In Ruins for MC 1.8, I have observed that chests using the "strongholdLibrary" tag end up empty, but "dungeonChest" appears to work fine. (I haven't tested "villageBlacksmith" recently.)
Which version of Minecraft are you using? (E.g., 1.7.10, 1.8.8, or 1.9.2?) From your screenshot, I'm going to guess version 1.9, because it looks like the player character is holding a shield.
If you're using version 1.9, I would not be surprised if "Floater" fails to spawn properly. The version included with the Ruins 1.9 ZIP pack is still using old notation such as "unique=1" (instead of "uniqueMinDistance={somelargenumber}"), and it still has the exact same rule for chest loot, even though loot table logic has changed considerably (and the loot_table names have changed).
I haven't yet had a chance to experiment with whether using the new loot table names with "ChestGenHook" will work as intended, or whether the code is so radically different that they're incompatible. I am going to guess that given that Ruins fairly recently got its update to MC 1.9, there are still a few details to work out.
EDIT: When I posted this, I somehow totally missed hanleybrand's fix above. Sorry!
I'm using 1.9 with Forge 1835. And I'll try the fix here soon. Did the edit on the floater.tml and the fix definitely worked! The chests there are now properly populating with items. Thanks for the reply.
I don't think i've mentioned this before, but the current version (off my site atleast) does parse empty chest with a correct "simple dungeon" loot entry.
@hanleybrand
Yes i have not fixed the existing templates and would appreciate a PR very much.
Okay, I don't know if this is somehow just me, but:
> I have Minecraft 1.9 installed, the latest version of Ruins, and Forge 1.9-12.16.0.1846.
> I placed a piece of bedrock, then an empty chest on top of that, used /parseruin to create a new template, and broke the bedrock, creating a new, very small template.
> When I looked at the resulting template, it had the following rule:
rule1=0,100,ChestGenHook:chests/simple_dungeon-3
> When I spawned this back into the world via /testruin, the chest appeared, and it was empty.
> If I edited the rule in the template to add a colon and a number after "simple_dungeon" -- example:
... then used /testruin to spawn the template, I would get a chest with LOTS of treasure in it, with no apparent relationship to the exact number I used. 0, 1, or a large number, I still get a chest with lots of treasure items in it. It seems more generous than the old default of 5 treasure stacks in the old /parseruin-generated treasure chests.
Okay, I don't know if this is somehow just me, but:
> I have Minecraft 1.9 installed, the latest version of Ruins, and Forge 1.9-12.16.0.1846.
> I placed a piece of bedrock, then an empty chest on top of that, used /parseruin to create a new template, and broke the bedrock, creating a new, very small template.
> When I looked at the resulting template, it had the following rule:
rule1=0,100,ChestGenHook:chests/simple_dungeon-3
> When I spawned this back into the world via /testruin, the chest appeared, and it was empty.
> If I edited the rule in the template to add a colon and a number after "simple_dungeon" -- example:
... then used /testruin to spawn the template, I would get a chest with LOTS of treasure in it, with no apparent relationship to the exact number I used. 0, 1, or a large number, I still get a chest with lots of treasure items in it. It seems more generous than the old default of 5 treasure stacks in the old /parseruin-generated treasure chests.
After playing further with the changes on the floater.tml I've noticed that each chest is filled more than normal (as you said jordan, generous) and that each chest seems to almost be the same items as well. Not sure if this helps anyone or not, but just wanted to let some one be aware.
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Terry R. Handel
Citizen Minecraftian
"Is it Summer yet?"
The new mc loot system does not allow me to specify how many items there should be in the chest. Atleast, not for now. You can basically expect forge to add some kind of hook into this.
First off I'd like to thank creators for an amazing mod. Secondly, thanx to all the peeps asking and answering questions here. It's been a fountain of inspiration and help. Last, thanx for all those who've put up their own creations. Some I've used and lots I've examined and played with when working out how to do something.
I create interesting worlds for my daughter and her friends to play on a local server I run. Nothing too special, attention span of 10yr olds and all....
I've been testing adding a missile bunker (stone cave with simple tnt/slime/piston missile)...... This bit works.
So I create a template containing 1 level of 8x1x8 of stone - I call it silolocator
I then edit the tml taking out the stone and replacing with air and make 'air' the only 'acceptable_target_blocks'
Then I give 100% chance to spawn my missile bunker(s) in this tml
Now I think this should mean my missile bunker will spawn poking out of the sides of cliffs and hillsides.
I'm sure I'm missing something obvious but damned if I can figure it out.
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___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
The new mc loot system does not allow me to specify how many items there should be in the chest. Atleast, not for now. You can basically expect forge to add some kind of hook into this.
Okay, that's good to know. I'll try to plan around this, then. Thanks for the clarification!
So far, here is a rough rundown of what sort of items I've been finding in each of the different kinds of chests, based on some sample spawns:
Each "stack" appears to be of 1-4 items (the vast majority being "stacks" of just 1 item each, but several "stacks" may be of the same item; more rarely there might be 2, 3, or 4 -- and on a couple of occasions I saw stacks of 6 pieces of paper in the stronghold_library chests). Ranges of stacks are based off of a few forced spawns of chests using this, just to see a representative example -- not an exhaustive exploration by any means.
abandoned_mineshaft
> 14-23 stacks of: lots of: rails; frequent: bread, redstone, torches, iron bars, coal, melon seeds; occasional: name tag, enchanted book, iron tools
village_blacksmith
> 7-18 stacks: lots of: bread, oak sapling; frequent: apple; occasional: gold bar, iron horse armor, obsidian, iron armor/tools/weapon, diamond
I'm not sure how mod-added treasure items are going to fit into here. I guess I'll have to see what 1.9 mods are available, and try them out in conjunction with Ruins. (So far, Ruins is the only MC 1.9-level mod I've been using.)
Each "stack" appears to be of 1-4 items (the vast majority being "stacks" of just 1 item each, but several "stacks" may be of the same item; more rarely there might be 2, 3, or 4 -- and on a couple of occasions I saw stacks of 6 pieces of paper in the stronghold_library chests). Ranges of stacks are based off of a few forced spawns of chests using this, just to see a representative example -- not an exhaustive exploration by any means.
abandoned_mineshaft
> 14-23 stacks of: lots of: rails; frequent: bread, redstone, torches, iron bars, coal, melon seeds; occasional: name tag, enchanted book, iron tools
village_blacksmith
> 7-18 stacks: lots of: bread, oak sapling; frequent: apple; occasional: gold bar, iron horse armor, obsidian, iron armor/tools/weapon, diamond
I'm not sure how mod-added treasure items are going to fit into here. I guess I'll have to see what 1.9 mods are available, and try them out in conjunction with Ruins. (So far, Ruins is the only MC 1.9-level mod I've been using.)
Edit: Now using Forge 1863 on MC 1.9.
This is a list of the mods that I've been using.
1.9-chunkedgeindicator-1.1.1
AdditionalBanners-1.9-1.1.0.8
BetterBedrockGenerator-1.9.0-3.0.0
BetterTitleScreen-1.9-1.2b
BucketBlocks-1.9-1.0.1
BuildingBricks-1.9-1.4.8
ChickenChunks-1.9-2.0.1.1-universal (Added on Forge 1863)
chickens-1.9-2.0.2 (Does not work after upgrading to 1863)
ClayWorldGen-1.0.0-1.9
CodeChickenCore-1.9-2.0.1.6-universal
craftableelytramod-0.0.1
CraftableHorseArmourAndSaddle-1.0
craftablenametags-1.2
CustomBackgrounds-MC1.9-1.1
easybreeding-1.9-1.9-4.0.1
FastLeafDecay-1.9-1.6
FiresClaySpawn-5.0.1.5
Gravestone Mod 1.2.2
hopperducts-mc1.9-1.4.7
jei_1.9-3.2.4.177 (jei_1.9-3.2.10.185 updated for use with Forge 1863)
Anyone know why my previous comment is designated spam ?!?
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. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
I then edit the tml taking out the stone and replacing with air and make 'air' the only 'acceptable_target_blocks'
The problem here is that "air" isn't going to work as an acceptable_target_block. As I understand it, at least in the Overworld, when Ruins is looking for a valid building spot for a structure, it basically picks some X/Z coordinate in the newly-generated terrain, and starts at the build maximum level (255 or 256, I think?), and then goes down until it hits a non-air block, and that's the surface level, EVEN IF THAT BLOCK IS FLOATING BY ITSELF IN THE SKY. It has no "awareness," per se, of whatever other features might be in the area, save for the limitations set by the max leveling or acceptable overhang settings (in which case, if it fails those tests, I gather that it just WILL NOT BUILD in that location).
If the template dictates to ignore/preserve lava, ignore water, or ignore plants, then blocks of those types will be treated the same as air, and it won't find a valid building level until it has gone past the top layers of those blocks.
So, if you want a structure that spawns on the ocean floor, you'll want to use preserve_water to make it go past the water to hit the ocean floor before it starts building. (The catch is that any "air" blocks in your structure will be water-filled if they would otherwise displace water blocks. So you have to use certain tricks if you want any "air pockets" in your underwater structure.)
And sometimes, when certain mods are added, such as Natura, this has caused me trouble -- because Natura adds "cloud" blocks that appear high above the regular terrain, and as they are non-Air blocks, they're just as valid as a "surface" as the grass down below, if the randomly-chosen X/Z location happens to hit Natura:Cloud first. (For this reason, for any structure where I'm specifying "unacceptable_target_blocks" instead of "acceptable_target_blocks," I include "cloud" and "Natura:Cloud" in the banned block list, JUST IN CASE my structure is used with the Natura mod, if I don't want my log cabins and dungeons and castles treating a cloud as "ground level.")
(I sometimes run into a similar problem in Vanilla Minecraft, if I go making "dungeon" structures that rely upon embed_into_distance in biomes such as Jade Cliffs or Extreme Hills, where the highest surface point might very well be a floating sky island or precipice jutting out over empty air. Ruins has no way to "know" this, and so if it's a valid building point, my "hidden dungeon" might be very easy for all to see, when it's treating that floating block as "ground level.")
Now, even if Ruins were to treat Air as a valid acceptable_target_block (and I'm not certain that it does), then the very highest Air block it's going to hit is right up there at the build maximum -- level 255.
As for how you'd go about trying to deliberately make a "silo" stick out of a "cliff," I'm really not sure how you'd go about that. I suppose you could increase the CHANCES of such a thing happening, by building in very mountainous and crazy biomes such as Extreme Hills (and its variants), or -- depending on your modpack -- super-extreme terrain such as Crag or Jade Cliffs. In that case, there are several cases in which your structure MIGHT jut out of the cliff, if the target block was at the top of a mountain ... but it's just as possible that the target block could end up being the bottom of a valley, in which case the structure might be completely hidden until someone excavates.
Edit: Most or all of of this is incorrect, but I'm not exactly certain what IS correct yet, so I'm just crossing it out so that I don't lead astray someone who comes into this forum a bit late.
Thanx Jordan.
I'm still relatively new to all this.
If I'm understanding the way you've explained the spawn mechanics I should be able to use them.
If I create an empty cube of air, say 10x10x10 and let it find a place it fits on typical surface blocks then have my cube call up the 4 silos and try to spawn them ~(+/-5) ~10 ~(+/-5) (+&- the four directions for each one) and the silo's test for stone as a base, this should let my silos spawn only if the cube spawned in an area bigger then 10x10x10 and that has hills around it higher then 10.
My silo's would need to have embed_into_distance=10
I'll have a play and see what I can make work.
Thanx again for your help.
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___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
I've been testing adding a missile bunker (stone cave with simple tnt/slime/piston missile)
dimensions=6,6,16
Now I think this should mean my missile bunker will spawn poking out of the sides of cliffs and hillsides.
I'm sure I'm missing something obvious but damned if I can figure it out.
From the dimensions it looks like a horizontal slimestone ship, possibly like the one set in the side of a cliff in Etho's pinned video.
Looking at the template example, I see what you're trying to do. The second templates would have to find considerably lower ground than the initial template marker (and fail generating if not in a certain height range), then it would slide the ship into the side of the cliff, under the known higher ground.
A side note about mobile TNT devices in survival maps, having played Missile Wars since it came out and having extensively used Ruins mod as a development tool for new missile designs, it would end up being an interesting "trap" to those not familiar with slimestone, and a nice surprise to those who are aware of it.
Luckily Ruins generation doesn't cause block updates, so such things are safe to spawn in the world using Ruins, and is why I've been using it as a design tool.
Ill put a screenshot of one of my designs below to show the potential disaster in having them in a survival world instead of in Missile Wars. This one goes double speed and packs around 40 TNT, and could singlehandedly destroy a village.
Oh yeah -- something I forgot to note earlier: Ruins will EITHER use the "acceptable_target_blocks" OR "unacceptable_target_blocks" -- not both. If both fields are set in the template, I'm not sure which one takes priority.
Roughly, if "acceptable_target_blocks" is set, it tells the Ruins routine, "DO NOT build this structure unless the target block is one of these material types." If "unacceptable_target_blocks" is set, it tells the Ruins routine, "DO build this structure unless the target block is one of these material types."
Edit: Above is incorrect as per AtomicStryker's notes below. (I'm not sure about the rest of this.)
...
Also, I get the impression that the target block is what the Ruins builder hits FIRST when it hits the surface, so I'm not sure what is accomplished by specifying "stone" as an acceptable_target_block, and not "grass" (which is usually a more common surface block). You might be building a dungeon that's embed_into_distance by 25 levels or more, but you're not testing for what is underground. You're NOT hitting the surface, THEN going 25 blocks underground, THEN testing for what the block is down at that level. Back to my Natura: Clouds example, I ran into problems with my "underground tunnels," where I specified "unacceptable_target_blocks" as "lava, flowing_lava, water, flowing_water" and therefore would accept ANYTHING else ... but in a server with Natura installed, Ruins would hit a "cloud" block up at level 128 or so, then "embed_into_distance" about 20 blocks or so, and the result would be a ruined tunnel floating up at level 108 or thereabouts, in the sky, midair, rather than buried in dirt or stone like it ought to be.
Also, I need to experiment some with adjoining_template. I've mostly used Command Blocks, RUINSTRIGGER, and /testruin to spawn structure clusters, when adjoining_template would probably be a simpler solution in many cases. I'm not sure where the acceptableYdifference number is measured from, but I think it's going from the Y value of the "surface" where it finds its target block to start building, and that value isn't impacted by "embed_into_distance," as useful as that might be for a project such as this.
I'm not sure if I'm following the intended logic, but the basic idea seems quite interesting. I could find it very useful if I had a technique to test for "high ground" for a given structure, for instance. (E.g., test the Y value for the target block, then compare it to sample elevations X blocks north, south, east and west, and ONLY build if the Y value is the highest of all 5 values, for a tower or windmill intended to be atop a hill vs. being down in a valley.)
Oh yeah -- something I forgot to note earlier: Ruins will EITHER use the "acceptable_target_blocks" OR "unacceptable_target_blocks" -- not both. If both fields are set in the template, I'm not sure which one takes priority.
Roughly, if "acceptable_target_blocks" is set, it tells the Ruins routine, "DO NOT build this structure unless the target block is one of these material types." If "unacceptable_target_blocks" is set, it tells the Ruins routine, "DO build this structure unless the target block is one of these material types."
Where did you get that idea? That is simply untrue. Both these lines are optional and can coexist. A surface block is first checked against the unacceptable list, and then against the acceptable list, but against BOTH in the success case.
From the dimensions it looks like a horizontal slimestone ship, possibly like the one set in the side of a cliff in Etho's pinned video.
Don't know what particular video I got the idea from. Was something that one of my daughters friends showed me on youtube. 'Missile Wars' sounds familiar.
Luckily Ruins generation doesn't cause block updates, so such things are safe to spawn in the world using Ruins, and is why I've been using it as a design tool.
Ill put a screenshot of one of my designs below to show the potential disaster in having them in a survival world instead of in Missile Wars. This one goes double speed and packs around 40 TNT, and could singlehandedly destroy a village.
:-) Ten year olds :-)
There's a few great command blocks around that will spawn a village or city where you throw an egg. I've made some huge city's with tnt cannons aimed at them. If I use different clocks as triggers for the cannons and have them aimed at a central location then the tnt arriving at target with different fuse length's can cause interesting interactions.
That block update thing caused me no end of trouble actually. I found this forum because of it. (I've been using Ruins for ages but just as a mod I plugged in and forgot about. Discovered parsing and adding my own constructs a week ago.) I tend to use a redstone_torch attached to tnt as a self destruct on the cannons I build (10yr olds don't turn off empty auto-cannons and too many clocks running starts to lag out my server). Then I short out the torch with a comparator reading how full the dispenser is. When I started putting these creations in with Ruins then they'd explode on spawn.
(Was a computer tech 20yrs ago so I know - RTFM error)
Forced the 'off' torches to load last with condition 7 and seems to of fixed it. Means some of my switchs get stuck though. Turn a machine on and nothing (OK redstone dust updates but nothing appears to happen). Need to turn it off and on again for it to work. - Still working on a fix for that.
Current project is my chain reaction missile silo's though. Having a missile destroy a mountain and uncover a light sensor that triggers another missile - - - repeat - - - (I'll borrow your missile design if you don't mind... need more variety). I'm having trouble calculating blast radius and where to put light sensors.... easier to just short out a torch and have the 'short line' run through the blast area but spent so much time on the light sensors idea now that I want to make it work.
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___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
I'm not sure if I'm following the intended logic, but the basic idea seems quite interesting. I could find it very useful if I had a technique to test for "high ground" for a given structure, for instance. (E.g., test the Y value for the target block, then compare it to sample elevations X blocks north, south, east and west, and ONLY build if the Y value is the highest of all 5 values, for a tower or windmill intended to be atop a hill vs. being down in a valley.)
Thanx for the comments on spawning mechanics. Starting to make sense to me now and I'll keep playing with it.
For your problem with a windmill on hilltop you just need to make your overhang as high as the longest of your x/z sides and give it 0 fill. Go spawn it ON the ocean somewhere swim down 3 or 4 and make a square around your creation out of some block you haven't used. parseruin windmill on the courner of your square (just saves filling in the square to make a base, not sure if you even need more then 2 sides of the square but I always put them in so I can see I've got no overhang anywhere that's being cut off). If you then go find the water rule in a text editor you can change it to preserveBlock. Embed as many deep as you've got levels of preserveBlocks.
Just thought, need to test it doesn't flatten after embed before trying to preserve or I just made it float :-/
I'll get the hang of spawn mechanics yet.....
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___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
Where did you get that idea? That is simply untrue. Both these lines are optional and can coexist. A surface block is first checked against the unacceptable list, and then against the acceptable list, but against BOTH in the success case.
Umm... Why ?
Nice to know how it works. But after thinking about it if there's an acceptable list then the unacceptable list become obsolete..... unless it tests the whole target surface against these lists instead of just the target block.....
Sorry, not trying to be clever. Trying to get mechanic right in my head.
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___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
anyone willing to put up a jar file of ruins that has all the other structures active and spawnable? Because i really want those. Like desperatly. They are really ineresting (they are in all the other mod packs i have. i have no way to actually do it myself as one, i am kinda stupid, and two, i use a Mac, not PC, which makes it extra difficult.
I'm using 1.9 with Forge 1835.
And I'll try the fix here soon. Did the edit on the floater.tml and the fix definitely worked! The chests there are now properly populating with items. Thanks for the reply.Terry R. Handel
Citizen Minecraftian
"Is it Summer yet?"
I don't think i've mentioned this before, but the current version (off my site atleast) does parse empty chest with a correct "simple dungeon" loot entry.
@hanleybrand
Yes i have not fixed the existing templates and would appreciate a PR very much.
EDIT: Nevermind did it myself
Okay, I don't know if this is somehow just me, but:
> I have Minecraft 1.9 installed, the latest version of Ruins, and Forge 1.9-12.16.0.1846.
> I placed a piece of bedrock, then an empty chest on top of that, used /parseruin to create a new template, and broke the bedrock, creating a new, very small template.
> When I looked at the resulting template, it had the following rule:
rule1=0,100,ChestGenHook:chests/simple_dungeon-3
> When I spawned this back into the world via /testruin, the chest appeared, and it was empty.
> If I edited the rule in the template to add a colon and a number after "simple_dungeon" -- example:
rule1=0,100,ChestGenHook:chests/simple_dungeon:1-3
... then used /testruin to spawn the template, I would get a chest with LOTS of treasure in it, with no apparent relationship to the exact number I used. 0, 1, or a large number, I still get a chest with lots of treasure items in it. It seems more generous than the old default of 5 treasure stacks in the old /parseruin-generated treasure chests.
--- 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)
After playing further with the changes on the floater.tml I've noticed that each chest is filled more than normal (as you said jordan, generous) and that each chest seems to almost be the same items as well. Not sure if this helps anyone or not, but just wanted to let some one be aware.
Terry R. Handel
Citizen Minecraftian
"Is it Summer yet?"
The new mc loot system does not allow me to specify how many items there should be in the chest. Atleast, not for now. You can basically expect forge to add some kind of hook into this.
First off I'd like to thank creators for an amazing mod. Secondly, thanx to all the peeps asking and answering questions here. It's been a fountain of inspiration and help. Last, thanx for all those who've put up their own creations. Some I've used and lots I've examined and played with when working out how to do something.
I create interesting worlds for my daughter and her friends to play on a local server I run. Nothing too special, attention span of 10yr olds and all....
I've been testing adding a missile bunker (stone cave with simple tnt/slime/piston missile)...... This bit works.
So I create a template containing 1 level of 8x1x8 of stone - I call it silolocator
I then edit the tml taking out the stone and replacing with air and make 'air' the only 'acceptable_target_blocks'
Then I give 100% chance to spawn my missile bunker(s) in this tml
adjoining_template=missiles/silon;0;6;16;100
adjoining_template=missiles/silos;0;6;-16;100
adjoining_template=missiles/siloe;16;6;0;100
adjoining_template=missiles/silow;-16;6;0;100
then in silo(x)
weight=1
embed_into_distance=6
acceptable_target_blocks=stone,sandstone,dirt,gravel,clay
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
dimensions=6,6,16
allowable_overhang=2
max_leveling=2
leveling_buffer=1
preserve_water=0
preserve_lava=0
preserve_plants=1
random_height_offset=5,5
preventRotation=1
Now I think this should mean my missile bunker will spawn poking out of the sides of cliffs and hillsides.
I'm sure I'm missing something obvious but damned if I can figure it out.
___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
Okay, that's good to know. I'll try to plan around this, then. Thanks for the clarification!
So far, here is a rough rundown of what sort of items I've been finding in each of the different kinds of chests, based on some sample spawns:
Chest Loot Distributions (default):
http://minecraft.gamepedia.com/Chest_loot
Loot Table Names:
http://minecraft.gamepedia.com/Loot_table#List_of_loot_tables
Each "stack" appears to be of 1-4 items (the vast majority being "stacks" of just 1 item each, but several "stacks" may be of the same item; more rarely there might be 2, 3, or 4 -- and on a couple of occasions I saw stacks of 6 pieces of paper in the stronghold_library chests). Ranges of stacks are based off of a few forced spawns of chests using this, just to see a representative example -- not an exhaustive exploration by any means.
abandoned_mineshaft
> 14-23 stacks of: lots of: rails; frequent: bread, redstone, torches, iron bars, coal, melon seeds; occasional: name tag, enchanted book, iron tools
desert_pyramid
> 14-20 stacks of: lots of: string, rotten flesh, gunpowder; frequent: spider eye; occasional: diamonds, emeralds
end_city_treasure
> 4-16 stacks of: enchanted armor/weapons/tools, diamond armor/weapons/tools, gold & iron ingots, beetroot seeds, diamonds, horse armor
igloo_chest
> 3-19 stacks: gold nugget,coal, apple, golden, rotten flesh; less often: golden apple (about 1 per box)
jungle_temple
> 5-16 stacks: lots of: rotten flesh, bones; frequent: golden bars
jungle_temple_dispenser
> empty? (maybe I have the wrong tag)
nether_bridge
> 4-5 stacks: saddles, iron/gold horse armor, flint & steel, nether wart
simple_dungeon
> 15-18 stacks: lots of: beetroot seeds, pumpkin seeds; frequent: gunpowder, rotten flesh, bones; often: saddle, record, enchanted book
spawn_bonus_chest
> 14-20 stacks: lots of: logs; frequent: wooden tools, apples, bread, sticks, planks
stronghold_corridor
> 4 stacks: lots of: gold bar; occasional: iron armor, eye of ender
stronghold_crossing
> 2-8 stacks: lots of: gold bar; frequent: apple, redstone; occasional: bread
stronghold_library
> 12-21 stacks: lots of: paper; frequent: books; occasional: enchanted book, blank map
village_blacksmith
> 7-18 stacks: lots of: bread, oak sapling; frequent: apple; occasional: gold bar, iron horse armor, obsidian, iron armor/tools/weapon, diamond
I'm not sure how mod-added treasure items are going to fit into here. I guess I'll have to see what 1.9 mods are available, and try them out in conjunction with Ruins. (So far, Ruins is the only MC 1.9-level mod I've been using.)
--- 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: Now using Forge 1863 on MC 1.9.
This is a list of the mods that I've been using.
chickens-1.9-2.0.2(Does not work after upgrading to 1863)jei_1.9-3.2.4.177(jei_1.9-3.2.10.185 updated for use with Forge 1863)All of which was obtained via Curse Forge.
Terry R. Handel
Citizen Minecraftian
"Is it Summer yet?"
You can change the mod into a bukkit plugin
Anyone know why my previous comment is designated spam ?!?
___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
The problem here is that "air" isn't going to work as an acceptable_target_block. As I understand it, at least in the Overworld, when Ruins is looking for a valid building spot for a structure, it basically picks some X/Z coordinate in the newly-generated terrain, and starts at the build maximum level (255 or 256, I think?), and then goes down until it hits a non-air block, and that's the surface level, EVEN IF THAT BLOCK IS FLOATING BY ITSELF IN THE SKY. It has no "awareness," per se, of whatever other features might be in the area, save for the limitations set by the max leveling or acceptable overhang settings (in which case, if it fails those tests, I gather that it just WILL NOT BUILD in that location).If the template dictates to ignore/preserve lava, ignore water, or ignore plants, then blocks of those types will be treated the same as air, and it won't find a valid building level until it has gone past the top layers of those blocks.So, if you want a structure that spawns on the ocean floor, you'll want to use preserve_water to make it go past the water to hit the ocean floor before it starts building. (The catch is that any "air" blocks in your structure will be water-filled if they would otherwise displace water blocks. So you have to use certain tricks if you want any "air pockets" in your underwater structure.)And sometimes, when certain mods are added, such as Natura, this has caused me trouble -- because Natura adds "cloud" blocks that appear high above the regular terrain, and as they are non-Air blocks, they're just as valid as a "surface" as the grass down below, if the randomly-chosen X/Z location happens to hit Natura:Cloud first. (For this reason, for any structure where I'm specifying "unacceptable_target_blocks" instead of "acceptable_target_blocks," I include "cloud" and "Natura:Cloud" in the banned block list, JUST IN CASE my structure is used with the Natura mod, if I don't want my log cabins and dungeons and castles treating a cloud as "ground level.")(I sometimes run into a similar problem in Vanilla Minecraft, if I go making "dungeon" structures that rely upon embed_into_distance in biomes such as Jade Cliffs or Extreme Hills, where the highest surface point might very well be a floating sky island or precipice jutting out over empty air. Ruins has no way to "know" this, and so if it's a valid building point, my "hidden dungeon" might be very easy for all to see, when it's treating that floating block as "ground level.")Now, even if Ruins were to treat Air as a valid acceptable_target_block (and I'm not certain that it does), then the very highest Air block it's going to hit is right up there at the build maximum -- level 255.As for how you'd go about trying to deliberately make a "silo" stick out of a "cliff," I'm really not sure how you'd go about that. I suppose you could increase the CHANCES of such a thing happening, by building in very mountainous and crazy biomes such as Extreme Hills (and its variants), or -- depending on your modpack -- super-extreme terrain such as Crag or Jade Cliffs. In that case, there are several cases in which your structure MIGHT jut out of the cliff, if the target block was at the top of a mountain ... but it's just as possible that the target block could end up being the bottom of a valley, in which case the structure might be completely hidden until someone excavates.Edit: Most or all of of this is incorrect, but I'm not exactly certain what IS correct yet, so I'm just crossing it out so that I don't lead astray someone who comes into this forum a bit late.
--- 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)
Thanx Jordan.
I'm still relatively new to all this.
If I'm understanding the way you've explained the spawn mechanics I should be able to use them.
If I create an empty cube of air, say 10x10x10 and let it find a place it fits on typical surface blocks then have my cube call up the 4 silos and try to spawn them ~(+/-5) ~10 ~(+/-5) (+&- the four directions for each one) and the silo's test for stone as a base, this should let my silos spawn only if the cube spawned in an area bigger then 10x10x10 and that has hills around it higher then 10.
My silo's would need to have embed_into_distance=10
I'll have a play and see what I can make work.
Thanx again for your help.
___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
From the dimensions it looks like a horizontal slimestone ship, possibly like the one set in the side of a cliff in Etho's pinned video.
Looking at the template example, I see what you're trying to do. The second templates would have to find considerably lower ground than the initial template marker (and fail generating if not in a certain height range), then it would slide the ship into the side of the cliff, under the known higher ground.
A side note about mobile TNT devices in survival maps, having played Missile Wars since it came out and having extensively used Ruins mod as a development tool for new missile designs, it would end up being an interesting "trap" to those not familiar with slimestone, and a nice surprise to those who are aware of it.
Luckily Ruins generation doesn't cause block updates, so such things are safe to spawn in the world using Ruins, and is why I've been using it as a design tool.
Ill put a screenshot of one of my designs below to show the potential disaster in having them in a survival world instead of in Missile Wars. This one goes double speed and packs around 40 TNT, and could singlehandedly destroy a village.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Oh yeah -- something I forgot to note earlier: Ruins will EITHER use the "acceptable_target_blocks" OR "unacceptable_target_blocks" -- not both. If both fields are set in the template, I'm not sure which one takes priority.Roughly, if "acceptable_target_blocks" is set, it tells the Ruins routine, "DO NOT build this structure unless the target block is one of these material types." If "unacceptable_target_blocks" is set, it tells the Ruins routine, "DO build this structure unless the target block is one of these material types."Edit: Above is incorrect as per AtomicStryker's notes below. (I'm not sure about the rest of this.)
...
Also, I get the impression that the target block is what the Ruins builder hits FIRST when it hits the surface, so I'm not sure what is accomplished by specifying "stone" as an acceptable_target_block, and not "grass" (which is usually a more common surface block). You might be building a dungeon that's embed_into_distance by 25 levels or more, but you're not testing for what is underground. You're NOT hitting the surface, THEN going 25 blocks underground, THEN testing for what the block is down at that level. Back to my Natura: Clouds example, I ran into problems with my "underground tunnels," where I specified "unacceptable_target_blocks" as "lava, flowing_lava, water, flowing_water" and therefore would accept ANYTHING else ... but in a server with Natura installed, Ruins would hit a "cloud" block up at level 128 or so, then "embed_into_distance" about 20 blocks or so, and the result would be a ruined tunnel floating up at level 108 or thereabouts, in the sky, midair, rather than buried in dirt or stone like it ought to be.
Also, I need to experiment some with adjoining_template. I've mostly used Command Blocks, RUINSTRIGGER, and /testruin to spawn structure clusters, when adjoining_template would probably be a simpler solution in many cases. I'm not sure where the acceptableYdifference number is measured from, but I think it's going from the Y value of the "surface" where it finds its target block to start building, and that value isn't impacted by "embed_into_distance," as useful as that might be for a project such as this.
I'm not sure if I'm following the intended logic, but the basic idea seems quite interesting. I could find it very useful if I had a technique to test for "high ground" for a given structure, for instance. (E.g., test the Y value for the target block, then compare it to sample elevations X blocks north, south, east and west, and ONLY build if the Y value is the highest of all 5 values, for a tower or windmill intended to be atop a hill vs. being down in a valley.)
--- 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)
Where did you get that idea? That is simply untrue. Both these lines are optional and can coexist. A surface block is first checked against the unacceptable list, and then against the acceptable list, but against BOTH in the success case.
Don't know what particular video I got the idea from. Was something that one of my daughters friends showed me on youtube. 'Missile Wars' sounds familiar.
:-) Ten year olds :-)
There's a few great command blocks around that will spawn a village or city where you throw an egg. I've made some huge city's with tnt cannons aimed at them. If I use different clocks as triggers for the cannons and have them aimed at a central location then the tnt arriving at target with different fuse length's can cause interesting interactions.
That block update thing caused me no end of trouble actually. I found this forum because of it. (I've been using Ruins for ages but just as a mod I plugged in and forgot about. Discovered parsing and adding my own constructs a week ago.) I tend to use a redstone_torch attached to tnt as a self destruct on the cannons I build (10yr olds don't turn off empty auto-cannons and too many clocks running starts to lag out my server). Then I short out the torch with a comparator reading how full the dispenser is. When I started putting these creations in with Ruins then they'd explode on spawn.
(Was a computer tech 20yrs ago so I know - RTFM error)
Forced the 'off' torches to load last with condition 7 and seems to of fixed it. Means some of my switchs get stuck though. Turn a machine on and nothing (OK redstone dust updates but nothing appears to happen). Need to turn it off and on again for it to work. - Still working on a fix for that.
Current project is my chain reaction missile silo's though. Having a missile destroy a mountain and uncover a light sensor that triggers another missile - - - repeat - - - (I'll borrow your missile design if you don't mind... need more variety). I'm having trouble calculating blast radius and where to put light sensors.... easier to just short out a torch and have the 'short line' run through the blast area but spent so much time on the light sensors idea now that I want to make it work.
___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
Thanx for the comments on spawning mechanics. Starting to make sense to me now and I'll keep playing with it.
For your problem with a windmill on hilltop you just need to make your overhang as high as the longest of your x/z sides and give it 0 fill. Go spawn it ON the ocean somewhere swim down 3 or 4 and make a square around your creation out of some block you haven't used. parseruin windmill on the courner of your square (just saves filling in the square to make a base, not sure if you even need more then 2 sides of the square but I always put them in so I can see I've got no overhang anywhere that's being cut off). If you then go find the water rule in a text editor you can change it to preserveBlock. Embed as many deep as you've got levels of preserveBlocks.
Just thought, need to test it doesn't flatten after embed before trying to preserve or I just made it float :-/
I'll get the hang of spawn mechanics yet.....
___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
Umm... Why ?
Nice to know how it works. But after thinking about it if there's an acceptable list then the unacceptable list become obsolete..... unless it tests the whole target surface against these lists instead of just the target block.....
Sorry, not trying to be clever. Trying to get mechanic right in my head.
___/\___. Death-9 . . . . Old enough to remember when
. 0 0 . . umop ap!sdn . . the Blue Wave could add
. .(. . . Genghis Cohen . random tag-lines to your
.\____/ . Agnostos Theos. posts.
anyone willing to put up a jar file of ruins that has all the other structures active and spawnable? Because i really want those. Like desperatly. They are really ineresting (they are in all the other mod packs i have. i have no way to actually do it myself as one, i am kinda stupid, and two, i use a Mac, not PC, which makes it extra difficult.
My fave TF is Trepan.
Only for private use, I especially don't want this warhead distributed under any flag but my own right now.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.