In the past few months, I've been overhauling my set of structures designed to spawn in using Ruins mod and building tons of new structures.
This set of structures is designed to give new worlds the "lived-in" feel of constantly played maps, but without the depleted resources that accompanies already played maps. Many of these structures were developed over time as personal solutions to the more challenging aspects of surviving some of the deadlier mobs that exist in modded minecraft, while keeping the early game intact.
Civilization has now developed in swamps, and the plains civilization has further declined into ruins.
All my underground facilities have access ladders with iron fences and a water landing for a fast and safe, rail-guided freefall, and a few have built-in slime-pad launch towers for fast hang glider escapes! Cities rise and fall as eons and civilizations pass, and the traces of life accumulate in living worlds.
This set of content is always evolving, so tell me what you think!
My content has adapted over time to the wonderfully hostile mobs in Grimiore of Gaia 3, expanding on my original underground facility to include several designs. It's refreshingly a lot more fun than an occasional zombie.
Also, in my original set are my prototype spawn builds that I occasionally use for a Mystcraft hub.
Uploaded the August set again with relative coordinates for the skyport mining base and pulled it out of the ground a couple blocks as it was set in a little too deep. Relative coordinates were important so that parts of the structure stay underground if spawned separately by accident instead of as the entire facility as intended (better proofing against misplaced files)
Built a reactor control facility and finished the details for the version that uses modded blocks, mostly from Chisel, and the standard Tinkers Construct bouncepad launch tube. Along the back wall is a mock-up of an AE system, also using Chisel blocks. Access conduits for power lines run directly under the walls for easy installation of machines.
Also a personal standard for my facilities is the freefall ladder guided water landing for fast and easy access of any level from the surface, using only vanilla blocks, although I do like the Open Blocks elevators and the Ender IO ones as well.
Updated a couple structures in new version on August 25, replacing the Aug 20 version that fixed some templates that broke in the newest version of Ruins by AtomicStryker, the required mod that my content is formatted to generate with.
Made a few recipes with minetweaker to salvage the mock-up mainframes in the reactor facility for some of the less useful AE components. The working AE system is in my survival world, but new players would find the mock-up and a wrench (and they would have to make the wrench) and salvage parts from it themselves.
It's an experiment designed for a little more depth of play, and you wouldn't get all the parts needed to build a working AE system.
Uploaded the updated set of structures, just a few fixes and a new house, after having discovered that some of the Chisel blocks have textures in its newest version that no longer fit how I was using them.
Also, further developed the minetweaker script and nerfed it significantly after seeing just how much stuff the blocks in my reactor facility broke down into. The basic framework is set so that one can turn off the Applied Energistics meteors and still get the presses from salvaging the AE mock-up system made with chisel blocks. Using minetweaker in this way keeps my structures from being dependent on a lot of mods, and lets players decide if salvaging can be done or not.
After making some textures along with the corresponding Minetweaker and CustomItems scripts, Ive gotten my dirt sifting recipes sorted out and running.
I simply wanted dirt to be interchangeable with its material components, in the proportions most similar to what is found in my native soil. It has a vanilla feel while laying a good foundation for further tech development with new ways to get certain biome specific materials.
Oh, the crafting recipes show multiple items on the "crafted" side, minetweaker lets you have consistent multiple outputs so that you can break down dirt in this way. Also, the sifting screen is reused in all recipes.
I've done some more groundwork to the recipes to create a more complete set that is usable in game.
Over the past few months I've been overhauling my set of structures that spawn in worlds using Ruins mod, and I've made a few new releases, with a ton of new structures, and am about to release my structures again in a couple days.
The impending release will be a colonization of the oceans with Exploration Era sailing Ships, shown below:
Tomorrow I'll release another update with several more structures.
There are three new airships, in a fantasy style I created three and a half years ago on the server I moderated on. There are a couple of tour boats fitting the 1900's, and the mineshack is completely rebuilt, and added in addition to the first one. There are a couple spawner dungeons, including this one with creepers. The Hangar facility has also been rebuilt to be more compact and better fit the terrain. The giant desert obelisk has been consolidated into a single template for efficiency. Lastly, the pylons in the swamp and river houses are extended.
While playing an ocean map and building another Atlantis style city, I've decided to make this detailed dome building in creative mode that will be a part of the seafloor builds in my Ruins-set. For reference, I built this netherspawn 4 years ago on the server I moderated on, and it was used in the nether I think until the server eventually shut down, and as of yet I haven't remade that building for use in Ruins, but the Seafloor Dome is already a template and will be in the next release, which may be soon.
This is just a simple update that I wanted to show my new dome along with my oldest one of the same size.
Ruins mod has a few subtle but important features, like how a structure blends seamlessly into the land, and templates can have lists of randomized blocks, a simple example of this is below. There is a lot of back-end development that is done, over and above simply building a structure, that greatly affects how each instance of a build spawns into the world.
Ruins is compatible with all the biome mods. There is one important thing that must be done when adding new biome mods to a pack already containing Ruins:
The file Ruins.txt contains a calibrated list of biomes, this file must be deleted and it will regenerate this list the next time the modpack is loaded. Ruins detects biomes through this list and the list doesn't update automatically.
Since I discovered this today, I've been in the process of backporting these structures for use in 1.7.10 with Et Futurum, and I've gotten it mostly functional.
Unfortunately, Ruins reports a few templates as 'faulty', specifically some of the adobe houses and the first level in one of the statues, and probably some more.
Otherwise, I've replaced all instances of as-of-yet unavailable vanilla blocks with Et Futurum equivalents, updated the rotation map to accommodate them, and changed how the chests are designated, because for some reason 1.7.10 Ruins had a very different naming scheme for them; I'd just love to figure out why some ruins refuse to work.