Hi, I dont know why but it doesn't work for me, I have ModLoader and ModloaderMP 1.2.5 but the Ruins mod doesn't work, I put the zip file into .minecraft/mods and all the other things into bin/minecraft.jar, is it correct ?
Add some zombie spawners in some of them, and some chests with valuables, like iron, gold, maybe diamond (rare) saddles,music discs, gunpowder, armor and tools, maybe some enchanted etc.
Edit: I watched some videos, and found out they are like challenging dungeons with awesome architecture. Nice job! I do love the mod and I will be getting it. Thank you!
I'm working on rearranging & re-weighting the templates between biomes. In the process I went through and tested them all, taking screens along the way. I also fixed a few broken templates.
Ok i got the mod working and have the basic ruins and im trying to add my own. On ground level; im great with sight problems with height of the structure. My question is how do you get structures above and below ground level, basicly which of the settings control ground level?
A structure spawns it's schematic at ground level minus the "sink in" value. To get a free floating structure just setup a space of "empty, do not replace" blocks below your actual structure. Check out the flying castle on how to do it.
so to get a floating structure is to use the setting like "allowable_overhang=9000" which i got from the skycastle.tml file and your saying that a underground structure should be underground in the schematic.
so to get a floating structure is to use the setting like "allowable_overhang=9000" which i got from the skycastle.tml file and your saying that a underground structure should be underground in the schematic.
Jumping in here since I had to figure this out too -
There is no variable to control the height at which structures spawn, though this would be a neat thing to have.
"allowable_overhang=9000" is misleading, this variable only checks the layer of world blocks that the structure spawns on - the target blocks. It allows you to let things spawn with part of the structure having air below, like hanging off a hillside. I think its use in skycastle is actually irrelevant.
To float things, you add layers below with rule#=0,100,300 - block ID 300 leaves the existing world blocks alone, and skycastle does this. Or you could use rule 0 for air.
To bury things it's the same thing, just layers above to the desired depth, then set the embed_into_distance variable to the total number of layers. You cannot set this variable to more than the number of layers.
Either way, the structure will only ever spawn at a fixed height or depth vs the surface. Unless you make another template with a different number of layers.
Ok i have no idea how to place the rule=0,100,300 or rule=0 into this. i assumed it was rule1 but nothing changed.
Please help
I'm guessing you didn't add more layers... so to use rule 0 (air, doesn't need to be defined) if your structure is 3x3 you'd put a few copies of:
layer
0,0,0
0,0,0
0,0,0
endlayer
before (underneath) the other layers, and update the dimensions variable to the correct number of layers.
Or if you're using mcedit, you'd build your structure in Creative on top of a column, remove the column and select all the air blocks to export.
before (underneath) the other layers, and update the dimensions variable to the correct number of layers.
Or if you're using mcedit, you'd build your structure in Creative on top of a column, remove the column and select all the air blocks to export.
Cavechunck, thank you it help with the mcedit i just have to keep working on it from here
How do you place custom chests (not the easy,medium,and hard chests) is it in the rules or in the schematic ?
and
Are you going to update this mod any further to 1.3 and fbeyond?
Barn intact / ruined - always wanted to find an old barn in Survival to fix up... Old Foundation - a house foundation with the hearth still standing, looks good in forests Outcrop - mineral-rich surface rock formation
Pit Big / Med / Small - going for the lost civilization look... Volcanic Vent - I think this turned out well, much cooler than lava randomly coming out of hills & such =) Bridge Piling / small - I wanted these to spawn in rivers but it doesn't seem to work, even if I increase the spawn frequency. Oh well, they should look good elsewhere...
Also, would you please consider supporting specific biome settings for ExtrabiomesXL when you update the mod?
It already supports specific biomes! Read the loading log, you will see how it checks for folders containing your extra Biome stuff.
As I understand it, Ruins should read biomes from the game, create entries for added biomes in ruins.txt, and load templates from folders with matching names. But none of this seems to happen. Even if I delete all the vanilla biome folders, the log just shows it checking for those folders. Manually adding entries in ruins.txt or deleting that file & regenerating it has no effect.
aaaaaand how do I tell if it's working, because I download mods and think they dont work because I can't find said structures.
any answers?
Edit: I watched some videos, and found out they are like challenging dungeons with awesome architecture. Nice job! I do love the mod and I will be getting it. Thank you!
EPIC SPOILER: screens of all templates in the mod (not including a few very similar ones like SnowHouse)
Fixed and/or renamed:
Orthanc.tml - pic
code_148_692_6_littlepyramid.tml - pic
These are weird ones. I think they're all meant to be underground but not cool enough to fuss with IMO.
code_148_692_3.tml - pic
code_148_692_5.tml - pic
UNdergroundRuin.tml - pic
Mosslander's Townpack
TP_Barn.tml (I think it's designed so that animals will spawn neatly in the pens, if you add spawners) - pic
TP_FishingShack.tml - pic
TP_LargeHouse.tml - pic
TP_StoneHut.tml - pic
TP_TreeFarm.tml - pic
TP_Well.tml (a neat design also used by Formivore, but the rotation doesn't work here - the signs should be blades) - pic
TP_Wheatfarm.tml - pic
GateUnderGlass.tml (in OPTIONAL folder) is an invalid template that causes the game to crash when creating a new world.
I also made ruined versions of some vanilla village buildings - I'm pretty happy with how they came out:
VanillaVillageChurch-r.tml - pic
VanillaVillageCobbleHouse-r.tml - pic
VanillaVillageEmptyHouse-r.tml - pic
VanillaVillageForge-r.tml - pic
VanillaVillageHut-r.tml - pic
Previously I made templates for all the intact vanilla structures and used them for a Walled City.
Jumping in here since I had to figure this out too -
There is no variable to control the height at which structures spawn, though this would be a neat thing to have.
"allowable_overhang=9000" is misleading, this variable only checks the layer of world blocks that the structure spawns on - the target blocks. It allows you to let things spawn with part of the structure having air below, like hanging off a hillside. I think its use in skycastle is actually irrelevant.
To float things, you add layers below with rule#=0,100,300 - block ID 300 leaves the existing world blocks alone, and skycastle does this. Or you could use rule 0 for air.
To bury things it's the same thing, just layers above to the desired depth, then set the embed_into_distance variable to the total number of layers. You cannot set this variable to more than the number of layers.
Either way, the structure will only ever spawn at a fixed height or depth vs the surface. Unless you make another template with a different number of layers.
Please help
rule1=0,100,3
rule2=0,100,50-1
rule3=0,100,50-3
rule4=0,100,50-4
rule5=0,100,1
rule6=0,100,13
rule7=0,100,2
rule8=0,100,4
rule9=0,100,98
rule10=0,100,50-5
rule11=0,100,67-2
rule12=0,100,87
rule13=0,100,43
rule14=0,100,5
rule15=0,100,85
rule16=0,100,53-2
rule17=0,100,17-1
rule18=0,100,58
rule19=0,100,54
rule20=0,100,31-2
rule21=0,100,61-4
rule22=0,100,18-2
rule23=0,100,50-2
rule24=0,100,31-1
rule25=0,100,54-2
rule26=0,100,35-8
rule27=0,100,54-3
rule28=0,100,54-5
rule29=0,100,54-4
rule30=0,100,67-3
rule31=0,100,9
rule32=0,100,60-7
rule33=0,100,20
rule34=0,100,67
rule35=0,100,69-4
rule36=0,100,26-9
rule37=0,100,26-1
rule38=0,100,69-5
rule39=0,100,64-3
rule40=0,100,17
rule41=0,100,68-3
rule42=0,100,68-5
rule43=0,100,64-11
rule44=0,100,18
rule45=0,100,29
rule46=0,100,69-2
rule47=0,100,35-7
Does it follow that you shouldn't use any of the special IDs? I think 300 is pretty common in templates...
I'm guessing you didn't add more layers... so to use rule 0 (air, doesn't need to be defined) if your structure is 3x3 you'd put a few copies of:
layer
0,0,0
0,0,0
0,0,0
endlayer
before (underneath) the other layers, and update the dimensions variable to the correct number of layers.
Or if you're using mcedit, you'd build your structure in Creative on top of a column, remove the column and select all the air blocks to export.
So true it transformed my structure inside out and thank you AtomicStryker its amazing mod, best one ive seen in along time.
Cavechunck, thank you it help with the mcedit i just have to keep working on it from here
If you want, I can port this to bukkit under your name. :3
How do you place custom chests (not the easy,medium,and hard chests) is it in the rules or in the schematic ?
and
Are you going to update this mod any further to 1.3 and fbeyond?
screenshots
Barn intact / ruined - always wanted to find an old barn in Survival to fix up...
Old Foundation - a house foundation with the hearth still standing, looks good in forests
Outcrop - mineral-rich surface rock formation
Pit Big / Med / Small - going for the lost civilization look...
Volcanic Vent - I think this turned out well, much cooler than lava randomly coming out of hills & such =)
Bridge Piling / small - I wanted these to spawn in rivers but it doesn't seem to work, even if I increase the spawn frequency. Oh well, they should look good elsewhere...
Also, would you please consider supporting specific biome settings for ExtrabiomesXL when you update the mod?
Nice idea on the Outcrop, nobody thought of that before
As I understand it, Ruins should read biomes from the game, create entries for added biomes in ruins.txt, and load templates from folders with matching names. But none of this seems to happen. Even if I delete all the vanilla biome folders, the log just shows it checking for those folders. Manually adding entries in ruins.txt or deleting that file & regenerating it has no effect.