The 1.15.2 version of Ruins was just released, so be sure to update if you're still using the one for 1.15.1. Unless, of course, you're actually running Minecraft 1.15.1, in which case...what's wrong with you?
All the changes are technical ones--no new functionality or anything like that. The main difference is Ruins is no longer a coremod. If that doesn't mean anything to you, the bottom line is it improves compatibility with other mods (in particular, custom world generators).
I have a question regarding randomized Dungeons.
And the best way to go about making them?
Say i wanted to make a simple dungeon with some rooms, corridors etc, that randomly generate upon spawning.
i figure the best way to do this is via Command blocks and Ruins Triggers. Aka spawning a random room next to the previous one.
How ever, if i were to make the parts each have a command block that has a chance to spawns a new room next to it, i fear it might create and endless dungeon.
As far as i can tell, there's no simple way to tell it, Hey! that's enough rooms!
Only way i can think of is to make copies of the rooms and number the clones, (like room#1 can only spawn ruins numbered room#2, room#2 only spawns room#3, etc.)
But that seams like an EXTREMELY tedious work around, Plus i would have like 3-6 copies of "corridor" witch gets very cluttered.
Surely there's an easier way to go about this?
I imagine the easiest way to do it is to stop thinking of a template as representing a single room or stretch of corridor, but rather a larger module consisting of several (say, 3-5) rooms and interconnecting hallways. As a simple example, imagine a dungeon is built of five modules: an "A-type" module in the middle, a "B" module to the north, a "C" to the south, and a "D" and "E" to the east and west, respectively. I'm going to make six different versions of each type, designing them carefully to ensure every A module template's north edge interfaces with every B module's south edge, and so on. Now I just select a random A, B, C, D, and E, piece them together, and voila! 15,625 different dungeons in just 30 templates.
The beauty of this system is you don't have to worry about accounting for overlapping features, mismatched boundaries, or runaway growth. It's easily extensible and quite flexible. True, it doesn't give you an infinite number of truly random dungeon layouts, but it gives you a lot. Especially if you throw in rule variants to increase the diversity of possibilities.
If you're set on implementing what's essentially a maze generation algorithm using individual rooms and hallways, however, you're looking at spawning and moving command proxy entities, manipulating the scoreboard to maintain state information, and placing marker blocks to ensure connectivity and prevent overlap. Possible, but definitely not easy.
Either way, you're going to quickly run into a problem. While Ruins itself doesn't limit the size of a structure, Minecraft restricts where Ruins is allowed to build, effectively constraining templates to a 32x32 block footprint. That includes adjoining_templates and /testruin spawns. Anything larger than that is vulnerable to the "outside of world" error, occasionally yielding failed or partially-failed structures. The larger the build, the more likely the error. Don't let that stop you--there's not much you can do about it--but it's something to watch for.
Hmm that is a good idea.
Could also prevent the rooms from overlapping that way.
Though, Doesn't the commandblock "RUINSTRIGGER" prevent most "outside of world" error?
since the rooms would only trigger when you get closer.
I often use it for bigger structures, the "Pop in" isnt really an issue for us.
Though, Doesn't the commandblock "RUINSTRIGGER" prevent most "outside of world" error?
since the rooms would only trigger when you get closer.
I often use it for bigger structures, the "Pop in" isnt really an issue for us.
Well, "prevent most" is a bit strong, but if you're willing to live with structures materializing out of thin air (and I imagine that's perfectly acceptable for underground structures), RUINSTRIGGER could reduce the incidence of "outside of world" errors a bit...maybe by 20% or so on average. Significantly less, if the stuff you're /testruining in is larger than 16x16.
Keep in mind RUINSTRIGGER doesn't fire when you get closer. It fires when any entity gets closer. A chicken, maybe. Non-player entities don't (typically) guarantee nearby chunks are generated or loaded.
Ok i need to Double check something that confuses me here.
I made a room, and set the command block to spawn it to the north, That room THEN spawns a random room to the EAST.
Now the code to make it spawn east is, "RUINSTRIGGER /testruin DUNGEONROOM# ~ ~-1 ~-7 1"
Rotated appropriately for the door, etc.
Now, i rotated the original room, then i spawn the Random ROOM again but to the west using this code:
"RUINSTRIGGER /testruin DUNGEONROOM# ~ ~-1 ~-7 3"
And it works fine, but, you'l note that, aside from the last number (rotation)
The ~ ~-1 ~-7 part is exactly the same.
Shouldn't the Coordinates change?
Like~ ~-1 ~-7 is to spawn it 7 blocks to the east, shouldn't it be ~ ~-1 ~7 to spawn it to the west?
Thats what confuses me.
Does it rotate the command automatically to fit the rotation of the original ruin?
Or am i completely lost here.
Does it rotate the command automatically to fit the rotation of the original ruin?
If you're running 1.12.2 or earlier, yes. Ruins does try to rotate relative coordinates in a CommandBlock directive. Usually it succeeds, sometimes it doesn't. It does not rotate the rotation parameter, though, if you specify one. It also does not rotate coordinates for command blocks spawned in through the teBlock directive.
Ruins doesn't do that after 1.12.2. If you were running 1.15.2, you would have to change the coordinates as you described.
How do I refer to mobs from other mods for the mobspawner?
I'm getting major console spam:
[15:37:53] [Server thread/INFO] [STDERR]: [atomicstryker.ruins.common.RuinTemplateRule:addCustomSpawner:778]: Warning: Ruins Mod could not find an Entity [alienbug] set for a Mob Spawner
[15:37:53] [Server thread/INFO] [STDERR]: [atomicstryker.ruins.common.RuinTemplateRule:addCustomSpawner:784]: Ruins Mod going with containing match [alienbug]
The structures generate just fine, example from tml file:
I guess it can't find "minecraft:alienbug" so looks further afield. Does the MobSpawner allow for the mod ID? MobSpawner:techguns:alienbug doesn't seem right to me.
edit - nvm, the format "MobSpawner:techguns:alienbug" is correct and clears that console spam.
@valdman64: Forge for 1.16 is still under development, and Ruins depends on Forge. I wouldn't expect a 1.16 Ruins release until around the time there's a "recommended" 1.16 Forge build...and with Minecraft 1.16.2 looming, that's likely to be a few weeks away.
Minecraft 1.16 made significant changes to how dimensions are handled. That's the primary hang-up, and a part of Forge still in flux.
Hi, just recently started making ruins and I am having trouble getting command blocks to work. They work just fine in the original build but when I load a new world and find the ruin naturally the command blocks do not trigger at all. Any help on what I need to do would be appreciated.
Has anyone got an example of a ruin template that will spawn in other ruins? Whats a good way to randomise and not having it look like an obvious grid with it's placement?
I am in 1.15.2, Forge Version 31.2.35, ruins-1.15.2.1
my config\ruins_config has all the folders, but all are empty.
I tried importing some templates from the various links in this thread but I get the error : "could not find any blockstates in rule ...."
After some searching, I think its because the templates are from an older version.
It has kinda been superseded by the new structure blocks etc in vanilla. The question is, has anyone built a way to autoconvert the old ruins to vanilla-style structures?
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
How do I set a ruins to spawn NPCs? Do I need to set up a command block to spawn it and does it work with modded mobs? I'm in 1.7.10 asking this question. (I apologize if this question was answered somewhere on this forum, it's really hard and time consuming to scroll through over 200 pages of comments on a popular mod).
The 1.15.2 version of Ruins was just released, so be sure to update if you're still using the one for 1.15.1. Unless, of course, you're actually running Minecraft 1.15.1, in which case...what's wrong with you?
All the changes are technical ones--no new functionality or anything like that. The main difference is Ruins is no longer a coremod. If that doesn't mean anything to you, the bottom line is it improves compatibility with other mods (in particular, custom world generators).
I have a question regarding randomized Dungeons.
And the best way to go about making them?
Say i wanted to make a simple dungeon with some rooms, corridors etc, that randomly generate upon spawning.
i figure the best way to do this is via Command blocks and Ruins Triggers. Aka spawning a random room next to the previous one.
How ever, if i were to make the parts each have a command block that has a chance to spawns a new room next to it, i fear it might create and endless dungeon.
As far as i can tell, there's no simple way to tell it, Hey! that's enough rooms!
Only way i can think of is to make copies of the rooms and number the clones, (like room#1 can only spawn ruins numbered room#2, room#2 only spawns room#3, etc.)
But that seams like an EXTREMELY tedious work around, Plus i would have like 3-6 copies of "corridor" witch gets very cluttered.
Surely there's an easier way to go about this?
I imagine the easiest way to do it is to stop thinking of a template as representing a single room or stretch of corridor, but rather a larger module consisting of several (say, 3-5) rooms and interconnecting hallways. As a simple example, imagine a dungeon is built of five modules: an "A-type" module in the middle, a "B" module to the north, a "C" to the south, and a "D" and "E" to the east and west, respectively. I'm going to make six different versions of each type, designing them carefully to ensure every A module template's north edge interfaces with every B module's south edge, and so on. Now I just select a random A, B, C, D, and E, piece them together, and voila! 15,625 different dungeons in just 30 templates.
The beauty of this system is you don't have to worry about accounting for overlapping features, mismatched boundaries, or runaway growth. It's easily extensible and quite flexible. True, it doesn't give you an infinite number of truly random dungeon layouts, but it gives you a lot. Especially if you throw in rule variants to increase the diversity of possibilities.
If you're set on implementing what's essentially a maze generation algorithm using individual rooms and hallways, however, you're looking at spawning and moving command proxy entities, manipulating the scoreboard to maintain state information, and placing marker blocks to ensure connectivity and prevent overlap. Possible, but definitely not easy.
Either way, you're going to quickly run into a problem. While Ruins itself doesn't limit the size of a structure, Minecraft restricts where Ruins is allowed to build, effectively constraining templates to a 32x32 block footprint. That includes adjoining_templates and /testruin spawns. Anything larger than that is vulnerable to the "outside of world" error, occasionally yielding failed or partially-failed structures. The larger the build, the more likely the error. Don't let that stop you--there's not much you can do about it--but it's something to watch for.
Hmm that is a good idea.
Could also prevent the rooms from overlapping that way.
Though, Doesn't the commandblock "RUINSTRIGGER" prevent most "outside of world" error?
since the rooms would only trigger when you get closer.
I often use it for bigger structures, the "Pop in" isnt really an issue for us.
Well, "prevent most" is a bit strong, but if you're willing to live with structures materializing out of thin air (and I imagine that's perfectly acceptable for underground structures), RUINSTRIGGER could reduce the incidence of "outside of world" errors a bit...maybe by 20% or so on average. Significantly less, if the stuff you're /testruining in is larger than 16x16.
Keep in mind RUINSTRIGGER doesn't fire when you get closer. It fires when any entity gets closer. A chicken, maybe. Non-player entities don't (typically) guarantee nearby chunks are generated or loaded.
Ok i need to Double check something that confuses me here.
I made a room, and set the command block to spawn it to the north, That room THEN spawns a random room to the EAST.
Now the code to make it spawn east is, "RUINSTRIGGER /testruin DUNGEONROOM# ~ ~-1 ~-7 1"
Rotated appropriately for the door, etc.
Now, i rotated the original room, then i spawn the Random ROOM again but to the west using this code:
"RUINSTRIGGER /testruin DUNGEONROOM# ~ ~-1 ~-7 3"
And it works fine, but, you'l note that, aside from the last number (rotation)
The ~ ~-1 ~-7 part is exactly the same.
Shouldn't the Coordinates change?
Like~ ~-1 ~-7 is to spawn it 7 blocks to the east, shouldn't it be ~ ~-1 ~7 to spawn it to the west?
Thats what confuses me.
Does it rotate the command automatically to fit the rotation of the original ruin?
Or am i completely lost here.
If you're running 1.12.2 or earlier, yes. Ruins does try to rotate relative coordinates in a CommandBlock directive. Usually it succeeds, sometimes it doesn't. It does not rotate the rotation parameter, though, if you specify one. It also does not rotate coordinates for command blocks spawned in through the teBlock directive.
Ruins doesn't do that after 1.12.2. If you were running 1.15.2, you would have to change the coordinates as you described.
How do I refer to mobs from other mods for the mobspawner?
I'm getting major console spam:
[15:37:53] [Server thread/INFO] [STDERR]: [atomicstryker.ruins.common.RuinTemplateRule:addCustomSpawner:778]: Warning: Ruins Mod could not find an Entity [alienbug] set for a Mob Spawner
[15:37:53] [Server thread/INFO] [STDERR]: [atomicstryker.ruins.common.RuinTemplateRule:addCustomSpawner:784]: Ruins Mod going with containing match [alienbug]
The structures generate just fine, example from tml file:
rule2=0,75,techguns:slimy-0,MobSpawner:alienbug,techguns:slimy-0,techguns:slimy-0,techguns:slimy-0,techguns:sand_hard-0
I guess it can't find "minecraft:alienbug" so looks further afield. Does the MobSpawner allow for the mod ID? MobSpawner:techguns:alienbug doesn't seem right to me.
edit - nvm, the format "MobSpawner:techguns:alienbug" is correct and clears that console spam.
Anyone heard on a 1.16 version yet?
@valdman64: Forge for 1.16 is still under development, and Ruins depends on Forge. I wouldn't expect a 1.16 Ruins release until around the time there's a "recommended" 1.16 Forge build...and with Minecraft 1.16.2 looming, that's likely to be a few weeks away.
Minecraft 1.16 made significant changes to how dimensions are handled. That's the primary hang-up, and a part of Forge still in flux.
Hi, just recently started making ruins and I am having trouble getting command blocks to work. They work just fine in the original build but when I load a new world and find the ruin naturally the command blocks do not trigger at all. Any help on what I need to do would be appreciated.
Has anyone got an example of a ruin template that will spawn in other ruins? Whats a good way to randomise and not having it look like an obvious grid with it's placement?
I am in 1.15.2, Forge Version 31.2.35, ruins-1.15.2.1
my config\ruins_config has all the folders, but all are empty.
I tried importing some templates from the various links in this thread but I get the error : "could not find any blockstates in rule ...."
After some searching, I think its because the templates are from an older version.
Does anyone have updated templates for 1.15.2?
Hi.
I'm new in this mod so I have a request:
Would you explain to me how to spawn a ruin in a certain biome?
I know my english sucks!
http://thetoonmaker.tumblr.com
I am guessing that this mod is dead seeing that no replies on here or Curseforge......
It has kinda been superseded by the new structure blocks etc in vanilla. The question is, has anyone built a way to autoconvert the old ruins to vanilla-style structures?
opinion
the old ruins from 1.6.4 are better than the new ruins
don't get me wrong i like the new ruin structures but there is not alot ruins
Is that an AoA referance
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How do I set a ruins to spawn NPCs? Do I need to set up a command block to spawn it and does it work with modded mobs? I'm in 1.7.10 asking this question. (I apologize if this question was answered somewhere on this forum, it's really hard and time consuming to scroll through over 200 pages of comments on a popular mod).