Each item has 3 numbers, quantity, damage-value, and location in chest, and the -2 at the end is the chest rotation, also, this should read as one line.
ok well that does show that it can use the generic loot tables, but most of the generic ruins that come with the mod do not use these they use MediumChest and HardChest which do not appear to be editable at all (Without changing the chest they use). This seems like a bad choice to use but all the default ones use this and there does not appear to be a way to edit them. I have also found other downloads using this example too (I assume because they see in the default ones).
There are not too many so I will just edit them but there really should be a way to get to these loot tables...
That's because the "Chest" presets are all legacy and the only reason i haven't thrown them out years ago is lazyness and i dont want to break existing templates. Use the chest gen hooks.
@Black_D0g_z: In the Ruins .zip file, there is a subfolder called "examplesAndDocs," containing a file called "template_rules.txt" -- and this gives valuable insight into several variables potentially used in the templates, including quite a few that simply aren't even USED by the sample .tml files included with the Ruins mod.
About 2/3 through the document, it covers the treasure chest examples.
# Ruins 9.0 exposes minecraft ChestGenHook for your meddling. Usage:
#
# Example 7: rule1=0,100,ChestGenHook:dungeonChest:10
# This spawns a chest and tells the Minecraft generator to fill it with "10" items of the "dungeonChest" preset.
# This might include extremely powerful items added by mods.
#
# here is the complete list (as of mc 1.4.7) of ChestGen presets:
# "mineshaftCorridor"; "pyramidDesertyChest"; "pyramidJungleChest"; "pyramidJungleDispenser"; "strongholdCorridor";
# "strongholdLibrary"; "strongholdCrossing"; "villageBlacksmith"; "bonusChest"; "dungeonChest";
#
# As of 10.6, all chest rules can also append a metadata/rotation int similar to a chest block ID
# example: rule1=0,100,ChestGenHook:dungeonChest:10-5
# for a chest filled with dungeon loot and rotated to meta 5.
By default, if you create a structure with an EMPTY chest (ordinary, not a trapped one), and then use /parseruin to capture your creation, the chest rule will be replaced with a ChestGenHook rule, using the "dungeonChest" preset.
If, however, the chest contains objects upon invoking /parseruin, an "Iinventory" rule will be created in the template, and that chest will always spawn with EXACTLY those items. (NBT data may be lost, though. I need to check to see if that's still the case. Previously, I've been playing with Command Blocks in order to create treasure chests with enchanted items and other items requiring special tag data to be preserved.)
Unfortunately, I have yet to figure out how to combine ChestGen presets with the trapped_chest. I can fill a trapped_chest with items, and have it spawn with the same contents in a template, but I haven't figured out how to make a trapped_chest with random "treasure."
Unfortunately, I have yet to figure out how to combine ChestGen presets with the trapped_chest. I can fill a trapped_chest with items, and have it spawn with the same contents in a template, but I haven't figured out how to make a trapped_chest with random "treasure."
How about a hopper above the trapped chest that gets erased by a subsequent template, so it stays for a moment, stocking it with items from the world or another chest above that would accept random loot.
There are ways to make mob spawners crank out a list of random items, so you can make your own presets, but it uses 1.8 minecraft code. The example is my salmon spawner for rivers and streams (pun very much intended)
Not sure if this is on this mod or secret door's. but this means no hidden rooms without a lot of redstone for piston rooms (Which sometimes spawn in open...)
if anyone has a better idea for secret rooms in my builds let me know otherwise ill have to work with what I got. (Luckly ghost walls still work.)
That's because the secret doors apparently keep vital data in the tile entity's nbt tags, which ruins does not save (for blocks). While theoretically i could do this, the resulting templates would contain something like base64 bytestream strings, completely unreadable to humans. Minecraft has NBT toString methods, but not NBT fromString methods.
EDIT: So apparently i was lying and there is in fact a JsonToNbt class. Still, minecraft only saves numeric (nonportable) IDs inside its nbt data, so if you were to serialize an inventory and send the template to someone else, chances are any mod items wont work for them.
14.9
+ now supports ChestGenHook for any IInventory block in place of static itemlist (youll have to edit those in manually)
+ now supports saving and loading raw tile entity nbt data. The world-specific ruins.txt has a new line "teblocks=" behind which you can specify
blocks which should have their tile entities serialized (each is considered unique). The data is saved in json format, unfortunately with nonportable (numeric) IDs for inventories.
DO NOT USE FOR INVENTORIES. THE NUMBERS WILL BREAK. Also note ruins.txt with the teblocks setting is only parsed when new chunks are generated, and only takes effect after.
Whoever was complaining about those carpenter blocks and other such exotic mod stuff should try it.
EDIT:
Due to trouble getting this to work in 1.8 for now only available on the 1.7 branch
The Meaning of Life, the Universe, and Everything.
Join Date:
5/28/2011
Posts:
47
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Is it just me or do the guys over on the command blocks forum have a hate for mods? Seems like everyone over there is all about making command block mods in vanilla. I mean, it could be that nobody there feels like they can or wants to help me, but if I mention that I'm trying to use command blocks with a mod I get no responses. Have you guys just learned to control them through experimentation or have you found any tutorials? This is helpful, but not enough to go on to make complete commands that do what I want.
Have you guys just learned to control them through experimentation or have you found any tutorials? This is helpful, but not enough to go on to make complete commands that do what I want.
This "summon command generator" page is very useful for quickly figuring out how to summon a custom monster. The code it generates can be further edited to tweak to taste: http://www.minecraftupdates.com/summon-command
The following "Chunk Format" page is very valuable for further customization of mobs, because if you scroll down, to the section called "entity format," it lists extra tags that can be set on specific mob types: http://minecraft.gamepedia.com/Chunk_format
Otherwise for me, it's been mostly a combination of experimentation, playing with example templates provided with the Ruins ZIP file, hunting around Google for keywords such as "Minecraft command blocks" to look for interesting examples, and so forth.
Otherwise for me, it's been mostly a combination of experimentation, playing with example templates provided with the Ruins ZIP file, hunting around Google for keywords such as "Minecraft command blocks" to look for interesting examples, and so forth.
Heh, I'm on the right track then. Good to know, and thanks for the websites.
Found a slight typo in my city settlement template that crept in from juggling too many instances of my ruin-set in various minecraft folders, so I decided to also include my cargo hangar and treestump in the set and uploaded it again (hopefully for the last time for this update)
In making a pvp map with friends on a server a couple years ago, I ended up making several of these tree stumps of various sizes with pithy mushroom block centers, designed for parkour sword battles.
I've finally updated my "scenery" structures to MC 1.8. For my various "shops," I chose either to distribute them along with the "scenery" (for shops that made sense as lone outposts out in the wilds, such as the Travelers' Inn) -- or else I put them together in a "shops" pack that uses the same method as my "Cursed Village" to distribute various structures pulled from the templateparser folder and to scatter them around.
Unfortunately, I seem to be having issues with block rotation for doors and gates. I thought I had that problem hammered out long ago, but it has somehow cropped up again. I may have to go back and force some of the structures NOT to rotate at all when spawning, to get around the issue. It's more of a problem for the gates (which are kind of broken if they're off by 90 degrees) than for the doors (single doors, anyway).
Also, there may still be a few random combos where a village spawns with structures slightly overlapping each other, so I may have to do further fine-tuning. I thought I'd covered that, but it seems that once I introduce regular terrain generation into the mix, things behave a bit differently than when I'm just using /testruin in a superflat test world. (Imagine that! )
The Meaning of Life, the Universe, and Everything.
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Quick suggestion for this mod: Roads
ie A line of 3X3, 4X4, or 5X5 plates of gravel, cobblestone, and coarse dirt that are placed via the normal ruins programming, but an additionally bit of programming allows a large amount of these plates to be placed in a long line, producing a road.
ie A line of 3X3, 4X4, or 5X5 plates of gravel, cobblestone, and coarse dirt that are placed via the normal ruins programming, but an additionally bit of programming allows a large amount of these plates to be placed in a long line, producing a road.
Oh I've experimented with tiling templates along the surface to make wheat fields that contour the existing land, but the logistics of such endeavors quickly catches up, but it's certainly doable as it stands now. Also, roads need to adapt to the landscape instead of impose on them, and even the best fine-tuned adaptive template would completely pave over a fairly flat field.
With that in mind, when making templates, we try to impose on the land in a way that is most cost effective and minimally intrusive, spending render-time as currency, and keeping in mind that well hidden treasures may never be found, but we can find places where they fit perfectly.
Jordan, I've set up a minecraft instance to wander through your generation, and I really like your structures! They are pleasantly varied, interesting to explore, and show wisdom with respect to cost of rendering, simply brilliant!
i don't know if people remember but I was trying to get someone to help me make a "post-apocalypse" mod using ruins, where random structures of decaying buildings and skyscrapers, roads, broken down cars etc... spawn through the world so it feels like the Minecraft world is a post-apocalype world.
I still don't have any clue on how to make this, I wouldn't mind making the structures somehow, but I have no clue what program to use and/or how to program it to make a mod If someone could help that would be awesome!
[quote]I was trying to get someone to help me make a "post-apocalypse" mod using ruins, where random structures of decaying buildings and skyscrapers, roads, broken down cars etc... spawn through the world so it feels like the Minecraft worldis a post-apocalype world.
I still don't have any clue on how to make this, I wouldn't mind making the structures somehow, but I have no clue what program to use and/or how to program it to make a mod If someone could help that would be awesome!
You could easily make a modPACK, where one of the mods used was Ruins, to rely on it's heavy lifting for worldgen.
Or simply make Content, consisting of template files in the format that Ruins mod loads into the world, analogous to a paint program and Gif files.
ok I am totally confused I'm so sorry! For example, if I created the structures, how would I go about that in paint? I have enough trouble painting a minecraft skin
It's just that I am totally new at that and have no clue on how to make a 3D image, except maybe in Maya Program.
Use minecraft to build the structure, and put a baseplate under it made of a block the building doesn't use otherwise, like wool or netherrack. Then do "/parseruin (building-name)" to save it as a file.
Also, you don't have to make a solid baseplate, just a rectangle that defines the outer edge. A filled baseplate would still be useful if you wanted it to hold in water. I like to use water to fill in my "preserveBlock" rule, in combination with orange wool for the feathering to blend it into the land.
It is common practice for builders to use a paint program to draw out a floor-plan for things like spawn buildings, but it still would have to be built in minecraft, the above reference was an analogy.
The Meaning of Life, the Universe, and Everything.
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Hello all,
So I decided to start looking for ways to improve the overall exploration experience of Minecraft, and found this mod - looks like there are a few people making their own ruins, but the ruin packs don't really show pics of the ruins you get. And while that might be fun to just come across surprise ruins, it'd also be nice to be able to see what each ruin looks like to pick and choose - any chance of screenshots being bundled with the various ruins when people make 'em?
On another note, I think this mod and the people making ruins for the mod might have a pretty decent potential - how many of you would like a website to upload your creations with photos? I have a webserver for my business with unlimited bandwidth/space, and would be happy to make a subdomain if there seems to be enough interest...
Woohoo, I'm helping! Also thanks to AtomicStryker for making this most useful feature! Yeah, the three settings work together for optimal results!
Also, the following list can be found about half way through the forum and in the minecraft wiki:
# mineshaftCorridor, pyramidDesertyChest, pyramidJungleChest, pyramidJungleDispenser, dungeonChest
# strongholdCorridor, strongholdLibrary, strongholdCrossing, villageBlacksmith, bonusChest
along with an example from one of my structures:
rule35=0,100,IInventory;chest;hay_block#1#0#1+milk_bucket#1#0#2+egg#4#0#3+cookie#5#0#4+sugar#5#0#5+dye#3#3#6+bread#4#0#7+cake#1#0#8+pumpkin_pie#4#0#9-2
Each item has 3 numbers, quantity, damage-value, and location in chest, and the -2 at the end is the chest rotation, also, this should read as one line.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
ok well that does show that it can use the generic loot tables, but most of the generic ruins that come with the mod do not use these they use MediumChest and HardChest which do not appear to be editable at all (Without changing the chest they use). This seems like a bad choice to use but all the default ones use this and there does not appear to be a way to edit them. I have also found other downloads using this example too (I assume because they see in the default ones).
There are not too many so I will just edit them but there really should be a way to get to these loot tables...
That's because the "Chest" presets are all legacy and the only reason i haven't thrown them out years ago is lazyness and i dont want to break existing templates. Use the chest gen hooks.
About 2/3 through the document, it covers the treasure chest examples.
By default, if you create a structure with an EMPTY chest (ordinary, not a trapped one), and then use /parseruin to capture your creation, the chest rule will be replaced with a ChestGenHook rule, using the "dungeonChest" preset.
If, however, the chest contains objects upon invoking /parseruin, an "Iinventory" rule will be created in the template, and that chest will always spawn with EXACTLY those items. (NBT data may be lost, though. I need to check to see if that's still the case. Previously, I've been playing with Command Blocks in order to create treasure chests with enchanted items and other items requiring special tag data to be preserved.)
Unfortunately, I have yet to figure out how to combine ChestGen presets with the trapped_chest. I can fill a trapped_chest with items, and have it spawn with the same contents in a template, but I haven't figured out how to make a trapped_chest with random "treasure."
--- 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)
How about a hopper above the trapped chest that gets erased by a subsequent template, so it stays for a moment, stocking it with items from the world or another chest above that would accept random loot.
There are ways to make mob spawners crank out a list of random items, so you can make your own presets, but it uses 1.8 minecraft code. The example is my salmon spawner for rivers and streams (pun very much intended)
/setblock ~ ~-1 ~ minecraft:mob_spawner 0 replace {EntityId:Item,SpawnData:{Motion:[0.0,0.7,0.0],Item:{id:fish,Damage:1,Count:1}},SpawnCount:1,SpawnRange:5,Delay:0,MinSpawnDelay:4,MaxSpawnDelay:30,RequiredPlayerRange:8,MaxNearbyEntities:8}
Also, started construction of a cargo hangar facility:
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Again want to say this mod is great! I have been using with mod's and for the most part this has gone off without a hitch!
I did have one issue if you add a door from thesecretrooms mod it does spawn in the door but when it does minecraft crash's.
Here is the error log: http://pastebin.com/3sTHejHQ
Not sure if this is on this mod or secret door's. but this means no hidden rooms without a lot of redstone for piston rooms (Which sometimes spawn in open...)
if anyone has a better idea for secret rooms in my builds let me know otherwise ill have to work with what I got. (Luckly ghost walls still work.)
That's because the secret doors apparently keep vital data in the tile entity's nbt tags, which ruins does not save (for blocks). While theoretically i could do this, the resulting templates would contain something like base64 bytestream strings, completely unreadable to humans. Minecraft has NBT toString methods, but not NBT fromString methods.
EDIT: So apparently i was lying and there is in fact a JsonToNbt class. Still, minecraft only saves numeric (nonportable) IDs inside its nbt data, so if you were to serialize an inventory and send the template to someone else, chances are any mod items wont work for them.
14.9
+ now supports ChestGenHook for any IInventory block in place of static itemlist (youll have to edit those in manually)
+ now supports saving and loading raw tile entity nbt data. The world-specific ruins.txt has a new line "teblocks=" behind which you can specify
blocks which should have their tile entities serialized (each is considered unique). The data is saved in json format, unfortunately with nonportable (numeric) IDs for inventories.
DO NOT USE FOR INVENTORIES. THE NUMBERS WILL BREAK. Also note ruins.txt with the teblocks setting is only parsed when new chunks are generated, and only takes effect after.
Whoever was complaining about those carpenter blocks and other such exotic mod stuff should try it.
EDIT:
Due to trouble getting this to work in 1.8 for now only available on the 1.7 branch
EDIT:
Got it to work after all.
Is it just me or do the guys over on the command blocks forum have a hate for mods? Seems like everyone over there is all about making command block mods in vanilla. I mean, it could be that nobody there feels like they can or wants to help me, but if I mention that I'm trying to use command blocks with a mod I get no responses. Have you guys just learned to control them through experimentation or have you found any tutorials? This is helpful, but not enough to go on to make complete commands that do what I want.
This "summon command generator" page is very useful for quickly figuring out how to summon a custom monster. The code it generates can be further edited to tweak to taste: http://www.minecraftupdates.com/summon-command
The following "Chunk Format" page is very valuable for further customization of mobs, because if you scroll down, to the section called "entity format," it lists extra tags that can be set on specific mob types: http://minecraft.gamepedia.com/Chunk_format
Otherwise for me, it's been mostly a combination of experimentation, playing with example templates provided with the Ruins ZIP file, hunting around Google for keywords such as "Minecraft command blocks" to look for interesting examples, and so forth.
--- 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)
Heh, I'm on the right track then. Good to know, and thanks for the websites.
Found a slight typo in my city settlement template that crept in from juggling too many instances of my ruin-set in various minecraft folders, so I decided to also include my cargo hangar and treestump in the set and uploaded it again (hopefully for the last time for this update)
In making a pvp map with friends on a server a couple years ago, I ended up making several of these tree stumps of various sizes with pithy mushroom block centers, designed for parkour sword battles.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
I've finally updated my "scenery" structures to MC 1.8. For my various "shops," I chose either to distribute them along with the "scenery" (for shops that made sense as lone outposts out in the wilds, such as the Travelers' Inn) -- or else I put them together in a "shops" pack that uses the same method as my "Cursed Village" to distribute various structures pulled from the templateparser folder and to scatter them around.
Unfortunately, I seem to be having issues with block rotation for doors and gates. I thought I had that problem hammered out long ago, but it has somehow cropped up again. I may have to go back and force some of the structures NOT to rotate at all when spawning, to get around the issue. It's more of a problem for the gates (which are kind of broken if they're off by 90 degrees) than for the doors (single doors, anyway).
Also, there may still be a few random combos where a village spawns with structures slightly overlapping each other, so I may have to do further fine-tuning. I thought I'd covered that, but it seems that once I introduce regular terrain generation into the mix, things behave a bit differently than when I'm just using /testruin in a superflat test world. (Imagine that! )
New version 1.8 "scenery" and "shop" structures can be found here for now: https://www.dropbox.com/sh/iehlej2zgbif4y3/AABhwvkJ3_3cqiiKC_6o4ssza?dl=0
(URL may change if I reorganize folders later on.)
--- 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)
Quick suggestion for this mod: Roads
ie A line of 3X3, 4X4, or 5X5 plates of gravel, cobblestone, and coarse dirt that are placed via the normal ruins programming, but an additionally bit of programming allows a large amount of these plates to be placed in a long line, producing a road.
Oh I've experimented with tiling templates along the surface to make wheat fields that contour the existing land, but the logistics of such endeavors quickly catches up, but it's certainly doable as it stands now. Also, roads need to adapt to the landscape instead of impose on them, and even the best fine-tuned adaptive template would completely pave over a fairly flat field.
With that in mind, when making templates, we try to impose on the land in a way that is most cost effective and minimally intrusive, spending render-time as currency, and keeping in mind that well hidden treasures may never be found, but we can find places where they fit perfectly.
Jordan, I've set up a minecraft instance to wander through your generation, and I really like your structures! They are pleasantly varied, interesting to explore, and show wisdom with respect to cost of rendering, simply brilliant!
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
I made this one. Let me know what you think. It's obviously designed with Fallout in mind though.
TRUE TO CAESAR
Hey,
i don't know if people remember but I was trying to get someone to help me make a "post-apocalypse" mod using ruins, where random structures of decaying buildings and skyscrapers, roads, broken down cars etc... spawn through the world so it feels like the Minecraft world is a post-apocalype world.
I still don't have any clue on how to make this, I wouldn't mind making the structures somehow, but I have no clue what program to use and/or how to program it to make a mod If someone could help that would be awesome!
You could easily make a modPACK, where one of the mods used was Ruins, to rely on it's heavy lifting for worldgen.
Or simply make Content, consisting of template files in the format that Ruins mod loads into the world, analogous to a paint program and Gif files.
Either way, no programming is necessary
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
ok I am totally confused I'm so sorry! For example, if I created the structures, how would I go about that in paint? I have enough trouble painting a minecraft skin
It's just that I am totally new at that and have no clue on how to make a 3D image, except maybe in Maya Program.
Use minecraft to build the structure, and put a baseplate under it made of a block the building doesn't use otherwise, like wool or netherrack. Then do "/parseruin (building-name)" to save it as a file.
Also, you don't have to make a solid baseplate, just a rectangle that defines the outer edge. A filled baseplate would still be useful if you wanted it to hold in water. I like to use water to fill in my "preserveBlock" rule, in combination with orange wool for the feathering to blend it into the land.
It is common practice for builders to use a paint program to draw out a floor-plan for things like spawn buildings, but it still would have to be built in minecraft, the above reference was an analogy.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Hello all,
So I decided to start looking for ways to improve the overall exploration experience of Minecraft, and found this mod - looks like there are a few people making their own ruins, but the ruin packs don't really show pics of the ruins you get. And while that might be fun to just come across surprise ruins, it'd also be nice to be able to see what each ruin looks like to pick and choose - any chance of screenshots being bundled with the various ruins when people make 'em?
On another note, I think this mod and the people making ruins for the mod might have a pretty decent potential - how many of you would like a website to upload your creations with photos? I have a webserver for my business with unlimited bandwidth/space, and would be happy to make a subdomain if there seems to be enough interest...
-truegamer25