Hey i was wanting to know if anybody else is having trouble with the bonemeal tag not working iv tried it on several trees with no luck. Any advice would bee appreciated.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/16/2013
Posts:
44
Member Details
I'm hesitant to pass along a save file. I'm running FTB's Direwolf20 modpack... and then some. I did manage to manage to remember that the FTB launcher doesn't run its log in debug mode by default and switched that on though. And I got a little bit of new info. Specifically:
"...
[12:55:03] [Client thread/INFO]: [CHAT] Template parser ready to create TestLog01. Break any block of the baseplate now.
Exception in thread "Thread-117" java.lang.NullPointerException
at atomicstryker.ruins.common.World2TemplateParser.readBlocks(World2TemplateParser.java:320)
at atomicstryker.ruins.common.World2TemplateParser.run(World2TemplateParser.java:156)
[12:55:16] [Server thread/INFO]: Saving and pausing game...
[12:55:16] [Server thread/INFO]: Saving chunks for level 'Modtest5'/Overworld
[12:55:16] [Server thread/INFO]: Saving chunks for level 'Modtest5'/Nether
[12:57:40] [Server thread/INFO]: Saving and pausing game...
[12:57:40] [Server thread/INFO]: Saving chunks for level 'Modtest5'/Overworld
[12:57:40] [Server thread/INFO]: Saving chunks for level 'Modtest5'/Nether
[12:58:19] [Client thread/INFO]: [CHAT] Template parser ready to create TestLog02. Break any block of the baseplate now.
[12:58:21] [Client thread/INFO]: [CHAT] Block reading finished. Rules: 53, layers: 46, xlen: 45, zlen: 45
[12:58:23] [Client thread/INFO]: [CHAT] Success writing templatefile /home/golden/FTB/direwolf20_17/minecraft/mods/resources/ruins/templateparser/TestLog02.tml
.."
The attempt to parse the tower is TestLog01, TestLog02 is a just a naturally spawning island of the same size and parsed from a base at the same depth. The new info I haven't seen in any of my previous logs are the exceptions being thrown. Previously all I've gotten is either nothing after the ready message or that string of saving messages from the Server thread. If you really want I can go ahead and make a list of all the mods w/ version numbers I'm running, try to figure out if I can actually upload a file as big as the save etc... or maybe pastebin an entire sessionlog and one of the templates I've made in that world that has those weird blocks in it. But that'll take a while.
Hehe... And I realize you have every right to just tell me that I'm a glutton for punishment by trying to do this with 150 mods running. I'm actually trying to put together something a lot more stripped down for doing these builds in the future.
(Edit: Doh, I was, as you can see below, running through a list of things I try to avoid and remembered something... I had used a wither skull as decoration. Went in, removed it, ran the parser... and it ran. I have also been fiddling with some configs, so I can't be sure that was it. But there you go.)
Railcraft's heat trail is in fact not just an invisible block, but also a tile entity. Tile entities need to be specifically coded for and I can almost guarantee Ruins isn't coded to handle it. I suggest turning it off in their config file. It doesn't just mess with this mod but a huge number of mods have problems with these types of tile entities.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/16/2013
Posts:
44
Member Details
Well, yeah. Tile entities/invisible blocks... I was basically just trying to come up with a catch all for things which have block co-ords that ruins might try to read, but are hard/impossible to see in game without something like MCedit running. As I recall, residual.heat blocks broke a lot of things a while back leading to a lot of forum rage and responsibility juggling, but I never really figured out what they were for or followed up on how it got resolved. I was kind of surprised to see it turn up actually. When I say I avoid things that have weird data structures associated, I more or less include those (at least the ones I know about like the light emitter entities that wrath lamps spawn) as well as things like carpenters blocks, Forge multipart/microblocks, incomplete multiblock structures/components, etc.
Well, yeah. Tile entities/invisible blocks... I was basically just trying to come up with a catch all for things which have block co-ords that ruins might try to read, but are hard/impossible to see in game without something like MCedit running. As I recall, residual.heat blocks broke a lot of things a while back leading to a lot of forum rage and responsibility juggling, but I never really figured out what they were for or followed up on how it got resolved. I was kind of surprised to see it turn up actually. When I say I avoid things that have weird data structures associated, I more or less include those (at least the ones I know about like the light emitter entities that wrath lamps spawn) as well as things like carpenters blocks, Forge multipart/microblocks, incomplete multiblock structures/components, etc.
I got burned by "residual.heat" blocks getting captured in /parseruin as well, when I tried building structures in the FTBInfinity modpack. I ended up doing some clumsy "fixes" where, say, if rule16 was 0,100,railcraft:residual.heat, I'd go through the layers, hunt down every instance of "16" (manually, since search-replace is dangerous) and replace with "00" instead. (Ruins treats "0" and "00" equally in the layers, it seems. I found it useful to change it like that rather than to just "0" so it was easy to tell where I'd been, just in case I had to change things back for some reason.)
I then changed the rule16 to something innocuous such as 0,100,preserveBlock, just in case I'd missed something in the layout. That seemed to do the trick.
For reasons such as this, I have tended to just go back to "almost-Vanilla" Minecraft to make my structure "masters," and if I'm planning on making, say, a castle in the sky with lots of cloud blocks, or some other exotic material, I'll just use a placeholder block and edit in the modpack-specific block as a rules change. (I just do a test run first WITHIN the modpack with some samples of the blocks I want to use to make absolutely certain I have the correct block ID name, as that's the best way I've found to discover the name in the first place.)
Anyway, how big is the .tml file for your structure? If you can't share the save file, can you at least share the template? I've got Direwolf20 installed, and I could give it a shot and see if I can replicate the error and come up with any ideas. (No guarantees I'll be fast about it, though -- I'm putting in a lot of overtime this week, so I only have so much time for Minecraft "debugging" in the evenings lately.)
...Anyway, how big is the .tml file for your structure? If you can't share the save file, can you at least share the template? I've got Direwolf20 installed, and I could give it a shot and see if I can replicate the error and come up with any ideas. (No guarantees I'll be fast about it, though -- I'm putting in a lot of overtime this week, so I only have so much time for Minecraft "debugging" in the evenings lately.)
Hehe, I'm not sure you understand the problem I was having. The parser was choking... ie, it wouldn't generate a tml file at all for a few particular builds. Once I have the file I'm pretty used to editing them, as I've been playing with mods that use that format since MC 1.2.5. But, it seems that with at least the build I cared about, the problem was that it didn't like having a placed wither skull sitting around.
Of course, one of the biggest problems with things like residual.heat (now that I know what it does) is that if you are building in creative mode and fly over your build, you can wind up adding dozens of layers of basically just pointless air over the actual structure... still, that's easy enough to fix by editing your dimensions and removing the empty layers. Also, when removing bogus rules, I usually just set it to 0,0,stained_glass-9 or something. I used to explicitly use rules with the "Air" block, but for some reason they sometimes bug out on me and place stone instead. Anyway, more often than not, I actually want to add things in the editor, so having the freed up rule is handy.
Railcraft's heat trail is in fact not just an invisible block, but also a tile entity. Tile entities need to be specifically coded for and I can almost guarantee Ruins isn't coded to handle it. I suggest turning it off in their config file. It doesn't just mess with this mod but a huge number of mods have problems with these types of tile entities.
Seriously. Railcraft's Residual Heat is IMO one of the most incredibly annoying and useless features ever added to any mod. Fortunately it can be disabled in the Railcraft config.
@Autodidact your crash log indicates an invalid standing_sign block. The parser tried to access the signs tile entity data and that exploded.
Really? Huh. Well, I did have a sign set up next to the wither skull which I knocked down (which I admit I was a little sceptical about the skull being the problem), so, there we go. Thanks for the feedback. Is there anything in particular that will cause a sign to do that..? particular strings, orientation, etc..? because there are several signs in the build that were parsed just fine.
The problem is that the API only allows to "apply" bonemeal, not to force tree growth. Tree growth is randomized internally (bad decision API-wise), and i do not want to write block specific implementatons.
EDIT:
That being said if you need a tree, just parse a tree
Yes. What AtomicStryker said:
You can grow a tree and then save the ruins.
Or you can actually build a tree with logs and leaves, and then save the ruins.
Re: Trees:
My "solution" in a few of my ruins has been to create a .tml file of a tree (as wacky-shaped as I care for it to be) and put it in the \templateparser folder, then call it via /testruin from a Command Block. In the current version of Ruins, you could even randomize the Command Block rule so you could have, say, an orchard with 4 different tree shapes spaced out some distance, and ... hmm. You know, I probably ought to just actually DO it by way of example.
As for WHY I would want to do such a thing, in cases of "natural" features such as trees, the Ruins building logic can be a bit problematic. If you want to maximize your chances of finding a valid building site for anything with larger than a 1x1 footprint on any biome with the least bit of hilliness to it, it helps to set "max_leveling" for the site to something greater than 0. However, if you have a tree, it's probably going to be the case that you're going to have a much wider top than base. You could fill all the empty blocks with "preserveBlock," but it won't do you a lick of good when Ruins is flattening out your building zone anyway. The wider and more dramatic the tree, the more of a square area that's going to get flattened out at the base in a very unnatural-looking way.
So, for my "Giant Tree" structures and such, I would make a "structure" that's little more than a Command Block (1x1 footprint!) that's set to automatically fire off with RUINSTRIGGER, and then call up a structure in \templateparser that has the layout for my tree. When you use the /testruin command for a structure with max_leveling set to 0, it won't flatten out the area ... and since you've already explicitly told it where to build (via relative XYZ coordinates), it doesn't matter whether the target point is a flat plain or a steep slope: it's just going to start building. So, I can manually replace all the "Air" rules in my tree template with preserveBlock, and the surrounding terrain will be mostly preserved, save for the spots where the tree itself actually occupies space.
The only catch is that any Command Block using RUINSTRIGGER will be deleted once the command is executed ... even if the /testruin building ended up REPLACING the Command Block with something else. So, if the Command Block summons a tree right on top of itself, you might end up with a hole in the trunk right where the Command Block was initially located.
For other applications where a /testruin-summoned 'tree" might be handy: if I have, say, a graveyard and I want some tree to grow in the middle of the walled-in graveyard in such a way that it extends out OVER the walls, without extending the "footprint" of my graveyard, then I might just use another Command Block call in this way.
(It'd be nice if there were some sort of template option to just skip the leveling check entirely -- setting max_leveling to "0" just means that the build zone is going to have to be pretty much PERFECTLY flat in order for the building to start -- but in the meantime, this seems to be a viable if somewhat clunky work-around.)
(It'd be nice if there were some sort of template option to just skip the leveling check entirely -- setting max_leveling to "0" just means that the build zone is going to have to be pretty much PERFECTLY flat in order for the building to start -- but in the meantime, this seems to be a viable if somewhat clunky work-around.)
Jordan, you could do it the same way as I do exposed foundations for my buildings, tree roots would be handled exactly the same, just use these three together:
embed_into_distance="how deep you want the roots" max_leveling="how deep you want the roots" (same as number for embed_into_distance) leveling_buffer=-1
setting the leveling buffer to -1 keeps it from filing ANY land (above the first layer), and when used in conjunction with embed into distance, you get exposed foundations, and it still places on rough land.
After finishing the structure design, build a water-tight tub around the roots and fill it with water, the water spread will make filling the area easy and you can change the water rule to "preserveBlock" in the file itself, (provided the structure wasn't actually supposed to be a lake).
The problem is that the API only allows to "apply" bonemeal, not to force tree growth. Tree growth is randomized internally (bad decision API-wise), and i do not want to write block specific implementatons.
EDIT:
That being said if you need a tree, just parse a tree
Yes. What AtomicStryker said:
You can grow a tree and then save the ruins.
Or you can actually build a tree with logs and leaves, and then save the ruins.
Thanks for the info parsing trees is what i was trying to avoid to try to avoid a copy past look guess ill just have to parse a lot of trees to get some variety.
Thanks for the info parsing trees is what i was trying to avoid to try to avoid a copy past look guess ill just have to parse a lot of trees to get some variety.
One trick I use to get some interesting-looking trees is to make my "tree" out of wool blocks: brown wool for the trunk, and green for the leaves, for instance, though the exact type is really irrelevant.
Then, when I parse the whole thing, I open up the template file and change the rules for the blocks. A good reference for "vanilla" block IDs is here:
I would then go in and change it to the following:
rule1=0,100,minecraft:log-12
# (the above would be oak -- but with bark on ALL SIDES)
rule2=0,100,minecraft:leaves-4
# (the above would be oak leaves -- no decay)
For other types of wood bark:
minecraft:log-12 = oak (bark all sides)
minecraft:log-13 = spruce (bark all sides)
minecraft:log-14 = birch (bark all sides)
minecraft:log-15 = jungle (bark all sides)
minecraft:log2-12 = acacia (bark all sides)
minecraft:log2-13 = dark oak (bark all sides)
For other types of leaves (set as if a player had placed them):
minecraft:leaves-4 = oak leaves (no decay)
minecraft:leaves-5 = spruce leaves (no decay)
minecraft:leaves-6 = birch leaves (no decay)
minecraft:leaves-7 = jungle leaves (no decay)
minecraft:leaves2-4 = acacia leaves (no decay)
minecraft:leaves2-5 = dark oak leaves (no decay)
...
Anyway, the idea here is that you could come up with some more imaginative tree variations -- say, you want big "fantasy forest" type trees with twisty, gnarled branches, or maybe elongated trees that defy the normal rules for how far the leaves can get from the nearest wood block before they start decaying. For some of my trees, I give them "root systems" that go underground (I confess to being inspired by Twilight Forest on this count) for a bit rather than just terminating right at ground level.
@Gillymoth: Brilliant! I had no idea that the leveling buffer worked that way. I'll feel silly if it was plainly stated in the docs, but whatever. I'm just happy to learn something new and useful. I will have to go back and try this on a few of my structures. Still, I gather it fills up to the target block point? So it might not necessarily completely solve the problem if it still fills in the down-slope areas, but this still sounds like a very useful option for some of my structures. Thanks!
I'm sure this has been asked many times, but, how come I can't find any ruins whatsoever? I even got into a flat land, enabled speed 100 and went around, but found none. Am I missing something?
Give me logfiles and even a save file with this tower of yours in it and i will see whats wrong.
Is anyone making any small ruins? Things that are "gee that was nice to find" or "interesting" but not a game changer?
Here are some I have done:
www.Any1Can.net/~minecraft/
random_dig.tml miners hole straight down about 30 with ladders
RandomTunnel.tml miners tunnel 2-high for 33 blocks
random_Emeralds.tml I wanted to sometimes find a small vein of emeralds
rarerLoader.tml can be used with any tml that you like but wish it showed up much less often
TreeHse.tml not like the treehouse castle that comes with ruins. More of JUST a treehouse. No traps. Handy to find when you are lost in the woods.
Minecraft: the best programmed and worst managed game I know of.
Hey i was wanting to know if anybody else is having trouble with the bonemeal tag not working iv tried it on several trees with no luck. Any advice would bee appreciated.
I'm hesitant to pass along a save file. I'm running FTB's Direwolf20 modpack... and then some. I did manage to manage to remember that the FTB launcher doesn't run its log in debug mode by default and switched that on though. And I got a little bit of new info. Specifically:
"...
[12:55:03] [Client thread/INFO]: [CHAT] Template parser ready to create TestLog01. Break any block of the baseplate now.
Exception in thread "Thread-117" java.lang.NullPointerException
at atomicstryker.ruins.common.World2TemplateParser.readBlocks(World2TemplateParser.java:320)
at atomicstryker.ruins.common.World2TemplateParser.run(World2TemplateParser.java:156)
[12:55:16] [Server thread/INFO]: Saving and pausing game...
[12:55:16] [Server thread/INFO]: Saving chunks for level 'Modtest5'/Overworld
[12:55:16] [Server thread/INFO]: Saving chunks for level 'Modtest5'/Nether
[12:57:40] [Server thread/INFO]: Saving and pausing game...
[12:57:40] [Server thread/INFO]: Saving chunks for level 'Modtest5'/Overworld
[12:57:40] [Server thread/INFO]: Saving chunks for level 'Modtest5'/Nether
[12:58:19] [Client thread/INFO]: [CHAT] Template parser ready to create TestLog02. Break any block of the baseplate now.
[12:58:21] [Client thread/INFO]: [CHAT] Block reading finished. Rules: 53, layers: 46, xlen: 45, zlen: 45
[12:58:23] [Client thread/INFO]: [CHAT] Success writing templatefile /home/golden/FTB/direwolf20_17/minecraft/mods/resources/ruins/templateparser/TestLog02.tml
.."
The attempt to parse the tower is TestLog01, TestLog02 is a just a naturally spawning island of the same size and parsed from a base at the same depth. The new info I haven't seen in any of my previous logs are the exceptions being thrown. Previously all I've gotten is either nothing after the ready message or that string of saving messages from the Server thread. If you really want I can go ahead and make a list of all the mods w/ version numbers I'm running, try to figure out if I can actually upload a file as big as the save etc... or maybe pastebin an entire sessionlog and one of the templates I've made in that world that has those weird blocks in it. But that'll take a while.
Hehe... And I realize you have every right to just tell me that I'm a glutton for punishment by trying to do this with 150 mods running. I'm actually trying to put together something a lot more stripped down for doing these builds in the future.
(Edit: Doh, I was, as you can see below, running through a list of things I try to avoid and remembered something... I had used a wither skull as decoration. Went in, removed it, ran the parser... and it ran. I have also been fiddling with some configs, so I can't be sure that was it. But there you go.)
Railcraft's heat trail is in fact not just an invisible block, but also a tile entity. Tile entities need to be specifically coded for and I can almost guarantee Ruins isn't coded to handle it. I suggest turning it off in their config file. It doesn't just mess with this mod but a huge number of mods have problems with these types of tile entities.
Well, yeah. Tile entities/invisible blocks... I was basically just trying to come up with a catch all for things which have block co-ords that ruins might try to read, but are hard/impossible to see in game without something like MCedit running. As I recall, residual.heat blocks broke a lot of things a while back leading to a lot of forum rage and responsibility juggling, but I never really figured out what they were for or followed up on how it got resolved. I was kind of surprised to see it turn up actually. When I say I avoid things that have weird data structures associated, I more or less include those (at least the ones I know about like the light emitter entities that wrath lamps spawn) as well as things like carpenters blocks, Forge multipart/microblocks, incomplete multiblock structures/components, etc.
Have you tried "add bonemeal" in the game?
The ruins seems to have about the same percentage chance
Minecraft: the best programmed and worst managed game I know of.
I got burned by "residual.heat" blocks getting captured in /parseruin as well, when I tried building structures in the FTBInfinity modpack. I ended up doing some clumsy "fixes" where, say, if rule16 was 0,100,railcraft:residual.heat, I'd go through the layers, hunt down every instance of "16" (manually, since search-replace is dangerous) and replace with "00" instead. (Ruins treats "0" and "00" equally in the layers, it seems. I found it useful to change it like that rather than to just "0" so it was easy to tell where I'd been, just in case I had to change things back for some reason.)
I then changed the rule16 to something innocuous such as 0,100,preserveBlock, just in case I'd missed something in the layout. That seemed to do the trick.
For reasons such as this, I have tended to just go back to "almost-Vanilla" Minecraft to make my structure "masters," and if I'm planning on making, say, a castle in the sky with lots of cloud blocks, or some other exotic material, I'll just use a placeholder block and edit in the modpack-specific block as a rules change. (I just do a test run first WITHIN the modpack with some samples of the blocks I want to use to make absolutely certain I have the correct block ID name, as that's the best way I've found to discover the name in the first place.)
Anyway, how big is the .tml file for your structure? If you can't share the save file, can you at least share the template? I've got Direwolf20 installed, and I could give it a shot and see if I can replicate the error and come up with any ideas. (No guarantees I'll be fast about it, though -- I'm putting in a lot of overtime this week, so I only have so much time for Minecraft "debugging" in the evenings lately.)
--- 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)
Hehe, I'm not sure you understand the problem I was having. The parser was choking... ie, it wouldn't generate a tml file at all for a few particular builds. Once I have the file I'm pretty used to editing them, as I've been playing with mods that use that format since MC 1.2.5. But, it seems that with at least the build I cared about, the problem was that it didn't like having a placed wither skull sitting around.
Of course, one of the biggest problems with things like residual.heat (now that I know what it does) is that if you are building in creative mode and fly over your build, you can wind up adding dozens of layers of basically just pointless air over the actual structure... still, that's easy enough to fix by editing your dimensions and removing the empty layers. Also, when removing bogus rules, I usually just set it to 0,0,stained_glass-9 or something. I used to explicitly use rules with the "Air" block, but for some reason they sometimes bug out on me and place stone instead. Anyway, more often than not, I actually want to add things in the editor, so having the freed up rule is handy.
@Autodidact your crash log indicates an invalid standing_sign block. The parser tried to access the signs tile entity data and that exploded.
Seriously. Railcraft's Residual Heat is IMO one of the most incredibly annoying and useless features ever added to any mod. Fortunately it can be disabled in the Railcraft config.
Really? Huh. Well, I did have a sign set up next to the wither skull which I knocked down (which I admit I was a little sceptical about the skull being the problem), so, there we go. Thanks for the feedback. Is there anything in particular that will cause a sign to do that..? particular strings, orientation, etc..? because there are several signs in the build that were parsed just fine.
Is there no way to force tree growth then
The problem is that the API only allows to "apply" bonemeal, not to force tree growth. Tree growth is randomized internally (bad decision API-wise), and i do not want to write block specific implementatons.
EDIT:
That being said if you need a tree, just parse a tree
Yes. What AtomicStryker said:
You can grow a tree and then save the ruins.
Or you can actually build a tree with logs and leaves, and then save the ruins.
Minecraft: the best programmed and worst managed game I know of.
Re: Trees:
My "solution" in a few of my ruins has been to create a .tml file of a tree (as wacky-shaped as I care for it to be) and put it in the \templateparser folder, then call it via /testruin from a Command Block. In the current version of Ruins, you could even randomize the Command Block rule so you could have, say, an orchard with 4 different tree shapes spaced out some distance, and ... hmm. You know, I probably ought to just actually DO it by way of example.
As for WHY I would want to do such a thing, in cases of "natural" features such as trees, the Ruins building logic can be a bit problematic. If you want to maximize your chances of finding a valid building site for anything with larger than a 1x1 footprint on any biome with the least bit of hilliness to it, it helps to set "max_leveling" for the site to something greater than 0. However, if you have a tree, it's probably going to be the case that you're going to have a much wider top than base. You could fill all the empty blocks with "preserveBlock," but it won't do you a lick of good when Ruins is flattening out your building zone anyway. The wider and more dramatic the tree, the more of a square area that's going to get flattened out at the base in a very unnatural-looking way.
So, for my "Giant Tree" structures and such, I would make a "structure" that's little more than a Command Block (1x1 footprint!) that's set to automatically fire off with RUINSTRIGGER, and then call up a structure in \templateparser that has the layout for my tree. When you use the /testruin command for a structure with max_leveling set to 0, it won't flatten out the area ... and since you've already explicitly told it where to build (via relative XYZ coordinates), it doesn't matter whether the target point is a flat plain or a steep slope: it's just going to start building. So, I can manually replace all the "Air" rules in my tree template with preserveBlock, and the surrounding terrain will be mostly preserved, save for the spots where the tree itself actually occupies space.
The only catch is that any Command Block using RUINSTRIGGER will be deleted once the command is executed ... even if the /testruin building ended up REPLACING the Command Block with something else. So, if the Command Block summons a tree right on top of itself, you might end up with a hole in the trunk right where the Command Block was initially located.
For other applications where a /testruin-summoned 'tree" might be handy: if I have, say, a graveyard and I want some tree to grow in the middle of the walled-in graveyard in such a way that it extends out OVER the walls, without extending the "footprint" of my graveyard, then I might just use another Command Block call in this way.
(It'd be nice if there were some sort of template option to just skip the leveling check entirely -- setting max_leveling to "0" just means that the build zone is going to have to be pretty much PERFECTLY flat in order for the building to start -- but in the meantime, this seems to be a viable if somewhat clunky work-around.)
--- 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)
Jordan, you could do it the same way as I do exposed foundations for my buildings, tree roots would be handled exactly the same, just use these three together:
embed_into_distance="how deep you want the roots"
max_leveling="how deep you want the roots" (same as number for embed_into_distance)
leveling_buffer=-1
setting the leveling buffer to -1 keeps it from filing ANY land (above the first layer), and when used in conjunction with embed into distance, you get exposed foundations, and it still places on rough land.
After finishing the structure design, build a water-tight tub around the roots and fill it with water, the water spread will make filling the area easy and you can change the water rule to "preserveBlock" in the file itself, (provided the structure wasn't actually supposed to be a lake).
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Thanks for the info parsing trees is what i was trying to avoid to try to avoid a copy past look guess ill just have to parse a lot of trees to get some variety.
One trick I use to get some interesting-looking trees is to make my "tree" out of wool blocks: brown wool for the trunk, and green for the leaves, for instance, though the exact type is really irrelevant.
Then, when I parse the whole thing, I open up the template file and change the rules for the blocks. A good reference for "vanilla" block IDs is here:
http://minecraft-ids.grahamedgecombe.com/
In my example, let's say the rules are like this:
rule1=0,100,minecraft:wool-12
# (the above would be brown wool)
rule2=0,100,minecraft:wool-13
# (the above would be green wool)
I would then go in and change it to the following:
rule1=0,100,minecraft:log-12
# (the above would be oak -- but with bark on ALL SIDES)
rule2=0,100,minecraft:leaves-4
# (the above would be oak leaves -- no decay)
For other types of wood bark:
minecraft:log-12 = oak (bark all sides)
minecraft:log-13 = spruce (bark all sides)
minecraft:log-14 = birch (bark all sides)
minecraft:log-15 = jungle (bark all sides)
minecraft:log2-12 = acacia (bark all sides)
minecraft:log2-13 = dark oak (bark all sides)
For other types of leaves (set as if a player had placed them):
minecraft:leaves-4 = oak leaves (no decay)
minecraft:leaves-5 = spruce leaves (no decay)
minecraft:leaves-6 = birch leaves (no decay)
minecraft:leaves-7 = jungle leaves (no decay)
minecraft:leaves2-4 = acacia leaves (no decay)
minecraft:leaves2-5 = dark oak leaves (no decay)
...
Anyway, the idea here is that you could come up with some more imaginative tree variations -- say, you want big "fantasy forest" type trees with twisty, gnarled branches, or maybe elongated trees that defy the normal rules for how far the leaves can get from the nearest wood block before they start decaying. For some of my trees, I give them "root systems" that go underground (I confess to being inspired by Twilight Forest on this count) for a bit rather than just terminating right at ground level.
@Gillymoth: Brilliant! I had no idea that the leveling buffer worked that way. I'll feel silly if it was plainly stated in the docs, but whatever. I'm just happy to learn something new and useful. I will have to go back and try this on a few of my structures. Still, I gather it fills up to the target block point? So it might not necessarily completely solve the problem if it still fills in the down-slope areas, but this still sounds like a very useful option for some of my structures. Thanks!
--- 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)
Hey there,
I'm sure this has been asked many times, but, how come I can't find any ruins whatsoever? I even got into a flat land, enabled speed 100 and went around, but found none. Am I missing something?
Any help would be fantastic.
Elite
My youtube channel: http://www.youtube.com/c/ForeverElite