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.
I second Discord as a good idea, if it's possible. An official post on the FTB forums would also be nice; it's the largest forum for modded minecraft I'm aware of. Either would help with people sharing custom ruins, while github is more for official releases.
---
Gillymoth and Jordan_Peacock: I'm making a modpack (working title is ParasCube, might change later) where I'd like to use your structures. From your readmes, this seems fine? Also, Gillymoth, do you mind if I make minor alterations to the structures for my pack? The change I want to make is to make custom chest loot for some of the houses.
Modpacks can modify slight modpack-specific details as long as they don't claim the structures by doing so.
A few of the stilt-houses have experimental hopper/dispenser-loot, and I still need to upload the last updates, which has a lot of extra houses, designed to increase the variety over the world.
What did you have in mind for chest loot? I've designed a good assortment of rules that account for all kinds of balance, and I could release a version of my next update to favor something specific, as well as one with my own personal preferences.
This is from one of my unreleased houses from last summer:
It has a good balance for a standalone house, where chests with more expensive items are weighted more lightly.
The adobe city had a ton of loot-sources in close proximity, and was weighted with things like pumpkins and melon blocks to keep the treasure at a sane level.
The hoppers/dispensers were a good source of non-standard loot, but had to be checked for elements that could unhinge generation above that point. They were useful if one gets tired of the minecraft squeaky-chest opening sound.
My catacombs had all block-loot, as getting stuck in an inventory as a creeper walks into range was a spot I wanted to avoid.
Oh, I've completed my extensive coded continuous-worldgen catacomb algorithms in a standalone programming language, and just need to put my completed algorithms into java format for them to spawn into the world. I was designing library functions for all the math involved, as java is very sparse for standard features. I've developed spatial sequences of "randomness" in order to make blocks spawn in smoothly across connected chunks. It's completely independent of preset structures as it's continuous across the world, like the land itself.
Gillymoth and Jordan_Peacock: I'm making a modpack (working title is ParasCube, might change later) where I'd like to use your structures. From your readmes, this seems fine? Also, Gillymoth, do you mind if I make minor alterations to the structures for my pack? The change I want to make is to make custom chest loot for some of the houses.
That's fine with me. I'd love to see the finished pack, whenever it's done. (I'm not sure how I'll *find out* about it at this point, though, once this forum locks up. :/ )
Modpacks can modify slight modpack-specific details as long as they don't claim the structures by doing so.
A few of the stilt-houses have experimental hopper/dispenser-loot, and I still need to upload the last updates, which has a lot of extra houses, designed to increase the variety over the world.
What did you have in mind for chest loot? I've designed a good assortment of rules that account for all kinds of balance, and I could release a version of my next update to favor something specific, as well as one with my own personal preferences.
I was mostly referring to having a couple one-off chests contain special things, like some TMs and vials of pokemob DNA in the few tech-themed structures. With LootTweaker, I also changed the theme and usefulness of some of the loot tables, so some are more or less fitting for certain ruins than they used to be. Though, those are pack-specific things that should be my responsibility to get working, and it would make more sense for you to focus on things that work by dropping them into normal games. If you have anything ready-to-update now I'd appreciate the new structures. This was the last thing I'm working on for packmaking, so it'll probably be ready within a week.
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.
I have compiled and pushed the current 1.12.2 build to curse for you
Hello, since i'm still very new to this mod and forum, i think i have some question need to be answered.
1- does this mod let entities or non-vanilla tile entities to be placed in the world? (You know, things from mods like littletiles, armourer workshop,...)
2-if not, what can i do to spawn a specific entities in that area without the help from mob spawner?
3-Gilly have recommended the best size in building an ruins's template is 32x32 cubic (equal to 4 chunks). Does this mean i can build a 16x64 buildings withouut any problem or it have to be smaller that 32x32?
4-Can Ruins use a standalone customable loot tables than the vanilla ones? If it can't does it allow other mods loot tables to work with it?
5-If neither of them can, how can i make my custom chest contain the item i need when i want?
That is all for now, i hope this message will be replied soon. You have a very simple yet awesome mod, if it have more tutorial and features, i believe this mod will become greater.
Hi, structures in Ruins can be any size at all, any self-imposed size limitations should be considered as soft limits. Any of the 3 directions can have any positive integer. The Y dimension would be limited to 256 for practical use, but it likely handles larger numbers just fine, although any part of the structure above worldheight will be pushed back into the world. Look at structures in the folder called "hell" for examples in the nether on handing exceptions, if a structure is needed to spawn above the ceiling like a house on land. Just set Embed_into_distance to a negative number to raise it back into the air from it's parked position at the nether "worldheight".
It turns out that the Ruins command called /testruin loads a structure on each use, and the normal method of loading structures from the biome folders is optimized, as /testruin was intended as a tool to be used instead of a type of spawning. It may have been optimized as well more recently seeing as it extends the capabilities of spawning in specific ways.
When saving, chests that are empty will be marked with the default loot table, and chests that contain items will spawn in exactly as they are filled. Above is a partial list of loot tables, and Ruins uses the vanilla tables (including modifications to the loot tables by mods that extend them). designating which loot tables to use is done directly in the file with a text editor, but is limited to whatever loot tables are extended from the vanilla set of tables, which may include completely new entries, the name of which must be discovered for it to be used.
One can use command blocks to spawn any mob, using the summon command, prefaced with the Ruinstrigger directive. Ruins will handle any block or entity in the game at the time it is run, exceptions notwithstanding.
Oh, since the entire minecraft forum is scheduled to be shelved as an archive, I'll post my link to structures directly here, in case the signature files get separated along the way:
Oh, since the entire minecraft forum is scheduled to be shelved as an archive, I'll post my link to structures directly here, in case the signature files get separated along the way:
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Thanks for the heads-up! I was a bit confused when I saw there was a new-post activity notice. I'm glad to see this will be sticking around. I've been busy lately (with my "day job") so I haven't accomplished much Minecraft-wise lately, but I'm definitely looking forward to getting back to tinkering around with the latest version of Ruins as soon as things calm down a bit -- and actually having the forum around for fielding questions and such (and seeing what everyone else is up to) is an *awfully* nice extra.
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.
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.
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.
This is another unfortunate side effect of Ruins' non-procedural worldgen. What's happening is new chunks are being populated in two separate threads, and the result is indeterminate. In my testing, I notice Ruins structures are usually entirely overwritten by vanilla lakes, but not always--I do see rare instances of partial or even complete structures sitting in water as expected.
There's no easy solution to this issue. Either Ruins' ad hoc worldgen would need to be significantly bolstered to address some of its current shortcomings, or vanilla Minecraft's procedural scheme would need to be adopted. Both have advantages and disadvantages, as does just keeping things as they are, warts and all...and no, it wouldn't be practical to implement everything and allow one or the other to be chosen via a configuration option. I can't recommend which is "best," since deep design decisions like that are the prerogative of the mod author, but I can say hooking into Minecraft's canonical structure system seems to be strongly favored going forward (i.e., in 1.13 and beyond). Alas, doing so would also entail drastic changes to the Ruins' functionality, almost to the point of making it an entirely different mod. Like I said, no easy solution.
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.
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?
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?
Would it be possible to have a per-ruin setting that overrides the "anyRuinsMinDistance=" in the global settings? Sort of like the "templateInstancesMinDistance=" override "uniqueMinDistance" but for everything.
Would it be possible to have a per-ruin setting that overrides the "anyRuinsMinDistance=" in the global settings? Sort of like the "templateInstancesMinDistance=" override "uniqueMinDistance" but for everything.
It would be possible, but its effect would almost certainly be undesirable.
If there were such a template parameter, the question of how its settings for different templates interact with one another arises. If Huggy.tml has it set to 4 and Loner.tml has it set to 4096, what's the minimum distance you'd expect between a Huggy structure and a Loner structure? Some people might think the larger of the two should prevail, some might think the smaller...but either way, the design intention of one of the templates is violated. Or maybe you think only the value for the one that's being considered for placement should be used. In other words, if Ruins is looking to place a structure at a new location 4 blocks away from some other structure, Huggy is a candidate and Loner is not. Effectively, that's kind of the same as giving the smaller value priority; to continue the example, Loner's high value doesn't stop a Huggy from being placed right next to it.
What's even worse, though, is how the parameter would amplify issues with ad hoc worldgen. There would be a strong bias toward selecting templates with low values over those with high values, leading to giant Huggy forests in which the same template (or a tiny subset of templates) is just selected over and over again. Nobody wants a Huggy forest. Granted, there are ways to compensate somewhat--for example, if Huggy has very restrictive biomesToSpawnIn or acceptable_target_blocks, a forest can only get so big. It'd make balancing things awfully delicate, however, especially if you've got a collection of templates from different authors.
Finally, if Ruins ever does switch to procedural generation, the parameter would have to be abandoned. Procedural generation relies on fixed mean and minimum distances across the board...or, alternatively, instantiating templates independently of one another with no way to control how far apart their structures appear. That's not a big problem, though, since a bunch of other current parameters would also fall by the wayside, but I'm noting it for completeness.
For me? Not really. I will react to github issues (eventually) and probably curseforge comments too
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.
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)
I second Discord as a good idea, if it's possible. An official post on the FTB forums would also be nice; it's the largest forum for modded minecraft I'm aware of. Either would help with people sharing custom ruins, while github is more for official releases.
---
Gillymoth and Jordan_Peacock: I'm making a modpack (working title is ParasCube, might change later) where I'd like to use your structures. From your readmes, this seems fine? Also, Gillymoth, do you mind if I make minor alterations to the structures for my pack? The change I want to make is to make custom chest loot for some of the houses.
More Ruins Templates: https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0 Templates for 1.10.2, 1.11.2, 1.12.2. Updated Dec 7, 2018.
My modpack, ParasCraft: An Exploration-based Pokecube Modpack https://minecraft.curseforge.com/projects/parascube
Modpacks can modify slight modpack-specific details as long as they don't claim the structures by doing so.
A few of the stilt-houses have experimental hopper/dispenser-loot, and I still need to upload the last updates, which has a lot of extra houses, designed to increase the variety over the world.
What did you have in mind for chest loot? I've designed a good assortment of rules that account for all kinds of balance, and I could release a version of my next update to favor something specific, as well as one with my own personal preferences.
This is from one of my unreleased houses from last summer:
bookshelf,hay_block,ChestGenHook:chests/spawn_bonus_chest:5-5,ChestGenHook:chests/village_blacksmith:4-5,ChestGenHook:chests/simple_dungeon:5-5,ChestGenHook:chests/abandoned_mineshaft:4-5,ChestGenHook:chests/stronghold_library:3-5,ChestGenHook:chests/stronghold_corridor:2-5,ChestGenHook:chests/stronghold_crossing:2-5,ChestGenHook:chests/igloo_chest:4-5
It has a good balance for a standalone house, where chests with more expensive items are weighted more lightly.
The adobe city had a ton of loot-sources in close proximity, and was weighted with things like pumpkins and melon blocks to keep the treasure at a sane level.
The hoppers/dispensers were a good source of non-standard loot, but had to be checked for elements that could unhinge generation above that point. They were useful if one gets tired of the minecraft squeaky-chest opening sound.
My catacombs had all block-loot, as getting stuck in an inventory as a creeper walks into range was a spot I wanted to avoid.
Oh, I've completed my extensive coded continuous-worldgen catacomb algorithms in a standalone programming language, and just need to put my completed algorithms into java format for them to spawn into the world. I was designing library functions for all the math involved, as java is very sparse for standard features. I've developed spatial sequences of "randomness" in order to make blocks spawn in smoothly across connected chunks. It's completely independent of preset structures as it's continuous across the world, like the land itself.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
That's fine with me. I'd love to see the finished pack, whenever it's done. (I'm not sure how I'll *find out* about it at this point, though, once this forum locks up. :/ )
--- 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 was mostly referring to having a couple one-off chests contain special things, like some TMs and vials of pokemob DNA in the few tech-themed structures. With LootTweaker, I also changed the theme and usefulness of some of the loot tables, so some are more or less fitting for certain ruins than they used to be. Though, those are pack-specific things that should be my responsibility to get working, and it would make more sense for you to focus on things that work by dropping them into normal games. If you have anything ready-to-update now I'd appreciate the new structures. This was the last thing I'm working on for packmaking, so it'll probably be ready within a week.
More Ruins Templates: https://www.dropbox.com/sh/e8gwe4638lqbakd/AAD2nsMtDSBvezUADCYmo2s-a?dl=0 Templates for 1.10.2, 1.11.2, 1.12.2. Updated Dec 7, 2018.
My modpack, ParasCraft: An Exploration-based Pokecube Modpack https://minecraft.curseforge.com/projects/parascube
I've uploaded my updated set, link is in the sig line.
The Statue of liberty arm in the ocean might break the immersion, so a heads up on that, can't remember if it was in the previous release.
A few of the ships were overhauled and the new houses are labelled as shacks and sheds.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
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.
Hello, since i'm still very new to this mod and forum, i think i have some question need to be answered.
1- does this mod let entities or non-vanilla tile entities to be placed in the world? (You know, things from mods like littletiles, armourer workshop,...)
2-if not, what can i do to spawn a specific entities in that area without the help from mob spawner?
3-Gilly have recommended the best size in building an ruins's template is 32x32 cubic (equal to 4 chunks). Does this mean i can build a 16x64 buildings withouut any problem or it have to be smaller that 32x32?
4-Can Ruins use a standalone customable loot tables than the vanilla ones? If it can't does it allow other mods loot tables to work with it?
5-If neither of them can, how can i make my custom chest contain the item i need when i want?
That is all for now, i hope this message will be replied soon. You have a very simple yet awesome mod, if it have more tutorial and features, i believe this mod will become greater.
Hi, structures in Ruins can be any size at all, any self-imposed size limitations should be considered as soft limits. Any of the 3 directions can have any positive integer. The Y dimension would be limited to 256 for practical use, but it likely handles larger numbers just fine, although any part of the structure above worldheight will be pushed back into the world. Look at structures in the folder called "hell" for examples in the nether on handing exceptions, if a structure is needed to spawn above the ceiling like a house on land. Just set Embed_into_distance to a negative number to raise it back into the air from it's parked position at the nether "worldheight".
It turns out that the Ruins command called /testruin loads a structure on each use, and the normal method of loading structures from the biome folders is optimized, as /testruin was intended as a tool to be used instead of a type of spawning. It may have been optimized as well more recently seeing as it extends the capabilities of spawning in specific ways.
When saving, chests that are empty will be marked with the default loot table, and chests that contain items will spawn in exactly as they are filled. Above is a partial list of loot tables, and Ruins uses the vanilla tables (including modifications to the loot tables by mods that extend them). designating which loot tables to use is done directly in the file with a text editor, but is limited to whatever loot tables are extended from the vanilla set of tables, which may include completely new entries, the name of which must be discovered for it to be used.
One can use command blocks to spawn any mob, using the summon command, prefaced with the Ruinstrigger directive. Ruins will handle any block or entity in the game at the time it is run, exceptions notwithstanding.
Oh, since the entire minecraft forum is scheduled to be shelved as an archive, I'll post my link to structures directly here, in case the signature files get separated along the way:
https://www.dropbox.com/sh/wksqx8n83ph4s6u/AAAgILSMO5o2C9bQOvQ3BFPoa?dl=0
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
In fact it's been rescued, see the front page.
Thanks for the heads-up! I was a bit confused when I saw there was a new-post activity notice. I'm glad to see this will be sticking around. I've been busy lately (with my "day job") so I haven't accomplished much Minecraft-wise lately, but I'm definitely looking forward to getting back to tinkering around with the latest version of Ruins as soon as things calm down a bit -- and actually having the forum around for fielding questions and such (and seeing what everyone else is up to) is an *awfully* nice extra.
--- 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)
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.
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.
This is another unfortunate side effect of Ruins' non-procedural worldgen. What's happening is new chunks are being populated in two separate threads, and the result is indeterminate. In my testing, I notice Ruins structures are usually entirely overwritten by vanilla lakes, but not always--I do see rare instances of partial or even complete structures sitting in water as expected.
There's no easy solution to this issue. Either Ruins' ad hoc worldgen would need to be significantly bolstered to address some of its current shortcomings, or vanilla Minecraft's procedural scheme would need to be adopted. Both have advantages and disadvantages, as does just keeping things as they are, warts and all...and no, it wouldn't be practical to implement everything and allow one or the other to be chosen via a configuration option. I can't recommend which is "best," since deep design decisions like that are the prerogative of the mod author, but I can say hooking into Minecraft's canonical structure system seems to be strongly favored going forward (i.e., in 1.13 and beyond). Alas, doing so would also entail drastic changes to the Ruins' functionality, almost to the point of making it an entirely different mod. Like I said, no easy solution.
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?
Would it be possible to have a per-ruin setting that overrides the "anyRuinsMinDistance=" in the global settings? Sort of like the "templateInstancesMinDistance=" override "uniqueMinDistance" but for everything.
It would be possible, but its effect would almost certainly be undesirable.
If there were such a template parameter, the question of how its settings for different templates interact with one another arises. If Huggy.tml has it set to 4 and Loner.tml has it set to 4096, what's the minimum distance you'd expect between a Huggy structure and a Loner structure? Some people might think the larger of the two should prevail, some might think the smaller...but either way, the design intention of one of the templates is violated. Or maybe you think only the value for the one that's being considered for placement should be used. In other words, if Ruins is looking to place a structure at a new location 4 blocks away from some other structure, Huggy is a candidate and Loner is not. Effectively, that's kind of the same as giving the smaller value priority; to continue the example, Loner's high value doesn't stop a Huggy from being placed right next to it.
What's even worse, though, is how the parameter would amplify issues with ad hoc worldgen. There would be a strong bias toward selecting templates with low values over those with high values, leading to giant Huggy forests in which the same template (or a tiny subset of templates) is just selected over and over again. Nobody wants a Huggy forest. Granted, there are ways to compensate somewhat--for example, if Huggy has very restrictive biomesToSpawnIn or acceptable_target_blocks, a forest can only get so big. It'd make balancing things awfully delicate, however, especially if you've got a collection of templates from different authors.
Finally, if Ruins ever does switch to procedural generation, the parameter would have to be abandoned. Procedural generation relies on fixed mean and minimum distances across the board...or, alternatively, instantiating templates independently of one another with no way to control how far apart their structures appear. That's not a big problem, though, since a bunch of other current parameters would also fall by the wayside, but I'm noting it for completeness.