Not really, no. It was called inefficient and an inconvenience at worst, and people still using these ancient minecraft versions must love inconvenience.
Atomic I was trying to use your mod , but every time I try to open my world, it would crash at Building Terrain. The crash report said that is was due to "Exception in server tick loop." After doing some research, it would seem that I need to put the mod on both the client and the server? I'm new to Minecraft and don't really know the intricacies on how to fix this. I have Forge installed and am running the latest update (1.9). Any help would be appreciated!
Not really, no. It was called inefficient and an inconvenience at worst, and people still using these ancient minecraft versions must love inconvenience.
But the inconvenience just has such a certain... Charm, to it. ;p
I figured there wasn't any harm in asking, and I appreciate the response!
I think I've been running into the same problem in the 1.9 version as ss33. I tried many ways of putting the mods in my mods folder, any combination I tried caused a crash on loading world. I even just dropped the entire mods folder itself into mine, and it finally loaded the world, only because the .jars were not running and no ruins loaded. Here's a crash report.
---- Minecraft Crash Report ----
WARNING: coremods are present:
Contact their authors BEFORE contacting forge
// I bet Cylons wouldn't have this problem.
Time: 3/27/16 3:59 PM
Description: Exception in server tick loop
java.lang.IllegalAccessError: tried to access field net.minecraftforge.event.entity.EntityEvent.entity from class atomicstryker.ruins.common.RuinsMod
at atomicstryker.ruins.common.RuinsMod.onEntityEnteringChunk(RuinsMod.java:123)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_45_RuinsMod_onEntityEnteringChunk_EnteringChunk.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraft.world.chunk.Chunk.func_76612_a(Chunk.java:717)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_186050_a(AnvilChunkLoader.java:497)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:440)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:343)
at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:301)
at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:121)
at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:96)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:295)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:172)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:195)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I've finally updated my "adventure" 1.7.10 structures in my Dropbox (link below in signature) to 1.8. I'll be working on sub-sets for "peaceful only" structures and those with no command blocks. I'm still in the process of making up some new structures specifically for 1.8, to take advantage of new possibilities.
Some of the consequences of updating from 1.7.10 to 1.8 I've picked up on so far:
* Some items previously possible in player inventory or treasure chests that made for some strange "treasure" -- such as animated "fire" objects, or blocks of water or lava -- can no longer be used as such. Their presence in a spawned chest would cause a structure to halt construction at that point, or if equipped by a summoned creature (e.g., my "Water Planars" -- basically just invisible skeletons given oddball items to give the illusion of "elementals") the creature simply would not spawn. I've swapped out for other oddball treasure and "costume" items.
* Certain data values have changed. Nether Crops were previously fully-grown at DV 5, but now it's at DV 3. My old "Tower of Eeevil" would choke upon construction as soon as it hit the "nether wart garden" partway up the tower, until I changed the nether_wart items to have data value 3 instead of 5. I ran into similar problems with some crops.
* Flower pots no longer respect data values for flower contents. Fortunately, a flower pot with a data value won't choke construction (the way it would with a bad nether_wart data value), but it's going to be an empty flower pot regardless. In order to spawn a flower pot with a flower, you'll have to use Command Blocks. My "Greenhouse" structure (in /templateparser folder) is an experiment in this, with examples.
* Double_plants appear to have slightly changed how the data values are handled. The bottom part of the plant's data value determines the plant type. The upper part of the plant needs to have the "8" bit turned on (i.e., value 8, or some value that would include the 8 bit in binary), but other bits are ignored. So, "11" is a valid value for the upper part of the plant, but it would work just as well with "8." It would seem that this could be exploited to randomize the types of double_plants that appear in (say) a garden, simply by randomizing the bottom block's data value, while leaving the top value at 8, but I haven't properly tested this yet. Failure to have a top half of a double_plant means that it'll spawn initially, but "pop" eventually.
* Stone slabs / double slabs with wood grain texture are no longer valid items. These are valuable as fireproof decoration if you want to build a house with a Netherrack fireplace without the roof burning down, and I first got the idea from the druid cottages in Twilight Forest. Alas, they've been "deprecated," and attempting to spawn a structure with them will cause construction to halt as soon as that Rule is first hit in the structure.
* The "Giant" is a bit weird in 1.8. (My only usage of it is for the giant beanstalk in the Jungle biome.) If I look at it from certain angles, it vanishes, even though it's still there. I look a little higher or lower, and it's back again. Also, I don't know for sure, but it seems that the hitbox has changed for it.
* The "Silent:" tag now works. I had it in a few of my creatures previously, erroneously thinking it would work, but it appears it was only actually implemented in MC 1.8.
* It's now possible to have custom heads (the "skull" with DV 3) that have "player data" associated with them. In addition to the "MHF_*" textures available, the "Fresh Coal" site ( http://heads.freshcoal.com/maincollection.php ) has examples of ways in which custom-textured heads can be used as clever decorative items even within "mostly Vanilla" Minecraft. The catch is that actually spawning them into existence requires some messy Command Block programming, and it requires an internet connection or else all your charming decoration will appear to the player as a bunch of disembodied heads. So far, my "Travelers' Inn" (in Plains biome folder) is a testbed for this sort of thing, as I have some randomized tea cups, beer mugs, ham, and sandwiches appearing on the tables (and I replaced the carpet-top tables with pistons in order to more easily accommodate decoration) -- but if someone's encountering the inn without an internet connection, it will look like a scene of horror! But I guess that could be amusing in its own way.
* Written books support JSON coding. I've been experimenting with some conjured "spell books" that exploit this, but I've been trying to figure out how to come up with interesting and yet non-game-breaking possibilities -- as well as a suitable dungeon to hide them in. Since these can only be introduced via Command Blocks anyway, I'm thinking of having them appear as special prizes in extended modular dungeons. (E.g., I'm thinking of having a dungeon entrance underneath the Haunted Manor ... inspired by when I actually ran into a Manor spawned on top of a dungeon in multiplayer Survival mode one time, for the most awesome basement adventure EVER. ) So far I've got a book that summons lightning bolts to hit every non-player within 6 blocks (with a good chance of frying yourself in the process if they're too close), one that grants water-breathing to you and all friends within 6 spaces, an "escape" book that randomly teleports you somewhere on the surface within +/- 100 blocks, and a "cursed" book that summons PrimedTNT right on top of the reader (but could still be useful in certain circumstances, maybe). I had a book of songs using /playsound, but I found that resulted in all sorts of horrible cacophony when the newly-played song combined with the random music snippets that normally play in Minecraft over the course of a game day -- so, without a way to STOP the unwanted layered songs, that was a FAILURE. Now, if only I could figure out a way to make a book destroy itself after one use, or maybe some way to "charge" experience for the effect.
* Villager logic is different in some ways. Uses and maxUses are no longer valid, so there's no longer any way to have a "one use only" trade (until all trades are refreshed), or a "1000 uses" trade. Every trade has a chance to exhaust after 1 or 2 tries or so, and every trade has a chance of refreshing the other trades. The best thing for any custom villagers is just to make sure that they have plenty of trades (but at the very LEAST 2 of them). Also, Career and CareerLevel are tags in addition to Profession. Failure to specify a valid Career can cause a custom villager to fail to spawn. CareerLevel isn't necessary, but setting it to "6" is useful if you don't want a villager picking up any new trades (dependent upon Profession/Career chosen) in addition to the custom ones already assigned.
* IDs for inventory items need to be via names, not numbers. However, this is not universal. For my "FallingSand" trick to summon a chest, or for /summon tricks of ThrownPotion to use potion effects on other characters, I still have to use the NUMERIC ID for the Chest or the Potion, or it won't work.
* There are new material types for doors and fences. Yay! I've taken advantage of that for a little more variety in some of my buildings.
...
This is probably all old news to anyone who's already been making Ruins in 1.8, but, ah well, I'm just late to the game. (And next up, I've got to move on to 1.9 -- wherein it already looks as if several more of my tricks that work in 1.8 will cease to be supported by Minecraft, alas.)
In the 1.7.10 version, was the sky castle you find above oceans disabled by default? I can't find any in any of my worlds.
It looks like the Sky Castle is relegated to the "optional" folder in the 1.7.10, 1.8, and 1.8.8 MC versions of Ruins. To find it, find the mods folder where the Ruins .jar file is installed. It should be in the following sub-folder:
resources/ruins/optional/generic
There, grab "SkyCastle.tml" and put it into the ocean folder. From the mods folder, that would be:
resources/ruins/ocean
However, you may get more Sky Castles than you bargained for, since the "unique=1" tag in the header doesn't work as advertised anymore. I would recommend replacing the "unique=1" line in the SkyCastle.tml file with the following line:
uniqueMinDistance=2000
Ideally, that will prevent Sky Castles (this particular example, anyway) from spawning any more frequently than within 2000 blocks of each other.
Here is a "proof of concept" of one of the spellbooks -- I was hoping to have these as hard-to-get (and very rare) "magic items" in MC 1.8. However, while this seems to work in singleplayer (at least with the cheats turned on), some of the documentation on JSON coding indicates that any commands executed in this way (via JSON coding in a Written Book, vs. from a Command Block) rely upon the permissions of the "reading" player. Hence, it might not work in multiplayer unless the player is an OP who can use commands (and it might not work in singleplayer with the cheats disabled).
I'll have to test that out to be sure. But in the meantime, for your potential amusement (for Ruins for MC 1.8 only):
# Book of Escape - Test Template
# Created by Ruins mod version 15.5 Ingame Parser
# authoring Player: Jordan_Greywolf
# Note: This is an experimental template that exists just to conjure a "spellbook"
# in Minecraft 1.8.* using Written Books with JSON coding. It will NOT work in
# Minecraft 1.7.* or 1.9.*. Also, I suspect it will not work in multiplayer Survival
# unless the user is able to use cheats. (I need to test this further.)
weight=1
embed_into_distance=2
acceptable_target_blocks=
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
dimensions=3,1,1
allowable_overhang=0
max_leveling=2
leveling_buffer=0
preserve_water=0
preserve_lava=0
# The Command Block should, once activated, summon a chest that contains a Written Book
# with colored text that can be clicked to randomly transport the wielder to a location
# on the surface of the world within 100 blocks, as a desperate method of "escape."
rule1=0,100,CommandBlock:RUINSTRIGGER /summon FallingSand ~ ~10 ~ {TileID:54,Time:1,TileEntityData:{Items:[{id:387,Slot:1,Count:1,tag:{author:"The Opener of Ways",title:"Book of Escape",pages:["{text:'When creepers creep, and zombies slay, just read these runes to slip away.',color:blue,bold:true,clickEvent:{action:run_command,value:'/spreadplayers ~100 ~100 0 100 false @p'}}"]}}]}}:@
layer
1
endlayer
It looks like the Sky Castle is relegated to the "optional" folder in the 1.7.10, 1.8, and 1.8.8 MC versions of Ruins. To find it, find the mods folder where the Ruins .jar file is installed. It should be in the following sub-folder:
resources/ruins/optional/generic
There, grab "SkyCastle.tml" and put it into the ocean folder. From the mods folder, that would be:
resources/ruins/ocean
However, you may get more Sky Castles than you bargained for, since the "unique=1" tag in the header doesn't work as advertised anymore. I would recommend replacing the "unique=1" line in the SkyCastle.tml file with the following line:
uniqueMinDistance=2000
Ideally, that will prevent Sky Castles (this particular example, anyway) from spawning any more frequently than within 2000 blocks of each other.
Whats the name of the villager head ruin called? I don't really like that ruin, and I'd like to disable it, I just don't know what the files are called.
Whats the name of the villager head ruin called? I don't really like that ruin, and I'd like to disable it, I just don't know what the files are called.
I am not absolutely sure if this is the one you're referring to, but in the generic folder (mods/resources/ruins/generic), there is a template called MoaiHead.tml. That's the closest I know of to being anything like a "villager head" in appearance in the standard default ruins.
To find out for sure if this is the ruin that's the problem, copy it to the templateparser folder (mods/resources/ruins/templateparser). Then, while in the game, you can use the game "/testruin" to spawn a copy of the structure while in Creative Mode. (Note that if it spawns right on top of you, you might have teleport yourself via "/tp @p ~5 ~0 ~0" for instance to get out from within the newly spawned structure.)
If this is the structure you are referring to, then I would recommend moving it OUT of the "generic" folder, and into the "obsolete" folder. (You might as well remove it from the "templateparser" folder as well, but "templateparser" structures will not come up during normal terrain generation, since there is no biome called "templateparser.")
If it's NOT the structure you're referring to ... then I guess you could repeat the process for any of the other default templates until you find the one you're looking for. Otherwise, do you have a screenshot handy of the structure you're trying to eliminate? I don't necessarily have them all memorized, but I MIGHT be able to identify it from a screenshot.
Please note that any already-existing instances of this ruin in your world will still stick around, and changes will not take effect until you exit the game and re-enter the world. For multiplayer servers, this means stopping and starting the server game before any Ruins changes take effect.
* And also includes Atomicstryker's Battletowers mod?
I've tried using Kreezcraft's Extreme 1.8 Mega Pack (an "unofficial" modpack using Technic Launcher), and it's just a bit TOO extreme. It's packed to the gills with mods, stone is nearly rare at certain mining levels (due to all the mod-added variants on ore), you can't even break dirt without something weird happening (the dirt might attack you), and on my poor less-than-cutting-edge computer it's a bit crashy when I try to explore.
I'd like to try testing my attempts at Ruins-spawned dungeons in a Minecraft 1.8 or 1.9 multiplayer environment, but it would just be a lot easier for me to get the other players on board if I can point to a modpack to download, rather than asking the players to install the mods individually (especially since ads on the download sites where these mods can be found are specifically DESIGNED to confuse and mislead users into clicking on the wrong thing).
I am not absolutely sure if this is the one you're referring to, but in the generic folder (mods/resources/ruins/generic), there is a template called MoaiHead.tml. That's the closest I know of to being anything like a "villager head" in appearance in the standard default ruins.
To find out for sure if this is the ruin that's the problem, copy it to the templateparser folder (mods/resources/ruins/templateparser). Then, while in the game, you can use the game "/testruin" to spawn a copy of the structure while in Creative Mode. (Note that if it spawns right on top of you, you might have teleport yourself via "/tp @p ~5 ~0 ~0" for instance to get out from within the newly spawned structure.)
If this is the structure you are referring to, then I would recommend moving it OUT of the "generic" folder, and into the "obsolete" folder. (You might as well remove it from the "templateparser" folder as well, but "templateparser" structures will not come up during normal terrain generation, since there is no biome called "templateparser.")
If it's NOT the structure you're referring to ... then I guess you could repeat the process for any of the other default templates until you find the one you're looking for. Otherwise, do you have a screenshot handy of the structure you're trying to eliminate? I don't necessarily have them all memorized, but I MIGHT be able to identify it from a screenshot.
Please note that any already-existing instances of this ruin in your world will still stick around, and changes will not take effect until you exit the game and re-enter the world. For multiplayer servers, this means stopping and starting the server game before any Ruins changes take effect.
I haven't actually started to play on any main world yet, but this is what the ruin looks like that I'm trying to disable.
And also, about the modpack you're looking for, I have one that includes Ruins and Battletowers, but it's not for 1.8, it's for 1.7.10. It includes Advent of Acension, DivineRPG, Thaumcraft, Thermal Expansion, and much, much more.
I haven't actually started to play on any main world yet, but this is what the ruin looks like that I'm trying to disable.
And also, about the modpack you're looking for, I have one that includes Ruins and Battletowers, but it's not for 1.8, it's for 1.7.10. It includes Advent of Acension, DivineRPG, Thaumcraft, Thermal Expansion, and much, much more.
The ruin in your picture is definitely MoaiHead.tml. If you are using the default Ruins installation, just remove it from the "generic" folder as described earlier, and you should be good to go. If you have Ruins as part of a modpack installation, it is possible that the modpack creator might have put this ruin in specific biomes folders, so you might want to check them just to be sure.
I'm actually able to find several modpacks for MC 1.7.10 that include Ruins, and we've been using various of them in multiplayer. It's just that for 1.8 and 1.9, I haven't been able to find any except for Kreezcraft's "Extreme 1.8" (and that's only because I did a keyword search in the Technic Launcher for "1.8" and that modpack had "1.8" right in the title). Still, thanks for the recommendation.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/22/2014
Posts:
166
Member Details
You should try curse. Here's a lightweight one I just found for 1.8 that has both Battle Towers and Ruins. I haven't tried it yet, but it looks pretty nice.
The ruin in your picture is definitely MoaiHead.tml. If you are using the default Ruins installation, just remove it from the "generic" folder as described earlier, and you should be good to go. If you have Ruins as part of a modpack installation, it is possible that the modpack creator might have put this ruin in specific biomes folders, so you might want to check them just to be sure.
I'm actually able to find several modpacks for MC 1.7.10 that include Ruins, and we've been using various of them in multiplayer. It's just that for 1.8 and 1.9, I haven't been able to find any except for Kreezcraft's "Extreme 1.8" (and that's only because I did a keyword search in the Technic Launcher for "1.8" and that modpack had "1.8" right in the title). Still, thanks for the recommendation.
Not really, no. It was called inefficient and an inconvenience at worst, and people still using these ancient minecraft versions must love inconvenience.
I love this mod,and happy to hear it updated to 1.9
and can I repost it to a China forum---MCBBS?(I just only a reposter)
I make sure to always include the reference to this website.
MUCH THANKS!!!(and I'm sorry my English is so bad)
--They won't die...They will return...muhuhuhuhuhuhuhuhu......--
Atomic I was trying to use your mod , but every time I try to open my world, it would crash at Building Terrain. The crash report said that is was due to "Exception in server tick loop." After doing some research, it would seem that I need to put the mod on both the client and the server? I'm new to Minecraft and don't really know the intricacies on how to fix this. I have Forge installed and am running the latest update (1.9). Any help would be appreciated!
But the inconvenience just has such a certain... Charm, to it. ;p
I figured there wasn't any harm in asking, and I appreciate the response!
I wanna my Chinese friends know this mod!
Now I have to get your answer!(Because I must get your answer before I repost it to MCBBS)
--They won't die...They will return...muhuhuhuhuhuhuhuhu......--
I think I've been running into the same problem in the 1.9 version as ss33. I tried many ways of putting the mods in my mods folder, any combination I tried caused a crash on loading world. I even just dropped the entire mods folder itself into mine, and it finally loaded the world, only because the .jars were not running and no ruins loaded. Here's a crash report.
---- Minecraft Crash Report ----
WARNING: coremods are present:
Contact their authors BEFORE contacting forge
// I bet Cylons wouldn't have this problem.
Time: 3/27/16 3:59 PM
Description: Exception in server tick loop
java.lang.IllegalAccessError: tried to access field net.minecraftforge.event.entity.EntityEvent.entity from class atomicstryker.ruins.common.RuinsMod
at atomicstryker.ruins.common.RuinsMod.onEntityEnteringChunk(RuinsMod.java:123)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_45_RuinsMod_onEntityEnteringChunk_EnteringChunk.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraft.world.chunk.Chunk.func_76612_a(Chunk.java:717)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_186050_a(AnvilChunkLoader.java:497)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:440)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:343)
at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:301)
at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:121)
at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:96)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:295)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:172)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:195)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.9
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 426810800 bytes (407 MB) / 725676032 bytes (692 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 20, tallocated: 87
FML: MCP 9.23 Powered by Forge 12.16.0.1811 Optifine OptiFine_1.9_HD_U_B1 10 mods loaded, 10 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.9-12.16.0.1811-1.9.jar)
UCHIJAA Forge{12.16.0.1811} [Minecraft Forge] (forge-1.9-12.16.0.1811-1.9.jar)
UCHIJAA BiomesOPlenty{4.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.9-4.0.0.1970-universal (1).jar)
UCHIJAA chameleoncreepers{1.3} [Chameleon Creepers] (ChameleonCreepers-1.9-1.3.jar)
UCHIJAA craftablehorsearmour{1.0} [Craftable Horse Armour [CHA&S]] (CraftableHorseArmourAndSaddle-1.0.jar)
UCHIJAA Quark{beta-3} [Quark] (Quark-beta-3.jar)
UCHIJAA AS_Ruins{15.7} [Ruins Spawning System] (Ruins-1.9.jar)
UCHIJAA AS_UpdateCheck{1.1.7} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.9.jar)
UCHIJAA XaeroMinimap{1.8.5.2} [Xaero's Minimap] (Xaeros_Minimap_1.8.5.2_Forge_1.9.jar)
Loaded coremods (and transformers):
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
OptiFine Version: OptiFine_1.9_HD_U_B1
Render Distance Chunks: 8
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: null
OpenGlVersion: 4.3.0 - Build 10.18.15.4256
OpenGlRenderer: Intel(R) HD Graphics 4600
OpenGlVendor: Intel
CpuCount: 8
Yes yes, forge build 1805 broke the event api (so basically every mod there is). The next version will have this fixed
In the 1.7.10 version, was the sky castle you find above oceans disabled by default? I can't find any in any of my worlds.
I've finally updated my "adventure" 1.7.10 structures in my Dropbox (link below in signature) to 1.8. I'll be working on sub-sets for "peaceful only" structures and those with no command blocks. I'm still in the process of making up some new structures specifically for 1.8, to take advantage of new possibilities.
Some of the consequences of updating from 1.7.10 to 1.8 I've picked up on so far:
* Some items previously possible in player inventory or treasure chests that made for some strange "treasure" -- such as animated "fire" objects, or blocks of water or lava -- can no longer be used as such. Their presence in a spawned chest would cause a structure to halt construction at that point, or if equipped by a summoned creature (e.g., my "Water Planars" -- basically just invisible skeletons given oddball items to give the illusion of "elementals") the creature simply would not spawn. I've swapped out for other oddball treasure and "costume" items.
* Certain data values have changed. Nether Crops were previously fully-grown at DV 5, but now it's at DV 3. My old "Tower of Eeevil" would choke upon construction as soon as it hit the "nether wart garden" partway up the tower, until I changed the nether_wart items to have data value 3 instead of 5. I ran into similar problems with some crops.
* Flower pots no longer respect data values for flower contents. Fortunately, a flower pot with a data value won't choke construction (the way it would with a bad nether_wart data value), but it's going to be an empty flower pot regardless. In order to spawn a flower pot with a flower, you'll have to use Command Blocks. My "Greenhouse" structure (in /templateparser folder) is an experiment in this, with examples.
* Double_plants appear to have slightly changed how the data values are handled. The bottom part of the plant's data value determines the plant type. The upper part of the plant needs to have the "8" bit turned on (i.e., value 8, or some value that would include the 8 bit in binary), but other bits are ignored. So, "11" is a valid value for the upper part of the plant, but it would work just as well with "8." It would seem that this could be exploited to randomize the types of double_plants that appear in (say) a garden, simply by randomizing the bottom block's data value, while leaving the top value at 8, but I haven't properly tested this yet. Failure to have a top half of a double_plant means that it'll spawn initially, but "pop" eventually.
* Stone slabs / double slabs with wood grain texture are no longer valid items. These are valuable as fireproof decoration if you want to build a house with a Netherrack fireplace without the roof burning down, and I first got the idea from the druid cottages in Twilight Forest. Alas, they've been "deprecated," and attempting to spawn a structure with them will cause construction to halt as soon as that Rule is first hit in the structure.
* The "Giant" is a bit weird in 1.8. (My only usage of it is for the giant beanstalk in the Jungle biome.) If I look at it from certain angles, it vanishes, even though it's still there. I look a little higher or lower, and it's back again. Also, I don't know for sure, but it seems that the hitbox has changed for it.
* The "Silent:" tag now works. I had it in a few of my creatures previously, erroneously thinking it would work, but it appears it was only actually implemented in MC 1.8.
* It's now possible to have custom heads (the "skull" with DV 3) that have "player data" associated with them. In addition to the "MHF_*" textures available, the "Fresh Coal" site ( http://heads.freshcoal.com/maincollection.php ) has examples of ways in which custom-textured heads can be used as clever decorative items even within "mostly Vanilla" Minecraft. The catch is that actually spawning them into existence requires some messy Command Block programming, and it requires an internet connection or else all your charming decoration will appear to the player as a bunch of disembodied heads. So far, my "Travelers' Inn" (in Plains biome folder) is a testbed for this sort of thing, as I have some randomized tea cups, beer mugs, ham, and sandwiches appearing on the tables (and I replaced the carpet-top tables with pistons in order to more easily accommodate decoration) -- but if someone's encountering the inn without an internet connection, it will look like a scene of horror! But I guess that could be amusing in its own way.
* Written books support JSON coding. I've been experimenting with some conjured "spell books" that exploit this, but I've been trying to figure out how to come up with interesting and yet non-game-breaking possibilities -- as well as a suitable dungeon to hide them in. Since these can only be introduced via Command Blocks anyway, I'm thinking of having them appear as special prizes in extended modular dungeons. (E.g., I'm thinking of having a dungeon entrance underneath the Haunted Manor ... inspired by when I actually ran into a Manor spawned on top of a dungeon in multiplayer Survival mode one time, for the most awesome basement adventure EVER. ) So far I've got a book that summons lightning bolts to hit every non-player within 6 blocks (with a good chance of frying yourself in the process if they're too close), one that grants water-breathing to you and all friends within 6 spaces, an "escape" book that randomly teleports you somewhere on the surface within +/- 100 blocks, and a "cursed" book that summons PrimedTNT right on top of the reader (but could still be useful in certain circumstances, maybe). I had a book of songs using /playsound, but I found that resulted in all sorts of horrible cacophony when the newly-played song combined with the random music snippets that normally play in Minecraft over the course of a game day -- so, without a way to STOP the unwanted layered songs, that was a FAILURE. Now, if only I could figure out a way to make a book destroy itself after one use, or maybe some way to "charge" experience for the effect.
* Villager logic is different in some ways. Uses and maxUses are no longer valid, so there's no longer any way to have a "one use only" trade (until all trades are refreshed), or a "1000 uses" trade. Every trade has a chance to exhaust after 1 or 2 tries or so, and every trade has a chance of refreshing the other trades. The best thing for any custom villagers is just to make sure that they have plenty of trades (but at the very LEAST 2 of them). Also, Career and CareerLevel are tags in addition to Profession. Failure to specify a valid Career can cause a custom villager to fail to spawn. CareerLevel isn't necessary, but setting it to "6" is useful if you don't want a villager picking up any new trades (dependent upon Profession/Career chosen) in addition to the custom ones already assigned.
* IDs for inventory items need to be via names, not numbers. However, this is not universal. For my "FallingSand" trick to summon a chest, or for /summon tricks of ThrownPotion to use potion effects on other characters, I still have to use the NUMERIC ID for the Chest or the Potion, or it won't work.
* There are new material types for doors and fences. Yay! I've taken advantage of that for a little more variety in some of my buildings.
...
This is probably all old news to anyone who's already been making Ruins in 1.8, but, ah well, I'm just late to the game. (And next up, I've got to move on to 1.9 -- wherein it already looks as if several more of my tricks that work in 1.8 will cease to be supported by Minecraft, alas.)
--- 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)
It looks like the Sky Castle is relegated to the "optional" folder in the 1.7.10, 1.8, and 1.8.8 MC versions of Ruins. To find it, find the mods folder where the Ruins .jar file is installed. It should be in the following sub-folder:
resources/ruins/optional/generic
There, grab "SkyCastle.tml" and put it into the ocean folder. From the mods folder, that would be:
resources/ruins/ocean
However, you may get more Sky Castles than you bargained for, since the "unique=1" tag in the header doesn't work as advertised anymore. I would recommend replacing the "unique=1" line in the SkyCastle.tml file with the following line:
uniqueMinDistance=2000
Ideally, that will prevent Sky Castles (this particular example, anyway) from spawning any more frequently than within 2000 blocks of each other.
--- 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)
I'll have to test that out to be sure. But in the meantime, for your potential amusement (for Ruins for MC 1.8 only):
# Created by Ruins mod version 15.5 Ingame Parser
# authoring Player: Jordan_Greywolf # Note: This is an experimental template that exists just to conjure a "spellbook"
# in Minecraft 1.8.* using Written Books with JSON coding. It will NOT work in
# Minecraft 1.7.* or 1.9.*. Also, I suspect it will not work in multiplayer Survival
# unless the user is able to use cheats. (I need to test this further.) weight=1
embed_into_distance=2
acceptable_target_blocks=
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
dimensions=3,1,1
allowable_overhang=0
max_leveling=2
leveling_buffer=0
preserve_water=0
preserve_lava=0 # The Command Block should, once activated, summon a chest that contains a Written Book
# with colored text that can be clicked to randomly transport the wielder to a location
# on the surface of the world within 100 blocks, as a desperate method of "escape." rule1=0,100,CommandBlock:RUINSTRIGGER /summon FallingSand ~ ~10 ~ {TileID:54,Time:1,TileEntityData:{Items:[{id:387,Slot:1,Count:1,tag:{author:"The Opener of Ways",title:"Book of Escape",pages:["{text:'When creepers creep, and zombies slay, just read these runes to slip away.',color:blue,bold:true,clickEvent:{action:run_command,value:'/spreadplayers ~100 ~100 0 100 false @p'}}"]}}]}}:@ layer
1
endlayer
--- 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)
Ah yes, thank you.
Whats the name of the villager head ruin called? I don't really like that ruin, and I'd like to disable it, I just don't know what the files are called.
Probably a Newb Question but im a Newb.. I installed this mod for 1.9 but none of the chests in any of the ruins have any loot. How can I add loot?
I am not absolutely sure if this is the one you're referring to, but in the generic folder (mods/resources/ruins/generic), there is a template called MoaiHead.tml. That's the closest I know of to being anything like a "villager head" in appearance in the standard default ruins.
To find out for sure if this is the ruin that's the problem, copy it to the templateparser folder (mods/resources/ruins/templateparser). Then, while in the game, you can use the game "/testruin" to spawn a copy of the structure while in Creative Mode. (Note that if it spawns right on top of you, you might have teleport yourself via "/tp @p ~5 ~0 ~0" for instance to get out from within the newly spawned structure.)
If this is the structure you are referring to, then I would recommend moving it OUT of the "generic" folder, and into the "obsolete" folder. (You might as well remove it from the "templateparser" folder as well, but "templateparser" structures will not come up during normal terrain generation, since there is no biome called "templateparser.")
If it's NOT the structure you're referring to ... then I guess you could repeat the process for any of the other default templates until you find the one you're looking for. Otherwise, do you have a screenshot handy of the structure you're trying to eliminate? I don't necessarily have them all memorized, but I MIGHT be able to identify it from a screenshot.
Please note that any already-existing instances of this ruin in your world will still stick around, and changes will not take effect until you exit the game and re-enter the world. For multiplayer servers, this means stopping and starting the server game before any Ruins changes take effect.
--- 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)
For anyone playing Ruins in Modpacks:
Is there a modpack you can recommend that:
* Uses Minecraft 1.8 or higher,
* Includes Atomicstryker's Ruins mod,
* And also includes Atomicstryker's Battletowers mod?
I've tried using Kreezcraft's Extreme 1.8 Mega Pack (an "unofficial" modpack using Technic Launcher), and it's just a bit TOO extreme. It's packed to the gills with mods, stone is nearly rare at certain mining levels (due to all the mod-added variants on ore), you can't even break dirt without something weird happening (the dirt might attack you), and on my poor less-than-cutting-edge computer it's a bit crashy when I try to explore.
I'd like to try testing my attempts at Ruins-spawned dungeons in a Minecraft 1.8 or 1.9 multiplayer environment, but it would just be a lot easier for me to get the other players on board if I can point to a modpack to download, rather than asking the players to install the mods individually (especially since ads on the download sites where these mods can be found are specifically DESIGNED to confuse and mislead users into clicking on the wrong thing).
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)
I haven't actually started to play on any main world yet, but this is what the ruin looks like that I'm trying to disable.
And also, about the modpack you're looking for, I have one that includes Ruins and Battletowers, but it's not for 1.8, it's for 1.7.10. It includes Advent of Acension, DivineRPG, Thaumcraft, Thermal Expansion, and much, much more.
The ruin in your picture is definitely MoaiHead.tml. If you are using the default Ruins installation, just remove it from the "generic" folder as described earlier, and you should be good to go. If you have Ruins as part of a modpack installation, it is possible that the modpack creator might have put this ruin in specific biomes folders, so you might want to check them just to be sure.
I'm actually able to find several modpacks for MC 1.7.10 that include Ruins, and we've been using various of them in multiplayer. It's just that for 1.8 and 1.9, I haven't been able to find any except for Kreezcraft's "Extreme 1.8" (and that's only because I did a keyword search in the Technic Launcher for "1.8" and that modpack had "1.8" right in the title). Still, thanks for the recommendation.
--- 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)
You should try curse. Here's a lightweight one I just found for 1.8 that has both Battle Towers and Ruins. I haven't tried it yet, but it looks pretty nice.
http://minecraft.curseforge.com/projects/life-safari
edit: haha, forgot the link
Just a heads up, I am the modpack creator