This is an updated version of d00dv4d3r's Ruins v6 mod!
I'm adjusting the code to make it work with new versions of minecraft. All credits goes to d00dv4d3r for the creation of this mod.
Basic info:
For those who don't know the mod, what it does, is spreading out buildings around the world, defined by user made templates (yes you can make your own, instructions included in the mod). You can change spawn density in the options file. All explained in the readme and on the original thread.
It also comes with a set of ruin templates made by d00dv4d3r.
Known Bugs:
-There is a new option in v6 for templates that makes them unique (they only spawn once per world). This caused a crash last time I checked, so leave it unique=0 when creating or changing templates.
1.1.0
Changed biomes again... Also mods folder doesn't seem to work so back to old ways, put everything into minecraft.jar
1.0.0 v2
I messed up something with the biome changes, now it is fixed.
1.0.0
Same as 1.8..
1.8
Changed the biome options to represent the ones in 1.8, ocean, sky, river, and extremehill are the new ones and I didn't put any templates in their folders, you may do so if you wish, but it may require some changes to the templates to work right, like use of preserve_water for ocean templates..
1.7 v2
Fixed ignored block ID list when looking for suitable place (now contains tall grass)
Schemtic converter for templates: (I have never tried this converter, but still many ask about how to use it, so here thanks to dann494)
dann494, on 01 September 2011 - 01:19 PM, said:
Here's a short schematic converter tutorial (for converting MCEdit schematics into ruin templates)
1. Unzip the files in the schematic converter folder
2. Copy the schematics you want to convert, and paste them in the same directory (or make a sub folder)
3. Open test.bat with Notepad++ (doesn't work with normal notepad)
It should look like this
@echo off
java SchToTml blockhouse.schematic
pause
4. Rename blockhouse.schematic to the schematic you want to convert (example: test1.schematic)
4.1. If you made a sub folder for it, write the name of the sub folder\name of schematic (example: schematics\test2.schematic)
4.2. If you want to convert several schematics in the same execution, copy and paste the line, and rename
Example
@echo off
java SchToTml test1.schematic
java SchToTml schematics\test2.schematic
pause
5. Save test.bat (you can rename it, if you want to)
6. Run test.bat (or whatever you saved it as)
7. After the program has ended, the tml files should appear in the same folders as their schematic counterpart (example: test1 in the main folder, test2 in the schematics folder)
I'm having a small issue... I installed everything as per the instructions... and it doesn't look like I'm getting any ruins... I wandered a newly created (without a seed) world, and never even saw one...
Edit: Turned spawnrate to 100 percent... still nothing... I don't get it...
Tried a fresh install, with just modloader and ruins... still no luck... Why does it seem like I'm the only one who can't get this working...
Please help me... I really want to try this mod.
Ok if you fiddled with ruins.txt I assume you know how to install minecraft mods, but still basics: remove META-INF from minecraft.jar, place resources from the mod folder into .minecraft folder resources (templates are in this so without it nothing would spawn). also in minecraft folder next to ruins.txt there should be a ruins_log.txt created when the mod runs the first time, if u don't see this something is not installed right, if you look into this u can see the ruin templates loaded to be spawned, or if any of them has an error. If its empty than the templates are not in the right place.
Also in heavily forested areas and mountains it's hard for the ruin generator to find a big enough place for the ruins, so look in desert areas first, there u should definitely see some ruins with base settings. (btw if in templates u enable preserve_plants= than the generator will ignore trees when placing ruins, same for water with preserve_water=)
Another note: this mod doesn't conflict with anything I tried so far, so new install shouldn't be necessary.
Ok if you fiddled with ruins.txt I assume you know how to install minecraft mods, but still basics: remove META-INF from minecraft.jar, place resources from the mod folder into .minecraft folder resources (templates are in this so without it nothing would spawn). also in minecraft folder next to ruins.txt there should be a ruins_log.txt created when the mod runs the first time, if u don't see this something is not installed right, if you look into this u can see the ruin templates loaded to be spawned, or if any of them has an error. If its empty than the templates are not in the right place.
Also in heavily forested areas and mountains it's hard for the ruin generator to find a big enough place for the ruins, so look in desert areas first, there u should definitely see some ruins with base settings. (btw if in templates u enable preserve_plants= than the generator will ignore trees when placing ruins, same for water with preserve_water=)
Another note: this mod doesn't conflict with anything I tried so far, so new install shouldn't be necessary.
Yes, I am not new to installing mods. I installed it as per the instructions, and nothing... Modloader says it's loading it, but no ruins_log.txt is being generated (even tried making it myself... still nothing.
If the log is not generated then the mod is not active somehow. You use the latest of modloader right? Maybe I'm using one step older version, the fist for 1.6.5, ill try with the new one and see if something else needs to be changed..
Now we have 1.6.6 so have to re check everything again anyways :biggrin.gif:
That's a good point. I've got Millenaire. Might give this a go when I get a chance later. See if they work okay together.
I can confirm that, so far, V2 Ruins is working fine with the following mods installed:
WildGrass_v14.3
WildLilies_v14.3
WildVines_v14.3
ModLoader
ModOptionsAPI-v0.6.3
NatureOverhaul.v1.0.1.1
GuiAPI0.10.1-1.6.6
GuiApiPatch-v0.6.3
AudioMod
SinglePlayerCommands
MoCreatures
millenaire0.8b
Ruins_v6 (this mod shown for completeness)
WildGrass.v14.3v1.0.1.1.patch
HD Textures
HD Font
Better Grass (though this really doesn't work with WildGrass so it shouldn't be here. Forgot about that)
-There is a new option in v6 for templates that makes them unique (they only spawn once per world). This caused a crash last time I checked, so leave it unique=0 when creating or changing templates.
I've been wondering, this "Unique" option, is it to avoid the creation of twin ruins or is it to stop the ruins from respawning? (I was a bit surprised when I realized those things were reappearing after a while)
Rollback Post to RevisionRollBack
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Have run into a particularly interesting problem. Ruins are randomly appearing in already defined chunks. I started with 2 different ruins in an area, and at this point I now have 5 in that same area. Something is causing it to generate ruins after the chunk has been generated.
http://www.minecraft...2#entry13665702
This is an updated version of d00dv4d3r's Ruins v6 mod!
I'm adjusting the code to make it work with new versions of minecraft. All credits goes to d00dv4d3r for the creation of this mod.
Basic info:
For those who don't know the mod, what it does, is spreading out buildings around the world, defined by user made templates (yes you can make your own, instructions included in the mod). You can change spawn density in the options file. All explained in the readme and on the original thread.
It also comes with a set of ruin templates made by d00dv4d3r.
The original thread can be found here:
http://www.minecraft...page__hl__ruins
You can find a lot more info and user made templates there.
Requirements:
Risugami's Modloader:
http://www.minecraft...s-mods-updates/
Known Bugs:
-There is a new option in v6 for templates that makes them unique (they only spawn once per world). This caused a crash last time I checked, so leave it unique=0 when creating or changing templates.
Downloads:
Ruins 1.2.3
http://www.mediafire...dc1aathu3tzxaf3
Old Versions:
Ruins 1.1
http://www.mediafire...bwlmp9xv5ekbvos
Ruins 1.0.0 v2
http://www.mediafire...bbalv7l16fdb4z8
Ruins 1.8
http://www.mediafire...8l1layru5m2rfab
Ruins 1.7 v2
http://www.mediafire...7abrdq7ym17gw4d
Ruins 1.6.6
http://www.mediafire...6dqnmq3m6yhcvdk
Change log:
1.2.3
Changed biomes yet again.. And adjusted height limit, hopefully.
1.1.0
Changed biomes again... Also mods folder doesn't seem to work so back to old ways, put everything into minecraft.jar
1.0.0 v2
I messed up something with the biome changes, now it is fixed.
1.0.0
Same as 1.8..
1.8
Changed the biome options to represent the ones in 1.8, ocean, sky, river, and extremehill are the new ones and I didn't put any templates in their folders, you may do so if you wish, but it may require some changes to the templates to work right, like use of preserve_water for ocean templates..
1.7 v2
Fixed ignored block ID list when looking for suitable place (now contains tall grass)
Pictures:
Thanks to Arrrg, showing some nice costume templates and possibilities:
(more on second page or here: http://www.minecraft...craft-overhaul/)
Some more from 1.0.0:
(Texture Pack used for these two: Sphax PureBDCraft x128 )
Schemtic converter for templates: (I have never tried this converter, but still many ask about how to use it, so here thanks to dann494)
I don't make spelling mistakes, I make new words
i did! thank you! looks neat!
I don't make spelling mistakes, I make new words
Thanks for the update!
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Edit: Turned spawnrate to 100 percent... still nothing... I don't get it...
Please help me... I really want to try this mod.
Ok if you fiddled with ruins.txt I assume you know how to install minecraft mods, but still basics: remove META-INF from minecraft.jar, place resources from the mod folder into .minecraft folder resources (templates are in this so without it nothing would spawn). also in minecraft folder next to ruins.txt there should be a ruins_log.txt created when the mod runs the first time, if u don't see this something is not installed right, if you look into this u can see the ruin templates loaded to be spawned, or if any of them has an error. If its empty than the templates are not in the right place.
Also in heavily forested areas and mountains it's hard for the ruin generator to find a big enough place for the ruins, so look in desert areas first, there u should definitely see some ruins with base settings. (btw if in templates u enable preserve_plants= than the generator will ignore trees when placing ruins, same for water with preserve_water=)
Another note: this mod doesn't conflict with anything I tried so far, so new install shouldn't be necessary.
Yes, I am not new to installing mods. I installed it as per the instructions, and nothing... Modloader says it's loading it, but no ruins_log.txt is being generated (even tried making it myself... still nothing.
Now we have 1.6.6 so have to re check everything again anyways :biggrin.gif:
You're my hero.
So nice to have my ruins back in the world.
That's a good point. I've got Millenaire. Might give this a go when I get a chance later. See if they work okay together.
I can confirm that, so far, V2 Ruins is working fine with the following mods installed:
WildGrass_v14.3
WildLilies_v14.3
WildVines_v14.3
ModLoader
ModOptionsAPI-v0.6.3
NatureOverhaul.v1.0.1.1
GuiAPI0.10.1-1.6.6
GuiApiPatch-v0.6.3
AudioMod
SinglePlayerCommands
MoCreatures
millenaire0.8b
Ruins_v6 (this mod shown for completeness)
WildGrass.v14.3v1.0.1.1.patch
HD Textures
HD Font
Better Grass (though this really doesn't work with WildGrass so it shouldn't be here. Forgot about that)
I've been wondering, this "Unique" option, is it to avoid the creation of twin ruins or is it to stop the ruins from respawning? (I was a bit surprised when I realized those things were reappearing after a while)
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.