I've got Ruins running in 1.7.10 with the proper Forge version. I haven't done much exploring beyond the area where I've spawned, but I've noticed a distinct lack of ruins in the slightest. I'm playing on Amplified world type - would that be causing them not to spawn?
Rollback Post to RevisionRollBack
You don't need more pickaxes, but you're getting them anyways.
Is there a way (in the 1.6.4 version) that I can pick the spawner types it generates? I'd prefer blazes not spawning in the overworld ruins.
I've just changed the templates on many ruins. Look at the template for the ruin with the blaze spawner, and change the line to reflect the type of spawner you'd like there.
I had a lot of fun exploring all of the ruins so at first I didnt mind the frequency. But I will change it to slow things down later.
I hope that a lot of people jump on board to add templates. Ive worked online worlds and player-modded games since the creation. I often see where players first temptation is to show how big and bad they can do it. So down the road maybe i will put some time in to create a large base of "just interesting" little things to add bulk to the random selection. That way the big/bad can be included without seeming to come up too often.
Rollback Post to RevisionRollBack
--
Minecraft: the best programmed and worst managed game I know of.
I also seem to be getting an error in the ruins_log.txt with a building I changed a little:
There was a problem loading the file: Underwater.tml
java.util.NoSuchElementException
at java.util.ArrayList$Itr.next(Unknown Source)
at atomicstryker.ruins.common.RuinTemplateLayer.<init>(RuinTemplateLayer.java:18)
at atomicstryker.ruins.common.RuinTemplate.parseFile(RuinTemplate.java:612)
at atomicstryker.ruins.common.RuinTemplate.<init>(RuinTemplate.java:39)
at atomicstryker.ruins.common.RuinHandler.addRuins(RuinHandler.java:412)
at atomicstryker.ruins.common.RuinHandler.loadSpecificTemplates(RuinHandler.java:275)
at atomicstryker.ruins.common.RuinHandler.access$500(RuinHandler.java:16)
at atomicstryker.ruins.common.RuinHandler$LoaderThread.run(RuinHandler.java:127)
Can anyone say what could be going on here?
"NoSuchElementException" almost makes me think that you specified a block type that doesn't exist (or made a typo), however it may be saying that when it goes to look for the file it's suddenly not there (or not readable due to a bad sector or something). I think my money's on a typo.
Ruins parser supports metadata just fine, as demonstrated amply. I think your props are fake tile entities. Those are not supported.
I'm new to Ruins, and have only read the first page and the last 6 pages, so bear over with me if I'm asking for something that is already fixed (or has a way to work around).
Anyways, I was making a template of a Thaumcraft 4 themed structure that contained vanilla MC paintings on some of the walls, Bibliocraft armorstands, Thaumcraft 4 banners, nitor, crystal clusters, magic mirrors and an arcane door. When placing that structure using /testruin all the paintings are gone, all banners face south, all crystal clusters are in place (but rotated as if placed on the top of an invisible block), and if I rotate the building the arcane door, magic mirrors and armor stands don't rotate with it (but are within the correct block space).
Is there a way to fix this manually or is there a bug / incompatability issue? Does the fact that the vanilla paintings were removed mean that they are fake tile entities (or is this a bug)?
I'm playing with 1.7.10 and using these mods (all use the most recent update except where noted):
Automagy (0.19.1); Bibliocraft; Bspkrs core with Treecapitator, ArmorStatusHUD and StatusEffectHUD; DamageIndicators; Endermen Don't Pick Up Blocks mod; Fastcraft; Forge (10.13.2.1230 was recommended last time I checked); Grim3212Core with Double Doors; Inventory Tweaks; JABBA; Liteloader with Zan's minimap, Autofish and Noteblock Display; Lost Books; Luppii's Ladders; Modular Flower Pots; NEI; Optifine; Ruins; Smooth Bedrock; Thaumcraft 4; Tinker's Construct; Twilight Forest; UpdateCheckerMod.
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
I'm new to Ruins, and have only read the first page and the last 6 pages, so bear over with me if I'm asking for something that is already fixed (or has a way to work around).
Anyways, I was making a template of a Thaumcraft 4 themed structure that contained vanilla MC paintings on some of the walls, Bibliocraft armorstands, Thaumcraft 4 banners, nitor, crystal clusters, magic mirrors and an arcane door. When placing that structure using /testruin all the paintings are gone, all banners face south, all crystal clusters are in place (but rotated as if placed on the top of an invisible block), and if I rotate the building the arcane door, magic mirrors and armor stands don't rotate with it (but are within the correct block space).
Is there a way to fix this manually or is there a bug / incompatability issue? Does the fact that the vanilla paintings were removed mean that they are fake tile entities (or is this a bug)?
I'm playing with 1.7.10 and using these mods (all use the most recent update except where noted):
Automagy (0.19.1); Bibliocraft; Bspkrs core with Treecapitator, ArmorStatusHUD and StatusEffectHUD; DamageIndicators; Endermen Don't Pick Up Blocks mod; Fastcraft; Forge (10.13.2.1230 was recommended last time I checked); Grim3212Core with Double Doors; Inventory Tweaks; JABBA; Liteloader with Zan's minimap, Autofish and Noteblock Display; Lost Books; Luppii's Ladders; Modular Flower Pots; NEI; Optifine; Ruins; Smooth Bedrock; Thaumcraft 4; Tinker's Construct; Twilight Forest; UpdateCheckerMod.
Paintings and Item Frames and such are actually Entities and have their data stored in NBT, which are also not supported. I would assume that some of the data from the other mod blocks may also be stored in a similar manner.
A workaround for this would be to use Command Blocks that spawn these things in. There is also a special RUINSTRIGGER property that can be used in the schematic files. It's essentially a Command Block that fires when the ruin spawns but doesn't leave a messy command block around for an adventurer to find. That may or may not work for you.
A workaround for this would be to use Command Blocks that spawn these things in. There is also a special RUINSTRIGGER property that can be used in the schematic files. It's essentially a Command Block that fires when the ruin spawns but doesn't leave a messy command block around for an adventurer to find. That may or may not work for you.
Thanks. Where in the .tml file should I place that RUINSTRIGGER? Though I do know how to use commands from the chat I have no experience with making / using command blocks, but I will give it a try
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
Thanks. Where in the .tml file should I place that RUINSTRIGGER? Though I do know how to use commands from the chat I have no experience with making / using command blocks, but I will give it a try
I haven't used it myself yet (although I plan to), but @Jordan_Peacock has done some extensive work with putting together some complex Ruins templates. He can probably offer more help that I can with that right now.
Noticed something interesting [I do not think this is a ruin problem just a problem generated by worldedit that impacts parsing ruins] figured I would share to maybe save someone else some trouble.
In a new world I loaded and pasted a structure I made using worldedit in another world.
When I tried to parse the structure into a ruin I got a error.
[17:51:14] [Thread-134/INFO] [STDERR/]: [java.lang.Throwable$WrappedPrintStream:println:748]: java.lang.Exception: Rule [0,100,IInventory;minecraft:brewing_stand;minecraft:glass_bottle#1#0#0+minecraft:glass_bottle#1#0#1+minecraft:glass_bottle#1#0#2-7] in template temple_012_plains_mound_st.tml can absolutely not be mapped to anything known
So i walked into the structure to look around and the brewing stand looked wrong, it should have been empty but it was not so I destroyed it and placed another brewing stand. Walked back outside and tried to parse the ruin again and it worked fine.
Thanks for such a great mod.
I was running MC 1.7.10
forge-1.7.10-10.13.2.1291-universal.jar
Question, if I already have a world generated, can I still install this mod after it has been created? or would I have to start a new world from scratch?
The Meaning of Life, the Universe, and Everything.
Join Date:
2/14/2015
Posts:
48
Member Details
So I keep getting lag while loading new chunks so I was wondering that when I start a new world for my server, is it possible to just load up a lot of chunks of the world then remove the mod and play as normally or would having a ton of chunks that I may not need til later lag just as much?
I like the atmosphere this mod creates so I'd really like to have these structures around. But I also want to make sure everybody on my server can run the pack smoothly.
You can. It will only generate ruins in newly generating chunks.
So just for clarification, if I am in a world I created before I installed this mod it will only work in areas and or dimensions that I have not explored? It would be nice if I can use this mod in my already existing world.
PandaFox, if you are looking for the files for the structures, they are in /mods/resources at the same level as /config, hope this helps
*sneaks back into shadows to make more templates*
Oh, when spawning ruins from a commandblock, can I make it "find the y-value from the terrain" or do I have to specify an exact number? I made this sliding staircase that lets you walk seamlessly between templates without jumping, even if they are offset vertically up to several blocks, originally thinking there would be a random factor to their placement. Although calling one of several instances of the same template with different y-coords would also work, but engineering the problem for which the solution was developed seems a bit Rube-Goldberg, and random factors wouldn't hug the land, especially at a distance from the center of any multipart structure.
It would still work for split-level structures though, introducing another kind of variety to the mix.
I've just changed the templates on many ruins. Look at the template for the ruin with the blaze spawner, and change the line to reflect the type of spawner you'd like there.
I had a lot of fun exploring all of the ruins so at first I didnt mind the frequency. But I will change it to slow things down later.
I hope that a lot of people jump on board to add templates. Ive worked online worlds and player-modded games since the creation. I often see where players first temptation is to show how big and bad they can do it. So down the road maybe i will put some time in to create a large base of "just interesting" little things to add bulk to the random selection. That way the big/bad can be included without seeming to come up too often.
Minecraft: the best programmed and worst managed game I know of.
"NoSuchElementException" almost makes me think that you specified a block type that doesn't exist (or made a typo), however it may be saying that when it goes to look for the file it's suddenly not there (or not readable due to a bad sector or something). I think my money's on a typo.
I'm new to Ruins, and have only read the first page and the last 6 pages, so bear over with me if I'm asking for something that is already fixed (or has a way to work around).
Anyways, I was making a template of a Thaumcraft 4 themed structure that contained vanilla MC paintings on some of the walls, Bibliocraft armorstands, Thaumcraft 4 banners, nitor, crystal clusters, magic mirrors and an arcane door. When placing that structure using /testruin all the paintings are gone, all banners face south, all crystal clusters are in place (but rotated as if placed on the top of an invisible block), and if I rotate the building the arcane door, magic mirrors and armor stands don't rotate with it (but are within the correct block space).
Is there a way to fix this manually or is there a bug / incompatability issue? Does the fact that the vanilla paintings were removed mean that they are fake tile entities (or is this a bug)?
I'm playing with 1.7.10 and using these mods (all use the most recent update except where noted):
Automagy (0.19.1); Bibliocraft; Bspkrs core with Treecapitator, ArmorStatusHUD and StatusEffectHUD; DamageIndicators; Endermen Don't Pick Up Blocks mod; Fastcraft; Forge (10.13.2.1230 was recommended last time I checked); Grim3212Core with Double Doors; Inventory Tweaks; JABBA; Liteloader with Zan's minimap, Autofish and Noteblock Display; Lost Books; Luppii's Ladders; Modular Flower Pots; NEI; Optifine; Ruins; Smooth Bedrock; Thaumcraft 4; Tinker's Construct; Twilight Forest; UpdateCheckerMod.
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
Paintings and Item Frames and such are actually Entities and have their data stored in NBT, which are also not supported. I would assume that some of the data from the other mod blocks may also be stored in a similar manner.
A workaround for this would be to use Command Blocks that spawn these things in. There is also a special RUINSTRIGGER property that can be used in the schematic files. It's essentially a Command Block that fires when the ruin spawns but doesn't leave a messy command block around for an adventurer to find. That may or may not work for you.
Thanks. Where in the .tml file should I place that RUINSTRIGGER? Though I do know how to use commands from the chat I have no experience with making / using command blocks, but I will give it a try
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
I haven't used it myself yet (although I plan to), but @Jordan_Peacock has done some extensive work with putting together some complex Ruins templates. He can probably offer more help that I can with that right now.
In a new world I loaded and pasted a structure I made using worldedit in another world.
When I tried to parse the structure into a ruin I got a error.
[17:51:14] [Thread-134/INFO] [STDERR/]: [java.lang.Throwable$WrappedPrintStream:println:748]: java.lang.Exception: Rule [0,100,IInventory;minecraft:brewing_stand;minecraft:glass_bottle#1#0#0+minecraft:glass_bottle#1#0#1+minecraft:glass_bottle#1#0#2-7] in template temple_012_plains_mound_st.tml can absolutely not be mapped to anything known
So i walked into the structure to look around and the brewing stand looked wrong, it should have been empty but it was not so I destroyed it and placed another brewing stand. Walked back outside and tried to parse the ruin again and it worked fine.
Thanks for such a great mod.
I was running MC 1.7.10
forge-1.7.10-10.13.2.1291-universal.jar
Ruins-1.7.10.jar
worldedit-forge-mc1.7.10-6.0-beta-01
I like the atmosphere this mod creates so I'd really like to have these structures around. But I also want to make sure everybody on my server can run the pack smoothly.
So just for clarification, if I am in a world I created before I installed this mod it will only work in areas and or dimensions that I have not explored? It would be nice if I can use this mod in my already existing world.
Link to my Dragon Cave scroll, help me with my eggs/hatchlings/dragons please!
*sneaks back into shadows to make more templates*
Oh, when spawning ruins from a commandblock, can I make it "find the y-value from the terrain" or do I have to specify an exact number? I made this sliding staircase that lets you walk seamlessly between templates without jumping, even if they are offset vertically up to several blocks, originally thinking there would be a random factor to their placement. Although calling one of several instances of the same template with different y-coords would also work, but engineering the problem for which the solution was developed seems a bit Rube-Goldberg, and random factors wouldn't hug the land, especially at a distance from the center of any multipart structure.
It would still work for split-level structures though, introducing another kind of variety to the mix.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.