I don't know if this problem is unique to me, but I tried out the new update to the 1.7.2 Ruins mod. I found that if I make a chest and put a few items in it, the /parseruin command nicely creates an "IInventory" rule for it. However, when I subsequently try to use /testruin to see how it looks, the chest just doesn't spawn at all. Chests with random contents that were possible previously (dungeon chests, easy chests, medium chests, hard chests, etc.) spawn normally.
This applies to the tester.tml included with the updated mod as well.
In the above, according to the .tml file, to the left under that floating pumpkin should be a furnace. In the middle, under the floating creeper head should be a dispenser. To the right, under the floating zombie head should be a "dropper." They all share in common that the .tml file uses the IInventory tag in conjunction with them. The chest that spawned successfully is a "dungeon" chest with randomized content.
Anyway, functionality that was possible BEFORE the update still works for me just fine, so it's not like there are any setbacks here for me. It just doesn't seem that the new "IInventory" option is working on my setup, and I don't know whether that's a general problem or just something about my particular installation. (I'm using Minecraft 1.7.2, and the only mods installed are Forge 10, the latest Ruins mod, and Village Tavern 2.)
Oh, and here are a couple of my latest experiments using the 1.7.2 setup. I haven't yet gone through to convert them for 1.6.4 compatibility. Spoiler tags for content.
(Edit: modified 24 Mar 2014 to fix ",0" error)
Wagon_Covered.tml
# Covered Wagon and Campfire (7 Mar 2014 -- revised 24 Mar 2014 -- MC 1.7.2)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
# Random "cargo" in back of wagon
rule22=0,100,minecraft:melon-0,minecraft:pumpkin-4,minecraft:tnt-0,minecraft:tnt-1,minecraft:lit_pumpkin-4,minecraft:cake,minecraft:hay_block,MobSpawner:Creeper
rule23=0,100,IInventory;minecraft:trapped_chest;minecraft:carrot#18#0+minecraft:melon_block#1#0+minecraft:stone_pickaxe#1#0+minecraft:stick#3#0+minecraft:pumpkin#1#0+minecraft:wool#6#0+minecraft:torch#19#0-3
^^^ I started with a campfire and was going to add tents, but the computer's owner suggested I put in a wagon. I used wooden stairs in an attempt to hint at wagon wheels of modest size. On board the wagon, there are a couple of randomly-generated cargo blocks, and right up front is a chest. Right now it's just an Easy Chest (randomized); I tried using a trapped chest (and I might go back and toy with that some more), but that didn't quite turn out as intended. (There's a random chance of TNT being among the two cargo blocks, so the idea was that if you opened the trapped chest with TNT right next to it, well ... *BOOM*!)
Data values for pumpkin use the "no face" option, and if TNT comes up, it might be the regular kind (TNT-0) or it might be the "goes boom if you hit it" kind (TNT-1). Alas, the "goes boom if you hit it" kind apparently won't work as an option for 1.6.4. In any case, I need to work on traps so that my structures aren't just free treasure hauls. I also intend to play with variations on the campsite theme, for one that is minus the cauldron (cooking pot) and has wool "tents" beside it, and another that has a "fortune teller's wagon," and then probably some burning ruins. (If only I could spawn them with arrows sticking in them! )
EDIT: Wagon code above has been updated to reflect later changes to the IInventory setup in the Ruins mod.
...
Meteor_Crater.tml
# Crater_Meteor (7 Mar 2014 -- revised 24 Mar 2014 -- MC 1.7.2)
# Created by Ruins mod version 12.2 Ingame Parser
# authoring Player: Jordan_Greywolf
Okay, the idea behind the "meteor" is that when the chunk spawns, there are a few fires at the surface, and underneath the ground, there is a TNT block with some open flames right next to it, on top of an expendable stone "shield," and beneath that is a chunk of glowstone to act as my "meteor." Shortly thereafter -- and presumably BEFORE the player is on the scene, if he's not blasting about flying in Creative Mode, there should be a loud *BOOM* to get the player's attention. Ideally, the player gets to the scene to find a glowing "meteor" in a freshly-formed crater, and a few flames that haven't died out yet. (There's some randomly spawning netherrack blocks in the crater, so there's a chance a fire might start on top of one and stay indefinitely.)
There's no real trap or treasure here, and this one most certainly needs a Weight of no more than 1. Also, my HOPE is that it won't spawn too close to water, or some of the "preserveBlock" bits might work against me. This was more of a silly idea/experiment than anything.
If I've done this correctly, this last one should spawn ... NOTHING! It has a Weight of 50, and I deliberately plunked this one right into my Plains, Desert, Savanna, Ocean, and Frozen Ocean biomes. I plan on doing a bit of running around to see if this adjusts the frequency of structure spawns in those flatter regions more to my liking, so I don't end up with a hot-air-balloon-and-floating-castle-and-pirate-ship traffic problem on all my oceans, for instance. (Yes, I know I could just tweak the overall frequency rules for structures, but that would hurt the chances of seeing any buildings in hills and mountains and forests and such, where frequency is already fairly low, due to comparative lack of ideal structure-spawning conditions.)
12.3
+ changed IInventory block syntax, 12.2 cant work unfortunately
+ fixed some errors in IInventory system
+ fixed some bugs with TileEntity blocks not rotating correctly
new syntax:
# Ruins 12.2 adds IInventory block support. Usage: IInventory;<blockName>;<itemList>-<blockrotation>
# where <blockName> is the registry name of the Block that sports an inventory
# where <itemList> is a list of elements seperated by '+', each element is a block or item registry name
# optionally followed by #stacksize OR #stacksize#metadata
# Example 10: rule1=0,100,IInventory;chest;red_flower+arrow#10+wool#3#15-5
# this spawns a chest rotated to 5, which will contain a single red flower, 10 arrows, and 3 wool of color red (meta 15)
# Example 11: rule1=0,100,IInventory;dispenser;arrow#10+snowball#20+egg#3-1
# this spawns a dispenser rotated to 1, with 10 arrows 20 snowballs and 3 eggs
i had to change it because commata were already used, and "|" is a meta character
existing IInventory rules: replace "," with "+", replace "|" with ";"
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Dunny what happened. But I wanted to let you know that the ruins are working fine now. Except they are like all in a BIG cluster. we found 6 hot air balloons (two underwater) a castle in the skyp, two pirate ships, a sphere and two sunken ships all in one place. dunno if they are supposed to appear in clumps like that. But Hey it works.
How do I figure out the mappings for a block? I'm trying to add the bones from Biomes O Plenty, and the Ivy from Biomes O Plenty, but, I am unsure as to how to add their mappings.
Put down all existing rotations in a the world, then tap the blocks with a stick. Ruins should print the information you need to fashion entries in the rotation mappings file.
Hey, thanks for fixing the chests/dispensers/droppers with predetermined items! It works like a charm! (I guess I'll see if the forum will let me edit my previous post with the covered wagon.)
Question: Is there any version of "EasyChest"/"MediumChest"/"HardChest" that works with *trapped* chests? I've been experimenting with those as an alternative for something that won't just end up getting set off by normally-spawning mobs in the darkness before the player reaches it.
In the meantime, I've been toying around with a few more structures.
Baseplate (12x12 Grey Wool)
# Baseplate (12x12 Grey Wool)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=0
embed_into_distance=0
# This should not be spawning as part of regular terrain generation.
# It's intended as a tool for building new structures for /parseruin.
acceptable_target_blocks=stone
dimensions=1,12,12
allowable_overhang=0
max_cut_in=0
cut_in_buffer=0
max_leveling=0
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=0
Clarification: This is essentially a "tool," not an actual structure. A big flat layer of wool is terribly dull, and would be really lame if it actually showed up as a randomly-generated ruin. However, that's not the point. I just found it was kind of handy to be able to generate a base plate to get started, without having to manually lay down all the pieces. Of course, it would be pretty easy to modify this to use some other material, or to make another with entirely different materials. Just make a baseplate from Material #1, and then make ANOTHER baseplate on top of it, made from Material #2, make sure there's nothing else above it, then "/parseruin {name of my baseplate}" and whack one of the lower blocks with a stick. Presto! And if most of the structures I make are LESS than 12x12, that's fine. I find that it's a little less effort-intensive to trim off a couple of rows of blocks than to play with the terrain to add them back in. (I suppose it'd be even easier if I were using a Superflat world as my playground, but I wanted hills so I can test what structures look like when they cut into hillsides, etc.)
Snowman
Version 1.6.4:
# Snowman (10 Mar 2014 -- revised 25 Mar 2014 -- 1.6.4)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
# This "structure" exploits the construction order (base on up)
# in order to place blocks in the same order as a player could
# in order to construct a snow golem.
# Snowman (10 Mar 2014 -- revised 24 Mar 2014 -- 1.7.2)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
# This "structure" exploits the construction order (base on up)
# in order to place blocks in the same order as a player could
# in order to construct a snow golem.
I tried using the block-placing rules to force the pumpkin on top to be placed last ... but I discovered by accident (while doing the same thing with an iron golem but forgetting to change the block-placing rule before testing it) that the routine is building up the structure from the bottom layer ANYWAY, so it's really a moot point. I imagine that if I put this in a snowy biome, it would just mean that on occasion I run into a spawned snowman. And if by some glitch it DOESN'T animate, well, then it's just some failed snowman someone built.
The trick to making the snowman in the first place without it animating is just to make sure that the pumpkin is NOT the last piece you place. (I built up a couple of blocks of dirt, put the pumpkin on top, then knocked out the dirt blocks and replaced them with snow.)
Similar routine for an iron golem randomly walking through some other biome:
# Iron Golem (3 Mar 2014 - revised 25 Mar 2014 - MC 1.7.2)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
# Sphinx_Great (10 Mar 2014 -- revised 24 Mar 2014; for MC v. 1.7.2)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
# A sarcophagus with a nasty trap for robbers.
rule16=0,100,IInventory;minecraft:trapped_chest;minecraft:skull#1#0+minecraft:bone#8#0+minecraft:rotten_flesh#4#0+minecraft:golden_chestplate#1#0+minecraft:diamond_hoe#1#0+minecraft:lapis_block#1#0-3
# Another trapped coffer with pre-determined contents.
rule25=0,100,IInventory;minecraft:trapped_chest;minecraft:emerald#1#0+minecraft:gold_ingot#2#0+minecraft:iron_sword#1#0+minecraft:torch#12#0+minecraft:stick#9#0+minecraft:stone_pickaxe#1#0+minecraft:flower_pot#1#0-2
This yields a large Villager-headed sphinx with a couple of roaring flames behind the eyes so it stands out at night. Depending on where it spawns, there MAY be some sand obscuring the entrance or building up along the edges (thanks to PreserveBlock placeholders piled up around the edges to account slightly for curvature of dunes, if this spawns near the base of one). Ideally, this would go in the Desert folder. (Desert_Hills would be pushing it a bit, as its large footprint means a high chance that the center where it spawns will be a very different elevation than either end.)
One thing I've been toying with is how to make structures blend in better in hilly environments -- especially when I want to include a bit of ground as part of the structure (e.g., some dirt/grass blocks around the base, or a small pool).
I don't particularly care for relying entirely upon the "leveling" feature for a supposedly "organic" feature if I can avoid it -- having everything just fill down from the ground level, forming a big cube or squared-off pillar of dirt or cobble or whatever that juts out, if it's sticking out of a hill or cliff face. Over the weekend, I tried experimenting with having about 3 layers of ground/dirt as a base for my structure (for a camp site, etc.) and "beveling" down the layers of dirt/grass toward the edge of the base plate. Any gaps below ground level would be filled in by a "placeholder" block.
This is a pretty extreme example below: I decided that I just didn't care that much about the surrounding dirt/grass aside from just a few pieces attached to the base.
Floating "Chandelier Tree"
I figured here I'd try to start with a structure that would look acceptable even if it were hovering in empty space like a mini-sky-island.
However, if I want to plant this in the ground, there's the chance that it might spawn at a low point (in a valley) and be surrounded by hills. If all those empty spaces are air blocks, that means my structure is going to be sitting in the middle of a roughly cube-shaped HOLE in the ground, if it's close enough to cut into nearby hill faces.
Tree of Chandeliers (Ground Version)
(edited 24 Mar 2014 to fix ",0" error)
# Tree of Chandeliers (10 Mar 2014 -- revised 24 Mar 2014; for MC 1.7.2)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
Here's my attempt to minimize that a little. The cobblestone used in the construction above is just a placeholder.
I've also used green wool in lieu of leaves, because I've had a problem with Creative mode occasionally making oak leaf blocks "leaves-12" or else "leaves-4" -- apparently depending upon whether or not I put them close enough to a supporting oak wood log. I'd rather just keep it constant, and if I have leaf blocks vaporizing after the thing spawns, I can go in and tweak individual blocks later. That's a lot cleaner than having an additional "Rule" in the list that I would rather be removed.
I just make sure that I find the Rule generated by /parseruin that mentions "cobblestone" or "green wool" and I change it to "PreserveBlock" or "leaves-4," respectively, in the .tml file.
My attempt here is to make a sort of "bowl" around my structure, going up to the corners. The idea is that if I'm going to be cutting into a hillside, I've got a nice gradual area where I can leave some of the dirt and/or stone, and maybe, just MAYBE it will end up looking like a nice gradual transition. There may still be a sharp cut at the border of my baseplate, but at least I've transitioned it out at least a little bit, so it won't be so obviously square at the bottom.
One downside with my using an opaque block such as cobblestone is that if I've got cobblestone covering, say, GRASS, that grass is going to turn to dirt in short order. I tried using leaf blocks as a transparent block to avoid that, but I ran into the aforementioned problem with some of the leaf blocks turned into "leaves-12" and some as "leaves-4" even though I was placing Oak Leaves in all cases. Sometimes, I just have to use a different placeholder to make sure that "Block X" stays uniformly "Block X" by the time I run /parseruin. It doesn't matter so much that I use glass blocks or cobblestone or whatever, just as long as the block behaves about the same.
(For instance, if I'm trying to build a devious trap with a trapped chest or a pressure plate right next to it, it MIGHT be a good idea to substitute a piece of sponge for the stockpile of TNT I'm burying just under the floor, lest one wrong step send my masterpiece sky-high before I can parse it for posterity. I just make sure that the replacement block I use is not something that will be appearing anywhere else in the structure.)
Is it possible to make a ruin spawn underwater no matter what biome it is in? I want to make a few sunken boats for freshwater environments in forests and stuff.
Is it possible to make a ruin spawn underwater no matter what biome it is in? I want to make a few sunken boats for freshwater environments in forests and stuff.
Use the generic folder, accept water blocks as surface
Is it possible to make a ruin spawn underwater no matter what biome it is in? I want to make a few sunken boats for freshwater environments in forests and stuff.
Your mileage might vary, but one possibility would be to spawn your own body of water as part of the "structure." It'd probably work far better in a flatter terrain (Plains, Desert) than in any of the hilly environs, though.
I'm still trying to learn my way through this, but it seems that if I specify the acceptable_target_blocks as "Water,Flowing_Water," by default it will assume that "ground level" is actually on the water level. HOWEVER, if I set it "preserve_water=1" -- it seems that it'll put the structure on the floor of the body of water. I have no guarantees as to how DEEP the water would be, though, so my structure might end up displacing a small puddle for all I know.
(Please correct me, someone, if I'm wrong! I've just been experimenting in a test environment, and I haven't figured out all the logic yet.)
P.S., if anyone is making custom "ruin" structures, I would be happy to trade. I'm still working out the kinks, and I'm still trying to learn how to make decent structures that will blend in well in different environments.
Some of my latest projects, behind spoiler-tags so I don't spam out the forum thread quite so much with pictures.
Beached/Sunken Shipwreck Ribs (designed for beach or sea use)
Mushroom House (intact and ruined versions) for Mushroom Island
Caravan Wagon (intact and ruined versions)
Mini Airship
Fairy Ring Construction:
This is the "template" I started with, with glass blocks as PreserveBlock placeholders, to help this "blend in" a bit better with surrounding terrain whether slopes go up or down from center. Occurrences of glass were changed to PreserveBlock when editing the .tml. The obsidian blocks are the baseplate and not part of the structure. The "structure" is basically just a ring of mycelium and randomized red/brown mushrooms in a little circle, intended for forest biomes.
Seeing as it has to do with the generation of a chunk, I was wondering if the ruins mod had something to do with it. The error happens in a specific location. The location is an area in the desert with a few ruins (including a few custom ones I made such as a termite mound (it uses biomes o plenty hardened dirt)).
No, it's either something in craftbukkit or a mod with custom mc structures crashing. Ruins spawns everything "manually", there are no mc structures involved.
This weekend, in addition to various little structures I built up in an effort to get further through my checklist of ideas (it's so much easier to generate ideas than it is to see them through to completion!), I experimented with:
1) Converting a few of my 1.7.2 structures to 1.6.4 (largely by going through a Block ID list and replacing names with numbers, and putting # remark notes next to them as reminders of what they're supposed to be). This ran into a few snags; it's something I wish I could automate somehow, and it's given me greater appreciation for the amount of work that must have been done to create the structures for the 1.6.4 version of Ruins, without having the advantage of /parseruin and /testruin scripts to test things out.
2) Trying to find a way to "spawn" creatures with structures. I ended up settling upon a method that involves putting up a Dispenser in the ceiling of a structure with a lit redstone torch on top of it, and a Spawn Egg inside. When the structure is built, the dispenser should be placed, and THEN the redstone torch will be placed upon it (when the next level up is built), which will trigger the dispenser.
Mini-Village (1.7.2 version)
This is a work in progress, as I need to add a "beveled" area to the front entrance in hopes of increasing the chances of a smooth transition with the surrounding terrain. (The footprint on this is large enough that it's practically guaranteed that the entrance won't be at ground level, and you'll have to do some block-building to make a ramp up to it. I could address this by having a beveled area out front and filling the rest of the space with PreserveBlock cubes, but I was largely focused on getting the villager-spawning mechanism right.
The basic idea here was to have a single spawning structure that would act as a self-contained "village." There are a total of 18 doors in the village that meet the specs of what Minecraft will consider a valid door for "supporting" villagers*. Within the "tavern" building, there are six Dispensers set into the ceiling, and above those are six Lit Redstone Torches. When the structure spawns in 1.7.2 via a /testruin command -- BOOM! There's the village, and villagers are already scrambling around.
(I also had the "Village Tavern 2" mod installed, so there were shepherdesses, bakers, and hostelers among the spawned villagers.)
This was largely inspired by my frustration with -- when exploring Minecraft -- the problem of (at last!) finding a village, and then if I don't immediately leave the area or heavily fortify it and light every last nook and cranny, its population is doomed to get zombified in short order. (They were just FINE until the PLAYER came along!) What if a village could spawn, properly lit and walled in? (it won't keep the spiders out without some further fortification effort if it spawns on a Superflat world, but spiders don't eat villagers, so that's fine.)
Flaws include the aforementioned tendency of the front gate entrance NOT to line up with the surrounding terrain -- simply because of the likelihood that the target block won't be the same elevation as any given block at the edge of the structure, due to its large size. Also, villager behavior is bizarre compared to "natural" village generation; the villagers tend to cluster toward one corner of the structure, climbing up the ladder and crowding into the tiny little lookout area toward the top, and without the sense to go into an "inside" area at night. This isn't peculiar to Ruins, though; I've observed this sort of bizarre behavior various times when I've tried to do "community improvement" upon Minecraft Villages, with unexpected results in Villager behavior. (E.g., "I built this fabulous 2-story tavern with lots of doors for you to slam. Why do you keep cramming into this little 2x2 room all the time?" ) Villagers are weird.
I tried testing this in 1.6.4, but this is complicated in that Forge has me put my mods in a single "mods" sub-folder regardless of whether I'm running 1.6.4 or 1.7.2 -- and whether I'm using the 1.6.4 or 1.7.2 version of the Ruins mod, the "ruins.txt" file is still the same, and the "resources" folder is still the same. 1.6.4 and 1.7.2 versions of Ruins structures do NOT coexist peacefully in the same folder -- so I had to do a bit of folder-renaming every time I'd switch between 1.7.2 (so I could use /parseruin & /testruin for construction and initial testing) and 1.6.4 (to see if my structures would actually spawn properly after I manually replaced all the block names with numbers).
For 1.6.4 testing, I ended up setting things up so that all the other structures were gone, and there were ONLY those custom structures I'd made. A couple of other simple structures I'd come up with (a small well, a ruined hunting lodge) would spawn well. I've found that I have an easier time spotting typographical errors when the block names are spelled out than if I'm looking for erroneous *numbers*. (There's a big difference between block ID 134 and 13, for instance....)
So far, the 1.6.4 version of my Mini-Village won't spawn, even though I've tried it without the villager eggs and such (in other words, avoiding anything using IInventory, since I'm not sure if that expansion applies to 1.6.4 as well). It's a bit difficult to "debug" when it's just sink or swim (it spawns or it doesn't) without any specific bug reports, but I'll see if I can sort something out.
In the meantime, though, I decided to goof around back in the 1.7.2 version of Minecraft, by combining /testruin with multiple instances of the Mini-Village and various other structures to make a "city," by repairing the resulting damage when I accidentally got the spawn points too close to each other (and forgot about the tendency of some structures to clear out a few blocks around themselves upon spawning), and knitting the whole thing together with a nearby naturally spawning village with a protective outer wall and some walkways.
It was door-slamming Heaven for Villagers, and even a few Iron Golems ended up spawning in no time!
I'm thinking that next I'm going to try experimenting with Command Blocks to see if I can get a Tame Skeletal Horse to spawn in a "Haunted Stable" attached to a monster-infested castle ruin. (That is, if that's even possible. I'm still not entirely clear what can be accomplished with Command Blocks through Ruins-Mod-spawned structures, since I haven't yet noticed them being used in any of the existing structures as examples.)
This applies to the tester.tml included with the updated mod as well.
In the above, according to the .tml file, to the left under that floating pumpkin should be a furnace. In the middle, under the floating creeper head should be a dispenser. To the right, under the floating zombie head should be a "dropper." They all share in common that the .tml file uses the IInventory tag in conjunction with them. The chest that spawned successfully is a "dungeon" chest with randomized content.
Anyway, functionality that was possible BEFORE the update still works for me just fine, so it's not like there are any setbacks here for me. It just doesn't seem that the new "IInventory" option is working on my setup, and I don't know whether that's a general problem or just something about my particular installation. (I'm using Minecraft 1.7.2, and the only mods installed are Forge 10, the latest Ruins mod, and Village Tavern 2.)
--- 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)
(Edit: modified 24 Mar 2014 to fix ",0" error)
Wagon_Covered.tml
# Covered Wagon and Campfire (7 Mar 2014 -- revised 24 Mar 2014 -- MC 1.7.2)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=1
embed_into_distance=2
acceptable_target_blocks=stone,grass,dirt,sand,gravel,snow,clay
dimensions=8,9,17
allowable_overhang=0
max_cut_in=0
cut_in_buffer=0
max_leveling=0
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=0
rule1=0,100,preserveBlock
rule2=0,100,minecraft:grass-0
rule3=0,100,minecraft:dirt-0
rule4=0,100,minecraft:cobblestone-0
rule5=0,100,minecraft:netherrack-0
# Randomized tallgrass/flowers
rule6=0,100,minecraft:tallgrass-1,minecraft:tallgrass-1,minecraft:tallgrass-1,minecraft:tallgrass-0,minecraft:tallgrass-2,minecraft:red_flower,minecraft:yellow_flower,air,air,air
rule7=0,100,minecraft:log-8
rule8=0,100,minecraft:oak_stairs-6
rule9=0,100,minecraft:oak_stairs-7
# Campfire (and stone ring around fire base)
rule10=0,100,minecraft:cobblestone_wall-0
rule11=0,100,minecraft:fire-15
rule12=0,100,minecraft:spruce_stairs-2
rule13=0,100,minecraft:oak_stairs-2
rule14=0,100,minecraft:oak_stairs-3
rule15=0,100,minecraft:spruce_stairs-1
# Cooking pot over fire (or not)
rule16=0,100,minecraft:cauldron-3,air
rule17=0,100,minecraft:planks-1
rule18=0,100,minecraft:spruce_stairs-3
rule19=0,100,minecraft:spruce_stairs-0
rule20=0,100,minecraft:fence-0
rule21=0,100,minecraft:fence_gate-0
# Random "cargo" in back of wagon
rule22=0,100,minecraft:melon-0,minecraft:pumpkin-4,minecraft:tnt-0,minecraft:tnt-1,minecraft:lit_pumpkin-4,minecraft:cake,minecraft:hay_block,MobSpawner:Creeper
rule23=0,100,IInventory;minecraft:trapped_chest;minecraft:carrot#18#0+minecraft:melon_block#1#0+minecraft:stone_pickaxe#1#0+minecraft:stick#3#0+minecraft:pumpkin#1#0+minecraft:wool#6#0+minecraft:torch#19#0-3
rule24=0,100,minecraft:wool-0
rule25=0,100,minecraft:torch-5,air
layer
1,1,1,2,2,3,3,3,3,3,3,3,2,2,1,1,1
1,1,2,2,3,3,3,3,3,3,3,3,3,2,2,1,1
1,2,2,3,3,3,3,3,3,3,3,3,3,3,2,2,1
2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2
2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2
2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2
1,2,2,3,3,3,3,3,3,3,3,3,3,3,2,2,1
1,1,2,2,3,3,3,3,3,3,3,3,3,2,2,1,1
1,1,1,2,2,3,3,3,3,3,3,3,2,2,1,1,1
endlayer
layer
1,1,1,1,1,2,2,2,2,2,2,2,1,1,1,1,1
1,1,1,1,2,2,2,2,2,2,2,3,3,1,1,1,1
1,1,1,2,2,3,2,2,2,2,2,2,2,2,1,1,1
1,1,2,2,2,2,2,2,2,2,2,4,4,4,2,1,1
1,2,2,2,2,2,2,2,2,2,2,4,5,4,2,2,1
1,1,2,2,2,2,2,2,2,2,2,4,4,4,2,1,1
1,1,1,2,2,3,2,2,2,2,2,2,2,2,1,1,1
1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1
1,1,1,1,1,2,2,2,2,2,2,2,1,1,1,1,1
endlayer
layer
0,0,0,0,0,6,6,0,0,6,6,6,0,0,0,0,0
0,0,0,0,6,6,6,0,6,0,6,7,7,7,0,0,0
0,0,0,6,9,8,0,9,8,6,6,0,0,0,0,0,0
0,0,6,0,0,0,6,0,6,0,0,0,10,0,0,0,0
0,6,6,0,6,0,6,0,0,12,0,0,11,0,0,6,0
0,0,6,6,0,0,0,0,0,6,0,0,10,0,0,0,0
0,0,0,6,9,8,6,9,8,6,6,0,6,0,0,0,0
0,0,0,0,6,6,6,0,6,6,6,6,0,0,0,0,0
0,0,0,0,0,6,6,6,6,6,6,6,0,0,0,0,0
endlayer
layer
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,14,13,0,14,13,0,0,0,0,0,0,0,0
0,0,0,15,15,15,15,15,15,15,0,0,10,0,0,0,0
0,0,0,12,18,17,17,17,12,0,0,0,16,0,0,0,0
0,0,0,19,19,19,19,19,19,19,0,0,10,0,0,0,0
0,0,0,0,14,13,0,14,13,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
endlayer
layer
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,20,20,20,20,20,20,20,0,0,0,0,0,0,0
0,0,0,0,0,23,22,22,0,21,0,0,0,0,0,0,0
0,0,0,20,20,20,20,20,20,20,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
endlayer
layer
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,25,24,24,24,24,24,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,25,24,24,24,24,24,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
endlayer
layer
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,24,24,24,24,24,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,24,24,24,24,24,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
endlayer
layer
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,24,0,24,0,24,0,0,0,0,0,0,0
0,0,0,0,0,24,24,24,24,24,0,0,0,0,0,0,0
0,0,0,0,0,24,0,24,0,24,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
endlayer
^^^ I started with a campfire and was going to add tents, but the computer's owner suggested I put in a wagon. I used wooden stairs in an attempt to hint at wagon wheels of modest size. On board the wagon, there are a couple of randomly-generated cargo blocks, and right up front is a chest. Right now it's just an Easy Chest (randomized); I tried using a trapped chest (and I might go back and toy with that some more), but that didn't quite turn out as intended. (There's a random chance of TNT being among the two cargo blocks, so the idea was that if you opened the trapped chest with TNT right next to it, well ... *BOOM*!)
Data values for pumpkin use the "no face" option, and if TNT comes up, it might be the regular kind (TNT-0) or it might be the "goes boom if you hit it" kind (TNT-1). Alas, the "goes boom if you hit it" kind apparently won't work as an option for 1.6.4. In any case, I need to work on traps so that my structures aren't just free treasure hauls. I also intend to play with variations on the campsite theme, for one that is minus the cauldron (cooking pot) and has wool "tents" beside it, and another that has a "fortune teller's wagon," and then probably some burning ruins. (If only I could spawn them with arrows sticking in them! )
EDIT: Wagon code above has been updated to reflect later changes to the IInventory setup in the Ruins mod.
...
Meteor_Crater.tml
# Crater_Meteor (7 Mar 2014 -- revised 24 Mar 2014 -- MC 1.7.2)
# Created by Ruins mod version 12.2 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=1
embed_into_distance=7
acceptable_target_blocks=stone,grass,dirt,snow,clay
dimensions=8,7,7
allowable_overhang=0
max_cut_in=0
cut_in_buffer=0
max_leveling=0
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=0
rule1=0,100,preserveBlock
rule2=0,100,minecraft:stone-0,minecraft:netherrack-0,minecraft:cobblestone-0,minecraft:stone-0
rule3=0,100,minecraft:glowstone-0
rule4=1,100,minecraft:fire
rule5=0,100,minecraft:tnt-1
layer
1,1,1,2,1,1,1
1,1,2,2,2,1,1
1,2,2,3,2,2,1
2,2,3,3,3,2,2
1,2,2,3,2,2,1
1,1,2,2,2,1,1
1,1,1,2,1,1,1
endlayer
layer
1,2,2,2,2,2,1
2,2,4,4,4,2,2
2,4,3,3,3,4,2
2,4,3,3,3,4,2
2,4,3,3,3,4,2
2,2,4,4,4,2,2
1,2,2,2,2,2,1
endlayer
layer
1,1,1,1,1,1,1
1,0,0,0,0,0,1
1,0,0,3,0,0,1
1,0,3,3,3,0,1
1,0,0,3,0,0,1
1,0,0,0,0,0,1
1,1,1,1,1,1,1
endlayer
layer
1,1,1,1,1,1,1
1,1,0,0,0,1,1
1,0,2,2,2,0,1
1,0,2,2,2,0,1
1,0,2,2,2,0,1
1,1,0,0,0,1,1
1,1,1,1,1,1,1
endlayer
layer
1,1,1,1,1,1,1
1,1,1,1,1,1,1
1,1,0,4,0,1,1
1,1,4,5,4,1,1
1,1,0,4,0,1,1
1,1,1,1,1,1,1
1,1,1,1,1,1,1
endlayer
layer
1,1,1,1,1,1,1
1,1,1,0,1,1,1
1,1,0,0,0,1,1
1,0,0,4,0,0,1
1,1,0,0,0,1,1
1,1,1,0,1,1,1
1,1,1,1,1,1,1
endlayer
layer
1,1,1,1,1,1,1
1,1,1,1,1,1,1
1,1,1,1,1,1,1
1,1,1,2,1,1,1
1,1,1,1,1,1,1
1,1,1,1,1,1,1
1,1,1,1,1,1,1
endlayer
layer
4,1,1,1,1,1,4
1,1,1,4,1,4,1
1,1,4,1,1,1,1
1,1,1,1,1,1,4
4,1,1,1,4,1,1
1,1,4,1,1,4,1
4,1,1,1,1,1,1
endlayer
EDIT: Above code edited after further revision.
...
Okay, the idea behind the "meteor" is that when the chunk spawns, there are a few fires at the surface, and underneath the ground, there is a TNT block with some open flames right next to it, on top of an expendable stone "shield," and beneath that is a chunk of glowstone to act as my "meteor." Shortly thereafter -- and presumably BEFORE the player is on the scene, if he's not blasting about flying in Creative Mode, there should be a loud *BOOM* to get the player's attention. Ideally, the player gets to the scene to find a glowing "meteor" in a freshly-formed crater, and a few flames that haven't died out yet. (There's some randomly spawning netherrack blocks in the crater, so there's a chance a fire might start on top of one and stay indefinitely.)
There's no real trap or treasure here, and this one most certainly needs a Weight of no more than 1. Also, my HOPE is that it won't spawn too close to water, or some of the "preserveBlock" bits might work against me. This was more of a silly idea/experiment than anything.
----------------------------------------------------------------------------------
And lastly -- no picture for this one...
Nothing.tml
# Nothing (7 Mar 2014 -- revised 24 Mar 2014 -- MC 1.7.2)
# Created by Ruins mod version 12.2 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=100
embed_into_distance=6
acceptable_target_blocks=stone,grass,dirt,sand,gravel,snow_layer,snow,ice,leaves,clay,water
dimensions=1,1,1
allowable_overhang=0
max_cut_in=0
cut_in_buffer=0
max_leveling=0
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=0
rule1=0,100,preserveBlock
layer
1
endlayer
If I've done this correctly, this last one should spawn ... NOTHING! It has a Weight of 50, and I deliberately plunked this one right into my Plains, Desert, Savanna, Ocean, and Frozen Ocean biomes. I plan on doing a bit of running around to see if this adjusts the frequency of structure spawns in those flatter regions more to my liking, so I don't end up with a hot-air-balloon-and-floating-castle-and-pirate-ship traffic problem on all my oceans, for instance. (Yes, I know I could just tweak the overall frequency rules for structures, but that would hurt the chances of seeing any buildings in hills and mountains and forests and such, where frequency is already fairly low, due to comparative lack of ideal structure-spawning conditions.)
--- 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)
+ changed IInventory block syntax, 12.2 cant work unfortunately
+ fixed some errors in IInventory system
+ fixed some bugs with TileEntity blocks not rotating correctly
new syntax:
i had to change it because commata were already used, and "|" is a meta character
existing IInventory rules: replace "," with "+", replace "|" with ";"
Question: Is there any version of "EasyChest"/"MediumChest"/"HardChest" that works with *trapped* chests? I've been experimenting with those as an alternative for something that won't just end up getting set off by normally-spawning mobs in the darkness before the player reaches it.
In the meantime, I've been toying around with a few more structures.
Baseplate (12x12 Grey Wool)
# Baseplate (12x12 Grey Wool)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=0
embed_into_distance=0
# This should not be spawning as part of regular terrain generation.
# It's intended as a tool for building new structures for /parseruin.
acceptable_target_blocks=stone
dimensions=1,12,12
allowable_overhang=0
max_cut_in=0
cut_in_buffer=0
max_leveling=0
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=0
# Grey Wool
rule1=0,100,minecraft:wool-7
layer
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1
endlayer
Clarification: This is essentially a "tool," not an actual structure. A big flat layer of wool is terribly dull, and would be really lame if it actually showed up as a randomly-generated ruin. However, that's not the point. I just found it was kind of handy to be able to generate a base plate to get started, without having to manually lay down all the pieces. Of course, it would be pretty easy to modify this to use some other material, or to make another with entirely different materials. Just make a baseplate from Material #1, and then make ANOTHER baseplate on top of it, made from Material #2, make sure there's nothing else above it, then "/parseruin {name of my baseplate}" and whack one of the lower blocks with a stick. Presto! And if most of the structures I make are LESS than 12x12, that's fine. I find that it's a little less effort-intensive to trim off a couple of rows of blocks than to play with the terrain to add them back in. (I suppose it'd be even easier if I were using a Superflat world as my playground, but I wanted hills so I can test what structures look like when they cut into hillsides, etc.)
Snowman
Version 1.6.4:
# Snowman (10 Mar 2014 -- revised 25 Mar 2014 -- 1.6.4)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
# This "structure" exploits the construction order (base on up)
# in order to place blocks in the same order as a player could
# in order to construct a snow golem.
biomesToSpawnIn=alpine,alps,alps forest,alps mountainside,arctic,frost forest,frozen ocean,glacier,ice mountains,ice plains,ice wasteland,icy hills,snow forest,snowy forest,snowy coniferous forest,snowy dead forest,snowy rainforest,tundra,polar
weight=1
embed_into_distance=0
# Stone, Grass, Dirt, Sand, Gravel, Logs, Leaves, Snow_Layer, Ice, Snow, Clay
acceptable_target_blocks=1,2,3,12,13,17,18,78,79,80,82
dimensions=3,1,1
allowable_overhang=0
max_cut_in=0
cut_in_buffer=0
max_leveling=0
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=0
# Snow Block
rule1=0,100,minecraft:80
# Pumpkin
rule2=0,100,minecraft:86
layer
1
endlayer
layer
1
endlayer
layer
2
endlayer
Version 1.7.2:
# Snowman (10 Mar 2014 -- revised 24 Mar 2014 -- 1.7.2)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
# This "structure" exploits the construction order (base on up)
# in order to place blocks in the same order as a player could
# in order to construct a snow golem.
biomesToSpawnIn=alpine,alps,alps forest,alps mountainside,arctic,frost forest,frozen ocean,glacier,ice mountains,ice plains,ice wasteland,icy hills,snow forest,snowy forest,snowy coniferous forest,snowy dead forest,snowy rainforest,tundra,polar
weight=1
embed_into_distance=0
acceptable_target_blocks=stone,grass,dirt,sand,gravel,snow,snow_layer,leaves,clay
dimensions=3,1,1
allowable_overhang=0
max_cut_in=0
cut_in_buffer=0
max_leveling=0
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=0
rule1=0,100,minecraft:snow-0
rule2=1,100,minecraft:pumpkin-3
layer
1
endlayer
layer
1
endlayer
layer
2
endlayer
I tried using the block-placing rules to force the pumpkin on top to be placed last ... but I discovered by accident (while doing the same thing with an iron golem but forgetting to change the block-placing rule before testing it) that the routine is building up the structure from the bottom layer ANYWAY, so it's really a moot point. I imagine that if I put this in a snowy biome, it would just mean that on occasion I run into a spawned snowman. And if by some glitch it DOESN'T animate, well, then it's just some failed snowman someone built.
The trick to making the snowman in the first place without it animating is just to make sure that the pumpkin is NOT the last piece you place. (I built up a couple of blocks of dirt, put the pumpkin on top, then knocked out the dirt blocks and replaced them with snow.)
Similar routine for an iron golem randomly walking through some other biome:
# Iron Golem (3 Mar 2014 - revised 25 Mar 2014 - MC 1.7.2)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=1
embed_into_distance=0
acceptable_target_blocks=stone,grass,dirt,sand,gravel,leaves,snow_layer,snow,clay
dimensions=3,3,1
allowable_overhang=0
max_cut_in=0
cut_in_buffer=0
max_leveling=0
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=0
rule1=0,100,minecraft:iron_block-0
rule2=1,100,minecraft:lit_pumpkin-0
layer
0
1
0
endlayer
layer
1
1
1
endlayer
layer
0
2
0
endlayer
--- 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)
(Edited 24 Mar 2014 to fix ",0" error)
# Sphinx_Great (10 Mar 2014 -- revised 24 Mar 2014; for MC v. 1.7.2)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=1
embed_into_distance=1
acceptable_target_blocks=sand,sandstone,stone
dimensions=18,11,35
allowable_overhang=0
max_cut_in=0
cut_in_buffer=0
max_leveling=20
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=0
rule1=0,100,minecraft:preserveBlock
rule2=0,100,minecraft:sandstone-0
rule3=0,100,minecraft:water-1
rule4=0,100,minecraft:water-9
rule5=0,100,minecraft:MobSpawner:Skeleton
rule6=0,100,minecraft:sandstone-1
# Blue wool for floor pattern.
rule7=0,100,minecraft:wool-11
# TNT will detonate if mined.
rule8=0,100,minecraft:tnt-1
rule9=0,100,minecraft:sandstone-2
rule10=0,100,minecraft:web-0
rule11=0,100,minecraft:sandstone_stairs-3
rule12=0,100,minecraft:sandstone_stairs-4
rule13=0,100,minecraft:torch-5
rule14=0,100,minecraft:sandstone_stairs-7
rule15=0,100,minecraft:sandstone_stairs-5
# A sarcophagus with a nasty trap for robbers.
rule16=0,100,IInventory;minecraft:trapped_chest;minecraft:skull#1#0+minecraft:bone#8#0+minecraft:rotten_flesh#4#0+minecraft:golden_chestplate#1#0+minecraft:diamond_hoe#1#0+minecraft:lapis_block#1#0-3
rule17=0,100,minecraft:stone_slab-1
rule18=0,100,minecraft:sandstone_stairs-2
rule19=0,100,minecraft:sandstone_stairs-6
rule20=0,100,minecraft:netherrack-0
rule21=0,100,minecraft:water-0
rule22=0,100,minecraft:sandstone_stairs-1
rule23=0,100,minecraft:fire-15
rule24=0,100,minecraft:sandstone_stairs-0
# Another trapped coffer with pre-determined contents.
rule25=0,100,IInventory;minecraft:trapped_chest;minecraft:emerald#1#0+minecraft:gold_ingot#2#0+minecraft:iron_sword#1#0+minecraft:torch#12#0+minecraft:stick#9#0+minecraft:stone_pickaxe#1#0+minecraft:flower_pot#1#0-2
layer
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
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layer
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layer
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layer
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layer
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layer
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This yields a large Villager-headed sphinx with a couple of roaring flames behind the eyes so it stands out at night. Depending on where it spawns, there MAY be some sand obscuring the entrance or building up along the edges (thanks to PreserveBlock placeholders piled up around the edges to account slightly for curvature of dunes, if this spawns near the base of one). Ideally, this would go in the Desert folder. (Desert_Hills would be pushing it a bit, as its large footprint means a high chance that the center where it spawns will be a very different elevation than either end.)
--- 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)
I don't particularly care for relying entirely upon the "leveling" feature for a supposedly "organic" feature if I can avoid it -- having everything just fill down from the ground level, forming a big cube or squared-off pillar of dirt or cobble or whatever that juts out, if it's sticking out of a hill or cliff face. Over the weekend, I tried experimenting with having about 3 layers of ground/dirt as a base for my structure (for a camp site, etc.) and "beveling" down the layers of dirt/grass toward the edge of the base plate. Any gaps below ground level would be filled in by a "placeholder" block.
This is a pretty extreme example below: I decided that I just didn't care that much about the surrounding dirt/grass aside from just a few pieces attached to the base.
Floating "Chandelier Tree"
I figured here I'd try to start with a structure that would look acceptable even if it were hovering in empty space like a mini-sky-island.
However, if I want to plant this in the ground, there's the chance that it might spawn at a low point (in a valley) and be surrounded by hills. If all those empty spaces are air blocks, that means my structure is going to be sitting in the middle of a roughly cube-shaped HOLE in the ground, if it's close enough to cut into nearby hill faces.
Tree of Chandeliers (Ground Version)
(edited 24 Mar 2014 to fix ",0" error)
# Tree of Chandeliers (10 Mar 2014 -- revised 24 Mar 2014; for MC 1.7.2)
# Created by Ruins mod version 12.3 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=1
embed_into_distance=4
acceptable_target_blocks=stone,grass,dirt,sand,gravel,clay
dimensions=22,14,23
allowable_overhang=0
max_cut_in=0
cut_in_buffer=0
max_leveling=0
leveling_buffer=0
preserve_water=0
preserve_lava=0
preserve_plants=0
rule1=0,100,minecraft:preserveBlock
rule2=0,100,minecraft:log-0
rule3=0,100,minecraft:flowing_water
rule4=0,100,minecraft:flowing_water
rule5=0,100,minecraft:flowing_water
rule6=0,100,minecraft:dirt-0
rule7=0,100,minecraft:log-12
rule8=0,100,minecraft:flowing_water
rule9=0,100,minecraft:grass-0
rule10=0,100,minecraft:tallgrass-1,minecraft:tallgrass-2,minecraft:red_flower,minecraft:yellow_flower,minecraft:air
rule11=0,100,minecraft:fence-0
rule12=0,100,minecraft:torch-5
rule13=0,100,minecraft:leaves-0
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Here's my attempt to minimize that a little. The cobblestone used in the construction above is just a placeholder.
I've also used green wool in lieu of leaves, because I've had a problem with Creative mode occasionally making oak leaf blocks "leaves-12" or else "leaves-4" -- apparently depending upon whether or not I put them close enough to a supporting oak wood log. I'd rather just keep it constant, and if I have leaf blocks vaporizing after the thing spawns, I can go in and tweak individual blocks later. That's a lot cleaner than having an additional "Rule" in the list that I would rather be removed.
I just make sure that I find the Rule generated by /parseruin that mentions "cobblestone" or "green wool" and I change it to "PreserveBlock" or "leaves-4," respectively, in the .tml file.
My attempt here is to make a sort of "bowl" around my structure, going up to the corners. The idea is that if I'm going to be cutting into a hillside, I've got a nice gradual area where I can leave some of the dirt and/or stone, and maybe, just MAYBE it will end up looking like a nice gradual transition. There may still be a sharp cut at the border of my baseplate, but at least I've transitioned it out at least a little bit, so it won't be so obviously square at the bottom.
One downside with my using an opaque block such as cobblestone is that if I've got cobblestone covering, say, GRASS, that grass is going to turn to dirt in short order. I tried using leaf blocks as a transparent block to avoid that, but I ran into the aforementioned problem with some of the leaf blocks turned into "leaves-12" and some as "leaves-4" even though I was placing Oak Leaves in all cases. Sometimes, I just have to use a different placeholder to make sure that "Block X" stays uniformly "Block X" by the time I run /parseruin. It doesn't matter so much that I use glass blocks or cobblestone or whatever, just as long as the block behaves about the same.
(For instance, if I'm trying to build a devious trap with a trapped chest or a pressure plate right next to it, it MIGHT be a good idea to substitute a piece of sponge for the stockpile of TNT I'm burying just under the floor, lest one wrong step send my masterpiece sky-high before I can parse it for posterity. I just make sure that the replacement block I use is not something that will be appearing anywhere else in the structure.)
--- 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)
No, there is no way to put enchantments in "words" i know of, and the item config is very overloaded as it is
Use the generic folder, accept water blocks as surface
Your mileage might vary, but one possibility would be to spawn your own body of water as part of the "structure." It'd probably work far better in a flatter terrain (Plains, Desert) than in any of the hilly environs, though.
I'm still trying to learn my way through this, but it seems that if I specify the acceptable_target_blocks as "Water,Flowing_Water," by default it will assume that "ground level" is actually on the water level. HOWEVER, if I set it "preserve_water=1" -- it seems that it'll put the structure on the floor of the body of water. I have no guarantees as to how DEEP the water would be, though, so my structure might end up displacing a small puddle for all I know.
(Please correct me, someone, if I'm wrong! I've just been experimenting in a test environment, and I haven't figured out all the logic yet.)
P.S., if anyone is making custom "ruin" structures, I would be happy to trade. I'm still working out the kinks, and I'm still trying to learn how to make decent structures that will blend in well in different environments.
Some of my latest projects, behind spoiler-tags so I don't spam out the forum thread quite so much with pictures.
Beached/Sunken Shipwreck Ribs (designed for beach or sea use)
Mushroom House (intact and ruined versions) for Mushroom Island
Caravan Wagon (intact and ruined versions)
Mini Airship
Fairy Ring Construction:
This is the "template" I started with, with glass blocks as PreserveBlock placeholders, to help this "blend in" a bit better with surrounding terrain whether slopes go up or down from center. Occurrences of glass were changed to PreserveBlock when editing the .tml. The obsidian blocks are the baseplate and not part of the structure. The "structure" is basically just a ring of mycelium and randomized red/brown mushrooms in a little circle, intended for forest biomes.
Blended Oasis/Desert Island
Anubis Shrine (trapped!)
--- 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)
http://pastebin.com/iK3NcHDB
Seeing as it has to do with the generation of a chunk, I was wondering if the ruins mod had something to do with it. The error happens in a specific location. The location is an area in the desert with a few ruins (including a few custom ones I made such as a termite mound (it uses biomes o plenty hardened dirt)).
1) Converting a few of my 1.7.2 structures to 1.6.4 (largely by going through a Block ID list and replacing names with numbers, and putting # remark notes next to them as reminders of what they're supposed to be). This ran into a few snags; it's something I wish I could automate somehow, and it's given me greater appreciation for the amount of work that must have been done to create the structures for the 1.6.4 version of Ruins, without having the advantage of /parseruin and /testruin scripts to test things out.
2) Trying to find a way to "spawn" creatures with structures. I ended up settling upon a method that involves putting up a Dispenser in the ceiling of a structure with a lit redstone torch on top of it, and a Spawn Egg inside. When the structure is built, the dispenser should be placed, and THEN the redstone torch will be placed upon it (when the next level up is built), which will trigger the dispenser.
Mini-Village (1.7.2 version)
This is a work in progress, as I need to add a "beveled" area to the front entrance in hopes of increasing the chances of a smooth transition with the surrounding terrain. (The footprint on this is large enough that it's practically guaranteed that the entrance won't be at ground level, and you'll have to do some block-building to make a ramp up to it. I could address this by having a beveled area out front and filling the rest of the space with PreserveBlock cubes, but I was largely focused on getting the villager-spawning mechanism right.
The basic idea here was to have a single spawning structure that would act as a self-contained "village." There are a total of 18 doors in the village that meet the specs of what Minecraft will consider a valid door for "supporting" villagers*. Within the "tavern" building, there are six Dispensers set into the ceiling, and above those are six Lit Redstone Torches. When the structure spawns in 1.7.2 via a /testruin command -- BOOM! There's the village, and villagers are already scrambling around.
(I also had the "Village Tavern 2" mod installed, so there were shepherdesses, bakers, and hostelers among the spawned villagers.)
This was largely inspired by my frustration with -- when exploring Minecraft -- the problem of (at last!) finding a village, and then if I don't immediately leave the area or heavily fortify it and light every last nook and cranny, its population is doomed to get zombified in short order. (They were just FINE until the PLAYER came along!) What if a village could spawn, properly lit and walled in? (it won't keep the spiders out without some further fortification effort if it spawns on a Superflat world, but spiders don't eat villagers, so that's fine.)
Flaws include the aforementioned tendency of the front gate entrance NOT to line up with the surrounding terrain -- simply because of the likelihood that the target block won't be the same elevation as any given block at the edge of the structure, due to its large size. Also, villager behavior is bizarre compared to "natural" village generation; the villagers tend to cluster toward one corner of the structure, climbing up the ladder and crowding into the tiny little lookout area toward the top, and without the sense to go into an "inside" area at night. This isn't peculiar to Ruins, though; I've observed this sort of bizarre behavior various times when I've tried to do "community improvement" upon Minecraft Villages, with unexpected results in Villager behavior. (E.g., "I built this fabulous 2-story tavern with lots of doors for you to slam. Why do you keep cramming into this little 2x2 room all the time?" ) Villagers are weird.
I tried testing this in 1.6.4, but this is complicated in that Forge has me put my mods in a single "mods" sub-folder regardless of whether I'm running 1.6.4 or 1.7.2 -- and whether I'm using the 1.6.4 or 1.7.2 version of the Ruins mod, the "ruins.txt" file is still the same, and the "resources" folder is still the same. 1.6.4 and 1.7.2 versions of Ruins structures do NOT coexist peacefully in the same folder -- so I had to do a bit of folder-renaming every time I'd switch between 1.7.2 (so I could use /parseruin & /testruin for construction and initial testing) and 1.6.4 (to see if my structures would actually spawn properly after I manually replaced all the block names with numbers).
For 1.6.4 testing, I ended up setting things up so that all the other structures were gone, and there were ONLY those custom structures I'd made. A couple of other simple structures I'd come up with (a small well, a ruined hunting lodge) would spawn well. I've found that I have an easier time spotting typographical errors when the block names are spelled out than if I'm looking for erroneous *numbers*. (There's a big difference between block ID 134 and 13, for instance....)
So far, the 1.6.4 version of my Mini-Village won't spawn, even though I've tried it without the villager eggs and such (in other words, avoiding anything using IInventory, since I'm not sure if that expansion applies to 1.6.4 as well). It's a bit difficult to "debug" when it's just sink or swim (it spawns or it doesn't) without any specific bug reports, but I'll see if I can sort something out.
In the meantime, though, I decided to goof around back in the 1.7.2 version of Minecraft, by combining /testruin with multiple instances of the Mini-Village and various other structures to make a "city," by repairing the resulting damage when I accidentally got the spawn points too close to each other (and forgot about the tendency of some structures to clear out a few blocks around themselves upon spawning), and knitting the whole thing together with a nearby naturally spawning village with a protective outer wall and some walkways.
It was door-slamming Heaven for Villagers, and even a few Iron Golems ended up spawning in no time!
I'm thinking that next I'm going to try experimenting with Command Blocks to see if I can get a Tame Skeletal Horse to spawn in a "Haunted Stable" attached to a monster-infested castle ruin. (That is, if that's even possible. I'm still not entirely clear what can be accomplished with Command Blocks through Ruins-Mod-spawned structures, since I haven't yet noticed them being used in any of the existing structures as examples.)
--- 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)
Wonderful idea. Your're great.
I only dared to change 9 carrots to 9 potatoes
I hope you don't mind, and I have not violated copyrights
P.S.
Villagers breed immediately