could someone explain to me what the chunks_behind setting does? it's not mentioned anywhere ;s
From here If you set chunks_behind to 0, minecraft will start generating ruins after 0 chunks have been loaded. Setting it to for example 100, it will force 100 chunks to load, then generate ruins (putting this setting too high will crash your game).
From here If you set chunks_behind to 0, minecraft will start generating ruins after 0 chunks have been loaded. Setting it to for example 100, it will force 100 chunks to load, then generate ruins (putting this setting too high will crash your game).
Oh wow, my bad, somehow I missed that despite my search. Thanks for that.
Oh, i misunderstood what you meant. Yes i could exclude blocks above 350, of course.
However, if i'm going to recode this, i'm going to do it properly, which means completely scrapping the "hardcoded custom id" concept.
EDIT well i had some time
8.6
+ dumped the hardcoded 300-311 and 315 block IDs in favor of a string based system, see template_rules.txt
+ OLD TEMPLATES USING ANY OF THESE WILL NOT BE COMPATIBLE. DELETE YOUR OLD FOLDER AND CONVERT YOUR TEMPLATES
+ included templates are already converted
+ relevant part of template_rules.txt:
# /*
# * Conversion table from old Ruins 8.5 template style to new 8.6+ style
# *
# * Just handling the part where you used to specify 'special' blocks
# * Full Example: "rule1=0,25,310" turns into "rule1=0,25,MediumChest"
# *
# * 300 -> preserveBlock
# * 301 -> MobSpawner:Zombie
# * 302 -> MobSpawner:Skeleton
# * 303 -> MobSpawner:Spider
# * 304 -> MobSpawner:Creeper
# * 305 -> UprightMobSpawn
# * 306 -> EasyMobSpawn
# * 307 -> MediumMobSpawn
# * 308 -> HardMobSpawn
# * 309 -> EasyChest
# * 310 -> MediumChest
# * 311 -> HardChest
# * 315-0'Villager -> MobSpawner:Villager
# *
# */
# As of 8.6, you can also specify a Block Name instead of it's numeric ID! This should be
# very useful to use Ruins with other Mods and changible Block IDs. Make sure to use the
# absolute Blockname, not the translation! Example: "44-2" can also be written as "stoneSlab-2"
To quickly convert you old templates simply do a search and replace for ",300" and replace with ",preserveBlock" in all files etc, it should be safe
Regarding the above, if you are having trouble replacing everything in old templates, remember that notepad++ can do it easily using it's 'replace in file' feature.
Also
@AtomicStryker since it isn't possible to spawn mobs in without big changes to how the templates work (I think), would it be possible for you to add in possibility for filled dispensers? This way we can spawn in a specific number of mobs, or make simple arrow trap and even fill huts with villagers (with a little self exploding villager spawner that disappears after the villager has been spawned)
Wait?..............................just read the posts above. Are you saying RUINS can recognise blocks from other mods now? Forgive me if I sound stupid, its been a long night.
Yeah, thats right, It works best if you know the actual blockname, but i'm thinking you can also use the block id
depending on where you found it, the creator may have a copyright posted. it's always best to ask permission first. and include a line for the ones you couldn't track down "if you recognize anything I missed, link to the original file" etc.
Oh, i misunderstood what you meant. Yes i could exclude blocks above 350, of course.
However, if i'm going to recode this, i'm going to do it properly, which means completely scrapping the "hardcoded custom id" concept.
EDIT well i had some time
8.6
+ dumped the hardcoded 300-311 and 315 block IDs in favor of a string based system, see template_rules.txt
+ OLD TEMPLATES USING ANY OF THESE WILL NOT BE COMPATIBLE. DELETE YOUR OLD FOLDER AND CONVERT YOUR TEMPLATES
+ included templates are already converted
+ relevant part of template_rules.txt:
# /*
# * Conversion table from old Ruins 8.5 template style to new 8.6+ style
# *
# * Just handling the part where you used to specify 'special' blocks
# * Full Example: "rule1=0,25,310" turns into "rule1=0,25,MediumChest"
# *
# * 300 -> preserveBlock
# * 301 -> MobSpawner:Zombie
# * 302 -> MobSpawner:Skeleton
# * 303 -> MobSpawner:Spider
# * 304 -> MobSpawner:Creeper
# * 305 -> UprightMobSpawn
# * 306 -> EasyMobSpawn
# * 307 -> MediumMobSpawn
# * 308 -> HardMobSpawn
# * 309 -> EasyChest
# * 310 -> MediumChest
# * 311 -> HardChest
# * 315-0'Villager -> MobSpawner:Villager
# *
# */
# As of 8.6, you can also specify a Block Name instead of it's numeric ID! This should be
# very useful to use Ruins with other Mods and changible Block IDs. Make sure to use the
# absolute Blockname, not the translation! Example: "44-2" can also be written as "stoneSlab-2"
To quickly convert you old templates simply do a search and replace for ",300" and replace with ",preserveBlock" in all files etc, it should be safe
Woooo, my favourite mod just got better! I've made some sigs to celebrate this milestone:
Thanks! I'd put up the .tml for this and the others I use, but the one in the pics uses other peoples models from all over the place, the big tower is from the Ancient Warfare mod, theres a smithy from an MCSchematics thread, both heavily adapted in creative and MCEdit. The rest is adapted vanilla buildings. I have tons and tons of this stuff suited to each biome but I cant remember where it all came from and what I built originally or what I adapted, and I wouldnt like to put it up for download without being able to credit the original creators at least, even though some of its been heavily changed and adapted almost beyond recognition.
As I get the hang of this I will put my purely original pieces together for upload, or where I can give credit to the originator on pieces i've adapted I can upload those too, if people thinks thats OK? or is that breaking some sort of forum rule or etiquette?
Hey nice village, I like!
I'm in the same boat with my pack. I created some from scratch and borrowed heavily for others but cant remember where they came from. I would be more than happy to credit the original creators, or remove them all together if need be. I'm going to put that in the readme file included in the zip. I can imagine anyone would be too upset.
On another note have you tried combining your villages with the Minecraft Come Alive mod, the spawners should spawn his 'more interesting' villagers
The Meaning of Life, the Universe, and Everything.
Join Date:
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AridholGM
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I love it! I had passed on this mod before, but its potential is undeniable now... My question: When can those content packs be updated to include custom villages?
And another thing... I have some castles that might go nicely right along with this... I get how to import schematic into tml, but not very well how to get its parameters to fit the ground.. anyone wanna give me some uber basic tips so I can try it out myself? Thanks!
I love it! I had passed on this mod before, but its potential is undeniable now... My question: When can those content packs be updated to include custom villages?
And another thing... I have some castles that might go nicely right along with this... I get how to import schematic into tml, but not very well how to get its parameters to fit the ground.. anyone wanna give me some uber basic tips so I can try it out myself? Thanks!
Mostly the tml file should work without any modifications. You'll just need to edit it if you want to include spawners and chests
Got a question, is this suppose to place ruins on already loaded chunks?
The last time I used this mod (actually played the game omg) in 1.2.5 this didn't happen. Since I started doing more then flying 'round and now have a central location at spawn that I go back to, I've got a Gold Well, an Ice Tree Trap, & a Small Brick Ruin all within two or three blocks of each other. It initially loaded the chunk with no ruins and each one appeared after a few distant excursions.
Any idea what could be making this recheck already loaded chunks?
Could you make this mod ExtrabiomesXL compatible? I seriously can't find any new structures except pirate ships and hot air balloons.
Rollback Post to RevisionRollBack
Click the above image for science! Some people think it's a scam. But it's not. Why else would I put this in my sig?
Paper Mario The Thousand Year Door is by far the world's best Nintendo game ever made.
Do you want a cookie? Yes:
I made a fresh test world run in creative with minimal mods installed. Spawn started in Extreme Hills & my first ruins were:
2012-12-19 10:49:53 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills\PillarBase.tml of Biome Extreme Hills at x:2, y:66, z:-1
2012-12-19 10:49:55 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills\LargeStoneTwoStoryHouse.tml of Biome Extreme Hills at x:2, y:65, z:3
within 2 or 3 blocks of each other.
I flew from spawn about 300 blocks. I waited for 30 seconds and came back to spawn. After a few runs (first north then south):
2012-12-19 10:55:03 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills\DwarfBase-mtn.tml of Biome Extreme Hills at x:7, y:64, z:3
2012-12-19 10:55:05 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills\VanillaVillageHut-r.tml of Biome Extreme Hills at x:-2, y:69, z:-6
2012-12-19 11:02:12 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills\VanillaVillageCobble-p.tml of Biome Extreme Hills at x:5, y:67, z:-6
2012-12-19 11:04:22 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills Edge\VanillaVillageCobbleHouse-r.tml of Biome Extreme Hills Edge at x:-2, y:68, z:-3
The only mods I used were:
SERVER
Forge 4.5.62.495
Player API 1.0
GuiAPI 0.15.1
LoginMessage v0.4
CustomMobSpawner 1.9.2
DrZharks MoCreatures Mod v4.3.1
MobSpawnControls v1.4.4.2
Ruins 8.6
CLIENT
Forge 4.5.62.495
Player API 1.0
GuiAPI 0.15.1
Optifine HD U D7
Render Player API 1.1
CustomMobSpawner 1.9.2
DrZharks MoCreatures Mod v4.3.1
MobSpawnControls v1.4.4.2
It is extrabiomes compatible. You just need to put the ruin .tml files you want to spawn in those biomes into the biome folders in the RUINS resources folder, in the mods folder.
Good, thanks.
Rollback Post to RevisionRollBack
Click the above image for science! Some people think it's a scam. But it's not. Why else would I put this in my sig?
Paper Mario The Thousand Year Door is by far the world's best Nintendo game ever made.
Do you want a cookie? Yes:
From here
If you set chunks_behind to 0, minecraft will start generating ruins after 0 chunks have been loaded. Setting it to for example 100, it will force 100 chunks to load, then generate ruins (putting this setting too high will crash your game).
Oh wow, my bad, somehow I missed that despite my search. Thanks for that.
However, if i'm going to recode this, i'm going to do it properly, which means completely scrapping the "hardcoded custom id" concept.
EDIT well i had some time
8.6
+ dumped the hardcoded 300-311 and 315 block IDs in favor of a string based system, see template_rules.txt
+ OLD TEMPLATES USING ANY OF THESE WILL NOT BE COMPATIBLE. DELETE YOUR OLD FOLDER AND CONVERT YOUR TEMPLATES
+ included templates are already converted
+ relevant part of template_rules.txt:
# /*
# * Conversion table from old Ruins 8.5 template style to new 8.6+ style
# *
# * Just handling the part where you used to specify 'special' blocks
# * Full Example: "rule1=0,25,310" turns into "rule1=0,25,MediumChest"
# *
# * 300 -> preserveBlock
# * 301 -> MobSpawner:Zombie
# * 302 -> MobSpawner:Skeleton
# * 303 -> MobSpawner:Spider
# * 304 -> MobSpawner:Creeper
# * 305 -> UprightMobSpawn
# * 306 -> EasyMobSpawn
# * 307 -> MediumMobSpawn
# * 308 -> HardMobSpawn
# * 309 -> EasyChest
# * 310 -> MediumChest
# * 311 -> HardChest
# * 315-0'Villager -> MobSpawner:Villager
# *
# */
# As of 8.6, you can also specify a Block Name instead of it's numeric ID! This should be
# very useful to use Ruins with other Mods and changible Block IDs. Make sure to use the
# absolute Blockname, not the translation! Example: "44-2" can also be written as "stoneSlab-2"
To quickly convert you old templates simply do a search and replace for ",300" and replace with ",preserveBlock" in all files etc, it should be safe
Also
@AtomicStryker since it isn't possible to spawn mobs in without big changes to how the templates work (I think), would it be possible for you to add in possibility for filled dispensers? This way we can spawn in a specific number of mobs, or make simple arrow trap and even fill huts with villagers (with a little self exploding villager spawner that disappears after the villager has been spawned)
Yeah, thats right, It works best if you know the actual blockname, but i'm thinking you can also use the block id
@mohawkymagoo: now that is what villages should look like! do want!
Woooo, my favourite mod just got better! I've made some sigs to celebrate this milestone:
Hey nice village, I like!
I'm in the same boat with my pack. I created some from scratch and borrowed heavily for others but cant remember where they came from. I would be more than happy to credit the original creators, or remove them all together if need be. I'm going to put that in the readme file included in the zip. I can imagine anyone would be too upset.
On another note have you tried combining your villages with the Minecraft Come Alive mod, the spawners should spawn his 'more interesting' villagers
And another thing... I have some castles that might go nicely right along with this... I get how to import schematic into tml, but not very well how to get its parameters to fit the ground.. anyone wanna give me some uber basic tips so I can try it out myself? Thanks!
Mostly the tml file should work without any modifications. You'll just need to edit it if you want to include spawners and chests
I love MCA in concept, but no Multiplayer is a gamebreaker for me too. I enjoy playing alone, but more enjoy playing with 2-3 other people...
The last time I used this mod (actually played the game omg) in 1.2.5 this didn't happen. Since I started doing more then flying 'round and now have a central location at spawn that I go back to, I've got a Gold Well, an Ice Tree Trap, & a Small Brick Ruin all within two or three blocks of each other. It initially loaded the chunk with no ruins and each one appeared after a few distant excursions.
Any idea what could be making this recheck already loaded chunks?
+ update to MC 1.4.6
No it is not supposed to generate on already spawned chunks. A mod that causes chunks to run generation again would cause that.
Click the above image for science! Some people think it's a scam. But it's not. Why else would I put this in my sig?
Paper Mario The Thousand Year Door is by far the world's best Nintendo game ever made.
Do you want a cookie? Yes:
Do get the log. This error means your World was null, which it never should be.
2012-12-19 10:49:53 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills\PillarBase.tml of Biome Extreme Hills at x:2, y:66, z:-1
2012-12-19 10:49:55 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills\LargeStoneTwoStoryHouse.tml of Biome Extreme Hills at x:2, y:65, z:3
within 2 or 3 blocks of each other.
I flew from spawn about 300 blocks. I waited for 30 seconds and came back to spawn. After a few runs (first north then south):
2012-12-19 10:55:03 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills\DwarfBase-mtn.tml of Biome Extreme Hills at x:7, y:64, z:3
2012-12-19 10:55:05 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills\VanillaVillageHut-r.tml of Biome Extreme Hills at x:-2, y:69, z:-6
2012-12-19 11:02:12 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills\VanillaVillageCobble-p.tml of Biome Extreme Hills at x:5, y:67, z:-6
2012-12-19 11:04:22 [INFO] [STDOUT] Creating ruin D:\downloads\Ruins Test\Server\mods\resources\ruins\Extreme Hills Edge\VanillaVillageCobbleHouse-r.tml of Biome Extreme Hills Edge at x:-2, y:68, z:-3
The only mods I used were:
SERVER
Forge 4.5.62.495
Player API 1.0
GuiAPI 0.15.1
LoginMessage v0.4
CustomMobSpawner 1.9.2
DrZharks MoCreatures Mod v4.3.1
MobSpawnControls v1.4.4.2
Ruins 8.6
CLIENT
Forge 4.5.62.495
Player API 1.0
GuiAPI 0.15.1
Optifine HD U D7
Render Player API 1.1
CustomMobSpawner 1.9.2
DrZharks MoCreatures Mod v4.3.1
MobSpawnControls v1.4.4.2
Servers FML Log
http://pastebin.com/wnNBaAC2
I also erased my edited Ruins.txt so that it would use the default just in case. Wanted to give you a clean run for clarity. Hope this helps.
Good, thanks.
Click the above image for science! Some people think it's a scam. But it's not. Why else would I put this in my sig?
Paper Mario The Thousand Year Door is by far the world's best Nintendo game ever made.
Do you want a cookie? Yes:
DrZharks MoCreatures Mod v4.3.1
MobSpawnControls v1.4.4.2
Remove those 3 and try again. I've seen Zharks code and ... well.