Hello again, I've been thinking about making another set of templates for Ruins lately, and wanted to catch you up on a few of my more relevant experiments. In singleplay Ruins has become an invaluable part of building, functioning like a 3D brush and a scratch page. When exploring different avenues of design, I can simply replicate the current work in progress without having to undo or redo anything, saving massive amounts of time.
My current project is this offshore platform, or oil rig, and having gotten it to a decent shape I've started to think about making it into a proper ruin that spawns seemlessly into the world.
I'm also considering making a few of the outputs to my dome generator MCedit filter into proper ruins as well, since I've developed its generation code. Of course giant domes of this scale have an unmanageable file size as Ruins templates and am leaning against making templates for them.
That's all for now, also vanilla MC is getting into the game as well, and it will be interesting to see how it all develops.
Is there a way to have a bunch of ruins spawn in a group, effectively making a ruined city, or in chain, making a sort of road or path?
Yes, regarding the "ruined city." In the /templateparser folder, take a look at the "143test.tml" template, and the related "adjtest.tml" template. 143test provides an example of how you can have several adjoining templates in close proximity to each other. This is ideally suited to having a small cluster of buildings for a ruined village, etc.
Some of my own ruins attempt the same thing but in a very roundabout way, using Command Blocks and the "RUINSTRIGGER" tag. My "CursedVillageWell" template (in plains folder in my collection) would be an example of that, though it's probably among the uglier ways of trying to do such a thing.
More complicated would be the matter of making a road or path -- if, that is, you're trying for something that hugs the existing terrain such as the gravel path that accompanies "vanilla" villages. I don't know of any practical way of simulating that with Ruins at present, since there's no particular tool in Ruins to handle something like "take the topmost surface block of everything in a straight line, following the terrain, and turn it into gravel." (If I am wrong on that point, I shall welcome the correction from someone else who knows better, as I'd find such a thing to be useful.) It could be possible to do something with an AWFUL LOT of Command Blocks and RUINSTRIGGER (basically with each one invoking the /testruin command to call a structure at ~0 _ ~0 that would consist of just one block of gravel, with an embed_into_distance of 1), but that would be very ugly, to say the least.
A lot of the art in algorithmic city building is in making it look sensibly random. In my "Adobe City" template set, the buildings are made of clusters of rooms in random positions which overlap just enough to break up their borders. Also the towers merge with the structures, further breaking it up recognition of the individual parts. The spacing is just right to create both winding alley-ways and an impression of city walls.
There are a few things to consider when making roads, most importantly, real roads go around hillsides along lines of even height. Minecraft roads go off cliffs and over steep hills. A square grid can be imposed on any landscape, the tricky part is bending the road sideways to an optimal slope while at the same time making sure the process doesn't simply pave over a field. In other words, moving the roads into the right spots and not simply placing roads everywhere within a certain height range.
I remember making a template that does this anyway, have to find it or recreate it so you can see.
It was really simple to remake as it only had two command blocks and a haybale, I simply replaced all the grass blocks with the block I wanted, and went a step further and made all the 1-tall grass into wheat:
I have an elegant way of smoothly covering ground with a single layer of block. This works for roads as well as fields, and it only uses a single, simple command.
A lot of the art in algorithmic city building is in making it look sensibly random. In my "Adobe City" template set, the buildings are made of clusters of rooms in random positions which overlap just enough to break up their borders. Also the towers merge with the structures, further breaking it up recognition of the individual parts. The spacing is just right to create both winding alley-ways and an impression of city walls....
That is BRILLIANT! I didn't know that /fill could be used to just replace a particular block. That combined with GRASS (which should only be on the top layer in most circumstances) should make it so much easier! Now if only I could have a free weekend to experiment with this, I could use that to make a sloppy vanilla-style village road or two to make a cross-section through town, and then arrange some buildings off those axes in semi-random fashion. The big-area contour-following fields look great, too. Thanks so much for the tips!
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Hi, I have a question:
If i put something in a folder for example: into birch forest. And the tml file has these: biomesToSpawnIn=birch forest,birch forest hills,birch forest hills m,birch forest m
Will it spawn in the other biomes too or just in the normal birch forest? What if it has "forest" too in the biomestospawn list?
Edit: i should have searched before my question they spawn in those places ALSO that are listed in the biomestospawn
Don't be so impatient, i literally made those while on a train. And the internet was spotty. My website now has the 1.10.2 build
Awesome! I guess it's time for me to learn what needs to be tweaked in templates (especially Command Blocks) for the next version. Thanks for all the hard work!
It looks like everything is fine I made a forge server and it's working! Even with all the CB ruins
I just found this thing a bit weird:
...
It should be underground (this is natural spawning).
Yeah, that's the Obsidian Dungeon. My problem here is that it finds a build point, and then goes underground for several spaces ... but obviously in this particular biome, it didn't go underground FAR ENOUGH, what with weird tall broken mountains like that. What biome is this? Extreme Hills, I guess? I didn't think I had this in that biome, but I guess it must be. I'll have to go through and make sure it only appears in fairly flat biomes such as Plains, Forest, etc. I suppose I could also make the entrance a bit taller/deeper, but that'll only do so much.
Also, in modpacks with I think biomes o plenty, there is an extremely steep biome called "Fen", with almost floating pieces of land, and most attempts at underground facilities show through in various and mostly inconvenient places. Especially my unreleased kimberlite pipe experiment that ended up pouring lava all over the place in a huge mess. Currently I've been doing a singleplay with skylands over an ocean, but the ore distribution is so completely nerfed from being up-ended that it's essentially a skyblock world. Unfortunately a lot of structure configurations completely fail to fit into place in such an environment, but it's still doable as long as you keep in mind the structure of the land in such an extreme case.
Yeah, that's the Obsidian Dungeon. My problem here is that it finds a build point, and then goes underground for several spaces ... but obviously in this particular biome, it didn't go underground FAR ENOUGH, what with weird tall broken mountains like that. What biome is this? Extreme Hills, I guess? I didn't think I had this in that biome, but I guess it must be. I'll have to go through and make sure it only appears in fairly flat biomes such as Plains, Forest, etc. I suppose I could also make the entrance a bit taller/deeper, but that'll only do so much.
It's forest i think with a custom word-generation preset. It's like a word of avatar Is it possible to check if there is too much air, then don't spawn?
It's forest i think with a custom word-generation preset. It's like a word of avatar Is it possible to check if there is too much air, then don't spawn?
The problem is that the central "ruined tower" (which can be seen in the screenshot embedded in a bit of "sky island") is the core structure, and it's specifically designed to have a small footprint. For spawning purposes, only that relatively small area can be checked for overhang. The outer walls (meant to suggest the ruins of some old complex) are spawned using the x/_/z feature in RUINSTRIGGER, so they spawn at "ground" level (or fail to, if solid ground can't be found), but the (supposedly) underground structures all spawn at a specific elevation relative to the bottom of the central tower/stairway via the RUINSTRIGGER command -- so there's no further checking for spawn conditions once the central tower/staircase finds a "valid" build point.
Once I get back to my home computer, I can try to make the central tower/staircase deeper (and have the underground portions correspondingly deeper as well), but there's only so much I can do in that direction. Simply put, my "underground dungeon" templates just won't play well on a world that has widespread "sky island" structures even in normally (relatively) flat biomes. A similar problem applies if someone creates a default superflat world that only has a few blocks deep of grass/dirt/stone before hitting bedrock (i.e., not enough room for a "basement"). I've tried to make them work better with Natura by including "cloud" and "Natura:Cloud" as unacceptable target blocks (because on a Natura world, my dungeons would end up in the sky somewhere if there were patches of "cloud" overhead that were mistaken for ground level), but I probably need to find the names of components of Tinkers' Construct "slime islands" and include those blocks in the "unacceptable" list as well.
Am i crazy or we can use custom loot tables (those saved in the world folder like .minecraft/saves/<YOUR MAP>/data/loot_tables/mctools/chests/loot_table.json) in Ruins? If we can, how i need to reference them? With ChestGenHook:mctools:chests/loot_table??
EDIT: In time: how is the proper way to initialize a Iron Chest to receive loot table items?
Hello again, I've been thinking about making another set of templates for Ruins lately, and wanted to catch you up on a few of my more relevant experiments. In singleplay Ruins has become an invaluable part of building, functioning like a 3D brush and a scratch page. When exploring different avenues of design, I can simply replicate the current work in progress without having to undo or redo anything, saving massive amounts of time.
My current project is this offshore platform, or oil rig, and having gotten it to a decent shape I've started to think about making it into a proper ruin that spawns seemlessly into the world.
I'm also considering making a few of the outputs to my dome generator MCedit filter into proper ruins as well, since I've developed its generation code. Of course giant domes of this scale have an unmanageable file size as Ruins templates and am leaning against making templates for them.
That's all for now, also vanilla MC is getting into the game as well, and it will be interesting to see how it all develops.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Is there a way to have a bunch of ruins spawn in a group, effectively making a ruined city, or in chain, making a sort of road or path?
Yes, regarding the "ruined city." In the /templateparser folder, take a look at the "143test.tml" template, and the related "adjtest.tml" template. 143test provides an example of how you can have several adjoining templates in close proximity to each other. This is ideally suited to having a small cluster of buildings for a ruined village, etc.
Some of my own ruins attempt the same thing but in a very roundabout way, using Command Blocks and the "RUINSTRIGGER" tag. My "CursedVillageWell" template (in plains folder in my collection) would be an example of that, though it's probably among the uglier ways of trying to do such a thing.
More complicated would be the matter of making a road or path -- if, that is, you're trying for something that hugs the existing terrain such as the gravel path that accompanies "vanilla" villages. I don't know of any practical way of simulating that with Ruins at present, since there's no particular tool in Ruins to handle something like "take the topmost surface block of everything in a straight line, following the terrain, and turn it into gravel." (If I am wrong on that point, I shall welcome the correction from someone else who knows better, as I'd find such a thing to be useful.) It could be possible to do something with an AWFUL LOT of Command Blocks and RUINSTRIGGER (basically with each one invoking the /testruin command to call a structure at ~0 _ ~0 that would consist of just one block of gravel, with an embed_into_distance of 1), but that would be very ugly, to say the least.
--- 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 lot of the art in algorithmic city building is in making it look sensibly random. In my "Adobe City" template set, the buildings are made of clusters of rooms in random positions which overlap just enough to break up their borders. Also the towers merge with the structures, further breaking it up recognition of the individual parts. The spacing is just right to create both winding alley-ways and an impression of city walls.
There are a few things to consider when making roads, most importantly, real roads go around hillsides along lines of even height. Minecraft roads go off cliffs and over steep hills. A square grid can be imposed on any landscape, the tricky part is bending the road sideways to an optimal slope while at the same time making sure the process doesn't simply pave over a field. In other words, moving the roads into the right spots and not simply placing roads everywhere within a certain height range.
I remember making a template that does this anyway, have to find it or recreate it so you can see.
It was really simple to remake as it only had two command blocks and a haybale, I simply replaced all the grass blocks with the block I wanted, and went a step further and made all the 1-tall grass into wheat:
GillyFarmlandWheat
# Gilly's Wheat Field: use in MC 1.8+
weight=1
embed_into_distance=0
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava,ice,bedrock,netherrack,soul_sand,Natura:Cloud
dimensions=3,1,1
allowable_overhang=0
max_leveling=0
leveling_buffer=-1
preserve_water=0
preserve_lava=0
rule1=0,100,minecraft:hay_block-0
rule2=0,100,CommandBlock:RUINSTRIGGER /fill ~15 ~1 ~15 ~-15 ~-5 ~-15 farmland 7 replace grass:@
rule3=0,100,CommandBlock:RUINSTRIGGER /fill ~15 ~1 ~15 ~-15 ~-5 ~-15 wheat 7 replace tallgrass:@
layer
1
endlayer
layer
2
endlayer
layer
3
endlayer
I have an elegant way of smoothly covering ground with a single layer of block. This works for roads as well as fields, and it only uses a single, simple command.
Also I've uploaded my oil-rig and it can be found here: https://www.dropbox.com/s/w4id3x195hjra0f/GillyExtraJun23.zip?dl=0
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
That is BRILLIANT! I didn't know that /fill could be used to just replace a particular block. That combined with GRASS (which should only be on the top layer in most circumstances) should make it so much easier! Now if only I could have a free weekend to experiment with this, I could use that to make a sloppy vanilla-style village road or two to make a cross-section through town, and then arrange some buildings off those axes in semi-random fashion. The big-area contour-following fields look great, too. Thanks so much for the tips!
--- 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)
Yo, thank you for keeping the mod mainly up to date, i'm surprised it didnt die with 1.7.10
Hi, I have a question:
If i put something in a folder for example: into birch forest. And the tml file has these: biomesToSpawnIn=birch forest,birch forest hills,birch forest hills m,birch forest m
Will it spawn in the other biomes too or just in the normal birch forest? What if it has "forest" too in the biomestospawn list?
Edit: i should have searched before my question they spawn in those places ALSO that are listed in the biomestospawn
Could you please build a release for minecraft 10 (10.2?) I've seen that it's done on github, just there is no release. Thank you very much!
Don't be so impatient, i literally made those while on a train. And the internet was spotty. My website now has the 1.10.2 build
Woooow thank you so much!! ^^
Awesome! I guess it's time for me to learn what needs to be tweaked in templates (especially Command Blocks) for the next version. Thanks for all the hard work!
--- 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 everything is fine I made a forge server and it's working! Even with all the CB ruins
I just found this thing a bit weird:
It should be underground (this is natural spawning).
Yeah, that's the Obsidian Dungeon. My problem here is that it finds a build point, and then goes underground for several spaces ... but obviously in this particular biome, it didn't go underground FAR ENOUGH, what with weird tall broken mountains like that. What biome is this? Extreme Hills, I guess? I didn't think I had this in that biome, but I guess it must be. I'll have to go through and make sure it only appears in fairly flat biomes such as Plains, Forest, etc. I suppose I could also make the entrance a bit taller/deeper, but that'll only do so much.
--- 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)
Also, in modpacks with I think biomes o plenty, there is an extremely steep biome called "Fen", with almost floating pieces of land, and most attempts at underground facilities show through in various and mostly inconvenient places. Especially my unreleased kimberlite pipe experiment that ended up pouring lava all over the place in a huge mess. Currently I've been doing a singleplay with skylands over an ocean, but the ore distribution is so completely nerfed from being up-ended that it's essentially a skyblock world. Unfortunately a lot of structure configurations completely fail to fit into place in such an environment, but it's still doable as long as you keep in mind the structure of the land in such an extreme case.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
It's forest i think with a custom word-generation preset. It's like a word of avatar Is it possible to check if there is too much air, then don't spawn?
The problem is that the central "ruined tower" (which can be seen in the screenshot embedded in a bit of "sky island") is the core structure, and it's specifically designed to have a small footprint. For spawning purposes, only that relatively small area can be checked for overhang. The outer walls (meant to suggest the ruins of some old complex) are spawned using the x/_/z feature in RUINSTRIGGER, so they spawn at "ground" level (or fail to, if solid ground can't be found), but the (supposedly) underground structures all spawn at a specific elevation relative to the bottom of the central tower/stairway via the RUINSTRIGGER command -- so there's no further checking for spawn conditions once the central tower/staircase finds a "valid" build point.
Once I get back to my home computer, I can try to make the central tower/staircase deeper (and have the underground portions correspondingly deeper as well), but there's only so much I can do in that direction. Simply put, my "underground dungeon" templates just won't play well on a world that has widespread "sky island" structures even in normally (relatively) flat biomes. A similar problem applies if someone creates a default superflat world that only has a few blocks deep of grass/dirt/stone before hitting bedrock (i.e., not enough room for a "basement"). I've tried to make them work better with Natura by including "cloud" and "Natura:Cloud" as unacceptable target blocks (because on a Natura world, my dungeons would end up in the sky somewhere if there were patches of "cloud" overhead that were mistaken for ground level), but I probably need to find the names of components of Tinkers' Construct "slime islands" and include those blocks in the "unacceptable" list as well.
--- 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)
If its not on the downloads i doubt it
Am i crazy or we can use custom loot tables (those saved in the world folder like .minecraft/saves/<YOUR MAP>/data/loot_tables/mctools/chests/loot_table.json) in Ruins? If we can, how i need to reference them? With ChestGenHook:mctools:chests/loot_table??
EDIT: In time: how is the proper way to initialize a Iron Chest to receive loot table items?
Trying this line:
Gives me only empty ironchests.
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
That depends on your version of mc which you didn't bother to mention.
Sorry, i was in a hurry...
I'm using MC 1.10.2, Forge #2006 and Ruins 16.2.
Enough?
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!