adventure folder (which are generally very simple and free of Command Blocks).
However, I haven't yet created a 1.10 folder, since I need to actually TEST each one of the structures to make sure they really work under 1.10 without changes. My main concern is regarding "custom" creatures generated via Command Blocks, as some tags changed in 1.10 (to account for new types of skeletons and zombies, among other things). Once I get a chance to work my way through all the structures, I should have a better idea of whether I'll need separate versions for 1.10, or whether there's some way the 1.9 folder can do double-duty.
One oddity I've run into while trying to test my 1.9 templates on a 1.10.2 multiplayer server (running "DonutCraft" modpack):
My ruins templates -- which come in biomes folders such as "plains" or "jungle," etc. -- end up not getting loaded by the program, because it's creating new biomes folders called Plains or Jungle in the same place, and then looking THERE for templates. Apparently "plains" and "Plains" are not the same thing (i.e., caps-sensitive). I haven't run into this issue before, and I don't know whether it's peculiar to 1.10.2 vs. 1.9 or earlier, or whether it's unique to the "DonutCraft" modpack we have installed.
In any case, my workaround was to delete the newly-created capitalized-name folders, then to rename all my original template folders to capitalize the names (so "plains" becomes "Plains" and suddenly Ruins can find my templates again).
The "generic" folder does not seem to be impacted (it's left in lowercase -- it's not a biome, after all), so there's no noticeable effect upon the "generic" templates included with the Ruins ZIP file; they still show up normally.
So, just in case anyone else runs afoul of this: If you borrow my templates from my Dropbox for 1.9 and use them for a 1.10.2 server, if they aren't popping up in the world, be sure to check the ruins folder. If you see instances of "duplicated" biomes folders (e.g., both a "plains" and a "Plains" folder), then you may need to move all the templates from the lowercase "plains" folder to the capitalized "Plains" folder in order for Ruins to find the templates.
I'm going to have to do a bit of experimentation to see what the best solution is to make it less of a pain. If this proves to be peculiar to 1.10.2 and not just our particular modpack, I might just have to make a 1.10.2 version where the primary change is that I capitalize the folder names.
My ruins tempaltes -- which come in biomes folders such as "plains" or "jungle," etc. -- end up not getting loaded by the program, because it's creating new biomes folders called Plains or Jungle in the same place, and then looking THERE for templates. Apparently "plains" and "Plains" are not the same thing (i.e., caps-sensitive). I haven't run into this issue before, and I don't know whether it's peculiar to 1.10.2 vs. 1.9 or earlier, or whether it's unique to the "DonutCraft" modpack we have installed.
It's not just your modpack: I just looked at my resources folder, and found upper-cased directories -- with a couple of stray lowercased directories, for "ocean" and "jungle". I'd wondered why I wasn't seeing any undersea ships...
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
It's not just your modpack: I just looked at my resources folder, and found upper-cased directories -- with a couple of stray lowercased directories, for "ocean" and "jungle". I'd wondered why I wasn't seeing any undersea ships...
I've tried putting together a 1.10 "adventure" pack (but haven't yet broken it out into "peaceful" and "no-command-block" subsets). I still need to test everything to make absolutely sure, but I hope that organizing this way (capitalized biome folders) should make for easier installation.
On the Atomicstryker.net for v1.10.2 rather confused my upload as opening up there are 4 jar files. Easy enough that want the v10.2 yet what is the difference of v10.2 and v10.2-sources? Does one need both or just one of them?
On the Atomicstryker.net for v1.10.2 rather confused my upload as opening up there are 4 jar files. Easy enough that want the v10.2 yet what is the difference of v10.2 and v10.2-sources? Does one need both or just one of them?
I don't know what the official answer is, but for my own v1.10.2 MC installation, I copy over the following .jar files into the mods folder:
Ruins-1.10.2.jar Ruins-1.10.2-sources.jar
If I also include the "Ruins-1.10.jar" and "Ruins-1.10-sources.jar" files in that directory, my attempt to launch Minecraft fails, so I'm guessing those versions were included as an option if I had a v1.10.0 installation.
I'm pretty sure the "sources" jar is unneeded -- in fact, my installation complained about it as a non-mod file. You also need to copy the resources directory.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
This mod is great, and there's a lot of user contributed structures for it, but after a close look at the template format I find it a bit limiting. I'm thinking about implementing scripting support (Lua, specifically) for structure definitions. It will help with generation of truly random structures of any forms (roads, bridges, complex dungeons – without stacking dozens of command blocks).
What do creators of the content think? Would that be a good idea?
Has anyone figured out how the biomesToSpawnIn variable actually works? I have copied most of my templates in the Plains folder and then added additional biomes via the variable, but suddenly nothing spawns in the other biomes I have added to the biomesToSpawnIn variable, I only have ruins in Plains and nowhere else.
What sorts of biomes are you trying to get your structure to spawn in? Have you confirmed that if you stick a copy of the template into those other biome folders, the structure will actually show up in those biomes (when otherwise it would not)?
Also, for the sake of completeness, which version of Minecraft are you using?
As for troubleshooting, I suppose that your best bet is to look at the template examples included with the Ruins ZIP folders -- particularly those included in biome folders rather than the "generic" folder.
In the jungle subfolder, a good example would be JungleThroneWood, created by AtomicStryker. It contains the following line:
biomesToSpawnIn=jungle,junglehills,mini jungle
Notice that "junglehills" is run together as if a single word, yet "mini jungle" is not. (Weird, huh?) Exact spelling for biomes installed in your world can be found by looking in the ruins folder and seeing what the folder names are.
So far as I can tell, the biome names as specified in this field are not caps-sensitive. (I'm prepared to be told I'm wrong by someone more technically savvy, but all I know is that I've been leaving the names in lowercase, and somehow it still works, despite the folder names indicating capitalization of the biome names.)
It looks like you've got the weird embedded capitalization of the biomesToSpawnIn variable worked out. (First character is lowercase; subsequent embedded words are capitalized on the first letter, and complete variable name is run together as if a single word.)
Can you give a quoted example of what the biomesToSpawnIn field looks like in one of your templates?
Note: Plains is one of the easier biomes for Ruins to find viable spawning points in for a very basically-created template, due to the relative sparseness of trees and hills. Ocean is even easier, since there are NO trees, and you can't get much flatter of a surface area (although, of course, it's a problem if you're looking for dirt or grass to build on, versus water.) By comparison, the Ruins generator is far less likely to find a nice open and level spot in Forest or ForestHills.
To maximize the likelihood of generation of ruins in places such as Forest or ForestHills, I've employed a number of tactics to make it more likely that Ruins will find a valid building spot.
1) If you're putting buildings in the world, give them basements (making use of embed_into_distance to specify how many layers of your structure count as "basement").
2) Include preserve_plants=1 as a specification. (I typically put it right under preserve_water=0 and preserve_lava=0 in the order of things.) This SEEMS to make the Ruins builder more likely to find a valid building spot within a heavily-vegetated area. I don't know the code inside and out, and things have changed over time, so I don't know for the fact if this is still true. (Perhaps someone more technically savvy or familiar with the code will tell me I'm wrong.)
3) Increase max_leveling as much as you can tolerate. The more this is increased, the more that the Ruins builder is willing to turn an incline into a flat building zone for your structure by cutting into hills and filling in gaps, up to as many layers as you've specified for "max_leveling."
4) If you are making structures that wouldn't look nice to be cut out of hillsides or built upon a giant square and bare chunk o' dirt (e.g., if your "ruin" is actually a big gnarled tree), another approach is to make extensive use of "preserveBlock" in parts of your structure where you'd like to preserve the surrounding terrain (vs. "air" blocks, which are destined to be emptied out), make sure that you have several layers of your structure embedded into the ground as a basement or roots (embed_into_distance= something larger than 0), make sure that max_leveling is pretty close to your embed_into_distance value (it works better if at least half your structure is still aboveground), and then set leveling_buffer=-1. This latter setting will cause the Ruins builder to NOT "carve out" or "build up" an area for the structure, thus allowing you to have trees on hillsides, or lone towers precariously perched upon cliff ledges, etc., depending upon what crazy spot Ruins tries to build on.
5) I've never quite figured out exactly how allowable_overhang works, but a bigger number seems to make the Ruins builder more forgiving in finding a viable building spot, if I'm not already accomplishing this with large settings for max_leveling.
6) The smaller the "footprint" of a structure (i.e., the smaller its X,Z dimensions are) the more likely it's going to find a valid spot to be built.
7) Leave acceptable_target_blocks blank, instead of specifying things such as "grass, dirt," etc. This runs the risk of it building on stuff you DON'T want your structure to be built atop, but that can be addressed by filling out the unacceptable_target_blocks field. (Exception: If you are trying to build a pirate ship, and you want it on the water, "acceptable_target_blocks=water" is still the way to go. )
Hi everyone, I have an issue where some ruins will spawn to close to copies of itself and other ruins. And yes, I've tried adding "uniqueMinDistance=3000" above the weight value, and editing the minimum distances to larger values in ruins.txt, neither of them seem to fix it for some reason.
I do use other mods (RTG, and WTF's Expedition) but I'm pretty sure those aren't the issue since I've tried removing them and it didn't fix it.
And I am using the "recommended" build of forge 1.10.2 if that matters.
I also can't seem to get biomesToSpawnIn to work as well, I put in all the biome names and it only spawns in the biome folder I put it in.
Just trying out ruins for the first time on 1.10.2 and It's awesome! However, I noticed previous versions had way more structures. Are those ruins no longer compatible? If I downloaded a previous version could I drop the .tml files into my current 1.10.2 server?
Just trying out ruins for the first time on 1.10.2 and It's awesome! However, I noticed previous versions had way more structures. Are those ruins no longer compatible? If I downloaded a previous version could I drop the .tml files into my current 1.10.2 server?
The answer is ... "It depends."
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Short Answer: Only templates made for Minecraft version 1.7 or later will work, and there still may be some translation issues. Templates with random-content treasure chests prior to 1.9 may require translation to the new chest loot table syntax, or else you'll have a lot of EMPTY treasure chests (which could get annoying). Most other possible translation issues are largely moot with the fairly simple structures included in earlier versions of Ruins.
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Long-Winded Answer:<
Templates from 1.6.* won't work, because templates at that point used numeric block IDs, rather than names. Significant effort would be required to edit the templates to edit all numeric block IDs into their named equivalents.
Templates from 1.7.* on made for Ruins should largely work once transported to 1.10, just because they tend to be very simple in their construction. There were things that were POSSIBLE with 1.7.* Ruins that got phased out with later versions -- or else, in the case of Command Blocks summoning custom monsters or villagers, the tags and logic changed -- but so far as I can tell, that doesn't afflict the templates included with Ruins. There will be some issues with flower pots not translating over properly, because once upon a time, flower pot blocks used a data value to determine what sort of flower or sapling (or bush or cactus or fern) was in the pot, but later on it got changed to tile entities. However, this should result in nothing more severe than the occasional structure that has empty flower pots when originally there were supposed to be flowers.
One significant possibility for frustration would be the matter of treasure chests. In MC 1.9, the logic for chests changed. For example, the ZombieHut.tml template in version 1.7.10 had the following rule line:
Note: All chest loot tables start in the format of "ChestGenHook:chests/***" where "***" is replaced by the new loot table name. The "5" after the colon indicated how many items would be spawned. I changed it to a "1" because now a chest doesn't just spawn a single item per hit, but rather a variable number of that given item -- so "one" item might actually be 5 iron bars, for instance. "dungeonChest" changed to "simple_dungeon" -- and you can find a full list of loot tables here: http://minecraft.gamepedia.com/Loot_table#List_of_loot_tables
The only consequence (to my knowledge) of leaving a ChestGenHook rule in a template with the old format is that when it spawns in-world, it'll just have an empty chest. Of course, that would be rather an annoyance if you've struggled so hard to fight your way past the monsters and then find out there's no special loot. Therefore, if you bring up any of the old templates, you might want to take the time to look for any "ChestGenHook" rules and update them accordingly.
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There is some chance of the occasional block with what used to be a legitimate data value suddenly becoming "illegal" in a later version of Minecraft. I don't have any documented examples of where that would affect templates included with the Ruins packs, but in my own templates it would sometimes result in a structure failing to build properly as soon as the Ruins build routine hit the "illegal" block (and thus leaving a structure that was only built from the foundation up to that point).
I can only find it in the Plains Biome and nowhere else, and it should be small enough to spawn everywhere
Thanks for the additional detail. I think I am going to have to try testing this myself (I assume I can extrapolate the remaining layers from what you've provided) to see if I can replicate the issue.
Off the top of my head, for testing purposes, here are a few things I would try, just to see what happens:
* Try temporarily removing water and flowing_water out of the "unacceptable_target_blocks" field, add "ocean" to the list of acceptable biomes, and see if this thing spawns in the ocean.
* Try disabling other templates. (This can be done in various ways -- for such a purpose, I usually take the existing "ruins" folder and create a copy of it with some name like "ruins-backup" with the folder hierarchy intact, then customize the "test" ruins folder by removing all other biome folders, and all other templates, so I can force Ruins to have that and ONLY that template to pick from when generating terrain. Then, when I'm done, I can just remove the temporary "ruins" folder, and rename "ruins-backup" back to "ruins" again to restore things to normal.)
* See what happens if you put this template in the "generic" folder. Presumably, it would spawn all over the place -- not very educational if it does exactly what we expect, but on the slight chance that it DOESN'T, it might tell us something about what's going on.
I'm just taking a shot in the dark here, but do you have a list of installed mods handy? (Or, if you have a modpack, which launcher is it, and what's the name of the modpack, and are there any optional mods you specifically have turned on or off from whatever the default settings might normally be for that pack? That might be easier for me to replicate.)
How compatable is this mod with others? as in can i use chisel with it? or have a structure spawn with Machinery in it from something like Thermal expansion?. Im trying to make the concept structures from Rust.
How compatable is this mod with others? as in can i use chisel with it? or have a structure spawn with Machinery in it from something like Thermal expansion?. Im trying to make the concept structures from Rust.
It varies. I'm not sure how to give you a meaningfully short answer. (And, besides, AtomicStryker would be the expert. I'm just posting because I have a habit of checking this forum a lot, and somehow I got here first. )
I know from personal experience that in Minecraft 1.10.2 (with the proper version of Ruins), "Chisel" blocks can be captured by the /parseruin script in the Ruins mod, and used as part of Ruins templates. I don't have an exhaustive list of what mods do and don't work.
One thing to look out for is that "rotation" is an issue with Ruins structures at times. When a Ruins template spawns in the world, the Ruins routine may try to spawn the template rotated 90, 180, or 270 degrees from its original orientation, for variety. If a mod adds new types of blocks that display some sort of rotation (e.g., new types of stairs), it will be necessary to modify the "rotation_mappings" text file that comes with the Ruins mod in order to map out those rotations. Otherwise, you'll want to make sure to include the field to "preventRotation" in any template using such blocks, forcing the structure to spawn into the world lined up exactly the same way you built the original, or else it might start looking weird when the whole structure is rotated 90 degrees, yet the stairs are all pointing in the original direction.
Sometimes, even in Vanilla Minecraft, certain objects will be auto-rotated by the game depending upon the order in which they are placed. This can affect railroad tracks, if they're placed especially close to each other, or double doors. Ruins won't necessarily put blocks down in the same order you did when first building the structure, so it's entirely possible that a placed block of that sort might "auto-snap" in a way you didn't intend. For such a reason, I tend to avoid double doors in my structures -- or else I use "preventRotation" to force such structures to align in the same way I built them.
Also, Ruins does not capture entities, such as creatures, mine carts, paintings, and rowboats. If you want a structure to spawn with such an entity, your best bet is to have a Command Block that triggers when the player gets near, and then have the block spawn the creature or other entity in some position relative to itself. Certain entities, however, require specific rather than relative coordinates; paintings require specific x/y/z coordinates when spawned, so for that reason I have yet to figure out how to have a Ruins structure spawn with paintings as part of the decoration.
The only reason I mention that is that if a mod is relying upon entities as part of its "mechanisms," then that part is going to be lost. Ditto if it relies upon tags that use SPECIFIC coordinates to make its connections, rather than relative ones.
I don't know enough about the inner workings of different mods to be able to provide an exhaustive list. I've mostly stuck to structures relying on simple blocks, only occasionally delving into new materials added by such mods as Natura, Biomes o' Plenty, Chisel, etc. -- but largely I try to stick to "vanilla" blocks for maximum compatibility.
How would one make structures partially underground?
Use the embed_into_distance field within the template. When you generate a template using the /parseruin script, by default it will set embed_into_distance to zero (0), meaning that the structure will start building up at the elevation of the "target block" at the center of the building point. With a positive value to that field, the Ruins builder routine will go down that many levels below the target location before it starts building. If somehow this should cause it to go below the bottom of the buildable world, it will simply stop at the bottom. (This could theoretically mean displacement of bedrock, if it goes that deep, but since the default build level is usually around height 64 or so, that would usually entail an INCREDIBLY deep basement before you'd run into that issue.)
hmm. doesnt seem like /parseruin is working... does it not work in 1.7.10? Thats the version im using.
The /parseruin script should be functional in version 1.7.10. However, I don't think that it handles tile entity blocks ("teBlock") in 1.7.10, which may cause issues with certain "tech" mods. In order to get such machines to work, you may have to use Command Blocks to spawn the components into place with the necessary tags -- but that would require manual editing of the Ruins template, and a lot of trial and error.
Ive gotten it working but when i try to test the ruin it makes parts of it in mid air and not the whole thing. It may be a size problem if it where to guess but i dont know
Linux is case sensitive, windows is not. Are the foldernames uppercase when they're not supposed to be?
The short answer would be that my 1.9 ruins *SHOULD* for the most part work in Ruins 1.10.2 -- particularly those templates that don't rely upon Command Blocks for "custom" monster summons. The case is definitely true for the "generic" ruins in the 1.9 Adventure folder (which are generally very simple and free of Command Blocks).
However, I haven't yet created a 1.10 folder, since I need to actually TEST each one of the structures to make sure they really work under 1.10 without changes. My main concern is regarding "custom" creatures generated via Command Blocks, as some tags changed in 1.10 (to account for new types of skeletons and zombies, among other things). Once I get a chance to work my way through all the structures, I should have a better idea of whether I'll need separate versions for 1.10, or whether there's some way the 1.9 folder can do double-duty.
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)
One oddity I've run into while trying to test my 1.9 templates on a 1.10.2 multiplayer server (running "DonutCraft" modpack):
My ruins templates -- which come in biomes folders such as "plains" or "jungle," etc. -- end up not getting loaded by the program, because it's creating new biomes folders called Plains or Jungle in the same place, and then looking THERE for templates. Apparently "plains" and "Plains" are not the same thing (i.e., caps-sensitive). I haven't run into this issue before, and I don't know whether it's peculiar to 1.10.2 vs. 1.9 or earlier, or whether it's unique to the "DonutCraft" modpack we have installed.
In any case, my workaround was to delete the newly-created capitalized-name folders, then to rename all my original template folders to capitalize the names (so "plains" becomes "Plains" and suddenly Ruins can find my templates again).
The "generic" folder does not seem to be impacted (it's left in lowercase -- it's not a biome, after all), so there's no noticeable effect upon the "generic" templates included with the Ruins ZIP file; they still show up normally.
So, just in case anyone else runs afoul of this: If you borrow my templates from my Dropbox for 1.9 and use them for a 1.10.2 server, if they aren't popping up in the world, be sure to check the ruins folder. If you see instances of "duplicated" biomes folders (e.g., both a "plains" and a "Plains" folder), then you may need to move all the templates from the lowercase "plains" folder to the capitalized "Plains" folder in order for Ruins to find the templates.
I'm going to have to do a bit of experimentation to see what the best solution is to make it less of a pain. If this proves to be peculiar to 1.10.2 and not just our particular modpack, I might just have to make a 1.10.2 version where the primary change is that I capitalize the folder names.
--- 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's not just your modpack: I just looked at my resources folder, and found upper-cased directories -- with a couple of stray lowercased directories, for "ocean" and "jungle". I'd wondered why I wasn't seeing any undersea ships...
I've tried putting together a 1.10 "adventure" pack (but haven't yet broken it out into "peaceful" and "no-command-block" subsets). I still need to test everything to make absolutely sure, but I hope that organizing this way (capitalized biome folders) should make for easier installation.
--- 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)
On the Atomicstryker.net for v1.10.2 rather confused my upload as opening up there are 4 jar files. Easy enough that want the v10.2 yet what is the difference of v10.2 and v10.2-sources? Does one need both or just one of them?
I don't know what the official answer is, but for my own v1.10.2 MC installation, I copy over the following .jar files into the mods folder:
Ruins-1.10.2.jar
Ruins-1.10.2-sources.jar
If I also include the "Ruins-1.10.jar" and "Ruins-1.10-sources.jar" files in that directory, my attempt to launch Minecraft fails, so I'm guessing those versions were included as an option if I had a v1.10.0 installation.
--- 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'm pretty sure the "sources" jar is unneeded -- in fact, my installation complained about it as a non-mod file. You also need to copy the resources directory.
This mod is great, and there's a lot of user contributed structures for it, but after a close look at the template format I find it a bit limiting. I'm thinking about implementing scripting support (Lua, specifically) for structure definitions. It will help with generation of truly random structures of any forms (roads, bridges, complex dungeons – without stacking dozens of command blocks).
What do creators of the content think? Would that be a good idea?
What sorts of biomes are you trying to get your structure to spawn in? Have you confirmed that if you stick a copy of the template into those other biome folders, the structure will actually show up in those biomes (when otherwise it would not)?
Also, for the sake of completeness, which version of Minecraft are you using?
As for troubleshooting, I suppose that your best bet is to look at the template examples included with the Ruins ZIP folders -- particularly those included in biome folders rather than the "generic" folder.
In the jungle subfolder, a good example would be JungleThroneWood, created by AtomicStryker. It contains the following line:
Notice that "junglehills" is run together as if a single word, yet "mini jungle" is not. (Weird, huh?) Exact spelling for biomes installed in your world can be found by looking in the ruins folder and seeing what the folder names are.
So far as I can tell, the biome names as specified in this field are not caps-sensitive. (I'm prepared to be told I'm wrong by someone more technically savvy, but all I know is that I've been leaving the names in lowercase, and somehow it still works, despite the folder names indicating capitalization of the biome names.)
It looks like you've got the weird embedded capitalization of the biomesToSpawnIn variable worked out. (First character is lowercase; subsequent embedded words are capitalized on the first letter, and complete variable name is run together as if a single word.)
Can you give a quoted example of what the biomesToSpawnIn field looks like in one of your templates?
Note: Plains is one of the easier biomes for Ruins to find viable spawning points in for a very basically-created template, due to the relative sparseness of trees and hills. Ocean is even easier, since there are NO trees, and you can't get much flatter of a surface area (although, of course, it's a problem if you're looking for dirt or grass to build on, versus water.) By comparison, the Ruins generator is far less likely to find a nice open and level spot in Forest or ForestHills.
To maximize the likelihood of generation of ruins in places such as Forest or ForestHills, I've employed a number of tactics to make it more likely that Ruins will find a valid building spot.
1) If you're putting buildings in the world, give them basements (making use of embed_into_distance to specify how many layers of your structure count as "basement").
2) Include preserve_plants=1 as a specification. (I typically put it right under preserve_water=0 and preserve_lava=0 in the order of things.) This SEEMS to make the Ruins builder more likely to find a valid building spot within a heavily-vegetated area. I don't know the code inside and out, and things have changed over time, so I don't know for the fact if this is still true. (Perhaps someone more technically savvy or familiar with the code will tell me I'm wrong.)
3) Increase max_leveling as much as you can tolerate. The more this is increased, the more that the Ruins builder is willing to turn an incline into a flat building zone for your structure by cutting into hills and filling in gaps, up to as many layers as you've specified for "max_leveling."
4) If you are making structures that wouldn't look nice to be cut out of hillsides or built upon a giant square and bare chunk o' dirt (e.g., if your "ruin" is actually a big gnarled tree), another approach is to make extensive use of "preserveBlock" in parts of your structure where you'd like to preserve the surrounding terrain (vs. "air" blocks, which are destined to be emptied out), make sure that you have several layers of your structure embedded into the ground as a basement or roots (embed_into_distance= something larger than 0), make sure that max_leveling is pretty close to your embed_into_distance value (it works better if at least half your structure is still aboveground), and then set leveling_buffer=-1. This latter setting will cause the Ruins builder to NOT "carve out" or "build up" an area for the structure, thus allowing you to have trees on hillsides, or lone towers precariously perched upon cliff ledges, etc., depending upon what crazy spot Ruins tries to build on.
5) I've never quite figured out exactly how allowable_overhang works, but a bigger number seems to make the Ruins builder more forgiving in finding a viable building spot, if I'm not already accomplishing this with large settings for max_leveling.
6) The smaller the "footprint" of a structure (i.e., the smaller its X,Z dimensions are) the more likely it's going to find a valid spot to be built.
7) Leave acceptable_target_blocks blank, instead of specifying things such as "grass, dirt," etc. This runs the risk of it building on stuff you DON'T want your structure to be built atop, but that can be addressed by filling out the unacceptable_target_blocks field. (Exception: If you are trying to build a pirate ship, and you want it on the water, "acceptable_target_blocks=water" is still the way to go. )
--- 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)
Hi everyone, I have an issue where some ruins will spawn to close to copies of itself and other ruins. And yes, I've tried adding "uniqueMinDistance=3000" above the weight value, and editing the minimum distances to larger values in ruins.txt, neither of them seem to fix it for some reason.
I do use other mods (RTG, and WTF's Expedition) but I'm pretty sure those aren't the issue since I've tried removing them and it didn't fix it.
And I am using the "recommended" build of forge 1.10.2 if that matters.
I also can't seem to get biomesToSpawnIn to work as well, I put in all the biome names and it only spawns in the biome folder I put it in.
Here's a paste of big birch tree tml. http://pastebin.com/pW9PYKWv
Just trying out ruins for the first time on 1.10.2 and It's awesome! However, I noticed previous versions had way more structures. Are those ruins no longer compatible? If I downloaded a previous version could I drop the .tml files into my current 1.10.2 server?
The answer is ... "It depends."
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Short Answer: Only templates made for Minecraft version 1.7 or later will work, and there still may be some translation issues. Templates with random-content treasure chests prior to 1.9 may require translation to the new chest loot table syntax, or else you'll have a lot of EMPTY treasure chests (which could get annoying). Most other possible translation issues are largely moot with the fairly simple structures included in earlier versions of Ruins.
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Long-Winded Answer:<
Templates from 1.6.* won't work, because templates at that point used numeric block IDs, rather than names. Significant effort would be required to edit the templates to edit all numeric block IDs into their named equivalents.
Templates from 1.7.* on made for Ruins should largely work once transported to 1.10, just because they tend to be very simple in their construction. There were things that were POSSIBLE with 1.7.* Ruins that got phased out with later versions -- or else, in the case of Command Blocks summoning custom monsters or villagers, the tags and logic changed -- but so far as I can tell, that doesn't afflict the templates included with Ruins. There will be some issues with flower pots not translating over properly, because once upon a time, flower pot blocks used a data value to determine what sort of flower or sapling (or bush or cactus or fern) was in the pot, but later on it got changed to tile entities. However, this should result in nothing more severe than the occasional structure that has empty flower pots when originally there were supposed to be flowers.
One significant possibility for frustration would be the matter of treasure chests. In MC 1.9, the logic for chests changed. For example, the ZombieHut.tml template in version 1.7.10 had the following rule line:
rule4=0,100,ChestGenHook:dungeonChest:5-2
In version 1.9, the rule reads:
rule4=0,100,ChestGenHook:chests/simple_dungeon:1-2
Note: All chest loot tables start in the format of "ChestGenHook:chests/***" where "***" is replaced by the new loot table name. The "5" after the colon indicated how many items would be spawned. I changed it to a "1" because now a chest doesn't just spawn a single item per hit, but rather a variable number of that given item -- so "one" item might actually be 5 iron bars, for instance. "dungeonChest" changed to "simple_dungeon" -- and you can find a full list of loot tables here: http://minecraft.gamepedia.com/Loot_table#List_of_loot_tables
The only consequence (to my knowledge) of leaving a ChestGenHook rule in a template with the old format is that when it spawns in-world, it'll just have an empty chest. Of course, that would be rather an annoyance if you've struggled so hard to fight your way past the monsters and then find out there's no special loot. Therefore, if you bring up any of the old templates, you might want to take the time to look for any "ChestGenHook" rules and update them accordingly.
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There is some chance of the occasional block with what used to be a legitimate data value suddenly becoming "illegal" in a later version of Minecraft. I don't have any documented examples of where that would affect templates included with the Ruins packs, but in my own templates it would sometimes result in a structure failing to build properly as soon as the Ruins build routine hit the "illegal" block (and thus leaving a structure that was only built from the foundation up to 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)
Thanks for the additional detail. I think I am going to have to try testing this myself (I assume I can extrapolate the remaining layers from what you've provided) to see if I can replicate the issue.
Off the top of my head, for testing purposes, here are a few things I would try, just to see what happens:
* Try temporarily removing water and flowing_water out of the "unacceptable_target_blocks" field, add "ocean" to the list of acceptable biomes, and see if this thing spawns in the ocean.
* Try disabling other templates. (This can be done in various ways -- for such a purpose, I usually take the existing "ruins" folder and create a copy of it with some name like "ruins-backup" with the folder hierarchy intact, then customize the "test" ruins folder by removing all other biome folders, and all other templates, so I can force Ruins to have that and ONLY that template to pick from when generating terrain. Then, when I'm done, I can just remove the temporary "ruins" folder, and rename "ruins-backup" back to "ruins" again to restore things to normal.)
* See what happens if you put this template in the "generic" folder. Presumably, it would spawn all over the place -- not very educational if it does exactly what we expect, but on the slight chance that it DOESN'T, it might tell us something about what's going on.
I'm just taking a shot in the dark here, but do you have a list of installed mods handy? (Or, if you have a modpack, which launcher is it, and what's the name of the modpack, and are there any optional mods you specifically have turned on or off from whatever the default settings might normally be for that pack? That might be easier for me to replicate.)
--- 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)
How compatable is this mod with others? as in can i use chisel with it? or have a structure spawn with Machinery in it from something like Thermal expansion?. Im trying to make the concept structures from Rust.
How would one make structures partially underground?
It varies. I'm not sure how to give you a meaningfully short answer. (And, besides, AtomicStryker would be the expert. I'm just posting because I have a habit of checking this forum a lot, and somehow I got here first. )
I know from personal experience that in Minecraft 1.10.2 (with the proper version of Ruins), "Chisel" blocks can be captured by the /parseruin script in the Ruins mod, and used as part of Ruins templates. I don't have an exhaustive list of what mods do and don't work.
One thing to look out for is that "rotation" is an issue with Ruins structures at times. When a Ruins template spawns in the world, the Ruins routine may try to spawn the template rotated 90, 180, or 270 degrees from its original orientation, for variety. If a mod adds new types of blocks that display some sort of rotation (e.g., new types of stairs), it will be necessary to modify the "rotation_mappings" text file that comes with the Ruins mod in order to map out those rotations. Otherwise, you'll want to make sure to include the field to "preventRotation" in any template using such blocks, forcing the structure to spawn into the world lined up exactly the same way you built the original, or else it might start looking weird when the whole structure is rotated 90 degrees, yet the stairs are all pointing in the original direction.
Sometimes, even in Vanilla Minecraft, certain objects will be auto-rotated by the game depending upon the order in which they are placed. This can affect railroad tracks, if they're placed especially close to each other, or double doors. Ruins won't necessarily put blocks down in the same order you did when first building the structure, so it's entirely possible that a placed block of that sort might "auto-snap" in a way you didn't intend. For such a reason, I tend to avoid double doors in my structures -- or else I use "preventRotation" to force such structures to align in the same way I built them.
Also, Ruins does not capture entities, such as creatures, mine carts, paintings, and rowboats. If you want a structure to spawn with such an entity, your best bet is to have a Command Block that triggers when the player gets near, and then have the block spawn the creature or other entity in some position relative to itself. Certain entities, however, require specific rather than relative coordinates; paintings require specific x/y/z coordinates when spawned, so for that reason I have yet to figure out how to have a Ruins structure spawn with paintings as part of the decoration.
The only reason I mention that is that if a mod is relying upon entities as part of its "mechanisms," then that part is going to be lost. Ditto if it relies upon tags that use SPECIFIC coordinates to make its connections, rather than relative ones.
I don't know enough about the inner workings of different mods to be able to provide an exhaustive list. I've mostly stuck to structures relying on simple blocks, only occasionally delving into new materials added by such mods as Natura, Biomes o' Plenty, Chisel, etc. -- but largely I try to stick to "vanilla" blocks for maximum compatibility.
Use the embed_into_distance field within the template. When you generate a template using the /parseruin script, by default it will set embed_into_distance to zero (0), meaning that the structure will start building up at the elevation of the "target block" at the center of the building point. With a positive value to that field, the Ruins builder routine will go down that many levels below the target location before it starts building. If somehow this should cause it to go below the bottom of the buildable world, it will simply stop at the bottom. (This could theoretically mean displacement of bedrock, if it goes that deep, but since the default build level is usually around height 64 or so, that would usually entail an INCREDIBLY deep basement before you'd run into that issue.)
--- 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)
hmm. doesnt seem like /parseruin is working... does it not work in 1.7.10? Thats the version im using.
The /parseruin script should be functional in version 1.7.10. However, I don't think that it handles tile entity blocks ("teBlock") in 1.7.10, which may cause issues with certain "tech" mods. In order to get such machines to work, you may have to use Command Blocks to spawn the components into place with the necessary tags -- but that would require manual editing of the Ruins template, and a lot of trial and error.
--- 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)
Ive gotten it working but when i try to test the ruin it makes parts of it in mid air and not the whole thing. It may be a size problem if it where to guess but i dont know