I've made some simple piston traps, ect, these work 'most' of the time. The tml file names begin with 'piston' if you're looking for them in the zip (in my sig). You can put them in any of the biomes (except ocean & sky)
Creeper Room - Enter if you want to die
Lava trap - I dont see any la.......
Simple looking house with a secret underground room
I have to ask, is the sky castle soposed to be rare?
You can change the weight of each template to be as rare or common as you like. The sky castle has a weight of 1, so if you wanted to see it more often, open the tml file with notepad and change it to something higher
You can change the weight of each template to be as rare or common as you like. The sky castle has a weight of 1, so if you wanted to see it more often, open the tml file with notepad and change it to something higher
Is there some kind of "plain english" way to translate the weight values for this mod? Like, a chance percentage, or something?
I ask because I'm already using Battle Towers, Thaumcraft, and another mod that adds one or two structures, and don't want to end up with an "everything is everywhere" kind of scenario, but at the same time, would like to see these things on an uncommon-to-semirare basis.
Is there some kind of "plain english" way to translate the weight values for this mod? Like, a chance percentage, or something?
I ask because I'm already using Battle Towers, Thaumcraft, and another mod that adds one or two structures, and don't want to end up with an "everything is everywhere" kind of scenario, but at the same time, would like to see these things on an uncommon-to-semirare basis.
That's pretty much perfect, after combining it with the readme that came with the mod. I must have seriously had a brain-fart not putting those together in the first place. I blame it on updating my setup with 70+ mods at the same time. >.>
Thanks.
All the ruins are generating every one of their stairs exactly backwards! Help! It's not that they all go in one direction, they're just all opposite. I first noticed this on a barn, when the roof looked weird. This also caused some torches to drop, insead of being placed, because they can't be placed on stair fronts. I didn't see this on 1.4.5. Is this just a random mistake, or does it happen all of the time? I haven't seen a lot of them, because I haven't seen to many intact buildings, and it's hard to tell on the ruined buildings.
?
What is the "Optional" folder inside of the "Resources" folder? Do the ruins in this folder spawn, or do I have to move them into other biome-specific folders for them to spawn?
Edit: It's not always opposite; it's just random angles. And it's not just stairs either. All of the blocks are rotated. I just thought it was stairs because they're noticable. I next noticed the rotation on furnaces and chests in an intact blacksmith shop. It's like the ruins are choosing random rotation angles. I know there was something about rotation in the mod folder, but I'm not sure what it was. However, the rotated blocks are starting to bother me. Is there anything I can do about it, or is it a bug (will it be fixed in the next update)?
Another random thing (sorry). I made a schematic. I can't figure out how to use the mcedit schematic converter. There are three .bat files in the MCEdit schematic converter file. The compile.bat, DragAndDropConverter.bat, and test.bat which one do I run? Or do I place these somewhere in MCEdit, and I use that to convert the files? I tried running DragAndDropConverter.bat; a window comes up, like the one before MCEdit. It says:
" 'java' is not recognized as an internal or external command, operable program or batch file.
Press any key to continue..."
So I press "a", and the window disappears. Nothing else pops up. I tried all three batch files, and nothing works, at least not as I can see. I can convert files to .tml files, but when I do that with a .schematic, I just get a bunch of weird symbols that I don't understand. Help?
is it possible to reintroduce modloader versions of this mod?
or does modloader just not work well anymore?
im just curious as i use mods that don't play well with forge and was wondering if i could ever get Ruins in my non-forge worlds ever again.
The only mod's that "dont play well with Forge" are mods that do base edits. Which is bad. ModLoader is severely outdated and does not support SMP, which, in conjunction with all mc worlds being SMP ever since 1.3.2, will keep ANY decent mod maker far away from it.
I love this mod, I had it installed for a while, but sadly it doesn't seem to play nice with Mystcraft--entering a new age spits out dozens and dozens of 'spawning ruins' messages in the server log. Strangely, some of these spawns are thousands upon thousands of blocks away from the XZ coordinates of either the book or the destination... Removing it has severely reduced load time. And, since I have an unrelated crash when a large number of blocks are being changed at once (which I can't quite pin down why that crash is happening), this has also reduced my crashes. Oh well.
Maybe there could be some kind of way for it to know when you're entering a Mystcraft age, and hold off on generating ruins until you've entered the age entirely? This might mean that ages don't have ruins within several chunks of the spawn point, but it might be worth it.
I love this mod, I had it installed for a while, but sadly it doesn't seem to play nice with Mystcraft--entering a new age spits out dozens and dozens of 'spawning ruins' messages in the server log. Strangely, some of these spawns are thousands upon thousands of blocks away from the XZ coordinates of either the book or the destination... Removing it has severely reduced load time. And, since I have an unrelated crash when a large number of blocks are being changed at once (which I can't quite pin down why that crash is happening), this has also reduced my crashes. Oh well.
Maybe there could be some kind of way for it to know when you're entering a Mystcraft age, and hold off on generating ruins until you've entered the age entirely? This might mean that ages don't have ruins within several chunks of the spawn point, but it might be worth it.
you don't happen to be using ars magica as well do you? i get this problem with it and i really like this mod. its rather annoying
If he uses any of the things i introduced, no, otherwise yes. I did not change the fundamental ruin template much. Chests and Mob Spawners need fixing though.
1.) A few days ago I started to be interested in making an own ruin. so i thought i cuold start with al little one, a fallen tree. After a few hours of working out how it's done (I didn't see your txt file which tells you how to do this) the tree spawned in my world. But the wood was turned the wrong way. Maybe you could tell me how to fix this problem?
Any blocks that can be rotated need to be added to the "rotation_mappings.txt" or they will not rotate correctly
All the ruins are generating every one of their stairs exactly backwards! Help! It's not that they all go in one direction, they're just all opposite. I first noticed this on a barn, when the roof looked weird. This also caused some torches to drop, insead of being placed, because they can't be placed on stair fronts. I didn't see this on 1.4.5. Is this just a random mistake, or does it happen all of the time? I haven't seen a lot of them, because I haven't seen to many intact buildings, and it's hard to tell on the ruined buildings.
Make sure you have the "rotation_mappings.txt" in the resources/ruins folder (I've noticed that 53, 67 are missing from the stairs rotation - Atomic, can you please add them in)
What is the "Optional" folder inside of the "Resources" folder? Do the ruins in this folder spawn, or do I have to move them into other biome-specific folders for them to spawn?
you need to add them to the biome folders for them to spawn
Edit: It's not always opposite; it's just random angles. And it's not just stairs either. All of the blocks are rotated. I just thought it was stairs because they're noticable. I next noticed the rotation on furnaces and chests in an intact blacksmith shop. It's like the ruins are choosing random rotation angles. I know there was something about rotation in the mod folder, but I'm not sure what it was. However, the rotated blocks are starting to bother me. Is there anything I can do about it, or is it a bug (will it be fixed in the next update)?
As above they will need to be added to the "rotation_mappings.txt" to rotate correctly
Another random thing (sorry). I made a schematic. I can't figure out how to use the mcedit schematic converter. There are three .bat files in the MCEdit schematic converter file. The compile.bat, DragAndDropConverter.bat, and test.bat which one do I run? Or do I place these somewhere in MCEdit, and I use that to convert the files? I tried running DragAndDropConverter.bat; a window comes up, like the one before MCEdit. It says:
" 'java' is not recognized as an internal or external command, operable program or batch file.
Press any key to continue..."
So I press "a", and the window disappears. Nothing else pops up. I tried all three batch files, and nothing works, at least not as I can see. I can convert files to .tml files, but when I do that with a .schematic, I just get a bunch of weird symbols that I don't understand. Help?
Just drag the schematic and drop it into the "DragAndDropConverter.bat" then press any key and a tml file will appear
Those config files in each world save folder, the ones that control ruins spawn weights and such?
Is there a default config file that can be altered so that you don't have to go into each new world after creation to change those values? And if not, is there a chance one could be implemented?
So I'm having a bit of trouble getting the mod to work. I have dropped the appropriate .zip file into the mods folder and Forge confirms that the mod is loaded, but as I extensively search a new world in creative I can't manage to find any ruins. Have I missed something?
No, the loot in the chests are random. You can specify either EasyChest, MediumChest or HardChest in the tml file for each ruin though.
You can change the weight of each template to be as rare or common as you like. The sky castle has a weight of 1, so if you wanted to see it more often, open the tml file with notepad and change it to something higher
Is there some kind of "plain english" way to translate the weight values for this mod? Like, a chance percentage, or something?
I ask because I'm already using Battle Towers, Thaumcraft, and another mod that adds one or two structures, and don't want to end up with an "everything is everywhere" kind of scenario, but at the same time, would like to see these things on an uncommon-to-semirare basis.
See this post:
http://www.minecraftforum.net/topic/1113099-146-ruins-structure-spawning-system/page__st__560#entry19995296
That's pretty much perfect, after combining it with the readme that came with the mod. I must have seriously had a brain-fart not putting those together in the first place. I blame it on updating my setup with 70+ mods at the same time. >.>
Thanks.
What is the "Optional" folder inside of the "Resources" folder? Do the ruins in this folder spawn, or do I have to move them into other biome-specific folders for them to spawn?
Edit: It's not always opposite; it's just random angles. And it's not just stairs either. All of the blocks are rotated. I just thought it was stairs because they're noticable. I next noticed the rotation on furnaces and chests in an intact blacksmith shop. It's like the ruins are choosing random rotation angles. I know there was something about rotation in the mod folder, but I'm not sure what it was. However, the rotated blocks are starting to bother me. Is there anything I can do about it, or is it a bug (will it be fixed in the next update)?
Another random thing (sorry). I made a schematic. I can't figure out how to use the mcedit schematic converter. There are three .bat files in the MCEdit schematic converter file. The compile.bat, DragAndDropConverter.bat, and test.bat which one do I run? Or do I place these somewhere in MCEdit, and I use that to convert the files? I tried running DragAndDropConverter.bat; a window comes up, like the one before MCEdit. It says:
" 'java' is not recognized as an internal or external command, operable program or batch file.
Press any key to continue..."
So I press "a", and the window disappears. Nothing else pops up. I tried all three batch files, and nothing works, at least not as I can see. I can convert files to .tml files, but when I do that with a .schematic, I just get a bunch of weird symbols that I don't understand. Help?
or does modloader just not work well anymore?
im just curious as i use mods that don't play well with forge and was wondering if i could ever get Ruins in my non-forge worlds ever again.
Maybe there could be some kind of way for it to know when you're entering a Mystcraft age, and hold off on generating ruins until you've entered the age entirely? This might mean that ages don't have ruins within several chunks of the spawn point, but it might be worth it.
you don't happen to be using ars magica as well do you? i get this problem with it and i really like this mod. its rather annoying
Any blocks that can be rotated need to be added to the "rotation_mappings.txt" or they will not rotate correctly
Make sure you have the "rotation_mappings.txt" in the resources/ruins folder (I've noticed that 53, 67 are missing from the stairs rotation - Atomic, can you please add them in)
you need to add them to the biome folders for them to spawn
As above they will need to be added to the "rotation_mappings.txt" to rotate correctly
Just drag the schematic and drop it into the "DragAndDropConverter.bat" then press any key and a tml file will appear
The ones linked in the first post should still work with 1.2.5
Is there a default config file that can be altered so that you don't have to go into each new world after creation to change those values? And if not, is there a chance one could be implemented?