I tried to determine the max structure size using cobblestone megaliths. There seem to be several factors:
1. Footprint: 40x40x40 was the biggest cube I could spawn before the game froze on world generation. However, a 1x50x50 plane did spawn...
2. allowable_overhang variable: setting it to the longest dimension (L/W) seems to greatly increase the chance of spawning structures with large footprints.
3. # solid blocks: I haven't really tested it, but I suspect that templates with a lot of air or block rules with 0% chance to spawn may be able to get around the footprint thing. AlchemistsDungeon is 13x22x52, but mostly not solid.
4. Abundance of targets: targeting the 40-block cube to water in an ocean seed caused MC to freeze.
5. preserve_plants/water variables: seems to increase spawning, especially in jungles. I noticed that even small stuff rarely spawns in jungles unless preserve plants is on.
6. Height: seems to matter least - a 128x25x25 tower spawned frequently.
I wonder if there's a balance between total number of blocks vs difficulty finding a site for the footprint...
Overall, you can make some pretty Cyclopean structures but your full-scale replica of R'lyeh is probably too big. If in doubt, make the bounding box in MCedit before you start building!
I tried to determine the max structure size using cobblestone megaliths. There seem to be several factors:
1. Footprint: 40x40x40 was the biggest cube I could spawn before the game froze on world generation. However, a 1x50x50 plane did spawn...
2. allowable_overhang variable: setting it to the longest dimension (L/W) seems to greatly increase the chance of spawning structures with large footprints.
3. # solid blocks: I haven't really tested it, but I suspect that templates with a lot of air or block rules with 0% chance to spawn may be able to get around the footprint thing. AlchemistsDungeon is 13x22x52, but mostly not solid.
4. Abundance of targets: targeting the 40-block cube to water in an ocean seed caused MC to freeze.
5. preserve_plants/water variables: seems to increase spawning, especially in jungles. I noticed that even small stuff rarely spawns in jungles unless preserve plants is on.
6. Height: seems to matter least - a 128x25x25 tower spawned frequently.
I wonder if there's a balance between total number of blocks vs difficulty finding a site for the footprint...
Overall, you can make some pretty Cyclopean structures but your full-scale replica of R'lyeh is probably too big. If in doubt, make the bounding box in MCedit before you start building!
One thing I noticed is that the vanilla village structures included in Cavechunk's pack spawned frequently in forests which is exactly what I wanted to see more of. The most obvious difference in how they are set up compared to the other buildings is the max cut in setting at 10. maybe Im stupid but I have trouble making sense of some of the variable descriptions in the template rules file, but I *think* that one clears out vertical space above the target removing the canopies which normally prevents structures from spawning. Stands to reason that one of the other settings controls the horizontal.
I experimented a lot, and managed to get things like this to spawn frequently: http://www.planetminecraft.com/project/nefas-pirate-ship-v10/ What Im thinking of doing is putting together a package of nicely designed buildings that are partially ruined so that you need to fix them up in order to be habitable again.
One thing I noticed is that the vanilla village structures included in Cavechunk's pack spawned frequently in forests which is exactly what I wanted to see more of. The most obvious difference in how they are set up compared to the other buildings is the max cut in setting at 10. maybe Im stupid but I have trouble making sense of some of the variable descriptions in the template rules file, but I *think* that one clears out vertical space above the target removing the canopies which normally prevents structures from spawning. Stands to reason that one of the other settings controls the horizontal.
I will play with the cut setting, but I didn't mean for them to spawn any more frequently in forests. Not all vanilla structures are in all biomes in my pack.
max_cut_in: you're right, this clears blocks above the build site footprint (not above the top of the template)
cut_in_buffer: clears blocks around the sides of the site - coupled with max_cut_in to clear upward
max_leveling: fills the area below the site with whatever block type was targeted*
leveling_buffer: extends the filling outward from the site, so you will get a sort of pedestal if not on completely flat ground
*re-reading the rules, I need to revise my findings; if levelling is set, allowable_overhang is disabled (and I had levelling for all my tests). So, for large structures, use levelling.
The most obvious difference in how they are set up compared to the other buildings is the max cut in setting at 10
HEY! You were right!!
Seems I made some wrong assumptions about how max_cut_in works. New test results using max_cut_in=25, max_levelling=2:
50x50x50 cobblestone: spawns just fine, world gen noticeably slower
100x100x100: freezes on world gen
100x75x75: world gen takes a couple minutes, hangs at "saving chunks" and may freeze, but I have seen it spawn.
100x70x70: world gen still slow, but seems to work reliably
Nordic Ruins 66x81x83: spawns, but would need some adaptation (ie, correct mob spawner types)
I will play with the cut setting, but I didn't mean for them to spawn any more frequently in forests. Not all vanilla structures are in all biomes in my pack.
max_cut_in: you're right, this clears blocks above the build site footprint (not above the top of the template)
cut_in_buffer: clears blocks around the sides of the site - coupled with max_cut_in to clear upward
max_leveling: fills the area below the site with whatever block type was targeted*
leveling_buffer: extends the filling outward from the site, so you will get a sort of pedestal if not on completely flat ground
*re-reading the rules, I need to revise my findings; if levelling is set, allowable_overhang is disabled (and I had levelling for all my tests). So, for large structures, use levelling.
Well, what I meant is that the vanilla structures are one of the few that CAN appear in forests at all, not that they are more common there perse. Forests can be a huge pain in the ass, its nice to see something unique pop up there once in a while so its not just the same thing for miles. And thanks for the clarification about the settings.
HEY! You were right!!
Seems I made some wrong assumptions about how max_cut_in works. New test results using max_cut_in=25, max_levelling=2:
50x50x50 cobblestone: spawns just fine, world gen noticeably slower
100x100x100: freezes on world gen
100x75x75: world gen takes a couple minutes, hangs at "saving chunks" and may freeze, but I have seen it spawn.
100x70x70: world gen still slow, but seems to work reliably
Nordic Ruins 66x81x83: spawns, but would need some adaptation (ie, correct mob spawner types)
Cool, I was right about something. That almost never happens!
Could you take a moment and maybe make a faq down the road? Seems there are a few templates in the "mod extra stuff" folder. And many more in the "\mod install files\mods\resources\ruins\OPTIONAL"
Like the BattleBasement(easy,medium,hard), is this template used by default, Or do you have to drag theses .tml out and place them in the Biodomes we wish for them to spawn?
Over all great mod I just wish to take the most advantage of it ^_-
Can someone explain to me how to install this mod. I read the read me text and the 1st one said to place the mod install files in .minecraft and this mod required modloader and modloadermp. Which contrast with what his website said the requirements were. The second one inside the mod install files said to place it in the /mods folder.
Thank you for updating!
Alas, the updated version doesn't seem to be working for me. I installed the latest Modloader on a clean MC install and put the Ruins resources folder & zip in /mods. No config files are created and nothing spawns. Modloader's log detects Ruins though.
Aug 3, 2012 8:07:27 PM ModLoader init
FINE: ModLoader 1.3.1 Initializing...
Aug 3, 2012 8:07:27 PM ModLoader readFromClassPath
FINER: Adding mods from /home/jas/.minecraft/bin/minecraft.jar
Aug 3, 2012 8:07:27 PM ModLoader readFromClassPath
FINER: Zip found.
Aug 3, 2012 8:07:27 PM ModLoader readFromModFolder
FINER: Adding mods from /home/jas/.minecraft/mods/Ruins 1.3.1.zip
Aug 3, 2012 8:07:27 PM ModLoader readFromModFolder
FINER: Zip found.
Aug 3, 2012 8:07:27 PM ModLoader addMod
FINE: Mod Initialized: "mod_Ruins v7.4 @ 1.3.1" from mod_Ruins.class
Aug 3, 2012 8:07:27 PM ModLoader readFromModFolder
FINER: Adding mods from /home/jas/.minecraft/mods/resources
Aug 3, 2012 8:07:27 PM ModLoader readFromModFolder
FINER: Directory found.
Aug 3, 2012 8:07:27 PM ModLoader init
FINE: Mod Loaded: "mod_Ruins v7.4 @ 1.3.1"
Aug 3, 2012 8:07:27 PM ModLoader addAllRenderers
FINE: Initialized
Could you take a moment and maybe make a faq down the road? Seems there are a few templates in the "mod extra stuff" folder. And many more in the "\mod install files\mods\resources\ruins\OPTIONAL"
Much info in the Readme and template_rules files.
I previously went through and took screens of the included structures, then I made my own custom pack.
If you're moving templates around, make sure that folder for biomes are named exactly as they appear in the Ruins logfile.
1. Footprint: 40x40x40 was the biggest cube I could spawn before the game froze on world generation. However, a 1x50x50 plane did spawn...
2. allowable_overhang variable: setting it to the longest dimension (L/W) seems to greatly increase the chance of spawning structures with large footprints.
3. # solid blocks: I haven't really tested it, but I suspect that templates with a lot of air or block rules with 0% chance to spawn may be able to get around the footprint thing. AlchemistsDungeon is 13x22x52, but mostly not solid.
4. Abundance of targets: targeting the 40-block cube to water in an ocean seed caused MC to freeze.
5. preserve_plants/water variables: seems to increase spawning, especially in jungles. I noticed that even small stuff rarely spawns in jungles unless preserve plants is on.
6. Height: seems to matter least - a 128x25x25 tower spawned frequently.
I wonder if there's a balance between total number of blocks vs difficulty finding a site for the footprint...
Overall, you can make some pretty Cyclopean structures but your full-scale replica of R'lyeh is probably too big. If in doubt, make the bounding box in MCedit before you start building!
One thing I noticed is that the vanilla village structures included in Cavechunk's pack spawned frequently in forests which is exactly what I wanted to see more of. The most obvious difference in how they are set up compared to the other buildings is the max cut in setting at 10. maybe Im stupid but I have trouble making sense of some of the variable descriptions in the template rules file, but I *think* that one clears out vertical space above the target removing the canopies which normally prevents structures from spawning. Stands to reason that one of the other settings controls the horizontal.
I experimented a lot, and managed to get things like this to spawn frequently: http://www.planetminecraft.com/project/nefas-pirate-ship-v10/ What Im thinking of doing is putting together a package of nicely designed buildings that are partially ruined so that you need to fix them up in order to be habitable again.
I will play with the cut setting, but I didn't mean for them to spawn any more frequently in forests. Not all vanilla structures are in all biomes in my pack.
max_cut_in: you're right, this clears blocks above the build site footprint (not above the top of the template)
cut_in_buffer: clears blocks around the sides of the site - coupled with max_cut_in to clear upward
max_leveling: fills the area below the site with whatever block type was targeted*
leveling_buffer: extends the filling outward from the site, so you will get a sort of pedestal if not on completely flat ground
*re-reading the rules, I need to revise my findings; if levelling is set, allowable_overhang is disabled (and I had levelling for all my tests). So, for large structures, use levelling.
HEY! You were right!!
Seems I made some wrong assumptions about how max_cut_in works. New test results using max_cut_in=25, max_levelling=2:
50x50x50 cobblestone: spawns just fine, world gen noticeably slower
100x100x100: freezes on world gen
100x75x75: world gen takes a couple minutes, hangs at "saving chunks" and may freeze, but I have seen it spawn.
100x70x70: world gen still slow, but seems to work reliably
Nordic Ruins 66x81x83: spawns, but would need some adaptation (ie, correct mob spawner types)
Well, what I meant is that the vanilla structures are one of the few that CAN appear in forests at all, not that they are more common there perse. Forests can be a huge pain in the ass, its nice to see something unique pop up there once in a while so its not just the same thing for miles. And thanks for the clarification about the settings.
Cool, I was right about something. That almost never happens!
Like the BattleBasement(easy,medium,hard), is this template used by default, Or do you have to drag theses .tml out and place them in the Biodomes we wish for them to spawn?
Over all great mod I just wish to take the most advantage of it ^_-
Alas, the updated version doesn't seem to be working for me. I installed the latest Modloader on a clean MC install and put the Ruins resources folder & zip in /mods. No config files are created and nothing spawns. Modloader's log detects Ruins though.
Aug 3, 2012 8:07:27 PM ModLoader init
FINE: ModLoader 1.3.1 Initializing...
Aug 3, 2012 8:07:27 PM ModLoader readFromClassPath
FINER: Adding mods from /home/jas/.minecraft/bin/minecraft.jar
Aug 3, 2012 8:07:27 PM ModLoader readFromClassPath
FINER: Zip found.
Aug 3, 2012 8:07:27 PM ModLoader readFromModFolder
FINER: Adding mods from /home/jas/.minecraft/mods/Ruins 1.3.1.zip
Aug 3, 2012 8:07:27 PM ModLoader readFromModFolder
FINER: Zip found.
Aug 3, 2012 8:07:27 PM ModLoader addMod
FINE: Mod Initialized: "mod_Ruins v7.4 @ 1.3.1" from mod_Ruins.class
Aug 3, 2012 8:07:27 PM ModLoader readFromModFolder
FINER: Adding mods from /home/jas/.minecraft/mods/resources
Aug 3, 2012 8:07:27 PM ModLoader readFromModFolder
FINER: Directory found.
Aug 3, 2012 8:07:27 PM ModLoader init
FINE: Mod Loaded: "mod_Ruins v7.4 @ 1.3.1"
Aug 3, 2012 8:07:27 PM ModLoader addAllRenderers
FINE: Initialized
Much info in the Readme and template_rules files.
I previously went through and took screens of the included structures, then I made my own custom pack.
If you're moving templates around, make sure that folder for biomes are named exactly as they appear in the Ruins logfile.
As for when Forge is released for 1.3.1 ... soonish
It's working for me now. Sweet!
Those are awesome! Could you maybe make some underground sewers or something?
I would love to use these structures in my upcoming survival/pvp server.