How do you reintegrate the nether ruins? I pulled the nether folder into the root with the other locations but nether ruins aren't spawning in my current game.
I'm not sure if it's all, but many ruins spawn at the roof of the nether. If you go into the nether in creative, go above bedrock and fly around you should see some ruins cutting through here and there. At least that will let you be certain if they are spawning or not. There's a list of dimensions in the config file but unless you changed it I'm pretty sure the default has the three vanilla dimensions on.
I'm not sure if it's all, but many ruins spawn at the roof of the nether. If you go into the nether in creative, go above bedrock and fly around you should see some ruins cutting through here and there. At least that will let you be certain if they are spawning or not. There's a list of dimensions in the config file but unless you changed it I'm pretty sure the default has the three vanilla dimensions on.
Thanks for that info! I owe you a peanut
-edit-
I did try flying around quite a bit in the Nether but no luck finding any nether ruins of any sort.
I went through and screencapped all of the ruins that come with the mod. This album is only for the ruins: generic folder, since it's pretty much the folder that the mod pulls from first. Let me know if the images suck, or the album sucks. This was my first time uploading to imgur, and I used imgur's editor to add words onto the pictures....that may or may not have been the best idea Lol. Anyway lemme know what you guys think and if i should upload the rest!
I went through and screencapped all of the ruins that come with the mod. This album is only for the ruins: generic folder, since it's pretty much the folder that the mod pulls from first. Let me know if the images suck, or the album sucks. This was my first time uploading to imgur, and I used imgur's editor to add words onto the pictures....that may or may not have been the best idea Lol. Anyway lemme know what you guys think and if i should upload the rest!
I finished Obsolete, so these SHOULD be ALL the screenshots of the ruins that come with the mod. They are all in alphabetical order. Let me know if I missed any or if you have any questions.
:3 Nice shots. Are you going to do Jordans and Gilly's as well?
I can try and give it a whirl, maybe after this weekend. It didn't take me nearly as long as I thought it would. Do they already have screenshots of their ruins?
I've been trying to convert more of my ruins to 1.8, but our local group is doing another FTB server ... and it's still stuck in MC 1.7.10, so I've been brushing up a few of my designs and in some cases reverse-converting them back to 1.7.10. (This mostly just represents change in logic for villagers, and a few minor changes in available materials.)
My basic Scenery, Adventure, and Danger sets now make use of the "-1" rule more frequently, to make structures that mesh more nicely into rolling terrain (minimizing the amount of cutting huge cubical chunks into hillsides to build a structure). I also gathered up most of my scattered "shops" structures and gathered them into a "Shop Village" that places a bunch of non-ruined versions of my cottages and houses, with a few stores, within a limited area (but it doesn't handle such niceties as having gravel or cobblestone roads, alas).
My latest crazy adventure would be the "Sunken Dungeon" in the adventure sub-folder for 1.7.10: This is another experiment in a dungeon that branches out, using the idea of having a Command Block in each module that randomly expands from that point. The entry hub starts off by branching off in four different directions, ensuring at least a minimum dungeon size, but I took care to balance the randomization of the branch points to weight it toward closing off passages rather than just branching and expanding indefinitely (and thus risking becoming a sort of "grey goo" of dungeon generation). One major flaw in this design is that since it is using RUINSTRIGGER and Command Blocks, it expands only once an active player is within range to set off the "RUINSTRIGGER" on the Command Block -- and, due to the way it's set up, a certain amount of loop-back is highly likely. Thus, if you're on a multiplayer server and multiple PCs are exploring the dungeon, there's the risk of a section of dungeon being "rewritten" around them if they're prone to rushing off in different directions.
The end results were still interesting enough that I figured it merited putting up in the Dropbox folder, in its own ZIP file, for "show 'n' tell."
Very nice Jordan! modular dungeons work amazingly well with minecraft as each template only needs to be a few kilobytes in size, breaking up the render over time.
Also sometimes it's good to blacklist the blocks used in the dungeon itself to prevent the parts from overlapping (my adobe city actually depends on overlapping buildings to hide their distinct shapes and meld everything together into a larger form).
yabisaurusrex, nice screenshots! There have been screenshots of the default ruins made before, but your set is more complete I think. I linked to your post on my list of links. I noticed on atleast one of them you mention having trouble with the spawn height, just FYI if you do /testruin whatever ~0 _ ~0 it will spawn it right where you are, but at the "natural" height. You might have figured that out though.
Jordan and Gilly, you guys have made probably the two biggest extra ruin sets. It would be very nice to have screenshots of all of the ruins in your packs. I know you both have images for many of your structures throughout the thread as you developed them, but I'm not sure if they comprehensively cover all your current templates? Would you be willing to collect screenshots of all your ruins (excluding templateparser components) and make them accessible? Or if you don't have time or feel like it, would you let someone else?
Also, how would you feel about possibly packing the images in with your template downloads in the folders next to the corresponding tml files?
Also, how would you feel about possibly packing the images in with your template downloads in the folders next to the corresponding tml files?
The irony is that the images would eat up my storage space far more effectively than the templates THEMSELVES do.
Anyway, I'll take it into consideration for reference purposes, but we're getting into the holiday season, and my supply of "open weekends when I have nothing else better to do" is going to be sparse for a while. Right now, most of my screen shots are packed into a Google+ folder. ( https://plus.google.com/u/0/photos/118070058156117876122/albums/5924416869975835457 ) <-- and there, it's a mix of random screenshots taken as mementos of multiplayer servers, along with Ruins structures, not organized at all. I guess my best bet would be to start organizing a new folder devoted specifically to Ruins, and to take care on the captions.
I'm trying to use adjoining_template to place a copy of the current template next to itself, like this:
adjoining_template=generic/test;0;2;4;80
The idea being that the chance to spawn would make it a variable length of copies via the circular invocation. Multiple template names in a linear string work (A -> B -> C) but not in a circular invocation (ex: A -> B -> C -> A). Should this work?
When I do a /testruin on a template with a circular reference this message comes up in the chat: "An unknown error occurred while attempting to perform this command."
you could use binary math and have each template be double the length of the last one, calling each template either one or zero times at 50% chance for each, giving a range of (2^n), while calling only (n) number of templates. As it's exponential, it should be kept to small numbers.
you could use binary math and have each template be double the length of the last one, calling each template either one or zero times at 50% chance for each, giving a range of (2^n), while calling only (n) number of templates. As it's exponential, it should be kept to small numbers.
This method is a pretty narrow implementation with important drawbacks when compared to options & possibilities using circular dependencies.
The big picture is that a template that loop backs to a prior template appear to be valid based on the comment in the documentation that accompanies the adjoining_template description:
"these will also not be checked for circular dependencies, you build an infinite loop, you wait it out"
If adjoining templates always used 100% for the probability it would be an infinite loop, but with lower probabilities the sprawl can be tailored to the desired level. Circular dependencies done right allow for some creative options especially with multiple templates involved.
Were circular dependencies intentionally removed (and the doc needs updating) or should they in fact work? If they should work is there something non-obvious that needs to be done to invoke them?
Version 15.2 and 15.3 out, only change is packaging of the template spawning code into an exception catching block (so broken templates should never crash a server).
Version 15.2 and 15.3 out, only change is packaging of the template spawning code into an exception catching block (so broken templates should never crash a server).
This method is a pretty narrow implementation with important drawbacks when compared to options & possibilities using circular dependencies.
I've written wind maps for particle systems where decay values of .97 and .98 made the difference between a wispy breeze and a hurricane, so confluent algorithms are second nature to me. Considering minecraft is the engine running the rendering, template size should be balanced against sustained iteration, as well as the number of chunks each new template intersects, all determine the generation time, especially when server packets are sent to update chunks.
thanks
How do you reintegrate the nether ruins? I pulled the nether folder into the root with the other locations but nether ruins aren't spawning in my current game.
Something else need to be done? Thanks for help!
I'm not sure if it's all, but many ruins spawn at the roof of the nether. If you go into the nether in creative, go above bedrock and fly around you should see some ruins cutting through here and there. At least that will let you be certain if they are spawning or not. There's a list of dimensions in the config file but unless you changed it I'm pretty sure the default has the three vanilla dimensions on.
Thanks for that info! I owe you a peanut
-edit-
I did try flying around quite a bit in the Nether but no luck finding any nether ruins of any sort.
I went through and screencapped all of the ruins that come with the mod. This album is only for the ruins: generic folder, since it's pretty much the folder that the mod pulls from first. Let me know if the images suck, or the album sucks. This was my first time uploading to imgur, and I used imgur's editor to add words onto the pictures....that may or may not have been the best idea Lol. Anyway lemme know what you guys think and if i should upload the rest!
http://imgur.com/a/JNTBo
Well, I uploaded a few more pictures anyway. The obsolete folder will take a little more time.
http://imgur.com/a/8nbH6
:3 Nice shots. Are you going to do Jordans and Gilly's as well?
I finished Obsolete, so these SHOULD be ALL the screenshots of the ruins that come with the mod. They are all in alphabetical order. Let me know if I missed any or if you have any questions.
Generic Folder
http://imgur.com/a/JNTBo
Jungle,Ocean,Optional
http://imgur.com/a/8nbH6
Obsolete
http://imgur.com/a/SDBGC
I can try and give it a whirl, maybe after this weekend. It didn't take me nearly as long as I thought it would. Do they already have screenshots of their ruins?
I've been trying to convert more of my ruins to 1.8, but our local group is doing another FTB server ... and it's still stuck in MC 1.7.10, so I've been brushing up a few of my designs and in some cases reverse-converting them back to 1.7.10. (This mostly just represents change in logic for villagers, and a few minor changes in available materials.)
My basic Scenery, Adventure, and Danger sets now make use of the "-1" rule more frequently, to make structures that mesh more nicely into rolling terrain (minimizing the amount of cutting huge cubical chunks into hillsides to build a structure). I also gathered up most of my scattered "shops" structures and gathered them into a "Shop Village" that places a bunch of non-ruined versions of my cottages and houses, with a few stores, within a limited area (but it doesn't handle such niceties as having gravel or cobblestone roads, alas).
My latest crazy adventure would be the "Sunken Dungeon" in the adventure sub-folder for 1.7.10: This is another experiment in a dungeon that branches out, using the idea of having a Command Block in each module that randomly expands from that point. The entry hub starts off by branching off in four different directions, ensuring at least a minimum dungeon size, but I took care to balance the randomization of the branch points to weight it toward closing off passages rather than just branching and expanding indefinitely (and thus risking becoming a sort of "grey goo" of dungeon generation). One major flaw in this design is that since it is using RUINSTRIGGER and Command Blocks, it expands only once an active player is within range to set off the "RUINSTRIGGER" on the Command Block -- and, due to the way it's set up, a certain amount of loop-back is highly likely. Thus, if you're on a multiplayer server and multiple PCs are exploring the dungeon, there's the risk of a section of dungeon being "rewritten" around them if they're prone to rushing off in different directions.
The end results were still interesting enough that I figured it merited putting up in the Dropbox folder, in its own ZIP file, for "show 'n' tell."
--- 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)
Very nice Jordan! modular dungeons work amazingly well with minecraft as each template only needs to be a few kilobytes in size, breaking up the render over time.
Also sometimes it's good to blacklist the blocks used in the dungeon itself to prevent the parts from overlapping (my adobe city actually depends on overlapping buildings to hide their distinct shapes and meld everything together into a larger form).
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
yabisaurusrex, nice screenshots! There have been screenshots of the default ruins made before, but your set is more complete I think. I linked to your post on my list of links. I noticed on atleast one of them you mention having trouble with the spawn height, just FYI if you do /testruin whatever ~0 _ ~0 it will spawn it right where you are, but at the "natural" height. You might have figured that out though.
Jordan and Gilly, you guys have made probably the two biggest extra ruin sets. It would be very nice to have screenshots of all of the ruins in your packs. I know you both have images for many of your structures throughout the thread as you developed them, but I'm not sure if they comprehensively cover all your current templates? Would you be willing to collect screenshots of all your ruins (excluding templateparser components) and make them accessible? Or if you don't have time or feel like it, would you let someone else?
Also, how would you feel about possibly packing the images in with your template downloads in the folders next to the corresponding tml files?
The irony is that the images would eat up my storage space far more effectively than the templates THEMSELVES do.
Anyway, I'll take it into consideration for reference purposes, but we're getting into the holiday season, and my supply of "open weekends when I have nothing else better to do" is going to be sparse for a while. Right now, most of my screen shots are packed into a Google+ folder. ( https://plus.google.com/u/0/photos/118070058156117876122/albums/5924416869975835457 ) <-- and there, it's a mix of random screenshots taken as mementos of multiplayer servers, along with Ruins structures, not organized at all. I guess my best bet would be to start organizing a new folder devoted specifically to Ruins, and to take care on the captions.
--- 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)
My templates thread on the forum could be set up to catalog my structure set.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Yeah, the great thing about tml files is they are nice and small.
Some really neat builds in those screenshots.
I'm trying to use adjoining_template to place a copy of the current template next to itself, like this:
adjoining_template=generic/test;0;2;4;80
The idea being that the chance to spawn would make it a variable length of copies via the circular invocation. Multiple template names in a linear string work (A -> B -> C) but not in a circular invocation (ex: A -> B -> C -> A). Should this work?
When I do a /testruin on a template with a circular reference this message comes up in the chat: "An unknown error occurred while attempting to perform this command."
you could use binary math and have each template be double the length of the last one, calling each template either one or zero times at 50% chance for each, giving a range of (2^n), while calling only (n) number of templates. As it's exponential, it should be kept to small numbers.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
This method is a pretty narrow implementation with important drawbacks when compared to options & possibilities using circular dependencies.
The big picture is that a template that loop backs to a prior template appear to be valid based on the comment in the documentation that accompanies the adjoining_template description:
"these will also not be checked for circular dependencies, you build an infinite loop, you wait it out"
If adjoining templates always used 100% for the probability it would be an infinite loop, but with lower probabilities the sprawl can be tailored to the desired level. Circular dependencies done right allow for some creative options especially with multiple templates involved.
Were circular dependencies intentionally removed (and the doc needs updating) or should they in fact work? If they should work is there something non-obvious that needs to be done to invoke them?
Version 15.2 and 15.3 out, only change is packaging of the template spawning code into an exception catching block (so broken templates should never crash a server).
Awesome! Thanks. That was incredibly fast!
I've written wind maps for particle systems where decay values of .97 and .98 made the difference between a wispy breeze and a hurricane, so confluent algorithms are second nature to me. Considering minecraft is the engine running the rendering, template size should be balanced against sustained iteration, as well as the number of chunks each new template intersects, all determine the generation time, especially when server packets are sent to update chunks.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.