There are 450+ template files in my ruins folder structure and trying to narrow done which ones are broken is hard.
Hadn't realized there were that many templates available in total. I have just under a hundred template files, a good number of those are "proxy" templates that mark a location by finding the height of the ground so the next one can spawn from a related list of houses. Also included in my "Gilly" folder are a couple of server-style spawn buildings (one of which is 300k) which are to be spawned manually and not put in the generic folder mostly because of the filesize.
Also, I've thought about making a storage structure for press plates to replace Applied Energistics meteor sites, since my worlds have Etho's amplified BoP worldgen and the AE meteor sites can easily span several chunks across in the mountains.
I'm also still waffling back and forth between this mod and GotoLink's GeneratorMods, though it's getting tougher as they are extending the template format in more and more divergent ways.
You bring up an excellent point, that templates saved and tested with Ruins could potentially be used with other systems that have a diverging file format. Such alternate systems would not be supported simply due to this divergence.
Thank you all. I am really trying to find what template or templates are causing this. Fortunately I am on a private server with friends and I am able to quickly restart after a crash, but it is a bit frustrating. I am using Technic launcher and cannot find any settings to improve debug output. Is there a java or mc argument for that?I have also tried to find any useful information in the standard log but I cannot find anything that helps. Any clue to what those messages might be prefixed with or any specific message texts that I should be looking for?
Also, you don't happen to know if there is a template validator tool somewhere? That would come in handy. There are 450+ template files in my ruins folder structure and trying to narrow done which ones are broken is hard.
If you downloaded GIlly's recent updates, there's a few that are used with a specific mod (The ruin will have 'GillyModded' in the file name), I was having a problem locating all of them because I hadn't realized they were in with the vanilla compatible files. (I'd put them in a few specific biomes) There's also another person who has several ruins available but they're only for use if you've got another mod loaded as well. (Not Jordan, but .. can't remember the name)
The modded templates use blocks from Chisel and Tinkers Construct, two of the most universally used mods. The temptation to use a more diverse collection passes when usefulness vs compatibility is weighed. Of course every one of the templates is modded as they use Ruins itself to spawn in.
You bring up an excellent point, that templates saved and tested with Ruins could potentially be used with other systems that have a diverging file format. Such alternate systems would not be supported simply due to this divergence.
Yeah, there was a time when I could use any template with both mods (though, that was also a time when they called blocks by number so you had to re-edit the templates any time you had an update or rebuild that changed the block IDs). In some ways both mods are improving with time... but I do miss the easy cross compatibility. There's also the problem that they both add load to worldgen, so you have to manage them if they are both running side by side. Generally I just pick a biome or two that Genmods will use and make sure that Ruins avoids those.
If only I could work up the sustained energy and interest to mod myself... I would love to have a mod that let you make your own biome templates. Specifically, I'd kill to be able to make and tweak biomes that are just one big city.
Resurrecting my abandoned forum account for some help. I can't seem to find a good set of install instructions for the 1.7.10 version of this mod. The readme says to drop everything into the /mod folder. That's easy enough to do, but it just doesn't work. Forge sees the mod installed, the update checker runs, but I'm seeing 0 structures when i create new games and fly around generating new chunks. Nothing. All of the videos I've seen of this mod make it seem like the structures spawn everywhere, with claims that you can see 4-6 structures as soon as you start the game.
Is it because I'm also running Mystcraft? These mods would be perfect together, so if that is the problem I'm pretty sad.
One thing I've noticed is that using the /testruin command gives me an error saying that the ruin I'm trying to test can't be found in the templateparser folder. Copying the file in that folder doesn't work either.
Someone might have made a set in the 1.6 version that fits that description better, as my tower landmarks are only a few blocks wide and around 24-30 tall.
Resurrecting my abandoned forum account for some help. I can't seem to find a good set of install instructions for the 1.7.10 version of this mod. The readme says to drop everything into the /mod folder. That's easy enough to do, but it just doesn't work. Forge sees the mod installed, the update checker runs, but I'm seeing 0 structures when i create new games and fly around generating new chunks. Nothing. All of the videos I've seen of this mod make it seem like the structures spawn everywhere, with claims that you can see 4-6 structures as soon as you start the game.
Is it because I'm also running Mystcraft? These mods would be perfect together, so if that is the problem I'm pretty sad.
One thing I've noticed is that using the /testruin command gives me an error saying that the ruin I'm trying to test can't be found in the templateparser folder. Copying the file in that folder doesn't work either.
It sounds like you don't have the folder in the right place. Just to confirm, your mod folder contains both the ruins-1.7.10.jar and a folder called resources, yes? So that the file path is (minecraft/mods/resources/ruins/templateparser). If that isn't the problem, you might try looking in the regular logs for messages about the ruins mod. It might offer some clues as to what is happening.
Also, mystcraft won't break the mod, but there are entries in the config can prevent ruins from spawning in mystcraft (or any other modded)dims.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/16/2013
Posts:
44
Member Details
@ Gilly or Stryker,
I'm having trouble getting command blocks (specifically in Gilly's pack, but mostly because those are the only active templates that have them right now) to work.
Here's a sample of the code I keep getting in the logs...
21:10:11] [Server thread/ERROR]: Couldn't process command: 'testruin Gilly/GillyModdedSkyportRooms ~-8 ~4 ~-2 0'
java.lang.NumberFormatException: For input string: "~4"
at java.lang.NumberFormatException.forInputString(NumberFormatException.java:65) ~[?:1.7.0_79]
at java.lang.Integer.parseInt(Integer.java:492) ~[?:1.7.0_79]
at java.lang.Integer.parseInt(Integer.java:527) ~[?:1.7.0_79]
at atomicstryker.ruins.common.CommandTestTemplate.func_71515_b(CommandTestTemplate.java:66) ~[CommandTestTemplate.class:?]
at net.minecraft.command.CommandHandler.func_71556_a(CommandHandler.java:94) [z.class:?]
at net.minecraft.command.server.CommandBlockLogic.func_145755_a(SourceFile:79) [agp.class:?]
at atomicstryker.ruins.common.RuinsMod.onEntityEnteringChunk(RuinsMod.java:145) [RuinsMod.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_1060_RuinsMod_onEntityEnteringChunk_EnteringChunk.invoke(.dynamic) [?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) [ASMEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) [EventBus.class:?]
at net.minecraft.world.chunk.Chunk.func_76612_a(Chunk.java:796) [apx.class:?]
at net.minecraft.world.World.func_72866_a(World.java:2115) [ahb.class:?]
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648) [mt.class:?]
at net.minecraft.world.World.func_72870_g(World.java:2034) [ahb.class:?]
at net.minecraft.world.World.func_72939_s(World.java:1887) [ahb.class:?]
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489) [mt.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) [MinecraftServer.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111) [bsx.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [?:?]
I had a similar problem with ~n notation before and thought I fixed it, but it seems I was mistaken. Any ideas on what I've borked this time, or maybe where to look next?
The Meaning of Life, the Universe, and Everything.
Join Date:
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Hmmm
Well, what I have in my mods folder right now is Ruins-1.7.10.jar and I am absolutely running MC1.7.10
...but, it's possible I had an older version installed when that log was taken, then manually DLed and updated before going to sleep... then came here to ask before testing because I forgot I'd changed versions. Be back in a few minutes.
(edit: is there more versioning info that I'm missing? And if so, a convenient place to look for it?)
Whenever I go to that Dumb website it wont let me click the download button for some weird reason. please bring the link back to the forums because your mods are really cool. (Also do that with the dynamic lights mod plz)
The Meaning of Life, the Universe, and Everything.
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Ok. It seems I was running an older version... but the only way I can tell right now is from the DL date in the zip file's metadata.
And I'm not getting that error anymore. Gilly's command blocks (and I assume all others) are working fine again. My guess is that the last time I had this problem I got an update but then forgot where I put it and so installed a version from last year by mistake when I set up my most recent instance.
The Meaning of Life, the Universe, and Everything.
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First of all, this mod is awesome. Yay for good ideas!
It seems like there really should be more templates available from 3rd party sources. Is there any place I can go to download more? Or do I have to make them all myself?
First of all, this mod is awesome. Yay for good ideas!
It seems like there really should be more templates available from 3rd party sources. Is there any place I can go to download more? Or do I have to make them all myself?
If you check the signatures of a couple of users, like Gillymoth, above, and Jordan_Peacock, you'll find they have links to their files. I think there are some others, but I'm not sure where to find them all. On that note, would those of you who create ruins templates consider creating a repository for your files together? Something like github or a similar service, where it would be easier for a layperson like myself to access your fabulous creations? Being new to the mod, it took me a long time to find extra templates with the size of this thread. I forgot to check signatures at first, lol. Thanks a lot for considering it.
If you check the signatures of a couple of users, like Gillymoth, above, and Jordan_Peacock, you'll find they have links to their files. I think there are some others, but I'm not sure where to find them all. On that note, would those of you who create ruins templates consider creating a repository for your files together? Something like github or a similar service, where it would be easier for a layperson like myself to access your fabulous creations? Being new to the mod, it took me a long time to find extra templates with the size of this thread. I forgot to check signatures at first, lol. Thanks a lot for considering it.
Thank you very much! I decided to go with Jordan_Peacock's work. Gillymoth's stuff sounded more like it had a modern feel, which would be out of place among the other mods I'm using.
I do think that links to packs of ruins should probably be somewhere in the OP.
Oh, to add more ruins, I just stuff the .tml files into the appropriate spot in my mods>resources>ruins>etc folder, right? Do I need to adjust any configs to make them spawn properly?
Thank you very much! I decided to go with Jordan_Peacock's work. Gillymoth's stuff sounded more like it had a modern feel, which would be out of place among the other mods I'm using.
I do think that links to packs of ruins should probably be somewhere in the OP.
Oh, to add more ruins, I just stuff the .tml files into the appropriate spot in my mods>resources>ruins>etc folder, right? Do I need to adjust any configs to make them spawn properly?
I use Jordans things, with most of Gilly's. His villages are spectacular. Not everything Gilly creates is modern. You'd be missing out. :3
First of all, this mod is awesome. Yay for good ideas!
It seems like there really should be more templates available from 3rd party sources. Is there any place I can go to download more? Or do I have to make them all myself?
Another good place to look (if you are willing to do some file sifting) is GoToLink's GeneratorMods. They use the same template format (as ruins and GM are forks of an older open source mod, iirc) and not all of the templates are shared between them. You can find some unique templates in modpacks that have one or both of these mods as well. For example CrashLanding or Tolkiencraft.
You could also (so long as you didn't distribute the resulting templates without seeking proper permissions and citations) try downloading popular worldsaves, like the GreenField full sized city project, and then just parsing individual buildings to add to your own ruins folders.
I'd be willing to contribute some of the templates I've done if there were a convenient place to put them, but I'm not all that interested in signing up for another service to keep track of or maintain on my own.
Hadn't realized there were that many templates available in total. I have just under a hundred template files, a good number of those are "proxy" templates that mark a location by finding the height of the ground so the next one can spawn from a related list of houses. Also included in my "Gilly" folder are a couple of server-style spawn buildings (one of which is 300k) which are to be spawned manually and not put in the generic folder mostly because of the filesize.
Also, I've thought about making a storage structure for press plates to replace Applied Energistics meteor sites, since my worlds have Etho's amplified BoP worldgen and the AE meteor sites can easily span several chunks across in the mountains.
You bring up an excellent point, that templates saved and tested with Ruins could potentially be used with other systems that have a diverging file format. Such alternate systems would not be supported simply due to this divergence.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
If you downloaded GIlly's recent updates, there's a few that are used with a specific mod (The ruin will have 'GillyModded' in the file name), I was having a problem locating all of them because I hadn't realized they were in with the vanilla compatible files. (I'd put them in a few specific biomes) There's also another person who has several ruins available but they're only for use if you've got another mod loaded as well. (Not Jordan, but .. can't remember the name)
The modded templates use blocks from Chisel and Tinkers Construct, two of the most universally used mods. The temptation to use a more diverse collection passes when usefulness vs compatibility is weighed. Of course every one of the templates is modded as they use Ruins itself to spawn in.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Yeah, there was a time when I could use any template with both mods (though, that was also a time when they called blocks by number so you had to re-edit the templates any time you had an update or rebuild that changed the block IDs). In some ways both mods are improving with time... but I do miss the easy cross compatibility. There's also the problem that they both add load to worldgen, so you have to manage them if they are both running side by side. Generally I just pick a biome or two that Genmods will use and make sure that Ruins avoids those.
If only I could work up the sustained energy and interest to mod myself... I would love to have a mod that let you make your own biome templates. Specifically, I'd kill to be able to make and tweak biomes that are just one big city.
Resurrecting my abandoned forum account for some help. I can't seem to find a good set of install instructions for the 1.7.10 version of this mod. The readme says to drop everything into the /mod folder. That's easy enough to do, but it just doesn't work. Forge sees the mod installed, the update checker runs, but I'm seeing 0 structures when i create new games and fly around generating new chunks. Nothing. All of the videos I've seen of this mod make it seem like the structures spawn everywhere, with claims that you can see 4-6 structures as soon as you start the game.
Is it because I'm also running Mystcraft? These mods would be perfect together, so if that is the problem I'm pretty sad.
One thing I've noticed is that using the /testruin command gives me an error saying that the ruin I'm trying to test can't be found in the templateparser folder. Copying the file in that folder doesn't work either.
Hey guys, I've been looking through this thread all morning and haven't hit the right search terms to dig this out.
There was a template pack that included many modern structures, including a giant skyscraper and some like scientific installations.
Was that ever updated for the new template format? anyone know where that could be found?
Look for recent posts by Gillymoth who created those templates. The posts have a link at the very bottom.
Someone might have made a set in the 1.6 version that fits that description better, as my tower landmarks are only a few blocks wide and around 24-30 tall.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
I found it. It's this structure pack:
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1237057-32x32-1-4-7-the-end-is-extremely-nigh-vanilla?comment=1774
By cavechunk.
Maybe some of that got rolled into the current ruins, I'll poke around.
OK there is some overlap here, but many of these structures are unique and no longer in the Ruins main distribution.
Anyone know if it's possible to automatically convert these old templates over?
It sounds like you don't have the folder in the right place. Just to confirm, your mod folder contains both the ruins-1.7.10.jar and a folder called resources, yes? So that the file path is (minecraft/mods/resources/ruins/templateparser). If that isn't the problem, you might try looking in the regular logs for messages about the ruins mod. It might offer some clues as to what is happening.
Also, mystcraft won't break the mod, but there are entries in the config can prevent ruins from spawning in mystcraft (or any other modded)dims.
@ Gilly or Stryker,
I'm having trouble getting command blocks (specifically in Gilly's pack, but mostly because those are the only active templates that have them right now) to work.
Here's a sample of the code I keep getting in the logs...
21:10:11] [Server thread/ERROR]: Couldn't process command: 'testruin Gilly/GillyModdedSkyportRooms ~-8 ~4 ~-2 0'
java.lang.NumberFormatException: For input string: "~4"
at java.lang.NumberFormatException.forInputString(NumberFormatException.java:65) ~[?:1.7.0_79]
at java.lang.Integer.parseInt(Integer.java:492) ~[?:1.7.0_79]
at java.lang.Integer.parseInt(Integer.java:527) ~[?:1.7.0_79]
at atomicstryker.ruins.common.CommandTestTemplate.func_71515_b(CommandTestTemplate.java:66) ~[CommandTestTemplate.class:?]
at net.minecraft.command.CommandHandler.func_71556_a(CommandHandler.java:94) [z.class:?]
at net.minecraft.command.server.CommandBlockLogic.func_145755_a(SourceFile:79) [agp.class:?]
at atomicstryker.ruins.common.RuinsMod.onEntityEnteringChunk(RuinsMod.java:145) [RuinsMod.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_1060_RuinsMod_onEntityEnteringChunk_EnteringChunk.invoke(.dynamic) [?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) [ASMEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) [EventBus.class:?]
at net.minecraft.world.chunk.Chunk.func_76612_a(Chunk.java:796) [apx.class:?]
at net.minecraft.world.World.func_72866_a(World.java:2115) [ahb.class:?]
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648) [mt.class:?]
at net.minecraft.world.World.func_72870_g(World.java:2034) [ahb.class:?]
at net.minecraft.world.World.func_72939_s(World.java:1887) [ahb.class:?]
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489) [mt.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) [MinecraftServer.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111) [bsx.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [?:?]
I had a similar problem with ~n notation before and thought I fixed it, but it seems I was mistaken. Any ideas on what I've borked this time, or maybe where to look next?
Thanks
What versions of MC and Ruins are you running, these lines dont match with my sourcecode on 1.7.10 or 1.8
Hmmm
Well, what I have in my mods folder right now is Ruins-1.7.10.jar and I am absolutely running MC1.7.10
...but, it's possible I had an older version installed when that log was taken, then manually DLed and updated before going to sleep... then came here to ask before testing because I forgot I'd changed versions. Be back in a few minutes.
(edit: is there more versioning info that I'm missing? And if so, a convenient place to look for it?)
Whenever I go to that Dumb website it wont let me click the download button for some weird reason. please bring the link back to the forums because your mods are really cool. (Also do that with the dynamic lights mod plz)
Ok. It seems I was running an older version... but the only way I can tell right now is from the DL date in the zip file's metadata.
And I'm not getting that error anymore. Gilly's command blocks (and I assume all others) are working fine again. My guess is that the last time I had this problem I got an update but then forgot where I put it and so installed a version from last year by mistake when I set up my most recent instance.
Sorry for the confusion.
First of all, this mod is awesome. Yay for good ideas!
It seems like there really should be more templates available from 3rd party sources. Is there any place I can go to download more? Or do I have to make them all myself?
If you check the signatures of a couple of users, like Gillymoth, above, and Jordan_Peacock, you'll find they have links to their files. I think there are some others, but I'm not sure where to find them all. On that note, would those of you who create ruins templates consider creating a repository for your files together? Something like github or a similar service, where it would be easier for a layperson like myself to access your fabulous creations? Being new to the mod, it took me a long time to find extra templates with the size of this thread. I forgot to check signatures at first, lol. Thanks a lot for considering it.
Thank you very much! I decided to go with Jordan_Peacock's work. Gillymoth's stuff sounded more like it had a modern feel, which would be out of place among the other mods I'm using.
I do think that links to packs of ruins should probably be somewhere in the OP.
Oh, to add more ruins, I just stuff the .tml files into the appropriate spot in my mods>resources>ruins>etc folder, right? Do I need to adjust any configs to make them spawn properly?
I use Jordans things, with most of Gilly's. His villages are spectacular. Not everything Gilly creates is modern. You'd be missing out. :3
Another good place to look (if you are willing to do some file sifting) is GoToLink's GeneratorMods. They use the same template format (as ruins and GM are forks of an older open source mod, iirc) and not all of the templates are shared between them. You can find some unique templates in modpacks that have one or both of these mods as well. For example CrashLanding or Tolkiencraft.
You could also (so long as you didn't distribute the resulting templates without seeking proper permissions and citations) try downloading popular worldsaves, like the GreenField full sized city project, and then just parsing individual buildings to add to your own ruins folders.
I'd be willing to contribute some of the templates I've done if there were a convenient place to put them, but I'm not all that interested in signing up for another service to keep track of or maintain on my own.