What I'm wondering is, is there a way to tell which ruin attempted to spawn at a given spot, so I can track down the template for it?
I recommend going into the save folder for your world and look for RuinsPositionsFile.txt. That should have all the data you need to figure out what was supposed to be in a given spot (if anything). I find it to be quite valuable when I want to test terrain-gen spawning of underground dungeons and other features that aren't easily visible from the surface.
Good gravy, that's what that one was. I thought the RuinsPositionsFile.txt was a configuration file for orientation. It is the only file I did not examine to try and narrow down what was spawning where, thinking it was purely a config file! Clearly I misread the mod documentation.
Thank you so very much. Should be able to pinpoint the templates now.
I'm getting a weird bug again with Ruins for 1.9, the exact same bug I had once before with Ruins for 1.7.5.
I've installed it correctly, Ruins are spawning just fine, but, no config file has been created in the config folder, so I can't change the spawn rates.
I've tried removing the mod entirely, playing MC for half an hour then reinstalling Ruins, started new worlds, removed all mods except Ruins.... but nothing has worked, still no Ruins.cfg
I'm getting a weird bug again with Ruins for 1.9, the exact same bug I had once before with Ruins for 1.7.5.
I've installed it correctly, Ruins are spawning just fine, but, no config file has been created in the config folder, so I can't change the spawn rates.
I've tried removing the mod entirely, playing MC for half an hour then reinstalling Ruins, started new worlds, removed all mods except Ruins.... but nothing has worked, still no Ruins.cfg
Any advice peoples???
If I understand correctly, this is not a bug per se; it's just peculiar design.
Ruins DOES NOT have a config file in the config folder. Rather, after you've created at least one world with Ruins installed, check in the mods folder, and look for "Ruins.txt." That is basically the equivalent of a "config" file, and it's propagated with whatever biomes are defined for your installation.
For more information on this, please check out the "readme.txt" file included in the ZIP for Ruins, as it should be helpful.
If I understand correctly, this is not a bug per se; it's just peculiar design.
Ruins DOES NOT have a config file in the config folder. Rather, after you've created at least one world with Ruins installed, check in the mods folder, and look for "Ruins.txt." That is basically the equivalent of a "config" file, and it's propagated with whatever biomes are defined for your installation.
For more information on this, please check out the "readme.txt" file included in the ZIP for Ruins, as it should be helpful.
*Facepalm* Thank you, I completely forgot it was in the mods folder, damn I even remember doing this before 18 or so months ago, checking the config folder over and over looking for it...
There are a lot of Ruins that contain Chests, but only a small handful of these chests actually generate any loot. This is a bug, right?? Surely that's not done on purpose.
Is there any work around/fix for this???
Thanks
[Edit] - Sorry forgot to say, this is with Ruins for 1.9.
There are a lot of Ruins that contain Chests, but only a small handful of these chests actually generate any loot. This is a bug, right?? Surely that's not done on purpose.
Is there any work around/fix for this???
Thanks
Is this on 1.9? Or are you using some of the obsolete ruins?
Ah thank you. Do i put what i want all into the generic, or do i make a new plains folder if i want some plains structures to spawn?
I suppose i will see if it works with how i did it (made a new plains folder and moved what i wanted into it). Though now i wonder if the mod is working cause i have not found a single ruin yet (didn't explore super far though).
Hello again. i was told i would have a ruins.txt but i do not have it. Instead i have a folder titled Ruins-1.7.10, and a ruins_log.txt. Is this supposed to happen, or was it simply unable to generate?
(i ask as i have yet to run into a single ruin at all, and i have now traveled quite far.)
Oops my bad, I forgot to mention the version. Yes, I am using the latest version of Ruins for MC1.9.
Then this is probably because of the change in the wording for chestgen hooks. You may have to update some of the files by hand (or wait for someone else to do them). How recently did you download your copy of ruins? I thought AtomicStryker said he had updated those a few weeks back (2 or 3 pages back on the chat here).
Then this is probably because of the change in the wording for chestgen hooks. You may have to update some of the files by hand (or wait for someone else to do them). How recently did you download your copy of ruins? I thought AtomicStryker said he had updated those a few weeks back (2 or 3 pages back on the chat here).
I downloaded my copy about 3-4 days ago. It was also doing it with a couple of slightly older versions.
I have literally no idea how to reword the chestgen hooks, I kinda sorta know what that means, but no idea where when or how to do it Coding is not my forté.
I downloaded my copy about 3-4 days ago. It was also doing it with a couple of slightly older versions.
I have literally no idea how to reword the chestgen hooks, I kinda sorta know what that means, but no idea where when or how to do it Coding is not my forté.
I just downloaded the latest version of 1.9, and I see the problem.
In floater.tml (my least-favorite ruin, but the first one off the top of my head that I knew would have treasure chests), there is the following rule for treasure chests:
Please note that the only change is that I have inserted ":1" after each one of the ChestGenHook codes. The number "1" is entirely arbitrary; as near as I can tell, it makes no difference whether it's ":0" or ":1" or ":9" or whatever -- only that if I do not pass along SOME number after the colon, the spawned chest will be empty. At first I thought it might be the loot seed, but sending the same value doesn't appear to affect randomization in any discernible way.
So, my "fix" method (provided I find the time and someone doesn't beat me to it first) would be to go through the generic, Ocean, and Jungle folders, open each *.tml document, and search/replace instances of:
"ChestGenHook:chests/simple_dungeon" with "ChestGenHook:chests/simple_dungeon:1"
"ChestGenHook:chests/spawn_bonus_chest" with "ChestGenHook:chests/spawn_bonus_chest:1"
... and so on.
I notice that CastleModified.tml and AlchemistsDungeon.tml still use the old "EasyChest"/"MediumChest"/"HardChest" format. I'm not sure if that functionality still works with MC 1.9. Could anyone else confirm that (or not)?
EDIT:
I have temporarily put up a ZIP folder with the generic, Jungle, Ocean, and Optional ruins in version 1.9. I HAVE NOT tested them, so it's quite possible I could have broken something else in the process. I'll see about testing them this evening if I have the time. In the meantime:
Disclaimer: The above link is for sample ruins from the original 1.9 ZIP folder, modified by me in an attempt to fix treasure-spawning issues (and the "unique=1" issue while I'm at it), NOT my own creation.
Bah, i will have to revisit the chest spawning thing altogether, add a way to control the loot (amount) somehow.
EasyChest, MediumChest and HardChest were hardcoded loot tables, and still are. They work, yes, but they use antiquated itemsets. (Nothing past 1.7 i believe)
Note all my available mods have been compiled against Forge 1865 as of now.
EDIT:
For the record, the Chestgenhook code isn't actually broken, i tested it, but the old templates which i "fixed" by mass text-search-and-replace obviously not so much.
Hello again. i was told i would have a ruins.txt but i do not have it. Instead i have a folder titled Ruins-1.7.10, and a ruins_log.txt. Is this supposed to happen, or was it simply unable to generate?
(i ask as i have yet to run into a single ruin at all, and i have now traveled quite far.)
You mean you have a Ruins-1.7.10.jar? and a ruins_log.txt ?
Did
you make sure the resources folder got installed into the mods folder
as well? The fact you have a ruins_log.txt means that it has attempted
to spawn ruins.
But without a resources folder, it won't be able to find any ruins to spawn, therefore nothing will generate.
Bah, i will have to revisit the chest spawning thing altogether, add a way to control the loot (amount) somehow.
EasyChest, MediumChest and HardChest were hardcoded loot tables, and still are. They work, yes, but they use antiquated itemsets. (Nothing past 1.7 i believe)
Note all my available mods have been compiled against Forge 1865 as of now.
EDIT:
For the record, the Chestgenhook code isn't actually broken, i tested it, but the old templates which i "fixed" by mass text-search-and-replace obviously not so much.
Re: EasyChest, MediumChest, HardChest: That's good to know! In my attempt at a "fix" I ended up replacing all the EasyChest/MediumChest/HardChest incidences with newer ChestGenHook tags, but I suppose I should change them right back.
Would it be difficult to (at some point) make EasyChest, MediumChest and HardChest loot tables configurable -- perhaps with some optional config file? (And if the config file is absent, just default to the old lists.) That way, it could be possible for an end-user (someone putting together a custom modpack, for instance) to tweak the lists to include new mod-added items, while still taking advantage of the EasyChest, MediumChest and HardChest control over amount of loot.
Or so it would be in my imagination, anyway. As I am not a mod-coder, alas, I have no idea if my "idea" is ridiculous or not.
Re: Forge 1865: I will be sure and upgrade to that version of Forge.
15.9
+ reworked chestgenhook with new mc 1.9 system to basically provide the old functionality with the new loot tables
+ fixed up documentation of chestgenhook to explain the new inner workings
# Example 7: rule1=0,100,ChestGenHook:chests/simple_dungeon:10
# This spawns a chest and tells the Minecraft generator to fill it with "10" itemstacks of the "chests/simple_dungeon" loot preset.
# This might include extremely powerful items added by mods. Note: The algorithm spreads out the itemstacks, it might be more than 10
# items in this particular case, e.g. 5 pieces of bread count as 1 itemstack, yet will be spread out over 5 slots.
#
# see http://minecraft.gamepedia.com/Loot_table#List_of_loot_tables for possible loot tables (as of MC 1.9)
#
# As of 10.6, all chest rules can also append a metadata/rotation int similar to a chest block ID
# example: rule1=0,100,ChestGenHook:chests/simple_dungeon:10-5
# for a chest filled with dungeon chest loot and rotated to meta 5.
Specifying the itemstack amount ":10" and specifying the meta "-5" is optional. The unrestricted amount is random(!!) itself, i've observed values between 5 and 7 itemstacks (of varying stack sizes themselves).
Again: The amount is for ITEMSTACKS not ITEMS, 10 bread or 10 diamonds is still just ONE itemstack as far loot is concerned.
I recommend going into the save folder for your world and look for RuinsPositionsFile.txt. That should have all the data you need to figure out what was supposed to be in a given spot (if anything). I find it to be quite valuable when I want to test terrain-gen spawning of underground dungeons and other features that aren't easily visible from the surface.
--- 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)
Good gravy, that's what that one was. I thought the RuinsPositionsFile.txt was a configuration file for orientation. It is the only file I did not examine to try and narrow down what was spawning where, thinking it was purely a config file! Clearly I misread the mod documentation.
Thank you so very much. Should be able to pinpoint the templates now.
I'm getting a weird bug again with Ruins for 1.9, the exact same bug I had once before with Ruins for 1.7.5.
I've installed it correctly, Ruins are spawning just fine, but, no config file has been created in the config folder, so I can't change the spawn rates.
I've tried removing the mod entirely, playing MC for half an hour then reinstalling Ruins, started new worlds, removed all mods except Ruins.... but nothing has worked, still no Ruins.cfg
Any advice peoples???
Have you checked in the world save folder? The world specific spawn rates would be in a file there
If I understand correctly, this is not a bug per se; it's just peculiar design.
Ruins DOES NOT have a config file in the config folder. Rather, after you've created at least one world with Ruins installed, check in the mods folder, and look for "Ruins.txt." That is basically the equivalent of a "config" file, and it's propagated with whatever biomes are defined for your installation.
For more information on this, please check out the "readme.txt" file included in the ZIP for Ruins, as it should be helpful.
--- 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)
*Facepalm* Thank you, I completely forgot it was in the mods folder, damn I even remember doing this before 18 or so months ago, checking the config folder over and over looking for it...
Silly me, bad memory. Thanks Jordan_Peacock
[Question - Possible Bug]
There are a lot of Ruins that contain Chests, but only a small handful of these chests actually generate any loot. This is a bug, right?? Surely that's not done on purpose.
Is there any work around/fix for this???
Thanks
[Edit] - Sorry forgot to say, this is with Ruins for 1.9.
Is this on 1.9? Or are you using some of the obsolete ruins?
Oops my bad, I forgot to mention the version. Yes, I am using the latest version of Ruins for MC1.9.
Ah thank you. Do i put what i want all into the generic, or do i make a new plains folder if i want some plains structures to spawn?
I suppose i will see if it works with how i did it (made a new plains folder and moved what i wanted into it). Though now i wonder if the mod is working cause i have not found a single ruin yet (didn't explore super far though).
My fave TF is Trepan.
Hello again. i was told i would have a ruins.txt but i do not have it. Instead i have a folder titled Ruins-1.7.10, and a ruins_log.txt. Is this supposed to happen, or was it simply unable to generate?
(i ask as i have yet to run into a single ruin at all, and i have now traveled quite far.)
My fave TF is Trepan.
Then this is probably because of the change in the wording for chestgen hooks. You may have to update some of the files by hand (or wait for someone else to do them). How recently did you download your copy of ruins? I thought AtomicStryker said he had updated those a few weeks back (2 or 3 pages back on the chat here).
I downloaded my copy about 3-4 days ago. It was also doing it with a couple of slightly older versions.
I have literally no idea how to reword the chestgen hooks, I kinda sorta know what that means, but no idea where when or how to do it Coding is not my forté.
I just downloaded the latest version of 1.9, and I see the problem.
In floater.tml (my least-favorite ruin, but the first one off the top of my head that I knew would have treasure chests), there is the following rule for treasure chests:
rule7=0,100,ChestGenHook:chests/stronghold_library-2,ChestGenHook:chests/simple_dungeon-2,ChestGenHook:chests/village_blacksmith-2
This "should" work, but in practice, it does not. In order for it to work on my installation, I have to change to the following:
rule7=0,100,ChestGenHook:chests/stronghold_library:1-2,ChestGenHook:chests/simple_dungeon:1-2,ChestGenHook:chests/village_blacksmith:1-2
Please note that the only change is that I have inserted ":1" after each one of the ChestGenHook codes. The number "1" is entirely arbitrary; as near as I can tell, it makes no difference whether it's ":0" or ":1" or ":9" or whatever -- only that if I do not pass along SOME number after the colon, the spawned chest will be empty. At first I thought it might be the loot seed, but sending the same value doesn't appear to affect randomization in any discernible way.
So, my "fix" method (provided I find the time and someone doesn't beat me to it first) would be to go through the generic, Ocean, and Jungle folders, open each *.tml document, and search/replace instances of:
"ChestGenHook:chests/simple_dungeon" with "ChestGenHook:chests/simple_dungeon:1"
"ChestGenHook:chests/spawn_bonus_chest" with "ChestGenHook:chests/spawn_bonus_chest:1"
... and so on.
I notice that CastleModified.tml and AlchemistsDungeon.tml still use the old "EasyChest"/"MediumChest"/"HardChest" format. I'm not sure if that functionality still works with MC 1.9. Could anyone else confirm that (or not)?
EDIT:
I have temporarily put up a ZIP folder with the generic, Jungle, Ocean, and Optional ruins in version 1.9. I HAVE NOT tested them, so it's quite possible I could have broken something else in the process. I'll see about testing them this evening if I have the time. In the meantime:
https://www.dropbox.com/sh/y0dft24oi1w7dwq/AACe05ATKDyGgz1wjwAld1oza?dl=0
Disclaimer: The above link is for sample ruins from the original 1.9 ZIP folder, modified by me in an attempt to fix treasure-spawning issues (and the "unique=1" issue while I'm at it), NOT my own creation.
--- 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)
Bah, i will have to revisit the chest spawning thing altogether, add a way to control the loot (amount) somehow.
EasyChest, MediumChest and HardChest were hardcoded loot tables, and still are. They work, yes, but they use antiquated itemsets. (Nothing past 1.7 i believe)
Note all my available mods have been compiled against Forge 1865 as of now.
EDIT:
For the record, the Chestgenhook code isn't actually broken, i tested it, but the old templates which i "fixed" by mass text-search-and-replace obviously not so much.
[deleted post]
You mean you have a Ruins-1.7.10.jar? and a ruins_log.txt ?
Did
you make sure the resources folder got installed into the mods folder
as well? The fact you have a ruins_log.txt means that it has attempted
to spawn ruins.
But without a resources folder, it won't be able to find any ruins to spawn, therefore nothing will generate.
Re: EasyChest, MediumChest, HardChest: That's good to know! In my attempt at a "fix" I ended up replacing all the EasyChest/MediumChest/HardChest incidences with newer ChestGenHook tags, but I suppose I should change them right back.
Would it be difficult to (at some point) make EasyChest, MediumChest and HardChest loot tables configurable -- perhaps with some optional config file? (And if the config file is absent, just default to the old lists.) That way, it could be possible for an end-user (someone putting together a custom modpack, for instance) to tweak the lists to include new mod-added items, while still taking advantage of the EasyChest, MediumChest and HardChest control over amount of loot.
Or so it would be in my imagination, anyway. As I am not a mod-coder, alas, I have no idea if my "idea" is ridiculous or not.
Re: Forge 1865: I will be sure and upgrade to that version of Forge.
Thanks!
--- 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)
15.9
+ reworked chestgenhook with new mc 1.9 system to basically provide the old functionality with the new loot tables
+ fixed up documentation of chestgenhook to explain the new inner workings
# Example 7: rule1=0,100,ChestGenHook:chests/simple_dungeon:10
# This spawns a chest and tells the Minecraft generator to fill it with "10" itemstacks of the "chests/simple_dungeon" loot preset.
# This might include extremely powerful items added by mods. Note: The algorithm spreads out the itemstacks, it might be more than 10
# items in this particular case, e.g. 5 pieces of bread count as 1 itemstack, yet will be spread out over 5 slots.
#
# see http://minecraft.gamepedia.com/Loot_table#List_of_loot_tables for possible loot tables (as of MC 1.9)
#
# As of 10.6, all chest rules can also append a metadata/rotation int similar to a chest block ID
# example: rule1=0,100,ChestGenHook:chests/simple_dungeon:10-5
# for a chest filled with dungeon chest loot and rotated to meta 5.
Specifying the itemstack amount ":10" and specifying the meta "-5" is optional. The unrestricted amount is random(!!) itself, i've observed values between 5 and 7 itemstacks (of varying stack sizes themselves).
Again: The amount is for ITEMSTACKS not ITEMS, 10 bread or 10 diamonds is still just ONE itemstack as far loot is concerned.
@ Jordan_Peacock & AtomicStryker,
Thank you both for the info and explanations, also for jumping straight to work on a fix, fantastic mod support, kudos.
I'll download the new version and give it a try in the morning.
Again, thank you gentlemen.