What mods are you using? I can't help but think that for an "alien nest" or "alien spire," it'd probably have to be made out of some sort of mod-specific block (e.g., some sort of "alien egg" block that hatches a mob when you get too close, some sort of creepy organic-material block for alien growths). I suppose Biomes o' Plenty and Chisel might have a few Nether blocks that could work for an "alien organic" look, but it wouldn't be "functional" in any way.
BoP does have flesh blocks in the Nether. Silverfish (and BoP's netherfish, hiding in netherrack) can do hatching -- yeah, the silverfish options are various gray stones, but they can be worked into a build.
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.
I have Chisel in the pack (but no chisel and bits, no BoP either) and a mod called TechGuns with Alien Bugs. I'm creating a Factorio style pack and am using Ruins mod to generate clusters of alien spires (based on the OreSpire template) with a few Alien Bug Spawners inside. They look good, but they could look amazing with someone with building skills.
I don't mind a template with placeholder blocks, and I'll work out what blocks I can use.
But my client says that any of the flying ones in the bottom row would be swell as well.
Yes, I have somebody I am doing this for and it is starting to be thrice the bother I anticipated and it slowly becomes not worth it xD
But, I told them I'd do it, so here I am.
If the darn links on page one would still be working, I would not have that problem.
AlphaeusXVIII made the Crimson Cult ships that you were looking for.
Since you refer to someone who you are doing things for as a client, I must remind you that using other people's builds will quickly run you into legal issues with those whose work you use, especially if you intend to gain resources from the use of others' work, or if established builds were to be used outside of the context for which they were designed. In other words, my works are not to be used in Build-Packs, or to fill out Epic-Builds, or as content in other mods, also they are not to be sold in any way.
AlphaeusXVIII made the Crimson Cult ships that you were looking for.
Since you refer to someone who you are doing things for as a client, I must remind you that using other people's builds will quickly run you into legal issues with those whose work you use, especially if you intend to gain resources from the use of others' work, or if established builds were to be used outside of the context for which they were designed. In other words, my works are not to be used in Build-Packs, or to fill out Epic-Builds, or as content in other mods, also they are not to be sold in any way.
If I wanted to make money from stealing other people's work, I would not be dullwitted enough to tell them when something is not broken.
Still, my "client" is just a ... yeah let's say friend instead of aquaintance who wanted their house back.
Backstory: On a server there were some people, my client left, the world had to be abandoned, server admin promised we could get them back. The promise did not hold, my client retourned and wanted their house back. I tried to search for this ship that my client found close to spawn in that old world and now they want either that or something similar back.
Means: In theory getting a ruin from 1.8.9 and post world edit it into a server with minecraft 1.12.2 is in theory using it "outside of the context it was designed for", but practically, it is being used at all. And is that not what a modmaker wants? That their mod is being used? (yes, this does also extend to people who contribute things to the mod, such as extra templates to the ruin mod)
In total: No worries, we are just trying to get it integrated into survival gameplay again.
Rollback Post to RevisionRollBack
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
I forgot to tell, due to the help of an amazing person, the Crimson Ship template has been found again. By now it is one of 2 ships that my cient approved of (I start feeling stupid calling them "my client" xD ) as a home and now only the current server admin has to choose, if the other ship is "outside of reason" or still within.
Rollback Post to RevisionRollBack
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
The backstory helps a lot in filling in the details, and it's good to hear that a player gets to play again with something they once enjoyed, thank you for describing this.
It's very common for servers to reset, and four to five years ago I've had cities lost to events like this, and it was directly responsible for turning me towards Ruins as a way to carry builds across worlds. Bringing things we make to every world is something Ruins does very well, and is one of it's most important features that is usually overlooked as something that can be done or something that we feel should be done, but it is, and thanks to Ruins for doing this, several versions before vanilla Minecraft gave players the option.
Players can use any build they like for personal end-user use, such as playing minecraft, it's good to cover all the bases, to protect against any misuse, but seeing the explanation sooner would have kept such defences hidden.
I had always hoped that more players would use Ruins in the way that us content makers do, bringing our personal builds to every world we play, and when your friend has played through the existing structures, they would be encouraged to use Ruins to carry their own builds across worlds, when they are done relying on existing content. When that day comes, we will be here, ready to help them take that step.
I had always hoped that more players would use Ruins in the way that us content makers do, bringing our personal builds to every world we play, and when your friend has played through the existing structures, they would be encouraged to use Ruins to carry their own builds across worlds, when they are done relying on existing content. When that day comes, we will be here, ready to help them take that step.
Yeah, Ruins is a pretty handy tool for "storing" some masterpiece creation for later use, then "spawning" it in a new game world. A couple of servers ago, the one in our group who was hosting liked the idea of having a seed where we'd start in ocean or on an island, with an easy ability to hop in a boat and shoot out in search of new shores to start building our little blocky kingdoms ... but he wanted some sort of "starter village" to deal with problems we have had about the proper care and maintenance of villagers. (I.e., some players would find a village and just loot it for resources and then camp out nearby, mining through the night, almost guaranteeing that the villagers will get gobbled up by zombies in short order, and then other players who are looking for particular villagers to do trades with for use with certain progression-based mods -- Mystcraft, etc. -- get frustrated at the "ghost town" villages that follow in the wake of the other players.)
So, I rigged up some "ruins" that basically consisted of an "island" structure, and some calls to spawn similar island "pods" in a pattern around it. Then, by hovering around in Creative mode and executing "/testruin islandcluster ~ _ ~" a few times, I'd have a nice island structure to start with, and then I'd call up Kujaku10's "village seed" and drop a walled village right into the middle of it. (This was back before said village was plagued by "Highwaymen" to pose a challenge to explorers.) I then lit up the area, did a little bit of grounds-keeping, tossed a few villager eggs, and we had our "starting town" ready to go ... provided we laid down ground-rules that bulldozing down the buildings in the village to use to build our own habitats was verboten, as was simply moving into the village and taking it over as a mining base. But the exercise took maybe a half hour or so, tops (since I'd already done the groundwork for this offline) so to the others it was (since I'd told them it was Kujaku10's village), "Oooo! Ahhhhh! How'd Kujaku10 DO all that?!" Heh.
We haven't ALWAYS done that, though. Part of the fun, I think, is in the mad scramble at the start of a new world server to knock down some trees, find a good spot, and inevitably burrow into the ground the first night or two to avoid the roaming monsters and to get some cobblestone and maybe even some coal or iron to start with. With Ruins, that'll usually be my FIRST step, but when once I'm equipped with a few basics, I'll start trekking along, trying to find a suitable Ruin that I can clean out of the monster in habitants and then claim as my new base. It feels like a bit of a cheat, though, if it's ALREADY in perfectly pristine condition and ready to move in (just once minus a mob spawner or two), so for some of my more recent builds I've at least toyed with having some of the windows "boarded up" (planks, rather than glass -- which also means it's a lot easier for monsters to spawn inside), and more of a few where there's a pretty good pattern to go by, but still some missing blocks that need fixing up. After all, one needs some GOALS, or what's the point of playing, right?
Very nice, a couple months ago I started playing on a server and doing all the basic things, like digging into the side of a hill as a starter base, with plans to make it into a nice, well developed area. I ended up completely moving and terraforming the rivers and smoothing the land into a neighboring mountainous area. Then a couple weeks ago a player tells me that everyone has /fly for the month without waiting for the normal route to get it, so I go into full Gillymoth mode and start building my signature massive airships and lay out where a giant dome will go, with a giant freeform statue in the center, complete with fancy braids like how they are on my playerskin.
Having built with/for Ruins for so long all these things are second nature, that the practice carries over into the vanilla game. Oh, I'm finding it very useful to use custom vanilla tools while making structures, such as an efficiency-100 pick, to instamine things like cobble frameworks even while in creative flight mode. It makes such a vast difference from the usual creative mode breaking by hand, which is either really slow or per-click. Being able to B-R-R-R-T through solid rock at full flight-speed is something to bring with me into my creative build worlds.
Everything on the outside of the building should be marked in the template as preserveBlock (or in most recent versions, rule-0), and everything on the inside of the building should be marked as an air rule (defined as rule# having air).
Now as simple as that sounds, actually getting it to do that either requires going through some in-game set-up. or manually changing the values in the file corresponding to the inside of the structure. Given the choice, it's much easier to do this step in-game, however to a new player it won't be very intuitive. A structure basically needs there to be two different blocks to act as different kinds of air, but there is only one air block in the game. This brings us back to getting there to be two different blocks in-game that both represent the same thing (after placement).
The fastest way to do this is to fill the inside air blocks with a solid block that can represent air, and changing it in the file to actually be air. For the newest versions of Ruins, that is the last step, but for earlier versions, one still needs to manually set the outer area to preserveBlock.
Just find the center of the inside space and use a /fill ~5 ~5 ~5 ~-5 ~-5 ~-5 block-of-choice 0 replace air, and use numbers that closely match the area to be filled, so there is only minor cleanup around the edges.
The change in recent versions makes it a lot easier for new players to get into building ruins, but there are still tons of quality-of-life details that are mostly personal preference, but make a noticeable difference in the final structures, but most of those details can be learned later as one focuses on just getting started.
Also, unless it's changed since last time I worked on templates, if you want Rule 6's mob spawner to spawn anything you'll need to replace it with =0,100,MobSpawner:Zombie (or replace Zombie with whatever mob should be there)
Ruins has always been compatible with these biome mods.
If biome mods are added After Ruins was installed, then the ruins.txt file must be deleted so Ruins can rebuild the biome list that is used during generation.
One would also need to install structures that are calibrated for whichever biome mods you wish to use. The structures used would need to include the names of the biomes from the specific mod used. In the next version, this can be handled internally and in more general terms.
Ruins has always been compatible with these biome mods.
If biome mods are added After Ruins was installed, then the ruins.txt file must be deleted so Ruins can rebuild the biome list that is used during generation.
One would also need to install structures that are calibrated for whichever biome mods you wish to use. The structures used would need to include the names of the biomes from the specific mod used. In the next version, this can be handled internally and in more general terms.
Well, either that, or just go with structures in the "generic" folder. Those should pop up in ANY biome, provided it has the requisite target blocks to build on. That's probably the easiest route for casual users of the mod, until the next version comes out.
BoP does have flesh blocks in the Nether. Silverfish (and BoP's netherfish, hiding in netherrack) can do hatching -- yeah, the silverfish options are various gray stones, but they can be worked into a build.
I have Chisel in the pack (but no chisel and bits, no BoP either) and a mod called TechGuns with Alien Bugs. I'm creating a Factorio style pack and am using Ruins mod to generate clusters of alien spires (based on the OreSpire template) with a few Alien Bug Spawners inside. They look good, but they could look amazing with someone with building skills.
I don't mind a template with placeholder blocks, and I'll work out what blocks I can use.
Hello!
I have a slight problem: I am searching for a certain ship template. The link to the extra templates seems ... broken though.
Error 404.
Can anybody fix it?
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
There are many sets of extra templates for Ruins, Ill dig up some of my ships and reply.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
@Zaesar, Are any of my ships the ones you were looking for, if not, can you show a pic of the specific one?
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
If I could show you a picture, I would not need to ask, then I'd still have the world.
Those ships seem awesome but are still not what I know and meant.
The one I mean was the one that had the Crimson Cult flag. The Thaumcraft ship.
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
But my client says that any of the flying ones in the bottom row would be swell as well.
Yes, I have somebody I am doing this for and it is starting to be thrice the bother I anticipated and it slowly becomes not worth it xD
But, I told them I'd do it, so here I am.
If the darn links on page one would still be working, I would not have that problem.
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
AlphaeusXVIII made the Crimson Cult ships that you were looking for.
Since you refer to someone who you are doing things for as a client, I must remind you that using other people's builds will quickly run you into legal issues with those whose work you use, especially if you intend to gain resources from the use of others' work, or if established builds were to be used outside of the context for which they were designed. In other words, my works are not to be used in Build-Packs, or to fill out Epic-Builds, or as content in other mods, also they are not to be sold in any way.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
If I wanted to make money from stealing other people's work, I would not be dullwitted enough to tell them when something is not broken.
Still, my "client" is just a ... yeah let's say friend instead of aquaintance who wanted their house back.
Backstory: On a server there were some people, my client left, the world had to be abandoned, server admin promised we could get them back. The promise did not hold, my client retourned and wanted their house back. I tried to search for this ship that my client found close to spawn in that old world and now they want either that or something similar back.
Means: In theory getting a ruin from 1.8.9 and post world edit it into a server with minecraft 1.12.2 is in theory using it "outside of the context it was designed for", but practically, it is being used at all. And is that not what a modmaker wants? That their mod is being used? (yes, this does also extend to people who contribute things to the mod, such as extra templates to the ruin mod)
In total: No worries, we are just trying to get it integrated into survival gameplay again.
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
I forgot to tell, due to the help of an amazing person, the Crimson Ship template has been found again. By now it is one of 2 ships that my cient approved of (I start feeling stupid calling them "my client" xD ) as a home and now only the current server admin has to choose, if the other ship is "outside of reason" or still within.
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
The backstory helps a lot in filling in the details, and it's good to hear that a player gets to play again with something they once enjoyed, thank you for describing this.
It's very common for servers to reset, and four to five years ago I've had cities lost to events like this, and it was directly responsible for turning me towards Ruins as a way to carry builds across worlds. Bringing things we make to every world is something Ruins does very well, and is one of it's most important features that is usually overlooked as something that can be done or something that we feel should be done, but it is, and thanks to Ruins for doing this, several versions before vanilla Minecraft gave players the option.
Players can use any build they like for personal end-user use, such as playing minecraft, it's good to cover all the bases, to protect against any misuse, but seeing the explanation sooner would have kept such defences hidden.
I had always hoped that more players would use Ruins in the way that us content makers do, bringing our personal builds to every world we play, and when your friend has played through the existing structures, they would be encouraged to use Ruins to carry their own builds across worlds, when they are done relying on existing content. When that day comes, we will be here, ready to help them take that step.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Noted!
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Yeah, Ruins is a pretty handy tool for "storing" some masterpiece creation for later use, then "spawning" it in a new game world. A couple of servers ago, the one in our group who was hosting liked the idea of having a seed where we'd start in ocean or on an island, with an easy ability to hop in a boat and shoot out in search of new shores to start building our little blocky kingdoms ... but he wanted some sort of "starter village" to deal with problems we have had about the proper care and maintenance of villagers. (I.e., some players would find a village and just loot it for resources and then camp out nearby, mining through the night, almost guaranteeing that the villagers will get gobbled up by zombies in short order, and then other players who are looking for particular villagers to do trades with for use with certain progression-based mods -- Mystcraft, etc. -- get frustrated at the "ghost town" villages that follow in the wake of the other players.)
So, I rigged up some "ruins" that basically consisted of an "island" structure, and some calls to spawn similar island "pods" in a pattern around it. Then, by hovering around in Creative mode and executing "/testruin islandcluster ~ _ ~" a few times, I'd have a nice island structure to start with, and then I'd call up Kujaku10's "village seed" and drop a walled village right into the middle of it. (This was back before said village was plagued by "Highwaymen" to pose a challenge to explorers.) I then lit up the area, did a little bit of grounds-keeping, tossed a few villager eggs, and we had our "starting town" ready to go ... provided we laid down ground-rules that bulldozing down the buildings in the village to use to build our own habitats was verboten, as was simply moving into the village and taking it over as a mining base. But the exercise took maybe a half hour or so, tops (since I'd already done the groundwork for this offline) so to the others it was (since I'd told them it was Kujaku10's village), "Oooo! Ahhhhh! How'd Kujaku10 DO all that?!" Heh.
We haven't ALWAYS done that, though. Part of the fun, I think, is in the mad scramble at the start of a new world server to knock down some trees, find a good spot, and inevitably burrow into the ground the first night or two to avoid the roaming monsters and to get some cobblestone and maybe even some coal or iron to start with. With Ruins, that'll usually be my FIRST step, but when once I'm equipped with a few basics, I'll start trekking along, trying to find a suitable Ruin that I can clean out of the monster in habitants and then claim as my new base. It feels like a bit of a cheat, though, if it's ALREADY in perfectly pristine condition and ready to move in (just once minus a mob spawner or two), so for some of my more recent builds I've at least toyed with having some of the windows "boarded up" (planks, rather than glass -- which also means it's a lot easier for monsters to spawn inside), and more of a few where there's a pretty good pattern to go by, but still some missing blocks that need fixing up. After all, one needs some GOALS, or what's the point of playing, right?
--- 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)
Very nice, a couple months ago I started playing on a server and doing all the basic things, like digging into the side of a hill as a starter base, with plans to make it into a nice, well developed area. I ended up completely moving and terraforming the rivers and smoothing the land into a neighboring mountainous area. Then a couple weeks ago a player tells me that everyone has /fly for the month without waiting for the normal route to get it, so I go into full Gillymoth mode and start building my signature massive airships and lay out where a giant dome will go, with a giant freeform statue in the center, complete with fancy braids like how they are on my playerskin.
Having built with/for Ruins for so long all these things are second nature, that the practice carries over into the vanilla game. Oh, I'm finding it very useful to use custom vanilla tools while making structures, such as an efficiency-100 pick, to instamine things like cobble frameworks even while in creative flight mode. It makes such a vast difference from the usual creative mode breaking by hand, which is either really slow or per-click. Being able to B-R-R-R-T through solid rock at full flight-speed is something to bring with me into my creative build worlds.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Everything on the outside of the building should be marked in the template as preserveBlock (or in most recent versions, rule-0), and everything on the inside of the building should be marked as an air rule (defined as rule# having air).
Now as simple as that sounds, actually getting it to do that either requires going through some in-game set-up. or manually changing the values in the file corresponding to the inside of the structure. Given the choice, it's much easier to do this step in-game, however to a new player it won't be very intuitive. A structure basically needs there to be two different blocks to act as different kinds of air, but there is only one air block in the game. This brings us back to getting there to be two different blocks in-game that both represent the same thing (after placement).
The fastest way to do this is to fill the inside air blocks with a solid block that can represent air, and changing it in the file to actually be air. For the newest versions of Ruins, that is the last step, but for earlier versions, one still needs to manually set the outer area to preserveBlock.
Just find the center of the inside space and use a /fill ~5 ~5 ~5 ~-5 ~-5 ~-5 block-of-choice 0 replace air, and use numbers that closely match the area to be filled, so there is only minor cleanup around the edges.
The change in recent versions makes it a lot easier for new players to get into building ruins, but there are still tons of quality-of-life details that are mostly personal preference, but make a noticeable difference in the final structures, but most of those details can be learned later as one focuses on just getting started.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Find the rule that fills the center area and change the text where it says "Minecraft:wool-0" and make it say "air"
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Rule 4 should be rule4=0,100,air
Rule 20 is missing the rule20 in front of the =
Also, unless it's changed since last time I worked on templates, if you want Rule 6's mob spawner to spawn anything you'll need to replace it with =0,100,MobSpawner:Zombie (or replace Zombie with whatever mob should be there)
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
is this mod compatible with biomes o' pleny and extrabiomesxl? if not, is there some way i could make it compatible?
Ruins has always been compatible with these biome mods.
If biome mods are added After Ruins was installed, then the ruins.txt file must be deleted so Ruins can rebuild the biome list that is used during generation.
One would also need to install structures that are calibrated for whichever biome mods you wish to use. The structures used would need to include the names of the biomes from the specific mod used. In the next version, this can be handled internally and in more general terms.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Well, either that, or just go with structures in the "generic" folder. Those should pop up in ANY biome, provided it has the requisite target blocks to build on. That's probably the easiest route for casual users of the mod, until the next version comes out.
--- 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)