nice update template, but pls fix this. I find this often in ruins template
I assume that you are referring to the misaligned fence gate object in your second screenshot. (I apologize if I assume incorrectly.) That looks like the FishermanShack structure from the river biome in my custom templates.
Which version of Minecraft are you using? (For example: 1.7.10, 1.8, 1.8.8, or 1.9.4?)
If you are using Minecraft version 1.8 or later, and you are experiencing this issue, I recommend finding the "rotation_mappings.txt" file that is in the "resources/ruins" folder and see if it makes any mention of "fence_gate" inside the text file. This is a file that determines how to handle the random rotation that the Ruins mod does to structures for variety. I included a version of rotation_mappings.txt with my own Ruins for versions 1.8 and higher with the following patch in place, which I got from this thread:
# fencegates and doors in 1.8
# 1230,5674
BlockID=fence_gate;spruce_fence_gate;birch_fence_gate;jungle_fence_gate;dark_oak_fence_gate;acacia_fence_gate;wooden_door;spruce_door;birch_door;jungle_door;dark_oak_door;acacia_door
Before I applied this patch to the rotation_mappings.txt file, I observed strange effects upon doors and fence gates in custom templates. (This doesn't really impact the templates already included in Ruins, because they tend to stick to basic blocks. I don't recall an example using the fence gate in any of the original Ruins templates.)
I assume that you are referring to the misaligned fence gate object in your second screenshot. (I apologize if I assume incorrectly.) That looks like the FishermanShack structure from the river biome in my custom templates.
Which version of Minecraft are you using? (For example: 1.7.10, 1.8, 1.8.8, or 1.9.4?)
If you are using Minecraft version 1.8 or later, and you are experiencing this issue, I recommend finding the "rotation_mappings.txt" file that is in the "resources/ruins" folder and see if it makes any mention of "fence_gate" inside the text file. This is a file that determines how to handle the random rotation that the Ruins mod does to structures for variety. I included a version of rotation_mappings.txt with my own Ruins for versions 1.8 and higher with the following patch in place, which I got from this thread:
# fencegates and doors in 1.8
# 1230,5674
BlockID=fence_gate;spruce_fence_gate;birch_fence_gate;jungle_fence_gate;dark_oak_fence_gate;acacia_fence_gate;wooden_door;spruce_door;birch_door;jungle_door;dark_oak_door;acacia_door
Before I applied this patch to the rotation_mappings.txt file, I observed strange effects upon doors and fence gates in custom templates. (This doesn't really impact the templates already included in Ruins, because they tend to stick to basic blocks. I don't recall an example using the fence gate in any of the original Ruins templates.)
I using minecraft 1.9
rotation_mappings.txt
#
# This file contains the Block Rotation Mappings Ruins might need
# <- lines starting with this symbol are considered comments and disregarded by the parser
# empty lines are allowed.
#
# To enable the Rotation of new or custom Blocks in Minecraft, you need to put Mappings
# for possible metadata occurences and the metadata after they have been rotated in a
# direction in here.
#
#
# Mappings are to follow this standard:
# First, the block ID must be given by the GameData.blockRegistry key
#
#
# If a multitude of Blocks share the same rotation logic, you can provide them all at once, seperated by semicoli.
# see stairs below
#
# Any mappings below such a line are considered part of that BlockID until another BlockID is introduced.
#
# A mapping is a Direction EAST, SOUTH or WEST, followed by the unrotated metadata, followed by the resulting metadata.
# These are seperated by '-'
#
# EAST-8-1
#
# That line means: if the Ruins Mod needs to rotate a Vine EAST, and the unrotated vine has metadata
# 8, the new metadata should be 1.
#
# You need to map any and all possible Rotations, with three Directions that aren't NORTH (= no rotation) and a
# Block that has 4 possible metadata values (such as Vines) that means you need to have 12 mappings.
#
# Other Blocks may have a lot more than that.
#
# Below, some mappings. Do not remove those! In the future, new mappings will be added in this file!
#
#
# mc vanilla Stair Blocks
# normal NESW: 0 2 1 3
# inverted NESW: 4 6 5 7
BlockID=oak_stairs;stone_stairs;brick_stairs;stone_brick_stairs;nether_brick_stairs;sandstone_stairs;spruce_stairs;birch_stairs;jungle_stairs;quartz_stairs;dark_oak_stairs;acacia_stairs
# Mushroom blocks, courtesy of Arrrg
# They can point in all 8 directions and have center, inside, and stem parts.
# inside Nw N Ne W center E Sw S Se stem: 0 1 2 3 4 5 6 7 8 9 10
BlockID=brown_mushroom_block;red_mushroom_block
# Skulls, atleast wall mounted ones. floor mounted ones are constant 1
# rotation for those is done via tileentity, codebased by Ruins
# N E S W = 2 4 3 5
BlockID=skull
I assume that you are referring to the misaligned fence gate object in your second screenshot. (I apologize if I assume incorrectly.) That looks like the FishermanShack structure from the river biome in my custom templates.
Which version of Minecraft are you using? (For example: 1.7.10, 1.8, 1.8.8, or 1.9.4?)
If you are using Minecraft version 1.8 or later, and you are experiencing this issue, I recommend finding the "rotation_mappings.txt" file that is in the "resources/ruins" folder and see if it makes any mention of "fence_gate" inside the text file. This is a file that determines how to handle the random rotation that the Ruins mod does to structures for variety. I included a version of rotation_mappings.txt with my own Ruins for versions 1.8 and higher with the following patch in place, which I got from this thread:
# fencegates and doors in 1.8
# 1230,5674
BlockID=fence_gate;spruce_fence_gate;birch_fence_gate;jungle_fence_gate;dark_oak_fence_gate;acacia_fence_gate;wooden_door;spruce_door;birch_door;jungle_door;dark_oak_door;acacia_door
Before I applied this patch to the rotation_mappings.txt file, I observed strange effects upon doors and fence gates in custom templates. (This doesn't really impact the templates already included in Ruins, because they tend to stick to basic blocks. I don't recall an example using the fence gate in any of the original Ruins templates.)
for versions 1.8 and higher with the following patch in place, which I got from this thread:
# fencegates and doors in 1.8
# 1230,5674
BlockID=fence_gate;spruce_fence_gate;birch_fence_gate;jungle_fence_gate;dark_oak_fence_gate;acacia_fence_gate;wooden_door;spruce_door;birch_door;jungle_door;dark_oak_door;acacia_door
oh good, my fencegate patch from thread #3333 is being used, did Atomicstryker put it into the default file?
Yes, your patch is most certainly still being used. Sorry, I would've quoted the post, but I'd have to dig through I'm-not-sure-how-many pages to find it again, and it was quicker just to grab the segment from my copy of rotation_mappings.txt. As far as I can tell, it hasn't made it into the version included with the various Ruins ZIP folders, which is why I'm keeping a copy of the patched version of rotation_mappings.txt with my custom templates.
Several of my templates make a lot of use of not only the fence gates, but also odd placement of 1.8-material doors -- i.e., where I placed a door one block in from a doorway, rather than IN the doorway ... which works perfectly fine if the door is outward-facing, just so long as the rotation works. However, if the structure rotates and the door block isn't mapped, there's a good chance the door will seem to just be standing in empty space, leaving a conspicuous gap for creepers to wander in and out.
Oh too much designs. Too often spawn ruins. It may have some limit? The distance from each other?
I believe that there is a setting in the ruins.txt file (generated by the Ruins mod -- either in the mods or config folder) that allows you to adjust the minimum default distance between ruins. I'll have to take a look at that and find the exact setting.
Another way I've heard of doing it would be:
1) Make a template that is basically NOTHING.
Example:
# Nothing.tml
# Creates NOTHING! Please put this in the folder of a biome
# where you think there are too many ruins spawning. To
# increase the effect, increase the value of "weight"
# specified below.
2) Put this template (i would name it "nothing.tml") into the generic folder, and into any biome folder where you think TOO MANY ruins are spawning.
3) This will not GUARANTEE that ruins will not spawn close to each other, but it should at least reduce the overall frequency. The reason for this is that the Ruins mod is basically building an "encounter table" of every possible ruin that might appear in every possible biome. By default, if a template has a "weight" of 1, it basically just gets one slot on that table. But if a template has a bigger "weight" value, it takes up accordingly MORE slots on that table. So for the sake of argument if you have a beach biome where there's one template called "shipwreck.tml" that has "weight=1" and then you have another template called "nothing.tml" that has "weight=99," then shipwreck.tml will only appear 1 out of 100 possible times Ruins would try to build a structure, and the rest of the time, it'll just build "nothing.tml" -- meaning there shouldn't be very many shipwrecks to be found for quite some distance.
If, on the other hand, you gave this a weight of 10, and it's in a folder that has, say, 50 other ruins templates competing for space, its impact is going to be a bit reduced.
I've been trying to do something similar with my new Ruins templates by creating more underground/hidden/sunken templates as of late. It's not that I create "nothing," but an underground dungeon or a sunken ship isn't going to clutter the landscape quite the way that a castle or a hot air balloon will on plains or on the ocean. (And I just find it interesting if I'm going mining to have a chance of stumbling upon a hidden treasure-and-trap-filled dungeon along the way.) Just this past weekend, I made an "ice dungeon" for cold biomes, a "clay dungeon" for the mesa biomes, and a couple of stone brick underground chambers for assorted general biomes. I could just boost the Weight=# value of those structures to somewhat reduce the incidence of surface-spawning structures in their particular biomes, but I was hoping to weight the table by having more VARIETY in the underground structures if I can manage. It's an ongoing process.
In the meantime, please feel free to alter any of my custom templates to get the sort of world that you want for your own Minecraft gaming. Many of them are just "testbeds" or "proofs of concept" of various tricks and features that I thought someone else might find useful for making their own "dungeons."
hi everyone! strange issue that i'm having... we have a heavily modded server in our house (only me & hubby play) and i am able to spawn a structure (MushroomGarden_1v7v10) in our world (in creative) using the /testruin command... so that tells me that Ruins is installed correctly and is able to find the template files. however, when exploring, no structures can be found. is there anything i need to check on the server to see why the structures aren't spawning on their own? we're using Forge 1558. also, there is a ruins.txt file and ruins_log.txt files in the mods folder. thanks in advance!
btw, this world started out as a single player (Life in the Woods: Renaissance modpack) and then a bunch of mods were added and updated. Ruins worked fine when i was in single player before we did the massive update. a bunch of regions were deleted so they could be regenerated once we added a bunch of other mods.
hi everyone! strange issue that i'm having... we have a heavily modded server in our house (only me & hubby play) and i am able to spawn a
There are other possibilities, but the first thing that I'd want to check on, based on what you've said: If you deleted regions to be regenerated, Ruins may still have the old Ruins Positions data, which I THINK serves as a safeguard preventing further Ruin generation in those areas. In your world save file, look for "RuinsPositionsFile.txt" -- As it says in the text file by way of explanation:
# The primary function of this file is to lock areas you do not want Ruins spawning in. Put them here before worldgen.
# It should also prevent Ruins re-spawning under any circumstances. Areas registered in here block any overlapping new Ruins.
# Empty lines and those prefixed by '#' are ignored by the parser. Don't save notes in here, file gets wiped upon flushing.
So, any records for previous Ruins generated would be essentially blocking off regions from further Ruins generation, if I am understanding that note correctly.
There are other possibilities, but the first thing that I'd want to check on, based on what you've said: If you deleted regions to be regenerated, Ruins may still have the old Ruins Positions data, which I THINK serves as a safeguard preventing further Ruin generation in those areas. In your world save file, look for "RuinsPositionsFile.txt" -- As it says in the text file by way of explanation:
So, any records for previous Ruins generated would be essentially blocking off regions from further Ruins generation, if I am understanding that note correctly.
thank you so much! i'm looking at the file now and it makes complete sense to me. i'm going to get a copy of our current world save and play around with it... so if i am understanding this correctly, new ruins should spawn but much much farther away (on brand new regions, not the regions that i had deleted and regenerated) because the RuinsPositionsFile.txt already marked where some ruins where generated and it wouldn't have known that those regions were deleted/regenerated.
if i can locate where the ruins in the file are located and then delete those lines, will new ruins spawn in those locations? as in retro-gen? obviously, i'm going to make sure nothing gets generated in my region or my husband's region... but anywhere else is fair game.
EDIT: so i looked at the RuinsPositionsFile.txt and we teleported to one of the structures listed there (the farthest one) and we found one! it was a fishing hut. however, when looking at JourneyMap, it was on terrain that hadn't been generated. so it puts my mind at ease that the structures are being generated... but that means we need to do a lot of exploring! also, i'm not going to mess with this file for fear of breaking something.
still curious if those structures will regenerate since it's already listed in this file?
I believe that there is a setting in the ruins.txt file (generated by the Ruins mod -- either in the mods or config folder) that allows you to adjust the minimum default distance between ruins. I'll have to take a look at that and find the exact setting.
oh, I do not know anything about modding. Please create this file, please help me)
still curious if those structures will regenerate since it's already listed in this file?
I believe (based on experience, not on technical understanding of how the mod works -- as AtomicStryker would be the expert on that) that NORMALLY, Ruins will only spawn during standard terrain generation. If, when you had deleted regions in your save file to force those areas to regenerate, you had also either deleted the RuinsPositionsFile.txt document (the potentially dangerous way of doing things) or you had carefully removed any entries in the RuinsPositionFiles.txt document corresponding to anything that had been spawned within the dimensions of those regions, then I believe that when you had fired up the world again and visited those areas (thus forcing Minecraft to do terrain-generation to fill the nonexistent data), Ruins would have been activated, and there would have been a chance of structures generating in those areas. Because Ruins is triggered by terrain gen, and players may explore in any number of ways, there's no guarantee at all that the SAME structures would have shown up in the SAME places upon recreation of the terrain.
Although the RuinsPositionsFile.txt serves as a safeguard against further Ruins spawning in those areas, during normal gameplay you shouldn't see Ruins randomly spawning in already-generated terrain anyway. However, some time ago I think there were some reports on multiplayer servers of structures spawning in already-generated areas due to some sort of glitch, and the RuinsPositionsFile.txt solution was added as a way to protect against that. (Minecraft may behave a certain way when it's "vanilla," but who KNOWS what other mods might do, so it's better to have a few safeguards in place.)
(Note: On the Hexxit modpack, using Minecraft version 1.6.4, I witnessed a phenomenon of Ruins spawning in previously generated areas, but it was confined to the local vicinity of the 0,0 coordinates of our game world, and it only appeared to have a chance of happening whenever we experienced a game crash and restart. I haven't personally experienced that phenomenon since then, in more recent versions of Minecraft and of Ruins.)
Furthermore, leaving those structure entries in the RuinsPositionsFile.txt document won't mean that if you erase those regions, that Ruins will go back and add those structures to those locations as indicated. If anything, that's exactly what SHOULD NOT happen. The fact that it lists what sort of structure was in that area is largely just for diagnostic purposes: If you find some strange ruin that you really wish wouldn't appear in your world anymore, or which isn't spawning properly, the file will help you identify WHAT the template is, if you look up the coordinates. The coordinates listed represent a range of "protected" area. Even if there's "supposed" to be a Windmill or a Castle or whatever there, Ruins won't go back and add a "missing" structure, because, after all, a player may have knocked the thing down, looted the treasure, slain the monsters, and built a new house on top of (and perhaps even made out of) the resulting rubble, and it'd be a nasty thing for Ruins to go back and "reset" it automatically.
I have not tried it personally, but I believe that this aspect of the RuinsPositionsFile.txt document could be exploited for the purposes of, say, creating a zone in which there will be NO Ruins at all. For instance, perhaps someone wants to set up a multiplayer server, and ensure that within a zone of 1000x1000 around the starting point, there will be NO pre-made structures, and that it will be necessary for players to journey out further than that in order to start finding random ruins. This might be one way of ensuring that to a point (in that Ruins won't add structures there, but there MIGHT still be a "vanilla" village, or structures added by OTHER mods). However, I've never tried it myself, and I'm not the mod programmer, so I do not know for sure, and I'm only inferring from the comments in the file.
Furthermore, leaving those structure entries in the RuinsPositionsFile.txt document won't mean that if you erase those regions, that Ruins will go back and add those structures to those locations as indicated. If anything, that's exactly what SHOULD NOT happen. The fact that it lists what sort of structure was in that area is largely just for diagnostic purposes: If you find some strange ruin that you really wish wouldn't appear in your world anymore, or which isn't spawning properly, the file will help you identify WHAT the template is, if you look up the coordinates. The coordinates listed represent a range of "protected" area. Even if there's "supposed" to be a Windmill or a Castle or whatever there, Ruins won't go back and add a "missing" structure, because, after all, a player may have knocked the thing down, looted the treasure, slain the monsters, and built a new house on top of (and perhaps even made out of) the resulting rubble, and it'd be a nasty thing for Ruins to go back and "reset" it automatically.
again, this makes complete sense to me! thank you so much, Jordan! that's why i'm not going to edit the file as you said, the same ruin might not even generate in that biome/position even... yesterday, i ventured out to find a new home base and i stumbled across some watering wells (not connected to a village) in the middle of a huge plains biome, so that made me very happy! also, when i was looking at those files with my husband, i realize that one reason why i'm not getting a lot of ruins is because when i regenerated the regions, we changed the world gen from BOP to HIGHLANDS (HIGHLANDS terrain gen with BOP features) and upon inspecting the biome folders in mods/resources/ruins, the highlands biomes were listed but they were empty... which is to be expected. so i need to copy the template files to similar biome folders so i can find them when exploring! i added all your peaceful ruins as well as Gillymoth's ruins and so that's why i'm anxious to find them!
the highlands biomes were listed but they were empty... which is to be expected. so i need to copy the template files to similar biome folders so i can find them when exploring! i added all your peaceful ruins as well as Gillymoth's ruins and so that's why i'm anxious to find them!
I suppose that would do the trick. As a matter of trivia, things are a LITTLE more complicated when it comes to biomes and Ruins, because of the "biomesToSpawnIn" field that can be included in a template.
(Standard disclaimers apply. My statements of "how Ruins works" are based on guessing and observation, not actual knowledge of the coding.)
In the "ruins" folder, there are several biomes sub-folders. When your game of Minecraft starts up, any templates stored in folders with names corresponding to actual biomes used in your Minecraft world will be loaded up, and assigned to tables corresponding to each biome. Any folders that have names that DO NOT correspond to any biome (with the notable exception of "generic") will be ignored.
In addition, any of those templates that have the "biomesToSpawnIn" field specified will also appear in any biomes tables that are relevant to your Minecraft installation. For instance, there might be a WizardTower template that is located within the forest folder, but in its "biomesToSpawnIn" list, it might list a number of other woodsy biomes (say, "birch forest,birch forest hills,forest,foresthills,grove,seasonal forest,woodland") rather than requiring that an identical copy of the same template be stored in each of the corresponding folders. If so, the same template will appear on the tables for each of those biomes for when Ruins is randomly determining which template to spawn during terrain generation. If no "biomesToSpawnIn" field is specified, then at the very least the template will appear in the biome that matches the name of the folder it was stored in.
If a template is in a folder that DOES NOT correspond to an actual biome name (e.g., "optional" or "obsolete"), then it won't be loaded up, even if its "biomesToSpawnIn" field lists legitimate biome names. The Ruins mod just won't even look at it in the first place.
This can make it a bit challenging to track down a structure that you can find spawning in (such-and-such) biome, because the template isn't necessarily stored in that particular biome folder. It might be in some OTHER biome folder, but with that first biome's name listed in its "biomesToSpawnIn" field.
Note: It is perfectly legitimate to list biomes that DO NOT EXIST in the "biomesToSpawnIn" field, without causing an error. For example, my own templates will routinely list a bunch of BiomesOPlenty biome names in the "biomesToSpawnIn" field, just in case, and yet the templates work perfectly fine in a "vanilla" installation of Minecraft. I just make sure that all my templates are in "vanilla" biome folder names (because while certain mod settings may supplant the appearance of certain biomes in the Minecraft world, the biomes are still registered, and therefore the Ruins mod will find any templates stored in those folders).
Spacing and spelling of course matter when specifying biome names. If I have a template that lists "highland" in the BiomesToSpawnIn field, but I didn't bother to list "highlands" then it will not appear in a biome that is literally named "highlands" despite being close.
What that means is that if you have a mod installation that has biomes that aren't being populated, you could simply add the names of those biomes to the "biomesToSpawnIn" fields of templates you want to appear there, rather than copying.
...
Okay, what am I thinking? Copying a few files over is probably a lot easier.
More seriously, I'm curious to find out what biome folders were created in your installation. There might be a few names I'm overlooking. What mod includes "highlands terrain gen"?
By the way, a friend of mine just started up a 1.8.9 multiplayer server with Biomes o' Plenty in the "Pioneers" modpack. It appears that a few biome names changed (or new biomes were added, or something like that), so I went back into my 1.8.* templates and did some updating to include some of those newer biome names. (I've also been including a few more underground and "low-profile" templates in certain biomes for greater variety, to try to reduce the apparent frequency of big towers and other things that can be obnoxious if they dot the landscape too much.) I'll have to upload my corresponding updates to my 1.9.* templates once I get a chance to test them and make sure I didn't break anything in the process.
What that means is that if you have a mod installation that has biomes that aren't being populated, you could simply add the names of those biomes to the "biomesToSpawnIn" fields of templates you want to appear there, rather than copying.
...
Okay, what am I thinking? Copying a few files over is probably a lot easier.
More seriously, I'm curious to find out what biome folders were created in your installation. There might be a few names I'm overlooking. What mod includes "highlands terrain gen"?
so i can just copy the template files to those folders? because if i have to edit the biome names in those files, it's going to take forever! LOL (well, it's just going to be very time consuming)
in the Ruins folder, i see folders for every single biome that can be generated by the mods that i have installed... i have folders for all of Highlands, which is another world gen mod like Biomes O' Plenty (you select it when you create a new world), Twilight Forest, Candy Craft, Aroma Mining Dimension, and a couple of others. Highland biomes generate with BOP features (biome decorations) and in the config, you can set it so that the biomes are prefixed with Highlands_ (like Highlands_Bog) if there are duplicate biome names. you don't need to make this change but i opted to because i wanted to make sure i was in a Highlands biome and not a BOP biome when i'm looking at my mini-map (JourneyMap)... and BOP biomes also generate as well... and of course all of the Vanilla biomes, too. but i'm not sure it has all the biomes because i know i disabled some prior to generating the world. i have attached a screenshot of all the folders inside mods/resources/biomes... there are a lot!
so i can just copy the template files to those folders?
Yes. Regardless of what it says in "biomesToSpawnIn" for a given template (or even if that field is not specified at all), if a template is in a given biome folder that is actually supported in your Minecraft world, it will be added to the Ruins spawning table for that biome.
There might be some minor side-effects, such as the template's "table weight" being doubled in the biomes listed in "biomesToSpawnIn" if the template appears in multiple folders, but I'm not absolutely certain of that, and in the big scheme, with a lot of templates and biomes, the effect is likely to be hard to notice anyway. So pasting them over is likely the easiest way to address the issue.
A little question: Is possible to use teBlock with a mob spawner?
I'm using Ruins 15.6 for 1.8.8, Minecraft 1.8.9.
First of all i presumed i just need to copy a JSON from a setblock command (for reference, i used this site to generate) and place the json nbt data according to template_rules, like this:
rule6=0,100,teBlock;minecraft:mob_spawner;{SpawnCount:4,SpawnRange:5,Delay:20,MinSpawnDelay:300,MaxSpawnDelay:1200,RequiredPlayerRange:32,EntityId:Zombie,SpawnData:{id:Zombie,CustomName:Guarda,CustomNameVisible:1,PersistenceRequired:0b,Attributes:[{Name:"generic.maxHealth",Base:10},{Name:"generic.followRange",Base:20},{Name:"generic.knockbackResistance",Base:0.16f},{Name:"generic.movementSpeed",Base:0.5f}],IsBaby:0,CanBreakDoors:1,Equipment:[{id:"minecraft:diamond_sword",tag:{display:{Name:"Espada do Guarda"},ench:[{id:16,lvl:5}]},Count:1},{id:"minecraft:leather_boots",tag:{display:{color:2497308}}},{id:"minecraft:leather_leggings",tag:{display:{color:5525309}}},{Count:1,id:"minecraft:leather_chestplate",tag:{display:{color:4936480}}},{id:"minecraft:leather_helmet",tag:{display:{color:7048739}}}],DropChances:[0.08F,0F,0F,0.25F,0F]}}
And after i discover i need to parse the command via in-game parser.
But using /testruin to spawn the file give me a pig spawner.
So after reread the changelog and figure the "Apache StringEscapeUtils" thing i finally managing to get a working Command Block (never used it before) and "escaping" the json tags i get this:
rule4=0,100,CommandBlock:/setblock ~ ~1 ~ mob_spawner 0 replace {SpawnCount:4,SpawnRange:5,Delay:20,MinSpawnDelay:300,MaxSpawnDelay:1200,RequiredPlayerRange:32,EntityId:Zombie,SpawnData:{id:Zombie,CustomName:Guarda,CustomNameVisible:1,PersistenceRequired:0b,Attributes:[{Name:\"generic.maxHealth\",Base:10},{Name:\"generic.followRange\",Base:20},{Name:\"generic.knockbackResistance\",Base:0.16f},{Name:\"generic.movementSpeed\",Base:0.5f}],IsBaby:0,CanBreakDoors:1,Equipment:[{id:\"minecraft:diamond_sword\",tag:{display:{Name:\"Espada do Guarda\"},ench:[{id:16,lvl:5}]},Count:1},{id:\"minecraft:leather_boots\",tag:{display:{color:2497308}}},{id:\"minecraft:leather_leggings\",tag:{display:{color:5525309}}},{Count:1,id:\"minecraft:leather_chestplate\",tag:{display:{color:4936480}}},{id:\"minecraft:leather_helmet\",tag:{display:{color:7048739}}}],DropChances:[0.08F,0F,0F,0.25F,0F]}}:@
Replacing with the already escaped json:
rule6=0,100,teBlock;minecraft:mob_spawner;{SpawnCount:4,SpawnRange:5,Delay:20,MinSpawnDelay:300,MaxSpawnDelay:1200,RequiredPlayerRange:32,EntityId:Zombie,SpawnData:{id:Zombie,CustomName:Guarda,CustomNameVisible:1,PersistenceRequired:0b,Attributes:[{Name:\"generic.maxHealth\",Base:10},{Name:\"generic.followRange\",Base:20},{Name:\"generic.knockbackResistance\",Base:0.16f},{Name:\"generic.movementSpeed\",Base:0.5f}],IsBaby:0,CanBreakDoors:1,Equipment:[{id:\"minecraft:diamond_sword\",tag:{display:{Name:\"Espada do Guarda\"},ench:[{id:16,lvl:5}]},Count:1},{id:\"minecraft:leather_boots\",tag:{display:{color:2497308}}},{id:\"minecraft:leather_leggings\",tag:{display:{color:5525309}}},{Count:1,id:\"minecraft:leather_chestplate\",tag:{display:{color:4936480}}},{id:\"minecraft:leather_helmet\",tag:{display:{color:7048739}}}],DropChances:[0.08F,0F,0F,0.25F,0F]}}
Is just teblock incompatible with mob_spawner or what i did wrong?
I really want to use teblock instead of a command block because this thing sounds cheat and unnatural for all my friends playing in my private server, while teblock didnt give any "traces" of cheating (and the final ruin looks like a vanilla building).
Wow. I love the visual effects on these screenshots! They make my designs look much better than they really are.
I'll have to point members of my Minecraft group to these. Thanks!
--- 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)
nice update template, but pls fix this. I find this often in ruins template
I assume that you are referring to the misaligned fence gate object in your second screenshot. (I apologize if I assume incorrectly.) That looks like the FishermanShack structure from the river biome in my custom templates.
Which version of Minecraft are you using? (For example: 1.7.10, 1.8, 1.8.8, or 1.9.4?)
If you are using Minecraft version 1.8 or later, and you are experiencing this issue, I recommend finding the "rotation_mappings.txt" file that is in the "resources/ruins" folder and see if it makes any mention of "fence_gate" inside the text file. This is a file that determines how to handle the random rotation that the Ruins mod does to structures for variety. I included a version of rotation_mappings.txt with my own Ruins for versions 1.8 and higher with the following patch in place, which I got from this thread:
# fencegates and doors in 1.8
# 1230,5674
BlockID=fence_gate;spruce_fence_gate;birch_fence_gate;jungle_fence_gate;dark_oak_fence_gate;acacia_fence_gate;wooden_door;spruce_door;birch_door;jungle_door;dark_oak_door;acacia_door
EAST-0-1
EAST-1-2
EAST-2-3
EAST-3-0
EAST-4-5
EAST-5-6
EAST-6-7
EAST-7-4
SOUTH-0-2
SOUTH-1-3
SOUTH-2-0
SOUTH-3-1
SOUTH-4-6
SOUTH-5-7
SOUTH-6-4
SOUTH-7-5
WEST-0-3
WEST-1-0
WEST-2-1
WEST-3-2
WEST-4-7
WEST-5-4
WEST-6-5
WEST-7-6
Before I applied this patch to the rotation_mappings.txt file, I observed strange effects upon doors and fence gates in custom templates. (This doesn't really impact the templates already included in Ruins, because they tend to stick to basic blocks. I don't recall an example using the fence gate in any of the original Ruins templates.)
--- 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 using minecraft 1.9
rotation_mappings.txt
#
# This file contains the Block Rotation Mappings Ruins might need
# <- lines starting with this symbol are considered comments and disregarded by the parser
# empty lines are allowed.
#
# To enable the Rotation of new or custom Blocks in Minecraft, you need to put Mappings
# for possible metadata occurences and the metadata after they have been rotated in a
# direction in here.
#
#
# Mappings are to follow this standard:
# First, the block ID must be given by the GameData.blockRegistry key
#
#
# If a multitude of Blocks share the same rotation logic, you can provide them all at once, seperated by semicoli.
# see stairs below
#
# Any mappings below such a line are considered part of that BlockID until another BlockID is introduced.
#
# A mapping is a Direction EAST, SOUTH or WEST, followed by the unrotated metadata, followed by the resulting metadata.
# These are seperated by '-'
#
# EAST-8-1
#
# That line means: if the Ruins Mod needs to rotate a Vine EAST, and the unrotated vine has metadata
# 8, the new metadata should be 1.
#
# You need to map any and all possible Rotations, with three Directions that aren't NORTH (= no rotation) and a
# Block that has 4 possible metadata values (such as Vines) that means you need to have 12 mappings.
#
# Other Blocks may have a lot more than that.
#
# Below, some mappings. Do not remove those! In the future, new mappings will be added in this file!
#
#
# mc vanilla Stair Blocks
# normal NESW: 0 2 1 3
# inverted NESW: 4 6 5 7
BlockID=oak_stairs;stone_stairs;brick_stairs;stone_brick_stairs;nether_brick_stairs;sandstone_stairs;spruce_stairs;birch_stairs;jungle_stairs;quartz_stairs;dark_oak_stairs;acacia_stairs
EAST-0-2
EAST-1-3
EAST-2-1
EAST-3-0
EAST-4-6
EAST-5-7
EAST-6-5
EAST-7-4
SOUTH-0-1
SOUTH-1-0
SOUTH-2-3
SOUTH-3-2
SOUTH-4-5
SOUTH-5-4
SOUTH-6-7
SOUTH-7-6
WEST-0-3
WEST-1-2
WEST-2-0
WEST-3-1
WEST-4-7
WEST-5-6
WEST-6-4
WEST-7-5
# pistons, ladders, wall signs, furnaces, chests, dispensers, droppers, hoppers
BlockID=sticky_piston;piston;ladder;wall_sign;lit_furnace;furnace;chest;dispenser;dropper;hopper;trapped_chest
# DUNESW: 0 1 2 5 3 4
# DUNESW: 8 9 10 13 11 12 (Extended Pistons, is lower value + 8)
EAST-2-5
EAST-5-3
EAST-3-4
EAST-4-2
EAST-10-13
EAST-13-11
EAST-11-12
EAST-12-10
SOUTH-2-3
SOUTH-5-4
SOUTH-3-2
SOUTH-4-5
SOUTH-10-11
SOUTH-13-12
SOUTH-11-10
SOUTH-12-13
WEST-4-3
WEST-5-2
WEST-2-4
WEST-3-5
WEST-12-11
WEST-13-10
WEST-10-12
WEST-11-13
# Mushroom blocks, courtesy of Arrrg
# They can point in all 8 directions and have center, inside, and stem parts.
# inside Nw N Ne W center E Sw S Se stem: 0 1 2 3 4 5 6 7 8 9 10
BlockID=brown_mushroom_block;red_mushroom_block
EAST-0-0
EAST-1-3
EAST-2-6
EAST-3-9
EAST-4-2
EAST-5-5
EAST-6-8
EAST-7-1
EAST-8-4
EAST-9-7
EAST-10-10
SOUTH-0-0
SOUTH-1-9
SOUTH-2-8
SOUTH-3-7
SOUTH-4-6
SOUTH-5-5
SOUTH-6-4
SOUTH-7-3
SOUTH-8-2
SOUTH-9-1
SOUTH-10-10
WEST-0-0
WEST-1-7
WEST-2-4
WEST-3-1
WEST-4-8
WEST-5-5
WEST-6-2
WEST-7-9
WEST-8-6
WEST-9-3
WEST-10-10
# Skulls, atleast wall mounted ones. floor mounted ones are constant 1
# rotation for those is done via tileentity, codebased by Ruins
# N E S W = 2 4 3 5
BlockID=skull
EAST-2-4
EAST-4-3
EAST-3-5
EAST-5-2
SOUTH-2-3
SOUTH-4-5
SOUTH-3-2
SOUTH-5-4
WEST-2-5
WEST-4-2
WEST-3-4
WEST-5-3
# Quartz Pillars
# 0,1 alldirectional, 2 vertical, 3 north-south, 4 east-west
BlockID=quartz_block
EAST-3-4
EAST-4-3
WEST-3-4
WEST-4-3
# Hay bale/block (using log logic); added 2014-10-23 by Jordan_Greywolf
# 4 = Hay_Block: E/W
# 8 = Hay_Block: N/S
BlockID=hay_block
EAST-4-8
EAST-8-4
WEST-4-8
WEST-8-4
# Pixelmon mod, provided by shadowsyllvet http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-1-7-10-ruins-structure-spawning-system?comment=1992
BlockID=pixelmon:PC Block;pixelmon:PokeHealer;pixelmon:Fossil Machine Block;pixelmon:Moltres Shrine;pixelmon:Zapdos Shrine;pixelmon:Articuno Shrine
#NESW 0321
EAST-0-3
EAST-1-0
EAST-2-1
EAST-3-2
WEST-0-1
WEST-1-2
WEST-2-3
WEST-3-0
SOUTH-0-2
SOUTH-1-3
SOUTH-2-0
SOUTH-3-1
BlockID=pixelmon:Trading Machine;pixelmon:CloningMachine
#BaseMain NESW 0321
#BaseAtt NESW 9-11-10-12
#TopAll NESW 8-8-8-8
EAST-0-3
EAST-1-0
EAST-2-1
EAST-3-2
EAST-9-11
EAST-11-10
EAST-10-12
EAST-12-9
WEST-0-1
WEST-1-2
WEST-2-3
WEST-3-0
WEST-9-12
WEST-12-10
WEST-10-11
WEST-11-9
SOUTH-0-2
SOUTH-1-3
SOUTH-2-0
SOUTH-3-1
SOUTH-9-10
SOUTH-10-9
SOUTH-11-12
SOUTH-12-11
# Impulse / Classic Command Block
# N E S W = 4 2 5 3
BlockID=command_block
EAST-2-5
EAST-4-2
EAST-3-4
EAST-5-3
SOUTH-2-3
SOUTH-4-5
SOUTH-3-2
SOUTH-5-4
WEST-2-4
WEST-4-3
WEST-3-5
WEST-5-2
nice, i add in my txt file and it's error fix.
oh good, my fencegate patch from thread #3333 is being used, did Atomicstryker put it into the default file?
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Yes, your patch is most certainly still being used. Sorry, I would've quoted the post, but I'd have to dig through I'm-not-sure-how-many pages to find it again, and it was quicker just to grab the segment from my copy of rotation_mappings.txt. As far as I can tell, it hasn't made it into the version included with the various Ruins ZIP folders, which is why I'm keeping a copy of the patched version of rotation_mappings.txt with my custom templates.
Several of my templates make a lot of use of not only the fence gates, but also odd placement of 1.8-material doors -- i.e., where I placed a door one block in from a doorway, rather than IN the doorway ... which works perfectly fine if the door is outward-facing, just so long as the rotation works. However, if the structure rotates and the door block isn't mapped, there's a good chance the door will seem to just be standing in empty space, leaving a conspicuous gap for creepers to wander in and out.
--- 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)
Oh too much designs. Too often spawn ruins. It may have some limit? The distance from each other?
I believe that there is a setting in the ruins.txt file (generated by the Ruins mod -- either in the mods or config folder) that allows you to adjust the minimum default distance between ruins. I'll have to take a look at that and find the exact setting.
Another way I've heard of doing it would be:
1) Make a template that is basically NOTHING.
Example:
# Nothing.tml
# Creates NOTHING! Please put this in the folder of a biome
# where you think there are too many ruins spawning. To
# increase the effect, increase the value of "weight"
# specified below.
weight=10
embed_into_distance=0
unacceptable_target_blocks=
dimensions=1,1,1
allowable_overhang=999
max_cut_in=0
max_leveling=0
leveling_buffer=-1
preserve_water=1
preserve_lava=1
preserve_plants=1
rule1=0,100,preserveBlock
layer
1
endlayer
2) Put this template (i would name it "nothing.tml") into the generic folder, and into any biome folder where you think TOO MANY ruins are spawning.
3) This will not GUARANTEE that ruins will not spawn close to each other, but it should at least reduce the overall frequency. The reason for this is that the Ruins mod is basically building an "encounter table" of every possible ruin that might appear in every possible biome. By default, if a template has a "weight" of 1, it basically just gets one slot on that table. But if a template has a bigger "weight" value, it takes up accordingly MORE slots on that table. So for the sake of argument if you have a beach biome where there's one template called "shipwreck.tml" that has "weight=1" and then you have another template called "nothing.tml" that has "weight=99," then shipwreck.tml will only appear 1 out of 100 possible times Ruins would try to build a structure, and the rest of the time, it'll just build "nothing.tml" -- meaning there shouldn't be very many shipwrecks to be found for quite some distance.
If, on the other hand, you gave this a weight of 10, and it's in a folder that has, say, 50 other ruins templates competing for space, its impact is going to be a bit reduced.
I've been trying to do something similar with my new Ruins templates by creating more underground/hidden/sunken templates as of late. It's not that I create "nothing," but an underground dungeon or a sunken ship isn't going to clutter the landscape quite the way that a castle or a hot air balloon will on plains or on the ocean. (And I just find it interesting if I'm going mining to have a chance of stumbling upon a hidden treasure-and-trap-filled dungeon along the way.) Just this past weekend, I made an "ice dungeon" for cold biomes, a "clay dungeon" for the mesa biomes, and a couple of stone brick underground chambers for assorted general biomes. I could just boost the Weight=# value of those structures to somewhat reduce the incidence of surface-spawning structures in their particular biomes, but I was hoping to weight the table by having more VARIETY in the underground structures if I can manage. It's an ongoing process.
In the meantime, please feel free to alter any of my custom templates to get the sort of world that you want for your own Minecraft gaming. Many of them are just "testbeds" or "proofs of concept" of various tricks and features that I thought someone else might find useful for making their own "dungeons."
--- 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)
hi everyone! strange issue that i'm having... we have a heavily modded server in our house (only me & hubby play) and i am able to spawn a structure (MushroomGarden_1v7v10) in our world (in creative) using the /testruin command... so that tells me that Ruins is installed correctly and is able to find the template files. however, when exploring, no structures can be found. is there anything i need to check on the server to see why the structures aren't spawning on their own? we're using Forge 1558. also, there is a ruins.txt file and ruins_log.txt files in the mods folder. thanks in advance!
btw, this world started out as a single player (Life in the Woods: Renaissance modpack) and then a bunch of mods were added and updated. Ruins worked fine when i was in single player before we did the massive update. a bunch of regions were deleted so they could be regenerated once we added a bunch of other mods.
There are other possibilities, but the first thing that I'd want to check on, based on what you've said: If you deleted regions to be regenerated, Ruins may still have the old Ruins Positions data, which I THINK serves as a safeguard preventing further Ruin generation in those areas. In your world save file, look for "RuinsPositionsFile.txt" -- As it says in the text file by way of explanation:
So, any records for previous Ruins generated would be essentially blocking off regions from further Ruins generation, if I am understanding that note correctly.
--- 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)
thank you so much! i'm looking at the file now and it makes complete sense to me. i'm going to get a copy of our current world save and play around with it... so if i am understanding this correctly, new ruins should spawn but much much farther away (on brand new regions, not the regions that i had deleted and regenerated) because the RuinsPositionsFile.txt already marked where some ruins where generated and it wouldn't have known that those regions were deleted/regenerated.
if i can locate where the ruins in the file are located and then delete those lines, will new ruins spawn in those locations? as in retro-gen? obviously, i'm going to make sure nothing gets generated in my region or my husband's region... but anywhere else is fair game.
EDIT: so i looked at the RuinsPositionsFile.txt and we teleported to one of the structures listed there (the farthest one) and we found one! it was a fishing hut. however, when looking at JourneyMap, it was on terrain that hadn't been generated. so it puts my mind at ease that the structures are being generated... but that means we need to do a lot of exploring! also, i'm not going to mess with this file for fear of breaking something.
still curious if those structures will regenerate since it's already listed in this file?
oh, I do not know anything about modding. Please create this file, please help me)
http://rgho.st/7Xw7rw8nn
I believe (based on experience, not on technical understanding of how the mod works -- as AtomicStryker would be the expert on that) that NORMALLY, Ruins will only spawn during standard terrain generation. If, when you had deleted regions in your save file to force those areas to regenerate, you had also either deleted the RuinsPositionsFile.txt document (the potentially dangerous way of doing things) or you had carefully removed any entries in the RuinsPositionFiles.txt document corresponding to anything that had been spawned within the dimensions of those regions, then I believe that when you had fired up the world again and visited those areas (thus forcing Minecraft to do terrain-generation to fill the nonexistent data), Ruins would have been activated, and there would have been a chance of structures generating in those areas. Because Ruins is triggered by terrain gen, and players may explore in any number of ways, there's no guarantee at all that the SAME structures would have shown up in the SAME places upon recreation of the terrain.
Although the RuinsPositionsFile.txt serves as a safeguard against further Ruins spawning in those areas, during normal gameplay you shouldn't see Ruins randomly spawning in already-generated terrain anyway. However, some time ago I think there were some reports on multiplayer servers of structures spawning in already-generated areas due to some sort of glitch, and the RuinsPositionsFile.txt solution was added as a way to protect against that. (Minecraft may behave a certain way when it's "vanilla," but who KNOWS what other mods might do, so it's better to have a few safeguards in place.)
(Note: On the Hexxit modpack, using Minecraft version 1.6.4, I witnessed a phenomenon of Ruins spawning in previously generated areas, but it was confined to the local vicinity of the 0,0 coordinates of our game world, and it only appeared to have a chance of happening whenever we experienced a game crash and restart. I haven't personally experienced that phenomenon since then, in more recent versions of Minecraft and of Ruins.)
Furthermore, leaving those structure entries in the RuinsPositionsFile.txt document won't mean that if you erase those regions, that Ruins will go back and add those structures to those locations as indicated. If anything, that's exactly what SHOULD NOT happen. The fact that it lists what sort of structure was in that area is largely just for diagnostic purposes: If you find some strange ruin that you really wish wouldn't appear in your world anymore, or which isn't spawning properly, the file will help you identify WHAT the template is, if you look up the coordinates. The coordinates listed represent a range of "protected" area. Even if there's "supposed" to be a Windmill or a Castle or whatever there, Ruins won't go back and add a "missing" structure, because, after all, a player may have knocked the thing down, looted the treasure, slain the monsters, and built a new house on top of (and perhaps even made out of) the resulting rubble, and it'd be a nasty thing for Ruins to go back and "reset" it automatically.
I have not tried it personally, but I believe that this aspect of the RuinsPositionsFile.txt document could be exploited for the purposes of, say, creating a zone in which there will be NO Ruins at all. For instance, perhaps someone wants to set up a multiplayer server, and ensure that within a zone of 1000x1000 around the starting point, there will be NO pre-made structures, and that it will be necessary for players to journey out further than that in order to start finding random ruins. This might be one way of ensuring that to a point (in that Ruins won't add structures there, but there MIGHT still be a "vanilla" village, or structures added by OTHER mods). However, I've never tried it myself, and I'm not the mod programmer, so I do not know for sure, and I'm only inferring from the comments in the file.
--- 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)
again, this makes complete sense to me! thank you so much, Jordan! that's why i'm not going to edit the file as you said, the same ruin might not even generate in that biome/position even... yesterday, i ventured out to find a new home base and i stumbled across some watering wells (not connected to a village) in the middle of a huge plains biome, so that made me very happy! also, when i was looking at those files with my husband, i realize that one reason why i'm not getting a lot of ruins is because when i regenerated the regions, we changed the world gen from BOP to HIGHLANDS (HIGHLANDS terrain gen with BOP features) and upon inspecting the biome folders in mods/resources/ruins, the highlands biomes were listed but they were empty... which is to be expected. so i need to copy the template files to similar biome folders so i can find them when exploring! i added all your peaceful ruins as well as Gillymoth's ruins and so that's why i'm anxious to find them!
I suppose that would do the trick. As a matter of trivia, things are a LITTLE more complicated when it comes to biomes and Ruins, because of the "biomesToSpawnIn" field that can be included in a template.
(Standard disclaimers apply. My statements of "how Ruins works" are based on guessing and observation, not actual knowledge of the coding.)
In the "ruins" folder, there are several biomes sub-folders. When your game of Minecraft starts up, any templates stored in folders with names corresponding to actual biomes used in your Minecraft world will be loaded up, and assigned to tables corresponding to each biome. Any folders that have names that DO NOT correspond to any biome (with the notable exception of "generic") will be ignored.
In addition, any of those templates that have the "biomesToSpawnIn" field specified will also appear in any biomes tables that are relevant to your Minecraft installation. For instance, there might be a WizardTower template that is located within the forest folder, but in its "biomesToSpawnIn" list, it might list a number of other woodsy biomes (say, "birch forest,birch forest hills,forest,foresthills,grove,seasonal forest,woodland") rather than requiring that an identical copy of the same template be stored in each of the corresponding folders. If so, the same template will appear on the tables for each of those biomes for when Ruins is randomly determining which template to spawn during terrain generation. If no "biomesToSpawnIn" field is specified, then at the very least the template will appear in the biome that matches the name of the folder it was stored in.
If a template is in a folder that DOES NOT correspond to an actual biome name (e.g., "optional" or "obsolete"), then it won't be loaded up, even if its "biomesToSpawnIn" field lists legitimate biome names. The Ruins mod just won't even look at it in the first place.
This can make it a bit challenging to track down a structure that you can find spawning in (such-and-such) biome, because the template isn't necessarily stored in that particular biome folder. It might be in some OTHER biome folder, but with that first biome's name listed in its "biomesToSpawnIn" field.
Note: It is perfectly legitimate to list biomes that DO NOT EXIST in the "biomesToSpawnIn" field, without causing an error. For example, my own templates will routinely list a bunch of BiomesOPlenty biome names in the "biomesToSpawnIn" field, just in case, and yet the templates work perfectly fine in a "vanilla" installation of Minecraft. I just make sure that all my templates are in "vanilla" biome folder names (because while certain mod settings may supplant the appearance of certain biomes in the Minecraft world, the biomes are still registered, and therefore the Ruins mod will find any templates stored in those folders).
Spacing and spelling of course matter when specifying biome names. If I have a template that lists "highland" in the BiomesToSpawnIn field, but I didn't bother to list "highlands" then it will not appear in a biome that is literally named "highlands" despite being close.
What that means is that if you have a mod installation that has biomes that aren't being populated, you could simply add the names of those biomes to the "biomesToSpawnIn" fields of templates you want to appear there, rather than copying.
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Okay, what am I thinking? Copying a few files over is probably a lot easier.
More seriously, I'm curious to find out what biome folders were created in your installation. There might be a few names I'm overlooking. What mod includes "highlands terrain gen"?
By the way, a friend of mine just started up a 1.8.9 multiplayer server with Biomes o' Plenty in the "Pioneers" modpack. It appears that a few biome names changed (or new biomes were added, or something like that), so I went back into my 1.8.* templates and did some updating to include some of those newer biome names. (I've also been including a few more underground and "low-profile" templates in certain biomes for greater variety, to try to reduce the apparent frequency of big towers and other things that can be obnoxious if they dot the landscape too much.) I'll have to upload my corresponding updates to my 1.9.* templates once I get a chance to test them and make sure I didn't break anything in the process.
--- 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)
so i can just copy the template files to those folders? because if i have to edit the biome names in those files, it's going to take forever! LOL (well, it's just going to be very time consuming)
in the Ruins folder, i see folders for every single biome that can be generated by the mods that i have installed... i have folders for all of Highlands, which is another world gen mod like Biomes O' Plenty (you select it when you create a new world), Twilight Forest, Candy Craft, Aroma Mining Dimension, and a couple of others. Highland biomes generate with BOP features (biome decorations) and in the config, you can set it so that the biomes are prefixed with Highlands_ (like Highlands_Bog) if there are duplicate biome names. you don't need to make this change but i opted to because i wanted to make sure i was in a Highlands biome and not a BOP biome when i'm looking at my mini-map (JourneyMap)... and BOP biomes also generate as well... and of course all of the Vanilla biomes, too. but i'm not sure it has all the biomes because i know i disabled some prior to generating the world. i have attached a screenshot of all the folders inside mods/resources/biomes... there are a lot!
Yes. Regardless of what it says in "biomesToSpawnIn" for a given template (or even if that field is not specified at all), if a template is in a given biome folder that is actually supported in your Minecraft world, it will be added to the Ruins spawning table for that biome.
There might be some minor side-effects, such as the template's "table weight" being doubled in the biomes listed in "biomesToSpawnIn" if the template appears in multiple folders, but I'm not absolutely certain of that, and in the big scheme, with a lot of templates and biomes, the effect is likely to be hard to notice anyway. So pasting them over is likely the easiest way to address the issue.
--- 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)
A little question: Is possible to use teBlock with a mob spawner?
I'm using Ruins 15.6 for 1.8.8, Minecraft 1.8.9.
First of all i presumed i just need to copy a JSON from a setblock command (for reference, i used this site to generate) and place the json nbt data according to template_rules, like this:
rule6=0,100,teBlock;minecraft:mob_spawner;{SpawnCount:4,SpawnRange:5,Delay:20,MinSpawnDelay:300,MaxSpawnDelay:1200,RequiredPlayerRange:32,EntityId:Zombie,SpawnData:{id:Zombie,CustomName:Guarda,CustomNameVisible:1,PersistenceRequired:0b,Attributes:[{Name:"generic.maxHealth",Base:10},{Name:"generic.followRange",Base:20},{Name:"generic.knockbackResistance",Base:0.16f},{Name:"generic.movementSpeed",Base:0.5f}],IsBaby:0,CanBreakDoors:1,Equipment:[{id:"minecraft:diamond_sword",tag:{display:{Name:"Espada do Guarda"},ench:[{id:16,lvl:5}]},Count:1},{id:"minecraft:leather_boots",tag:{display:{color:2497308}}},{id:"minecraft:leather_leggings",tag:{display:{color:5525309}}},{Count:1,id:"minecraft:leather_chestplate",tag:{display:{color:4936480}}},{id:"minecraft:leather_helmet",tag:{display:{color:7048739}}}],DropChances:[0.08F,0F,0F,0.25F,0F]}}
And after i discover i need to parse the command via in-game parser.
But using /testruin to spawn the file give me a pig spawner.
So after reread the changelog and figure the "Apache StringEscapeUtils" thing i finally managing to get a working Command Block (never used it before) and "escaping" the json tags i get this:
rule4=0,100,CommandBlock:/setblock ~ ~1 ~ mob_spawner 0 replace {SpawnCount:4,SpawnRange:5,Delay:20,MinSpawnDelay:300,MaxSpawnDelay:1200,RequiredPlayerRange:32,EntityId:Zombie,SpawnData:{id:Zombie,CustomName:Guarda,CustomNameVisible:1,PersistenceRequired:0b,Attributes:[{Name:\"generic.maxHealth\",Base:10},{Name:\"generic.followRange\",Base:20},{Name:\"generic.knockbackResistance\",Base:0.16f},{Name:\"generic.movementSpeed\",Base:0.5f}],IsBaby:0,CanBreakDoors:1,Equipment:[{id:\"minecraft:diamond_sword\",tag:{display:{Name:\"Espada do Guarda\"},ench:[{id:16,lvl:5}]},Count:1},{id:\"minecraft:leather_boots\",tag:{display:{color:2497308}}},{id:\"minecraft:leather_leggings\",tag:{display:{color:5525309}}},{Count:1,id:\"minecraft:leather_chestplate\",tag:{display:{color:4936480}}},{id:\"minecraft:leather_helmet\",tag:{display:{color:7048739}}}],DropChances:[0.08F,0F,0F,0.25F,0F]}}:@
Replacing with the already escaped json:
rule6=0,100,teBlock;minecraft:mob_spawner;{SpawnCount:4,SpawnRange:5,Delay:20,MinSpawnDelay:300,MaxSpawnDelay:1200,RequiredPlayerRange:32,EntityId:Zombie,SpawnData:{id:Zombie,CustomName:Guarda,CustomNameVisible:1,PersistenceRequired:0b,Attributes:[{Name:\"generic.maxHealth\",Base:10},{Name:\"generic.followRange\",Base:20},{Name:\"generic.knockbackResistance\",Base:0.16f},{Name:\"generic.movementSpeed\",Base:0.5f}],IsBaby:0,CanBreakDoors:1,Equipment:[{id:\"minecraft:diamond_sword\",tag:{display:{Name:\"Espada do Guarda\"},ench:[{id:16,lvl:5}]},Count:1},{id:\"minecraft:leather_boots\",tag:{display:{color:2497308}}},{id:\"minecraft:leather_leggings\",tag:{display:{color:5525309}}},{Count:1,id:\"minecraft:leather_chestplate\",tag:{display:{color:4936480}}},{id:\"minecraft:leather_helmet\",tag:{display:{color:7048739}}}],DropChances:[0.08F,0F,0F,0.25F,0F]}}
Is just teblock incompatible with mob_spawner or what i did wrong?
I really want to use teblock instead of a command block because this thing sounds cheat and unnatural for all my friends playing in my private server, while teblock didnt give any "traces" of cheating (and the final ruin looks like a vanilla building).
If you speak Portuguese and play Minecraft: Java Edition like me, join my rabbit hole on Discord!
Mob Spawners are hardcoded special cases, so no, they cannot be teBlock cases.