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    posted a message on [1.7.10] INpure Projects - denoflions mods

    Is there a quick and easy way (config option, java argument, etc) to disable the update checking that happens on startup? I'm trying to tweak my own personal modpack and the 2 minute hang during preinitialization as INpure tries to contact the website every time is making debugging and compatibility testing a massive pain in the neck.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from MasterCatfish»

    First of all, this mod is awesome. Yay for good ideas!


    It seems like there really should be more templates available from 3rd party sources. Is there any place I can go to download more? Or do I have to make them all myself?


    Another good place to look (if you are willing to do some file sifting) is GoToLink's GeneratorMods. They use the same template format (as ruins and GM are forks of an older open source mod, iirc) and not all of the templates are shared between them. You can find some unique templates in modpacks that have one or both of these mods as well. For example CrashLanding or Tolkiencraft.

    You could also (so long as you didn't distribute the resulting templates without seeking proper permissions and citations) try downloading popular worldsaves, like the GreenField full sized city project, and then just parsing individual buildings to add to your own ruins folders.

    I'd be willing to contribute some of the templates I've done if there were a convenient place to put them, but I'm not all that interested in signing up for another service to keep track of or maintain on my own.
    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Ok. It seems I was running an older version... but the only way I can tell right now is from the DL date in the zip file's metadata.

    And I'm not getting that error anymore. Gilly's command blocks (and I assume all others) are working fine again. My guess is that the last time I had this problem I got an update but then forgot where I put it and so installed a version from last year by mistake when I set up my most recent instance.

    Sorry for the confusion.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Hmmm


    Well, what I have in my mods folder right now is Ruins-1.7.10.jar and I am absolutely running MC1.7.10
    ...but, it's possible I had an older version installed when that log was taken, then manually DLed and updated before going to sleep... then came here to ask before testing because I forgot I'd changed versions. Be back in a few minutes.

    (edit: is there more versioning info that I'm missing? And if so, a convenient place to look for it?)

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    @ Gilly or Stryker,

    I'm having trouble getting command blocks (specifically in Gilly's pack, but mostly because those are the only active templates that have them right now) to work.

    Here's a sample of the code I keep getting in the logs...


    21:10:11] [Server thread/ERROR]: Couldn't process command: 'testruin Gilly/GillyModdedSkyportRooms ~-8 ~4 ~-2 0'
    java.lang.NumberFormatException: For input string: "~4"
    at java.lang.NumberFormatException.forInputString(NumberFormatException.java:65) ~[?:1.7.0_79]
    at java.lang.Integer.parseInt(Integer.java:492) ~[?:1.7.0_79]
    at java.lang.Integer.parseInt(Integer.java:527) ~[?:1.7.0_79]
    at atomicstryker.ruins.common.CommandTestTemplate.func_71515_b(CommandTestTemplate.java:66) ~[CommandTestTemplate.class:?]
    at net.minecraft.command.CommandHandler.func_71556_a(CommandHandler.java:94) [z.class:?]
    at net.minecraft.command.server.CommandBlockLogic.func_145755_a(SourceFile:79) [agp.class:?]
    at atomicstryker.ruins.common.RuinsMod.onEntityEnteringChunk(RuinsMod.java:145) [RuinsMod.class:?]
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_1060_RuinsMod_onEntityEnteringChunk_EnteringChunk.invoke(.dynamic) [?:?]
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) [ASMEventHandler.class:?]
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) [EventBus.class:?]
    at net.minecraft.world.chunk.Chunk.func_76612_a(Chunk.java:796) [apx.class:?]
    at net.minecraft.world.World.func_72866_a(World.java:2115) [ahb.class:?]
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648) [mt.class:?]
    at net.minecraft.world.World.func_72870_g(World.java:2034) [ahb.class:?]
    at net.minecraft.world.World.func_72939_s(World.java:1887) [ahb.class:?]
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489) [mt.class:?]
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636) [MinecraftServer.class:?]
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) [MinecraftServer.class:?]
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111) [bsx.class:?]
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?]
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [?:?]


    I had a similar problem with ~n notation before and thought I fixed it, but it seems I was mistaken. Any ideas on what I've borked this time, or maybe where to look next?

    Thanks

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Resheph»

    Resurrecting my abandoned forum account for some help. I can't seem to find a good set of install instructions for the 1.7.10 version of this mod. The readme says to drop everything into the /mod folder. That's easy enough to do, but it just doesn't work. Forge sees the mod installed, the update checker runs, but I'm seeing 0 structures when i create new games and fly around generating new chunks. Nothing. All of the videos I've seen of this mod make it seem like the structures spawn everywhere, with claims that you can see 4-6 structures as soon as you start the game.


    Is it because I'm also running Mystcraft? These mods would be perfect together, so if that is the problem I'm pretty sad.


    One thing I've noticed is that using the /testruin command gives me an error saying that the ruin I'm trying to test can't be found in the templateparser folder. Copying the file in that folder doesn't work either.



    It sounds like you don't have the folder in the right place. Just to confirm, your mod folder contains both the ruins-1.7.10.jar and a folder called resources, yes? So that the file path is (minecraft/mods/resources/ruins/templateparser). If that isn't the problem, you might try looking in the regular logs for messages about the ruins mod. It might offer some clues as to what is happening.

    Also, mystcraft won't break the mod, but there are entries in the config can prevent ruins from spawning in mystcraft (or any other modded)dims.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Gillymoth»


    You bring up an excellent point, that templates saved and tested with Ruins could potentially be used with other systems that have a diverging file format. Such alternate systems would not be supported simply due to this divergence.


    Yeah, there was a time when I could use any template with both mods (though, that was also a time when they called blocks by number so you had to re-edit the templates any time you had an update or rebuild that changed the block IDs). In some ways both mods are improving with time... but I do miss the easy cross compatibility. There's also the problem that they both add load to worldgen, so you have to manage them if they are both running side by side. Generally I just pick a biome or two that Genmods will use and make sure that Ruins avoids those.

    If only I could work up the sustained energy and interest to mod myself... I would love to have a mod that let you make your own biome templates. Specifically, I'd kill to be able to make and tweak biomes that are just one big city.
    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Well, the problems I was having with the Rapture build mostly stem from the fact that most of it spawns under water (intentionally) or under sand and gravel (not always so intentionally)... so any misalignments, stray water blocks or shifting sand become really obnoxious, both within the structures and at the ocean surface where they can give it away.

    I have your latest posted builds, BTW, I just haven't had a chance to crack into them yet.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Yeah, I've had enough trouble just getting certain large structures (like my Rapture build, which stalled a while back when the modpacks in my launcher became corrupted) to spawn in natural looking ways, I can certainly imagine that trying to do overlays like that would be even finickier. If I were to try it I'd probably have each template/layer's command block include a timer to let the engine settle down before the next started and maybe post a chat message letting the player know that now would be a great time to go get a sandwich, hehe.

    And yeah, I actually use a set of dummy templates named "null01.tmp", "null02.tmp", etc, which do just that (well, actually I use a couple of different strategies depending on the situation) to give a little more control and unevenness to the overall ruins distribution in my worlds. I'm also still waffling back and forth between this mod and GotoLink's GeneratorMods, though it's getting tougher as they are extending the template format in more and more divergent ways.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Gillymoth»


    I just had a crazy thought about the build-order for each rule, the one that makes sure torches have a spot to place on:


    What if there was a build-STAGE option for each rule! I was looking at one of my facility templates and thought it looked half built, like if structural supports were placed but building stopped part way. In the example it would have a progression from low to high numbers to place foundations first and final touches last, and such generation would build to a random stage in the progression and stop.




    Just out of curiosity, couldn't your commandblock spawned "overlays" fill the same purpose?
    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    As Stryker says, the name of the ruin that failed is often in the regular log. If you're using FTB launcher, changing the tab in the console window from minimum to debug might give you a better chance of catching that info. Jordan's catalogue does (or at least did when I downloaded it) have some explicitly broken templates. If you find yourself scratching your head as to what is broken in the file, you can try removing (or replacing with an odd block like sponge) any command blocks. Also check to make sure that any preserveBlock rules are properly spelled and capitalized, as I've run into that error from a lot of template authors... myself included, hehe.

    Another trick to help control where ruins will spawn is changing which blocks it is and is not allowed to spawn on. If you have sand blacklisted, then it doesn't matter if the template is in the desert folder or not, it probably isn't going to show up in a desert. Or, say you want to see a particular building only in the Mesa biomes, well, you could just tell it to spawn on hardened clay and not spawn on dirt or sand... then, even if you put it in the generic folder, you should still only see it sitting on top of (or maybe wedged into the side of, depending on other variables) Mesas. Of course, if you're using BoP, then hardened clay will also plop it down in Lush Deserts, but that can be excluded by picking one of the coloured clays instead. See?

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Ok, that's what I thought would happen, but was made curious by the .dat that ruins sets up in the save file, so I thought I'd ask... Anyway, that means the problem is definitely elsewhere. Hmmm. I'll do some digging. Maybe I've got a phantom copy of the template floating around somewhere... I recently had to rebuild the modpack and may have accidentally merged the new and old mods/resources/ruins files rather than replacing the default with my backups. Or merged the recent backup with an old backup... yeah, my file system is a mess. Or, it could just be the fact that I'm running 150+ mods side by side, hehe.

    On a side note, you don't happen to have a cheatsheet of common exceptions that templates can throw lying around do you? I'd hate to have to bother you every time I can't instantly spot what's wrong in a template, since I like to try lots of stupid, gamebreaking crap... including editing my templates when I'm half asleep :P

    At any rate, thanks for the speedy reply. And since I haven't said it lately, thanks for the mod. I wouldn't be breaking it if I didn't enjoy it, neh? ;)

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    So, here's an interesting quandary... how would I wind up with new ruins which are choking on a broken template rule AFTER I had gone back and fixed it? Does the mod cache the templates in the save file and then not update them when you edit the ones in mods/resources/ruins/etc or something?

    Specifically, a commandblock which executed a /testruin ...blah blah... with ~notation coords, and those coords had some typos. I went in, corrected the typos, and started up the game again... and I'm still getting errors about that commandblock with the typos rather than the corrections. Now, I would understand it if maybe one or two of the old template had spawned with the commandblocks containing the bad command, but hadn't executed yet because it was set to trigger on player proximity... but I've gone out over a thousand blocks from any previous worldgen and I'm still getting the bad command.

    Also, PSA: People, please remember to check and double check your templates before uploading. It's preserveBlock, not PreserveBlock or minecraft:preserveBlock. For whatever reason, rules containing this kind of typo seem to alternate between merely excluding the template and flatout crashing the server. To be fair, I've done this to myself more than once with typos like glowston rather than glowstone. Hehe

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Thanks to the folks here for helping clear up the finer points. Here's a few shots of the results... the reason I was wanting to be sure about spread and the wall was, as you can see in the pic, I had plopped the centre of the invasion in the middle of a deep valley. If it was just total hight and not one vertical stretch, then the expansion still would have been contained on three sides... the only place that I knew for sure needed a wall is the light green biome you can see in the bottom right of the mini map. Although, at first the expansion seemed to not be heading in that direction at first... so, yeah. But, it did eventually fill up the whole area and stop at the wall.

    I did notice an odd problem with one of the buildings though. Whenever the building pictured would spawn, it'd be full of loose loot, like a chest had exploded. Only that particular building though. Not sure if it's supposed to happen or if that's a bug.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from AtomicStryker»

    Ruins versions 14.8 (for mc 1.7.10) and 14.9 (for mc 1.8) released

    + now supports item nbt data in inventories (names, enchantments..)



    I'm actually amazed nobody demanded this feature as of yet


    So, does this mean it is possible to add written books? Like, a chest or item frame containing a "diary" of more than a line or two?

    Posted in: Minecraft Mods
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