For some reason I can't get the MCedit drag and drop converter to work, as i mentioned above
Drag and drop may be a bit of a misnomer.. I found it worked just fine if you pull DragAndDropConverter.bat (or the included test.bat) into a text editor, then where it says:
@echo off
java SchToTml %1
pause
replace %1 with the local path to your schematic file, so say you make a convertme sub-folder and want to convert JungleSpiderBurrow.schematic - it should look like this:
@echo off
java SchToTml convertme/JungleSpiderBurrow.schematic
pause
@AtomicStryker - Any way to config ruins mod to not attempt ruin spawning in non overworld/nether dimensions? Particularly trying to reduce lag (crash) caused by ruins mod loading up a new config for and checking every new pocket world created by dimensional doors. Thanks for all your work upkeeping this mod!
I'm using the 1.5.1 version, and I made one of the giant tree structures my home. The problem is, every time I get out of sight of the place and come back, a new structure spawns either right next to the tree, or partway through it.
Following what someone said earlier on getting it to work beautifully with Biomes of Plenty, but I have encountered a problem.
With the update to 1.6.2, I have Ruins working in vanilla biomes. They do not spawn in the BOP biomes. Typical normal fix, change the resources file, the ruins_log.txt file, and the ruins.txt file to include these new custom biomes.
However, with 1.6.2, I cannot seem to find these files anywhere. No files=no changes, no ruins. I'm very likely just not seeing where they are now, or if there's a new way to integrate these new biomes and I didn't read the memo, but I'd love to get some feedback on what I should do to get them working again.
I was running on the presumption (probably false) that I could replace the Resources folder with all the biomes with a new folder that already had those biomes in them, and the proper ruins attached to each biome. That that would work to save time and effort.
...I should probably just let Ruins load normally with a vanilla Resources folder, then change it afterward, huh?
Well, yeah, the folders are only created if they not exist already, however it's possible BOP broke, so launching once (even with an empty folder) just to see which biomes are registered should give you clues on whom to rant at
Could someone help me install the mod with Magic Launcher? like i put it in the /mods folder and i generate a world, and no ruins???? Help me ;(
Did you put the entire zip in the mods folder?
If you did, then you are mistaken. Try opening it and looking in the setup folder...
There is a text file in there explaining how to install it...
I have seen a couple of causes for this - one is MCDungeons tool - if you run that to generate dungeons in your world, it will kick start ruins spawning again - I've had multiple iterations of the same ruin build at almost the same location - each time I use it. The only way around this is remove the ruins mod from the mod folder before you generate dungeons with MCDungeon, and put it back afterwards.
If Ruins used a seeded RNG for generation this problem would go away, in fact, "regenerating" the world would be an option to rebuild any ruins that were damaged.
Hi guys. I am trying to import my own structures into Ruins, by building them, copying them to a schematic file using schematica, and converting them using ruins' converter, but I cannot seem to get it to generate those structures. One is supposed to be an underwater city, and the other is a floating village. Can anyone find the time to look at the files and see what I'm doing wrong?
I have been tweaking settings for days, trying to get them to generate, but I am getting very frustrated. Once I figure out how to do it, then I plan on making many more builds this way.
Yes, I'm using all 1.6.2 Vanilla blocks in my build.
(Also, I would like to make the chests in my build be loot chests.)
Any help would be appreciated
Here are links to both schematic files, and Ruins files.
If Ruins used a seeded RNG for generation this problem would go away, in fact, "regenerating" the world would be an option to rebuild any ruins that were damaged.
So young, so naive ... Ruins hooks into chunk decoration which means there are no guarantees about order and timing (they are generated in concurrent threads, especially with Optifine). And unexpected "regenerating" chunks would screw that idea up even more.
To get a "static" build i would have to rewrite Ruins to take the World seed and chunk coordinates for a new Random seed each chunk. Ouch, performance.
To get a "static" build i would have to rewrite Ruins to take the World seed and chunk coordinates for a new Random seed each chunk. Ouch, performance.
There are plenty of far more efficient RNG's that you could make for this purpose. All a standard RNG/seed generator does is perform some complex maths and make some really big numbers with things like system time. This is way more complex than we need.
Here is a simple example off the top of my head. When the world is started, create a list with 20 random digits in it, determined by the world seed. Next, perform some operations on the chunk coordinates to get a couple of numbers from 1-20, using modulo 20. Your random number would simply be comprised of the digits from the corresponding elements in that list.
If you use X and Z only, you get a 2 digit number. If you do it with X, Z and X+Z, you get three. Three is enough to simulate 3 decimal probability, which is all you need, assuming that 2 is not enough. If this number is smaller than the "chance per chunk", we will generate a ruin. Finally, use a similar process with some different moduli to determine the other variables (modulus 16 for coordinates and modulus [number of templates] for the ruin template).
Of course, this is by no means complete, it doesn't take a couple of things into account (like the clustering effect), and I'm not saying you have to do it. I'm just pointing out that you don't have to make an entirely new seed per chunk, you really only have to perform about a dozen extra simple maths operations when the chunk is generated.
Setting up this very custom (and very limited) pseudorandom generator just for that purpose ... no thanks, i'd rather have everyone fix the chunk re-decoration bug
Drag and drop may be a bit of a misnomer.. I found it worked just fine if you pull DragAndDropConverter.bat (or the included test.bat) into a text editor, then where it says:
replace %1 with the local path to your schematic file, so say you make a convertme sub-folder and want to convert JungleSpiderBurrow.schematic - it should look like this:
to convert multiple at once, just add new lines
Save, run, profit.
@AtomicStryker - Any way to config ruins mod to not attempt ruin spawning in non overworld/nether dimensions? Particularly trying to reduce lag (crash) caused by ruins mod loading up a new config for and checking every new pocket world created by dimensional doors. Thanks for all your work upkeeping this mod!
http://pastebin.com/3xhS4QhX
running this on MCPC for 1.5.2
With the update to 1.6.2, I have Ruins working in vanilla biomes. They do not spawn in the BOP biomes. Typical normal fix, change the resources file, the ruins_log.txt file, and the ruins.txt file to include these new custom biomes.
However, with 1.6.2, I cannot seem to find these files anywhere. No files=no changes, no ruins. I'm very likely just not seeing where they are now, or if there's a new way to integrate these new biomes and I didn't read the memo, but I'd love to get some feedback on what I should do to get them working again.
I was running on the presumption (probably false) that I could replace the Resources folder with all the biomes with a new folder that already had those biomes in them, and the proper ruins attached to each biome. That that would work to save time and effort.
...I should probably just let Ruins load normally with a vanilla Resources folder, then change it afterward, huh?
Did you put the entire zip in the mods folder?
If you did, then you are mistaken. Try opening it and looking in the setup folder...
There is a text file in there explaining how to install it...
TheCountChuckula's Mods on CurseForge
If Ruins used a seeded RNG for generation this problem would go away, in fact, "regenerating" the world would be an option to rebuild any ruins that were damaged.
I have been tweaking settings for days, trying to get them to generate, but I am getting very frustrated. Once I figure out how to do it, then I plan on making many more builds this way.
Yes, I'm using all 1.6.2 Vanilla blocks in my build.
(Also, I would like to make the chests in my build be loot chests.)
Any help would be appreciated
Here are links to both schematic files, and Ruins files.
Underwater City:
https://dl.dropboxusercontent.com/u/105608949/Schematic-Ruins/underwater.schematic
https://dl.dropboxusercontent.com/u/105608949/Schematic-Ruins/Underwater.tml
Floating Village:
https://dl.dropboxusercontent.com/u/105608949/Schematic-Ruins/floater.schematic
https://dl.dropboxusercontent.com/u/105608949/Schematic-Ruins/Floater.tml
TheCountChuckula's Mods on CurseForge
So young, so naive ... Ruins hooks into chunk decoration which means there are no guarantees about order and timing (they are generated in concurrent threads, especially with Optifine). And unexpected "regenerating" chunks would screw that idea up even more.
To get a "static" build i would have to rewrite Ruins to take the World seed and chunk coordinates for a new Random seed each chunk. Ouch, performance.
I'm not sure what the benefit of the birch tree is, but I do know what the benefits of the template folders are.
In other words, if you don't like a ruin then delete the template.
There are plenty of far more efficient RNG's that you could make for this purpose. All a standard RNG/seed generator does is perform some complex maths and make some really big numbers with things like system time. This is way more complex than we need.
Here is a simple example off the top of my head. When the world is started, create a list with 20 random digits in it, determined by the world seed. Next, perform some operations on the chunk coordinates to get a couple of numbers from 1-20, using modulo 20. Your random number would simply be comprised of the digits from the corresponding elements in that list.
If you use X and Z only, you get a 2 digit number. If you do it with X, Z and X+Z, you get three. Three is enough to simulate 3 decimal probability, which is all you need, assuming that 2 is not enough. If this number is smaller than the "chance per chunk", we will generate a ruin. Finally, use a similar process with some different moduli to determine the other variables (modulus 16 for coordinates and modulus [number of templates] for the ruin template).
Of course, this is by no means complete, it doesn't take a couple of things into account (like the clustering effect), and I'm not saying you have to do it. I'm just pointing out that you don't have to make an entirely new seed per chunk, you really only have to perform about a dozen extra simple maths operations when the chunk is generated.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Does anyone have a clue what I'm doing wrong?
The file looks right, but it won't generate.
TheCountChuckula's Mods on CurseForge