It checks all Minecraft registered Biomes, this has nothing to do with folders ( I just put those there for your convenience ).
When running ExtraBiomes, your log should show it checking for the additional Biomes, unless ExtraBiomes messes up or circumvents MC's vanilla Biome Array.
Thanks for updating this, adds some nice variety to the landscape and has loads of potential, I hope people will start to utilize it more.
Does this mod still require modloadermp? If so then disregard the error, but I am afraid I ran into a bug while doing some SMP testing on my server, it grinded to a hault. It might be worth mentioning that I am using various mods that alter terrain generation, such as Redpower 2, ExtraBiomesXL, Flora & Soma from InfiCraft, as well as your Battle Towers mod.
Server: Forge 3.3.8.152
Server crash
[WARNING] Failed to handle packet: java.lang.NullPointerException
java.lang.NullPointerException
at my.a(Chunk.java:640)
at my.a(Chunk.java:546)
at ge.b(World.java:501)
at atomicstryker.ruins.RuinTemplateRule.placeBlock(RuinTemplateRule.java:130)
at atomicstryker.ruins.RuinTemplateRule.doNormalBlock(RuinTemplateRule.java:89)
at atomicstryker.ruins.RuinTemplateRule.doBlock(RuinTemplateRule.java:55)
at atomicstryker.ruins.RuinTemplate.doBuild(RuinTemplate.java:277)
at atomicstryker.ruins.RuinGenerator.createBuilding(RuinGenerator.java:123)
at atomicstryker.ruins.RuinGenerator.generateNormal(RuinGenerator.java:43)
at mod_Ruins.generateSurface(mod_Ruins.java:49)
at BaseMod.generate(BaseMod.java:119)
at cpw.mods.fml.common.FMLCommonHandler.handleWorldGeneration(FMLCommonHandler.java:551)
at cpw.mods.fml.server.FMLServerHandler.onChunkPopulate(FMLServerHandler.java:211)
at mp.a(ChunkProviderServer.java:212)
at my.a(Chunk.java:1150)
at mp.c(ChunkProviderServer.java:124)
at ar.<init>(SourceFile:28)
at zf.a(SourceFile:177)
at zf.c(SourceFile:300)
at jg.d(ServerConfigurationManager.java:172)
at mm.a(NetServerHandler.java:350)
at jw.a(SourceFile:126)
at qq.b(NetworkManager.java:353)
at mm.a(NetServerHandler.java:73)
at fk.a(SourceFile:107)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:573)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:450)
at dn.run(SourceFile:492)
2012-07-06 11:38:46 [SEVERE] Unexpected exception
java.lang.NullPointerException
at CustomSpawner.isNearTorch(CustomSpawner.java:1287)
at CustomSpawner.entityDespawnCheck(CustomSpawner.java:1047)
at CustomSpawner.despawnMob(CustomSpawner.java:1156)
at CustomSpawner.despawnMob(CustomSpawner.java:1120)
at mod_mocreatures.onTickInGame(mod_mocreatures.java:226)
at BaseMod.doTickInGame(BaseMod.java:41)
at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:95)
at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:83)
at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:55)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:127)
at cpw.mods.fml.server.FMLServerHandler.onPostServerTick(FMLServerHandler.java:157)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:604)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:450)
at dn.run(SourceFile:492)
Server disconnect client
2012-07-06 11:58:58 [WARNING] Failed to handle packet: java.lang.NullPointerExce
ption
java.lang.NullPointerException
at my.a(Chunk.java:640)
at my.a(Chunk.java:546)
at ge.b(World.java:501)
at atomicstryker.ruins.RuinTemplateRule.placeBlock(RuinTemplateRule.java:130)
at atomicstryker.ruins.RuinTemplateRule.doNormalBlock(RuinTemplateRule.java:89)
at atomicstryker.ruins.RuinTemplateRule.doBlock(RuinTemplateRule.java:55)
at atomicstryker.ruins.RuinTemplate.doBuild(RuinTemplate.java:277)
at atomicstryker.ruins.RuinGenerator.createBuilding(RuinGenerator.java:123)
at atomicstryker.ruins.RuinGenerator.generateNormal(RuinGenerator.java:43)
at mod_Ruins.generateSurface(mod_Ruins.java:49)
at BaseMod.generate(BaseMod.java:119)
at cpw.mods.fml.common.FMLCommonHandler.handleWorldGeneration(FMLCommonHandler.java:551)
at cpw.mods.fml.server.FMLServerHandler.onChunkPopulate(FMLServerHandler.java:211)
at mp.a(ChunkProviderServer.java:212)
at my.a(Chunk.java:1150)
at mp.c(ChunkProviderServer.java:124)
at ar.<init>(SourceFile:28)
at zf.a(SourceFile:177)
at zf.c(SourceFile:300)
at jg.d(ServerConfigurationManager.java:172)
at mm.a(NetServerHandler.java:350)
at jw.a(SourceFile:126)
at qq.b(NetworkManager.java:353)
at mm.a(NetServerHandler.java:73)
at fk.a(SourceFile:107)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:573)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:450)
at dn.run(SourceFile:492)
java.net.SocketException: Connection reset
at java.net.SocketInputStream.read(Unknown Source)
at java.net.SocketInputStream.read(Unknown Source)
at java.net.SocketInputStream.read(Unknown Source)
at java.io.FilterInputStream.read(Unknown Source)
at lx.a(SourceFile:145)
at qq.h(NetworkManager.java:236)
at qq.c(NetworkManager.java:423)
at zt.run(SourceFile:76)
Unfortunately i cannot tell. That trace goes through World (setBlock probably) and Chunk (same), which shouldn't crash, ever, unless another mod glitches that.
See if one of the mods you installed (serverside) modified the base class my.class - candidates are ExtraBiomes and Flora&Soma, i'd say Flora is the most probable crash cause
after searching for about 45 mins so far no non-vanilla structures have spawned, are these structures rare? and theres nothing in the ruins_log file. i'm using 1.2.5
I made a customized pack of templates. I picked structures for each biome, re-weighted them per biome, and in some cases tweaked them to fit in better. I included a few structures I fixed, vanilla village buildings (intact & ruined), and a bunch of my own templates. It's pretty much done, though it's lacking nether structures and I haven't run out of ideas for templates...
To use this, move or delete the default folders in ./minecraft/mods/resources/ruins/ and replace them with the contents of the zip.
I also recommend these settings for ./minecraft/mods/ruins.txt
This makes for plentiful structures spread out fairly evenly (though it does lag when they render). They are weighted so that the bigger, lootier structures are rarer.
I made a customized pack of templates. I picked structures for each biome, re-weighted them per biome, and in some cases tweaked them to fit in better. I included a few structures I fixed, vanilla village buildings (intact & ruined), and a bunch of my own templates. It's pretty much done, though it's lacking nether structures and I haven't run out of ideas for templates...
To use this, move or delete the default folders in ./minecraft/mods/resources/ruins/ and replace them with the contents of the zip.
I also recommend these settings for ./minecraft/mods/ruins.txt
This makes for plentiful structures spread out fairly evenly (though it does lag when they render). They are weighted so that the bigger, lootier structures are rarer.
Enjoy!
Thanks for this, Ill try it out now. There wasnt quite enough variety in the original download, so I tried adding some converted schematics myself. It works but some of the finer details escape me, like is there a way to make structures spawn underground? And how do I get a ruin to appear in a forest? Seems they always look for a flat empty space.
Thanks for this, Ill try it out now. There wasnt quite enough variety in the original download, so I tried adding some converted schematics myself. It works but some of the finer details escape me, like is there a way to make structures spawn underground? And how do I get a ruin to appear in a forest? Seems they always look for a flat empty space.
One problem with the original is that many of the biome folder names aren't capitalized correctly and the mod doesn't recognize them!
You can check the log to make sure it's loading everything. That's why you aren't getting anything in forests.
As for underground, there's no direct way, but you can add layers on top of your structure filled with a block rule with 0% chance to spawn (leaving the world blocks untouched) and set the embed_into_distance variable to the total number of layers. DwarfBase in the hills folder in my pack is an example.
One problem with the original is that many of the biome folder names aren't capitalized correctly and the mod doesn't recognize them!
You can check the log to make sure it's loading everything. That's why you aren't getting anything in forests.
That's not my fault, i made Ruins literally read the Biome Names minecraft is using internally (NOTHING is hardcoded)
One problem with the original is that many of the biome folder names aren't capitalized correctly and the mod doesn't recognize them!
You can check the log to make sure it's loading everything. That's why you aren't getting anything in forests.
As for underground, there's no direct way, but you can add layers on top of your structure filled with a block rule with 0% chance to spawn (leaving the world blocks untouched) and set the embed_into_distance variable to the total number of layers. DwarfBase in the hills folder in my pack is an example.
Oh, I see. Ill take a look at how you did it, thanks. Carving a dungeon into the stone sounds easy enough but what if I wanted to place a small miners shack in an already open cave? Im just not sure what all of the variables mean.
This mod has loads of potential. Schematics are plentiful and easy to convert with the included application so its endlessly customizable. Ive already had all sorts of fancy houses and ships appear in my test worlds that I could never build on my own and with a little more effort you can add mob spawners, treasure and random missing blocks so they are more like ruins.
Oh, I see. Ill take a look at how you did it, thanks. Carving a dungeon into the stone sounds easy enough but what if I wanted to place a small miners shack in an already open cave? Im just not sure what all of the variables mean.
I can't think of a way to do this, unfortunately. Increasing allowable_overhang may let the buried structure intersect a cave, but won't target caves.
As to variables, read the template rules file. It's all there.
When running ExtraBiomes, your log should show it checking for the additional Biomes, unless ExtraBiomes messes up or circumvents MC's vanilla Biome Array.
I went to the:
Downloads
moved to:
http://www.atomicstryker.net
Try again
Thank you
Does this mod still require modloadermp? If so then disregard the error, but I am afraid I ran into a bug while doing some SMP testing on my server, it grinded to a hault. It might be worth mentioning that I am using various mods that alter terrain generation, such as Redpower 2, ExtraBiomesXL, Flora & Soma from InfiCraft, as well as your Battle Towers mod.
Server: Forge 3.3.8.152
Server crash
Server disconnect client
See if one of the mods you installed (serverside) modified the base class my.class - candidates are ExtraBiomes and Flora&Soma, i'd say Flora is the most probable crash cause
Link Removed
download
To use this, move or delete the default folders in ./minecraft/mods/resources/ruins/ and replace them with the contents of the zip.
I also recommend these settings for ./minecraft/mods/ruins.txt
tries_per_chunk_normal=7
chance_to_spawn_normal=100
chance_for_site_normal=0
chunks_behind_normal=5
tries_per_chunk_nether=6
chance_to_spawn_nether=10
chance_for_site_nether=15
chunks_behind_nether=5
specific_Ocean=1
specific_Plains=100
specific_Desert=75
specific_Extreme Hills=100
specific_Forest=100
specific_Taiga=100
specific_Swampland=100
specific_River=100
specific_Hell=100
specific_Sky=100
specific_FrozenOcean=100
specific_FrozenRiver=25
specific_Ice Plains=100
specific_Ice Mountains=100
specific_MushroomIsland=100
specific_MushroomIslandShore=25
specific_Beach=25
specific_DesertHills=100
specific_ForestHills=100
specific_TaigaHills=100
specific_Extreme Hills Edge=100
specific_Jungle=100
specific_JungleHills=100
Enjoy!
Thanks for this, Ill try it out now. There wasnt quite enough variety in the original download, so I tried adding some converted schematics myself. It works but some of the finer details escape me, like is there a way to make structures spawn underground? And how do I get a ruin to appear in a forest? Seems they always look for a flat empty space.
One problem with the original is that many of the biome folder names aren't capitalized correctly and the mod doesn't recognize them!
You can check the log to make sure it's loading everything. That's why you aren't getting anything in forests.
As for underground, there's no direct way, but you can add layers on top of your structure filled with a block rule with 0% chance to spawn (leaving the world blocks untouched) and set the embed_into_distance variable to the total number of layers. DwarfBase in the hills folder in my pack is an example.
That's not my fault, i made Ruins literally read the Biome Names minecraft is using internally (NOTHING is hardcoded)
Oh, I see. Ill take a look at how you did it, thanks. Carving a dungeon into the stone sounds easy enough but what if I wanted to place a small miners shack in an already open cave? Im just not sure what all of the variables mean.
This mod has loads of potential. Schematics are plentiful and easy to convert with the included application so its endlessly customizable. Ive already had all sorts of fancy houses and ships appear in my test worlds that I could never build on my own and with a little more effort you can add mob spawners, treasure and random missing blocks so they are more like ruins.
I'm not blaming you, it's an excellent idea! Problem solved, anyway.
I can't think of a way to do this, unfortunately. Increasing allowable_overhang may let the buried structure intersect a cave, but won't target caves.
As to variables, read the template rules file. It's all there.