I'm trying to play but a few weeks ago this happened now no ruins will spawn, I'm using the twitch launcher. I have removed it reinstalled it checked the config files which all seem to be empty, I went back to to November 2018 version thinking maybe something was wrong with the update, I still get this and no ruins will spawn, Is anyone else having this issue?
Whenever making a new modded instance, I'll patch in all the structures from another instance that contains the structures (in my specific case I have a master dev folder for that only because I'm the developer of one of the three major sets), but new players can get the default files from any modpack that contains ruins. Also a lot of the necessary material self-generates after starting a new world, but I usually load things in from archives beforehand.
In case new players see this and wonder what the pathway for the files is, it's this, from the modded instance root:
config/ruins_config/
in this folder are all the biome folders, and the generic folder, all of which contain the structures.
A build for 1.14.3 exists and can be found on curse. Templates from 1.13.2 should be compatible. No, there is still no templates included.
Huzzah! (Re: 1.14.3 build existing.) And, yeah, I'm still behind on getting my templates converted over to 1.13. Are there any major functional changes I should be mindful of between 1.13 and 1.14? (I.e., if I make a template that will work for 1.13, are there any known changes I'll have to make to it in order for it to work for 1.14 as well?)
Thanks for keeping this thing going! I really appreciate it!
oh I'm useing 1.12.2 The latest version of forge for that version (cause a few of my favorite mods aren't updated past it yet. One thing I have noticed is aside from ruins not spawning Villages are spawning oddly as well, either with no building or just empty buildings no glass no doors empty feilds, and no villagers, Is it maybe an Issue with Structure spawning in 1.12.2 ?
Never mind I finnaly figured out the problem apparently a mod called Better with addons was causing a conflict between ruins and MCA somehow, it's working again sorry for the trouble.
Hello, could someone teach me how to place a custom head in ruins templates?
I try to make some decoration with those custom head but they all become normal head when i test them. :(((
Which version of Minecraft/Ruins are you using? One of my "Adventurers' Inn" templates specifically uses custom heads in order to make "mugs" and "food bowl" items on top of the tables, as a bit of an experiment, in version 1.12, but I haven't managed to translate the same effect into 1.13 or 1.14 yet (and I'm not sure if it's even possible anymore, since I'm not sure how the equivalent of "TEBLOCK" logic is handled now).
I'm using the 1.12.2 version of ruins mod, the sources where i get custom head code is from this website: https://minecraft-heads.com/ , i used the heads from custom heads category, not player head category, i will give you the template of my head test, i hope you will the answer for my problem.
I'm using the 1.12.2 version of ruins mod, the sources where i get custom head code is from this website: https://minecraft-heads.com/ , i used the heads from custom heads category, not player head category, i will give you the template of my head test, i hope you will the answer for my problem.
In my "adventure" template pack for 1.12, in the "plains" biome folder, I have a template called "JG_TravelersInn_CB_1v12.tml" that serves as a testbed for using "custom heads" as table decorations. Due to the nature of using "player heads" as decoration, this only works if you're playing Minecraft with an internet connection; if playing Minecraft with Ruins on a computer that's offline, the resulting inn will just have a macabre display of disembodied heads or skulls on the tables instead.
Here's the "rule" used for the decorative head/blocks randomly placed on each table, as quoted from the template:
It's rather longer than it strictly needs to be, because I wanted an element of randomization, so there are four items that the Ruins builder picks from when placing an item on the table -- either "Beer," "Teacup," "Sandwich," or "Salad."
I didn't use "teBlock" for this one, contrary to my earlier post. (I remembered incorrectly. It's been a while since I ran this "experiment.") The idea is that a Command Block will be spawned in position one block above where I intend for the decorative "head" to appear. Thanks to the "RUINSTRIGGER" key at the start of the Command line, a script in the "Ruins" mod will trigger the Command Block automatically when the chunk containing the Command Block is active AND a player crosses a chunk border, and then the Command Block "self-destructs."
Otherwise, the command (minus the RUINSTRIGGER key) *should* be capable of summoning a customized "player head" with the information given. /setblock is used to place the block. The item is "skull" (head), but "SkullType" is set to 3 (player head), followed by an Owner key that requires both a unique "Id" tag, AND the texture "Value" tag. I copied and pasted the code from a web site very much like the "Minecraft Heads" site you referenced.
However, paging through the Minecraft Heads site, it looks as if the syntax has changed considerably, and it might be possible to accomplish the same thing with a much shorter player-reference ID. I'll have to do some experimentation and get back to this. (I notice that there is a section with code for Minecraft version "1.13+" -- so I hope that means it will be possible to do the same thing in 1.13 and 1.14, if I can tweak things a bit in my templates.)
Hi everyone, since i'm new to this forum, i would like to introduce you my new ruin structure design: The Quadrup Nuclear Reactor!!!!!!!
It consist of 4 D.E.C (Direct Energy Conversion) nuclear reactor from nuclearcraft, with the safe energy output up to 16000RF/TICK!!!! Using 256 LEU-235 Fuel Pellets stored inside 4 Shulker Boxes, all process from loading the fuel to removing the waste is nearly automated in order to protect people from radiation. This reactor can last for nearly 13 Hours (in real life) before having to be reloaded. :DDDDDDDDDDDDD
So i post it here to get some advice from the top notch of this forum. But everyone can take a look and make some comments about the structure, it will help me a lot.
@phuongtbt6813566: It looks like an impressive project! So you converted it into a Ruins template? Does it actually function if it spawns as a Ruins structure during terrain generation? Also, are those yellow "caution stripe" blocks also part of NuclearCraft?
Those blocks look exactly like the most widely used signature blocks from Chisel (also used in the Crashlanding 1.6 pack).
I dusted off my old 1.7 reactor room template from the summer of 2015 and identified the blocks as:
chisel:factoryblock-6 for the yellow-black striped caution blocks (they also make an orange-white set)
chisel:factoryblock-1 for the main blocks in the rusted girders.
chisel:stonebricksmooth-10 and 12 for the cement texture (or I might be thinking of chisel:cobblestone-10 which was a block I tended to use a lot)
I remember that some chisel blocks' names were changed slightly in later versions of the game, and in 1.7 Tinkers Construct had the super-fun slime-pads that launched players a hundred blocks into the air with a hang glider, which were an integral part of all my bases, and even now I find a place to put a vertical shaft in my facilities just in case they bring the block back.
Thank you! i'm already turn it into a template, it will work normally if you give them some configuration before the run and no, those yellow stripe is from Chisel not NuclearCraft.
P.s: A small fact: this structure is server-unfriendly, due to a bug from funky locomotion. Also another fact: the cable i used to connect to the cargo elevator, the mechanic arm and the reactor monitor is from dazzle mod, i using a large amount of analog redstone lamps and light sensor to read the redstone signal strength from 4 reactors then connect it into a bunch of cables.
All I did was make a baseplate of stone, 5x5x1, and put a chest on top in the middle. When I spawn my "structure", it's floating about 5 blocks up. Why? D:
All I did was make a baseplate of stone, 5x5x1, and put a chest on top in the middle. When I spawn my "structure", it's floating about 5 blocks up. Why? D:
I can't see the area where you built, so there could be a number of factors. Lacking omniscience, I'll put forth a couple of suggestions regarding baseplate-building:
1) Stone is a lousy material for a baseplate. I'd recommend, in Creative Mode, using something far less common and unlikely to already be part of your environment, such as bedrock or blocks of diamond.
2) At the very least, if you're going to use something like stone for a baseplate, make sure that the baseplate isn't connected to the ground. Especially make sure it's not adjacent to MORE STONE in the environment. (I'm not sure whether Ruins distinguishes between sub-types of a block when determining the dimensions of a baseplate.)
I don't know that this would be relevant to your particular situation, but it could be worth a shot.
I would guess that you are in a superflat world, since Ruins tries to keep from breaking the bottom of the world, as bedrock is meant to be permanent in general.
I would guess that you are in a superflat world, since Ruins tries to keep from breaking the bottom of the world, as bedrock is meant to be permanent in general.
Oops. I didn't even think of that angle. I forgot that when I spawn a superflat world for Ruins construction, I have to customize it to give me a thicker dirt layer if I want to be able to test-spawn anything with a "basement" there. (I typically go with 1 layer bedrock, 62 layers dirt, 1 layer grass. However, when manually test-spawning complex "dungeons," I've also found it useful to just spawn an alternate superflat world with 64 layers of GLASS, so I can clearly see what's spawning underground.)
I'm trying to play but a few weeks ago this happened now no ruins will spawn, I'm using the twitch launcher. I have removed it reinstalled it checked the config files which all seem to be empty, I went back to to November 2018 version thinking maybe something was wrong with the update, I still get this and no ruins will spawn, Is anyone else having this issue?
Whenever making a new modded instance, I'll patch in all the structures from another instance that contains the structures (in my specific case I have a master dev folder for that only because I'm the developer of one of the three major sets), but new players can get the default files from any modpack that contains ruins. Also a lot of the necessary material self-generates after starting a new world, but I usually load things in from archives beforehand.
In case new players see this and wonder what the pathway for the files is, it's this, from the modded instance root:
config/ruins_config/
in this folder are all the biome folders, and the generic folder, all of which contain the structures.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
A build for 1.14.3 exists and can be found on curse. Templates from 1.13.2 should be compatible. No, there is still no templates included.
Huzzah! (Re: 1.14.3 build existing.) And, yeah, I'm still behind on getting my templates converted over to 1.13. Are there any major functional changes I should be mindful of between 1.13 and 1.14? (I.e., if I make a template that will work for 1.13, are there any known changes I'll have to make to it in order for it to work for 1.14 as well?)
Thanks for keeping this thing going! I really appreciate it!
--- 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)
oh I'm useing 1.12.2 The latest version of forge for that version (cause a few of my favorite mods aren't updated past it yet. One thing I have noticed is aside from ruins not spawning Villages are spawning oddly as well, either with no building or just empty buildings no glass no doors empty feilds, and no villagers, Is it maybe an Issue with Structure spawning in 1.12.2 ?
Never mind I finnaly figured out the problem apparently a mod called Better with addons was causing a conflict between ruins and MCA somehow, it's working again sorry for the trouble.
Hello, could someone teach me how to place a custom head in ruins templates?
I try to make some decoration with those custom head but they all become normal head when i test them. :(((
Which version of Minecraft/Ruins are you using? One of my "Adventurers' Inn" templates specifically uses custom heads in order to make "mugs" and "food bowl" items on top of the tables, as a bit of an experiment, in version 1.12, but I haven't managed to translate the same effect into 1.13 or 1.14 yet (and I'm not sure if it's even possible anymore, since I'm not sure how the equivalent of "TEBLOCK" logic is handled now).
--- 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)
I'm using the 1.12.2 version of ruins mod, the sources where i get custom head code is from this website: https://minecraft-heads.com/ , i used the heads from custom heads category, not player head category, i will give you the template of my head test, i hope you will the answer for my problem.
In my "adventure" template pack for 1.12, in the "plains" biome folder, I have a template called "JG_TravelersInn_CB_1v12.tml" that serves as a testbed for using "custom heads" as table decorations. Due to the nature of using "player heads" as decoration, this only works if you're playing Minecraft with an internet connection; if playing Minecraft with Ruins on a computer that's offline, the resulting inn will just have a macabre display of disembodied heads or skulls on the tables instead.
Here's the "rule" used for the decorative head/blocks randomly placed on each table, as quoted from the template:
It's rather longer than it strictly needs to be, because I wanted an element of randomization, so there are four items that the Ruins builder picks from when placing an item on the table -- either "Beer," "Teacup," "Sandwich," or "Salad."
I didn't use "teBlock" for this one, contrary to my earlier post. (I remembered incorrectly. It's been a while since I ran this "experiment.") The idea is that a Command Block will be spawned in position one block above where I intend for the decorative "head" to appear. Thanks to the "RUINSTRIGGER" key at the start of the Command line, a script in the "Ruins" mod will trigger the Command Block automatically when the chunk containing the Command Block is active AND a player crosses a chunk border, and then the Command Block "self-destructs."
Otherwise, the command (minus the RUINSTRIGGER key) *should* be capable of summoning a customized "player head" with the information given. /setblock is used to place the block. The item is "skull" (head), but "SkullType" is set to 3 (player head), followed by an Owner key that requires both a unique "Id" tag, AND the texture "Value" tag. I copied and pasted the code from a web site very much like the "Minecraft Heads" site you referenced.
However, paging through the Minecraft Heads site, it looks as if the syntax has changed considerably, and it might be possible to accomplish the same thing with a much shorter player-reference ID. I'll have to do some experimentation and get back to this. (I notice that there is a section with code for Minecraft version "1.13+" -- so I hope that means it will be possible to do the same thing in 1.13 and 1.14, if I can tweak things a bit in my templates.)
--- 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)
Hi everyone, since i'm new to this forum, i would like to introduce you my new ruin structure design: The Quadrup Nuclear Reactor!!!!!!!
It consist of 4 D.E.C (Direct Energy Conversion) nuclear reactor from nuclearcraft, with the safe energy output up to 16000RF/TICK!!!! Using 256 LEU-235 Fuel Pellets stored inside 4 Shulker Boxes, all process from loading the fuel to removing the waste is nearly automated in order to protect people from radiation. This reactor can last for nearly 13 Hours (in real life) before having to be reloaded. :DDDDDDDDDDDDD
So i post it here to get some advice from the top notch of this forum. But everyone can take a look and make some comments about the structure, it will help me a lot.
@phuongtbt6813566: It looks like an impressive project! So you converted it into a Ruins template? Does it actually function if it spawns as a Ruins structure during terrain generation? Also, are those yellow "caution stripe" blocks also part of NuclearCraft?
--- 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)
Those blocks look exactly like the most widely used signature blocks from Chisel (also used in the Crashlanding 1.6 pack).
I dusted off my old 1.7 reactor room template from the summer of 2015 and identified the blocks as:
chisel:factoryblock-6 for the yellow-black striped caution blocks (they also make an orange-white set)
chisel:factoryblock-1 for the main blocks in the rusted girders.
chisel:stonebricksmooth-10 and 12 for the cement texture (or I might be thinking of chisel:cobblestone-10 which was a block I tended to use a lot)
I remember that some chisel blocks' names were changed slightly in later versions of the game, and in 1.7 Tinkers Construct had the super-fun slime-pads that launched players a hundred blocks into the air with a hang glider, which were an integral part of all my bases, and even now I find a place to put a vertical shaft in my facilities just in case they bring the block back.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Thank you! i'm already turn it into a template, it will work normally if you give them some configuration before the run and no, those yellow stripe is from Chisel not NuclearCraft.
P.s: A small fact: this structure is server-unfriendly, due to a bug from funky locomotion. Also another fact: the cable i used to connect to the cargo elevator, the mechanic arm and the reactor monitor is from dazzle mod, i using a large amount of analog redstone lamps and light sensor to read the redstone signal strength from 4 reactors then connect it into a bunch of cables.
Hello everyone, please tell me how to install these templates and what other templates are there?
Gilly's - https://www.dropbox.com/sh/wksqx8n83ph4s6u/AAAgILSMO5o2C9bQOvQ3BFPoa?dl=0[/b]
Jordan's - https://www.dropbox.com/sh/aa6fzn7it1gvglg/AAAwZt-W8gy2Oj1tHpslycHLa?dl=0[/b]
ST's - https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0[/b]
The filepath for Ruins is:
config/ruins-config/
All the biome folders from each set go loosely into the ruins_config folder.
The templates listed are for minecraft version 1.12
Also Jordan has since made a site for his set.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Hi all,
I'm running the latest Forge 1.14.4 with the most recent Ruins update.
The mod does not set itself up properly, but I've put the appropriate files in config, and I see the default set in the generic folder.
Ruins.txt has generated in the world folder, as has RuinsPositionsFile.txt (though it is blank).
In a fresh world, all I'm seeing are blank spaces in the terrain where it seems like Ruins tried to generate something.
SP & MP server logs all indicate "Faulty Template name" for every template.
There are quite a few people on the CurseForge page talking about similar issues, but they don't seem to have found a resolution.
Thanks in advance!
All I did was make a baseplate of stone, 5x5x1, and put a chest on top in the middle. When I spawn my "structure", it's floating about 5 blocks up. Why? D:
I can't see the area where you built, so there could be a number of factors. Lacking omniscience, I'll put forth a couple of suggestions regarding baseplate-building:
1) Stone is a lousy material for a baseplate. I'd recommend, in Creative Mode, using something far less common and unlikely to already be part of your environment, such as bedrock or blocks of diamond.
2) At the very least, if you're going to use something like stone for a baseplate, make sure that the baseplate isn't connected to the ground. Especially make sure it's not adjacent to MORE STONE in the environment. (I'm not sure whether Ruins distinguishes between sub-types of a block when determining the dimensions of a baseplate.)
I don't know that this would be relevant to your particular situation, but it could be worth a shot.
--- 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)
I would guess that you are in a superflat world, since Ruins tries to keep from breaking the bottom of the world, as bedrock is meant to be permanent in general.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Oops. I didn't even think of that angle. I forgot that when I spawn a superflat world for Ruins construction, I have to customize it to give me a thicker dirt layer if I want to be able to test-spawn anything with a "basement" there. (I typically go with 1 layer bedrock, 62 layers dirt, 1 layer grass. However, when manually test-spawning complex "dungeons," I've also found it useful to just spawn an alternate superflat world with 64 layers of GLASS, so I can clearly see what's spawning underground.)
--- 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)