Jordan_Peacock or AtomicStyker, is there a script or small program that will convert a mcedit or schematica template into a ruins tml?
I found one from back in the day before AtomicStryker took over the mod, when the mod was hosted on Google Code. :-) Not even sure what version of MC that was for.
I'm looking for one that is updated to the 1.9+ tml format. If I can get it, I can start making and posting a bunch of ruins.
Extra question - can Ruins handle a ruin that is larger than a chunk? There are some incredible castles that people have posted that would be cool to ruin out and make available to those who want them, if the system can handle generating them.
Jordan_Peacock or AtomicStyker, is there a script or small program that will convert a mcedit or schematica template into a ruins tml?
I found one from back in the day before AtomicStryker took over the mod, when the mod was hosted on Google Code. :-) Not even sure what version of MC that was for.
I'm looking for one that is updated to the 1.9+ tml format. If I can get it, I can start making and posting a bunch of ruins.
Extra question - can Ruins handle a ruin that is larger than a chunk? There are some incredible castles that people have posted that would be cool to ruin out and make available to those who want them, if the system can handle generating them.
Its shipped in 1.6 version.
But be careful of some things:
The converted .tml will use pre-1.7, ie number item id format. You must convert each to current string item names;
The convertor can't handle new items which "equivalent" numeric item id is greater than 128, basically it will wrap the final number back to a negative line -114 or similar. Because the variable type is smallint (if i remember correctly), so you will need to make some calc to know what block is it. I'm currently using it, so later i could release more careful information when i top to a schematic using blocks fiting to this case.
Some default lines are obsolete or you need to add the newer ones to ensure it will work.
If you need some degree of complexity, replace in schematic each chest/spawner/other TE with a normal block (lesser than 128), convert and in place of this "placeholder block" you can use the naughty mechanisms of Ruins mod, like command blocks, chestgenhook and etc. Its the way i'm converting certain ruins.
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Alright, well, how about the ingame parser (the one demoed in the video from 1.7.2)? I am guessing that has been updated to 1.9+. It will take a bit longer since I will have to do them one at a time.
Are there still chest issues using the ingame parser? are there any other issues I should be aware of using that tool?
And again, anyone have experience with ruins larger than a chunk? don't think I'll tackle the giant castles with the ingame parser, but still wondering.
If you absolutely wanted to, you could spawn the .tml stuff in an old version of mc where they still worked and then load that save in 1.9 to use with the ingame parser. Atleast i think mc can convert any old save.
Alright, well, how about the ingame parser (the one demoed in the video from 1.7.2)? I am guessing that has been updated to 1.9+. It will take a bit longer since I will have to do them one at a time.
Are there still chest issues using the ingame parser? are there any other issues I should be aware of using that tool?
And again, anyone have experience with ruins larger than a chunk? don't think I'll tackle the giant castles with the ingame parser, but still wondering.
If you absolutely wanted to, you could spawn the .tml stuff in an old version of mc where they still worked and then load that save in 1.9 to use with the ingame parser. Atleast i think mc can convert any old save.
Another thing is using forge version of worldedit (if exists), import the schematic and parse it with ruins (mental note: it a great idea! better than using the old parser).
---
Now about my frustrations with command blocks.
I tried to spawn the custom mob spawner using a command block, replacing itself. While this works in a proper commandblock, this rule:
I want to create a template of a small hut with one villager in it.
Things I've tried...
Dispenser with villager egg, wooden floor plate and sand above. Works fine except the dispenser is still there, and sometimes when the chunk loads, the sand doesn't drop.
Two command blocks, stacked, with a floor plate and sand above. The first block summons the villager, the second block fills the two command blocks and the floor plate with air. This works, but when the chunk loads, sometimes the sand doesn't drop. It just sits there in the air, unsupported.
Two command blocks, as above, but with redstone block instead of floor plate. Doesn't work. the redstone doesn't trigger the block.
Two command blocks, as above, but with an item (like a bucket, etc.) above the floor plate. Works when testing, but the parsed ruin doesn't have the item.
One command block, set to always on, that summons the villager. The parsed template creates the command block with "needs redstone" instead of "always on" option, so no summon.
...only remove the commandblock, not replacing it with the spawner.
What i missed this time?
This is an issue I ran into when first taking advantage of RUINSTRIGGER. Have it place the Mob Spawner one block up, or one block down (e.g., ~0 ~1 ~0). RUINSTRIGGER erases the location of the initial Command Block after it executes ... EVEN IF the very command the Command Block executed involved replacing itself with something else via /setblock or /testruin or /fill.
(Disclaimer: I typed this in manually, without using /parseruin, and am not at a place where I can test it, so there might be errors. Once I get home and get a chance to try this out to make sure, I'll update this post if necessary.)
This should create a little "booth" when spawned, with a Command Block inside. The Command Block will eventually trigger while the player moves somewhere nearby, and replace itself with a Villager.
(Note: Although Command Blocks using the "RUINSTRIGGER" tag will clear themselves out after executing -- including any blocks placed in their own location as a result of the executed command -- there's no problem with using RUINSTRIGGER to place an entity in the same location as the Command Block via /summon.)
This is an issue I ran into when first taking advantage of RUINSTRIGGER. Have it place the Mob Spawner one block up, or one block down (e.g., ~0 ~1 ~0). RUINSTRIGGER erases the location of the initial Command Block after it executes ... EVEN IF the very command the Command Block executed involved replacing itself with something else via /setblock or /testruin or /fill.
Thank you so much for the info. It will facilitate a lot my life, since the command block vanish are something i wanted.
Another thing. Could i have several command blocks in different places (aka rules) with RUINSTRIGGER? Or just one per ruin?
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Thank you so much for the info. It will facilitate a lot my life, since the command block vanish are something i wanted.
Another thing. Could i have several command blocks in different places (aka rules) with RUINSTRIGGER? Or just one per ruin?
You can have LOTS of Command Blocks in a single ruin. Some of my dungeon and town "seeder" templates start off with a whole cluster of Command Blocks that "fire off" once the player gets within range. (Alas, I wish I could extend the range a bit, because it would be nice if I could be sure everything would be created BEFORE the player got within the boundaries of the village, but ... eh, it's all still experimental, and I'm learning as I go.)
I am not exactly sure about the circumstances under which a Command Block with RUINSTRIGGER actually fires off. It seems to be random based on player movement within some range of the block. Vertical distance between player and the block doesn't seem to figure into this, as I've had structures like this that are down at bedrock layer (due to extreme "embed_into_distance" values) that get triggered when the player is still at ground level.
Once Command Blocks with RUINSTRIGGER in a ruin fire off, however, I have discovered that the Command Blocks at the lowest level almost certainly fire off before any at a higher elevation. For several of my ruins (such as the Desert Village) that have an awful lot of Command Blocks, I have put a single command block at the very bottom layer that fires off the command of:
This way, just in case this command hasn't been executed before, it should "silence" the barrage of "block successfully placed" or "entity successfully summoned" messages that are likely to crop up as everything fires off.
Note: When I am building a structure that has Command Blocks in it, I find it advantageous to build the original structure with Command Blocks, and to go ahead and put the commands in them (so I will have the correct number of rules in the resulting template), but to LEAVE OUT the "RUINSTRIGGER" part of the command. After all, I don't want it actually firing off (and deleting itself!) before I manage to use /parseruin to capture everything. Then, once I use /parseruin, I edit the resulting template to insert "RUINSTRIGGER" in the rule, as appropriate.
Any slight difference in the command line will result in a different rule, so if I'm going to have (for instance) several Command Blocks summoning custom skeletons in full armor with Persistence Required into my haunted castle, I'm going to copy and PASTE the same command into each block, so as to make sure there are no slight variations that would result in /parseruin treating them as totally different blocks. (Another possibility would be to use a "placeholder" block -- something unusual, such as a piece of sponge or some color of wool or clay that I don't plan on using for other purposes in the same structure -- which I then replace with the appropriate CommandBlock rule in the created template. But the first method tends to work better for me.)
Note: Some of my example Ruins aren't necessarily examples of the BEST way of doing this -- just *A* way of doing this. In actual play, it can be kind of annoying to be exploring the countryside and then to see a huge tower of Command Blocks, a few seconds before they all disappear as they fire off. Aesthetically, it would be better if I hid them all underground so that their sudden disappearance wouldn't be noticed. (Eventually, I hope to go back and make some fixes based on that observation, but I keep on getting distracted by new things.)
Any of my sample templates that has "CB" in the file name involves at least one Command Block. I labeled them as such, because some players have servers that don't have Command Blocks enabled, so this makes it easier to filter out the ones that won't work. Any of my sample templates that says "seeder" in the file name is a template with the primary purpose of calling up OTHER templates (in the \templateparser folder) by means of the /testruin command. "CursedVillageWell_Seed_CB_1v9" (a cursed village) and "Kujaku_Town_Seed_CB_1v9" (a walled town occupied by bandits) in the plains folder would be examples of this.
The "KTP_Town_*" and "TP_Village_*" shop templates in the \templateparser folder have examples of custom villagers appropriate to different versions of Minecraft (with major changes between 1.7, 1.8, and 1.9).
"TP_Village_Greenhouse" (in the \templateparser folder) is an experiment in spawning different types of flower pots once Minecraft moved away from using data values to determine the pot's contents. I think the 1.8.9 version of the Greenhouse uses Command Blocks, while the 1.9 version uses AtomicStryker's new "teBlock" implementation for Ruins.
"WarTower1Base_Seed_CB_1v9" (plains) was designed as a dungeon tower to thwart some fellow players on our multiplayer server who bragged about being able to defeat AtomicStryker's Battle Towers by just making "dirt elevators" up the outside and stealing treasure at their leisure: I made it so that in order to get to the next segment of the tower, you'd have to at least make some attempt at dealing with the current inhabitants, because the next segment DOES NOT EXIST until you open the correct Trapped Chest to trigger its appearance. (The other segments are in the templateparser folder, as "TP_WarTower1*" -- ending in A, B, C, etc.
"InventorWorkshop_CB_1v9" in the extreme hills folder has a few silly Command Block doodads (a storm machine, a fireball generator, a "flying creeper" summoner, and a "flying" machine) that might be useful for traps.
"TestSunkenDungeon_1v9" in the ocean folder is an alternative way to make an underwater structure that still has "air pockets" in it despite use of the "preserve_water" flag. (Here, I faked it by filling the space with "tripwire" -- which, if broken, will still leave open air.)
"SunkenTowerSeed_CB_1v9" is another ocean experiment that tries making an underwater "air pocket" dungeon resting on the ocean floor in another way. The "seed" template uses preserve_water=1 to make sure it spawns underwater rather than on the surface, but then it uses /testruin to call another structure -- bypassing the need for "preserve_water" to fill any air spaces of the structure with water (if, in fact, this actually spawns underwater).
"TravelersInn_CB_1v9" (in plains) is a demonstration of how custom Minecraft head references can be used to give the illusion of new decorative blocks -- in this case, to have "food items" appear on the table. The catch is that it'll only work with an online connection; if this is loaded while Minecraft is being played offline, the "food items" will instead appear to be "Steve?" player heads, for a far more macabre effect than intended.
Also, please feel free to copy and alter any of my custom monster summons or other elements you find useful in my templates.
Here are some useful reference sites I've found when using Command Blocks to craft "custom" monster encounters for my templates:
The Meaning of Life, the Universe, and Everything.
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A few questions, for the 1.9.4 version, how do I properly add loot to chests? And if I make any of my own ruins, is there a place I can submit them to be added to the mod?
Not really, no. It was called inefficient and an inconvenience at worst, and people still using these ancient minecraft versions must love inconvenience.
It's not that we love inconvenience. It's that we (using 1.7.10) have an existing world, dependent on other mods that have not upgraded, and we don't want to throw away the existing world and just start over.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
You can have LOTS of Command Blocks in a single ruin. Some of my dungeon and town "seeder" templates start off with a whole cluster of Command Blocks that "fire off" once the player gets within range. (Alas, I wish I could extend the range a bit, because it would be nice if I could be sure everything would be created BEFORE the player got within the boundaries of the village, but ... eh, it's all still experimental, and I'm learning as I go.)
I am not exactly sure about the circumstances under which a Command Block with RUINSTRIGGER actually fires off. It seems to be random based on player movement within some range of the block. Vertical distance between player and the block doesn't seem to figure into this, as I've had structures like this that are down at bedrock layer (due to extreme "embed_into_distance" values) that get triggered when the player is still at ground level.
Once Command Blocks with RUINSTRIGGER in a ruin fire off, however, I have discovered that the Command Blocks at the lowest level almost certainly fire off before any at a higher elevation. For several of my ruins (such as the Desert Village) that have an awful lot of Command Blocks, I have put a single command block at the very bottom layer that fires off the command of:
This way, just in case this command hasn't been executed before, it should "silence" the barrage of "block successfully placed" or "entity successfully summoned" messages that are likely to crop up as everything fires off.
Note: When I am building a structure that has Command Blocks in it, I find it advantageous to build the original structure with Command Blocks, and to go ahead and put the commands in them (so I will have the correct number of rules in the resulting template), but to LEAVE OUT the "RUINSTRIGGER" part of the command. After all, I don't want it actually firing off (and deleting itself!) before I manage to use /parseruin to capture everything. Then, once I use /parseruin, I edit the resulting template to insert "RUINSTRIGGER" in the rule, as appropriate.
Any slight difference in the command line will result in a different rule, so if I'm going to have (for instance) several Command Blocks summoning custom skeletons in full armor with Persistence Required into my haunted castle, I'm going to copy and PASTE the same command into each block, so as to make sure there are no slight variations that would result in /parseruin treating them as totally different blocks. (Another possibility would be to use a "placeholder" block -- something unusual, such as a piece of sponge or some color of wool or clay that I don't plan on using for other purposes in the same structure -- which I then replace with the appropriate CommandBlock rule in the created template. But the first method tends to work better for me.)
Note: Some of my example Ruins aren't necessarily examples of the BEST way of doing this -- just *A* way of doing this. In actual play, it can be kind of annoying to be exploring the countryside and then to see a huge tower of Command Blocks, a few seconds before they all disappear as they fire off. Aesthetically, it would be better if I hid them all underground so that their sudden disappearance wouldn't be noticed. (Eventually, I hope to go back and make some fixes based on that observation, but I keep on getting distracted by new things.)
Any of my sample templates that has "CB" in the file name involves at least one Command Block. I labeled them as such, because some players have servers that don't have Command Blocks enabled, so this makes it easier to filter out the ones that won't work. Any of my sample templates that says "seeder" in the file name is a template with the primary purpose of calling up OTHER templates (in the \templateparser folder) by means of the /testruin command. "CursedVillageWell_Seed_CB_1v9" (a cursed village) and "Kujaku_Town_Seed_CB_1v9" (a walled town occupied by bandits) in the plains folder would be examples of this.
The "KTP_Town_*" and "TP_Village_*" shop templates in the \templateparser folder have examples of custom villagers appropriate to different versions of Minecraft (with major changes between 1.7, 1.8, and 1.9).
"TP_Village_Greenhouse" (in the \templateparser folder) is an experiment in spawning different types of flower pots once Minecraft moved away from using data values to determine the pot's contents. I think the 1.8.9 version of the Greenhouse uses Command Blocks, while the 1.9 version uses AtomicStryker's new "teBlock" implementation for Ruins.
"WarTower1Base_Seed_CB_1v9" (plains) was designed as a dungeon tower to thwart some fellow players on our multiplayer server who bragged about being able to defeat AtomicStryker's Battle Towers by just making "dirt elevators" up the outside and stealing treasure at their leisure: I made it so that in order to get to the next segment of the tower, you'd have to at least make some attempt at dealing with the current inhabitants, because the next segment DOES NOT EXIST until you open the correct Trapped Chest to trigger its appearance. (The other segments are in the templateparser folder, as "TP_WarTower1*" -- ending in A, B, C, etc.
"InventorWorkshop_CB_1v9" in the extreme hills folder has a few silly Command Block doodads (a storm machine, a fireball generator, a "flying creeper" summoner, and a "flying" machine) that might be useful for traps.
"TestSunkenDungeon_1v9" in the ocean folder is an alternative way to make an underwater structure that still has "air pockets" in it despite use of the "preserve_water" flag. (Here, I faked it by filling the space with "tripwire" -- which, if broken, will still leave open air.)
"SunkenTowerSeed_CB_1v9" is another ocean experiment that tries making an underwater "air pocket" dungeon resting on the ocean floor in another way. The "seed" template uses preserve_water=1 to make sure it spawns underwater rather than on the surface, but then it uses /testruin to call another structure -- bypassing the need for "preserve_water" to fill any air spaces of the structure with water (if, in fact, this actually spawns underwater).
"TravelersInn_CB_1v9" (in plains) is a demonstration of how custom Minecraft head references can be used to give the illusion of new decorative blocks -- in this case, to have "food items" appear on the table. The catch is that it'll only work with an online connection; if this is loaded while Minecraft is being played offline, the "food items" will instead appear to be "Steve?" player heads, for a far more macabre effect than intended.
Also, please feel free to copy and alter any of my custom monster summons or other elements you find useful in my templates.
Here are some useful reference sites I've found when using Command Blocks to craft "custom" monster encounters for my templates:
AMAZING info Jordan! Thank you so much!
Well, i'm using this siteas a generator for everything related to command blocks. Do you know about any caveats of the generated code from this?
And a side question for Atomic. Will they thinking in add a kind of support for the upcoming Structure Block when Ruins get updated to 1.10? Just a curiosity...
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A few questions, for the 1.9.4 version, how do I properly add loot to chests? And if I make any of my own ruins, is there a place I can submit them to be added to the mod?
Adding Loot to Chests:
When you create a structure to capture via the /parseruin command, you can either add a normal chest to the structure (in which case the chest will be turned into a rule for standard dungeon loot with 5 stacks by default), OR you can manually put items into the chest, and the contents will (mostly) be captured in the resulting template. (There are certain exceptions, such as tipped arrows, for which the captured template will only recognize stacks of 1.)
Contents will also be captured for other containers, such as furnaces, trapped chests, dispensers, droppers, etc.
Alternatively, you can edit the relevant "rules" for a chest in the template.
For example, for a chest with fixed contents, here is an example from my "Sphinx_Great" template:
In this example, the "IInventory" tag tells Ruins that this is going to be a container with inventory. Immediately following that, after a semicolon, is the type of container (minecraft:trapped_chest). Immediately after that is a semicolon, then a list of contents, separated by plus signs (+).
Each item is in the format of {mod:item}#{number in stack}#{data/damage value}#{chest slot}. So, for example, "minecraft:bone#8#0#2" will mean that a stack of 8 regular Minecraft bones, with a data value of 0 (irrelevant) will appear in slot #2 of the chest (the third space, since numbering starts at 0).
As with regular chests, the "-3" at the end determines the chest's facing.
Another example, from the same template, shows how to handle random treasure in 1.9.*:
Notice that "ChestGenHook" is still used as a cue to indicate a chest with randomly-determined contents. However, the chest codes have changed, and they're all prefaced with "chests/" in front. In this case, it should generate two stacks of "desert_pyramid" treasure, in a chest that has a facing of "4." Please note that with the new treasure generation, items in a "stack" of randomly generated treasure may not all appear in the same slot; there is a tendency to scatter them around a bit, as it makes for a less sparse-looking treasure chest.
"chests/desert_pyramid" is the code for the sort of treasure you'd normally find in one of the normal Minecraft "desert temple" structures.
"chests/simple_dungeon" is the more common treasure code you'd find in the basic "dungeon" cells appearing underground -- and it's the default ChestGenHook code that Ruins will assign to an empty chest in a structure when first captured by /parseruin and translated into a template.
Notice that "ChestGenHook" is still used as a cue to indicate a chest with randomly-determined contents. However, the chest codes have changed, and they're all prefaced with "chests/" in front. In this case, it should generate two stacks of "desert_pyramid" treasure, in a chest that has a facing of "4." Please note that with the new treasure generation, items in a "stack" of randomly generated treasure may not all appear in the same slot; there is a tendency to scatter them around a bit, as it makes for a less sparse-looking treasure chest.
"chests/desert_pyramid" is the code for the sort of treasure you'd normally find in one of the normal Minecraft "desert temple" structures.
"chests/simple_dungeon" is the more common treasure code you'd find in the basic "dungeon" cells appearing underground -- and it's the default ChestGenHook code that Ruins will assign to an empty chest in a structure when first captured by /parseruin and translated into a template.
Another amazing tip i failed to notice. Strangely, i used the 1.7 naming format and it still works, who knows...
Anyway, will Atomic willing to add suport for custom loot tables? I know its a per map system, but what about implement the format in a per-ruinpack system?
For example, in addition to reading the loot tables files in map directory (e.g.: .minecraft/saves/<YOUR MAP>/data/loot_tables/mctools/chests/) ruins could read a vanilla-style loot table file from a directory inside "resources" folder (e.g. .minecraft/mods/resources/loot_tables/chests/)
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I love mods that add new structures to my worlds, so I was really excited when I discovered this one. However, for some reason it does not actually spawn the structures into my world. I am using 1.8 and when I run the game it does not crash or anything, but when I fly around my world for hundreds of blocks absolutely nothing is spawning. I checked online for others who had this problem, and one person suggested typing "testruin tester" in creative mode to see if it's working. When I do that it says it is an unknown command which implies the mod is not actually running in my world. I also looked in the mod files, and I noticed that I do not seem to have a ruins.txt file anywhere under either the mod or cofig files. In fact, I cannot find it anywhere on my computer. Since this file is what's referenced as what should be used when modifying this mod does this mean that something is going wrong when I download the file? And if so, is it fixable?
Thank you for the info! I'll try to make a way to solve this!
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Can you please fix this mod to place its config files in the config/ folder instead of in the mods/ folder?
It's very strange and I actually had to remove the ruins mod because of this non standard behavior.
Jordan_Peacock or AtomicStyker, is there a script or small program that will convert a mcedit or schematica template into a ruins tml?
I found one from back in the day before AtomicStryker took over the mod, when the mod was hosted on Google Code. :-) Not even sure what version of MC that was for.
I'm looking for one that is updated to the 1.9+ tml format. If I can get it, I can start making and posting a bunch of ruins.
Extra question - can Ruins handle a ruin that is larger than a chunk? There are some incredible castles that people have posted that would be cool to ruin out and make available to those who want them, if the system can handle generating them.
Its shipped in 1.6 version.
But be careful of some things:
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Nothing newer than that has been developed?
*sigh*
Alright, well, how about the ingame parser (the one demoed in the video from 1.7.2)? I am guessing that has been updated to 1.9+. It will take a bit longer since I will have to do them one at a time.
Are there still chest issues using the ingame parser? are there any other issues I should be aware of using that tool?
And again, anyone have experience with ruins larger than a chunk? don't think I'll tackle the giant castles with the ingame parser, but still wondering.
If you absolutely wanted to, you could spawn the .tml stuff in an old version of mc where they still worked and then load that save in 1.9 to use with the ingame parser. Atleast i think mc can convert any old save.
Another thing is using forge version of worldedit (if exists), import the schematic and parse it with ruins (mental note: it a great idea! better than using the old parser).
---
Now about my frustrations with command blocks.
I tried to spawn the custom mob spawner using a command block, replacing itself. While this works in a proper commandblock, this rule:
rule6=0,100,CommandBlock:RUINSTRIGGER /setblock ~ ~ ~ mob_spawner 0 replace {SpawnCount:4,SpawnRange:5,Delay:20,MinSpawnDelay:300,MaxSpawnDelay:1200,RequiredPlayerRange:32,EntityId:Zombie,SpawnData:{id:Zombie,CustomName:Guarda,CustomNameVisible:1,PersistenceRequired:0b,Attributes:[{Name:\"generic.maxHealth\",Base:10},{Name:\"generic.followRange\",Base:20},{Name:\"generic.knockbackResistance\",Base:0.16f},{Name:\"generic.movementSpeed\",Base:0.5f}],IsBaby:0,CanBreakDoors:1,Equipment:[{id:\"minecraft:diamond_sword\",tag:{display:{Name:\"Espada do Guarda\"},ench:[{id:16,lvl:5}]},Count:1},{id:\"minecraft:leather_boots\",tag:{display:{color:2497308}}},{id:\"minecraft:leather_leggings\",tag:{display:{color:5525309}}},{Count:1,id:\"minecraft:leather_chestplate\",tag:{display:{color:4936480}}},{id:\"minecraft:leather_helmet\",tag:{display:{color:7048739}}}],DropChances:[0.08F,0F,0F,0.25F,0F]}}:@
...only remove the commandblock, not replacing it with the spawner.
What i missed this time?
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
I want to create a template of a small hut with one villager in it.
Things I've tried...
Dispenser with villager egg, wooden floor plate and sand above. Works fine except the dispenser is still there, and sometimes when the chunk loads, the sand doesn't drop.
Two command blocks, stacked, with a floor plate and sand above. The first block summons the villager, the second block fills the two command blocks and the floor plate with air. This works, but when the chunk loads, sometimes the sand doesn't drop. It just sits there in the air, unsupported.
Two command blocks, as above, but with redstone block instead of floor plate. Doesn't work. the redstone doesn't trigger the block.
Two command blocks, as above, but with an item (like a bucket, etc.) above the floor plate. Works when testing, but the parsed ruin doesn't have the item.
One command block, set to always on, that summons the villager. The parsed template creates the command block with "needs redstone" instead of "always on" option, so no summon.
Any thoughts?
This is an issue I ran into when first taking advantage of RUINSTRIGGER. Have it place the Mob Spawner one block up, or one block down (e.g., ~0 ~1 ~0). RUINSTRIGGER erases the location of the initial Command Block after it executes ... EVEN IF the very command the Command Block executed involved replacing itself with something else via /setblock or /testruin or /fill.
--- 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 have several custom templates that spawn villagers in my Dropbox folder. Here would be a quick example.
# Mini Villager Booth
# authoring Player: JordanGreywolf
weight=1
embed_into_distance=1
acceptable_target_blocks=
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava,Natura:Cloud,red_mushroom_block,brown_mushroom_block,planks,cobblestone
dimensions=5,3,3
allowable_overhang=0
max_leveling=1
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=1
rule1=0,100,minecraft:cobblestone-0
rule2=0,100,minecraft:planks-0
rule3=0,100,CommandBlock:RUINSTRIGGER /summon Villager ~0 ~0 ~0:@
rule4=0,100,minecraft:planks-1
rule5=0,100,minecraft:torch-5
layer
1,1,1
1,1,1
1,1,1
endlayer
layer
2,2,2
2,3,2
2,2,2
endlayer
layer
2,2,2
2,0,2
2,0,2
endlayer
layer
4,4,4
4,4,4
4,4,4
endlayer
layer
5,0,5
0,4,0
5,0,5
endlayer
(Disclaimer: I typed this in manually, without using /parseruin, and am not at a place where I can test it, so there might be errors. Once I get home and get a chance to try this out to make sure, I'll update this post if necessary.)
This should create a little "booth" when spawned, with a Command Block inside. The Command Block will eventually trigger while the player moves somewhere nearby, and replace itself with a Villager.
(Note: Although Command Blocks using the "RUINSTRIGGER" tag will clear themselves out after executing -- including any blocks placed in their own location as a result of the executed command -- there's no problem with using RUINSTRIGGER to place an entity in the same location as the Command Block via /summon.)
--- 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)
Thank you so much for the info. It will facilitate a lot my life, since the command block vanish are something i wanted.
Another thing. Could i have several command blocks in different places (aka rules) with RUINSTRIGGER? Or just one per ruin?
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Thanks Jordan! Your info is great, but before I start reinventing the wheel, I'm going to play through your adventure templates!
You can have LOTS of Command Blocks in a single ruin. Some of my dungeon and town "seeder" templates start off with a whole cluster of Command Blocks that "fire off" once the player gets within range. (Alas, I wish I could extend the range a bit, because it would be nice if I could be sure everything would be created BEFORE the player got within the boundaries of the village, but ... eh, it's all still experimental, and I'm learning as I go.)
I am not exactly sure about the circumstances under which a Command Block with RUINSTRIGGER actually fires off. It seems to be random based on player movement within some range of the block. Vertical distance between player and the block doesn't seem to figure into this, as I've had structures like this that are down at bedrock layer (due to extreme "embed_into_distance" values) that get triggered when the player is still at ground level.
Once Command Blocks with RUINSTRIGGER in a ruin fire off, however, I have discovered that the Command Blocks at the lowest level almost certainly fire off before any at a higher elevation. For several of my ruins (such as the Desert Village) that have an awful lot of Command Blocks, I have put a single command block at the very bottom layer that fires off the command of:
rule2=0,100,CommandBlock:RUINSTRIGGER /gamerule commandBlockOutput false:@
This way, just in case this command hasn't been executed before, it should "silence" the barrage of "block successfully placed" or "entity successfully summoned" messages that are likely to crop up as everything fires off.
Note: When I am building a structure that has Command Blocks in it, I find it advantageous to build the original structure with Command Blocks, and to go ahead and put the commands in them (so I will have the correct number of rules in the resulting template), but to LEAVE OUT the "RUINSTRIGGER" part of the command. After all, I don't want it actually firing off (and deleting itself!) before I manage to use /parseruin to capture everything. Then, once I use /parseruin, I edit the resulting template to insert "RUINSTRIGGER" in the rule, as appropriate.
Any slight difference in the command line will result in a different rule, so if I'm going to have (for instance) several Command Blocks summoning custom skeletons in full armor with Persistence Required into my haunted castle, I'm going to copy and PASTE the same command into each block, so as to make sure there are no slight variations that would result in /parseruin treating them as totally different blocks. (Another possibility would be to use a "placeholder" block -- something unusual, such as a piece of sponge or some color of wool or clay that I don't plan on using for other purposes in the same structure -- which I then replace with the appropriate CommandBlock rule in the created template. But the first method tends to work better for me.)
Note: Some of my example Ruins aren't necessarily examples of the BEST way of doing this -- just *A* way of doing this. In actual play, it can be kind of annoying to be exploring the countryside and then to see a huge tower of Command Blocks, a few seconds before they all disappear as they fire off. Aesthetically, it would be better if I hid them all underground so that their sudden disappearance wouldn't be noticed. (Eventually, I hope to go back and make some fixes based on that observation, but I keep on getting distracted by new things.)
Any of my sample templates that has "CB" in the file name involves at least one Command Block. I labeled them as such, because some players have servers that don't have Command Blocks enabled, so this makes it easier to filter out the ones that won't work. Any of my sample templates that says "seeder" in the file name is a template with the primary purpose of calling up OTHER templates (in the \templateparser folder) by means of the /testruin command. "CursedVillageWell_Seed_CB_1v9" (a cursed village) and "Kujaku_Town_Seed_CB_1v9" (a walled town occupied by bandits) in the plains folder would be examples of this.
The "KTP_Town_*" and "TP_Village_*" shop templates in the \templateparser folder have examples of custom villagers appropriate to different versions of Minecraft (with major changes between 1.7, 1.8, and 1.9).
"TP_Village_Greenhouse" (in the \templateparser folder) is an experiment in spawning different types of flower pots once Minecraft moved away from using data values to determine the pot's contents. I think the 1.8.9 version of the Greenhouse uses Command Blocks, while the 1.9 version uses AtomicStryker's new "teBlock" implementation for Ruins.
"WarTower1Base_Seed_CB_1v9" (plains) was designed as a dungeon tower to thwart some fellow players on our multiplayer server who bragged about being able to defeat AtomicStryker's Battle Towers by just making "dirt elevators" up the outside and stealing treasure at their leisure: I made it so that in order to get to the next segment of the tower, you'd have to at least make some attempt at dealing with the current inhabitants, because the next segment DOES NOT EXIST until you open the correct Trapped Chest to trigger its appearance. (The other segments are in the templateparser folder, as "TP_WarTower1*" -- ending in A, B, C, etc.
"InventorWorkshop_CB_1v9" in the extreme hills folder has a few silly Command Block doodads (a storm machine, a fireball generator, a "flying creeper" summoner, and a "flying" machine) that might be useful for traps.
"TestSunkenDungeon_1v9" in the ocean folder is an alternative way to make an underwater structure that still has "air pockets" in it despite use of the "preserve_water" flag. (Here, I faked it by filling the space with "tripwire" -- which, if broken, will still leave open air.)
"SunkenTowerSeed_CB_1v9" is another ocean experiment that tries making an underwater "air pocket" dungeon resting on the ocean floor in another way. The "seed" template uses preserve_water=1 to make sure it spawns underwater rather than on the surface, but then it uses /testruin to call another structure -- bypassing the need for "preserve_water" to fill any air spaces of the structure with water (if, in fact, this actually spawns underwater).
"TravelersInn_CB_1v9" (in plains) is a demonstration of how custom Minecraft head references can be used to give the illusion of new decorative blocks -- in this case, to have "food items" appear on the table. The catch is that it'll only work with an online connection; if this is loaded while Minecraft is being played offline, the "food items" will instead appear to be "Steve?" player heads, for a far more macabre effect than intended.
Also, please feel free to copy and alter any of my custom monster summons or other elements you find useful in my templates.
Here are some useful reference sites I've found when using Command Blocks to craft "custom" monster encounters for my templates:
Minecraft Block IDs Reference (for custom inventory, weird custom heads, etc., for monsters):
http://minecraft-ids.grahamedgecombe.com/
Custom Monster Command Block Spawner Utility (generates a command that you can use to create a Mob Spawner or a single summon):
http://www.minecraftupdates.com/summon-command <-- for version 1.9
http://www.minecraftupdates.com/summon-command-1.8 <-- for version 1.8
FreshCoal "Custom Heads" Reference (for MC 1.9 only):
http://heads.freshcoal.com/maincollection.php <-- I used this reference for the "Travelers Inn" experiment mentioned above.
--- 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)
A few questions, for the 1.9.4 version, how do I properly add loot to chests? And if I make any of my own ruins, is there a place I can submit them to be added to the mod?
It's not that we love inconvenience. It's that we (using 1.7.10) have an existing world, dependent on other mods that have not upgraded, and we don't want to throw away the existing world and just start over.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
AMAZING info Jordan! Thank you so much!
Well, i'm using this siteas a generator for everything related to command blocks. Do you know about any caveats of the generated code from this?
And a side question for Atomic. Will they thinking in add a kind of support for the upcoming Structure Block when Ruins get updated to 1.10? Just a curiosity...
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Adding Loot to Chests:
When you create a structure to capture via the /parseruin command, you can either add a normal chest to the structure (in which case the chest will be turned into a rule for standard dungeon loot with 5 stacks by default), OR you can manually put items into the chest, and the contents will (mostly) be captured in the resulting template. (There are certain exceptions, such as tipped arrows, for which the captured template will only recognize stacks of 1.)
Contents will also be captured for other containers, such as furnaces, trapped chests, dispensers, droppers, etc.
Alternatively, you can edit the relevant "rules" for a chest in the template.
For example, for a chest with fixed contents, here is an example from my "Sphinx_Great" template:
In this example, the "IInventory" tag tells Ruins that this is going to be a container with inventory. Immediately following that, after a semicolon, is the type of container (minecraft:trapped_chest). Immediately after that is a semicolon, then a list of contents, separated by plus signs (+).
Each item is in the format of {mod:item}#{number in stack}#{data/damage value}#{chest slot}. So, for example, "minecraft:bone#8#0#2" will mean that a stack of 8 regular Minecraft bones, with a data value of 0 (irrelevant) will appear in slot #2 of the chest (the third space, since numbering starts at 0).
As with regular chests, the "-3" at the end determines the chest's facing.
Another example, from the same template, shows how to handle random treasure in 1.9.*:
Notice that "ChestGenHook" is still used as a cue to indicate a chest with randomly-determined contents. However, the chest codes have changed, and they're all prefaced with "chests/" in front. In this case, it should generate two stacks of "desert_pyramid" treasure, in a chest that has a facing of "4." Please note that with the new treasure generation, items in a "stack" of randomly generated treasure may not all appear in the same slot; there is a tendency to scatter them around a bit, as it makes for a less sparse-looking treasure chest.
"chests/desert_pyramid" is the code for the sort of treasure you'd normally find in one of the normal Minecraft "desert temple" structures.
"chests/simple_dungeon" is the more common treasure code you'd find in the basic "dungeon" cells appearing underground -- and it's the default ChestGenHook code that Ruins will assign to an empty chest in a structure when first captured by /parseruin and translated into a template.
Information on all the loot tables can be found here: http://minecraft.gamepedia.com/Loot_table
Here's a list of the common loot tables in 1.9.*
chests/abandoned_mineshaft
chests/desert_pyramid
chests/end_city_treasure
chests/igloo_chest
chests/jungle_temple
chests/jungle_temple_dispenser
chests/nether_bridge
chests/simple_dungeon
chests/spawn_bonus_chest
chests/stronghold_corridor
chests/stronghold_crossing
chests/stronghold_library
chests/village_blacksmith
--- 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)
Another amazing tip i failed to notice. Strangely, i used the 1.7 naming format and it still works, who knows...
Anyway, will Atomic willing to add suport for custom loot tables? I know its a per map system, but what about implement the format in a per-ruinpack system?
For example, in addition to reading the loot tables files in map directory (e.g.: .minecraft/saves/<YOUR MAP>/data/loot_tables/mctools/chests/) ruins could read a vanilla-style loot table file from a directory inside "resources" folder (e.g. .minecraft/mods/resources/loot_tables/chests/)
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
I love mods that add new structures to my worlds, so I was really excited when I discovered this one. However, for some reason it does not actually spawn the structures into my world. I am using 1.8 and when I run the game it does not crash or anything, but when I fly around my world for hundreds of blocks absolutely nothing is spawning. I checked online for others who had this problem, and one person suggested typing "testruin tester" in creative mode to see if it's working. When I do that it says it is an unknown command which implies the mod is not actually running in my world. I also looked in the mod files, and I noticed that I do not seem to have a ruins.txt file anywhere under either the mod or cofig files. In fact, I cannot find it anywhere on my computer. Since this file is what's referenced as what should be used when modifying this mod does this mean that something is going wrong when I download the file? And if so, is it fixable?
The "ruins.zip" contains both the mod and a resources directory, ensure you have unpacked it and placed all of them in your mods directory.
I repeatedly make this mistake with ruins, even knowing better. Makes me feel dumb every time.