I'd like to include some of you guys' ruins in a modpack I am making.
1) Is this allowed?
2) If yes, how would you like to be credited (and linked to).
Ditto to what ST753Mb said. I try to cover that in my "usage notes" that accompany my templates. My Minecraft collection site is the one in my sig: http://greywolf.critter.net/minecraft.htm
Once you make your modpack, I'd love more information about it. Every now and again, my friends and I will try out a multiplayer server running some modpack or another, and I get a chance to "stress-test" a bunch of my template designs, so we're often looking out for new modpacks to try. (I still need to update my template packs with some changes -- I hope to be improvements -- made after our last multiplayer run.)
The content is absolutely meant to be used in launcher-ready minecraft modpacks that contain Ruins mod,
We are delighted when players customize worlds with things we have made, and consider it a great responsibility to make things that fit seamlessly into any world. Tons of considerations go into structures; aesthetics, game performance, level of utility, with a lot of behind the scenes details as well. All those considerations together with the sheer number of templates makes the best option for pack makers and players alike is to sift through these sets to customize their worlds.
Structures are sub-catagorized to make it easier to select builds of a certain theme/style, and each of us builds in a specific way.
Our forum names are in each of the filenames, mainly to keep from overwriting each other when making templates called "house", or "tree", etc, and our minecraft names are in the template headers, both of which are good security.
I also have a file "RuinsetGilly..." that lists such details that are meant to deny/foil misuse by torrent/download/ad sites, etc.
Below is a port city I'm building, it represents my building style, and is good practice for making things for Ruins.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/14/2016
Posts:
57
Member Details
Thank you all very much for the permission. I am taking my time creating the modpack as I am alone and there are a lot of recipes I need to change which is tediuous.
It is a slow paced homestead/terrafirmacraft/life in the woods type of pack revolving around farming, building and exploring.Esp. the exploring bit is important in order to get resources hence my need for a lot of interesting buildings.
Once ready I'll post a link to the pack, I am aiming for mid december.
No. However, what you can do is import an MCEdit schematic into a world and then use the /parseruin command to create a Ruins template from it.
After you import the schematic, build a 1-block thick, rectangular platform under the structure out of some "unusual" material--e.g., lime wool blocks. It should be something that doesn't appear in either the surrounding landscape or the base of the structure. Enter the following command:
/parseruin mybuilding
then break one of the blocks of the platform you built. If everything went well, you get a file config/ruins_config/templateparser/mybuilding.tml . Of course, you should change the name "mybuilding" to something more appropriate.
No. However, what you can do is import an MCEdit schematic into a world and then use the /parseruin command to create a Ruins template from it.
After you import the schematic, build a 1-block thick, rectangular platform under the structure out of some "unusual" material--e.g., lime wool blocks. It should be something that doesn't appear in either the surrounding landscape or the base of the structure. Enter the following command:
/parseruin mybuilding
then break one of the blocks of the platform you built. If everything went well, you get a file config/ruins_config/templateparser/mybuilding.tml . Of course, you should change the name "mybuilding" to something more appropriate.
Hold a stick in your hand and hit a block with it. Ruins will print in chat the name of the block as modname:blockname, including the rotation at the end. Just be aware that templates containing blocks that aren't installed in game may break the template (this is fixed in a future version).
Hitting blocks with a stick is just a way to find out what they are; it's not a required step in building a template. If you use /parseruin on a structure containing blocks from other mods, it'll work fine. If you already know the block names and manually edit them into the template file, that'll work, too. You don't have to do anything special.
Having said that...Ruins version 17.2 has an important bug fix affecting how teBlocks (i.e., blocks with TileEntities) are handled, and I don't believe it's been officially released yet. If the mod blocks you're interested in don't have TileEntities--that is, basic, non-functional things like dirt or stone or wood--you're probably good to go. If they're more complicated, however, such as machines or containers, you'll want to either wait for 17.2 or pull the latest code and build it yourself.
Also, keep in mind not all mods implement their new blocks correctly or completely. You may find some blocks aren't properly oriented when a template is rotated, in which case you should notify the offending mod's author: it likely means method Block.withRotation() (and possibly TileEntity.rotate()) needs to be overridden in the new block class(es). This is necessary even for vanilla Minecraft structure rotation to work, so there's incentive to comply.
Version 17.2 highlights, in case anyone's interested, because it's been a while:
* New config parameter enableFixedWidthRuleIds:If set to true, all rule IDs in templates generated by /parseruin are left-padded with zeroes to make them all the same width so things line up nicely. Purely cosmetic. If set to false, no padding is added, as before. The default is false. Note the dimension 0 configuration setting of this parameter applies to all dimensions, so only world/ruins.txt (or equivalent) needs to be edited to modify its value. Settings in the various DIMxxx subfolders are ignored.
* New template parameter biomeTypesToSpawnIn: Optionally specify biome types in which this template should spawn (in addition to those explicitly listed as biomesToSpawnIn). In theory, this eliminates the need to anticipate custom biomes added by other mods, using descriptive tags instead of specific names (e.g., biomeTypesToSpawnIn=COLD,DRY to spawn in any COLD or DRY biome). It can be more than just a simple list; logical operators are supported to construct more complex expressions, as detailed in an earlier post.
* New template parameter biomesToNotSpawnIn: Optionally specify a list of biomes in which this template should absolutely not spawn, even if the biome type criteria are met.
* New template parameter requiredMods: Optionally specify mods which must be active (or not active) for this template to be loaded at all (e.g., requiredMods=quark+biomesoplenty to load only if both Quark and Biomes O' Plenty are active, presumably because it uses blocks from these mods). Logical expressions are supported, as above.
* Bug fix: teBlocks work now! Also, duplicate teBlocks in a parsed structure no longer unnecessarily create separate rules.
* Bug fix: Spawned ruins no longer float above the ground. Unless they were designed to, of course.
* Bug fix: Terrain leveling is a bit cleaner, and /undoruin now reverts leveling effects.
* ...plus a number of other less-interesting, esoteric bug fixes, performance enhancements, and preparations for Minecraft 1.13.
Woo hoo! enableFixedWidthRuleIds falls into the category of "I didn't know I needed it, but now I can't do without it!" I've tried manually entering zeroes with some search-replace routines for a few templates where I was having a rough time keeping track of things while doing manual edits, but this sounds like a great help!
I guess my big focus will be to adjust my latest batch of templates to honor requiredMods and biomesToSpawnIn.
Also, thanks for the teBlock fix!
I'm curious if there is any further explanation of the "Spawned ruins no longer float above the ground" bit? (Under what circumstances was that happening, per se?) I'd also be curious to learn what changes have been made to terrain leveling. (I mean, I MIGHT figure it out on my own, but when I try to figure things out that way, by experimentation, half the time when I try to explain it to someone else, I AM WRONG, so I might as well get the right answer first if I can. )
And -- woot! Prep for 1.13! I look forward to it! I anticipate at that point, I'll be making a lot more in the way of "Ocean" and "Deep Ocean" templates.
I'm curious if there is any further explanation of the "Spawned ruins no longer float above the ground" bit? (Under what circumstances was that happening, per se?) I'd also be curious to learn what changes have been made to terrain leveling.
This was a reference to the first 17.2 change, made way back in May in response to a user-posted issue. It's hard to characterize exactly how and when the problem manifested itself, as a number of errors were involved. Most obvious was Ruins rounding up (to the next higher altitude) when determining average surface level rather than rounding off (to the nearest altitude), causing spawned structures to often be precariously perched on one or two blocks that happen to poke above the surrounding landscape instead of settling comfortably onto the ground. Have a look at the pull request comments and see if that helps explain things. It's kind of a grab bag of sundry bug fixes related to surface finding and terrain leveling.
Leveling looks...better, maybe? I think it's always going to be a tad flaky, though. Kind of like me. Maybe some experimentation is in order; I notice a lot of templates disable leveling (for perfectly understandable reasons), so it doesn't get exercised often enough--also, kind of like me--to be thoroughly vetted.
I've seen a video (designed to showcase Ruins mod with the default structures) where the bug was shown with water templates being sunk down two blocks, replacing two layers of water with air in the shape of the template, but I never installed that version so didn't notice it firsthand. About the built-in levelling routine, my personal preference is that the structures directly overlay with the landscape, and have things optimized to that end.
This newest version is very exciting, and within the first 12 hours it had over 500 downloads from curse, which is encouraging the number of players that are playing it right now in some form or another.
This is the same error you posted last month, except now it's in Russian (using code page ISO-8858-5: "Системе не удается найти указанный путь"). Unfortunately, I can't recreate the error myself, so I don't know how much help I can be. The problem is it doesn't seem to be able to find the path to your world folder (or one of the dimension folders--it's impossible to tell) when it's trying to create RuinsPositionFile.txt . Can you try running from the launcher to see if you still have the problem? Is anybody else out there getting this error?
Anyone know of any ruins packs with a more modern or post-apocalyptic theme to them?
Also, is there some trick to getting uniqueMinDistance to work? I've set it in a bunch of my own ruins and they still seem to spawn according to global settings.
Also, is there some trick to getting uniqueMinDistance to work? I've set it in a bunch of my own ruins and they still seem to spawn according to global settings.
Are you trying to set it to zero, perhaps? Ruins has always interpreted uniqueMinDistance=0 (the default) as meaning no unique minimum distance is specified, so it falls back to using the global templateInstancesMinDistance setting instead. Try setting uniqueMinDistance=1 and see if that works as expected. If you really want it to be zero--and I can't think of any compelling reason why zero can't be a valid setting, aside from historical convention--Ruins will have to be modified to support it. Shouldn't be difficult.
That's the only "trick" I know of. If you're not trying to set it to zero, or setting it to one doesn't have the expected result, you're onto a bigger issue.
EDIT: It's also possible, if uniqueMinDistance is non-zero but significantly less than anyRuinsMinDistance, everything is working fine; it just looks like the template setting is being ignored because other spawned structures are forcing instances further apart. There should still be cases where two instances occur close together, but depending on how many other templates you're using and how likely they spawn, such cases might be exceedingly rare. A relatively simple way to test that theory is to generate a world with your template as the only template, and see how far apart they spawn.
Ditto to what ST753Mb said. I try to cover that in my "usage notes" that accompany my templates. My Minecraft collection site is the one in my sig: http://greywolf.critter.net/minecraft.htm
Once you make your modpack, I'd love more information about it. Every now and again, my friends and I will try out a multiplayer server running some modpack or another, and I get a chance to "stress-test" a bunch of my template designs, so we're often looking out for new modpacks to try. (I still need to update my template packs with some changes -- I hope to be improvements -- made after our last multiplayer run.)
--- 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)
The content is absolutely meant to be used in launcher-ready minecraft modpacks that contain Ruins mod,
We are delighted when players customize worlds with things we have made, and consider it a great responsibility to make things that fit seamlessly into any world. Tons of considerations go into structures; aesthetics, game performance, level of utility, with a lot of behind the scenes details as well. All those considerations together with the sheer number of templates makes the best option for pack makers and players alike is to sift through these sets to customize their worlds.
Structures are sub-catagorized to make it easier to select builds of a certain theme/style, and each of us builds in a specific way.
Our forum names are in each of the filenames, mainly to keep from overwriting each other when making templates called "house", or "tree", etc, and our minecraft names are in the template headers, both of which are good security.
I also have a file "RuinsetGilly..." that lists such details that are meant to deny/foil misuse by torrent/download/ad sites, etc.
Below is a port city I'm building, it represents my building style, and is good practice for making things for Ruins.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Thank you all very much for the permission. I am taking my time creating the modpack as I am alone and there are a lot of recipes I need to change which is tediuous.
It is a slow paced homestead/terrafirmacraft/life in the woods type of pack revolving around farming, building and exploring.Esp. the exploring bit is important in order to get resources hence my need for a lot of interesting buildings.
Once ready I'll post a link to the pack, I am aiming for mid december.
Can I convert MCEdit file into TML, and How?
No. However, what you can do is import an MCEdit schematic into a world and then use the /parseruin command to create a Ruins template from it.
After you import the schematic, build a 1-block thick, rectangular platform under the structure out of some "unusual" material--e.g., lime wool blocks. It should be something that doesn't appear in either the surrounding landscape or the base of the structure. Enter the following command:
then break one of the blocks of the platform you built. If everything went well, you get a file config/ruins_config/templateparser/mybuilding.tml . Of course, you should change the name "mybuilding" to something more appropriate.
Thank you very much!!!
Can I use blocks from other mods?
Hold a stick in your hand and hit a block with it. Ruins will print in chat the name of the block as modname:blockname, including the rotation at the end. Just be aware that templates containing blocks that aren't installed in game may break the template (this is fixed in a future version).
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Sounds hard, but thank you for answer!
Hitting blocks with a stick is just a way to find out what they are; it's not a required step in building a template. If you use /parseruin on a structure containing blocks from other mods, it'll work fine. If you already know the block names and manually edit them into the template file, that'll work, too. You don't have to do anything special.
Having said that...Ruins version 17.2 has an important bug fix affecting how teBlocks (i.e., blocks with TileEntities) are handled, and I don't believe it's been officially released yet. If the mod blocks you're interested in don't have TileEntities--that is, basic, non-functional things like dirt or stone or wood--you're probably good to go. If they're more complicated, however, such as machines or containers, you'll want to either wait for 17.2 or pull the latest code and build it yourself.
Also, keep in mind not all mods implement their new blocks correctly or completely. You may find some blocks aren't properly oriented when a template is rotated, in which case you should notify the offending mod's author: it likely means method Block.withRotation() (and possibly TileEntity.rotate()) needs to be overridden in the new block class(es). This is necessary even for vanilla Minecraft structure rotation to work, so there's incentive to comply.
I've pushed the 17.2 build to curse, it should show up shortly.
Version 17.2 highlights, in case anyone's interested, because it's been a while:
* New config parameter enableFixedWidthRuleIds:If set to true, all rule IDs in templates generated by /parseruin are left-padded with zeroes to make them all the same width so things line up nicely. Purely cosmetic. If set to false, no padding is added, as before. The default is false. Note the dimension 0 configuration setting of this parameter applies to all dimensions, so only world/ruins.txt (or equivalent) needs to be edited to modify its value. Settings in the various DIMxxx subfolders are ignored.
* New template parameter biomeTypesToSpawnIn: Optionally specify biome types in which this template should spawn (in addition to those explicitly listed as biomesToSpawnIn). In theory, this eliminates the need to anticipate custom biomes added by other mods, using descriptive tags instead of specific names (e.g., biomeTypesToSpawnIn=COLD,DRY to spawn in any COLD or DRY biome). It can be more than just a simple list; logical operators are supported to construct more complex expressions, as detailed in an earlier post.
* New template parameter biomesToNotSpawnIn: Optionally specify a list of biomes in which this template should absolutely not spawn, even if the biome type criteria are met.
* New template parameter requiredMods: Optionally specify mods which must be active (or not active) for this template to be loaded at all (e.g., requiredMods=quark+biomesoplenty to load only if both Quark and Biomes O' Plenty are active, presumably because it uses blocks from these mods). Logical expressions are supported, as above.
* Bug fix: teBlocks work now! Also, duplicate teBlocks in a parsed structure no longer unnecessarily create separate rules.
* Bug fix: Spawned ruins no longer float above the ground. Unless they were designed to, of course.
* Bug fix: Terrain leveling is a bit cleaner, and /undoruin now reverts leveling effects.
* ...plus a number of other less-interesting, esoteric bug fixes, performance enhancements, and preparations for Minecraft 1.13.
Woo hoo! enableFixedWidthRuleIds falls into the category of "I didn't know I needed it, but now I can't do without it!" I've tried manually entering zeroes with some search-replace routines for a few templates where I was having a rough time keeping track of things while doing manual edits, but this sounds like a great help!
I guess my big focus will be to adjust my latest batch of templates to honor requiredMods and biomesToSpawnIn.
Also, thanks for the teBlock fix!
I'm curious if there is any further explanation of the "Spawned ruins no longer float above the ground" bit? (Under what circumstances was that happening, per se?) I'd also be curious to learn what changes have been made to terrain leveling. (I mean, I MIGHT figure it out on my own, but when I try to figure things out that way, by experimentation, half the time when I try to explain it to someone else, I AM WRONG, so I might as well get the right answer first if I can. )
And -- woot! Prep for 1.13! I look forward to it! I anticipate at that point, I'll be making a lot more in the way of "Ocean" and "Deep Ocean" templates.
--- 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)
This was a reference to the first 17.2 change, made way back in May in response to a user-posted issue. It's hard to characterize exactly how and when the problem manifested itself, as a number of errors were involved. Most obvious was Ruins rounding up (to the next higher altitude) when determining average surface level rather than rounding off (to the nearest altitude), causing spawned structures to often be precariously perched on one or two blocks that happen to poke above the surrounding landscape instead of settling comfortably onto the ground. Have a look at the pull request comments and see if that helps explain things. It's kind of a grab bag of sundry bug fixes related to surface finding and terrain leveling.
Leveling looks...better, maybe? I think it's always going to be a tad flaky, though. Kind of like me. Maybe some experimentation is in order; I notice a lot of templates disable leveling (for perfectly understandable reasons), so it doesn't get exercised often enough--also, kind of like me--to be thoroughly vetted.
I've seen a video (designed to showcase Ruins mod with the default structures) where the bug was shown with water templates being sunk down two blocks, replacing two layers of water with air in the shape of the template, but I never installed that version so didn't notice it firsthand. About the built-in levelling routine, my personal preference is that the structures directly overlay with the landscape, and have things optimized to that end.
This newest version is very exciting, and within the first 12 hours it had over 500 downloads from curse, which is encouraging the number of players that are playing it right now in some form or another.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Strange spam in the logs with hieroglyphs.
[15:33:46] [Thread-920/INFO] [STDERR]: [atomicstryker.ruins.common.RuinGenerator$FlushThread:run:127]: java.io.IOException: Ñèñòåìå íå óäàåòñÿ íàéòè óêàçàííûé ïóòü
[15:33:46] [Thread-920/INFO] [STDERR]: [atomicstryker.ruins.common.RuinGenerator$FlushThread:run:127]: java.io.IOException: Ñèñòåìå íå óäàåòñÿ íàéòè óêàçàííûé ïóòü
[15:33:46] [Thread-920/INFO] [STDERR]: [atomicstryker.ruins.common.RuinGenerator$FlushThread:run:127]: at java.io.WinNTFileSystem.createFileExclusively(Native Method)
[15:33:46] [Thread-920/INFO] [STDERR]: [atomicstryker.ruins.common.RuinGenerator$FlushThread:run:127]: at java.io.File.createNewFile(Unknown Source)
[15:33:46] [Thread-920/INFO] [STDERR]: [atomicstryker.ruins.common.RuinGenerator$FlushThread:run:127]: at atomicstryker.ruins.common.RuinGenerator$FlushThread.run(RuinGenerator.java:83)
This is the same error you posted last month, except now it's in Russian (using code page ISO-8858-5: "Системе не удается найти указанный путь"). Unfortunately, I can't recreate the error myself, so I don't know how much help I can be. The problem is it doesn't seem to be able to find the path to your world folder (or one of the dimension folders--it's impossible to tell) when it's trying to create RuinsPositionFile.txt . Can you try running from the launcher to see if you still have the problem? Is anybody else out there getting this error?
After restarting the game spam in the log disappears. Name of world - " world." This error occurs by accident, the month was not at all))
Anyone know of any ruins packs with a more modern or post-apocalyptic theme to them?
Also, is there some trick to getting uniqueMinDistance to work? I've set it in a bunch of my own ruins and they still seem to spawn according to global settings.
Are you trying to set it to zero, perhaps? Ruins has always interpreted uniqueMinDistance=0 (the default) as meaning no unique minimum distance is specified, so it falls back to using the global templateInstancesMinDistance setting instead. Try setting uniqueMinDistance=1 and see if that works as expected. If you really want it to be zero--and I can't think of any compelling reason why zero can't be a valid setting, aside from historical convention--Ruins will have to be modified to support it. Shouldn't be difficult.
That's the only "trick" I know of. If you're not trying to set it to zero, or setting it to one doesn't have the expected result, you're onto a bigger issue.
EDIT: It's also possible, if uniqueMinDistance is non-zero but significantly less than anyRuinsMinDistance, everything is working fine; it just looks like the template setting is being ignored because other spawned structures are forcing instances further apart. There should still be cases where two instances occur close together, but depending on how many other templates you're using and how likely they spawn, such cases might be exceedingly rare. A relatively simple way to test that theory is to generate a world with your template as the only template, and see how far apart they spawn.