Foliage blocks (technically, material:plant) are disregarded in general when looking for locations.
Alas, not in 1.15.1. The only blocks ignored are air, snow, and cobwebs. I don't know if it worked back in 1.13.2, when the determination as to whether a block should be ignored as a plant was changed to rely on a call to Block.isFoliage(). That's ineffective in 1.15.1, though--at least for vanilla blocks, for which the method always returns false. I submitted a pull to make it a straight block material check, instead. Now it should catch all leaves, plants, and plant-like things, hopefully in keeping with user expectations.
Okay, I'm not finding the info I need to get this set up correctly. All I want to do is have an 80% chance for a dungeonChest, and a 20% chance for another chest I created. I can't seem to figure out how to set this up. Can someone please tell me the right way to do it?
This is what I have, and it's obviously wrong. I'm only getting the dungeonChest.
Select the contents of the second rule and put it after a comma into the first, then remove the second rule. Print the contents of the first rule three more times, after commas for each one.
There are other ways to weight each one, and the contents of each option needs to be correct, or potentially failing past the point if it runs into contents that throw an error, which you can check by printing the other rule by itself to make sure it prints when called.
Select the contents of the second rule and put it after a comma into the first, then remove the second rule. Print the contents of the first rule three more times, after commas for each one.
There are other ways to weight each one, and the contents of each option needs to be correct, or potentially failing past the point if it runs into contents that throw an error, which you can check by printing the other rule by itself to make sure it prints when called.
Ugh that was so easy and I was so frustrated trying to figure it out. Thank you!
Has anyone tried using any of the loot tables from village chests? It may sound stupid, but I have about completed creating files for every single village building! but I cant seem to get the loot tables to work other than the dungeon loot tables.
Thanks! I have been a Seed Creating, Parsing fool!!!!!
For version 1.14.4.6, I'm playing around with the default templates to get comfortable with the new syntax features. One thing I've tacked is rewriting the pirateship so that it picks one of the different colors of wood for all wooden components, and picks one color of bed for each side of the hold.
That seems to be doing OK, except when I spawn it in all the beds immediately break. They're all correctly picking a different color though, one for each side of the hold...
I've slapped it up on Gist -> if someone can figure out what funky thing is going on
Aaand of course minutes after I post it I figure out what's going on.
For reference: beds are two block objects, which is fine, but I didn't link the rules for the head and the foot of the beds together like I should have. Oopsies. That meant that the head and foot ends of the bed were often for different beds, and broke.
Can we have the modsrequired tag filled out properly by /parseruin? just add all the unique domains used in the construct
Problem is, while the namespace part of a resource location for a mod block, item, or loot table is usually the ID of the mod responsible for adding it, there's no requirement that it needs to be. Some mods, for example, are intended as enhancements to other mods, and may register things under the same namespace as the their corresponding "parent" mods. A mod adding a ton of new stuff may partition it into multiple separate namespaces--none of which necessarily match the mod ID--for its own purposes. Sometimes a mod author will change the mod ID without updating the namespace name, or vice versa. I've seen all three of these exceptional cases even in the relatively small number of mods I use on my server. Then there's the matter of biomes, for which Ruins doesn't support the use of namespaces at all...
Unfortunately, there's no reliable way to automatically populate the requiredMods setting. I'd argue it's better to leave it blank (as it does currently) than to set it incorrectly. It's better to have the problem of "why are some blocks missing from my structures?" than "why aren't my structures spawning at all?"; the former pretty much points right to the issue, while the latter could have any number of causes and is thus harder to debug.
Aaah, OK, I was thinking of the problem the other way around. Thank you for the clear explanation!
Meanwhile, I figured I'd throw my current set of templates up for people using mod version 1.14.4.6 (and later) - it's not nearly as full as I'd like it to be, but "perfect" is the enemy of "good enough".
I've got the release up at the github site for my project - I don't have screenshots of everything (anything) yet but I'm working on that and will populate the GitHub Wiki with them.
Alas, not in 1.15.1. The only blocks ignored are air, snow, and cobwebs. I don't know if it worked back in 1.13.2, when the determination as to whether a block should be ignored as a plant was changed to rely on a call to Block.isFoliage(). That's ineffective in 1.15.1, though--at least for vanilla blocks, for which the method always returns false. I submitted a pull to make it a straight block material check, instead. Now it should catch all leaves, plants, and plant-like things, hopefully in keeping with user expectations.
Okay, I'm not finding the info I need to get this set up correctly. All I want to do is have an 80% chance for a dungeonChest, and a 20% chance for another chest I created. I can't seem to figure out how to set this up. Can someone please tell me the right way to do it?
This is what I have, and it's obviously wrong. I'm only getting the dungeonChest.
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,ChestGenHook:dungeonChest:9-9
rule2=0,100,ChestGenHook:schematics.treasureChest:7-7
layer
1
endlayer
Select the contents of the second rule and put it after a comma into the first, then remove the second rule. Print the contents of the first rule three more times, after commas for each one.
There are other ways to weight each one, and the contents of each option needs to be correct, or potentially failing past the point if it runs into contents that throw an error, which you can check by printing the other rule by itself to make sure it prints when called.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Ugh that was so easy and I was so frustrated trying to figure it out. Thank you!
hello there
I happen to be working on a relatively large ruin for this
its a battleship about 100 by 20 by 30
can the parser handle a structure of this size and can I make it so it only spawns in oceans?
its properly formatted with a base and all I just have to do the interiors
also is there a good place where I can eventually post the complete product?
thanks,
Werwaz
Has anyone tried using any of the loot tables from village chests? It may sound stupid, but I have about completed creating files for every single village building! but I cant seem to get the loot tables to work other than the dungeon loot tables.
Thanks! I have been a Seed Creating, Parsing fool!!!!!
Actually after morning coffee today I figured it out!!!!!
rule1={Ruins:{entity:{ForgeData:{LootTable:"minecraft:chests/village/village_cartographer",LootTableSeed:0},Items:[]}},Properties:{waterlogged:"false",facing:"north",type:"single"},Name:"minecraft:chest"}
Was forgetting my programming 101 class!
how do i extract the ruin from the mod to upload it?
the filepath for parsed ruins is: ruins/ruins_config/templateparser
to make them work in game put the files in the biome folders on the same level.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
im a bit new to the file system of minecraft, so where would I reach all of thse directories?
It's in the modded instance and then the ".minecraft" folder.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Thank you AtomicStryker for all of your hard work on one the coolest mods around! I just made a contribution on your Patreon page. 😃
I'm trying to prevent the ruins from spawning on ice but they still do, is my syntax correct or am I missing something:
unacceptable_target_blocks=minecraft:ice
where do I go after i get to the .minecraft folder?
For version 1.14.4.6, I'm playing around with the default templates to get comfortable with the new syntax features. One thing I've tacked is rewriting the pirateship so that it picks one of the different colors of wood for all wooden components, and picks one color of bed for each side of the hold.
That seems to be doing OK, except when I spawn it in all the beds immediately break. They're all correctly picking a different color though, one for each side of the hold...
I've slapped it up on Gist -> if someone can figure out what funky thing is going on
pirateship_dynamic.tml
I
Aaand of course minutes after I post it I figure out what's going on.
For reference: beds are two block objects, which is fine, but I didn't link the rules for the head and the foot of the beds together like I should have. Oopsies. That meant that the head and foot ends of the bed were often for different beds, and broke.
Can we have the modsrequired tag filled out properly by /parseruin? just add all the unique domains used in the construct
Problem is, while the namespace part of a resource location for a mod block, item, or loot table is usually the ID of the mod responsible for adding it, there's no requirement that it needs to be. Some mods, for example, are intended as enhancements to other mods, and may register things under the same namespace as the their corresponding "parent" mods. A mod adding a ton of new stuff may partition it into multiple separate namespaces--none of which necessarily match the mod ID--for its own purposes. Sometimes a mod author will change the mod ID without updating the namespace name, or vice versa. I've seen all three of these exceptional cases even in the relatively small number of mods I use on my server. Then there's the matter of biomes, for which Ruins doesn't support the use of namespaces at all...
Unfortunately, there's no reliable way to automatically populate the requiredMods setting. I'd argue it's better to leave it blank (as it does currently) than to set it incorrectly. It's better to have the problem of "why are some blocks missing from my structures?" than "why aren't my structures spawning at all?"; the former pretty much points right to the issue, while the latter could have any number of causes and is thus harder to debug.
Aaah, OK, I was thinking of the problem the other way around. Thank you for the clear explanation!
Meanwhile, I figured I'd throw my current set of templates up for people using mod version 1.14.4.6 (and later) - it's not nearly as full as I'd like it to be, but "perfect" is the enemy of "good enough".
I've got the release up at the github site for my project - I don't have screenshots of everything (anything) yet but I'm working on that and will populate the GitHub Wiki with them.
how exactly do i access the ruin file from the file explorer?