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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Question, Is there any issue with having to many Ruin files? Or to BIG ruin files?
    Lately i have run into a strange lag issue with my Minecraft, but the only thing i've done between then and now is add a bunch a ruins to my pack.

    Though i would Doubt this is the case since i added like 1000+ Car ruins to spawn on my (lost cities) Roads. and there was no real slowdown.
    Then i added some Craters to my other planets, and now my minecraft runs like a potato.


    I'm only asking to make sure, but i don't see why it would be an issue?

    (i should note, the lag happens even on my test flat world witch doesn't have any ruins spawning at all, So i wouldn't say its cause they spawn alot.)

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Thanks a lot guys, this sure will make things easier.

    Also i find myself using command blocks way more to spawn Ruins, it's been way more effective so far.

    In other news, How would you guys recommend spawning in really LARGE ruins?
    Would Using the adjoining_template Setting in small chunks be better than one large one?

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    So trees Spawn inside houses, as im sure you are aware since the Mod preserves Leafs/logs/snow by default.

    I'm mostly looking for ideas to work around this issue.
    One idea would be filling the inside with another block type, (like the barrier block) then, via commandblocks, replace those with air after the structure has spawned. But that's a bit of a hazzle.

    I would like to ask if anyone has any better suggestions?

    One way could also be to use some other "air block", but i don't really have any mod that has anything like that, Nor the skills to make one.

    i'm on 1.12.2 version.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from QuarterAnimal»


    I'm curious as to what "doesn't work at all" means, since I can get the latest versions of the two mods to play together just fine. What exactly isn't working for you?


    Well, the way Rocketry handles dimensions is different from Vanilla.
    You have config that lets you add Dimensions (planets), These custom dimensions are all called "planet" but use a number ID to differentiate.

    In the previous version, if i stick a ruin in any biome/generic, it will also spawn in these custom dimensions. (as it should.)

    In the newest version, They will not spawn at all in these custom dimensions.
    i have dimensiontospawnin off for the ruin, So it should spawn in all dimensions, and yes the number ID is listed in ruin.txt.
    Switching versions to the old one made it work instantly, with no code edit.


    Though i haven't updated Rocketry in a while, Do you think the latest version would work better?

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    I did some testing trying to find a work around to an issue i had, And it turns out the latest version doesn't work at all with AdvancedRocketry Dimensions.
    So i had to Revert back to the previous version (witch does work.)

    I know Stryker doesn't want to Meddle with the AR Dimension system, but i figured i should Give a heads up to anyone who though about using the mods together.
    Not sure what the Update Changed that broke it, But there has to been Some change in the code oh how it handles dimensions.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Hmm, So it seams Rivers and water holes are generated after the Ruins?
    I can't seam to spawn things in water puddles or rivers* (on water), And sometimes my command block gets cut off near waterholes, rare but happens once in a blue moon.
    (*Actually it CAN spawn in the "River biome", But when the river goes into another biome it wont, even though the ruin is set to allow the other biomes too.)

    Not really a Big issue, but its something i've noticed.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from AtomicStryker»

    I have compiled and pushed the current 1.12.2 build to curse for you


    Awesome!
    You sir are a true hero in my eyes, thank you soo much for the help.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    I hate to sound pushy but, Mr Stryker, Would it be possible to release that update for 1.12.2 QuarterAnimal was talking about?
    I could really use those new functions for my mod pack.

    It would be counter productive to start working with the current version if a better one exists.

    And right now the pack is on hold until i can get this sorted out.



    (also sorry for double posting)

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    I would suggest getting a discord server for this.

    A place for people to discuss this (and other) mods, Plus i find them easier to search through for answers than a forum like this.

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from QuarterAnimal»


    Incidentally, the latest version also includes two other things that might be of interest to you--a new dimensionsToSpawnIn[/b] template parameter and improved Galacticraft compatibility. Just sayin'.

    Now that could be VERY useful since i use Galacticraft in my pack.

    Sadly, I can't really putt together a build myself, so It would be nice if AtomicStryker released it.


    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    The "problem" you're seeing has nothing to do with weight; it's a consequence of setting uniqueMinDistance=1. I presume you didn't change the value of anyRuinsMinDistance in the Ruins.txt config file, so it's got its default value of 64. That means a #2 can be just 1 block away from another #2, but a #1 has to be at least 64 blocks away from a #2. Once a #2 is spawned, therefore, Ruins is going to keep picking #2 over and over until there's a gap of 64 blocks with no structures (e.g., a wide ocean, if the structures don't spawn on water) and #1 once again becomes an eligible selection, at which point a new random draw is made (33% chance of #1 or 67% of #2, according to the weight values) and the repetition begins anew.
    If you want high-density Ruins, a better way to do it is leave uniqueMinDistance=0 in the template files (which is the default; 0 being a special value indicating the global value of templateInstancesMinDistance should be used), and instead set anyRuinsMinDistance=1 and templateInstancesMinDistance=1 in Ruins.txt. You should then get the result you expect.
    In general, the value of uniqueMinDistance (and templateInstancesMinDistance) should be equal to or greater than that of anyRuinsMinDistance. Otherwise, you'll tend to get the homogeneity bias you observed, which is almost certainly undesirable. There may be some esoteric situations warranting violation of this guideline, but I can't think of any.

    I see, that certainly explains it.

    One last question regarding Weight:

    Ruins are weighed versus each other right?
    If I want some ruins to be much rarer, should I UP the normal ruins weight higher?

    Say, for an extreme example, I set ALL normal house ruins to 31, and one special castle as 1:
    it would significantly lower the chance of the 1 castle ruin, but still allow it to spawn, just at a very very low chance?




    Ruins enforces a floor at Y=8. If you attempt to spawn a structure lower than that (due to, say, embed_into_distance=99999), it will simply spawn at Y=8.

    Sweet, no worries then.


    A template should specify either acceptable_target_blocks (i.e., spawn only on these) or unacceptable_target_blocks (spawn on anything but these), or neither (spawn on anything). It should never specify both.

    So if I ONLY use acceptable_target_blocks, it should work?
    Also, good to know about the metadata. Thanks for the pointers; they will come in handy.



    There is no parameter unique. The once-per-biome feature you describe does not currently exist in Ruins.

    Really? I could have sworn I saw one.
    But, I could just set uniqueMinDistance to really high, and it would basically get the same result, right (making it spawn just once)?
    What's the highest number I can put in? Or, is there no limit?


    I'm not sure what "spawning animals" refers to. Ruins (currently) only places blocks, not entities. It can, however, place command blocks that spawn entities...is that what you mean?

    Yes, it is done via commandblocks, specifically for CustomNPC Mod NPCs, since that particular mod doesn't have natural spawning.



    Leveling is a whole other can of worms. If you don't want leveling--and most templates don't--set leveling_buffer=-1. Without leveling, the best way to think of max_leveling is as specifying how flat the terrain surface must be to spawn this template. If max_leveling=0, it must be perfectly flat over the entire footprint of the structure to be spawned; if max_leveling=1, it can deviate up and/or down by at most one block; and so on. The max_leveling parameter has nothing to do with blocks being removed if leveling is disabled.


    So basically, if I set the number higher, it would have a higher chance to spawn, because it doesn't need to be flat, yes?
    Then I should do that for NPC spawns since they're just commandblocks.



    There is a special "pseudo-block" you can use in template rules: preserveBlock. This is a directive telling Ruins not to replace the block in that position.
    Since you mention base blocks, I suspect you're creating templates via the /parseruin command. If so, your template uses an implicit rule0 to represent air (sort of...this post is long enough without going into a full explanation). If you want your template embedded in a medium like dirt or stone without unsightly air pockets, you can manually edit the parseruin-generated template file to add a new preserveBlock rule onto the end of the rule list, and replace some or all of the 0's in the layers with this new rule. So, instead of...


    Or I could maybe use a block (say lapis) when I build and then replace that block with preserveBlock in the template?

    Yeah, I mainly use /parseruin, then edit the ruin template.




    This isn't currently supported in Ruins, at least not directly. As a workaround, though, you could perhaps create a third template C which simply consists of a single command block that spawns either an A or a B in its place. Move templates A and B to a non-biome folder so they aren't naturally generated on their own. Set C's uniqueMinDistance to some big number, like 4096, and voilà! Your A's and B's are widely separated.


    I see. Thanks for the workaround! It will be very handy.
    And thank you soo much for answering my questions; it helps a lot!

    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Hi, I'm currently trying to use this mod for my mod pack, and I have to adjust things so they work just right.
    Problem is, I am rather new to using the mod, and I keep running into issues where I don't know what to do;
    some of it due to a lack of information and having to second guess some functions. It's not a good way to work.

    I am using version 1.12.2

    I'm using this mod to not only spawn ruins, but also spawn animals and CustomNPC Mod npcs into the world
    (this mod, surprisingly, is a lot better at it than some of the official spawn control mods out there.)

    So, I have quite a few questions about some confusing things. Let's follow the Templates_rules and go over each one:


    weight:
    I have some issue with this one; it's acting strange.
    When I tested it, I set uniqueMinDistance to 1, which causes ruins to spawn way more and closer together.
    Then, for testing purposes, I made 2 ruins, one at weight=1 one at weight=2.
    Now, you would think it would spawn mostly #2 and sometimes #1, but that isn't the case;
    it spawned Ruin #2 100% of the time. I tested it for a while and covered a lot of distance, and not one #1 ruin ever showed up
    (keep in mind the ruins show up closely packed together, so it's easy to tell.)


    embed_into_distance:
    I understand how this works, but it can be a little hard to pinpoint how deep to put it sometimes. For example, what happens if you put it too deep, like beyond bedrock? The surface isn't always smooth, after all.
    Does it stop at bedrock, or will it CUT the ruin in half?


    acceptable_target_blocks & unacceptable_target_blocks:
    Another one I have some issues with, but first some basic questions.

    If I want to add blocks to the list, is this correct?:

    acceptable_target_blocks=minecraft:stone,galacticraftplanets:mars-1,biomesoplenty:dried_sand

    By that I mean having the Mod name before the block?

    Also, if I don't specify metadata, will it go for EVERY block of that type, or just the first (AKA minecraft:stone 0) only?
    (Also, was that the correct metadata? If not, what's the right way?)
    What happens if a blockname is misspelled? Does it ignore all blocks, or just that one?

    As for the issue I had:
    I set acceptable_target_blocks to only stone from a mod, but the ruin still spawned on other blocks (this was in another dimension BTW).
    So, I set all the other blocks in unacceptable_target_blocks, and then it did work.
    So how do these two functions actualy work? Do I need to specify every block I DON'T want it to spawn on for every ruin?
    I thought if you put a block in acceptable_target_blocks, it would only use those, but that doesn't seem to be the case.
    Or, was my result just due to a fluke, or some other error on my part?

    Since some dimensions share biomes, I rely heavily on block control to make sure ruins don't spawn in the wrong world (the top block is changed per dimension).


    unique:
    If I understand this correctly, setting it to 1 it will ONLY make it spawn once per biome, right?
    If it is in Generic, it should only spawn once in total, right? Not "once per biome".


    uniqueMinDistance:
    What would be a good Distance, if I used this for spawning animals?
    Default is 1500.
    If I set it lower, they will spawn closer, but does anyone have any recomendations?


    max_leveling:
    If I don't want it to remove any blocks, what do I set it to? 0?


    preserving air:
    I can't seem to find the info for this.
    How do I make it so the ruin keeps air or not?
    Say I wanted to burry a skeleton dragon and needed the rock to surround the bones, not clear out the blocks when it's created. How do I do that? Does it have to do with the Base block I use?


    Ruin distances to OTHER ruins:
    I got some special ruins that I don't want showing up too close to each other; they are different types of ruins.
    How do I make it so Ruin A wont spawn anywhere near Ruin B?


    Any help would really be appreciated, and it would speed up the process.
    Sorry if some seem a bit noobish; although I've read the Templates carefully, I'm still unsure of these things I listed.
    If anyhting is confusing, just ask and I'll try to clarify it.

    Posted in: Minecraft Mods
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