I have not tried these out yet, and I did not include those who only were config files pasted into to forums, only those with an actual download link. There are just so many config posts and I don't know which ones are finished or not.
I do not take responsibility if some of these ruins (pun not intended ) your game.
Also, tell me if i forgot some, or make a list yourself if I forgot many
I didn't see them now, but they are in and probably have been for a long time
EDIT:
VERY IMPORTANT UPDATE
READ CAREFULLY
16.6
+ MOVED THE TEMPLATE FOLDER, RUINS NOW COMES AS JAR
+ runtime location is now ".minecraft/config/ruins_config/" instead of ".minecraft/mods/resources/ruins/"
+ upon launch, the mod checks if that folder exists. If not, it extracts the default ruleset from the jar
I'm having trouble with the new update as well.
I moved my templates, but pathing for /testruin appears to be broken, missing a critical backslash (\). Example:
I type: /testruin bedrock36
I get: Could not open/write file C:\Users\Jordan\AppData\Roaming\.minecraft\config\ruins_configtemplateparser\bedrock36.tml
I'm having a problem with ruins mod i followed the installisation guide put this always happens when i create new world or open my world i'm using minecraft forge 1.64
---- Minecraft Crash Report -------- Minecraft Crash Report ----// Don't be sad. I'll do better next time, I promise!
Time: 03/07/17 04:49 مDescription: Exception getting block type in world
java.lang.NullPointerException at atomicstryker.ruins.common.RuinTemplate.isAcceptable(RuinTemplate.java:221) at atomicstryker.ruins.common.RuinGenerator.findSuitableY(RuinGenerator.java:486) at atomicstryker.ruins.common.RuinGenerator.createBuilding(RuinGenerator.java:227) at atomicstryker.ruins.common.RuinGenerator.generateNormal(RuinGenerator.java:165) at atomicstryker.ruins.common.RuinsMod.generateSurface(RuinsMod.java:137) at atomicstryker.ruins.common.RuinsMod.access$200(RuinsMod.java:37) at atomicstryker.ruins.common.RuinsMod$RuinsWorldGenerator.generate(RuinsMod.java:110) at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:103) at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:259) at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1238) at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153) at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166) at net.minecraft.world.World.func_72964_e(World.java:529) at net.minecraft.world.World.func_72798_a(World.java:414) at net.minecraft.world.World.func_72799_c(World.java:438) at net.minecraft.world.World.func_72922_b(World.java:385) at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:102) at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:830) at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:794) at net.minecraft.world.World.<init>(World.java:305) at net.minecraft.world.WorldServer.<init>(WorldServer.java:110) at net.minecraft.world.WorldServerMulti.<init>(WorldServerMulti.java:13) at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:77) at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Stacktrace: at atomicstryker.ruins.common.RuinTemplate.isAcceptable(RuinTemplate.java:221) at atomicstryker.ruins.common.RuinGenerator.findSuitableY(RuinGenerator.java:486) at atomicstryker.ruins.common.RuinGenerator.createBuilding(RuinGenerator.java:227) at atomicstryker.ruins.common.RuinGenerator.generateNormal(RuinGenerator.java:165) at atomicstryker.ruins.common.RuinsMod.generateSurface(RuinsMod.java:137) at atomicstryker.ruins.common.RuinsMod.access$200(RuinsMod.java:37) at atomicstryker.ruins.common.RuinsMod$RuinsWorldGenerator.generate(RuinsMod.java:110) at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:103) at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:259) at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1238) at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153) at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166) at net.minecraft.world.World.func_72964_e(World.java:529)
-- Requested block coordinates --Details: Found chunk: true Location: World: (187,64,324), Chunk: (at 11,4,4 in 11,20; contains blocks 176,0,320 to 191,255,335), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)Stacktrace: at net.minecraft.world.World.func_72798_a(World.java:414) at net.minecraft.world.World.func_72799_c(World.java:438) at net.minecraft.world.World.func_72922_b(World.java:385) at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:102) at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:830) at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:794)
-- Affected level --Details: Level name: New World All players: 0 total; [] Chunk stats: ServerChunkCache: 38 Drop: 0 Level seed: 444965720949171389 Level generator: ID 00 - default, ver 1. Features enabled: true Level generator options: Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Level time: 0 game time, 0 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: trueStacktrace: at net.minecraft.world.World.<init>(World.java:305) at net.minecraft.world.WorldServer.<init>(WorldServer.java:110) at net.minecraft.world.WorldServerMulti.<init>(WorldServerMulti.java:13) at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:77) at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
-- System Details --Details: Minecraft Version: 1.6.4 Operating System: Windows 7 (x86) version 6.1 Java Version: 1.8.0_73, Oracle Corporation Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation Memory: 132726928 bytes (126 MB) / 384147456 bytes (366 MB) up to 1060372480 bytes (1011 MB) JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 18, tcache: 0, allocated: 3, tallocated: 63 FML: MCP v8.11 FML v6.4.50.1,345 Minecraft Forge 9.11.1.1345 24 mods loaded, 24 mods active mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available FML{6.4.50.1,345} [Forge Mod Loader] (minecraftforge-9.11.1.1345.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Forge{9.11.1.1345} [Minecraft Forge] (minecraftforge-9.11.1.1345.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available eplus{1.16.5b} [Enchanting Plus] (14151575504_Enchanting-Plus-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available mod_ZanMinimap{0.9.4} [Zan's Minimap] (14158977062_ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available AnimationAPI{1.1.1} [AnimationAPI] (AnimationAPI-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Backpack{1.28.37} [Backpack] (Backpacks-Mod-1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available BetterDungeons{2.4} [Chocolate quest] (BetterDungeons2091.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available DamageIndicatorsMod{2.9.2.4} [Damage Indicators] (Damage-Indicators-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available eternalfrost{1.5b1} [Eternal Frost] (EternalFrost.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Godzilla{1.2} [Godzilla Mod] (Godzilla-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available iChunUtil{2.4.0} [iChunUtil] (iChun-Util-Mod-1.6.x.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available GraviGun{2.0.0} [GraviGun] (Gravity-Gun-Mod-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Hats{2.1.6} [Hats] (iChuns-Hats-Mod-1.6.4_2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available battlegear2{1.0.4.8} [Mine & Blade Battlegear 2 - Bullseye] (Mine-Blade-Battlegear-2-Mod-1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available MoreSwordsMod{2.6.0} [More Swords Mod] (More_Swords_Mod_2.6.0_For_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Morph{0.7.1} [Morph] (Morphing-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available MutantCreatures{1.4.4} [Mutant Creatures] (Mutant-Creatures-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available OreSpawn{164.20} [OreSpawn] (orespawn164v20a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available AS_Ruins{11.0} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available mod_Unlimited{2.3} [mod_Unlimited] (Superheroes+Unlimited+Mod+V2.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available TwilightForest{1.20.0} [The Twilight Forest] (TwilightForestMod1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available AS_UpdateCheck{1.1.1} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Profiler Position: N/A (disabled) Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Player Count: 0 / 8; [] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge'
Jordan: I tried to download your 6-23 pack for 1.11, and the "Zip" file appears to be in fact an HTML file.
ETA: Same for the 6-24 noCB pack. In both cases this was direct-download from Dropbox, same as I've always done before.
ETA2: Renaming it to .html and viewing it in firefox, it turns out to be a copy of the Dropbox download page. Pressing the Download button on the copy gets the correct binary. And no, I did not accidentally hit "Save Page" on the Dropbox page. By experiment, doing that gets the "Save Page" dialog directly, instead of the "what do you want to do with this ZIP file" dialog.
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.
Also: The 1.11.2 version of Ruins from CurseForge has not been updated recently: It still has lower-case biome directories, and despite AS accepting my pull request, it still has the generic templates that would spawn in the End. (Also the rotations file doesn't include bone blocks like Jordan's.)
I looked to see if AS's own site had a newer file, but his AdFly link won't let me download anything unless I make a new account at some site I've never heard of called FunLizard (not inclined to touch that, reptiles can carry salmonella don'tchaknow ).
ETA: Especially not inclined to sign up for FunLizard after seeing these "reviews".
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 dang i did not test templates. I've pushed a hotfix for the missing character there
Thanks! I just confirmed that it works for 1.12. Is the change in location for templates only for the 1.12 version of Ruins, or will that impact older versions of Minecraft as well?
I'll change the installation instructions on my 1.12 template packs once I go through and do some more testing and tinkering.
Also: The 1.11.2 version of Ruins from CurseForge has not been updated recently: It still has lower-case biome directories, and despite AS accepting my pull request, it still has the generic templates that would spawn in the End. (Also the rotations file doesn't include bone blocks like Jordan's.)
I looked to see if AS's own site had a newer file, but his AdFly link won't let me download anything unless I make a new account at some site I've never heard of called FunLizard (not inclined to touch that, reptiles can carry salmonella don'tchaknow ).
ETA: Especially not inclined to sign up for FunLizard after seeing these "reviews".
Adf.ly is a den of vipers. It reminds me of an old, old "Sindbad the Sailor" movie I saw back when I was a little kid (and it was old even then) wherein Sindbad had to walk down a hallway lined by illusions of fabulous treasures. Only by avoiding temptation and striding forward could Sindbad reach the prize, but if he strayed to one side or the other, he'd be turned into a statue (as demonstrated by others of less stern will who preceded him and were lured astray by images of their hearts' desires).
...
But, hey, that's too poetic for Adf.ly. If you visit an Adf.ly link you can only trust a narrow blue bar at the very top of the screen. On the left side of this bar should be the Adf.ly logo. On the upper right side is a countdown to wait 5, 4, 3, 2, 1 seconds, and then a button to "SKIP AD" will appear. Everything BELOW this blue bar is no-man's land, and ditto for any window pop-ups. There will be buttons claiming "Click here for your download" or "Your computer is infected by a VIRUS!" or any number of bogus things, all designed to take you to websites of ill repute, but apparently no one at Adf.ly has the wherewithal to ban such unscrupulous sorts.
If you click on the "SKIP AD" button in the upper right (and ONLY the upper right) on that narrow band, and only after you are dangled over a pit of false warnings and download-links for 5 seconds (or so), THEN you can finally get your file.
Or, at least, that's how it used to be. Now, when I get through the countdown, adf.ly whines about my security program ("You have an ad blocker!" -- yeah, right - ADVERTISEMENTS? SURE that's what they are!) and won't let me proceed. If I click on the Continue button, it'll take me straight to one of those bogus sites.
Re: Your earlier bit about downloading HTML pages from my Dropbox: I've got no explanation for that. I don't know what you're clicking or right-clicking, but when I go to download things, and I've tried it on different computers (because I use Dropbox to shuffle things around the different computers I work on), what I end up with is a ZIP binder.
I don't know what you mean by "direct download." Which browser are you using? In Chrome, I can right-click the name/icon of the file I want, and "Save Link as..." and after a pause, it gives me a chance to download a ZIP binder. If I simply click on the name, I am taken to another page that has a DOWNLOAD button in the middle of it, which accomplishes the same thing. I tried it in Firefox (following the link from my sig) and it seems to work the same way.
However, Microsoft Edge seems to work differently. If I right-click on the icon/name for the ZIP binder, it gives me an option for "Save Target As..." but if I do THAT, it will give me the HTML code for the page I would have reached if I'd left-clicked the icon (with the download button). If you're using Microsoft Edge, then don't do that.
Just so -- which is why I use both noscript and AdBlock Plus, giving them temporary permissions only. It's possible that they've taken offense to that and decided "if we don't get to infect or cheat you, you don't get your file". As far as them banning the virus and scam sites, not a chance -- I'm pretty sure that's where they get their money.
I don't know what you mean by "direct download." Which browser are you using? In Chrome, I can right-click the name/icon of the file I want, and "Save Link as..." and after a pause, it gives me a chance to download a ZIP binder. If I simply click on the name, I am taken to another page that has a DOWNLOAD button in the middle of it, which accomplishes the same thing. I tried it in Firefox (following the link from my sig) and it seems to work the same way.
I'm using Firefox, which as I noted above, is normally very clear about whether it's downloading a binary or saving a webpage. My sequence is as follows:
Click on the link in your signature, get to your dropbox page.
Click an icon to get the directory for your 1.11 files...
... then another to choose which file (I normally click the names rather than the icons, but it certainly ought to be the same).
Then I get a page with "ZIP files can't be previewed" and a "Download" button.
That button actually drops a menu, to choose between "direct download" (get the file the usual way), or putting it in my own Dropbox account. I never use the latter, because I don't normally run their server on my Linux box.
I try to unzip the resulting file, and the "unzip" program tells me it's not a ZIP file. The "file" command (Unix's customary way to identify an unknown or suspicious collection of bytes) tells me it's an HTML file.
Testing just now, sending the file to my own Dropbox account and downloading it from there does give the actual ZIP file.
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.
uBlock Origin and uMatrix all the way, AdBlock plus doesn't deserve users as they literally accept cash to let ads through.
Longtime fans of mine may have noticed there's a github repo where my files are hosted. There's curse too. You don't have to go through the (i'll easily admit) treacherous adfly links. I'll get rid of them. Someday.
@MentalMouse
Accepting your PR was reading and clicking. Porting it across versions is a lot more effort which i have to find spare time and interest for, first.
I didn't see them now, but they are in and probably have been for a long time
EDIT:
VERY IMPORTANT UPDATE
READ CAREFULLY
16.6
+ MOVED THE TEMPLATE FOLDER, RUINS NOW COMES AS JAR
+ runtime location is now ".minecraft/config/ruins_config/" instead of ".minecraft/mods/resources/ruins/"
+ upon launch, the mod checks if that folder exists. If not, it extracts the default ruleset from the jar
You may want to place this informnation in a more prominent place than the 199th page of the forum thread
I tried to look for up tp date information but all I could find is the OP telling me to go to the Website and the Website telling me to go to the forum:
I'm having trouble with the latest 1.12 version of Ruins. None of the biome-specific templates will generate.
I tried using the old capitalized folder names and the new lowercase-and-underscored names. I tried altering the config/ruins.txt config with the new names, and it did nothing. I updated a few of the biomesToSpawnIn= variable with the new folder names and it didn't help. I've been fully shutting down minecraft and restarting it between tests.
Ruins in the generic folder generate normally. I can create new ruins via parseruin and place down ruins manually with testruin out of either templateparser or the biome folders. The only thing that isn't working is their natural generation.
Edit: Also, is mutated_plains the new name for Sunflower Plains? And will these new names be the ones to put in biomesToSpawnIn?
Edit 2: Stuff in the ocean folder does seem to be picked up, but not the stuff in plains, forest, or any other land-based biomes, or deep ocean.
uBlock Origin and uMatrix all the way, AdBlock plus doesn't deserve users as they literally accept cash to let ads through.
Trying out uBlock Origin now. Aside from other issues, I'm hoping it will improve the stability of Firefox -- it tends to crash a lot for me, and I already considered AdBlock Plus to be a likely culprit.
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.
- All 3 generic towers would spawn in all biomes, including biomes with underscored names.
- The 3 plains towers would all spawn, but only in the plains biome.
- The 3 extreme_hills towers wouldn't spawn at all, and I looked in 4 full extreme hills biomes before I stopped looking.
So, biomes with new underscored names aren't getting their folders read, and the biomesToSpawnIn= variable is being completely ignored.
This explains my results, considering what kind of structures were in my collection, and what folders I put them in.
Actually, that's not surprising. Can you share the template of your concrete tower? How big is the footprint? How much variance do you allow in the surface level for there to be a valid build point?
With default template rules (e.g., max leveling of 2, max overhang of zero, leveling buffer of 1, no basement, no preserve-plants rule), Plains and Ocean will be ideal building environments as far as the routine is concerned, while Extreme Hills, Forested Hills, Jungle, etc., will be nearly impossible for the program to build in.
(Disclaimer: This is all based on observation. There's a high chance that AtomicStryker will say that I am wrong. If so, whatever he says about Ruins is right, and I am wrong, and this will be a learning opportunity for me. )
Basically, when the Ruins terrain-generation routine is looking for a spot to place a building, first it randomly picks a template from those that are slated to appear in this biome (or else a Generic template, which could appear in ANY biome). If uniqueMinDistance has been set, it will check to see if the current area is within that minimum distance of any other spot where it built the same building. If so, it gives up on that attempt. Next, it picks an X/Z location in the world, and starts at the sky level and goes down until it hits a non-air block, and then treats that as "ground level." (Exception: In the Nether, "ground level" will be the roof of a netherrack cavern, and if it picks a spot where there IS no cavern, I think it goes to the upper bedrock layer.)
Next, it checks against "acceptable_target_blocks" and "unacceptable_target_blocks." If "acceptable_target_blocks" is set, then the target location must be one of those blocks, or the build attempt fails. If "unacceptable_target_blocks" is set, then ANY block within the X/Z footprint area that is an "unacceptable" block will be enough to cause the build attempt to fail. (E.g., you may absolutely, positively NOT want your wooden cabin to be built upon a pool of lava.)
SPECIAL EXCEPTION: If you've set preserve_water to 1, then the routine will ignore water blocks and treat them like air when finding a zone to start building in. If you set preserve_lava to 1, then the routine will ignore lava when finding a spot to build in. And if you set preserve_plants to 1, it will ignore any blocks that are recognized as "plants" when looking for ground level. (Actually, I think it will ignore certain "plants" such as tall grass and bushes anyway when finding a build zone, but I'm not sure.)
So, next up is max_leveling. It checks to see how flat and level the building area is. If it is trying to build on a steep 45-degree slope, and you set max_leveling to 2, then there can't be more than 2 levels of variance within the build area, or it will be too uneven to build anything there. Set the max_leveling to zero, and the surface must be ABSOLUTELY FLAT (something very rare to happen unless you're building floating pirate ships on the ocean surface).
The last condition to check for is allowable_overhang. I confess to not know EXACTLY how this works, but it appears to address how much tolerance the program has for areas within the building zone that simply drop off into space. I'm not quite sure how it interacts with the other steps, but in general, it seems that if you have a higher number here, you increase the tolerance for Ruins to find a valid building spot.
Unless you have set leveling_buffer to -1, the program will proceed to level out the building zone, filling in gaps up to max_leveling blocks deep, and chopping down any trees or steep slopes up to max_leveling blocks high in the area. The higher the max_leveling, the more flattening out it can do.
Leveling_buffer will establish a perimeter around the building area, expanding upon the "footprint" that is being flattened out for your new building. If it's set to "0" then there might be tree branches that come right up to the side of your house. Set it to something bigger, and you'll have a perfectly flat "yard" around it. As noted before, setting it to "-1" not only removes this perimeter, but turns off the "leveling" feature entirely.
At this point, it's already established that you've got a valid building spot. (Checking the area for seeing if it was level enough was the last "exit" point.) If your building has embed_into_distance set, then it will go that many layers down before it starts building; this is useful if you want a house with a basement (especially advised if you want your house to be built on a slope). Conversely, if you want a sky castle that floats in the air, you can have a NEGATIVE value for embed_into_distance and it will actually go UP before it starts building your structure. In that case, set max_leveling to a high number, but also set leveling_buffer=-1 because there's no reason to flatten out the ground underneath your sky castle (per se).
---
For my own template pack, I've designed a lot of my structures specifically to be more likely to be built in a valid spot in biomes without nice, open, flat building areas. If you're just working with generics, however, you're going to tend to find lots of structures in big wide-open flat spaces (Plains, Savanna, Ocean, Ice Plains), whereas they'll be scarce anywhere with heavy concentration of trees, or steep hills and/or overhangs.
At the risk of redundancy, the following are various ways I maximize the chances of buildings spawning in the Overworld.
1) Small footprint. The building can be as tall as you wish and it won't make much difference, but the wider the base is, the harder it is that Ruins will find a convenient place to plop down the building. A structure with "dimensions=16,9,9" (Y, followed by X & Z dimensions) in it means that it will have 16 vertical layers, and each layer will occupy a maximum 9x9 footprint area within the world. The larger that area, the greater chance of the level of the ground shifting up or down across that area.
2) Higher max_leveling. This defaults to "2" in templates that have been created via /parseruin. Higher numbers increase the tolerance for sloped building areas. If you don't like the flattening effect, also include leveling_buffer=-1.
3) Higher allowable_overhang. Again, I'm not sure on how this is calculated, but a high number doesn't hurt much.
4) preserve_plants=1. Essential if you want a Ruin structure to appear in forested areas. "Air" blocks in your structure have the chance to be replaced with leaves or grass or wood logs, if those plants were there prior to your building getting put there.
Getting ruins to appear in the Nether is a more complex process, since the "rules" are different there. "Ground level" is instead the ROOF of any given netherrack cavern, so you pretty much want a ridiculously high max_leveling setting, set leveling_buffer=-1, very high allowable_overhang, no unacceptable_target_blocks, a high embed_into_distance, and a high tolerance for buildings hanging down from your ceiling or floating in mid-air. (Getting them to spawn "on the ground" like a "normal" building requires some trickery, and so far I've only been able to do it with Command Blocks.)
I checked not only ocean, plains, and extreme hills, but also other flat, treeless biomes like desert and savanna.
I have been building ruins for a very long time (since early 1.7.10), and before this most recent update, I was getting tons of ruins to spawn. Literally the day before I updated to the newest 1.12, I hiked up the spawn frequency and flew around a test world to make sure everything was spawning, and they spawned just fine, even my roofed forest structures.
Here are some more ruins from this thread: (I looked at the posts after the post from 2015)
dirt_sword made a cursed village from the BoP and Natura mods to fit in the dead forest from Biomes o Plenty:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3350
LazarWolfe made a draft on some ruins:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3351
TheStapler made some templates which he shared:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3542
ZODIK105 linked to Gillymoth's structures and shared a download with us:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3556
Jordan_Peacock tried to fix some issues with chests:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3479
and fixed the Mausoleum structure:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3731
and here he made his own pack for 1.11.2:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3838
allenheadgep made an addon pack with tall towers and end structures:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3943
ST753Mb made ruins for 1.10.2:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3962
Gillymoth released his ruinset with cities and custom mineshafts:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3983
and here is an updated version with swamp huts:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?comment=3993
I have not tried these out yet, and I did not include those who only were config files pasted into to forums, only those with an actual download link. There are just so many config posts and I don't know which ones are finished or not.
I do not take responsibility if some of these ruins (pun not intended ) your game.
Also, tell me if i forgot some, or make a list yourself if I forgot many
It does not seem to be working for me. It is installed, but no ruins generate. Is it not as simple as placing the file in the mods folder?
I'm having trouble with the new update as well.
I moved my templates, but pathing for /testruin appears to be broken, missing a critical backslash (\). Example:
I type:
/testruin bedrock36
I get:
Could not open/write file C:\Users\Jordan\AppData\Roaming\.minecraft\config\ruins_configtemplateparser\bedrock36.tml
--- 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 heck, i tested this
Will look at again this evening
I'm having a problem with ruins mod i followed the installisation guide put this always happens when i create new world or open my world i'm using minecraft forge 1.64
---- Minecraft Crash Report -------- Minecraft Crash Report ----// Don't be sad. I'll do better next time, I promise!
Time: 03/07/17 04:49 مDescription: Exception getting block type in world
java.lang.NullPointerException at atomicstryker.ruins.common.RuinTemplate.isAcceptable(RuinTemplate.java:221) at atomicstryker.ruins.common.RuinGenerator.findSuitableY(RuinGenerator.java:486) at atomicstryker.ruins.common.RuinGenerator.createBuilding(RuinGenerator.java:227) at atomicstryker.ruins.common.RuinGenerator.generateNormal(RuinGenerator.java:165) at atomicstryker.ruins.common.RuinsMod.generateSurface(RuinsMod.java:137) at atomicstryker.ruins.common.RuinsMod.access$200(RuinsMod.java:37) at atomicstryker.ruins.common.RuinsMod$RuinsWorldGenerator.generate(RuinsMod.java:110) at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:103) at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:259) at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1238) at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153) at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166) at net.minecraft.world.World.func_72964_e(World.java:529) at net.minecraft.world.World.func_72798_a(World.java:414) at net.minecraft.world.World.func_72799_c(World.java:438) at net.minecraft.world.World.func_72922_b(World.java:385) at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:102) at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:830) at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:794) at net.minecraft.world.World.<init>(World.java:305) at net.minecraft.world.WorldServer.<init>(WorldServer.java:110) at net.minecraft.world.WorldServerMulti.<init>(WorldServerMulti.java:13) at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:77) at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Stacktrace: at atomicstryker.ruins.common.RuinTemplate.isAcceptable(RuinTemplate.java:221) at atomicstryker.ruins.common.RuinGenerator.findSuitableY(RuinGenerator.java:486) at atomicstryker.ruins.common.RuinGenerator.createBuilding(RuinGenerator.java:227) at atomicstryker.ruins.common.RuinGenerator.generateNormal(RuinGenerator.java:165) at atomicstryker.ruins.common.RuinsMod.generateSurface(RuinsMod.java:137) at atomicstryker.ruins.common.RuinsMod.access$200(RuinsMod.java:37) at atomicstryker.ruins.common.RuinsMod$RuinsWorldGenerator.generate(RuinsMod.java:110) at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:103) at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:259) at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1238) at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153) at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166) at net.minecraft.world.World.func_72964_e(World.java:529)
-- Requested block coordinates --Details: Found chunk: true Location: World: (187,64,324), Chunk: (at 11,4,4 in 11,20; contains blocks 176,0,320 to 191,255,335), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)Stacktrace: at net.minecraft.world.World.func_72798_a(World.java:414) at net.minecraft.world.World.func_72799_c(World.java:438) at net.minecraft.world.World.func_72922_b(World.java:385) at net.minecraft.world.WorldProvider.func_76566_a(WorldProvider.java:102) at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:830) at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:794)
-- Affected level --Details: Level name: New World All players: 0 total; [] Chunk stats: ServerChunkCache: 38 Drop: 0 Level seed: 444965720949171389 Level generator: ID 00 - default, ver 1. Features enabled: true Level generator options: Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Level time: 0 game time, 0 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: trueStacktrace: at net.minecraft.world.World.<init>(World.java:305) at net.minecraft.world.WorldServer.<init>(WorldServer.java:110) at net.minecraft.world.WorldServerMulti.<init>(WorldServerMulti.java:13) at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:77) at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
-- System Details --Details: Minecraft Version: 1.6.4 Operating System: Windows 7 (x86) version 6.1 Java Version: 1.8.0_73, Oracle Corporation Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation Memory: 132726928 bytes (126 MB) / 384147456 bytes (366 MB) up to 1060372480 bytes (1011 MB) JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 18, tcache: 0, allocated: 3, tallocated: 63 FML: MCP v8.11 FML v6.4.50.1,345 Minecraft Forge 9.11.1.1345 24 mods loaded, 24 mods active mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available FML{6.4.50.1,345} [Forge Mod Loader] (minecraftforge-9.11.1.1345.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Forge{9.11.1.1345} [Minecraft Forge] (minecraftforge-9.11.1.1345.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available eplus{1.16.5b} [Enchanting Plus] (14151575504_Enchanting-Plus-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available mod_ZanMinimap{0.9.4} [Zan's Minimap] (14158977062_ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available AnimationAPI{1.1.1} [AnimationAPI] (AnimationAPI-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Backpack{1.28.37} [Backpack] (Backpacks-Mod-1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available BetterDungeons{2.4} [Chocolate quest] (BetterDungeons2091.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available DamageIndicatorsMod{2.9.2.4} [Damage Indicators] (Damage-Indicators-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available eternalfrost{1.5b1} [Eternal Frost] (EternalFrost.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Godzilla{1.2} [Godzilla Mod] (Godzilla-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available iChunUtil{2.4.0} [iChunUtil] (iChun-Util-Mod-1.6.x.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available GraviGun{2.0.0} [GraviGun] (Gravity-Gun-Mod-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Hats{2.1.6} [Hats] (iChuns-Hats-Mod-1.6.4_2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available battlegear2{1.0.4.8} [Mine & Blade Battlegear 2 - Bullseye] (Mine-Blade-Battlegear-2-Mod-1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available MoreSwordsMod{2.6.0} [More Swords Mod] (More_Swords_Mod_2.6.0_For_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Morph{0.7.1} [Morph] (Morphing-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available MutantCreatures{1.4.4} [Mutant Creatures] (Mutant-Creatures-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available OreSpawn{164.20} [OreSpawn] (orespawn164v20a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available AS_Ruins{11.0} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available mod_Unlimited{2.3} [mod_Unlimited] (Superheroes+Unlimited+Mod+V2.3.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available TwilightForest{1.20.0} [The Twilight Forest] (TwilightForestMod1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available AS_UpdateCheck{1.1.1} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available Profiler Position: N/A (disabled) Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Player Count: 0 / 8; [] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge'
@Wally it should work, the templates extracted fine for me - check your logfile?
@Jordan dang i did not test templates. I've pushed a hotfix for the missing character there
@waeloto not supporting 1.6.4 anymore
Jordan: I tried to download your 6-23 pack for 1.11, and the "Zip" file appears to be in fact an HTML file.
ETA: Same for the 6-24 noCB pack. In both cases this was direct-download from Dropbox, same as I've always done before.
ETA2: Renaming it to .html and viewing it in firefox, it turns out to be a copy of the Dropbox download page. Pressing the Download button on the copy gets the correct binary. And no, I did not accidentally hit "Save Page" on the Dropbox page. By experiment, doing that gets the "Save Page" dialog directly, instead of the "what do you want to do with this ZIP file" dialog.
Also: The 1.11.2 version of Ruins from CurseForge has not been updated recently: It still has lower-case biome directories, and despite AS accepting my pull request, it still has the generic templates that would spawn in the End. (Also the rotations file doesn't include bone blocks like Jordan's.)
I looked to see if AS's own site had a newer file, but his AdFly link won't let me download anything unless I make a new account at some site I've never heard of called FunLizard (not inclined to touch that, reptiles can carry salmonella don'tchaknow ).
ETA: Especially not inclined to sign up for FunLizard after seeing these "reviews".
Thanks! I just confirmed that it works for 1.12. Is the change in location for templates only for the 1.12 version of Ruins, or will that impact older versions of Minecraft as well?
I'll change the installation instructions on my 1.12 template packs once I go through and do some more testing and tinkering.
I appreciate the work you put into this!
--- 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)
Adf.ly is a den of vipers. It reminds me of an old, old "Sindbad the Sailor" movie I saw back when I was a little kid (and it was old even then) wherein Sindbad had to walk down a hallway lined by illusions of fabulous treasures. Only by avoiding temptation and striding forward could Sindbad reach the prize, but if he strayed to one side or the other, he'd be turned into a statue (as demonstrated by others of less stern will who preceded him and were lured astray by images of their hearts' desires).
...
But, hey, that's too poetic for Adf.ly. If you visit an Adf.ly link you can only trust a narrow blue bar at the very top of the screen. On the left side of this bar should be the Adf.ly logo. On the upper right side is a countdown to wait 5, 4, 3, 2, 1 seconds, and then a button to "SKIP AD" will appear. Everything BELOW this blue bar is no-man's land, and ditto for any window pop-ups. There will be buttons claiming "Click here for your download" or "Your computer is infected by a VIRUS!" or any number of bogus things, all designed to take you to websites of ill repute, but apparently no one at Adf.ly has the wherewithal to ban such unscrupulous sorts.
If you click on the "SKIP AD" button in the upper right (and ONLY the upper right) on that narrow band, and only after you are dangled over a pit of false warnings and download-links for 5 seconds (or so), THEN you can finally get your file.
Or, at least, that's how it used to be. Now, when I get through the countdown, adf.ly whines about my security program ("You have an ad blocker!" -- yeah, right - ADVERTISEMENTS? SURE that's what they are!) and won't let me proceed. If I click on the Continue button, it'll take me straight to one of those bogus sites.
Re: Your earlier bit about downloading HTML pages from my Dropbox: I've got no explanation for that. I don't know what you're clicking or right-clicking, but when I go to download things, and I've tried it on different computers (because I use Dropbox to shuffle things around the different computers I work on), what I end up with is a ZIP binder.
I don't know what you mean by "direct download." Which browser are you using? In Chrome, I can right-click the name/icon of the file I want, and "Save Link as..." and after a pause, it gives me a chance to download a ZIP binder. If I simply click on the name, I am taken to another page that has a DOWNLOAD button in the middle of it, which accomplishes the same thing. I tried it in Firefox (following the link from my sig) and it seems to work the same way.
However, Microsoft Edge seems to work differently. If I right-click on the icon/name for the ZIP binder, it gives me an option for "Save Target As..." but if I do THAT, it will give me the HTML code for the page I would have reached if I'd left-clicked the icon (with the download button). If you're using Microsoft Edge, then don't do that.
--- 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)
Just so -- which is why I use both noscript and AdBlock Plus, giving them temporary permissions only. It's possible that they've taken offense to that and decided "if we don't get to infect or cheat you, you don't get your file". As far as them banning the virus and scam sites, not a chance -- I'm pretty sure that's where they get their money.
I'm using Firefox, which as I noted above, is normally very clear about whether it's downloading a binary or saving a webpage. My sequence is as follows:
Testing just now, sending the file to my own Dropbox account and downloading it from there does give the actual ZIP file.
uBlock Origin and uMatrix all the way, AdBlock plus doesn't deserve users as they literally accept cash to let ads through.
Longtime fans of mine may have noticed there's a github repo where my files are hosted. There's curse too. You don't have to go through the (i'll easily admit) treacherous adfly links. I'll get rid of them. Someday.
@MentalMouse
Accepting your PR was reading and clicking. Porting it across versions is a lot more effort which i have to find spare time and interest for, first.
Thanks for the tip! I'll have to look into those applications.
--- 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)
You may want to place this informnation in a more prominent place than the 199th page of the forum thread
I tried to look for up tp date information but all I could find is the OP telling me to go to the Website and the Website telling me to go to the forum:
Mod Info "..."
For more info go to the forum of minecraft: http://www.minecraftforum.net/topic/1113099-
I'm having trouble with the latest 1.12 version of Ruins. None of the biome-specific templates will generate.
I tried using the old capitalized folder names and the new lowercase-and-underscored names. I tried altering the config/ruins.txt config with the new names, and it did nothing. I updated a few of the biomesToSpawnIn= variable with the new folder names and it didn't help. I've been fully shutting down minecraft and restarting it between tests.
Ruins in the generic folder generate normally. I can create new ruins via parseruin and place down ruins manually with testruin out of either templateparser or the biome folders. The only thing that isn't working is their natural generation.
Edit: Also, is mutated_plains the new name for Sunflower Plains? And will these new names be the ones to put in biomesToSpawnIn?
Edit 2: Stuff in the ocean folder does seem to be picked up, but not the stuff in plains, forest, or any other land-based biomes, or deep ocean.
More Ruins Templates: https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0 Templates for 1.10.2, 1.11.2, 1.12.2. Updated Dec 7, 2018.
My modpack, ParasCraft: An Exploration-based Pokecube Modpack https://minecraft.curseforge.com/projects/parascube
Trying out uBlock Origin now. Aside from other issues, I'm hoping it will improve the stability of Firefox -- it tends to crash a lot for me, and I already considered AdBlock Plus to be a likely culprit.
There is literally zero code making the ocean special in any way. You likely have a template configuration issue. Did you see the allowed blocks line?
I deleted all of the templates out of the biome folders, and replaced them with 9 very tall concrete towers, each of a different color:
red = generic folder, with no biomesToSpawnIn variable
brown = generic folder, with the old-style biomesToSpawnIn biomes for every single biome
sky blue = generic folder, with the new-style biomesToSpawnIn biomes for every single biome
yellow = plains folder, with no biomesToSpawnIn variable
green = plains folder, with the old-style biomesToSpawnIn biomes for every single biome
blue = plains folder, with the new-style biomesToSpawnIn biomes for every single biome
purple = extreme_hills folder,with no biomesToSpawnIn variable
black = extreme_hills folder, with the old-style biomesToSpawnIn biomes for every single biome
white = extreme_hills folder,with the new-style biomesToSpawnIn biomes for every single biome
I flew around and found that:
- All 3 generic towers would spawn in all biomes, including biomes with underscored names.
- The 3 plains towers would all spawn, but only in the plains biome.
- The 3 extreme_hills towers wouldn't spawn at all, and I looked in 4 full extreme hills biomes before I stopped looking.
So, biomes with new underscored names aren't getting their folders read, and the biomesToSpawnIn= variable is being completely ignored.
This explains my results, considering what kind of structures were in my collection, and what folders I put them in.
More Ruins Templates: https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0 Templates for 1.10.2, 1.11.2, 1.12.2. Updated Dec 7, 2018.
My modpack, ParasCraft: An Exploration-based Pokecube Modpack https://minecraft.curseforge.com/projects/parascube
Actually, that's not surprising. Can you share the template of your concrete tower? How big is the footprint? How much variance do you allow in the surface level for there to be a valid build point?
With default template rules (e.g., max leveling of 2, max overhang of zero, leveling buffer of 1, no basement, no preserve-plants rule), Plains and Ocean will be ideal building environments as far as the routine is concerned, while Extreme Hills, Forested Hills, Jungle, etc., will be nearly impossible for the program to build in.
(Disclaimer: This is all based on observation. There's a high chance that AtomicStryker will say that I am wrong. If so, whatever he says about Ruins is right, and I am wrong, and this will be a learning opportunity for me. )
Basically, when the Ruins terrain-generation routine is looking for a spot to place a building, first it randomly picks a template from those that are slated to appear in this biome (or else a Generic template, which could appear in ANY biome). If uniqueMinDistance has been set, it will check to see if the current area is within that minimum distance of any other spot where it built the same building. If so, it gives up on that attempt. Next, it picks an X/Z location in the world, and starts at the sky level and goes down until it hits a non-air block, and then treats that as "ground level." (Exception: In the Nether, "ground level" will be the roof of a netherrack cavern, and if it picks a spot where there IS no cavern, I think it goes to the upper bedrock layer.)
Next, it checks against "acceptable_target_blocks" and "unacceptable_target_blocks." If "acceptable_target_blocks" is set, then the target location must be one of those blocks, or the build attempt fails. If "unacceptable_target_blocks" is set, then ANY block within the X/Z footprint area that is an "unacceptable" block will be enough to cause the build attempt to fail. (E.g., you may absolutely, positively NOT want your wooden cabin to be built upon a pool of lava.)
SPECIAL EXCEPTION: If you've set preserve_water to 1, then the routine will ignore water blocks and treat them like air when finding a zone to start building in. If you set preserve_lava to 1, then the routine will ignore lava when finding a spot to build in. And if you set preserve_plants to 1, it will ignore any blocks that are recognized as "plants" when looking for ground level. (Actually, I think it will ignore certain "plants" such as tall grass and bushes anyway when finding a build zone, but I'm not sure.)
So, next up is max_leveling. It checks to see how flat and level the building area is. If it is trying to build on a steep 45-degree slope, and you set max_leveling to 2, then there can't be more than 2 levels of variance within the build area, or it will be too uneven to build anything there. Set the max_leveling to zero, and the surface must be ABSOLUTELY FLAT (something very rare to happen unless you're building floating pirate ships on the ocean surface).
The last condition to check for is allowable_overhang. I confess to not know EXACTLY how this works, but it appears to address how much tolerance the program has for areas within the building zone that simply drop off into space. I'm not quite sure how it interacts with the other steps, but in general, it seems that if you have a higher number here, you increase the tolerance for Ruins to find a valid building spot.
Unless you have set leveling_buffer to -1, the program will proceed to level out the building zone, filling in gaps up to max_leveling blocks deep, and chopping down any trees or steep slopes up to max_leveling blocks high in the area. The higher the max_leveling, the more flattening out it can do.
Leveling_buffer will establish a perimeter around the building area, expanding upon the "footprint" that is being flattened out for your new building. If it's set to "0" then there might be tree branches that come right up to the side of your house. Set it to something bigger, and you'll have a perfectly flat "yard" around it. As noted before, setting it to "-1" not only removes this perimeter, but turns off the "leveling" feature entirely.
At this point, it's already established that you've got a valid building spot. (Checking the area for seeing if it was level enough was the last "exit" point.) If your building has embed_into_distance set, then it will go that many layers down before it starts building; this is useful if you want a house with a basement (especially advised if you want your house to be built on a slope). Conversely, if you want a sky castle that floats in the air, you can have a NEGATIVE value for embed_into_distance and it will actually go UP before it starts building your structure. In that case, set max_leveling to a high number, but also set leveling_buffer=-1 because there's no reason to flatten out the ground underneath your sky castle (per se).
---
For my own template pack, I've designed a lot of my structures specifically to be more likely to be built in a valid spot in biomes without nice, open, flat building areas. If you're just working with generics, however, you're going to tend to find lots of structures in big wide-open flat spaces (Plains, Savanna, Ocean, Ice Plains), whereas they'll be scarce anywhere with heavy concentration of trees, or steep hills and/or overhangs.
At the risk of redundancy, the following are various ways I maximize the chances of buildings spawning in the Overworld.
1) Small footprint. The building can be as tall as you wish and it won't make much difference, but the wider the base is, the harder it is that Ruins will find a convenient place to plop down the building. A structure with "dimensions=16,9,9" (Y, followed by X & Z dimensions) in it means that it will have 16 vertical layers, and each layer will occupy a maximum 9x9 footprint area within the world. The larger that area, the greater chance of the level of the ground shifting up or down across that area.
2) Higher max_leveling. This defaults to "2" in templates that have been created via /parseruin. Higher numbers increase the tolerance for sloped building areas. If you don't like the flattening effect, also include leveling_buffer=-1.
3) Higher allowable_overhang. Again, I'm not sure on how this is calculated, but a high number doesn't hurt much.
4) preserve_plants=1. Essential if you want a Ruin structure to appear in forested areas. "Air" blocks in your structure have the chance to be replaced with leaves or grass or wood logs, if those plants were there prior to your building getting put there.
Getting ruins to appear in the Nether is a more complex process, since the "rules" are different there. "Ground level" is instead the ROOF of any given netherrack cavern, so you pretty much want a ridiculously high max_leveling setting, set leveling_buffer=-1, very high allowable_overhang, no unacceptable_target_blocks, a high embed_into_distance, and a high tolerance for buildings hanging down from your ceiling or floating in mid-air. (Getting them to spawn "on the ground" like a "normal" building requires some trickery, and so far I've only been able to do it with Command Blocks.)
--- 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)
Here's the one for TestTower_Blue (pardon the long spoiler, it's a 2x2 footprint that goes 60 blocks up)
# Created by Ruins mod version 16.7 Ingame Parser
# authoring Player: ST753M
weight=1
embed_into_distance=0
acceptable_target_blocks=
unacceptable_target_blocks=netherrack
dimensions=60,2,2
allowable_overhang=99999
max_leveling=99999
leveling_buffer=0
preserve_water=0
preserve_lava=0
biomesToSpawnIn=white_beach,beaches,stone_beach,gravel_beach,river,kelp_forest,ocean,coral_reef,deep_ocean,birch_forest,birch_forest_hills,mutated_birch_forest,mutated_birch_forest_hills,mutated_forest,maple_woods,boreal_forest,cherry_blossom_grove,forest,forest_hills,woodland,seasonal_forest,temperate_rainforest,fen,grove,roofed_forest,mutated_roofed_forest,ominous_woods,fungi_forest,swampland,mutated_swampland,wetland,quagmire,lush_swamp,mangrove,marsh,bayou,bog,bamboo_forest,dead_swamp,moor,jungle,jungle_edge,jungle_hills,tropical_island,tropical_rainforest,rainforest,mutated_jungle,mutated_jungle_edge,taiga,taiga_hills,mutated_redwood_taiga,mutated_redwood_taiga_hills,redwood_taiga,mutated_taiga,redwood_taiga_hills,redwood_forest,coniferous_forest,shield,mutated_taiga_cold,snowy_coniferous_forest,snowy_forest,taiga_cold,taiga_cold_hills,ice_flats,ice_mountains,glacier,mutated_ice_flats,frozen_ocean,frozen_river,cold_beach,cold_desert,polar_chasm,extreme_hills,smaller_extreme_hills,mutated_extreme_hills,mutated_extreme_hills_with_trees,extreme_hills_with_trees,highland,alps,alps_foothills,mountain,mountain_foothills,crag,ice_mountains,plains,prairie,shrubland,chaparral,grassland,brushland,meadow,orchard,mutated_plains,flower_field,lavender_fields,flower_island,origin_island,mystic_grove,savanna,savanna_rock,mutated_savanna,mutated_savanna_rock,desert,desert_hills,oasis,mutated_desert,mesa,mesa_clear_rock,mesa_rock,mutated_mesa,mutated_mesa_clear_rock,mutated_mesa_rock,lush_desert,mushroom_island,mushroom_island_shore,hell,undergarden,visceral_heap,phantasmagoric_inferno,corrupted_sands,sky,void
rule1=0,100,minecraft:concrete-11
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
layer
1,1
1,1
endlayer
I checked not only ocean, plains, and extreme hills, but also other flat, treeless biomes like desert and savanna.
I have been building ruins for a very long time (since early 1.7.10), and before this most recent update, I was getting tons of ruins to spawn. Literally the day before I updated to the newest 1.12, I hiked up the spawn frequency and flew around a test world to make sure everything was spawning, and they spawned just fine, even my roofed forest structures.
Edit:
The 9 towers in their folders for testing purposes: https://www.dropbox.com/s/bugsy0xexbs9ibj/testtowers.zip?dl=0
More Ruins Templates: https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0 Templates for 1.10.2, 1.11.2, 1.12.2. Updated Dec 7, 2018.
My modpack, ParasCraft: An Exploration-based Pokecube Modpack https://minecraft.curseforge.com/projects/parascube