Ruins v6
Adds procedurally-generated ruins randomly into the game world, which are created from user-defined template files, to your Minecraft experience.
Latest ModLoader compatible. No base classes modified!
Now with biome-specific ruin template support!
You can modify the ruin spawn rate with an options file (<minecraft root>/ruins.txt). It will also produce an error/results file (<minecraft root>/ruins_log.txt) with which you can potentially troubleshoot your template files or report errors.
TO-DO:
- Chest items/mob spawner tweaking
- Text for signs
- "Civilization" site building (also per biome if wanted!)
- Minimum and maximum distance from [0,0] (for civilizations)
- (maybe) Underground ruins
CONFLICTS:
None that I know of at this time.
SUPPORT:
You do know how to install a mod, right? There are other instructions in the readme.
NEW FEATURES:
v6 -
+ Options per world
+ Added Unique flag (only generate once per world)
+ Unique ruins are retained between world loads
+ Added a .schematic converter (no documentation!)
+ Ruins now have a bounding box to prevent sloppy generation
+ Attempted to fix edge of world generation (we'll see)
Very nice. I would love to find some ruines in my world. Think about adding Treasure or something. Like with dungeons. This would also mean that they should be rarer.
Good job, Ill try it later, Im currently still on 1.2 :smile.gif:
Looking into whether ModLoader will allow me to hook into the world generation before trees generate, or if I'll have to write an entirely new world generation script. So ModLoader support may not be feasible. It's not really a priority for me at the moment. When Biome Terrain comes out for 1.3_01 I will look into turning this into a module for it.
Quote from Equeon »
I'll get it when they're a bit more rare and compatible with other mods. There should be trees growing in the ruins, and some chests as well.
Trees grow in the ruins now if Minecraft decides to place them, I've seen it happen. You can create templates with chests right now.
Quote from 8BitGinno »
Having treasure chests seems nice, though should probably still be a rare find.
I'm not entirely worried about how rare chests are because you could make a template entirely out of diamond blocks. Or just have it spawn a ton of chests. The templates are user-editable, and you can add more if you want. It just scans the resources/ruins directory for any .tml files and attempts to load them
I'm pretty dumb when it comes to this. I've recently figured out how to install texture packs and other peoples saves(not that hard as i see now) And now im trying mods. I've downloaded it and moved the classes file into the minecraft.jar(for me it says minecraft or minecraft 1.3_01) but then in the readme.txt it says drag the resources into the <minecraft root> file? Whats this? Is is the resources file in the minecraft folder? because i did all that but walked around for awhile in a fresh new world and wasn't finding any ruins when it says they spawn A lot.
I'm pretty dumb when it comes to this. I've recently figured out how to install texture packs and other peoples saves(not that hard as i see now) And now im trying mods. I've downloaded it and moved the classes file into the minecraft.jar(for me it says minecraft or minecraft 1.3_01) but then in the readme.txt it says drag the resources into the <minecraft root> file? Whats this? Is is the resources file in the minecraft folder? because i did all that but walked around for awhile in a fresh new world and wasn't finding any ruins when it says they spawn A lot.
the .minecraft folder is the root. the resources folder is the folder that contain the sounds.
OT:looks like a good mod but i wont dl till a little less likely to spawn and has yummy treasure :biggrin.gif:
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Quote from Fross »
It's like Lego, but occasionally a terrorist sneaks in through your window and blows all of your to hell.
Having ruins spawn in the nether would take a modification to another base class, something I was hoping to avoid. I think I might wait on that until Biome Terrain is back online.
The texture pack (what you can see of it, anyway) is a mix of John Smith's and Glimmar's Steampunk pack. Glimmar's biome triangles are bad-ass, I highly suggest checking the pack out.
Thanks for the feedback everyone. I should be able to get a new release out in a day or two with most of the to-do items, got a lot done today.
I'm pretty dumb when it comes to this. I've recently figured out how to install texture packs and other peoples saves(not that hard as i see now) And now im trying mods. I've downloaded it and moved the classes file into the minecraft.jar(for me it says minecraft or minecraft 1.3_01) but then in the readme.txt it says drag the resources into the <minecraft root> file? Whats this? Is is the resources file in the minecraft folder? because i did all that but walked around for awhile in a fresh new world and wasn't finding any ruins when it says they spawn A lot.
The minecraft.jar is in the bin folder, which is in the .minecraft folder. Put all files from th mod in the jar, and DELETE THE META INF folder. Load up minecraft...enjoy.
Very nice like most others say you sould add a treasure and maybe a dungeon, somtimes only a dungeon and somtimes only a treasure also you could add a rotten wood block it will look like wood but darker
and will have 20% cance to break everytime you walk on it it can be mined and be used for traps
Such a great idea. I am looking forward to testing this mod, but i don't know where to install the 'src' folder. The ReadMe had nothing in it about where to put it. Thanks in advance :smile.gif:
I'm working on a fairly similar mod as part of my NodePack.
It's great what you've done with the template files.
Let me know if I can help you out any in terms of getting it working with ModLoader, etc.
LostKingpin wrote :
> Such a great idea. I am looking forward to testing this mod, but i don't
> know where to install the 'src' folder. The ReadMe had nothing in it about
> where to put it. Thanks in advance
Now someone correct me if im wrong, but i think the src file just contains templates in case you want to mess with the mod yourself. I didn't install it anywhere and the mod worked fine for me so it should be unnecessary.
Adds procedurally-generated ruins randomly into the game world, which are created from user-defined template files, to your Minecraft experience.
Latest ModLoader compatible. No base classes modified!
Now with biome-specific ruin template support!
You can modify the ruin spawn rate with an options file (<minecraft root>/ruins.txt). It will also produce an error/results file (<minecraft root>/ruins_log.txt) with which you can potentially troubleshoot your template files or report errors.
You can find it here:
http://mcmodcenter.net/infusions/pro_download_panel/download.php?did=47
TO-DO:
- Chest items/mob spawner tweaking
- Text for signs
- "Civilization" site building (also per biome if wanted!)
- Minimum and maximum distance from [0,0] (for civilizations)
- (maybe) Underground ruins
CONFLICTS:
None that I know of at this time.
SUPPORT:
You do know how to install a mod, right? There are other instructions in the readme.
NEW FEATURES:
v6 -
+ Options per world
+ Added Unique flag (only generate once per world)
+ Unique ruins are retained between world loads
+ Added a .schematic converter (no documentation!)
+ Ruins now have a bounding box to prevent sloppy generation
+ Attempted to fix edge of world generation (we'll see)
Good job, Ill try it later, Im currently still on 1.2 :smile.gif:
Minecraft is a great game, but feels so big and empty. It needs things above ground to give it life. And this mod seems like a great idea.
Having treasure chests seems nice, though should probably still be a rare find.
WTF?
Looking into whether ModLoader will allow me to hook into the world generation before trees generate, or if I'll have to write an entirely new world generation script. So ModLoader support may not be feasible. It's not really a priority for me at the moment. When Biome Terrain comes out for 1.3_01 I will look into turning this into a module for it.
Trees grow in the ruins now if Minecraft decides to place them, I've seen it happen. You can create templates with chests right now.
I'm not entirely worried about how rare chests are because you could make a template entirely out of diamond blocks. Or just have it spawn a ton of chests. The templates are user-editable, and you can add more if you want. It just scans the resources/ruins directory for any .tml files and attempts to load them
the .minecraft folder is the root. the resources folder is the folder that contain the sounds.
OT:looks like a good mod but i wont dl till a little less likely to spawn and has yummy treasure :biggrin.gif:
The texture pack (what you can see of it, anyway) is a mix of John Smith's and Glimmar's Steampunk pack. Glimmar's biome triangles are bad-ass, I highly suggest checking the pack out.
Thanks for the feedback everyone. I should be able to get a new release out in a day or two with most of the to-do items, got a lot done today.
The minecraft.jar is in the bin folder, which is in the .minecraft folder. Put all files from th mod in the jar, and DELETE THE META INF folder. Load up minecraft...enjoy.
Also I want to know how you edit the class files?
and will have 20% cance to break everytime you walk on it it can be mined and be used for traps
Very nice job s for you
I'm working on a fairly similar mod as part of my NodePack.
It's great what you've done with the template files.
Let me know if I can help you out any in terms of getting it working with ModLoader, etc.
my mod is here: viewtopic.php?f=1032&t=201667
> Such a great idea. I am looking forward to testing this mod, but i don't
> know where to install the 'src' folder. The ReadMe had nothing in it about
> where to put it. Thanks in advance
Now someone correct me if im wrong, but i think the src file just contains templates in case you want to mess with the mod yourself. I didn't install it anywhere and the mod worked fine for me so it should be unnecessary.