(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hey hey, just updated to 7.9 and upon entering a new area the game crashed
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception in server tick loop
This error has been saved to C:\Users\BeMac\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-19_16.22.33-server.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 767abc67 --------
Generated 19/11/12 4:22 PM
java.lang.IllegalAccessError: tried to access field zn.d from class atomicstryker.ruins.common.RuinsMod
at atomicstryker.ruins.common.RuinsMod.getWorldSaveDir(RuinsMod.java:133)
at atomicstryker.ruins.common.RuinsMod.createHandler(RuinsMod.java:165)
at atomicstryker.ruins.common.RuinsMod.checkWorld(RuinsMod.java:104)
at atomicstryker.ruins.common.RuinsMod.generateSurface(RuinsMod.java:82)
at atomicstryker.ruins.common.RuinsMod.access$100(RuinsMod.java:28)
at atomicstryker.ruins.common.RuinsMod$RuinsWorldGenerator.generate(RuinsMod.java:60)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:82)
at id.a(ChunkProviderServer.java:231)
at za.a(Chunk.java:1206)
at id.c(ChunkProviderServer.java:125)
at ic.(PlayerInstance.java:29)
at ib.a(SourceFile:171)
at ib.a(SourceFile:202)
at ge.a(ServerConfigurationManager.java:133)
at ge.c(ServerConfigurationManager.java:182)
at ge.a(ServerConfigurationManager.java:94)
at bce.b(IntegratedServerListenThread.java:99)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:590)
at bcb.q(IntegratedServer.java:110)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fp.run(SourceFile:818)
--- END ERROR REPORT f6a31bd1 ----------
Love your mods, sorry I keep running into so many problems with them.
Oh, I was thinking, some times you just want a particular ruin in a specific spot to enhance the area, is there any possibility of making a block that allows you to select a ruin manually? Ideally with a bounding box so you can see what it would be before you commit to anything. Just an idea, but I think that would really enhance the mod. And if you did implement this (and my appologies if this has already been suggested a thousand times before) maybe make an option in config to turn off randomly generating structures and only allow for manual ones?
There is nothing to it ... you just execute the converter java file with your mcedit file as argument. My batch allows this to be done by drag and dropping the mcedit file.
Ok, for some odd reason I thought you would not need the MCEdit, that silly me. I have yet to try to make it work.
Now, one question: can we configure this mod somehow to make buildings appear side by side like a town? Or at least really close together?
I looked a few pages back and didn't found anything - it is the only reason I asked. Anyway, this is all the info I need for now. Thank you for your attention and your dedication. Surely must not be easy to keep so many mods updated.
@Terrivel
The gist was: prodedural buildings have to be "programmed" and spread while generating, which is incompatible with the Ruins approach of spawning things. Is it remotely possible? Sure, if i rewrote half of this mod, for a function no leyman could use. I dont want to.
@Juskhain
Use mcedit with your savefile and the building in it (best a new save) to export it as mcedit file. Then use the schematic converter to get a Ruins mod TML file.
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
Actually, i tested it on superflat world and i have this:
If I understand correctly info from the configuration file. For every chunk is 100 attempts to spawn and spawn 100% probability. But in practice it turns out is not so.
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
I'm not sure how a superflat world ranks in terms of biomes, but keep in mind ruins is trying to adhere to certain limits when placing the same structure over and over ... in a single biome.
Moreover, a single biome will once get SO many structures in it. I believe there are settings called "weigths" for this.
This is one of my favorite mods! I've put together a pack with few smaller houses and buildings that you can add to your ruins folder. Most are for the desert biome. (I didnt design most of these structures just extracted from various maps that I liked and maybe tinkered around a bit - hope I'm not stepping on any toes here)
The pack contains both the intact structures and their ruined version, both clearly labelled and I also have included images for each structure inside the zip, so you can pick and choose the ones you want to keep.
To use extract to your ".minecraft\mods\resources\ruins" folder
The ruins folder contains folders for each biome, I suggest putting the .tml files begining with 'Sandstone' or 'desert' into the Desert and DesertHills folders and the others into the Forest, ForestHills, Jungle, Plains and Taiga folders
You crashed because of a CoModificationException on the tracked Entities list (multiple access threads at the same time). Now Ruins has done many things it shouldn't, but im positive it does not spawn or iterate entities at all.
Nobody is stopping you? You can also check the "fanmade" ruins i link to in the OP
Example: BattleBasementMedium.tml, line 29, has
rule13=0,100,89_space_
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I am trying your mods (ruins 1.4.2v7.9)
But I got a problem when I Create New World
My Minecraft is freeze when "Converting world"
And if change the MOD's version to 2012/10/25(v7.7?)
The Create New World is perfect
It is a bug?
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception in server tick loop
This error has been saved to C:\Users\BeMac\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-19_16.22.33-server.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 767abc67 --------
Generated 19/11/12 4:22 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_03, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 341206016 bytes (325 MB) / 486080512 bytes (463 MB) up to 486080512 bytes (463 MB)
- JVM Flags: 2 total; -Xms512m -Xmx512m
- AABB Pool Size: 834 (46704 bytes; 0 MB) allocated, 780 (43680 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.18.433 Minecraft Forge 6.0.1.355 Optifine OptiFine_1.4.2_HD_U_A7 36 mods loaded, 36 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_sophwolves [mod_sophwolves] (sopwolves.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NaturalSpawning [Natural Spawning] (Natural Spawning v1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_TooManyItems [mod_TooManyItems] (TooManyItems2012_10_28_1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_SpawnerGUI [mod_SpawnerGUI] (Spawner GUI.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_SmartMoving [Smart Moving] (Smart Moving Client for ModLoader.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_SmartRender [Smart Render] (Smart Moving Client for ModLoader.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AsgardShield_Core [AsgardShield] (1.4.2AsgardShield_Core_v1.0.7Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ASAddon_Hallowed [AS Addon- Hallowed] (1.4.2ASAddonHallowed_v1.0.3Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ASAddon_NetherEnder [AS Addon- Nether-Ender] (1.4.2ASAddonNether-Ender_v1.0.3Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
HarkenScythe_Core [HarkenScythe] (1.4.2HarkenScythe_v1.0.5Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Schematica [Schematica] ([1.4.2]Schematica-v1.3.1.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AS_UpdateCheck [AtomicStryker Update Check Mod] (AtomicStrykerUpdateCheckMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BasicComponents [Basic Components] (BasicComponents_v1.0.1.262.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CatapultMod [Catapult Mod] (Catapult_Mod-0.7.3.123-alpha.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CraftGuide_forge [CraftGuide] (CraftGuide-1.6.1.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.1]1.1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.1.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
GraviGun [GraviGun] (GravityGun1.4.2v3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ICBM [ICBM] (ICBM_v0.6.1.54.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Invasion [Invasion] (invasion_mod universal 0.11.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_QMLightSaber [mod_QMLightSaber] (LightSaber MODv4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Gibbing [mod_Gibbing] (MobAmputation1.4.2v2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
PetBat [Pet Bat] (PetBat 1.4.2.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
PortalGun [PortalGun] (portalgun1.4.2v0.2_universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AS_Ruins [Ruins Spawning System] (Ruins_1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TreeCapitator [TreeCapitator] (Treecapitator.FML.1.4.2.r01.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Zaedes_SteamWorks [Zaedes SteamWorks] (ZaeSteamWorks.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: 270 (15120 bytes; 0 MB) allocated, 270 (15120 bytes; 0 MB) used
- Player Count: 1 / 8; [ih['BeTheMac'/106, l='Conquerer', x=-484.52, y=81.65, z=223.55]]
- World Conquerer Entities: 0 total; []
- World Conquerer Players: 0 total; []
- World Conquerer Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Integrated Server
java.lang.IllegalAccessError: tried to access field zn.d from class atomicstryker.ruins.common.RuinsMod
at atomicstryker.ruins.common.RuinsMod.getWorldSaveDir(RuinsMod.java:133)
at atomicstryker.ruins.common.RuinsMod.createHandler(RuinsMod.java:165)
at atomicstryker.ruins.common.RuinsMod.checkWorld(RuinsMod.java:104)
at atomicstryker.ruins.common.RuinsMod.generateSurface(RuinsMod.java:82)
at atomicstryker.ruins.common.RuinsMod.access$100(RuinsMod.java:28)
at atomicstryker.ruins.common.RuinsMod$RuinsWorldGenerator.generate(RuinsMod.java:60)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:82)
at id.a(ChunkProviderServer.java:231)
at za.a(Chunk.java:1206)
at id.c(ChunkProviderServer.java:125)
at ic.(PlayerInstance.java:29)
at ib.a(SourceFile:171)
at ib.a(SourceFile:202)
at ge.a(ServerConfigurationManager.java:133)
at ge.c(ServerConfigurationManager.java:182)
at ge.a(ServerConfigurationManager.java:94)
at bce.b(IntegratedServerListenThread.java:99)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:669)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:590)
at bcb.q(IntegratedServer.java:110)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fp.run(SourceFile:818)
--- END ERROR REPORT f6a31bd1 ----------
Love your mods, sorry I keep running into so many problems with them.
Oh, I was thinking, some times you just want a particular ruin in a specific spot to enhance the area, is there any possibility of making a block that allows you to select a ruin manually? Ideally with a bounding box so you can see what it would be before you commit to anything. Just an idea, but I think that would really enhance the mod. And if you did implement this (and my appologies if this has already been suggested a thousand times before) maybe make an option in config to turn off randomly generating structures and only allow for manual ones?
Thanks!
Ok, for some odd reason I thought you would not need the MCEdit, that silly me. I have yet to try to make it work.
Now, one question: can we configure this mod somehow to make buildings appear side by side like a town? Or at least really close together?
Also, I fully support:
I looked a few pages back and didn't found anything - it is the only reason I asked. Anyway, this is all the info I need for now. Thank you for your attention and your dedication. Surely must not be easy to keep so many mods updated.
Also, I fully support:
The gist was: prodedural buildings have to be "programmed" and spread while generating, which is incompatible with the Ruins approach of spawning things. Is it remotely possible? Sure, if i rewrote half of this mod, for a function no leyman could use. I dont want to.
@Juskhain
Use mcedit with your savefile and the building in it (best a new save) to export it as mcedit file. Then use the schematic converter to get a Ruins mod TML file.
tries_per_chunk_normal=100
chance_to_spawn_normal=100
But ruins spawns not at each chunk. Why?
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
Actually, i tested it on superflat world and i have this:
If I understand correctly info from the configuration file. For every chunk is 100 attempts to spawn and spawn 100% probability. But in practice it turns out is not so.
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
Moreover, a single biome will once get SO many structures in it. I believe there are settings called "weigths" for this.
The pack contains both the intact structures and their ruined version, both clearly labelled and I also have included images for each structure inside the zip, so you can pick and choose the ones you want to keep.
To use extract to your ".minecraft\mods\resources\ruins" folder
The ruins folder contains folders for each biome, I suggest putting the .tml files begining with 'Sandstone' or 'desert' into the Desert and DesertHills folders and the others into the Forest, ForestHills, Jungle, Plains and Taiga folders
Download
Hope you like, the desert buildings are made of sandstone, I'm using the soratex texture pack.
Crash Report