Looks like you've got a runaway worldgen cascade, where creating one new chunk forces another to be created, which in turn forces another, and so on until you run out of memory. A lot of pre-1.13 structure-adding mods (including Ruins) cause a bit of worldgen cascade. A little isn't so bad...but if there's a whole pile of it, you get lag spikes and even crashes. That's where you are,
Your log shows evidence of a classic worldgen cascade: a long chain of new chunk generation. While it is possible for Ruins to trigger a runaway situation, you almost need to maliciously configure it to do so. I'm pretty sure Ruins isn't the culprit here: of the 39 links in your cascade, only 4 of them are from Ruins. As for the others, 5 are from Gany's Nether and a whopping 30 are from Arcana RPG. I'm not familiar enough with those mods to say exactly what's going on, but I suspect your problem really lies with Arcana RPG, or at least how it interacts with one or both of the other two.
The mod ArcanaRPG is one of my favorites and I'm glad that other people are using it :D.
It does, however, have one issue.
When you go to the nether your game will crash with Arcana installed, to fix it go to the config and find "nether dungeons" then set that from true to false... I'm not sure if that is the cause in this case but if not it will be an issue later.
The mod ArcanaRPG is one of my favorites and I'm glad that other people are using it :D.
It does, however, have one issue.
When you go to the nether your game will crash with Arcana installed, to fix it go to the config and find "nether dungeons" then set that from true to false... I'm not sure if that is the cause in this case but if not it will be an issue later.
Also, not to double post, but I just realized you have Chocolate quest installed as well.
That one has the same issue with Arcana except with the End, if you go there now you will crash.
Go to your config folder --> Chocolate --> Dungeonconfig then find caveTests and set the chance from 1 to 0.
Hey, turning off nether dungeons works, thanks guys. Too bad I can't play with those dungeons though, oh well.
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!
Ah, here's my problem. I used to have ruins installed, some years ago. At that time, you just put it in your mods file, and ruins happened. Things seem to have changed a lot since I last played. What should I be putting in config, and where do i get them?
Ah, here's my problem. I used to have ruins installed, some years ago. At that time, you just put it in your mods file, and ruins happened. Things seem to have changed a lot since I last played. What should I be putting in config, and where do i get them?
When you download the ruins mod you should get a zip file with a few things in it, just drop it all in the mods folder.
Added ruins:null pseudoblock for use in rules. When "placed," it does not affect the existing block in that position. Same as preserveBlock in previous versions. Example: rule5={Name:"ruins:null"}
Default rule0 is now ruins:null instead of minecraft:air.
Added Ruins block tag under which all Ruins-specific subtags (currently: entity, weight, and bonemeal) reside. Some, all, or none of these may be applied to any particular block. Example: rule6={Name:"oak_sapling",Ruins:{weight:5,bonemeal:1}}{Name:"oak_sapling",Ruins:{weight:0.1}}{Name:"furnace",Properties:{lit:"true"},Ruins:{weight:0.005,entity:{CustomName:"\"FORNAX\""}}}
Deprecated ruinsTE={...} tag for block entity specification. It still works--providing backward compatibility for existing template files--but emits a warning to the log file. Use Ruins:{entity:{...}} instead. Block entity IDs are inferred and need no longer be specified. New templates created via /parseruin now follow this format. Example: rule7={Name:"birch_sign",Ruins:{entity:{Text2:"\"easy-peasy\""}}}
Reinstated block weighting; use Ruins:{weight:X}, where X is a non-negative integer or floating-point number (default=1). Example: rule8={Name:"dirt",Ruins:{weight:10}}{Name:"gravel"}{Name:"sand",Ruins:{weight:0.2}}
Reinstated addbonemeal feature; use Ruins:{bonemeal:X}, where X is a non-negative integer (default=0). Values greater than 1 can be used to apply multiple grow ticks. Example: rule9={Name:"spruce_sapling",Ruins:{bonemeal:2}}
Added ruins:null pseudoblock for use in rules. When "placed," it does not affect the existing block in that position. Same as preserveBlock in previous versions. Example: rule5={Name:"ruins:null"}
Default rule0 is now ruins:null instead of minecraft:air
Is it possible to override the default "rule0"? For instance, if I had a template that was working with the default of 0 as "minecraft:air," could I set up an explicit definition of rule0 to define it that way for that particular template?
Yes, just as in previous versions. Put an unnamed rule at the top of the list of rules to define rule0 for the template. So, in your example, you make the first rule...
={Name:"air"}
...and that becomes rule0. All subsequent rules are then numbered 1, 2, 3, and so on, as usual.
EDIT: To clarify...by "unnamed" I mean there's nothing (like "rule0" or "rule") to the left of the equals sign. I should probably come up with a better term, considering the only tag in my so-called unnamed rule is Name. Oh, well.
EDIT: To clarify...by "unnamed" I mean there's nothing (like "rule0" or "rule") to the left of the equals sign. I should probably come up with a better term, considering the only tag in my so-called unnamed rule is Name. Oh, well.
Huh. That's ... an odd sort of syntax, but, hey, I'll roll with it. Thanks for the clarification! (And the coding, of course.)
Are there any collections of templates compatible with 1.14 yet? I really do appreciate the labor involved in updating existing large collections, so I'm not trying to pressure anyone. Just a polite inquiry as to what's already out
Do we have any documentation for the 1.13+ rule format? There don't seem to be any example templates, so I can't figure out how to do things like a chest that pulls from a loot table, or custom heads
# Using the ingame parser on an empty chest will automatically link a minecraft loot table to it and spawn loot when the
# template is generated by Ruins.
#
# {ruinsTE:{ForgeData:{LootTable:"minecraft:chests/stronghold_library",LootTableSeed:3471763263981993226L},x:0,y:0,z:0,Items:[],id:"minecraft:chest",Lock:""},Properties:{waterlogged:"false",facing:"west",type:"single"},Name:"minecraft:chest"}
# see http://minecraft.gamepedia.com/Loot_table#List_of_loot_tables for possible loot tables (as of MC 1.9)
As for heads, place one and use the ingame parser. I believe the entire trick is in linking the players UUID to the tile entity nbt data.
Aaaand another couple of questions for 1.14 - do we have a ruinstrigger command or something similar?
Alternately, how do I get a command block to execute testruin?
I'm trying to have one template for e.g. ruined huts, which picks one of the ruined huts to spawn. This prevents too many ruined huts *of any type* appearing close together, not just the same type.
EDIT: ooo, just saw your post, I dug around and found template_rules.txt inside the JAR, I'll read that with my coffee this morning!
Any way to stop ruins spawning on top of dark forests in 1.15.1? I've tried adding "minecraft:dark_oak_log" and "minecraft:dark_oak_leaves" to unacceptable_target_blocks but they still spawn up there
Foliage blocks (technically, material:plant) are disregarded in general when looking for locations. Try the floor blocks, if there is a specific one for dark forests
Can anyone help me with a crash problem? Every time I go to the nether, the game freezes then crashes. The log showed something about ruins mod:
https://pastebin.com/U7BwFCZT
Looks like you've got a runaway worldgen cascade, where creating one new chunk forces another to be created, which in turn forces another, and so on until you run out of memory. A lot of pre-1.13 structure-adding mods (including Ruins) cause a bit of worldgen cascade. A little isn't so bad...but if there's a whole pile of it, you get lag spikes and even crashes. That's where you are,
Your log shows evidence of a classic worldgen cascade: a long chain of new chunk generation. While it is possible for Ruins to trigger a runaway situation, you almost need to maliciously configure it to do so. I'm pretty sure Ruins isn't the culprit here: of the 39 links in your cascade, only 4 of them are from Ruins. As for the others, 5 are from Gany's Nether and a whopping 30 are from Arcana RPG. I'm not familiar enough with those mods to say exactly what's going on, but I suspect your problem really lies with Arcana RPG, or at least how it interacts with one or both of the other two.
The mod ArcanaRPG is one of my favorites and I'm glad that other people are using it :D.
It does, however, have one issue.
When you go to the nether your game will crash with Arcana installed, to fix it go to the config and find "nether dungeons" then set that from true to false... I'm not sure if that is the cause in this case but if not it will be an issue later.
Also, not to double post, but I just realized you have Chocolate quest installed as well.
That one has the same issue with Arcana except with the End, if you go there now you will crash.
Go to your config folder --> Chocolate --> Dungeonconfig then find caveTests and set the chance from 1 to 0.
Does that mean I can't play with the nether structures, as well as its mobs?That's a shame.
PS: I fix the chocolate quest issue by fixing the folder pathways, but the structures didn't fit well with the end so I outright deleted caveTests.
Hey, turning off nether dungeons works, thanks guys. Too bad I can't play with those dungeons though, oh well.
Ah, here's my problem. I used to have ruins installed, some years ago. At that time, you just put it in your mods file, and ruins happened. Things seem to have changed a lot since I last played. What should I be putting in config, and where do i get them?
When you download the ruins mod you should get a zip file with a few things in it, just drop it all in the mods folder.
Nothing goes in the config folder
New 1.14.4 release features:
Is it possible to override the default "rule0"? For instance, if I had a template that was working with the default of 0 as "minecraft:air," could I set up an explicit definition of rule0 to define it that way for that particular template?
--- 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)
Yes, just as in previous versions. Put an unnamed rule at the top of the list of rules to define rule0 for the template. So, in your example, you make the first rule...
...and that becomes rule0. All subsequent rules are then numbered 1, 2, 3, and so on, as usual.
EDIT: To clarify...by "unnamed" I mean there's nothing (like "rule0" or "rule") to the left of the equals sign. I should probably come up with a better term, considering the only tag in my so-called unnamed rule is Name. Oh, well.
Huh. That's ... an odd sort of syntax, but, hey, I'll roll with it. Thanks for the clarification! (And the coding, of course.)
--- 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)
Are there any collections of templates compatible with 1.14 yet? I really do appreciate the labor involved in updating existing large collections, so I'm not trying to pressure anyone. Just a polite inquiry as to what's already out
Initial port to 1.15.1 is available on curse.
Then why don't I have any ruins? And shouldn't there be a config file for it somewhere?
Do we have any documentation for the 1.13+ rule format? There don't seem to be any example templates, so I can't figure out how to do things like a chest that pulls from a loot table, or custom heads
Taken from template_rules.txt
# Using the ingame parser on an empty chest will automatically link a minecraft loot table to it and spawn loot when the
# template is generated by Ruins.
#
# {ruinsTE:{ForgeData:{LootTable:"minecraft:chests/stronghold_library",LootTableSeed:3471763263981993226L},x:0,y:0,z:0,Items:[],id:"minecraft:chest",Lock:""},Properties:{waterlogged:"false",facing:"west",type:"single"},Name:"minecraft:chest"}
# see http://minecraft.gamepedia.com/Loot_table#List_of_loot_tables for possible loot tables (as of MC 1.9)
As for heads, place one and use the ingame parser. I believe the entire trick is in linking the players UUID to the tile entity nbt data.
Aaaand another couple of questions for 1.14 - do we have a ruinstrigger command or something similar?
Alternately, how do I get a command block to execute testruin?
I'm trying to have one template for e.g. ruined huts, which picks one of the ruined huts to spawn. This prevents too many ruined huts *of any type* appearing close together, not just the same type.
EDIT: ooo, just saw your post, I dug around and found template_rules.txt inside the JAR, I'll read that with my coffee this morning!
Any way to stop ruins spawning on top of dark forests in 1.15.1? I've tried adding "minecraft:dark_oak_log" and "minecraft:dark_oak_leaves" to unacceptable_target_blocks but they still spawn up there
Foliage blocks (technically, material:plant) are disregarded in general when looking for locations. Try the floor blocks, if there is a specific one for dark forests
Thanks for the reply, I ended up adding biomesToNotSpawnIn=DARK_FOREST which seems to reduce the incidence