Im using Ruins_1.6.4 was wandering is there a size limit if so what is it?
There is no hard limit. However, if you made a ruin that was 10'000x10'000 blocks in size, the game is probably going to crash, or lag ridiculously, you know?
In other words; make your template as big as you need, and if it doesn't work well, just shrink it down until it does.
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
*chat message* - 1710 updates!! download now! - ooo nice i run! - .... - where all ruins?! hell! they vanished! =>>
serioulsly there are feature in new update 1710? - i can not find any one ruin (default cfg - normal gen) upd: RUINS become MUCH more rare ! i find only 1 ruin ))) ok its default cfg settings: tries_per_chunk_normal=6 chance_to_spawn_normal=10.0 chance_for_site_normal=15.0 biome-specific-spawn-chance = 75% (0 ruin - all biomes except jungle and ocean havent templates O_O ) in total: chance per chunk : 6 try with 10% chance - 60% total 60% with 75% - biome specific chance ( 0 ruin) - 15% total (2% chance for site) and 64 min distance 15% per chunk its 1 ruin per 107 cubics,
hmm in game i have only ~ 1 ruin per biome now O_O previously version 172 had near 5 ruins per biome!
I remember downloading some sort of a user-created ruin compilation pack (and also Biomes O'Plenty ruin presets) for one of the earlier versions (1.5.2, I think). Would those still work for 1.7+ versions? And if not, are there any user-uploaded ruin schematics and biome presets for the 1.7+? My forum search is rather glitchy after the update (often shows 'no results' for phrases that are clearly there), so I couldn't find anything myself.
I remember downloading some sort of a user-created ruin compilation pack (and also Biomes O'Plenty ruin presets) for one of the earlier versions (1.5.2, I think). Would those still work for 1.7+ versions? And if not, are there any user-uploaded ruin schematics and biome presets for the 1.7+? My forum search is rather glitchy after the update (often shows 'no results' for phrases that are clearly there), so I couldn't find anything myself.
now i find obsolete ruins in resourses folder,
we can add them to world-gen?
I remember downloading some sort of a user-created ruin compilation pack (and also Biomes O'Plenty ruin presets) for one of the earlier versions (1.5.2, I think). Would those still work for 1.7+ versions? And if not, are there any user-uploaded ruin schematics and biome presets for the 1.7+? My forum search is rather glitchy after the update (often shows 'no results' for phrases that are clearly there), so I couldn't find anything myself.
now i find obsolete ruins in resourses folder,
we can add them to world-gen?
Templates prior to 1.7.x will not work in 1.7.x due to the changes that Mojang made. However, you can update them by changing the block id numbers to the new naming scheme. The Minecraft Wiki is probably the best place to find the block ids and such.
Templates prior to 1.7.x will not work in 1.7.x due to the changes that Mojang made. However, you can update them by changing the block id numbers to the new naming scheme. The Minecraft Wiki is probably the best place to find the block ids and such.
There's a small chance I may end up doing this myself later, but if anyone does the conversion first, please share the updated files with the rest of us.
I am trying to install this mod on 1.6.4, but even though I have it in the mods folder (in the folder Ruins_1) every time I launch minecraft and check in the mods section in the menu it does not show up. I am using mac mavericks version 10.9.4 and due to having very little experience in mac modding I have absolutely no idea what to do. I have tried taking all the folders out of the ruins_1 folder, and other than that i don't know any way to fix it. Once again I have no mac experience (due to a mac being the only good computer in the house and me just recently starting to mod with it) and I would greatly appreciate any help that you could offer me in this situation, thanks.
With custom npc's on can spawn in prepared npc with the following command:
/noppes clone spawn RepairGuy 1 ~,~-1,~ Test
The RUINSTRIGGER is added manualy with notepad++ and will execute the command block after spawning and a player is within/(out) range. Also it wil remove the command block from the world.
RepairGuy is the name of a cloned mob that lives on tab 1 on the server side. You have to clone a npc to there with the clone tool and give it a name.
With ~,~-1,~ the npc wil spawn with its feet at the level of where the command block is/was.
Test is the new name of the npc.
End effect is that you encounter a npc in his spawned 'ruin' house. (and no there is not much house in this template ;-) )
PS you need the latest build versions of both mods or you run into errors.
hmm good idea but this is manual work,
that about inclusion AS ruins ( and dungeons mods of course) in global mobspawn system as standalone part (such as biomes specific spawning) to JAS?
hmm good idea but this is manual work,
that about inclusion AS ruins ( and dungeons mods of course) in global mobspawn system as standalone part (such as biomes specific spawning) to JAS?
It is exactly what i want as i want to spawn in just one specific npc per ruin. Aka i have a model of store that store gets spawned in at random with an npc that is a merchant and sells specific items.
Heya! I need some help with the mod. I have installed the recommended version of Forge for minecraft 1.7.10, yet when I install the 1.7.10 zip of the ruin mod, forge does not detect it, even when there is no other mods. It doesn't crash or anything, it just isn't detected at all; I go to my mod list, no ruin. Which is sad =(
Also, I need to know, are there any known incompatibilities for this mod? I wish to use it with Roguelike Dungeon, Mo' Village(both of which are detected by Forge) and Chocolate Quest(whenever it's updated), for a heavy adventuring-type map. Thanks!
If you're using Windows, just open a powershell console and use 'get-childitem -path XXX -include "*.tml" -recurse', where XXX is the path to the .\mods\resources\ruins folder. So for me it was:
You might even be able to copy/paste those two lines and get what you want. It will list all of the template files and what folder they're located in. And yes, that's totally unnecessary but I have an agenda, and that agenda is to teach the world powershell
On that note, if anyone wants to know what biomes the Ruins mod has recognized (so you can use the biomesToSpawnIn= variable), just do this after you've run minecraft with the Ruins mod at least once:
... or, you know, you can type ".tml" in the search window all modern explorers have, and witness the list unfold. Note it will include all of the obsolete/broken/op templates.
ok iv been able to get the ruins to spawn in a void world using Natura clouds but now im having trouble with the leveling creating a square platform of clouds and i cant figure out how to either get rid of them or at least break them up so they are not so square
@AtomicStryker Yeah, I guess you could do it that way, but you wouldn't learn anything o__O
nobutseriously i didn't even think of that. that's an easier way to get a list of .tmls. BUT WHO EVER USES THE SEARCH BAR, AMIRITE? guys?
anyway, how about you use that wisdom and rationality of yours to do away with the biome folder structure entirely and just use the biomestospawnin variable exclusively, HMM?
i know its leveling but because the clouds are so small you need it i just need a way to change the leveling blocks to maybe air blocks or a way to break them up so they not so square
There is no hard limit. However, if you made a ruin that was 10'000x10'000 blocks in size, the game is probably going to crash, or lag ridiculously, you know?
In other words; make your template as big as you need, and if it doesn't work well, just shrink it down until it does.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
- 1710 updates!! download now!
- ooo nice i run!
- ....
- where all ruins?! hell! they vanished!
=>>
serioulsly there are feature in new update 1710? - i can not find any one ruin (default cfg - normal gen)
upd: RUINS become MUCH more rare !
i find only 1 ruin )))
ok its default cfg settings:
tries_per_chunk_normal=6
chance_to_spawn_normal=10.0
chance_for_site_normal=15.0
biome-specific-spawn-chance = 75%
(0 ruin - all biomes except jungle and ocean havent templates O_O )
in total:
chance per chunk :
6 try with 10% chance - 60% total
60% with 75% - biome specific chance ( 0 ruin) - 15% total (2% chance for site)
and 64 min distance
15% per chunk its 1 ruin per 107 cubics,
hmm in game i have only ~ 1 ruin per biome now O_O
previously version 172 had near 5 ruins per biome!
ok now i set x2 (12) tries per chunk
now i find obsolete ruins in resourses folder,
we can add them to world-gen?
Templates prior to 1.7.x will not work in 1.7.x due to the changes that Mojang made. However, you can update them by changing the block id numbers to the new naming scheme. The Minecraft Wiki is probably the best place to find the block ids and such.
There's a small chance I may end up doing this myself later, but if anyone does the conversion first, please share the updated files with the rest of us.
# authoring Player: mvdhoning
weight=1
embed_into_distance=0
acceptable_target_blocks=
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
dimensions=1,3,3
allowable_overhang=0
max_leveling=2
leveling_buffer=0
preserve_water=0
preserve_lava=0
rule1=0,100,CommandBlock:RUINSTRIGGER /noppes clone spawn RepairGuy 1 ~,~-1,~ Test:@
rule2=2,100,minecraft:wooden_button-3
layer
0,0,0
2,1,0
0,0,0
endlayer
With custom npc's on can spawn in prepared npc with the following command:
/noppes clone spawn RepairGuy 1 ~,~-1,~ Test
The RUINSTRIGGER is added manualy with notepad++ and will execute the command block after spawning and a player is within/(out) range. Also it wil remove the command block from the world.
RepairGuy is the name of a cloned mob that lives on tab 1 on the server side. You have to clone a npc to there with the clone tool and give it a name.
With ~,~-1,~ the npc wil spawn with its feet at the level of where the command block is/was.
Test is the new name of the npc.
End effect is that you encounter a npc in his spawned 'ruin' house. (and no there is not much house in this template ;-) )
PS you need the latest build versions of both mods or you run into errors.
that about inclusion AS ruins ( and dungeons mods of course) in global mobspawn system as standalone part (such as biomes specific spawning) to JAS?
It is exactly what i want as i want to spawn in just one specific npc per ruin. Aka i have a model of store that store gets spawned in at random with an npc that is a merchant and sells specific items.
Also, I need to know, are there any known incompatibilities for this mod? I wish to use it with Roguelike Dungeon, Mo' Village(both of which are detected by Forge) and Chocolate Quest(whenever it's updated), for a heavy adventuring-type map. Thanks!
If you're using Windows, just open a powershell console and use 'get-childitem -path XXX -include "*.tml" -recurse', where XXX is the path to the .\mods\resources\ruins folder. So for me it was:
get-childitem -path "C:\root\MultiMC\instances\PixelmonRuins\minecraft\mods\resources\ruins\" -include "*.tml" -Recurse
But for you (if you use the default business) it will likely be:
$appdata = [Environment]::GetFolderPath('ApplicationData')
get-childitem -path "$appdata\.minecraft\mods\resources\ruins\" -include "*.tml" -recurse
You might even be able to copy/paste those two lines and get what you want. It will list all of the template files and what folder they're located in. And yes, that's totally unnecessary but I have an agenda, and that agenda is to teach the world powershell
On that note, if anyone wants to know what biomes the Ruins mod has recognized (so you can use the biomesToSpawnIn= variable), just do this after you've run minecraft with the Ruins mod at least once:
get-childitem -path XXX -exclude "*.*" | ft Name
Real, ultimate power.
nobutseriously i didn't even think of that. that's an easier way to get a list of .tmls. BUT WHO EVER USES THE SEARCH BAR, AMIRITE? guys?
anyway, how about you use that wisdom and rationality of yours to do away with the biome folder structure entirely and just use the biomestospawnin variable exclusively, HMM?
Set leveling_buffer=-1 to prevent site levelling