I do have one issue... I am trying to create a couple villagers in my ruin with custom trades on 1.7.10. (Separate command blocks, btw). They render and work properly with using a redstone powered command block, but trying to use RUINSTRIGGER in a rule generates a mismatched brackets rule. I do not see any mismatched brackets, however. Maybe a fresh pair of eyes may see something I'm obviously overlooking.
I can't remember what the particular significance of the ":@" was, but I think it effectively serves as a terminator for the Command Block string.
Yeah, since I had the /summon command working with just regular command blocks, I just put the two working command blocks into the building and re-parsed it. It added the :@ at the end, and I added the RUINSTRIGGER prefix and it has been working like a charm. Thanks.
Just wanted to post this and see if anyone knows what the cause may be.
12/25/2015 4:20:01 PM [INFO] [STDOUT] [atomicstryker.ruins.common.ChunkLoggerData:func_76184_a:24] Ruins chunks logged: 17386
12/25/2015 4:20:01 PM [INFO] [STDOUT] [atomicstryker.ruins.common.ChunkLoggerData:func_76184_a:24] Ruins chunks logged: 1516
12/25/2015 4:20:01 PM [Thread-14/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:96] There was an error when creating the log file.
12/25/2015 4:20:01 PM [Thread-16/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:96] There was an error when creating the log file.
12/25/2015 4:20:01 PM [Thread-16/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:97] The ruins mod could not be loaded.
12/25/2015 4:20:01 PM [Thread-16/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] java.lang.RuntimeException: Ruins crashed trying to access file: .\mods\ruins_log.txt
12/25/2015 4:20:01 PM [Thread-16/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:89)
12/25/2015 4:20:01 PM [Thread-14/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:97] The ruins mod could not be loaded.
12/25/2015 4:20:01 PM [Thread-14/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] java.lang.RuntimeException: Ruins crashed trying to access file: .\mods\ruins_log.txt
12/25/2015 4:20:01 PM [Thread-14/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:89)
12/25/2015 4:20:01 PM [Thread-18/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:96] There was an error when creating the log file.
12/25/2015 4:20:01 PM [Thread-18/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:97] The ruins mod could not be loaded.
12/25/2015 4:20:01 PM [Thread-18/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] java.lang.RuntimeException: Ruins crashed trying to access file: .\mods\ruins_log.txt
12/25/2015 4:20:01 PM [Thread-18/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:89)
12/25/2015 4:20:01 PM [Thread-20/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:96] There was an error when creating the log file.
12/25/2015 4:20:01 PM [Thread-20/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:97] The ruins mod could not be loaded.
12/25/2015 4:20:01 PM [Thread-20/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] java.lang.RuntimeException: Ruins crashed trying to access file: .\mods\ruins_log.txt
12/25/2015 4:20:01 PM [Thread-20/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:89)
I am running a local 64bit server with the latest Ruins mod installed for MC 1.8, forge-1.8-11.14.1.1371, and the latest Java 64bit. I also notice that in single player the /testruin runs reasonably fast when trying the optional SkyCastle.tml but takes an extremely long time when running the same tml on the local server (same computer) and was wondering if this is normal behavior. I have been using the Ruins mod for a very long time but only recently started to try all the more advanced features; as you can tell. Thank you for your time and effort Atomicstryker and also to those that have contributed to the additional ruins.
Have you tried it on 1.8.9? I just did and it worked fine. Forge added an exemption to allow 1.8.8 mods to be installed in 1.8.9.
It just tells me "This mod wishes to run with 1.8.8." and thats it. How could I get the exemption? Apologies I am not as technically savy as I should be.
It just tells me "This mod wishes to run with 1.8.8." and thats it. How could I get the exemption? Apologies I am not as technically savy as I should be.
I would try updating your forge version with the latest. You're probably using a version before the exemption was added.
do they always contain the exact items in each template or is there some randomisation options?
From what I have seen, chests are pretty exact... what you put in them WILL appear in them... however, you can make it so random chests appear instead...
The first number after the ITEM represents the number of that item is in that stack..., the second number is the damage value (aka metadata) for the item, and third number represents the position in the chest. The -4 represents the chests current rotation.
To get different chest items, you have to have it switch between different chests....
In the above example, the structure has a chance to spawn a chest with either 8 ITEM_1s, 16 ITEM_2s, and 16 ITEM_2s, or 5 ITEM_4s, 8 ITEM_5s, and 4 ITEM_6s (with a metadata of 1), OR 8 ITEM_7s, 16 ITEM_8s, and 16 ITEM_9s.
And if you have a preference of one chest over the other, then just duplicate one of the chests.
If you are looking for a much more randomized selection, your best bet would be to get Custom Loot Chests and change the items in your bonus chests and use a chest hook instead.
two questions is this 1.7.10 and dose they have the skycastle in it and all the other optional templates in it
1) Yes, there's a version for 1.7.10. 2) It does have the sky castle in it. To make it work, you need to move the template file out of the Optional folder into the generic folder. However, the big issue remaining is the fact that it has not been updated like the other template files have been, so it might not work properly "out of the box" per se. You might have to tweak the file to make it functional.
So an odd thing happens when I use anyones custom templates. Basically only the spawners and chests appear and everything else is empty space. Perhaps I'm installing incorrectly?
Can it spawn active portals? (Nether portals and Twilight Forest Portals, for instance)
If so, this may very well be the solution to a problem I've had for a goodly long while.
Answer to first question... yes. I use it for this all the time.
Answer to second question... I am thinking so, as long as the portal is registered as a "portal block." That is one that would have to be tested, however. However, it wouldn't be hard to actually activate the nether portal once you found one, so even if it isn't active when you find it, it wouldn't be hard to do.
If you can place one by way of command block, you should be able to pull that off...
I'll put "allow for tile entity nbt saving" onto my idea list
I don't know if this pertains to your issue, but if you're going to have a CommandBlock, you need to put ":@" at the end.
E.g.:
rule30=0,100,CommandBlock:RUINSTRIGGER/summon Skeleton ~0 ~1 ~0 {PersistenceRequired:1}:@
If you plan on having randomized Command Blocks, then the ":@" needs to be with each Command string. E.g.:
rule30=0,100,CommandBlock:RUINSTRIGGER /summon Skeleton ~0 ~1 ~0 {PersistenceRequired:1}:@,CommandBlock:RUINSTRIGGER /summon Zombie ~0 ~1 ~0 {PersistenceRequired:1}:@
I can't remember what the particular significance of the ":@" was, but I think it effectively serves as a terminator for the Command Block string.
--- 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)
Yeah, since I had the /summon command working with just regular command blocks, I just put the two working command blocks into the building and re-parsed it. It added the :@ at the end, and I added the RUINSTRIGGER prefix and it has been working like a charm. Thanks.
Just wanted to post this and see if anyone knows what the cause may be.
12/25/2015 4:20:01 PM [INFO] [STDOUT] [atomicstryker.ruins.common.ChunkLoggerData:func_76184_a:24] Ruins chunks logged: 17386
12/25/2015 4:20:01 PM [INFO] [STDOUT] [atomicstryker.ruins.common.ChunkLoggerData:func_76184_a:24] Ruins chunks logged: 1516
12/25/2015 4:20:01 PM [Thread-14/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:96] There was an error when creating the log file.
12/25/2015 4:20:01 PM [Thread-16/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:96] There was an error when creating the log file.
12/25/2015 4:20:01 PM [Thread-16/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:97] The ruins mod could not be loaded.
12/25/2015 4:20:01 PM [Thread-16/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] java.lang.RuntimeException: Ruins crashed trying to access file: .\mods\ruins_log.txt
12/25/2015 4:20:01 PM [Thread-16/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:89)
12/25/2015 4:20:01 PM [Thread-14/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:97] The ruins mod could not be loaded.
12/25/2015 4:20:01 PM [Thread-14/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] java.lang.RuntimeException: Ruins crashed trying to access file: .\mods\ruins_log.txt
12/25/2015 4:20:01 PM [Thread-14/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:89)
12/25/2015 4:20:01 PM [Thread-18/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:96] There was an error when creating the log file.
12/25/2015 4:20:01 PM [Thread-18/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:97] The ruins mod could not be loaded.
12/25/2015 4:20:01 PM [Thread-18/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] java.lang.RuntimeException: Ruins crashed trying to access file: .\mods\ruins_log.txt
12/25/2015 4:20:01 PM [Thread-18/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:89)
12/25/2015 4:20:01 PM [Thread-20/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:96] There was an error when creating the log file.
12/25/2015 4:20:01 PM [Thread-20/INFO] [STDERR] [atomicstryker.ruins.common.FileHandler$LoaderThread:run:97] The ruins mod could not be loaded.
12/25/2015 4:20:01 PM [Thread-20/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] java.lang.RuntimeException: Ruins crashed trying to access file: .\mods\ruins_log.txt
12/25/2015 4:20:01 PM [Thread-20/INFO] [STDERR] [java.lang.Throwable$WrappedPrintStream:println:-1] at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:89)
I am running a local 64bit server with the latest Ruins mod installed for MC 1.8, forge-1.8-11.14.1.1371, and the latest Java 64bit. I also notice that in single player the /testruin runs reasonably fast when trying the optional SkyCastle.tml but takes an extremely long time when running the same tml on the local server (same computer) and was wondering if this is normal behavior. I have been using the Ruins mod for a very long time but only recently started to try all the more advanced features; as you can tell. Thank you for your time and effort Atomicstryker and also to those that have contributed to the additional ruins.
Wondering when or if there is an ETA on a 1.8.9 compatible version. I love using this with Biomes o Plenty.
amazing mod, how does this handle chests?
do they always contain the exact items in each template or is there some randomisation options?
Have you tried it on 1.8.9? I just did and it worked fine. Forge added an exemption to allow 1.8.8 mods to be installed in 1.8.9.
It just tells me "This mod wishes to run with 1.8.8." and thats it. How could I get the exemption? Apologies I am not as technically savy as I should be.
I would try updating your forge version with the latest. You're probably using a version before the exemption was added.
From what I have seen, chests are pretty exact... what you put in them WILL appear in them... however, you can make it so random chests appear instead...
rule8=0,100,IInventory;minecraft:chest;ITEM_1#8#0#0+ITEM_2#16#0#1+ITEM_3#16#0#2-4
The first number after the ITEM represents the number of that item is in that stack..., the second number is the damage value (aka metadata) for the item, and third number represents the position in the chest. The -4 represents the chests current rotation.
To get different chest items, you have to have it switch between different chests....
rule8=0,100,IInventory;minecraft:chest;ITEM_1#8#0#0+ITEM_2#16#0#1+ITEM_3#16#0#2-4,IInventory;minecraft:chest;ITEM_4#5#0#0+ITEM_5#8#0#1+ITEM_6#4#1#2-4,IInventory;minecraft:chest;ITEM_7#8#0#0+ITEM_8#16#0#1+ITEM_9#16#0#2-4
In the above example, the structure has a chance to spawn a chest with either 8 ITEM_1s, 16 ITEM_2s, and 16 ITEM_2s, or 5 ITEM_4s, 8 ITEM_5s, and 4 ITEM_6s (with a metadata of 1), OR 8 ITEM_7s, 16 ITEM_8s, and 16 ITEM_9s.
And if you have a preference of one chest over the other, then just duplicate one of the chests.
If you are looking for a much more randomized selection, your best bet would be to get Custom Loot Chests and change the items in your bonus chests and use a chest hook instead.
1) Yes, there's a version for 1.7.10. 2) It does have the sky castle in it. To make it work, you need to move the template file out of the Optional folder into the generic folder. However, the big issue remaining is the fact that it has not been updated like the other template files have been, so it might not work properly "out of the box" per se. You might have to tweak the file to make it functional.
So an odd thing happens when I use anyones custom templates. Basically only the spawners and chests appear and everything else is empty space. Perhaps I'm installing incorrectly?
awesome mod, do i have to create another world? or going to undiscovered lands? and could you update it to 1.8.9 Thanks
Does this mod recognize blocks from other mods?
Can it spawn active portals? (Nether portals and Twilight Forest Portals, for instance)
If so, this may very well be the solution to a problem I've had for a goodly long while.
Answer to first question... yes. I use it for this all the time.
Answer to second question... I am thinking so, as long as the portal is registered as a "portal block." That is one that would have to be tested, however. However, it wouldn't be hard to actually activate the nether portal once you found one, so even if it isn't active when you find it, it wouldn't be hard to do.
i installed the mod. i cant find any ruins
# authoring Player: Ringoster weight=100
embed_into_distance=0
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
dimensions=13,26,8
allowable_overhang=0
max_leveling=2
leveling_buffer=1
preserve_water=0
preserve_lava=0
rule1=0,100,minecraft:stonebrick-1
rule2=0,100,minecraft:stonebrick-0
rule3=0,100,minecraft:jungle_stairs-4
rule4=0,100,minecraft:log2-9
rule5=0,100,minecraft:jungle_stairs-6
rule6=0,100,minecraft:log2-5
rule7=0,100,minecraft:jungle_stairs-7
rule8=0,100,minecraft:jungle_stairs-5
rule9=0,100,minecraft:planks-3
rule10=0,100,minecraft:planks-5
rule11=0,100,minecraft:fence-0
rule12=0,100,minecraft:log2-1
rule13=0,100,minecraft:cobblestone-0
rule14=0,100,rpcraft:chairSpruce-3
rule15=0,100,rpcraft:tableOak-0
rule16=0,100,minecraft:wooden_door-3
rule17=0,100,minecraft:crafting_table-0
rule18=0,100,minecraft:furnace-4
rule19=0,100,rpcraft:chairSpruce-11
rule20=0,100,minecraft:wooden_door-8
rule21=0,100,minecraft:wooden_door-9
rule22=0,100,minecraft:flower_pot-0
rule23=0,100,rpcraft:lanternCyan-12
rule24=0,100,minecraft:stone_slab-8
rule25=0,100,rpcraft:lanternCyan-8
rule26=0,100,minecraft:double_stone_slab-0
rule27=0,100,rpcraft:lanternCyan-10
rule28=0,100,minecraft:birch_stairs-0
rule29=0,100,minecraft:wooden_slab-2
rule30=0,100,minecraft:planks-2
rule31=0,100,minecraft:dark_oak_fence-0
rule32=0,100,minecraft:birch_stairs-2
rule33=0,100,minecraft:birch_stairs-3
rule34=0,100,rpcraft:lamppost-0
rule35=0,100,minecraft:birch_stairs-1 layer
0,0,0,0,0,0,0,0
0,1,0,0,0,0,1,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,1,0,0,0,0,1,0
0,0,0,0,0,0,0,0
endlayer layer
0,0,0,0,0,0,0,0
0,1,0,0,0,0,1,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,1,0,0,0,0,1,0
0,0,0,0,0,0,0,0
endlayer layer
0,0,0,0,0,0,0,0
0,1,0,0,0,0,2,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,2,0,0,0,0,1,0
0,0,0,0,0,0,0,0
endlayer layer
0,0,0,0,0,0,0,0
0,2,0,0,0,0,1,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,1,0,0,0,0,2,0
0,0,0,0,0,0,0,0
endlayer layer
0,0,0,0,0,0,0,0
0,1,0,0,0,0,2,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,2,0,0,0,0,1,0
0,0,0,0,0,0,0,0
endlayer layer
0,0,3,0,0,3,0,0
0,2,4,4,4,4,2,0
7,6,0,0,0,0,6,5
0,6,0,0,0,0,6,0
0,6,0,0,0,0,6,0
7,6,0,0,0,0,6,5
0,2,4,4,4,4,2,0
0,0,8,0,0,8,0,0
endlayer layer
3,3,9,3,3,9,3,3
7,9,9,9,9,9,9,5
9,9,10,10,10,10,9,9
7,9,10,10,10,10,9,5
7,9,10,10,10,10,9,5
9,9,10,10,10,10,9,9
7,9,9,9,9,9,9,5
8,8,9,8,8,9,8,8
endlayer layer
0,0,0,0,0,0,0,0
0,11,12,13,13,12,11,0
0,12,15,0,0,14,12,0
0,17,0,0,0,0,16,0
0,17,0,0,0,0,16,0
0,12,15,0,0,15,12,0
0,11,12,18,18,12,11,0
0,0,0,0,0,0,0,0
endlayer layer
0,0,0,0,0,0,0,0
0,0,12,0,0,12,0,0
0,12,0,0,0,19,12,0
0,13,0,0,0,0,20,0
0,13,0,0,0,0,21,0
0,12,0,0,0,22,12,0
0,0,12,13,13,12,0,0
0,0,0,0,0,0,0,0
endlayer layer
0,0,23,0,0,0,0,0
0,0,12,24,24,12,0,0
0,12,0,0,0,0,12,0
0,26,0,25,0,0,24,0
0,26,0,0,0,0,24,0
0,12,0,0,0,0,12,27
0,0,12,26,26,12,0,0
0,0,0,0,0,0,0,0
endlayer layer
0,0,28,29,29,28,0,0
0,28,30,31,31,30,28,0
33,30,0,0,0,0,30,32
29,31,0,34,0,0,31,29
29,31,0,0,0,0,31,29
33,30,0,0,0,0,30,32
0,35,30,31,31,30,35,0
0,0,35,29,29,35,0,0
endlayer layer
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,34,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,31,0,0,0,0
0,0,0,31,0,0,0,0
0,0,0,0,0,0,0,0
endlayer layer
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,31,0,0,0,0
0,0,0,31,0,0,0,0
0,0,0,31,0,0,0,0
0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0
endlayer
Did you guys install the mod before or after you created your world? If after, you need to find chunks you haven't visited yet.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Done that in spades.
(In case it wasn't clear, I was referring to the ruin in the spoiler not working)
Got it working now... I'm not entirely sure how, though.
Working on a structure-centric modpack, so I'm sure I'll have many more questions in the future.