There have been a lot of subtle changes since 1.7, most of the biome names have been changed, and a lot of minor syntax changes in command blocks.
I can make a 1.7 compatible update of my current set, since pretty much everything has been renovated a few times or built since then.
(commendeering top of the page for news on the next update release, in the style of the Civilization message bar:)
An elaborate Fishing civilization develops in swamps, spreading along shorelines to the corners of the map,
where they were promptly eaten by dragons drawn in the margins.
The plains civilization goes further into decline as inhabitants flock to fishing villages.
Jungle explorers discover ancient burial grounds in cavelike catacombs, revealing an Aztec wonder,
cultural influence spreads to savannas, deserts, mesas, and the endermen.
...Yeah? So? I never said I would, I was just offering to send you my mostly-converted files to save you some work.
I figured out one of the problems, by the way; apparently, an invalid chest hook will make the structure completely halt generation past the chest, so some things were half-built, which would probably explain why the rest of the catacombs generated even if the lead-in section failed, because the command block was generated before the error.
I've replaced the 'simpledungeon' hooks with the one for a regular dungeon, but it seems a bit too giving since you barely have to go down a flight of steps before getting it; maybe if something like the 'MediumChest' (Which the template rules file doesn't appear to elaborate on) was used, instead?
It would be okay in a modpack containing Ruins mod, but never as standalone content, as I am the developer of this set of content.
About the lines that different versions break on, I remember the exact thing happened sometime in August of 2015 when the some minor syntax changed, and this happened during the span of 1.7.10, and I believe it was a separate change than when the loot table entries were renamed in a later version.
At the time I simply removed the loot chests entirely as I couldn't be sure if players were using the version of Ruins before or after the change, as different players had one or the other, depending on whether they updated, and for compatibility's sake, that was the correct way to go. Now however, it's likely most players will have one of the post-change versions of 1.7.10 ruins.
Consistency and controlled loot is also why I use block-treasures, a random block of ore or mineral is spawned in one spot, and this keeps players from getting flooded with loot-table items. In my adobe city the chest is one of many possible blocks, along with things like a bookshelf or pumpkin/melon. Simply lowering the sheer number of chests in the world is pretty much the only way to keep players from being eventually flooded with the loot tables. Especially since modded has lots of special items that are added to the loot, and whether the balance is broken depends on whether these mod items are meant to be acquired in vast numbers.
I consider game balance to be an important aspect of play, and even the shape of certain builds were made to adapt to certain mods that added hostile mobs, to give a certain minimal refuge to players in a new world. At the very least I can go over the chest frequency and make sure things are better balanced.
When playing Terrafirmacraft, I like to start by building up hilltops into defensible positions by building up the contours along the sides. I've been refining one of my experiments to generate them automatically with Ruins. The layout is carefully designed to terrace the land like ancient earthworks.
There have been a lot of subtle changes since 1.7, most of the biome names have been changed, and a lot of minor syntax changes in command blocks.
I can make a 1.7 compatible update of my current set, since pretty much everything has been renovated a few times or built since then.
(commendeering top of the page for news on the next update release, in the style of the Civilization message bar:)
An elaborate Fishing civilization develops in swamps, spreading along shorelines to the corners of the map,
where they were promptly eaten by dragons drawn in the margins.
The plains civilization goes further into decline as inhabitants flock to fishing villages.
Jungle explorers discover ancient burial grounds in cavelike catacombs, revealing an Aztec wonder,
cultural influence spreads to savannas, deserts, mesas, and the endermen.
Elora leads the Ocean explorers.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
I backported the one you posted on reddit, which I'm pretty sure will be up to date.
So far, biome names don't seem to be affecting anything, since I'm still getting spawns in the right places.
Still, an official port would be nice, especially with Et Futurum support for the not-yet-created blocks.
If it would help, I could upload what I've done so far; maybe you'll be better able to figure it out.
You will not be allowed to distribute my work, it is NOT allowed
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
...Yeah? So? I never said I would, I was just offering to send you my mostly-converted files to save you some work.
I figured out one of the problems, by the way; apparently, an invalid chest hook will make the structure completely halt generation past the chest, so some things were half-built, which would probably explain why the rest of the catacombs generated even if the lead-in section failed, because the command block was generated before the error.
I've replaced the 'simpledungeon' hooks with the one for a regular dungeon, but it seems a bit too giving since you barely have to go down a flight of steps before getting it; maybe if something like the 'MediumChest' (Which the template rules file doesn't appear to elaborate on) was used, instead?
It would be okay in a modpack containing Ruins mod, but never as standalone content, as I am the developer of this set of content.
About the lines that different versions break on, I remember the exact thing happened sometime in August of 2015 when the some minor syntax changed, and this happened during the span of 1.7.10, and I believe it was a separate change than when the loot table entries were renamed in a later version.
At the time I simply removed the loot chests entirely as I couldn't be sure if players were using the version of Ruins before or after the change, as different players had one or the other, depending on whether they updated, and for compatibility's sake, that was the correct way to go. Now however, it's likely most players will have one of the post-change versions of 1.7.10 ruins.
Consistency and controlled loot is also why I use block-treasures, a random block of ore or mineral is spawned in one spot, and this keeps players from getting flooded with loot-table items. In my adobe city the chest is one of many possible blocks, along with things like a bookshelf or pumpkin/melon. Simply lowering the sheer number of chests in the world is pretty much the only way to keep players from being eventually flooded with the loot tables. Especially since modded has lots of special items that are added to the loot, and whether the balance is broken depends on whether these mod items are meant to be acquired in vast numbers.
I consider game balance to be an important aspect of play, and even the shape of certain builds were made to adapt to certain mods that added hostile mobs, to give a certain minimal refuge to players in a new world. At the very least I can go over the chest frequency and make sure things are better balanced.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
When playing Terrafirmacraft, I like to start by building up hilltops into defensible positions by building up the contours along the sides. I've been refining one of my experiments to generate them automatically with Ruins. The layout is carefully designed to terrace the land like ancient earthworks.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.