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I don't understand how you get your own ruins to spawn in game with out the command. and I'm having trouble finding anything on this thread as it's so large. Is there not a tutorial of sorts? I've built the ruin but I can't get it to spawn at all. in fact I'm having trouble getting the mod to spawn anything at all now. made more then one world and nothing is working.,. feel like I'm wasting my time trying to solve this out after 4 hours of trying to get this to work with no luck at all. Help any one? tutorial?
If the problem is that your parsed ruins are not spawning, it may be due to the ruins only being in the templateparser folder. You need to copy the files into the generic folder or whatever biomes you want them in.
Alright, I'm back! I've got another thing that is either a bug or should be a feature or I'm just doing wrong.
Am I able to have ruins generate with custom loot tables I have created myself, or am I limited to only the vanilla Minecraft defaults? If I can use custom ones, what is the proper syntax? If I can't, how much of a pain would it be for you to make that a possibility?
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So I can now get them to spawn in the biome I want. But I'm having huge problems getting command blocks to fire off. They are ether just not updating or lagging so bad that it takes years for the mobs to be spawned. I have some other creators ruins on that have commandblocks that are working with out any problems whatso ever. It's only mine that is not working. Is there some trick to always getting the commandblocks to fire off? no other ruins with commands in them have failed to fire off.
Here is my ruin
# Created by Ruins mod version 16.0 Ingame Parser
# authoring Player: CorpLee
Do you have any examples of the structures that ARE working, versus yours that do not? (I wasn't clear by your wording, but do you have other structures you've created with Command Blocks that DO work? If so, one of those might be useful to see for comparative purposes as well.)
It looks like you're using the new teBlock feature (which I'm still struggling to get a handle on) to create the Command Blocks. So far, the only structures I've completed that use "auto-activating" Command Blocks have been using the RUINSTRIGGER feature (rather than the new MC 1.9 "always on" feature, which I have yet to figure out how to do properly). I don't know anything about the underlying mechanics, but RUINSTRIGGER seems to fire off only when the player is within some sort of range, and even then, it SEEMS to be more likely to fire off when the player is in motion. (I.e., I have gone exploring to test out my ruins in Creative Mode, flown up to one of the "seeder well" structures for one of my Cursed Village ruins, then left the computer to go get a drink or something, and once I came back, nothing had happened ... but I move a bit, and suddenly RUINSTRIGGER Command Blocks fire off, and I'm surrounded by buildings. Sometimes it goes off immediately, and at other points, I end up having to practically do a rain dance around the Command Block before RUINSTRIGGER finally fires off. I haven't figured out the difference, unless it's just random.)
I hope to give your template a try (I'm interested in learning more about teBlock and how to use the new types of Command Blocks), but I haven't had a chance to yet. I'm afraid I don't know enough to notice anything useful right away just by looking at the template.
where i can find the ruins config ? i am playing in 1.8.9 and i want to disable some structures
For the config, after you have generated at least one world with Ruins installed, go to the config folder and look for ruins.txt. In older installations of Ruins, the ruins.txt file used to be in the mods folder.
However, if your purpose is to "disable some structures," I'm afraid it's a different matter. Each structure has its own template file. Within the mods folder, there is a sub-folder structure: /.minecraft/mods/resources/ruins/*
Within the ruins subfolder, there are several subfolders, most of them named after different biomes (plains, desert, etc.). The ruins templates that automatically come with the Ruins mod can be found in the jungle,ocean and generic folders -- most of them being in the generic folder (where structures can appear in ANY biome, as long as the target block specs are met -- e.g., a structure might be specified to appear on water only, so it won't appear on land, or vice versa).
As for how to identify which one is which, there is another file called RuinsPositionsFile.txt, which is found in the save folder for your world. This document contains the file name AND coordinates for every ruins structure that has spawned in your world. Just visit the offending structure you want to get rid of in your game world, use F3 to get a look at your x/y/z location, then compare it to the RuinsPositionsFile.txt and see what matches up. Remove it from the containing folder, restart the game, and in any future terrain generation, that structure should no longer show up.
When this structure is spawned (via /testruin), after a bit the RUINSTRIGGER should kick in, and the Command Block at the top will disappear, replacing the planks placeholder two blocks down with a repeating command block that I think duplicates what you were trying to do with your circuit. Rather than activating the whole thing, I just have a redstone lamp after the comparator, so you can see that it turns on or off depending upon whether at least one player is within range.
If you were to put this atop your structure (two spaces above the repeating block, right above the cobblestone slab layer), I think it should have the desired effect. You wouldn't have to use the planks placeholder: This will simply replace whatever is there, and because it happens after terrain gen, it should automatically do a block update (which seems to be the problem with the repeating block despite being generated as "always on" just like it ought to be, near as I can tell).
I would also urge you to include the "preventRotation=1" line in your template. Although Ruins handles block rotation for making sure the command blocks point the correct direction (or, at least, I THINK it does!), it won't touch any of the contents of the commands, and some of them call for summoning cobblestone blocks in relative coordinates along the X and Z coordinates. If the whole structure is rotated 90, 180, or 270 degrees, those target locations are going to be considerably off. I tested this with your structure and found that the "circuit self-destruct" doesn't quite work if the structure has been spawned at rotation 2 rather than rotation 0, for instance.
Uhhh that is not true, i very painstakingly made a regex script that does exactly that
And here is a test running your template with rotation SOUTH and WEST, and both working
I'm sorry -- I think there may have been some miscommunication on my part. My "CBTest" structure was just an experiment to place a repeating command block such as the one that triggers MCFUser633447's sample structure. As near as I can tell, my sample should work the same regardless of facing, since the commands contained within the command blocks are not facing-dependent. I had only observed some difference in behavior in MCFUser633447's sample (in a previous post) when I spawned it in Creative mode once deliberately with rotation 0 (the default -- where it worked normally) and then again with rotation 2 (where it MOSTLY worked normally, with the exception of the "circuit self-destruct" feature).
My THEORY on why that made a difference was because some of the triggered Command Blocks would use /setblock to summon in blocks at relative locations. For example, one Command block has a Command of:
/setblock ~2 ~-8 ~3 stonebrick
This would place a "stonebrick" 2 to the east and 3 to the south, and 8 down from the Command Block ... regardless of which way the Command Block is facing, so what was 2 spaces east, 3 south, and 8 down from the CB when it's at the original rotation may not be quite the same when it's been turned around 180 degrees.
This does not indicate any flaw in Ruins in how it handles facing of templates, as far as I'm concerned. It's just something I have to account for when I use Command Blocks to accomplish things outside of the features built directly into Ruins.
If you are referring to something ELSE I am wrong about (of which I cannot be surprised if there is plenty), then I regret to say that I don't entirely understand the statement.
Nce, but JakeTemple very big and in chest empty and no traps or spawning mobs + no lighting(add at least a little), well need more of the atmosphere crushed and death ty for u job, i add JakeOutpost. And add in jakeOutpost, in bottom creeper or zombie or trap. And why the glass multi-colored ? ) Do when you can built a dark and atmospheric(Pls) I wait new temple)
I really like your temple design! Very nice. But I agree that the colored glass seems a little out of place. The temple has a solemn mood and the colored glass has a more carnival atmosphere to it. I tried a version with light grey colored glass instead. What do you think?
I understand the ruined temple having no light but the pristine version of the temple would look nice with some lighting. Something like this maybe?