• 2

    posted a message on What is your ideal house location?

    A flat area surrounded on multiple sides by interesting tall hill structures (either extreme hills or one of the hilly variants of other biomes). Savannas and their subtypes work really well for this. That way, I can build things like farms and animal pens early game in the flat area, then expand into the hills when I have more resources. Also, it means my houses always have really nice views.

    Posted in: Survival Mode
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I haven't tested in game, but looking at the templates, the testruin commands in InvadeUndeadStarter need / in front of them. For example:


    rule4=0,100,CommandBlock:RUINSTRIGGER testruin ~60 _ ~ InvadeUndeadLegion:@


    should be


    rule4=0,100,CommandBlock:RUINSTRIGGER /testruin ~60 _ ~ InvadeUndeadLegion:@


    I'm also pretty sure that the "~60 _ ~" part goes after the name of the template, but it's been a while since I completed my template collection, and a few things have changed since then. Try reordering it to rule4=0,100,CommandBlock:RUINSTRIGGER /testruin InvadeUndeadLegion ~60 _ ~:@ if that still doesn't work.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from boyslittle»

    Hello. What does this error mean?




    Also, if possible, explain what is unbalanced nesting in this context?

    I have also had the same error on the other template(K10_CastleCottage_01_1v12), I have just replaced the whole rule with a cobblestone and there were no errors. I want to know if I can actually fix this without losing any authors blocks. This is the pack I have downloaded from http://greywolf.critter.net/minecraft.htm (ADVENTURE LITE
    (Adventure + NO CB)
    )


    My game crashed a couple of times and this(and then related errors after this, they al point to the ruins template) was the only error in the log. I can just remove the template, but I am curious. Thank you.




    There was an error with the ingame parser a few versions back that added a bunch of misplaced \ symbols around certain things. I recently had to go through my own collection removing them. It shouldn't cause any crashes - the only thing that happens is the affected template won't generate.


    You can fix the templates yourself by removing the \'s that are around quotation marks, so for example {EntityTag:{id:\"minecraft:husk\"}} should become {EntityTag:{id:"minecraft:husk"}}

    Posted in: Minecraft Mods
  • 1

    posted a message on Java or Windows 10?

    The Windows 10 version has a cash shop (called the marketplace) where you need to pay real money to purchase things to play with in the game.


    Java has one of the most robust modding communities in gaming, to the point where if you ever get bored of vanilla minecraft there are so many modpacks with such different play styles that it's almost like getting a dozen extra games for free.

    Posted in: Discussion
  • 2

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Rule 4 should be rule4=0,100,air


    Rule 20 is missing the rule20 in front of the =


    Also, unless it's changed since last time I worked on templates, if you want Rule 6's mob spawner to spawn anything you'll need to replace it with =0,100,MobSpawner:Zombie (or replace Zombie with whatever mob should be there)

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Thanks for mentioning the ? and ! rules, I have some things I can go update now.


    Is there a reason that giant mushrooms and end chorus plants aren't counted among the ignorable plant blocks? Last time I checked the end it seemed like the chorus covering the far islands were keeping things from generating as often as I would have expected. It's harder to tell with mushroom islands since they're so small and I haven't been able to check as many, but I almost never see structures on them either.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I like plants growing in most structures, as long as there keeps being way to force exclude them from areas that plants definitely shouldn't grow, like intact houses. Preserving plants being the default makes the most sense to me, since most Ruins are, well, ruins. Now that I know about putting =0,100,preserveBlock or =0,100,air in front of my rules list when necessary I've been making lots of use of it, and I like it more than the old preserve_plants system.


    I remember when I first started making structures, and thought I needed to have preserve_plants on in order to prevent the structures from spawning on top of trees leaves, the way preserve_water makes things spawn on the seafloor. So, even though I generally don't like change and having to learn a new system was kind of confusing, I don't think it's harder to learn than the old one for anyone just starting out.

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    In preparation for starting a new world now that Thaumcraft 6 is nearly done, I've finally gotten back into template making and released the first version of my 1.12.2 set. Important changes:

    - I trimmed out anything I wasn't 100% happy with, so the list is smaller (for now) but of much higher average quality.

    - My structures all have the prefix "753_" now.

    - Trees no longer grow inside of houses and air bubbles in underwater structures are now real air instead of string.

    - Compatibility with more biome-adding mods.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Added a bunch more rotation mappings for 1.12. I forgot the BoP logs earlier. There's also the Cooking For Blockheads kitchen items, Pokecube blocks, and the stairs and trapdoors for Quark.



    # Biomes O Plenty Logs
    
    BlockID=biomesoplenty:log_0;biomesoplenty:log_1;biomesoplenty:log_2;biomesoplenty:log_3;biomesoplenty:log_4
    
    EAST-0-8
    EAST-1-9
    EAST-2-10
    EAST-3-11
    EAST-8-0
    EAST-9-1
    EAST-10-2
    EAST-11-3
    
    WEST-0-8
    WEST-1-9
    WEST-2-10
    WEST-3-11
    WEST-8-0
    WEST-9-1
    WEST-10-2
    WEST-11-3
    
    # Cooking For Blockheads
    
    BlockID=cookingforblockheads:fridge;cookingforblockheads:counter;cookingforblockheads:sink
    
    EAST-0-2
    EAST-1-3
    EAST-2-1
    EAST-3-0
    EAST-8-10
    EAST-9-11
    EAST-10-9
    EAST-11-8
    
    SOUTH-0-1
    SOUTH-1-0
    SOUTH-2-3
    SOUTH-3-2
    SOUTH-8-9
    SOUTH-9-8
    SOUTH-10-11
    SOUTH-11-10
    
    WEST-0-3
    WEST-1-2
    WEST-2-0
    WEST-3-1
    WEST-8-11
    WEST-9-10
    WEST-10-8
    WEST-11-9
    
    BlockID=cookingforblockheads:oven;cookingforblockheads:cooking_table;cookingforblockheads:corner;cookingforblockheads:tool_rack;cookingforblockheads:spice_rack;harvestcraft:presser
    
    EAST-2-5
    EAST-3-4
    EAST-4-1
    EAST-5-3
    
    SOUTH-2-3
    SOUTH-3-2
    SOUTH-4-5
    SOUTH-5-4
    
    WEST-2-4
    WEST-3-5
    WEST-4-3
    WEST-5-2
    
    # Pokecube Stuff
    
    BlockID=pokecube:pc;pokecube:tradingtable;pokecube:pokecenter
    
    EAST-2-5
    EAST-3-4
    EAST-4-1
    EAST-5-3
    EAST-10-13
    EAST-11-12
    EAST-12-10
    EAST-13-11
    
    SOUTH-2-3
    SOUTH-3-2
    SOUTH-4-5
    SOUTH-5-4
    SOUTH-10-11
    SOUTH-11-10
    SOUTH-12-13
    SOUTH-13-12
    
    WEST-2-4
    WEST-3-5
    WEST-4-3
    WEST-5-2
    WEST-10-12
    WEST-11-13
    WEST-12-11
    WEST-13-10
    
    BlockID=pokecube_adventures:cloner
    
    EAST-9-13
    EAST-13-1
    EAST-1-5
    EAST-5-9
    EAST-10-14
    EAST-14-2
    EAST-2-6
    EAST-6-10
    EAST-8-12
    EAST-12-0
    EAST-0-4
    EAST-4-8
    
    SOUTH-9-1
    SOUTH-13-5
    SOUTH-1-9
    SOUTH-5-13
    SOUTH-10-2
    SOUTH-14-6
    SOUTH-2-10
    SOUTH-6-14
    SOUTH-8-0
    SOUTH-12-4
    SOUTH-0-8
    SOUTH-4-12
    
    WEST-9-5
    WEST-13-9
    WEST-1-13
    WEST-5-9
    WEST-10-6
    WEST-14-10
    WEST-2-14
    WEST-6-2
    WEST-8-4
    WEST-12-8
    WEST-0-12
    WEST-4-0
    
    
    # Quark
    
    BlockID=quark:stained_planks_blue_stairs;quark:stone_andesite_stairs;quark:stained_clay_tiles_magenta_stairs;quark:stone_marble_stairs;quark:bark_dark_oak_stairs;quark:bark_oak_stairs;quark:stone_stairs;quark:hardened_clay_tiles_stairs;quark:stained_clay_tiles_light_blue_stairs;quark:stained_clay_tiles_orange_stairs;quark:stained_planks_brown_stairs;quark:prismarine_bricks_stairs;quark:stone_limestone_bricks_stairs;quark:stone_basalt_stairs;quark:sandy_bricks_stairs;quark:stained_planks_silver_stairs;quark:stained_clay_tiles_yellow_stairs;quark:biotite_stairs;quark:stained_clay_tiles_brown_stairs;quark:stained_clay_tiles_cyan_stairs;quark:stained_planks_black_stairs;quark:stained_planks_gray_stairs;quark:snow_bricks_stairs;quark:stained_clay_tiles_green_stairs;quark:prismarine_stairs;quark:stained_planks_magenta_stairs;biomesoplenty:eucalyptus_stairs;quark:prismarine_dark_stairs;quark:duskbound_block_stairs;quark:stained_planks_red_stairs;quark:stained_planks_white_stairs;quark:reed_block_stairs;quark:stained_planks_green_stairs;quark:charred_nether_brick_stairs;quark:stained_planks_pink_stairs;quark:polished_netherrack_bricks_stairs;quark:stained_clay_tiles_red_stairs;quark:icy_stone_stairs;quark:bark_birch_stairs;quark:stained_clay_tiles_blue_stairs;quark:stained_planks_purple_stairs;quark:stone_marble_bricks_stairs;quark:stained_planks_light_blue_stairs;quark:stained_planks_lime_stairs;quark:stained_planks_yellow_stairs;quark:red_nether_brick_stairs;quark:stone_limestone_stairs;quark:stone_andesite_bricks_stairs;quark:bark_acacia_stairs;quark:stained_clay_tiles_silver_stairs;quark:stained_clay_tiles_lime_stairs;quark:bark_spruce_stairs;quark:soul_sandstone_stairs;quark:bark_jungle_stairs;quark:sandstone_bricks_stairs;quark:stone_diorite_bricks_stairs;quark:stone_basalt_bricks_stairs;quark:stained_clay_tiles_gray_stairs;quark:stained_clay_tiles_purple_stairs;quark:stained_clay_tiles_white_stairs;quark:soul_sandstone_bricks_stairs;quark:stone_granite_bricks_stairs;quark:red_sandstone_bricks_stairs;quark:thatch_stairs;quark:stained_clay_tiles_black_stairs;quark:stained_planks_cyan_stairs;quark:stone_diorite_stairs;quark:end_bricks_stairs;quark:stained_clay_tiles_pink_stairs;quark:fire_stone_stairs;quark:stone_granite_stairs;quark:iron_plate_stairs;quark:stained_planks_orange_stairs
    
    EAST-0-2
    EAST-1-3
    EAST-2-1
    EAST-3-0
    EAST-4-6
    EAST-5-7
    EAST-6-5
    EAST-7-4
    
    SOUTH-0-1
    SOUTH-1-0
    SOUTH-2-3
    SOUTH-3-2
    SOUTH-4-5
    SOUTH-5-4
    SOUTH-6-7
    SOUTH-7-6
    
    WEST-0-3
    WEST-1-2
    WEST-2-0
    WEST-3-1
    WEST-4-7
    WEST-5-6
    WEST-6-4
    WEST-7-5
    
    BlockID=quark:midori_pillar
    
    EAST-4-8
    EAST-8-4
    
    WEST-4-8
    WEST-8-4
    
    BlockID=quark:acacia_trapdoor;minecraft:iron_trapdoor;quark:dark_oak_trapdoor;quark:birch_trapdoor;quark:spruce_trapdoor;quark:jungle_trapdoor;minecraft:trapdoor
    
    EAST-0-3
    EAST-1-2
    EAST-2-0
    EAST-3-1
    EAST-4-7
    EAST-5-6
    EAST-6-4
    EAST-7-5
    EAST-8-11
    EAST-9-8
    EAST-10-8
    EAST-11-9
    EAST-12-15
    EAST-13-14
    EAST-14-12
    EAST-15-13
    
    SOUTH-0-1
    SOUTH-1-0
    SOUTH-2-3
    SOUTH-3-2
    SOUTH-4-5
    SOUTH-5-4
    SOUTH-6-7
    SOUTH-7-6
    SOUTH-8-9
    SOUTH-9-8
    SOUTH-10-11
    SOUTH-11-10
    SOUTH-12-13
    SOUTH-13-12
    SOUTH-14-15
    SOUTH-15-14
    
    WEST-0-2
    WEST-1-3
    WEST-2-1
    WEST-3-0
    WEST-4-6
    WEST-5-7
    WEST-6-5
    WEST-7-4
    WEST-8-10
    WEST-9-11
    WEST-10-9
    WEST-11-8
    WEST-12-14
    WEST-13-15
    WEST-14-13
    WEST-15-12



    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    In ruins.txt in the config folder, there's the setting templateInstancesMinDistance= which should handle that. I've noticed that the min distances (both the universal setting and uniqueMinDistance in individual ruins) get ignored sometimes when the mod tries to make multi-ruin sites, though. That seems to be what's happening in that screenshot. I haven't tested it myself, but putting chance_for_site_normal and chance_for_site_nether to 0 should prevent that by stopping sites entirely.

    Posted in: Minecraft Mods
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