Hope this isn't a stupid question, but have you put any .tml files into the Extrabiomes specific folders located in .minecraft\mods\resources\ruins folder?
Scratch that last comment, I just installed the extrabiomes mod and I was getting the same problems, no ruins in extrabiomes specific biomes. I did get it to work by putting the .tml files outside the folders into the root ruins folder. only problem with that is that you can't have specific ruins spawning in specific biomes, all of the ruins spawn eveywhere.
Yes, that is exactly the problem that I have encountered. I know of the .tml in ruins base folder workaround, but I use yours and a few other's fan made ruins. Quite a few of those look weird in certain bioms which ruins(no pun intended) the mood of the specific bioms.
Thank you very much for your response. I was beginning to wonder if it was just me.
Oh and by the way, jsmith I love you work. Are you the same John Smith who made the JohnSmith Texture Pack?
Yes, that is exactly the problem that I have encountered. I know of the .tml in ruins base folder workaround, but I use yours and a few other's fan made ruins. Quite a few of those look weird in certain bioms which ruins(no pun intended) the mood of the specific bioms.
Thank you very much for your response. I was beginning to wonder if it was just me.
Oh and by the way, jsmith I love you work. Are you the same John Smith who made the JohnSmith Texture Pack?
Yep, seems to be a problem with the mod, hopefully addressed in the next update. I'm having fun checking out all the biomes in the Extrabiomes mod now, great mod!
I can't take any credit for John Smith's fantastic texture pack unfortunately, I'm a different Jsmith
8.3
+ fixed initialization problem preventing Extra Biomes to spawn stuff by default
+ made cavechunk's pack the default pack, props to him http://www.minecraft...3867-cavechunk/
Ok, need some help. I'm doing something wrong or missing a stage. I have created MC schematics of lots of Ruins I want to add to the program. I can successfully convert these to .tml files using the drag and drop converter. I can add these .tml files to the Ruins folders.
But nothing ever appears in game? Am I missing / not doing / something?
Nope, that's all I do. When I'm testing a tml file I rename my ruins folder to something else and create a new folder called ruins and put the new tml file in the new folder. Open the tml file and change the weight to 100, then create a new world in minecraft and the structure should spawn nearby.
once confirmed working change the weight back to to something reasonable, rename the original ruins folder back to 'ruins' and put the tml file where you want, everything should work.
Hope you're planning to release a pack, I love to see what you've created
8.3
+ fixed initialization problem preventing Extra Biomes to spawn stuff by default
+ made cavechunk's pack the default pack, props to him http://www.minecraft...3867-cavechunk/
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
8.3
+ fixed initialization problem preventing Extra Biomes to spawn stuff by default
+ made cavechunk's pack the default pack, props to him http://www.minecraft...3867-cavechunk/
Whoo hoo! I have been hesitant to go too far building/living in any world in case I was missing out on some amazing ruin placements. now I can Minecraft to my harts consent
And I agree. AtomicStryker, you are great!
jsmith, I too love ExtraBiomes. When I first installed it I spent weeks just exploring. I only wish I could get it to work with the Forgotten Nature mod that adds more trees and biomes. The two mods are merging so every thing should be fine soon.
P.S. I have recently begun to consider a minecraft game without the Mo'creatures mod boring as heck. I Just needed to add the Rotten Flesh to Leather HC mod to compensate for hard to find/keep alive cows. Oh and Atomic, I love how I keep running amuck of various traps in ruins and almost dieing.
Thamks for the assist. Yes, when i'm happy with it all I will release a pack. How do you open the tml file? I cant seem to do this? What do you use?
I just use notepad. Although I dont use the drag and drop converter, I dont know if it makes any difference but I use this method:
A slightly edited version of dann494's instructions:
Copy the schematics you want to convert, and paste them in the same directory as the converter
Open test.bat with Notepad or right-click and select edit
It should look like this
@echo off
java SchToTml JungleSpiderBurrow.schematic
pause
Rename JungleSpiderBurrow.schematic to the schematic you want to convert
If you want to convert several schematics in the same execution, copy and paste the line, and rename
Example
@echo off
java SchToTml test1.schematic
java SchToTml test2.schematic
pause
Run test.bat
The tml files should appear in the same folders as their schematic
8.3
+ fixed initialization problem preventing Extra Biomes to spawn stuff by default
+ made cavechunk's pack the default pack, props to him http://www.minecraft...3867-cavechunk/
Wow, thanks!
However, I made this pack with specific config settings. I'll have to see how it works with the defaults, might be too many in the ocean and on beaches.
Thanks for the help! Everything working fine now by both methods and my stuff is spawning in game ok. I'm going through a learning curve of what looks good and how best it spawns where. It will take awhile. After which, i will sort through my ruins etc and leaf out any that I might have copied from elsewhere, like MCSchematics. Whats left, the original work, I will post as a pack, when I'm not too ashamed of the content.
One thing thats bugging me, i've been trying to spawn some LOTR style beacons and watchtowers on the tops of mountains in the Alpine biomes. They spawn, but only in the valleys between the mountains. What am I doing wrong? Or is there no way to control this?
Nice! I'm not sure it can be done, you can embed structures into the ground, or elevate above the ground, but I dont see anything that specifies to only target blocks of a certain height. But then again I only have a basic understanding of how it works.
Nice! I'm not sure it can be done, you can embed structures into the ground, or elevate above the ground, but I dont see anything that specifies to only target blocks of a certain height. But then again I only have a basic understanding of how it works.
99% sure it's not possible to specify an altitude. If there were blocks that only spawned on mountaintops, that would work - but of course there aren't.
You can try messing with the max_leveling, max_cut_in, and allowable_overhang variables to make the spawn less dependent on flat ground. Note that using leveling overrides the overhang setting. Using the cut setting may give you structures embedded into hillsides, which may or may not be cool. Using both leveling and cut seems to make spawning much more likely (in any biome), since this makes a base below and clears out blocks above the structure's footprint.
I've made a modified version of the sky castle, non-floating versions. There's 3 of them, ocean, land and ruined. Put CastleOcean in the ocean biome folder and the other 2 in plains, forest etc folders.
I've put all my files in the one pack so they're not scattered all over the thread: Download
Okay, I'm having an issue. I have Ruins 1.4.2 in use with the FTB (Feed the Beast) Beta Pack A, and it's not giving me any errors at all, but... Absolutely no buildings are appearing at all. And it's kind of disappointing. I'm not getting any errors upon creating a world, and I'm not getting any errors on my activity screen. Can anyone possibly help me out?
Okay, I'm having an issue. I have Ruins 1.4.2 in use with the FTB (Feed the Beast) Beta Pack A, and it's not giving me any errors at all, but... Absolutely no buildings are appearing at all. And it's kind of disappointing. I'm not getting any errors upon creating a world, and I'm not getting any errors on my activity screen. Can anyone possibly help me out?
It's because of ExtremeBiomesXL. Unfortunately you have to either manually add folders for each biome or find a workaround so ruins appear everywhere
Yes, that is exactly the problem that I have encountered. I know of the .tml in ruins base folder workaround, but I use yours and a few other's fan made ruins. Quite a few of those look weird in certain bioms which ruins(no pun intended) the mood of the specific bioms.
Thank you very much for your response. I was beginning to wonder if it was just me.
Oh and by the way, jsmith I love you work. Are you the same John Smith who made the JohnSmith Texture Pack?
Yep, seems to be a problem with the mod, hopefully addressed in the next update. I'm having fun checking out all the biomes in the Extrabiomes mod now, great mod!
I can't take any credit for John Smith's fantastic texture pack unfortunately, I'm a different Jsmith
+ fixed initialization problem preventing Extra Biomes to spawn stuff by default
+ made cavechunk's pack the default pack, props to him http://www.minecraftforum.net/user/973867-cavechunk/
Nice one Atomic, works perfectly
Nope, that's all I do. When I'm testing a tml file I rename my ruins folder to something else and create a new folder called ruins and put the new tml file in the new folder. Open the tml file and change the weight to 100, then create a new world in minecraft and the structure should spawn nearby.
once confirmed working change the weight back to to something reasonable, rename the original ruins folder back to 'ruins' and put the tml file where you want, everything should work.
Hope you're planning to release a pack, I love to see what you've created
Woot!
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Whoo hoo! I have been hesitant to go too far building/living in any world in case I was missing out on some amazing ruin placements. now I can Minecraft to my harts consent
And I agree. AtomicStryker, you are great!
jsmith, I too love ExtraBiomes. When I first installed it I spent weeks just exploring. I only wish I could get it to work with the Forgotten Nature mod that adds more trees and biomes. The two mods are merging so every thing should be fine soon.
P.S. I have recently begun to consider a minecraft game without the Mo'creatures mod boring as heck. I Just needed to add the Rotten Flesh to Leather HC mod to compensate for hard to find/keep alive cows. Oh and Atomic, I love how I keep running amuck of various traps in ruins and almost dieing.
I just use notepad. Although I dont use the drag and drop converter, I dont know if it makes any difference but I use this method:
A slightly edited version of dann494's instructions:
Copy the schematics you want to convert, and paste them in the same directory as the converter
Open test.bat with Notepad or right-click and select edit
It should look like this
@echo off
java SchToTml JungleSpiderBurrow.schematic
pause
Rename JungleSpiderBurrow.schematic to the schematic you want to convert
If you want to convert several schematics in the same execution, copy and paste the line, and rename
Example
@echo off
java SchToTml test1.schematic
java SchToTml test2.schematic
pause
Run test.bat
The tml files should appear in the same folders as their schematic
Wow, thanks!
However, I made this pack with specific config settings. I'll have to see how it works with the defaults, might be too many in the ocean and on beaches.
Nice! I'm not sure it can be done, you can embed structures into the ground, or elevate above the ground, but I dont see anything that specifies to only target blocks of a certain height. But then again I only have a basic understanding of how it works.
99% sure it's not possible to specify an altitude. If there were blocks that only spawned on mountaintops, that would work - but of course there aren't.
You can try messing with the max_leveling, max_cut_in, and allowable_overhang variables to make the spawn less dependent on flat ground. Note that using leveling overrides the overhang setting. Using the cut setting may give you structures embedded into hillsides, which may or may not be cool. Using both leveling and cut seems to make spawning much more likely (in any biome), since this makes a base below and clears out blocks above the structure's footprint.
Are there Nether/End ruinsJust looked at the files, sorry. How do i use the "OPTIONAL" ones?
Just cut or copy them from the Optional folder and paste them in to one or more of the biome folders
Thank you. Can i copy them to the base /resources/ruins/ and have them be in all the biomes, or do i have to do it manually?
Yes, you can put them in the base folder to spawn in every biome, but some will look out of place like sandstone structures in forests
I've put all my files in the one pack so they're not scattered all over the thread: Download
It's because of ExtremeBiomesXL. Unfortunately you have to either manually add folders for each biome or find a workaround so ruins appear everywhere Aha! See you can do this for FTB. As he said some may look out of place, but you could always add a folder for each one