You mean you have a Ruins-1.7.10.jar? and a ruins_log.txt ?
Did
you make sure the resources folder got installed into the mods folder
as well? The fact you have a ruins_log.txt means that it has attempted
to spawn ruins.
But without a resources folder, it won't be able to find any ruins to spawn, therefore nothing will generate.
In addition to this....if anyone receives an error about the mod not being able to open/write the file, after ensuring the resource folder hierarchy is "...\AppData\Roaming\.minecraft\mods\resources\...", make sure you do not waste an hour as I did, only because I had a typo in the word "resources", were I inverted 2 letters. Now, no more errors. lol
Rollback Post to RevisionRollBack
For immediate assistance, I can usually be found in-game at: play.haleymc.net
16.0
+ added support for chain and repeat command blocks by handling them as "teBlock" types automatically (they dont need RUINSTRIGGER)
+ added meta value support for command blocks, works as anywhere else, add "-n" with n=meta to the rule end
+ added command block rotation mappings to the mappings file
+ moved global config to configs folder (from mods folder)
+ moved logfiles to logs folder (from mods folder)
+ Ruins positions file and world specific config files remain in each world save folder
+ Jordan_Peacock's untested 1.9 templates set is now the default template set
16.0
+ added support for chain and repeat command blocks by handling them as "teBlock" types automatically (they dont need RUINSTRIGGER)
+ added meta value support for command blocks, works as anywhere else, add "-n" with n=meta to the rule end
+ added command block rotation mappings to the mappings file
Woo! I'm going to have to figure out how these things work now. It looks as if the Impulse blocks with Always Active can provide a superior way for me to add blocks that require tile data, such as flower pots, or chests with items with complicated special tags.
RUINSTRIGGER is probably still the best way for me to spawn in custom monsters and such, so that it's less likely that my special monsters will end up, say, drowning themselves or falling into lava before the exploring adventurer gets a chance to see them, AND because it cleans up after itself, so there isn't a useless indestructible Command Block remaining around (just in case, say, a player decides to move into the evil wizard tower after defeating all the monsters and lighting the place up).
Presently, for flower pots, my method is to use Command Blocks with the RUINSTRIGGER tag to activate /setblock to place a flower pot and to specify tags. I have to have the Command Block be either above or below the intended target point for the flower pot, because relative directions as specified in a Command can't be impacted by the rotation_mapping of Ruins -- so something that is ~1 ~0 ~0 in my original structure will be a bit off if the whole thing gets rotated 90, 180, or 270 degrees. Also, I can't have the Command Block replace itself with the flower pot, because once RUINSTRIGGER activates, it cleans itself up by erasing the original Command Block's location -- even if the executed command ended up replacing that spot with something else. I'll have to experiment to be sure, but since Always Active says nothing about "self-destruction" for the Command Block, it seems that using /setblock on its own location should be a legitimate execution. That's what I'm hoping, anyway.
HURRAH! New toys to play with! I can hardly wait to try this out. Thanks so much for the update!
Woo! I'm going to have to figure out how these things work now. It looks as if the Impulse blocks with Always Active can provide a superior way for me to add blocks that require tile data, such as flower pots, or chests with items with complicated special tags.
... I'll have to experiment to be sure, but since Always Active says nothing about "self-destruction" for the Command Block, it seems that using /setblock on its own location should be a legitimate execution. That's what I'm hoping, anyway.
That actually won't work. The Impulse Command Blocks still use the other format for saving to templates and it doesn't store NBT data like the others. It's no big deal though as far as I'm concerned, because that behavior is still possible with RUINSTRIGGER and I don't think conditional-ity works with the Impulse mode.
It would definitely save space when building though to be able to have the command block occupy the place you're putting the block...
I tried it with and without the "-0" block direction at the end, with and without the {braces}, I tried dropping the "Data:1", and ... no luck. Does "teBlock" only work with certain block types? Am I confused on the tags?
I'll see if I can do this with an Always-On Command Block, but I just thought teBlock might give me the tools I need to place things like "flower_pot" (with contents) a little more directly, if I can figure out the proper syntax.
(I'm still trying and failing to generate a Command Block via the teBlock feature. If anyone has a template that uses teBlock for Command Blocks that actually works, I'd love to see an example so I can figure out where I'm going wrong. Thanks!)
...
Also, it looks like the Ruins.txt file is now being generated in the save file for a given world -- not in the config folder. (I'm perfectly fine with that, but it sounded as if it was supposed to go under "config" with the latest change, so I thought I should check.)
(EDIT: Correction: As AtomicStryker says below, a copy of Ruins.txt is in the save files AND there's one in the Config file. I was fairly certain there was NOT one there earlier, but I checked again, there it is, and it has a time stamp and everything, so I was WRONG. My best guess is that I was up too late and should have gone to bed earlier because I couldn't see something right in front of my face. Sorry!)
The GLOBAL config is in config. The world specific config (which is COPIED from the GLOBAL config in the moment of world creation) is in the world save folder.
Can't really help you with teblocks - did you try adding the flower pot to the teblock config and parsing it? You will likely be unable to "teblock" any of the integrated types including (impulse/normal) command blocks, similar to how rotation mappings won't work for integrated types. Basically hardcoded stuff > dynamic stuff. teblock is dynamic.
The GLOBAL config is in config. The world specific config (which is COPIED from the GLOBAL config in the moment of world creation) is in the world save folder.
Can't really help you with teblocks - did you try adding the flower pot to the teblock config and parsing it? You will likely be unable to "teblock" any of the integrated types including (impulse/normal) command blocks, similar to how rotation mappings won't work for integrated types. Basically hardcoded stuff > dynamic stuff. teblock is dynamic.
Re: Config: You are correct. I have no good reason why I managed to miss it multiple times earlier, but sure enough, it's there.
Re: Teblocks: I am not entirely sure what is represented in the config file entry for teBlocks. The "list" in the config file was empty, so after your suggestion, I tried adding "flower_pot" and then later on "minecraft:flower_pot" to the list, but this had no visible impact upon my experiments with /parseruin or with /testruin.
When I build a simple "structure" consisting of a block of bedrock (the baseplate) and then a flower pot with a flower in it on top of that, /parseruin captures the flower pot as a rule, but it just comes out as "rule1=0,100,minecraft:flower_pot-0" and then of course if I use /testruin with that template, I just get an empty flower pot.
When I make a rule with teBlock, and minecraft:flower_pot as the block, then regardless of what I have put in the data SO FAR, I get nothing as a result. Of course, I have hardly exhausted all possible values, so I'll try some more experimentation yet, but the important tile entity/block entity tags for a flower_pot should just be "Item:" and "Data:" and even the "Data" part is optional, so it doesn't seem like the correct solution should be too terribly complicated.
The only example I have of a (presumably) working rule using teBlock would be the line from the template_rules.txt file found in the examplesAndDocs folder. That would be (as quoted earlier):
When I build a template with this one rule executed, I end up spawning a chest, but it has no apparent contents. The "Items:" tag would seem to indicate to me that the intention was for something to be in that box. Since there is nothing, I cannot discount the possibility that this feature simply isn't working as intended in my particular installation of Ruins. I freshly downloaded the latest version of Ruins 1.9 last night, and I have Forge 1.9 build 1865 installed.
I am a bit confused as to what the tags in the trapped_chest example are supposed to accomplish. The Minecraft Gamepedia article on Block Entity format has explanation of tags for a chest, but these do not seem to correspond to those referenced in the JSON NBT data in the example.
I am wondering where the example came from, and if there is a working template in which it can be found? Why does it specify absolute x, y, and z values, and what significance do those numbers have? I'm also perplexed by the "0:" and "1:" prefixes within the "Items:" tag, as normally in that format I would expect to see a series of entries encapsulated by braces {} and separated with commas , but not ... well ... this. So maybe I'm looking at the wrong article for ideas of what tags I need for the flower_pot, and maybe instead I should be using numeric values for the flower_pot's contents.
It's just that since the chest isn't demonstrably working using this format, I can't be very certain that this format is much more right (though at least a chest appears, versus my complete failure to produce a flower_pot on demand).
I had similar issues with getting the command blocks to work before the new update. It seems adding an entry to the "teblock" list doesn't make the parser recognize it as much as allow you to utilize the variable format to edit the rule itself. The key to it, though, is you have to specify a complete tag, whether the variables are necessary for your purposes or not. Here's what I would try:
---In Minecraft, place your flower pot and put the item in it.
---/parseruin Name
---Stand on the flower pot and type the command /blockdata ~ ~ ~ {}. This will bring up an error in the chat that the data didn't change, and then list a complete tag for the block.
---Pause the game and open the template file and locate the rule for the flower pot.
---Type in the structure for the "teblock" variable and leave the tag blank.
---If you leave your launcher open when playing Minecraft, you can find the error message from the chat in there and you can copy and paste the tag. If not, then you'll have to type it by hand
This should function properly now.
The thing with the 0: and 1: is that they are indexes of the list of items the chest contains. The structure is ListTag:[0:{item stuff},1:{item stuff}...]. I don't know if you program at all, but if you do it should make some sense. If not, don't concern yourself with it.
I've no idea why the data tag specifies coordinates either, but it seems that they don't make any difference. You can put any value there, and when the block generates, the tag will change these values to the pot's current coordinates.
I hope this helps you. The wki does have the proper information, it's just that the blocks themselves function a little weird with this format. I don't think there's any way to change it, though, so we'll have to make do.
Rollback Post to RevisionRollBack
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
And if your mod is not working right at this point, I would suggest
1) Make sure that your generic folder (found within the resources folder) is populated with Ruins to generate.
2) Ruins-1.7.10.jar, UpdateCheckerMod-1.7.10.jar are both in mod folder. Also, make sure the resources folder is also in the mod folder. (There are mods like Resource Loader (Sim-U-Kraft dependency) that have their own resource directory in the .minecraft folder instead of the mod folder.
3) Ruins.txt and Ruins_log.txt get generated when the mod runs. Ruins.txt is a global config file. If the mod isn't running, it doesn't generate. (Although it is odd that you have the Ruins_log.txt file and not the actual config file).
And if all of that checks out, then the next step would be to find if there are any conflicts. To do that, run this mod by itself (with none of the others). Eventually start adding mods in (creating new worlds every time) until you find a mod that causes the Ruins mod to not work. I will report that I've never had issues with any of the mods I've ran with it, but I'm sure I've not run every mod either.
Would redownloading work? Becuase the only issue is that that the ruin.txt is not there. There are ruins, the version is the most recent available on curse. Should i just, get it again, or make the .txt file myself?
Would redownloading work? Becuase the only issue is that that the ruin.txt is not there. There are ruins, the version is the most recent available on curse. Should i just, get it again, or make the .txt file myself?
Redownlaoding did not work. This mod just does not like me it seems or just can't run on a mac (that or i am much to stupid). Oh well i will just get my ruins fix from life in the woods: renaissance, even though the built-in forge is out of date.
---Stand on the flower pot and type the command /blockdata ~ ~ ~ {}. This will bring up an error in the chat that the data didn't change, and then list a complete tag for the block.
Thanks so much for the /blockdata method! I didn't know anything about that as an option.
I managed to get the following message:
The data tag did not change:{Item:"minecraft:red_flower",x:-181,y:82,z:62,Data:4,id:"FlowerPot"}
And so, this led me to institute the following line in my very simple test template:
I also tried it without the "-0" at the end. My "structure" basically consists of a block of planks, the flower pot, a space of air, then planks above that again (just so I can make sure that Ruins didn't choke partway through building the structure). When I use /testruin with this template, I end up with both planks blocks, and absolutely nothing where the flower_pot block should be.
It's ... perplexing. I hope this means I'm getting closer, but I'm afraid I'm not quite there yet. Thanks again for the tip!
It's ... perplexing. I hope this means I'm getting closer, but I'm afraid I'm not quite there yet. Thanks again for the tip!
No problem. Happy to help. That command will work with any block that has NBT tags, though certain ones don't always pop up in the return unless the block has a value there (like if it has a custom name), and /entitydata can be used the same way (though it's syntax can make it difficult to target a specific mob sometimes).
It disappoints me that this didn't solve the problem... so much so that the fact that it's not fixed is probably gonna bug me, and since I'll eventually end up needing something similar in my own structures, I think I'll start taking a closer look myself.
Rollback Post to RevisionRollBack
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
It's ... perplexing. I hope this means I'm getting closer, but I'm afraid I'm not quite there yet. Thanks again for the tip!
No problem. Happy to help. That command will work with any block that has NBT tags, though certain ones don't always pop up in the return unless the block has a value there (like if it has a custom name), and /entitydata can be used the same way (though it's syntax can make it difficult to target a specific mob sometimes).
It disappoints me that this didn't solve the problem... so much so that the fact that it's not fixed is probably gonna bug me, and since I'll eventually end up needing something similar in my own structures, I think I'll start taking a closer look myself.
Rollback Post to RevisionRollBack
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
# This will spawn a red tulip (red_flower with Data:4) in a flower pot.
rule2=0,100,teBlock;minecraft:flower_pot;{Item:"minecraft:red_flower",x:0,y:0,z:0,Data:4,id:"FlowerPot"}-0
Found more ruins I'd like to disable, I need the names though.
Ran out of attachment space. For the last one with the shop, I'm not sure if this is from Chocolate Quest, or ruin, but I'll post it here just in case.
Ran out of attachment space. For the last one with the shop, I'm not sure if this is from Chocolate Quest, or ruin, but I'll post it here just in case.
Ran out of attachment space, again. For the last picture, I'm looking at the pillar of ores, not the castle in the background.
In addition to this....if anyone receives an error about the mod not being able to open/write the file, after ensuring the resource folder hierarchy is "...\AppData\Roaming\.minecraft\mods\resources\...", make sure you do not waste an hour as I did, only because I had a typo in the word "resources", were I inverted 2 letters. Now, no more errors. lol
For immediate assistance, I can usually be found in-game at: play.haleymc.net
FILES HAVE MOVED; PAY ATTENTION
16.0
+ added support for chain and repeat command blocks by handling them as "teBlock" types automatically (they dont need RUINSTRIGGER)
+ added meta value support for command blocks, works as anywhere else, add "-n" with n=meta to the rule end
+ added command block rotation mappings to the mappings file
+ moved global config to configs folder (from mods folder)
+ moved logfiles to logs folder (from mods folder)
+ Ruins positions file and world specific config files remain in each world save folder
+ Jordan_Peacock's untested 1.9 templates set is now the default template set
Woo! I'm going to have to figure out how these things work now. It looks as if the Impulse blocks with Always Active can provide a superior way for me to add blocks that require tile data, such as flower pots, or chests with items with complicated special tags.
RUINSTRIGGER is probably still the best way for me to spawn in custom monsters and such, so that it's less likely that my special monsters will end up, say, drowning themselves or falling into lava before the exploring adventurer gets a chance to see them, AND because it cleans up after itself, so there isn't a useless indestructible Command Block remaining around (just in case, say, a player decides to move into the evil wizard tower after defeating all the monsters and lighting the place up).
Presently, for flower pots, my method is to use Command Blocks with the RUINSTRIGGER tag to activate /setblock to place a flower pot and to specify tags. I have to have the Command Block be either above or below the intended target point for the flower pot, because relative directions as specified in a Command can't be impacted by the rotation_mapping of Ruins -- so something that is ~1 ~0 ~0 in my original structure will be a bit off if the whole thing gets rotated 90, 180, or 270 degrees. Also, I can't have the Command Block replace itself with the flower pot, because once RUINSTRIGGER activates, it cleans itself up by erasing the original Command Block's location -- even if the executed command ended up replacing that spot with something else. I'll have to experiment to be sure, but since Always Active says nothing about "self-destruction" for the Command Block, it seems that using /setblock on its own location should be a legitimate execution. That's what I'm hoping, anyway.
HURRAH! New toys to play with! I can hardly wait to try this out. Thanks so much for the update!
--- 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)
That actually won't work. The Impulse Command Blocks still use the other format for saving to templates and it doesn't store NBT data like the others. It's no big deal though as far as I'm concerned, because that behavior is still possible with RUINSTRIGGER and I don't think conditional-ity works with the Impulse mode.
It would definitely save space when building though to be able to have the command block occupy the place you're putting the block...
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
Alas, I am having some difficulty trying to figure out this "teBlock" business.
I was able to get the sample trapped chest in the examples document to work (sort of), but the chest was empty.
Original Example:
rule1=0,100,teBlock;minecraft:trapped_chest;{x:-156,y:65,z:72,Items:[0:{Slot:12b,id:5s,Count:1b,Damage:0s},1:{Slot:13b,id:24s,Count:1b,Damage:1s}],id:"Chest"}-2
I tried a very simple test template to spawn a flower pot (same template as I used for above, essentially, except that I changed rule1):
# Flower Pot Test
# Created by Ruins mod version 16.0 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=1
embed_into_distance=0
acceptable_target_blocks=
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
dimensions=1,1,1
allowable_overhang=0
max_leveling=2
leveling_buffer=0
preserve_water=0
preserve_lava=0
rule1=0,100,teBlock;minecraft:flower_pot;{Item:red_flower,Data:1}-0
layer
1
endlayer
For comparison, here is the Command Block I would have used for rule1 to generate a blue orchid in a flower pot immediately BELOW the CB.
rule1=0,100,CommandBlock:RUINSTRIGGER /setblock ~0 ~-1 ~0 flower_pot 0 replace {Item:red_flower,Data:1}:@
I tried it with and without the "-0" block direction at the end, with and without the {braces}, I tried dropping the "Data:1", and ... no luck. Does "teBlock" only work with certain block types? Am I confused on the tags?
I'll see if I can do this with an Always-On Command Block, but I just thought teBlock might give me the tools I need to place things like "flower_pot" (with contents) a little more directly, if I can figure out the proper syntax.
(I'm still trying and failing to generate a Command Block via the teBlock feature. If anyone has a template that uses teBlock for Command Blocks that actually works, I'd love to see an example so I can figure out where I'm going wrong. Thanks!)
...
Also, it looks like the Ruins.txt file is now being generated in the save file for a given world -- not in the config folder. (I'm perfectly fine with that, but it sounded as if it was supposed to go under "config" with the latest change, so I thought I should check.)(EDIT: Correction: As AtomicStryker says below, a copy of Ruins.txt is in the save files AND there's one in the Config file. I was fairly certain there was NOT one there earlier, but I checked again, there it is, and it has a time stamp and everything, so I was WRONG. My best guess is that I was up too late and should have gone to bed earlier because I couldn't see something right in front of my face. Sorry!)
--- 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)
The GLOBAL config is in config. The world specific config (which is COPIED from the GLOBAL config in the moment of world creation) is in the world save folder.
Can't really help you with teblocks - did you try adding the flower pot to the teblock config and parsing it? You will likely be unable to "teblock" any of the integrated types including (impulse/normal) command blocks, similar to how rotation mappings won't work for integrated types. Basically hardcoded stuff > dynamic stuff. teblock is dynamic.
Re: Config: You are correct. I have no good reason why I managed to miss it multiple times earlier, but sure enough, it's there.
Re: Teblocks: I am not entirely sure what is represented in the config file entry for teBlocks. The "list" in the config file was empty, so after your suggestion, I tried adding "flower_pot" and then later on "minecraft:flower_pot" to the list, but this had no visible impact upon my experiments with /parseruin or with /testruin.
When I build a simple "structure" consisting of a block of bedrock (the baseplate) and then a flower pot with a flower in it on top of that, /parseruin captures the flower pot as a rule, but it just comes out as "rule1=0,100,minecraft:flower_pot-0" and then of course if I use /testruin with that template, I just get an empty flower pot.
When I make a rule with teBlock, and minecraft:flower_pot as the block, then regardless of what I have put in the data SO FAR, I get nothing as a result. Of course, I have hardly exhausted all possible values, so I'll try some more experimentation yet, but the important tile entity/block entity tags for a flower_pot should just be "Item:" and "Data:" and even the "Data" part is optional, so it doesn't seem like the correct solution should be too terribly complicated.
The only example I have of a (presumably) working rule using teBlock would be the line from the template_rules.txt file found in the examplesAndDocs folder. That would be (as quoted earlier):
rule1=0,100,teBlock;minecraft:trapped_chest;{x:-156,y:65,z:72,Items:[0:{Slot:12b,id:5s,Count:1b,Damage:0s},1:{Slot:13b,id:24s,Count:1b,Damage:1s}],id:"Chest"}-2
When I build a template with this one rule executed, I end up spawning a chest, but it has no apparent contents. The "Items:" tag would seem to indicate to me that the intention was for something to be in that box. Since there is nothing, I cannot discount the possibility that this feature simply isn't working as intended in my particular installation of Ruins. I freshly downloaded the latest version of Ruins 1.9 last night, and I have Forge 1.9 build 1865 installed.
I am a bit confused as to what the tags in the trapped_chest example are supposed to accomplish. The Minecraft Gamepedia article on Block Entity format has explanation of tags for a chest, but these do not seem to correspond to those referenced in the JSON NBT data in the example.
I am wondering where the example came from, and if there is a working template in which it can be found? Why does it specify absolute x, y, and z values, and what significance do those numbers have? I'm also perplexed by the "0:" and "1:" prefixes within the "Items:" tag, as normally in that format I would expect to see a series of entries encapsulated by braces {} and separated with commas , but not ... well ... this. So maybe I'm looking at the wrong article for ideas of what tags I need for the flower_pot, and maybe instead I should be using numeric values for the flower_pot's contents.
It's just that since the chest isn't demonstrably working using this format, I can't be very certain that this format is much more right (though at least a chest appears, versus my complete failure to produce a flower_pot on demand).
--- 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 had similar issues with getting the command blocks to work before the new update. It seems adding an entry to the "teblock" list doesn't make the parser recognize it as much as allow you to utilize the variable format to edit the rule itself. The key to it, though, is you have to specify a complete tag, whether the variables are necessary for your purposes or not. Here's what I would try:
---In Minecraft, place your flower pot and put the item in it.
---/parseruin Name
---Stand on the flower pot and type the command /blockdata ~ ~ ~ {}. This will bring up an error in the chat that the data didn't change, and then list a complete tag for the block.
---Pause the game and open the template file and locate the rule for the flower pot.
---Type in the structure for the "teblock" variable and leave the tag blank.
---If you leave your launcher open when playing Minecraft, you can find the error message from the chat in there and you can copy and paste the tag. If not, then you'll have to type it by hand
This should function properly now.
The thing with the 0: and 1: is that they are indexes of the list of items the chest contains. The structure is ListTag:[0:{item stuff},1:{item stuff}...]. I don't know if you program at all, but if you do it should make some sense. If not, don't concern yourself with it.
I've no idea why the data tag specifies coordinates either, but it seems that they don't make any difference. You can put any value there, and when the block generates, the tag will change these values to the pot's current coordinates.
I hope this helps you. The wki does have the proper information, it's just that the blocks themselves function a little weird with this format. I don't think there's any way to change it, though, so we'll have to make do.
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
It said it could not open my file. It recognizes the file is there, but it can't access any of it.
Does it help if i say my computer is a Mac? Maybe thats doing something?
My fave TF is Trepan.
Would redownloading work? Becuase the only issue is that that the ruin.txt is not there. There are ruins, the version is the most recent available on curse. Should i just, get it again, or make the .txt file myself?
My fave TF is Trepan.
Redownlaoding did not work. This mod just does not like me it seems or just can't run on a mac (that or i am much to stupid). Oh well i will just get my ruins fix from life in the woods: renaissance, even though the built-in forge is out of date.
My fave TF is Trepan.
Thanks so much for the /blockdata method! I didn't know anything about that as an option.
I managed to get the following message:
The data tag did not change:{Item:"minecraft:red_flower",x:-181,y:82,z:62,Data:4,id:"FlowerPot"}
And so, this led me to institute the following line in my very simple test template:
rule2=0,100,teBlock;minecraft:flower_pot;{Item:"minecraft:red_flower",x:-181,y:82,z:62,Data:4,id:"FlowerPot"}-0
I also tried it without the "-0" at the end. My "structure" basically consists of a block of planks, the flower pot, a space of air, then planks above that again (just so I can make sure that Ruins didn't choke partway through building the structure). When I use /testruin with this template, I end up with both planks blocks, and absolutely nothing where the flower_pot block should be.
It's ... perplexing. I hope this means I'm getting closer, but I'm afraid I'm not quite there yet. Thanks again for the tip!
--- 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)
No problem. Happy to help. That command will work with any block that has NBT tags, though certain ones don't always pop up in the return unless the block has a value there (like if it has a custom name), and /entitydata can be used the same way (though it's syntax can make it difficult to target a specific mob sometimes).
It disappoints me that this didn't solve the problem... so much so that the fact that it's not fixed is probably gonna bug me, and since I'll eventually end up needing something similar in my own structures, I think I'll start taking a closer look myself.
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
No problem. Happy to help. That command will work with any block that has NBT tags, though certain ones don't always pop up in the return unless the block has a value there (like if it has a custom name), and /entitydata can be used the same way (though it's syntax can make it difficult to target a specific mob sometimes).
It disappoints me that this didn't solve the problem... so much so that the fact that it's not fixed is probably gonna bug me, and since I'll eventually end up needing something similar in my own structures, I think I'll start taking a closer look myself.
Remember: You are unique... Just like everyone else
A wise man once told me, "Coding is 1% writing code and 99% figuring out why it didn't work."
+ (hotfix) fixed teBlock not working on ItemBlock / ItemBlockSpecial types
flower_pot is a singular special case. But this fix should make it work on everything
YAY! I just downloaded and installed the new version, and it works now! Flower pots everywhere! Thank you!
Here is a sample of usage:
# Flower Pot Test
# Created by Ruins mod version 16.0 Ingame Parser
# authoring Player: Jordan_Greywolf
weight=1
embed_into_distance=0
acceptable_target_blocks=
unacceptable_target_blocks=flowing_water,water,flowing_lava,lava,cloud,Natura:Cloud
dimensions=2,1,1
allowable_overhang=0
max_leveling=2
leveling_buffer=0
preserve_water=0
preserve_lava=0
rule1=0,100,minecraft:planks-0
# This will spawn a red tulip (red_flower with Data:4) in a flower pot.
rule2=0,100,teBlock;minecraft:flower_pot;{Item:"minecraft:red_flower",x:0,y:0,z:0,Data:4,id:"FlowerPot"}-0
layer
1
endlayer
layer
2
endlayer
--- 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)
Found more ruins I'd like to disable, I need the names though.
Ran out of attachment space. For the last one with the shop, I'm not sure if this is from Chocolate Quest, or ruin, but I'll post it here just in case.
Ran out of attachment space, again. For the last picture, I'm looking at the pillar of ores, not the castle in the background.
Go into your world save folder, find RuinsPositions.txt, check the coordinates, the template names are logged there.