@zentag
Looks like the old invalid block ID bug, before i fixed that one from spawning forge filler blocks
@ozzy
No idea about Nether spawning, having never done that. You can try, but you will likely have to fix several things (mappings, setBlockID parameters...) and if you aren't into minecraft modding that might be difficult for you.
Hey, So i'm working on finding a lot of good mods that go together and found something odd. when I use your mod at all even by its self i get strange grey textured blocks around the ruins. it makes them unusable but they brake in one click.I can't middle mouse them and so i am at a loss as to how to fix them.
(as a note still on 1.4.7)
here's a screen shot
Its the thing i have highlited
it kind of looks like block 36
The templates were changed a little while ago which means any templates you had from previous versions wont work. You'll need to use the new templates from the downloaded zip
Just like to say I really love your mod, it adds a lot of interesting things to do in the overworld. That said I have two suggestions:
1. Can there be a way to have a minimum distance between ruins? I like have a ruin or two peppered through my world, but even when turning their spawn rate very low, they still generate in abundance in flat biomes like plains.
2. The organization of files creates a lot of redundancy. Is it possible to only have one file per ruin, and in the config for it have the different weights per biome? Right now if I want to, say, increase all weights for VillageChurch, I'd have to load them all up and edit all their weights individually.
1. You can sort of deal with this by creating a totally empty template and giving it a very high weight.
2. I agree, this would be very helpful. Also, it would be good to be able to change the "clustering" effect (the one caused by 'tries per chunk') according to which ruin was spawned. For example, house/village ruins would have a high chance of spawning in clusters, but battle-towers and dungeon style ruins would, more often than not, spawn completely by themselves.
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Does anyone know how to make it so that Ruins will spawn in the Biomes O' Plenty biomes? Thanks.
load minecraft with both mods installed. then ruins should generate empty folders with those biomes for names.create or copy the tml files into those biomes folders.
This one is after I set a bunch of ore IDs to spawn instead of stone.
Nice, I like how you included the block ID's in the file, you could easily make a snow one for the Taiga or say, a moss stone one for the Jungle. Good work!
Nice, I like how you included the block ID's in the file, you could easily make a snow one for the Taiga or say, a moss stone one for the Jungle. Good work!
Thanks,
It was more of a test to see what would happen. I changed the 85 to 95 and got a couple over cloud level.
Imagine a spire made of redstone lamps and a column of redstone torches in the center.
Nice work guys on the additional ruins (C_C and jsmith) and good discussion on the command block by Acolyte. This has been one of the most enjoyable threads I've read on this site yet.
If you are gonna put folders within folders within other folders within those folders, it would be nice for some installation instructions. I checked your website and here.
Before I try can i use this to generate structures using blockIDs from mods? Say I want to make a house using stained clay stairs using staircraft, or make a house that has IC2 solar panels, MFEs, and such?
Can I just use the blockID from their config file, or will it not generate if the IDs are outside vanilla range.
Also.
Idea:
Have custom inventories...
<filename>.inv.gen.tml
# type chestInventory, trappedChestInventory, furnaceInventory, etc
type=chestInventory
# rule#=X,Y,Z (X could be maximum # of items for stackables)
then when a structure file calls <filename>.inv.gen.tml (in this scenario) then the generated chests/inventories would generate with the items specified.
Might increase customizability for custom dungeon loot.
Before I try can i use this to generate structures using blockIDs from mods? Say I want to make a house using stained clay stairs using staircraft, or make a house that has IC2 solar panels, MFEs, and such?
Can I just use the blockID from their config file, or will it not generate if the IDs are outside vanilla range.
I've definitely used Ruins to generate mod-added blockIDs before. Not sure if anything has changed since then, but I was using IDs well over Vanilla range from both Pam's Harvest as well as Biomes O' Plenty.
I have not and never will give modpack permissions in "public", which means forum threads or via twitter.
Read the license: http://atomicstryker.net/about.html
Send me a PM
I need some advice. How can I adjust the files/settings so that I get really dense generation of ruins in a biome?
I've already increased the tries and chances, set only that biome to a high %, all others to really low %. While I do get generation, it's no where near dense enough, so I'm assuming there are rules in the tml files that I can adjust.
Reading the readme, I think if I play around with the preserve_XXX and I think max_levelling it would help force the structures to generate?
I'm trying to turn the Biomes o Plenty Oasis biome into an overgrown ruined "city". Basically somewhere with a lot of mob spawners and chests
Looks like the old invalid block ID bug, before i fixed that one from spawning forge filler blocks
@ozzy
No idea about Nether spawning, having never done that. You can try, but you will likely have to fix several things (mappings, setBlockID parameters...) and if you aren't into minecraft modding that might be difficult for you.
The templates were changed a little while ago which means any templates you had from previous versions wont work. You'll need to use the new templates from the downloaded zip
1. You can sort of deal with this by creating a totally empty template and giving it a very high weight.
2. I agree, this would be very helpful. Also, it would be good to be able to change the "clustering" effect (the one caused by 'tries per chunk') according to which ruin was spawned. For example, house/village ruins would have a high chance of spawning in clusters, but battle-towers and dungeon style ruins would, more often than not, spawn completely by themselves.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
load minecraft with both mods installed. then ruins should generate empty folders with those biomes for names.create or copy the tml files into those biomes folders.
TheCountChuckula's Mods on CurseForge
Copy this code into a TML file and place it in a biome folder for Ruins
Screenshot
This one is after I set a bunch of ore IDs to spawn instead of stone.
TheCountChuckula's Mods on CurseForge
Nice, I like how you included the block ID's in the file, you could easily make a snow one for the Taiga or say, a moss stone one for the Jungle. Good work!
Thanks,
It was more of a test to see what would happen. I changed the 85 to 95 and got a couple over cloud level.
Imagine a spire made of redstone lamps and a column of redstone torches in the center.
Such a powerful mod.
TheCountChuckula's Mods on CurseForge
Can I just use the blockID from their config file, or will it not generate if the IDs are outside vanilla range.
Also.
Idea:
Have custom inventories...
<filename>.inv.gen.tml
# type chestInventory, trappedChestInventory, furnaceInventory, etc
type=chestInventory
# rule#=X,Y,Z (X could be maximum # of items for stackables)
rule1=25,80,273,274,275,272
rule2=20,60,256,257,258,267,325
rule3=15,40,264,265,265,265,266,
rule4=10,20,310,311,312,313,276,
rule5=1,1,322,362,419,
# Chests are 9x3, furnaces have 2 input slots, etc
layer
1,4,2,1,3,1,2,1,5
3,2,1,4,2,3,3,4,2
1,1,2,5,3,1,2,1,1
endlayer
# Furnace
#
# type=furnaceInventory
#
# rule1=32,80,14,15,319,363,365
# rule2=4,80,263
#
# layer
# 1
# 2
# endlayer
Might increase customizability for custom dungeon loot.
TheCountChuckula's Mods on CurseForge
I've definitely used Ruins to generate mod-added blockIDs before. Not sure if anything has changed since then, but I was using IDs well over Vanilla range from both Pam's Harvest as well as Biomes O' Plenty.
Awesome. Thanks for the tip.
Also,
May I have permission to add this to my mod pack?
TheCountChuckula's Mods on CurseForge
Read the license: http://atomicstryker.net/about.html
Send me a PM
I've already increased the tries and chances, set only that biome to a high %, all others to really low %. While I do get generation, it's no where near dense enough, so I'm assuming there are rules in the tml files that I can adjust.
Reading the readme, I think if I play around with the preserve_XXX and I think max_levelling it would help force the structures to generate?
I'm trying to turn the Biomes o Plenty Oasis biome into an overgrown ruined "city". Basically somewhere with a lot of mob spawners and chests