I'm currently playing a heavily customized pack, and the launcher pack it was based on no longer has ruins, but there are several packs that currently contain ruins, the modlists are in their descriptions.
Also, I updated ruins to a newer version(14.7) and used the launcher to install it for me.
I just spent several hours making some nice .tml's... I'm using OSX. I had the ruins/templateparser folder open and I was keeping track that every one I made was there....... All was going fantastic. I was so excited to get these all going in my small server.
So I go ahead and stop the server so I can start working on the .tml files.... while I wait for the server to stop I notice there are a lot of other folders from BiomesAplenty in the ruins folder.... one by one they start vanishing... huh? I look at the contents of the templateparser folder and all my TML's are now gone... Every one...... what the heck... I was getting ready to archive copies of those files before I edited their placement... WHERE DID THEY GO? WHAT ON EARTH JUST HAPPENED..... All those hours gone by just stopping the server?
ANY HELP or ideas would be amazingly incredibly appreciated.......
If they use metadata, sure, you have to map their metadata when rotated or disable the rotation for their templates. If they use tile entities for data, then nope.
Would it be possible to get a brief rundown on how the .tml file formats work, or a reference to a previous post that has already explained it if one exists? I'm hoping to find out how the weight, embed_into_distance and all those other features work, and 139 topic pages is quite a bit to sift through.
--Edit--
Nevermind, discovered the documentation folder after downloading the mod. Was previously trying to create some exploration features for the Regrowth modpack, which unfortunately doesn't include the folder in question.
Made another city plaza, still have to do a set of houses designed to fit with my "tech" style landmarks. The tower is designed to be a kind of "airport" structure for an advanced civilization that uses hang-gliders as transportation.
Made another city plaza, still have to do a set of houses designed to fit with my "tech" style landmarks. The tower is designed to be a kind of "airport" structure for an advanced civilization that uses hang-gliders as transportation.
Got news for you. The first recorded hang glider type flight was in 875. They're older than you think they are.
I know this question must have been asked, but finding relevant search results is near impossible in the Curse forums.
I'm trying to troubleshoot why ruins are not spawning on a private server with multiverse installed.
I have verified the /testruin command works for spawning templates that are in the templateparser folder. When I view the RuinsPositionsFile.txt for the overworld, I see there are structures that have spawned (and are now protected against future spawning). However the same file in any new dimension does not show any ruins spawned. The only entry is the spawnpoint (which I understand protects the spawn area)
Is there something I am missing, or can do to troubleshoot why the ruins are not spawning in dimensions other than the overworld. I had this working great with a cauldron version running forge 1236. This latest version I have has been patched for forge 1307 (minecraft version 1.7.10) is there a newer version of the ruins mod? The version I have just shows as 1.7.10
I was wondering if I may have a forge version that is too new for this version of ruins mod, but the overworld seems to spawn just fine.
Hey um I was wondering if the ruins are biome specific? If so, could you make it so we can set what biomes they spawn in inside config if we use mods that change biomes into new ones like RWG
That's what the biome folders are for. You can also specify in the individual templates which biomes they spawn in and just leave them in the "generic" folder.
Random observation, as I'm fine-tuning some of my templates (a work still in progress) after some "stress testing" on multiplayer servers with modpacks: I really love that the way "biomesToSpawnIn" and "acceptable_target_blocks" and "unacceptable_target_blocks" are set up, I can specify biomes and blocks that DO NOT EXIST in "Vanilla" Minecraft, (in addition to those that DO), and the template will work in both Vanilla and the mods I fine-tune it for. Thank you, AtomicStryker!
This was already illustrated with several of the example templates, many of which have long lists of BiomesToSpawnIn, drawing upon biome names from numerous packs. What I hadn't really toyed around with until recently was in seeing how that applied to the "acceptable_target_blocks" and "unacceptable_target_blocks." In the version of Ruins mod for MC version 1.6.4, the blocks were handled entirely numerically; in order to get a template to ignore, say, Natura clouds as an invalid block to build upon, I would have to pick out the SPECIFIC block ID number -- and if that mod were included in a modpack that required changing around the block IDs to avoid conflicts, that would mean having to fine-tune all those templates as well. Whew!
In the Ruins mod for 1.7 onward, thankfully those numbers have been replaced with NAMES -- and, incidentally, it looks as if I do NOT have to specify the mod name when listing the block types.
Specifically, where I'm going with this is that recently a friend of mine started up a server on his own machine with the "FTBInfinity" mod pack (MC 1.7.2, with a slew of mods). This modpack DOES NOT include Ruins, but he was interested in having some on the server. The good news about Ruins Mod is that (with the exception of the updater) the mod is effectively server-side. As long as it's on the server, and generating ruins during terrain gen, the players/clients don't need to install the same mod -- they can just go with the regular FTBInfinity (or whatever) modpack.
One hassle I ran into while testing the templates in single-player (just to make sure they'd spawn and that I'd accounted for the various biomes), was that FTBInfinity includes the "Natura" modpack, and that includes "clouds" that sprinkle at high elevations across the landscape. While this didn't affect any of my structures that were specifically targeting, say, water or grass as a building starting point, it DID impact some of my "buried" structures (embed_into_distance=somereallybignumber) where I wanted it to build "on" just about anything (since the real action was going on underground). So ... I ended up with collapsed tunnels and hidden caches and secret dungeons floating in mid-air because a cloud at elevation circa 200 or so was mistaken for a valid target block. Oops!
However, it was a simple matter to just add "cloud" to the list of unacceptable_target_blocks ... and the same template with that block added works just as well on that modpack server as it does in my Vanilla installation. (Why? Because if there IS no "cloud" block, it's not going to crash Ruins; it's just going to be a moot point, because it won't ever actually come up.)
As a matter of practice, whenever I made new ruins that rely on "unacceptable_target_blocks" instead of "acceptable_target_blocks" I'm going to add "cloud" to the list (along with the usual suspects of water,flowing_water,lava,flowing_lava) ... unless, of course, it's some weird structure that might actually look COOL spawning on top of a cloud.
(Note: I haven't updated these in my Dropbox yet. I have some general updates to them I'm still working on.)
Anyway, I apologize for not finding a shorter way to do it, but the summary would be a big THANK YOU to AtomicStryker for making Ruins so flexible.
Thanks for the warning about the clouds. Yesterday I updated a modpack that has your content in it and I was amazed by the sheer amount of stuff that you have made over the past few months or so, nice work Jordan!
My rarer-loading idea is now working for me. I liked many of the ruins, but did not want to see them so often. And I dislike modifying other peoples work. So I moved /ruins to /ruins/oldruins and then in the empty biome folders of /ruins I created loader files. Very short templates which use the "adjoining" command to connect the original template to them.
The original templates only go down to a chance of "1" and I wanted more like .01 chance. Plus I can select fewer biomes for my loader. So this is the Castle which is really cool but I would rather it happened only 1 in 100 maps.
(and again I wish Ruins had its own forum)
I wonder, can anyone make an ocean monument from 1.8 into 1.7?
Botania adds all the resources, that would be interesting... (without the guardians though )
I'm really liking the ruins mod since I found that files were editable (duh xD)
ps, also the Portal Frames in the "Floater" is really stupid, couldn't you guys just used something else? You can't break em and if you have mods that allows block transferring, you might create an end portal with cheaty way.
I was working on a map I got some parts the way I wanted but wanted to change some ruin config options and then have it reload only those chunks. I used MCEdit to delete the chunks. But the ruins did not repopulate. they seem to be saved somewhere. I see that they still show up in the position file and even deleting them there does nothing. Is there a way to flush things and get the ruins to repopulate?
I wonder, can anyone make an ocean monument from 1.8 into 1.7?
Botania adds all the resources, that would be interesting... (without the guardians though )
I'm really liking the ruins mod since I found that files were editable (duh xD)
ps, also the Portal Frames in the "Floater" is really stupid, couldn't you guys just used something else? You can't break em and if you have mods that allows block transferring, you might create an end portal with cheaty way.
Floater is something I regularly remove when I'm setting up for a world. I think of it as more of an example of "Here's something crazy you could do with this mod" rather than something you'd legitimately want spawning as part of a playable world.
As for the Ocean Monument ... hmm! Thanks to Googling, it looks like there's a possible seed usable in 1.8 of "202961" that should spawn an underwater temple within sight of spawn point (thanks to "JerenVids" on YouTube for posting a video showing the location and the seed). I suppose that I could basically go and find said temple in a Creative Mode game of Vanilla MC 1.8 and put a baseplate under it, clean out extraneous sand, use /parseruin, then do some cleanup (removing extra layers of water above the template), replacing water blocks with preserveBlock, specifying that it should only spawn in (I would lean towards only spawning it in DEEP ocean biomes to avoid the chance of it spawning in the shallows or even above water), set it to "preserveWater" and so forth.
I suppose that in Vanilla 1.7 (with Ruins, of course), it would be purely a decorative thing, made out of substitute blocks. I wouldn't really know how to add any challenge factor, aside from making "exploding squid" Command Blocks, and those ... are kind of lame. (Why couldn't vanilla Minecraft have SHARKS?)
To make a Botania version, I would just make a "dummy" /parseruin after laying down a few of the appropriate substitute blocks in Creative Mode, then look at the template to see how it identifies the blocks, and do a cut-and-paste to update the appropriate rules in the previous 1.8-spawned template.
Anyway, that's my general plan. I'll have to work on that, and if I have anything to show for it, I'll post a screenshot, and share the result.
And if not, there will just be silence from me for a while, probably.
I'm currently playing a heavily customized pack, and the launcher pack it was based on no longer has ruins, but there are several packs that currently contain ruins, the modlists are in their descriptions.
Also, I updated ruins to a newer version(14.7) and used the launcher to install it for me.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
I just spent several hours making some nice .tml's... I'm using OSX. I had the ruins/templateparser folder open and I was keeping track that every one I made was there....... All was going fantastic. I was so excited to get these all going in my small server.
So I go ahead and stop the server so I can start working on the .tml files.... while I wait for the server to stop I notice there are a lot of other folders from BiomesAplenty in the ruins folder.... one by one they start vanishing... huh? I look at the contents of the templateparser folder and all my TML's are now gone... Every one...... what the heck... I was getting ready to archive copies of those files before I edited their placement... WHERE DID THEY GO? WHAT ON EARTH JUST HAPPENED..... All those hours gone by just stopping the server?
ANY HELP or ideas would be amazingly incredibly appreciated.......
Hopefully your builds exist in the world so you can just do /parseruin and remake the files. also, hope that you can find them in the near future.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Would it be possible to get Carpenter's Blocks ( http://goo.gl/qqvBLW ) to maintian their alterations through the /parseruin process?
If they use metadata, sure, you have to map their metadata when rotated or disable the rotation for their templates. If they use tile entities for data, then nope.
Would it be possible to get a brief rundown on how the .tml file formats work, or a reference to a previous post that has already explained it if one exists? I'm hoping to find out how the weight, embed_into_distance and all those other features work, and 139 topic pages is quite a bit to sift through.
--Edit--
Nevermind, discovered the documentation folder after downloading the mod. Was previously trying to create some exploration features for the Regrowth modpack, which unfortunately doesn't include the folder in question.
Made another city plaza, still have to do a set of houses designed to fit with my "tech" style landmarks. The tower is designed to be a kind of "airport" structure for an advanced civilization that uses hang-gliders as transportation.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Got news for you. The first recorded hang glider type flight was in 875. They're older than you think they are.
Nice, that works perfectly with the Atlantean theme: "they are more advanced than us"
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Greetings,
I know this question must have been asked, but finding relevant search results is near impossible in the Curse forums.
I'm trying to troubleshoot why ruins are not spawning on a private server with multiverse installed.
I have verified the /testruin command works for spawning templates that are in the templateparser folder. When I view the RuinsPositionsFile.txt for the overworld, I see there are structures that have spawned (and are now protected against future spawning). However the same file in any new dimension does not show any ruins spawned. The only entry is the spawnpoint (which I understand protects the spawn area)
Is there something I am missing, or can do to troubleshoot why the ruins are not spawning in dimensions other than the overworld. I had this working great with a cauldron version running forge 1236. This latest version I have has been patched for forge 1307 (minecraft version 1.7.10) is there a newer version of the ruins mod? The version I have just shows as 1.7.10
I was wondering if I may have a forge version that is too new for this version of ruins mod, but the overworld seems to spawn just fine.
Any ideas ??? Thanks
Hey um I was wondering if the ruins are biome specific? If so, could you make it so we can set what biomes they spawn in inside config if we use mods that change biomes into new ones like RWG
That's what the biome folders are for. You can also specify in the individual templates which biomes they spawn in and just leave them in the "generic" folder.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Random observation, as I'm fine-tuning some of my templates (a work still in progress) after some "stress testing" on multiplayer servers with modpacks: I really love that the way "biomesToSpawnIn" and "acceptable_target_blocks" and "unacceptable_target_blocks" are set up, I can specify biomes and blocks that DO NOT EXIST in "Vanilla" Minecraft, (in addition to those that DO), and the template will work in both Vanilla and the mods I fine-tune it for. Thank you, AtomicStryker!
This was already illustrated with several of the example templates, many of which have long lists of BiomesToSpawnIn, drawing upon biome names from numerous packs. What I hadn't really toyed around with until recently was in seeing how that applied to the "acceptable_target_blocks" and "unacceptable_target_blocks." In the version of Ruins mod for MC version 1.6.4, the blocks were handled entirely numerically; in order to get a template to ignore, say, Natura clouds as an invalid block to build upon, I would have to pick out the SPECIFIC block ID number -- and if that mod were included in a modpack that required changing around the block IDs to avoid conflicts, that would mean having to fine-tune all those templates as well. Whew!
In the Ruins mod for 1.7 onward, thankfully those numbers have been replaced with NAMES -- and, incidentally, it looks as if I do NOT have to specify the mod name when listing the block types.
Specifically, where I'm going with this is that recently a friend of mine started up a server on his own machine with the "FTBInfinity" mod pack (MC 1.7.2, with a slew of mods). This modpack DOES NOT include Ruins, but he was interested in having some on the server. The good news about Ruins Mod is that (with the exception of the updater) the mod is effectively server-side. As long as it's on the server, and generating ruins during terrain gen, the players/clients don't need to install the same mod -- they can just go with the regular FTBInfinity (or whatever) modpack.
One hassle I ran into while testing the templates in single-player (just to make sure they'd spawn and that I'd accounted for the various biomes), was that FTBInfinity includes the "Natura" modpack, and that includes "clouds" that sprinkle at high elevations across the landscape. While this didn't affect any of my structures that were specifically targeting, say, water or grass as a building starting point, it DID impact some of my "buried" structures (embed_into_distance=somereallybignumber) where I wanted it to build "on" just about anything (since the real action was going on underground). So ... I ended up with collapsed tunnels and hidden caches and secret dungeons floating in mid-air because a cloud at elevation circa 200 or so was mistaken for a valid target block. Oops!
However, it was a simple matter to just add "cloud" to the list of unacceptable_target_blocks ... and the same template with that block added works just as well on that modpack server as it does in my Vanilla installation. (Why? Because if there IS no "cloud" block, it's not going to crash Ruins; it's just going to be a moot point, because it won't ever actually come up.)
As a matter of practice, whenever I made new ruins that rely on "unacceptable_target_blocks" instead of "acceptable_target_blocks" I'm going to add "cloud" to the list (along with the usual suspects of water,flowing_water,lava,flowing_lava) ... unless, of course, it's some weird structure that might actually look COOL spawning on top of a cloud.
(Note: I haven't updated these in my Dropbox yet. I have some general updates to them I'm still working on.)
Anyway, I apologize for not finding a shorter way to do it, but the summary would be a big THANK YOU to AtomicStryker for making Ruins so flexible.
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)
Thanks for the warning about the clouds. Yesterday I updated a modpack that has your content in it and I was amazed by the sheer amount of stuff that you have made over the past few months or so, nice work Jordan!
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
My rarer-loading idea is now working for me. I liked many of the ruins, but did not want to see them so often. And I dislike modifying other peoples work. So I moved /ruins to /ruins/oldruins and then in the empty biome folders of /ruins I created loader files. Very short templates which use the "adjoining" command to connect the original template to them.
The original templates only go down to a chance of "1" and I wanted more like .01 chance. Plus I can select fewer biomes for my loader. So this is the Castle which is really cool but I would rather it happened only 1 in 100 maps.
(and again I wish Ruins had its own forum)
# xxxx rarer loaded
# Author: Gandalf Parker
biomesToSpawnIn=plains,river,sunflower plains,extreme hills edge
weight=1
acceptable_target_blocks=grass,dirt
dimensions=1,1,1
adjoining_template=oldruins/generic/CastleModified;0;0;0;10
rule1=0,100,preserveBlock
layer
1
endlayer
Minecraft: the best programmed and worst managed game I know of.
I wonder, can anyone make an ocean monument from 1.8 into 1.7?
Botania adds all the resources, that would be interesting... (without the guardians though )
I'm really liking the ruins mod since I found that files were editable (duh xD)
ps, also the Portal Frames in the "Floater" is really stupid, couldn't you guys just used something else? You can't break em and if you have mods that allows block transferring, you might create an end portal with cheaty way.
I was working on a map I got some parts the way I wanted but wanted to change some ruin config options and then have it reload only those chunks. I used MCEdit to delete the chunks. But the ruins did not repopulate. they seem to be saved somewhere. I see that they still show up in the position file and even deleting them there does nothing. Is there a way to flush things and get the ruins to repopulate?
Is there a way to force the /parceruin command to use preserveBlock instead of air as the default?
No. I expect you to open your template files atleast once with a text editor to make fine adjustments.
I
Floater is something I regularly remove when I'm setting up for a world. I think of it as more of an example of "Here's something crazy you could do with this mod" rather than something you'd legitimately want spawning as part of a playable world.
As for the Ocean Monument ... hmm! Thanks to Googling, it looks like there's a possible seed usable in 1.8 of "202961" that should spawn an underwater temple within sight of spawn point (thanks to "JerenVids" on YouTube for posting a video showing the location and the seed). I suppose that I could basically go and find said temple in a Creative Mode game of Vanilla MC 1.8 and put a baseplate under it, clean out extraneous sand, use /parseruin, then do some cleanup (removing extra layers of water above the template), replacing water blocks with preserveBlock, specifying that it should only spawn in (I would lean towards only spawning it in DEEP ocean biomes to avoid the chance of it spawning in the shallows or even above water), set it to "preserveWater" and so forth.
I suppose that in Vanilla 1.7 (with Ruins, of course), it would be purely a decorative thing, made out of substitute blocks. I wouldn't really know how to add any challenge factor, aside from making "exploding squid" Command Blocks, and those ... are kind of lame. (Why couldn't vanilla Minecraft have SHARKS?)
To make a Botania version, I would just make a "dummy" /parseruin after laying down a few of the appropriate substitute blocks in Creative Mode, then look at the template to see how it identifies the blocks, and do a cut-and-paste to update the appropriate rules in the previous 1.8-spawned template.
Anyway, that's my general plan. I'll have to work on that, and if I have anything to show for it, I'll post a screenshot, and share the result.
And if not, there will just be silence from me for a while, probably.
--- Jordan's & Kujaku10's UNOFFICIAL Custom Templates:
Greywolf's Minecraft Ruins (MC versions 1.7.10-1.12.2; requires AtomicStryker's "Ruins" mod)
Latest Updates: v1.7 (May 2018) * v1.8 (Jun 2016) * v1.9 (Sep 2016) * v1.10 (Jan 2017) * v1.11 (Apr 2018) * v1.12.* (Dec 2018)