Check out Jordan Peacock's ruins -- I've just been chatting with him above, and the link is in his signature. Many spectacular buildings, including some which offer significant hazards even for well-equipped characters. I was especially impressed by the "ladder to doom" I just encountered, that could kill almost any character (fortunately, I'm paranoid).
Akamukai, are you looking for structures that use modded blocks from things like biomes O' plenty?, as Ruins should work with the alternate worldgen mods, and my current singleplay has BoP worldgen and Ruins content together. Ive found out that Chisel blocks clash across versions from a fork/rewrite of Chisel for later versions of minecraft, otherwise Ruins handles modded blocks quite well.
There are at least a couple of alternate structure sets found in player's signature lines. Also you might be looking for a specific experience, or some specific thing that's expected when encountering structures in game, and we would be most likely to be able to help.
Hey thanks for the response guys. I wasn't looking for anything in particular - I just wanted some reward for these places that I was encountering. I'm actually using Quark's biomes. I was planning on RTG or BoP, but found his pack of convenient mods. I'm just always curious whether or not a mod will function properly with other biome mods.
Uh, while I'm getting feedback, how do I install custom structures? Drop it in the resources folder? I see a video on the OP, but I can't watch it until a few hours from now for data reasons.
It's really easy to install structures, the folder pathway is in whatever instance of modded minecraft, in the mods/resources/ruins folders
In the ruins folder are a ton of biome folders, and a folder called "generic" to spawn structures in all biomes. Just place the structures in the folders suggested by the content maker, or in the corresponding folders that you want to see a certain structure. Usually you just merge or replace the biome folders, depending on if you want to add to or replace them entirely.
In addition to the above folders, I use a folder called "Gilly" as a storage for everything, as most of my structures call additional templates to variate how they spawn in the world. I recently started to tinker with my set of ruins, as when I started playing it, I immediately wanted to rebalance a few things that stood out, like removing an obsolete dependency in one of my favorite structures, as well as more variations to flesh out some things, and to rescale some other things that could work better.
Oh, I'm designing a new mineshaft structure, as one of the most useful things to find in the early game is a lot of exposed stone in one place, revealing a decent amount of ore.
Hmm Gilly, are your ruins updated to work with 1.11.2?
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.
Yes, all my structures are forward compatible with new versions of minecraft, and the only thing that broke was block references to older versions of Chisel (and prolly other mod-blocks) and I've already made a vanilla version of the one structure that had solely a mod-block version. Of course there are many details I've decided to change about my alternate set of ruins templates, like the above mineshaft.
I've recently started playing through a new world, and many things stand out that can be refined, as well as other things as they are that work nicely.
Hey @Jordan_Peacock - I'm noticing problems with the desert dungeon's spawners and chests in 1.11.2 Adventure CB. I'm not sure what the name of the dungeon is, it's the one with a dry well as the entrance, and at least two levels of rooms (haven't finished exploring), including "hidden" rooms with doorways covered in sand blocks, with big statues in them (ankh, anubis?), and the water fountain, and water garden with lillies.
There's a spawner in nearly every room, but they're all the broken "Pig" spawners that Minecraft does when it doesn't know what to do with the spawner.
The treasure chests all seem to have the same loot, some gold armor, some gold, probably other stuff, and always including two potions that don't work - they don't have names, and don't have effects, and basically look like their NBT tags got trashed. In general it looks like NBT tags are unhappy in this dungeon.
Syndaryl, Sigh, sooner or later we'll get all of them so he can squash the bugs. I just PMed him a similar one; I'm thinking PMs might be a better way to go at this point. Unless he goes for github....
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.
* Snow Tower Seeder: In 1.11, custom mob spawners that used to have an "EntityId:" field to specify the monster type now need to instead have an "id:" field tucked in with the rest of the custom monster tags. This didn't have that change. This was one of the things on my checklist, but somehow my "inbox/outbox" method got scrambled and several steps got skipped on sub-templates in the \templateparser folder. Spawners should now spawn slightly weaker versions of the Ice-Armored Skeleton Boss at the bottom, who don't drop the cool gear.
* Sandstone Dungeon Seeder: Same problem as above. I'm still working on the potions, though, so that part isn't fixed yet. Potions were an oversight, as a random item that MIGHT pop up (and so I didn't notice it in my test run -- since it was an unusual random option); potion format changed in the new version. It seems to work now.
* Necromancer Hut: The problem with the undead steed was that skeletal horses are no longer a type of "horse" but instead have their own id of "skeleton_horse" -- and I missed that on the last egg offer for the custom villager here. It should be fixed now. I also dropped the drop chance for the super-knockback-bows from the Bone Golems. The "blank" spawn egg offer from the necromancer is not a bug: If you have a bundle of any one particular type of spawn egg ("Whatever shall I do with all these useless creeper spawn eggs?"), regardless of type, you can trade those for an emerald. The LIKELIHOOD of coming by such a surplus is pretty small, but it's there as a silly offer anyway.
As for mods that let you "steal" enchants off of items ... sorry, but mods that let you reverse-engineer blocks and items and such and thus potentially break the game just represent too many closed doors for me to hope to balance my templates for the whole lot of them. In vanilla Minecraft, a quartz block is just a pretty decorative piece with no particular use, but throw in Twilight Forest and the Uncrafting table, or Tinker's Construct and its use for quartz blocks, and suddenly it's time to knock over every quartz temple you find. Hey, at least I don't go paving my floors with lapis lazuli and tiling my rooftops in emerald blocks. For delicate balancing to go with particular modpacks that change the game economy, I'd recommend either taking the time to figure out which templates to disable, or else just skip my pack entirely.
@Jordan: Thanks for your attention to this. Probably more amusing than important: I'm currently seeing odd behavior when trying to combine some old spawn-egg stacks with newer ones (that is, possibly from different versions of your pack). They do not "want" to combine -- if I specifically drop one stack onto a matching one, they may appear to combine, and sometimes even stay that way -- but otherwise, trying to pick up the stack gets one or the other of the stacks that went into it, and closing the chest is liable to make one of the supposedly-combined stacks jump out onto the floor!
As far as uncrafting, quartz blocks are the least of it, at least they can be justified with "well, it is quartz". But consider that the 1.8 stone variants can be crafted, using quartz. Not to mention uncrafting village-bought Eyes of Ender into blaze powder, and that into blaze rods! Or swapping your nether star among your modpack's choice of endgame items. I've actually managed to talk a couple of "uncrafter" moddevs into putting such "cheaty" recipes behind a config option.
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.
@Jordan_Peacock, thanks for the quick turnaround! I have a horror of silverfish so I've been going through and nuking monster eggs and silverfish spawners, so I diff'd with my last set of edits. I am, of course, back with more errata. By our powers combined we are... quality assurance?
The following templates are using MobSpawner:CaveSpider (or cave_spider) when they should be using MobSpawner:Cave_Spider:
BirchWatchtower_1v11.tml
Sphinx_Great_CB_1v11.tml
WellOfSouls_CB_1v11.tml
HauntedHouse_CB_1v11.tml
CastleGreywolf_CB_1v11.tml
There may be more, I need to go to bed.
A number of templates are still using the lowercase names for the EntityTag on spawn_eggs, I don't know if that matters. ex:
ConjurerDungeonDesert_CB_1v11-r.tml
Note to self; I really should make a perl script that replaces silverfish spawners and monster-eggs instead of doing batch search-replace and hoping I remember everything.
So I've been working on my modpack off and on for the last few months now and I'm finally at a point where I think it is actually almost done, the only thing I want to do now is make all my structures spawn a lot less. I know that using spawn weights determines how often they spawn but my issue is that with my modpack the overworld is about 99% ocean biome so my structures are spawning too close to one another. Does anyone know of a good way to make them much more spread out? I currently have around 80 structures that spawn in my world and for each of them I've set the spawn weight to 1 as to completely randomize which ones spawn. I've tried making some of the weights higher on some of them but I still get the same results, just too many structures spawning close by each other. Since I'm using only one biome I imagine that might be why they are so frequent, but still if anyone knows a way to spread them out I'd very much appreciate to know how
If you want to cut the spawnrates of your structures in the ocean biome, simply add in one more structure to the ocean folder that contains a build that either blacklists water as a spawning surface or is a single air-block build, but have the weight of that structure set to a high number. That way a lot of the places where something would spawn would be used to generate absolutely nothing.
If the weights have no effect then you might have to add in a lot of such a blank structure. I currently only have one build in ocean biomes, and it's an offshore oil rig, and as much as I like it, it does tend to get silly seeing it spawn next to itself and along every shoreline.
Oh, are you using some sort of sky islands worldgen? Ive had a lot of fun in modded worlds with skylands over ocean, especially if it's in a new 1.11 pack with elytras.
Wow why didn't I think of that lol, that should work like a charm, after I've done some testing I'll report back at how well it worked. My modpack is using a mod that makes most of the overworld ocean biome with land being very rare and mostly only small islands and it is using MC version 1.7.10 so no fancy stuff like elytra's are in it. Sadly I'm not too big a fan of MC after 1.7.10, that's kind of where it died for me lol
Oh, instead of an air block, have it be "preserveBlock", so there is no chance of any artifacts being generated in that spot.
This is a screenshot of the skylands world spawn I played last year, generated in 1.8 with the vanilla custom world options, this particular spot was loaded down with islands. Quark made guardians spawn everywhere, so the oceans were very dangerous to swim in, but the Tinker's tools balanced well with the extra mobs.
Back to Ruins, I dusted off one of my early experiments in Ruins generation. While the build didn't make it into my Ruins packs, the way I set up my stairs on the edges of my templates was developed here in this experiment. I played through it in survival mode, and I used up two stacks of shurikens and at one point had to dig into the ceiling with a jetpack, as the mobs were flooding in from other parts of the dungeon, so I'm deciding how tough to make it and smoothing out some of the details, as well as deciding what rewards should be available in the dungeon for the mob-arena style combat that is expected to clear it.
There's a much better way of making your ruins spread-out. In the 'ruins.txt' config file, there's an entry called "anyRuinsMinDistance". Simply edit this to change how far a ruin has to be from any other ruin.
Do note that this file is copied to your world save, so if you've already made a world you'll have to change it there as well. Once you change the file in the config folder, all new worlds will use those settings, but previously-generated worlds will keep the old settings unless each individual world is changed.
For purposes of fine-tuning the spawn rate of ruins templates, I personally prefer Gillymoth's method. The reason for this is that while setting the minimum distance globally is certainly one way of doing it, it's usually in particular biomes that it's more of a problem than others. A few extra underground dungeons or ruined cottages in a forest isn't that big of a deal, but it's REALLY noticeable if the ocean as far as I can see is dotted with hot air balloons, floating sky castles, pirate ships, and lighthouses (which is something that happened the first time I experimented with Ruins wayyyyy back circa ... huh ... whatever version of Minecraft the Hexxit pack was in?).
So, if I add an underground dungeon or a "do-nothing" template to my Ocean, Plains, Savanna, Desert, and Ice Plains, and weight it (or better yet, have SEVERAL underground dungeons for a few more surprises when mining underground), I can accomplish the same thing, while not greatly impacting the frequency in areas where Ruins has a harder time finding valid build spots, such as in Jungle Hills, etc.
That's a very good point Jordan. My reason for having such solutions built into the templates themselves is so the builds can be put into any instance containing Ruins without the need for extra setup or calibration.
Things like terrestrial houses showing up in the nether or the end can be handled in the configs too, but if my structures are mixed with things designed to go in those dimensions, then it's best to have the individual templates direct where they go. I'm adding end-dimension-blocks to the no spawn lists of each template in addition to things like nether-blocks and ice. That way if they are mixed and matched, there is less likelihood of an unresolveable conflict arising from any ambiguity.
Oh, speaking of dungeons, I decided to throw in a view from spectator mode to show how the random height sections are designed to fit together, even if they shift up or down several blocks between adjacent sections. It gives an overall effect of catacombs, with a shared space between rooms, and the sliding sections make it more interesting, with stairwells opening into spaces at different points.
Oh, speaking of dungeons, I decided to throw in a view from spectator mode to show how the random height sections are designed to fit together, even if they shift up or down several blocks between adjacent sections. It gives an overall effect of catacombs, with a shared space between rooms, and the sliding sections make it more interesting, with stairwells opening into spaces at different points.
Awesome! I need to load this up and see if I can force-spawn it in a Minecraft world to check it out. I'm curious to see how you got the pieces to mesh together with random height variation. I've tried doing something kind of like that, but the results are invariably messy.
Hey thanks for the response guys. I wasn't looking for anything in particular - I just wanted some reward for these places that I was encountering. I'm actually using Quark's biomes. I was planning on RTG or BoP, but found his pack of convenient mods. I'm just always curious whether or not a mod will function properly with other biome mods.
Uh, while I'm getting feedback, how do I install custom structures? Drop it in the resources folder? I see a video on the OP, but I can't watch it until a few hours from now for data reasons.
It's really easy to install structures, the folder pathway is in whatever instance of modded minecraft, in the mods/resources/ruins folders
In the ruins folder are a ton of biome folders, and a folder called "generic" to spawn structures in all biomes. Just place the structures in the folders suggested by the content maker, or in the corresponding folders that you want to see a certain structure. Usually you just merge or replace the biome folders, depending on if you want to add to or replace them entirely.
In addition to the above folders, I use a folder called "Gilly" as a storage for everything, as most of my structures call additional templates to variate how they spawn in the world. I recently started to tinker with my set of ruins, as when I started playing it, I immediately wanted to rebalance a few things that stood out, like removing an obsolete dependency in one of my favorite structures, as well as more variations to flesh out some things, and to rescale some other things that could work better.
Oh, I'm designing a new mineshaft structure, as one of the most useful things to find in the early game is a lot of exposed stone in one place, revealing a decent amount of ore.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Hmm Gilly, are your ruins updated to work with 1.11.2?
Yes, all my structures are forward compatible with new versions of minecraft, and the only thing that broke was block references to older versions of Chisel (and prolly other mod-blocks) and I've already made a vanilla version of the one structure that had solely a mod-block version. Of course there are many details I've decided to change about my alternate set of ruins templates, like the above mineshaft.
I've recently started playing through a new world, and many things stand out that can be refined, as well as other things as they are that work nicely.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
I didn't see that you updated for 1.11.2, nice work \o/
Hey @Jordan_Peacock - I'm noticing problems with the desert dungeon's spawners and chests in 1.11.2 Adventure CB. I'm not sure what the name of the dungeon is, it's the one with a dry well as the entrance, and at least two levels of rooms (haven't finished exploring), including "hidden" rooms with doorways covered in sand blocks, with big statues in them (ankh, anubis?), and the water fountain, and water garden with lillies.
There's a spawner in nearly every room, but they're all the broken "Pig" spawners that Minecraft does when it doesn't know what to do with the spawner.
The treasure chests all seem to have the same loot, some gold armor, some gold, probably other stuff, and always including two potions that don't work - they don't have names, and don't have effects, and basically look like their NBT tags got trashed. In general it looks like NBT tags are unhappy in this dungeon.
Syndaryl, Sigh, sooner or later we'll get all of them so he can squash the bugs. I just PMed him a similar one; I'm thinking PMs might be a better way to go at this point. Unless he goes for github....
Addressed:
* Snow Tower Seeder: In 1.11, custom mob spawners that used to have an "EntityId:" field to specify the monster type now need to instead have an "id:" field tucked in with the rest of the custom monster tags. This didn't have that change. This was one of the things on my checklist, but somehow my "inbox/outbox" method got scrambled and several steps got skipped on sub-templates in the \templateparser folder. Spawners should now spawn slightly weaker versions of the Ice-Armored Skeleton Boss at the bottom, who don't drop the cool gear.
* Sandstone Dungeon Seeder: Same problem as above. I'm still working on the potions, though, so that part isn't fixed yet. Potions were an oversight, as a random item that MIGHT pop up (and so I didn't notice it in my test run -- since it was an unusual random option); potion format changed in the new version. It seems to work now.
* Necromancer Hut: The problem with the undead steed was that skeletal horses are no longer a type of "horse" but instead have their own id of "skeleton_horse" -- and I missed that on the last egg offer for the custom villager here. It should be fixed now. I also dropped the drop chance for the super-knockback-bows from the Bone Golems. The "blank" spawn egg offer from the necromancer is not a bug: If you have a bundle of any one particular type of spawn egg ("Whatever shall I do with all these useless creeper spawn eggs?"), regardless of type, you can trade those for an emerald. The LIKELIHOOD of coming by such a surplus is pretty small, but it's there as a silly offer anyway.
As for mods that let you "steal" enchants off of items ... sorry, but mods that let you reverse-engineer blocks and items and such and thus potentially break the game just represent too many closed doors for me to hope to balance my templates for the whole lot of them. In vanilla Minecraft, a quartz block is just a pretty decorative piece with no particular use, but throw in Twilight Forest and the Uncrafting table, or Tinker's Construct and its use for quartz blocks, and suddenly it's time to knock over every quartz temple you find. Hey, at least I don't go paving my floors with lapis lazuli and tiling my rooftops in emerald blocks. For delicate balancing to go with particular modpacks that change the game economy, I'd recommend either taking the time to figure out which templates to disable, or else just skip my pack entirely.
--- 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 have a add on pack with more stuth in it for the mod here
http://www.planetminecraft.com/project/ruin-add-on/
@Jordan: Thanks for your attention to this. Probably more amusing than important: I'm currently seeing odd behavior when trying to combine some old spawn-egg stacks with newer ones (that is, possibly from different versions of your pack). They do not "want" to combine -- if I specifically drop one stack onto a matching one, they may appear to combine, and sometimes even stay that way -- but otherwise, trying to pick up the stack gets one or the other of the stacks that went into it, and closing the chest is liable to make one of the supposedly-combined stacks jump out onto the floor!
As far as uncrafting, quartz blocks are the least of it, at least they can be justified with "well, it is quartz". But consider that the 1.8 stone variants can be crafted, using quartz. Not to mention uncrafting village-bought Eyes of Ender into blaze powder, and that into blaze rods! Or swapping your nether star among your modpack's choice of endgame items. I've actually managed to talk a couple of "uncrafter" moddevs into putting such "cheaty" recipes behind a config option.
@Jordan_Peacock, thanks for the quick turnaround! I have a horror of silverfish so I've been going through and nuking monster eggs and silverfish spawners, so I diff'd with my last set of edits. I am, of course, back with more errata. By our powers combined we are... quality assurance?
The following templates are using MobSpawner:CaveSpider (or cave_spider) when they should be using MobSpawner:Cave_Spider:
BirchWatchtower_1v11.tml
Sphinx_Great_CB_1v11.tml
WellOfSouls_CB_1v11.tml
HauntedHouse_CB_1v11.tml
CastleGreywolf_CB_1v11.tml
There may be more, I need to go to bed.
A number of templates are still using the lowercase names for the EntityTag on spawn_eggs, I don't know if that matters. ex:
ConjurerDungeonDesert_CB_1v11-r.tml
Note to self; I really should make a perl script that replaces silverfish spawners and monster-eggs instead of doing batch search-replace and hoping I remember everything.
Complete list of cavespider rather than Cave_Spider:
I'm guessing the case doesn't matter so never mind about that.
So I've been working on my modpack off and on for the last few months now and I'm finally at a point where I think it is actually almost done, the only thing I want to do now is make all my structures spawn a lot less. I know that using spawn weights determines how often they spawn but my issue is that with my modpack the overworld is about 99% ocean biome so my structures are spawning too close to one another. Does anyone know of a good way to make them much more spread out? I currently have around 80 structures that spawn in my world and for each of them I've set the spawn weight to 1 as to completely randomize which ones spawn. I've tried making some of the weights higher on some of them but I still get the same results, just too many structures spawning close by each other. Since I'm using only one biome I imagine that might be why they are so frequent, but still if anyone knows a way to spread them out I'd very much appreciate to know how
If you want to cut the spawnrates of your structures in the ocean biome, simply add in one more structure to the ocean folder that contains a build that either blacklists water as a spawning surface or is a single air-block build, but have the weight of that structure set to a high number. That way a lot of the places where something would spawn would be used to generate absolutely nothing.
If the weights have no effect then you might have to add in a lot of such a blank structure. I currently only have one build in ocean biomes, and it's an offshore oil rig, and as much as I like it, it does tend to get silly seeing it spawn next to itself and along every shoreline.
Oh, are you using some sort of sky islands worldgen? Ive had a lot of fun in modded worlds with skylands over ocean, especially if it's in a new 1.11 pack with elytras.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Wow why didn't I think of that lol, that should work like a charm, after I've done some testing I'll report back at how well it worked. My modpack is using a mod that makes most of the overworld ocean biome with land being very rare and mostly only small islands and it is using MC version 1.7.10 so no fancy stuff like elytra's are in it. Sadly I'm not too big a fan of MC after 1.7.10, that's kind of where it died for me lol
Oh, instead of an air block, have it be "preserveBlock", so there is no chance of any artifacts being generated in that spot.
This is a screenshot of the skylands world spawn I played last year, generated in 1.8 with the vanilla custom world options, this particular spot was loaded down with islands. Quark made guardians spawn everywhere, so the oceans were very dangerous to swim in, but the Tinker's tools balanced well with the extra mobs.
Back to Ruins, I dusted off one of my early experiments in Ruins generation. While the build didn't make it into my Ruins packs, the way I set up my stairs on the edges of my templates was developed here in this experiment. I played through it in survival mode, and I used up two stacks of shurikens and at one point had to dig into the ceiling with a jetpack, as the mobs were flooding in from other parts of the dungeon, so I'm deciding how tough to make it and smoothing out some of the details, as well as deciding what rewards should be available in the dungeon for the mob-arena style combat that is expected to clear it.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
There's a much better way of making your ruins spread-out. In the 'ruins.txt' config file, there's an entry called "anyRuinsMinDistance". Simply edit this to change how far a ruin has to be from any other ruin.
Do note that this file is copied to your world save, so if you've already made a world you'll have to change it there as well. Once you change the file in the config folder, all new worlds will use those settings, but previously-generated worlds will keep the old settings unless each individual world is changed.
For purposes of fine-tuning the spawn rate of ruins templates, I personally prefer Gillymoth's method. The reason for this is that while setting the minimum distance globally is certainly one way of doing it, it's usually in particular biomes that it's more of a problem than others. A few extra underground dungeons or ruined cottages in a forest isn't that big of a deal, but it's REALLY noticeable if the ocean as far as I can see is dotted with hot air balloons, floating sky castles, pirate ships, and lighthouses (which is something that happened the first time I experimented with Ruins wayyyyy back circa ... huh ... whatever version of Minecraft the Hexxit pack was in?).
So, if I add an underground dungeon or a "do-nothing" template to my Ocean, Plains, Savanna, Desert, and Ice Plains, and weight it (or better yet, have SEVERAL underground dungeons for a few more surprises when mining underground), I can accomplish the same thing, while not greatly impacting the frequency in areas where Ruins has a harder time finding valid build spots, such as in Jungle Hills, etc.
--- 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)
That's a very good point Jordan. My reason for having such solutions built into the templates themselves is so the builds can be put into any instance containing Ruins without the need for extra setup or calibration.
Things like terrestrial houses showing up in the nether or the end can be handled in the configs too, but if my structures are mixed with things designed to go in those dimensions, then it's best to have the individual templates direct where they go. I'm adding end-dimension-blocks to the no spawn lists of each template in addition to things like nether-blocks and ice. That way if they are mixed and matched, there is less likelihood of an unresolveable conflict arising from any ambiguity.
Oh, speaking of dungeons, I decided to throw in a view from spectator mode to show how the random height sections are designed to fit together, even if they shift up or down several blocks between adjacent sections. It gives an overall effect of catacombs, with a shared space between rooms, and the sliding sections make it more interesting, with stairwells opening into spaces at different points.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Awesome! I need to load this up and see if I can force-spawn it in a Minecraft world to check it out. I'm curious to see how you got the pieces to mesh together with random height variation. I've tried doing something kind of like that, but the results are invariably messy.
--- 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)