has anyone else had issues with loading templates in 1.15.1? I tried adding Gillymoth structures and Greywolf's pack. In logs I can see that they throw an error saying incorrect template name but I'm not sure how to fix this?
has anyone else had issues with loading templates in 1.15.1? I tried adding Gillymoth structures and Greywolf's pack. In logs I can see that they throw an error saying incorrect template name but I'm not sure how to fix this?
By "throw an error," do you mean during worldgen, or when using the /testruin command? If the latter, the problem could be as simple as not specifying the correct path to the template. A valid /testruin command looks like this (perhaps with some additional parameters):
/testruin plains/WembleyStadium
Make sure you...
1) ...do include the folder in which the template is located (unless it's in the templateparser folder, in which case the folder name is optional),
Those files work with the 1.12 version of Ruins, The time set aside to prepare them for 1.13 was used in fixing them a couple times when they were broken by changed 1.12 details.
Oh, by showing an image, just take a screenshot to convey the information visually and instantaneously.
This is one of my statues from a couple years ago, that I've been adapting with Terrafirmacraft blocks, more to come.
This is the Airship Moth that I designed three years ago, this time using Terrafirmacraft blocks. I can also change out the blocks for the newer vanilla ones, as there is more variety in some of the block-types now.
I'm currently having issues finding my Unique Structures, It's like they never spawn at all.
(i set to uniqueMinDistance=6000000, this is to make sure they spawn only once.)
If i change uniqueMinDistance to less, they seam to spawn, but shouldn't they spawn once at least with the high number?
I mean that's the whole point, spawn Once then never again. i don't want 100 uber boss wizard towers all over.
It doesn't count the times it is unable to spawn to the distance does it? it can't be that bad... can it?
Ether way, i need advice, I guess i could make a command block check some score stats and then spawn something else if it's already spawned, But i've never done that before. Nor do i know if it would work for 100+ unique buildings.
I am using an old version 1.12.2, Since i am unable to update due to a massive Modpack breaking issue with the newer versions.
I'm currently having issues finding my Unique Structures, It's like they never spawn at all.
(i set to uniqueMinDistance=6000000, this is to make sure they spawn only once.)
That should work. In fact, I just tested it, and it does work. Something else is inhibiting your structure from spawning, apparently. Or...is it possible it did spawn once, and you just didn't notice it? Look in RuinsPositionsFile.txt if you haven't already and see if you can find it there.
No, Ruins doesn't count failed attempts as spawns. It does, however, count any spawns that may have occurred in the world before you changed the value of uniqueMinDistance, if you're reusing the same world over and over for testing.
As an aside, you might also consider setting spawnMinDistance to a fairly large number, too, to prevent all your unique structures from appearing close to worldspawn (unless you want that), and weight to a fairly small number to reduce the chance they're all clumped together.
That should work. In fact, I just tested it, and it does work. Something else is inhibiting your structure from spawning, apparently. Or...is it possible it did spawn once, and you just didn't notice it? Look in RuinsPositionsFile.txt if you haven't already and see if you can find it there.
No, Ruins doesn't count failed attempts as spawns. It does, however, count any spawns that may have occurred in the world before you changed the value of uniqueMinDistance, if you're reusing the same world over and over for testing.
As an aside, you might also consider setting spawnMinDistance to a fairly large number, too, to prevent all your unique structures from appearing close to worldspawn (unless you want that), and weight to a fairly small number to reduce the chance they're all clumped together.
Ah, guess i should test around abit more then, Its weird though cause it was pretty night and day with the spawn rate so to speak.
and yeah i Do check the RuinsPositionsFile.
(spawnmin only works on overworld, not on other planets/dimensions)
Anyone know why this script doesnt spawn this structure at all? What I'm trying to do is embed this ore cluster in the sea floor to make it worth diving down there and mining them but it's not working.
Anyone know why this script doesnt spawn this structure at all?
It works for me. Three questions, though...
1) What's the name of the file? It needs to have the .tml suffix to be recognized as a template, so after downloading your file I renamed it from zinc.txt to zinc.tml .
2) What folder is it in? In order for structures to naturally spawn, it must be in either a biome folder (or generic/, but you probably don't want it there). Pick the folder for any one of the biomes in which the thing is intended to appear (i.e., according to biomesToSpawnIn). I put it in ocean/ .
3) Does the block ID additions:blocks-nativezinc exist? If not, an error message will appear in the log file, and no structures will spawn for the template. I assume it does, but without access to your Additions configuration, I can't know for sure. You can test it by going in-world and entering the following command: /setblock ~ ~-1 ~ additions:blocks-nativezinc . Either one will appear at your feet, or you'll get an error message.
3) I created the structure itself using the parseruin command and after it was created, I spawned it in with testruin. I also tried minecraft blocks to make sure it wasn't something about additions' blocks ruins didn't like and still no natural spawns.
The issue is not that I can't spawn it in with testruin, it's that it's not spawning naturally. All the other ruins that I've made work fine it's just ones like this that are supposed to be embedded in the sea floor that don't work.
I am hoping that one of you who have more experience with Ruins can help me. I am trying to retrogen the ruins mod into my existing world. I have found that no matter what I do, the ruins will ONLY show up in a new world.
My goal is to delete chunks and regenerate them with new ruins, but when I do so, no ruins show up. All other mods I am using generate in new chunks just fine.
So:
When I delete chunks and regenerate - no ruins.
When I keep chunks and try to retrogen the ruins mod (using the retrogen feature of Chunk Pregenerator) - no ruins
Make a new world of the same seed - ruins.
I am using so many of your guy's fantastic templates and I love this mod. But I need to be able to use it in an existing world. I have also tried removing the ruins mod and config files and loading the world and then adding the mod back in as if that might tell the mod to generate as if it's a new world.
I have included a photo of the retrogen menu from Chunk Pregenerator for clarity.
I have found that no matter what I do, the ruins will ONLY show up in a new world.
If you haven't already, try this:
1) stop the server (or exit Minecraft, if you're playing single-player);
2) locate and delete the file RuinsPositionsFile.txt in the world folder;
3) restart the server/Minecraft, then regenerate chunks.
That is Ruins' "memory" of where structures were placed. If it's not cleared, Ruins will think structures from a previous iteration of the world are still there and won't place new ones. If there is no such file, or you've already deleted it, or deleting it doesn't help, something else is going on. Let us know.
Ah yes. I have deleted that file and even tried removing the mod and config files, loading world, then readding them. No matter what no ruins on an existing world.
This is a mp world, 1.12.2, modded. I have downloaded the world from the server to work with.
Also, I am not the first person to have this problem:
So I am curious if anyone else can retrogen ruins in an existing 1.12.2 world, modded or vanilla?
Also, QuarterAnimal, I have read many of your helpful posts on the curseforge.com Ruins page and it helped to me to understand and properly set up this mod. So thanks for that.
When in game, select in options the texturepacks option and use that to Go To Folders
then go to the parent folder and go to Config/Ruins_Config
then parsed templates are in templateparser.
any templates you want to spawn in game just put into the appropriate biome folders.
That's it!~
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
thanks man
here are some of my ruins I built if you wanna check them out
Dominator: a large bedrock hulled battleship, sometimes filled with illagers if the tint of the glass on the bridge is red, decent loot
Carrier: same as Dominator but with slightly different topsides and below decks layout
Cruiser: a smaller ship, scarce loot
Church: a large structure that contains a metric boatload of hidden loot, but is heavily infested with mobs
bigbattery: a turret from the battleship design
bigbattery_d1: a damaged version of bigbattery
prison: a miniaturized castle-prison with very little loot.
I'll be making more though...
https://drive.google.com/open?id=1KZybU9bLMnuqD9cF7bsJA3ZegpbuHt-J
If you want to show structures here, when making a reply, there is a button below the text area that says "Upload an Image".
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
has anyone else had issues with loading templates in 1.15.1? I tried adding Gillymoth structures and Greywolf's pack. In logs I can see that they throw an error saying incorrect template name but I'm not sure how to fix this?
it says that it cant except .tml files though
btw nice structures
By "throw an error," do you mean during worldgen, or when using the /testruin command? If the latter, the problem could be as simple as not specifying the correct path to the template. A valid /testruin command looks like this (perhaps with some additional parameters):
/testruin plains/WembleyStadium
Make sure you...
1) ...do include the folder in which the template is located (unless it's in the templateparser folder, in which case the folder name is optional),
2) ...do not include the .tml suffix, and
3) ...do mind UPPER vs. lower case.
Those files work with the 1.12 version of Ruins, The time set aside to prepare them for 1.13 was used in fixing them a couple times when they were broken by changed 1.12 details.
Oh, by showing an image, just take a screenshot to convey the information visually and instantaneously.
This is one of my statues from a couple years ago, that I've been adapting with Terrafirmacraft blocks, more to come.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
This is the Airship Moth that I designed three years ago, this time using Terrafirmacraft blocks. I can also change out the blocks for the newer vanilla ones, as there is more variety in some of the block-types now.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
I'm fleshing out my series' of statues and airships. The plan is to go all out on Atlantis. As always, the builds speak for themselves.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Anyone heard if there will be an update to 1.15.2? holding out upgrading to fix the Bee issue until Ruins gets upgraded.
I'm currently having issues finding my Unique Structures, It's like they never spawn at all.
(i set to uniqueMinDistance=6000000, this is to make sure they spawn only once.)
If i change uniqueMinDistance to less, they seam to spawn, but shouldn't they spawn once at least with the high number?
I mean that's the whole point, spawn Once then never again. i don't want 100 uber boss wizard towers all over.
It doesn't count the times it is unable to spawn to the distance does it? it can't be that bad... can it?
Ether way, i need advice, I guess i could make a command block check some score stats and then spawn something else if it's already spawned, But i've never done that before. Nor do i know if it would work for 100+ unique buildings.
I am using an old version 1.12.2, Since i am unable to update due to a massive Modpack breaking issue with the newer versions.
That should work. In fact, I just tested it, and it does work. Something else is inhibiting your structure from spawning, apparently. Or...is it possible it did spawn once, and you just didn't notice it? Look in RuinsPositionsFile.txt if you haven't already and see if you can find it there.
No, Ruins doesn't count failed attempts as spawns. It does, however, count any spawns that may have occurred in the world before you changed the value of uniqueMinDistance, if you're reusing the same world over and over for testing.
As an aside, you might also consider setting spawnMinDistance to a fairly large number, too, to prevent all your unique structures from appearing close to worldspawn (unless you want that), and weight to a fairly small number to reduce the chance they're all clumped together.
Ah, guess i should test around abit more then, Its weird though cause it was pretty night and day with the spawn rate so to speak.
and yeah i Do check the RuinsPositionsFile.
(spawnmin only works on overworld, not on other planets/dimensions)
Thanks for the reply though.
Anyone know why this script doesnt spawn this structure at all? What I'm trying to do is embed this ore cluster in the sea floor to make it worth diving down there and mining them but it's not working.
https://pastebin.com/3Aah7n0a
It works for me. Three questions, though...
1) What's the name of the file? It needs to have the .tml suffix to be recognized as a template, so after downloading your file I renamed it from zinc.txt to zinc.tml .
2) What folder is it in? In order for structures to naturally spawn, it must be in either a biome folder (or generic/, but you probably don't want it there). Pick the folder for any one of the biomes in which the thing is intended to appear (i.e., according to biomesToSpawnIn). I put it in ocean/ .
3) Does the block ID additions:blocks-nativezinc exist? If not, an error message will appear in the log file, and no structures will spawn for the template. I assume it does, but without access to your Additions configuration, I can't know for sure. You can test it by going in-world and entering the following command: /setblock ~ ~-1 ~ additions:blocks-nativezinc . Either one will appear at your feet, or you'll get an error message.
1) The file name is zinc.tml
2) it's in the ocean folder
3) I created the structure itself using the parseruin command and after it was created, I spawned it in with testruin. I also tried minecraft blocks to make sure it wasn't something about additions' blocks ruins didn't like and still no natural spawns.
The issue is not that I can't spawn it in with testruin, it's that it's not spawning naturally. All the other ruins that I've made work fine it's just ones like this that are supposed to be embedded in the sea floor that don't work.
Hi,
I am hoping that one of you who have more experience with Ruins can help me. I am trying to retrogen the ruins mod into my existing world. I have found that no matter what I do, the ruins will ONLY show up in a new world.
My goal is to delete chunks and regenerate them with new ruins, but when I do so, no ruins show up. All other mods I am using generate in new chunks just fine.
So:
When I delete chunks and regenerate - no ruins.
When I keep chunks and try to retrogen the ruins mod (using the retrogen feature of Chunk Pregenerator) - no ruins
Make a new world of the same seed - ruins.
I am using so many of your guy's fantastic templates and I love this mod. But I need to be able to use it in an existing world. I have also tried removing the ruins mod and config files and loading the world and then adding the mod back in as if that might tell the mod to generate as if it's a new world.
I have included a photo of the retrogen menu from Chunk Pregenerator for clarity.
If you haven't already, try this:
1) stop the server (or exit Minecraft, if you're playing single-player);
2) locate and delete the file RuinsPositionsFile.txt in the world folder;
3) restart the server/Minecraft, then regenerate chunks.
That is Ruins' "memory" of where structures were placed. If it's not cleared, Ruins will think structures from a previous iteration of the world are still there and won't place new ones. If there is no such file, or you've already deleted it, or deleting it doesn't help, something else is going on. Let us know.
Ah yes. I have deleted that file and even tried removing the mod and config files, loading world, then readding them. No matter what no ruins on an existing world.
This is a mp world, 1.12.2, modded. I have downloaded the world from the server to work with.
Also, I am not the first person to have this problem:
https://www.curseforge.com/minecraft/mc-mods/ruins-structure-spawning-system?comment=278
https://www.curseforge.com/minecraft/mc-mods/ruins-structure-spawning-system?comment=199
This is the modpack I am using: https://www.curseforge.com/minecraft/modpacks/the-jessa-channel
So I am curious if anyone else can retrogen ruins in an existing 1.12.2 world, modded or vanilla?
Also, QuarterAnimal, I have read many of your helpful posts on the curseforge.com Ruins page and it helped to me to understand and properly set up this mod. So thanks for that.