I have been flying around in creative and noticed some of my ruins seem to never spawn.
In particular \jungle\Laz_FlowerTempleMed and Big.
Is there something about the nuances of maxlevelling and other flags I am not getting?
Or do I have to make a proxy ruin that will call testruin?
Similarly I have noticed 23rFancyPool never spawns, no matter what changes I make to it. That one's not mine, but I would like to see it occasionally.
A year ago I developed the set of "best practices" involving these options: embed_into_distance, max_levelling, and levelling_buffer. I'll just paste in the old post and fill in the rest.
Jordan, you could do it the same way as I do exposed foundations for my buildings, tree roots would be handled exactly the same, just use these three together:
embed_into_distance="how deep you want the roots" max_leveling="how deep you want the roots" (same as number for embed_into_distance) leveling_buffer=-1
setting the leveling buffer to -1 keeps it from filing ANY land (above the first layer), and when used in conjunction with embed into distance, you get exposed foundations, and it still places on rough land.
After finishing the structure design, build a water-tight tub around the roots and fill it with water, the water spread will make filling the area easy and you can change the water rule to "preserveBlock" in the file itself, (provided the structure wasn't actually supposed to be a lake).
Also, this has the side-effect of "forgiving" the terrain for being too steep, giving the structure a better spawnrate. Of course, it also means that the template needs lower layers to keep the structure grounded.
The higher the embed_into_distance and max_levelling, the more rugged terrain a template will spawn in.
The last step described above is to fill in all the air spaces with preserveBlock, which is a vital step to this process.
I have been flying around in creative and noticed some of my ruins seem to never spawn.
In particular \jungle\Laz_FlowerTempleMed and Big.
Which version of Minecraft are you running this in? I got an error on a reference to "wall_banner-4" in Laz_FlowerTempleMed, when running this in 1.7.10. (I ended up replacing rule46 and rule49 with preserveBlock placeholders.)
Among the things I notice:
1) Jungle is a very difficult place to get structures to spawn. I routinely use the rule of "preserve_plants=1" to get it to ignore the plant layer while looking for target blocks.
2) The footprint on this is HUGE (51 x 31 for the medium one), and yet max_leveling is set to 2, allowable_overhang is a mere 1, and embed_into_distance is just 1. It's going to be nigh impossible to find a legitimate building area in jungle (which tends to be hilly), and for that large of an area to only have a difference in elevation of up to 2 blocks. Gillymoth's "best practices" would help immensely.
Giving the structure a basement and then increasing max_leveling would be one possibility. You could reduce max_leveling to 0, and crank up the overhang to something much larger (i.e., the number of blocks in the footprint that it's okay to have hanging out over empty space), but then you'll have, well ... blocks hanging out over empty space (and that may not be desirable).
Another possibility would be to skip the part of adding a "basement," but just increase max_leveling to something like 1/2 the larger of the two dimensions (so, 26), and see if that helps out, but it's likely to take a big chunk out of the terrain, and you may end up with a huge "dirt platform" built up underneath the structure in order to level things out properly.
The Meaning of Life, the Universe, and Everything.
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It looks like the RUINSTRIGGER command gets broken when updating to the more recent versions of Fastcraft (ctest21 and up). I've left a comment in Player's thread to hopefully get some information on how it can be fixed. Atomic, if a fix is plausible, would you be willing to incorporate the fix into the 1.7.10 versions, or are you done with them at this point?
I'm running the 1.7.10 version of the mod. The structures load in fine, but there are empty spawners scattered around them. I had assumed it was a conflicting mod, but I removed everything but it, and there are still just empty spawners sitting on the ground.
Are these custom made structures? Or are these the ones that came with it? If you edited .tml files to generate the spawners in, then find the file (probably in the generic folder). Make sure the rule containing the spawner is something like this:
rule8=0,100,MobSpawner:Zombie
(Basically make sure that a colon and a valid mob name appears afterwards. (Not sure on case sensitivity on this one, but you might want to make sure that the case is correct and everything.
When I try to save a template, this shows up in the log:
[17:37:00] [Client thread/INFO]: [CHAT] Template parser ready to create DiamondTrap. Break any block of the baseplate now.
[17:37:02] [Thread-22/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: java.io.IOException: The system cannot find the path specified
[17:37:02] [Thread-22/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.io.WinNTFileSystem.createFileExclusively(Native Method)
[17:37:02] [Thread-22/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.io.File.createNewFile(Unknown Source)
[17:37:02] [Thread-22/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at atomicstryker.ruins.common.World2TemplateParser.toFile(World2TemplateParser.java:383)
[17:37:02] [Thread-22/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at atomicstryker.ruins.common.World2TemplateParser.run(World2TemplateParser.java:164)
[17:37:02] [Client thread/INFO]: [CHAT] Block reading finished. Rules: 3, layers: 8, xlen: 10, zlen: 10
[17:37:02] [Client thread/INFO]: [CHAT] Something broke! See server logfile for exception message and get it to AtomicStryker.
[17:37:02] [Client thread/INFO]: [CHAT] First line of stacktrace: The system cannot find the path specified
Hey, now that Minecraft is up to MC 1.9, and Ruins is up to MC 1.8.8, I've been trying to get at least up to MC 1.8 in my Ruins structures, but I've been having problems with fences and doors not rotating properly when I test-spawn them at rotations other than 0. I tried checking out rotation_mappings.txt in my installation and I can't find any entry for gates or for doors.
The trouble is, I just went back and downloaded the latest versions of Ruins for MC 1.8 AND MC 1.8.8, and neither one of them seems to have any entries for gates or doors. (And in MC 1.8, we've got additional types of gates and doors to consider.)
Every sort of stairs, yes. Pistons, ladders, wall signs, furnaces, chests, droppers, hoppers, mushroom blocks, skulls, quartz pillars, hay blocks, yes.
But when I search rotation_mappings.txt for "door" or "gate," I find nothing. I can't find the rotations for logs, either, although those are referenced in the Hay bale/block entry. (Also, I don't see trap doors in there, and I figure those will need rotation logic as well.)
I could just try adding them into my rotation_mappings.txt file, but doors and gates and logs seem rather BASIC, and I can't help but feel that I've missed something critical. I hate asking, as it's probably an obvious answer, and I'll feel stupid once someone explains it, but I just can't figure it out. :/ (And given that my buildings have messed-up gates and doors, and I've tried reinstalling Forge, reinstalling Ruins, recreating a world, and re-capturing buildings using /parseruin, and STILL things mess up when rotated, well, something must be amiss.)
Is anyone else using Minecraft 1.8 with Ruins and experiencing any trouble with rotation on gates and doors?
Oh,
decided to fix the gate and door rotations for 1.8, as all the new gate and door styles don't show up in my rotationmappings file: (the screenshots show before and after, the following code fixes it, (however the dark-oak versions seem to not need fixing, and could possibly be dropped from this list)) Technically the doors and fencegates use different "absolute" data sets, but the "relative" mappings are identical and can be grouped into one section.
# fencegates and doors in 1.8
# 1230,5674
BlockID=fence_gate;spruce_fence_gate;birch_fence_gate;jungle_fence_gate;dark_oak_fence_gate;acacia_fence_gate;wooden_door;spruce_door;birch_door;jungle_door;dark_oak_door;acacia_door
Jordan, I posted a fix for doors and gates two pages back, here is the quote so players can paste it into their files:
Excellent! I hope that gets incorporated into the regular download at some point. I'm perplexed that I somehow missed that post. Thanks for re-sharing it!
Okay, now I've got my work cut out for me on what to do after I finish testing my 1.8 structures. I guess I need to brush up on what further changes have gone into effect in MC 1.9 (and especially if anything important has been "retired").
Actually, I didn't even realize Forge 1.9 was out yet. I'll have to give that a try.
Thanks! Your fix has restored rotations for doors and gates. I discovered that another block left out would be lit_furnace. For my own use, I've added "lit_furnace" to the block of rotation_mappings that presently includes "furnace."
(I like using lit_furnace for inhabited structures, such as shops with custom villagers, as a safer alternative to a netherrack fireplace, and just for an interesting decorative touch. It works just like a regular furnace except that when spawned, it's indefinitely in the lit/burning state, and acts as a light source. If you actually USE the furnace, however, the fire/lit status will go out once it's finished processing, and thereafter it'll be a normal furnace.)
P.S., it looks like "strongholdLibrary" no longer works as an option for GenChestHook. If used, it just produces an empty chest. "dungeonChest" and "bonusChest" work as per normal. I'll have to do some testing to see if any other chest options are affected. (For all I know, maybe they consolidated a few different chest loot tables in Minecraft 1.8, and "strongholdLibrary" is deprecated?)
Yeah, a lot of internal content in the newest version of minecraft has changed entirely, especially the sounds, which have all new names, in addition to the new sounds and the remastered ones. Luckily most commands still work the same, but there is a very consistent set of exceptions.
The Loot system was entirely reworked. It now doesn't generate a set of items and drops it into the chest - no, the chest has a registered loot "table" and only generates the content when a player opens it for the first time. Here is a list of 1.9 vanilla loot table entries:
public static final ResourceLocation CHESTS_SPAWN_BONUS_CHEST = register("chests/spawn_bonus_chest");
public static final ResourceLocation CHESTS_END_CITY_TREASURE = register("chests/end_city_treasure");
public static final ResourceLocation CHESTS_SIMPLE_DUNGEON = register("chests/simple_dungeon");
public static final ResourceLocation CHESTS_VILLAGE_BLACKSMITH = register("chests/village_blacksmith");
public static final ResourceLocation CHESTS_ABANDONED_MINESHAFT = register("chests/abandoned_mineshaft");
public static final ResourceLocation CHESTS_NETHER_BRIDGE = register("chests/nether_bridge");
public static final ResourceLocation CHESTS_STRONGHOLD_LIBRARY = register("chests/stronghold_library");
public static final ResourceLocation CHESTS_STRONGHOLD_CROSSING = register("chests/stronghold_crossing");
public static final ResourceLocation CHESTS_STRONGHOLD_CORRIDOR = register("chests/stronghold_corridor");
public static final ResourceLocation CHESTS_DESERT_PYRAMID = register("chests/desert_pyramid");
public static final ResourceLocation CHESTS_JUNGLE_TEMPLE = register("chests/jungle_temple");
public static final ResourceLocation CHESTS_IGLOO_CHEST = register("chests/igloo_chest");
public static final ResourceLocation ENTITIES_WITCH = register("entities/witch");
public static final ResourceLocation ENTITIES_BLAZE = register("entities/blaze");
public static final ResourceLocation ENTITIES_CREEPER = register("entities/creeper");
public static final ResourceLocation ENTITIES_SPIDER = register("entities/spider");
public static final ResourceLocation ENTITIES_CAVE_SPIDER = register("entities/cave_spider");
public static final ResourceLocation ENTITIES_GIANT = register("entities/giant");
public static final ResourceLocation ENTITIES_SILVERFISH = register("entities/silverfish");
public static final ResourceLocation ENTITIES_ENDERMAN = register("entities/enderman");
public static final ResourceLocation ENTITIES_GUARDIAN = register("entities/guardian");
public static final ResourceLocation ENTITIES_ELDER_GUARDIAN = register("entities/elder_guardian");
public static final ResourceLocation ENTITIES_SHULKER = register("entities/shulker");
public static final ResourceLocation ENTITIES_IRON_GOLEM = register("entities/iron_golem");
public static final ResourceLocation ENTITIES_SNOWMAN = register("entities/snowman");
public static final ResourceLocation ENTITIES_RABBIT = register("entities/rabbit");
public static final ResourceLocation ENTITIES_CHICKEN = register("entities/chicken");
public static final ResourceLocation ENTITIES_PIG = register("entities/pig");
public static final ResourceLocation ENTITIES_HORSE = register("entities/horse");
public static final ResourceLocation ENTITIES_ZOMBIE_HORSE = register("entities/zombie_horse");
public static final ResourceLocation ENTITIES_SKELETON_HORSE = register("entities/skeleton_horse");
public static final ResourceLocation ENTITIES_COW = register("entities/cow");
public static final ResourceLocation ENTITIES_MUSHROOM_COW = register("entities/mushroom_cow");
public static final ResourceLocation ENTITIES_WOLF = register("entities/wolf");
public static final ResourceLocation ENTITIES_OCELOT = register("entities/ocelot");
public static final ResourceLocation ENTITIES_SHEEP = register("entities/sheep");
public static final ResourceLocation ENTITIES_SHEEP_WHITE = register("entities/sheep/white");
public static final ResourceLocation ENTITIES_SHEEP_ORANGE = register("entities/sheep/orange");
public static final ResourceLocation ENTITIES_SHEEP_MAGENTA = register("entities/sheep/magenta");
public static final ResourceLocation ENTITIES_SHEEP_LIGHT_BLUE = register("entities/sheep/light_blue");
public static final ResourceLocation ENTITIES_SHEEP_YELLOW = register("entities/sheep/yellow");
public static final ResourceLocation ENTITIES_SHEEP_LIME = register("entities/sheep/lime");
public static final ResourceLocation ENTITIES_SHEEP_PINK = register("entities/sheep/pink");
public static final ResourceLocation ENTITIES_SHEEP_GRAY = register("entities/sheep/gray");
public static final ResourceLocation ENTITIES_SHEEP_SILVER = register("entities/sheep/silver");
public static final ResourceLocation ENTITIES_SHEEP_CYAN = register("entities/sheep/cyan");
public static final ResourceLocation ENTITIES_SHEEP_PURPLE = register("entities/sheep/purple");
public static final ResourceLocation ENTITIES_SHEEP_BLUE = register("entities/sheep/blue");
public static final ResourceLocation ENTITIES_SHEEP_BROWN = register("entities/sheep/brown");
public static final ResourceLocation ENTITIES_SHEEP_GREEN = register("entities/sheep/green");
public static final ResourceLocation ENTITIES_SHEEP_RED = register("entities/sheep/red");
public static final ResourceLocation ENTITIES_SHEEP_BLACK = register("entities/sheep/black");
public static final ResourceLocation ENTITIES_BAT = register("entities/bat");
public static final ResourceLocation ENTITIES_SLIME = register("entities/slime");
public static final ResourceLocation ENTITIES_MAGMA_CUBE = register("entities/magma_cube");
public static final ResourceLocation ENTITIES_GHAST = register("entities/ghast");
public static final ResourceLocation ENTITIES_SQUID = register("entities/squid");
public static final ResourceLocation ENTITIES_ENDERMITE = register("entities/endermite");
public static final ResourceLocation ENTITIES_ZOMBIE = register("entities/zombie");
public static final ResourceLocation ENTITIES_ZOMBIE_PIGMAN = register("entities/zombie_pigman");
public static final ResourceLocation ENTITIES_SKELETON = register("entities/skeleton");
public static final ResourceLocation ENTITIES_WITHER_SKELETON = register("entities/wither_skeleton");
public static final ResourceLocation GAMEPLAY_FISHING = register("gameplay/fishing");
public static final ResourceLocation GAMEPLAY_FISHING_JUNK = register("gameplay/fishing/junk");
public static final ResourceLocation GAMEPLAY_FISHING_TREASURE = register("gameplay/fishing/treasure");
public static final ResourceLocation GAMEPLAY_FISHING_FISH = register("gameplay/fishing/fish");
So i would say "chests/simple_dungeon" is the loot table of choice, most of the time.
I would actually be surprised that "dungeonChest" still works.
So i would say "chests/simple_dungeon" is the loot table of choice, most of the time.
I would actually be surprised that "dungeonChest" still works.
Yeah, I saw the changes to chests for 1.9, but I'm still struggling with trying to convert all my 1.7.10 structures up to 1.8. (And THEN I'll have to figure out all the additional stuff I need to do to make the leap to 1.9. )
So when I refer to "dungeonChest" working, I'm referring to it working in MC 1.8. I'm pretty sure it would break if I tried using that for MC 1.9. When I make the leap to MC 1.9, I'm definitely going to try making a few "fresh" structures and capture them with /parseruin to see a sample of how a chest gets turned by /parseruin into a treasure chest, and so forth, so I can get a few examples before I try plowing ahead with "converting" my existing structures up to MC 1.9.
Anyway, it's not a big deal. I only have a few structures using "strongholdLibrary," and in that case, it's because I had a chest in a "library" area, and so I wanted a mix of library-ish things. I can easily accomplish the same thing just by using IInventory to stuff those chests with a few pieces of paper, books, feathers, ink sacs, etc., with the occasional enchanted book as a special prize. Ruins already offers a certain amount of randomization.
For now, for my MC 1.8 structures, I'm using "bonusChest" for structures where I'd like for the chests not to be EMPTY, but there isn't really enough of a challenge (or rarity) to justify there being some fabulous treasure just lying about. And then "dungeonChest" is for the hard-won treasures in structures that feature traps and/or monsters.
For MC 1.9, I guess I'll have to see if there's still logic for the "bonusChest," and if so, what it has been transformed into. If it's just a single loot table at that point, then if I want to have structures that have a few minor items, I can always fall back on IInventory, and manually pick a few items to put in there. I don't think mods meddle with "bonusChest" content that much anyway.
The Meaning of Life, the Universe, and Everything.
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Posts:
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Atomic, is there any chance of seeing the RUINSTRIGGER fix that you made on the 1.9 branch make its way back to 1.7.10, or would that be too much of a hassle due to code changes between the two versions?
A year ago I developed the set of "best practices" involving these options: embed_into_distance, max_levelling, and levelling_buffer. I'll just paste in the old post and fill in the rest.
Also, this has the side-effect of "forgiving" the terrain for being too steep, giving the structure a better spawnrate. Of course, it also means that the template needs lower layers to keep the structure grounded.
The higher the embed_into_distance and max_levelling, the more rugged terrain a template will spawn in.
The last step described above is to fill in all the air spaces with preserveBlock, which is a vital step to this process.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
I'm thinking 45x45 is what is making it never spawn.
Current configuration is:
biomesToSpawnIn=Beach,Birch Forest,Birch Forest Hills,Birch Forest Hills M,Birch Forest M,Cold Beach,Cold Taiga,Cold Taiga Hills,Cold Taiga M,Deep Ocean,Desert,Desert M,DesertHills,Extreme Hills,Extreme Hills Edge,Extreme Hills M,Extreme Hills+,Extreme Hills+ M,Flower Forest,Forest,ForestHills,FrozenOcean,FrozenRiver,Hell,Ice Mountains,Ice Plains,Ice Plains Spikes,Jungle,Jungle M,JungleEdge,JungleEdge M,JungleHills,Mega Spruce Taiga,Mega Taiga,Mega Taiga Hills,Mesa,Mesa (Bryce),Mesa Plateau,Mesa Plateau F,Mesa Plateau F M,Mesa Plateau M,MushroomIsland,MushroomIslandShore,Ocean,Plains,Plains M,Redwood Taiga Hills M,River,Roofed Forest,Roofed Forest M,Savanna,Savanna M,Savanna Plateau,Savanna Plateau M,Stone Beach,Sunflower Plains,Swampland,Swampland M,Taiga,Taiga M,TaigaHills,The End,The Void
weight=10
unique=1
embed_into_distance=14
unacceptable_target_blocks=flowing_lava,lava
dimensions=17,45,45
allowable_overhang=1
max_leveling=14
It's in \plains
And I still don't see it spawn anywhere.
Which version of Minecraft are you running this in? I got an error on a reference to "wall_banner-4" in Laz_FlowerTempleMed, when running this in 1.7.10. (I ended up replacing rule46 and rule49 with preserveBlock placeholders.)
Among the things I notice:
1) Jungle is a very difficult place to get structures to spawn. I routinely use the rule of "preserve_plants=1" to get it to ignore the plant layer while looking for target blocks.
2) The footprint on this is HUGE (51 x 31 for the medium one), and yet max_leveling is set to 2, allowable_overhang is a mere 1, and embed_into_distance is just 1. It's going to be nigh impossible to find a legitimate building area in jungle (which tends to be hilly), and for that large of an area to only have a difference in elevation of up to 2 blocks. Gillymoth's "best practices" would help immensely.
Giving the structure a basement and then increasing max_leveling would be one possibility. You could reduce max_leveling to 0, and crank up the overhang to something much larger (i.e., the number of blocks in the footprint that it's okay to have hanging out over empty space), but then you'll have, well ... blocks hanging out over empty space (and that may not be desirable).
Another possibility would be to skip the part of adding a "basement," but just increase max_leveling to something like 1/2 the larger of the two dimensions (so, 26), and see if that helps out, but it's likely to take a big chunk out of the terrain, and you may end up with a huge "dirt platform" built up underneath the structure in order to level things out properly.
--- 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)
https://github.com/AtomicStryker/atomicstrykers-minecraft-mods/blob/1.8/Ruins/resources/examplesAndDocs/template_rules.txt
It looks like the RUINSTRIGGER command gets broken when updating to the more recent versions of Fastcraft (ctest21 and up). I've left a comment in Player's thread to hopefully get some information on how it can be fixed. Atomic, if a fix is plausible, would you be willing to incorporate the fix into the 1.7.10 versions, or are you done with them at this point?
I'm running the 1.7.10 version of the mod. The structures load in fine, but there are empty spawners scattered around them. I had assumed it was a conflicting mod, but I removed everything but it, and there are still just empty spawners sitting on the ground.
Are these custom made structures? Or are these the ones that came with it? If you edited .tml files to generate the spawners in, then find the file (probably in the generic folder). Make sure the rule containing the spawner is something like this:
rule8=0,100,MobSpawner:Zombie
(Basically make sure that a colon and a valid mob name appears afterwards. (Not sure on case sensitivity on this one, but you might want to make sure that the case is correct and everything.
Can you help me with this error?
When I try to save a template, this shows up in the log:
[17:37:00] [Client thread/INFO]: [CHAT] Template parser ready to create DiamondTrap. Break any block of the baseplate now.
[17:37:02] [Thread-22/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: java.io.IOException: The system cannot find the path specified
[17:37:02] [Thread-22/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.io.WinNTFileSystem.createFileExclusively(Native Method)
[17:37:02] [Thread-22/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.io.File.createNewFile(Unknown Source)
[17:37:02] [Thread-22/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at atomicstryker.ruins.common.World2TemplateParser.toFile(World2TemplateParser.java:383)
[17:37:02] [Thread-22/INFO]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at atomicstryker.ruins.common.World2TemplateParser.run(World2TemplateParser.java:164)
[17:37:02] [Client thread/INFO]: [CHAT] Block reading finished. Rules: 3, layers: 8, xlen: 10, zlen: 10
[17:37:02] [Client thread/INFO]: [CHAT] Something broke! See server logfile for exception message and get it to AtomicStryker.
[17:37:02] [Client thread/INFO]: [CHAT] First line of stacktrace: The system cannot find the path specified
Hey, now that Minecraft is up to MC 1.9, and Ruins is up to MC 1.8.8, I've been trying to get at least up to MC 1.8 in my Ruins structures, but I've been having problems with fences and doors not rotating properly when I test-spawn them at rotations other than 0. I tried checking out rotation_mappings.txt in my installation and I can't find any entry for gates or for doors.
The trouble is, I just went back and downloaded the latest versions of Ruins for MC 1.8 AND MC 1.8.8, and neither one of them seems to have any entries for gates or doors. (And in MC 1.8, we've got additional types of gates and doors to consider.)
Every sort of stairs, yes. Pistons, ladders, wall signs, furnaces, chests, droppers, hoppers, mushroom blocks, skulls, quartz pillars, hay blocks, yes.
But when I search rotation_mappings.txt for "door" or "gate," I find nothing. I can't find the rotations for logs, either, although those are referenced in the Hay bale/block entry. (Also, I don't see trap doors in there, and I figure those will need rotation logic as well.)
I could just try adding them into my rotation_mappings.txt file, but doors and gates and logs seem rather BASIC, and I can't help but feel that I've missed something critical. I hate asking, as it's probably an obvious answer, and I'll feel stupid once someone explains it, but I just can't figure it out. :/ (And given that my buildings have messed-up gates and doors, and I've tried reinstalling Forge, reinstalling Ruins, recreating a world, and re-capturing buildings using /parseruin, and STILL things mess up when rotated, well, something must be amiss.)
Is anyone else using Minecraft 1.8 with Ruins and experiencing any trouble with rotation on gates and doors?
--- 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)
Jordan, I posted a fix for doors and gates two pages back, here is the quote so players can paste it into their files:
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Excellent! I hope that gets incorporated into the regular download at some point. I'm perplexed that I somehow missed that post. Thanks for re-sharing it!
--- 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)
Updated for MC 1.9
You are a champion!
Okay, now I've got my work cut out for me on what to do after I finish testing my 1.8 structures. I guess I need to brush up on what further changes have gone into effect in MC 1.9 (and especially if anything important has been "retired").
Actually, I didn't even realize Forge 1.9 was out yet. I'll have to give that a try.
--- 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)
Very nice! Ruins is an excellent way to save configurations of blocks in-game without having to use external programs that modify the world.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
@Gillymoth:
Thanks! Your fix has restored rotations for doors and gates. I discovered that another block left out would be lit_furnace. For my own use, I've added "lit_furnace" to the block of rotation_mappings that presently includes "furnace."
(I like using lit_furnace for inhabited structures, such as shops with custom villagers, as a safer alternative to a netherrack fireplace, and just for an interesting decorative touch. It works just like a regular furnace except that when spawned, it's indefinitely in the lit/burning state, and acts as a light source. If you actually USE the furnace, however, the fire/lit status will go out once it's finished processing, and thereafter it'll be a normal furnace.)
P.S., it looks like "strongholdLibrary" no longer works as an option for GenChestHook. If used, it just produces an empty chest. "dungeonChest" and "bonusChest" work as per normal. I'll have to do some testing to see if any other chest options are affected. (For all I know, maybe they consolidated a few different chest loot tables in Minecraft 1.8, and "strongholdLibrary" is deprecated?)
--- 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, a lot of internal content in the newest version of minecraft has changed entirely, especially the sounds, which have all new names, in addition to the new sounds and the remastered ones. Luckily most commands still work the same, but there is a very consistent set of exceptions.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
The Loot system was entirely reworked. It now doesn't generate a set of items and drops it into the chest - no, the chest has a registered loot "table" and only generates the content when a player opens it for the first time. Here is a list of 1.9 vanilla loot table entries:
public static final ResourceLocation CHESTS_SPAWN_BONUS_CHEST = register("chests/spawn_bonus_chest");
public static final ResourceLocation CHESTS_END_CITY_TREASURE = register("chests/end_city_treasure");
public static final ResourceLocation CHESTS_SIMPLE_DUNGEON = register("chests/simple_dungeon");
public static final ResourceLocation CHESTS_VILLAGE_BLACKSMITH = register("chests/village_blacksmith");
public static final ResourceLocation CHESTS_ABANDONED_MINESHAFT = register("chests/abandoned_mineshaft");
public static final ResourceLocation CHESTS_NETHER_BRIDGE = register("chests/nether_bridge");
public static final ResourceLocation CHESTS_STRONGHOLD_LIBRARY = register("chests/stronghold_library");
public static final ResourceLocation CHESTS_STRONGHOLD_CROSSING = register("chests/stronghold_crossing");
public static final ResourceLocation CHESTS_STRONGHOLD_CORRIDOR = register("chests/stronghold_corridor");
public static final ResourceLocation CHESTS_DESERT_PYRAMID = register("chests/desert_pyramid");
public static final ResourceLocation CHESTS_JUNGLE_TEMPLE = register("chests/jungle_temple");
public static final ResourceLocation CHESTS_IGLOO_CHEST = register("chests/igloo_chest");
public static final ResourceLocation ENTITIES_WITCH = register("entities/witch");
public static final ResourceLocation ENTITIES_BLAZE = register("entities/blaze");
public static final ResourceLocation ENTITIES_CREEPER = register("entities/creeper");
public static final ResourceLocation ENTITIES_SPIDER = register("entities/spider");
public static final ResourceLocation ENTITIES_CAVE_SPIDER = register("entities/cave_spider");
public static final ResourceLocation ENTITIES_GIANT = register("entities/giant");
public static final ResourceLocation ENTITIES_SILVERFISH = register("entities/silverfish");
public static final ResourceLocation ENTITIES_ENDERMAN = register("entities/enderman");
public static final ResourceLocation ENTITIES_GUARDIAN = register("entities/guardian");
public static final ResourceLocation ENTITIES_ELDER_GUARDIAN = register("entities/elder_guardian");
public static final ResourceLocation ENTITIES_SHULKER = register("entities/shulker");
public static final ResourceLocation ENTITIES_IRON_GOLEM = register("entities/iron_golem");
public static final ResourceLocation ENTITIES_SNOWMAN = register("entities/snowman");
public static final ResourceLocation ENTITIES_RABBIT = register("entities/rabbit");
public static final ResourceLocation ENTITIES_CHICKEN = register("entities/chicken");
public static final ResourceLocation ENTITIES_PIG = register("entities/pig");
public static final ResourceLocation ENTITIES_HORSE = register("entities/horse");
public static final ResourceLocation ENTITIES_ZOMBIE_HORSE = register("entities/zombie_horse");
public static final ResourceLocation ENTITIES_SKELETON_HORSE = register("entities/skeleton_horse");
public static final ResourceLocation ENTITIES_COW = register("entities/cow");
public static final ResourceLocation ENTITIES_MUSHROOM_COW = register("entities/mushroom_cow");
public static final ResourceLocation ENTITIES_WOLF = register("entities/wolf");
public static final ResourceLocation ENTITIES_OCELOT = register("entities/ocelot");
public static final ResourceLocation ENTITIES_SHEEP = register("entities/sheep");
public static final ResourceLocation ENTITIES_SHEEP_WHITE = register("entities/sheep/white");
public static final ResourceLocation ENTITIES_SHEEP_ORANGE = register("entities/sheep/orange");
public static final ResourceLocation ENTITIES_SHEEP_MAGENTA = register("entities/sheep/magenta");
public static final ResourceLocation ENTITIES_SHEEP_LIGHT_BLUE = register("entities/sheep/light_blue");
public static final ResourceLocation ENTITIES_SHEEP_YELLOW = register("entities/sheep/yellow");
public static final ResourceLocation ENTITIES_SHEEP_LIME = register("entities/sheep/lime");
public static final ResourceLocation ENTITIES_SHEEP_PINK = register("entities/sheep/pink");
public static final ResourceLocation ENTITIES_SHEEP_GRAY = register("entities/sheep/gray");
public static final ResourceLocation ENTITIES_SHEEP_SILVER = register("entities/sheep/silver");
public static final ResourceLocation ENTITIES_SHEEP_CYAN = register("entities/sheep/cyan");
public static final ResourceLocation ENTITIES_SHEEP_PURPLE = register("entities/sheep/purple");
public static final ResourceLocation ENTITIES_SHEEP_BLUE = register("entities/sheep/blue");
public static final ResourceLocation ENTITIES_SHEEP_BROWN = register("entities/sheep/brown");
public static final ResourceLocation ENTITIES_SHEEP_GREEN = register("entities/sheep/green");
public static final ResourceLocation ENTITIES_SHEEP_RED = register("entities/sheep/red");
public static final ResourceLocation ENTITIES_SHEEP_BLACK = register("entities/sheep/black");
public static final ResourceLocation ENTITIES_BAT = register("entities/bat");
public static final ResourceLocation ENTITIES_SLIME = register("entities/slime");
public static final ResourceLocation ENTITIES_MAGMA_CUBE = register("entities/magma_cube");
public static final ResourceLocation ENTITIES_GHAST = register("entities/ghast");
public static final ResourceLocation ENTITIES_SQUID = register("entities/squid");
public static final ResourceLocation ENTITIES_ENDERMITE = register("entities/endermite");
public static final ResourceLocation ENTITIES_ZOMBIE = register("entities/zombie");
public static final ResourceLocation ENTITIES_ZOMBIE_PIGMAN = register("entities/zombie_pigman");
public static final ResourceLocation ENTITIES_SKELETON = register("entities/skeleton");
public static final ResourceLocation ENTITIES_WITHER_SKELETON = register("entities/wither_skeleton");
public static final ResourceLocation GAMEPLAY_FISHING = register("gameplay/fishing");
public static final ResourceLocation GAMEPLAY_FISHING_JUNK = register("gameplay/fishing/junk");
public static final ResourceLocation GAMEPLAY_FISHING_TREASURE = register("gameplay/fishing/treasure");
public static final ResourceLocation GAMEPLAY_FISHING_FISH = register("gameplay/fishing/fish");
So i would say "chests/simple_dungeon" is the loot table of choice, most of the time.
I would actually be surprised that "dungeonChest" still works.
I love this mod,and happy to hear it updated to 1.9
and I will repost it to a China forum---MCBBS?(I just only a reposter and translator)
Now I need your answer for my reposting
MUCH THANKS!!!(and I'm sorry my English is so bad)
--They won't die...They will return...muhuhuhuhuhuhuhuhu......--
Yeah, I saw the changes to chests for 1.9, but I'm still struggling with trying to convert all my 1.7.10 structures up to 1.8. (And THEN I'll have to figure out all the additional stuff I need to do to make the leap to 1.9.
So when I refer to "dungeonChest" working, I'm referring to it working in MC 1.8. I'm pretty sure it would break if I tried using that for MC 1.9. When I make the leap to MC 1.9, I'm definitely going to try making a few "fresh" structures and capture them with /parseruin to see a sample of how a chest gets turned by /parseruin into a treasure chest, and so forth, so I can get a few examples before I try plowing ahead with "converting" my existing structures up to MC 1.9.
Anyway, it's not a big deal. I only have a few structures using "strongholdLibrary," and in that case, it's because I had a chest in a "library" area, and so I wanted a mix of library-ish things. I can easily accomplish the same thing just by using IInventory to stuff those chests with a few pieces of paper, books, feathers, ink sacs, etc., with the occasional enchanted book as a special prize. Ruins already offers a certain amount of randomization.
For now, for my MC 1.8 structures, I'm using "bonusChest" for structures where I'd like for the chests not to be EMPTY, but there isn't really enough of a challenge (or rarity) to justify there being some fabulous treasure just lying about. And then "dungeonChest" is for the hard-won treasures in structures that feature traps and/or monsters.
For MC 1.9, I guess I'll have to see if there's still logic for the "bonusChest," and if so, what it has been transformed into. If it's just a single loot table at that point, then if I want to have structures that have a few minor items, I can always fall back on IInventory, and manually pick a few items to put in there. I don't think mods meddle with "bonusChest" content that much anyway.
--- 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)
Atomic, is there any chance of seeing the RUINSTRIGGER fix that you made on the 1.9 branch make its way back to 1.7.10, or would that be too much of a hassle due to code changes between the two versions?