Thanks for the link. Unfortunately, that mod doesn't hold my hand well enough for me to understand. The most I've been able to do with it is crash my game.
Treasure chests in Ruins templates EITHER:
* Use existing loot tables, OR
* Have specific contents specified in the template itself (via the Iinventory tag).
A rule like the above calls upon the "desert_pyramid" loot table, pulling 3 "rolls" on the loot table for a chest that has facing #5. (Note: a "stack" of loot may be split across multiple spaces, so the actual chest when opened may have more than just 3 slots filled.)
If a mod alters the "vanilla" loot tables, Ruins templates that use those same loot tables will be impacted appropriately.
Thank you! I was hoping that would be the answer! I'm always impressed at how easy and logical Ruins is. Now I just need to find a mod that can add modded items to default loot tables.
Hello! Is it possible to give some modded items a chance to appear in ruins treasure chests? I'm playing with Mo Creatures, and would like some of the items in that mod (some of the creature drops) to sometimes appear in chests. If it makes a difference, I'm using Minecraft 1.10.3.
If it is possible, how do I do it? I'm guessing I'll need some sort of ID for the items I intend to add to the treasure tables - how can I find that out?
[Edit] Maybe a more pertinent question would be this: Does Ruins use custom loot tables, or does it use tables that already exist in Minecraft?
I've got a question about custom configs. I've been trying to solve the problem alone for a few hours now, to no avail. I want Wyverns to spawn in the overworld, in mountainous places.
I'm using Minecraft version 1.10.2, and the recommended version of Forge for MC 1.10.2. Perhaps over-optimistically, I'm trying to get things to work nicely with Boimes o' Plenty. Generally, creatures are spawning in places where they should. Wyverns do still spawn in the Wyvern Dimension.
Here are some changes from two config files, which I thought would solve the problem:
If you can find 1.9 versions of the templates and move them into the same folders, overwriting the 1.7.10 templates, that should do the trick.
(In the off chance that you might have any of MY old templates -- in which case, you'd likely have more severe problems than just chests, since my structures use a lot of Command Blocks -- my file naming convention notes the version of MC as part of the template name -- so you'd need to delete the "1v7v10" versions or have BOTH versions popping up. I don't think most people follow that sort of naming convention, however, so for anyone else it probably wouldn't be an issue. The official templates that come with the Ruins ZIP folder keep the same names, so installing them would definitely overwrite the old ones.)
I did indeed have your old templates! Good thing you told me that!
Yes, it would. Chest logic changed in Minecraft 1.9, so any structures that use ChestGenHook to generate treasure won't work properly without some conversion.
It should work if I just overwrite everything I can in the 'resources' folder, right? I know I have a mixture of ruins from at least three sources, but if some of them have treasure, I'll be happy.
I've been playing with this mod for a little while now on 1.9, and have noticed that chests don't seem to have loot. I have looked in at least two dozen chests from ruins structures. Exactly one had anything in it. Naturally spawning chests do have loot, however.
I imported my resources folder from an older (1.7.10) game, could that have caused this issue?
1.8.9 Build is being added to the main post now, 1.9 development is now priority one.
Fantastic news! Godspeed to you, glorious facilitator! I may yet leap from my airship brandishing a blade foremost and also dirt as my contingency. (Seriously though, I am playing 1.9 and looking forward to airships.)
That was a super helpful and informative response.Thanks very much! I think I may not have been waiting long enough to click 'skip ad.' Although it was displayed, clicking it was redirecting me to another site, which was more of the same (and in some cases worse). Waiting several seconds after 'skip ad' appeared before clicking it resulted in a successful download. It also seems like it could be possible that this behavior was a vengeful response to me using adblock.
Tragically, the 1.9 download on http://www.atomicstryker.net/ruins.php leads me to various malware downloads, and never to the actual mod. A fix for this would be most welcome! I'd love to play with this mod - I remember how much it added to my old games.
Perhaps I am stupid because I don't found any explanation here but... how crate works ? I try during a quarter and as soon as I mount my ship, the entity go through it (I am pretty sure they weren't fixed in fact). So just how to link them ? (I try right click/shift rick click on the entity or on the crate when the ship is assembled and when it's not.)
I tried this (on 1.7.10), and found that the entity appears to fall through, but when I disassemble somewhere else later, the entity appears where it should be. That is, on the crate.
I noticed that blocks in Bibliocraft change to the correct orientation when the ship disassembles with a new heading. Strangely, it seems that furnaces, chests, and engines fail to rotate when they should.
If you check the signatures of a couple of users, like Gillymoth, above, and Jordan_Peacock, you'll find they have links to their files. I think there are some others, but I'm not sure where to find them all. On that note, would those of you who create ruins templates consider creating a repository for your files together? Something like github or a similar service, where it would be easier for a layperson like myself to access your fabulous creations? Being new to the mod, it took me a long time to find extra templates with the size of this thread. I forgot to check signatures at first, lol. Thanks a lot for considering it.
Thank you very much! I decided to go with Jordan_Peacock's work. Gillymoth's stuff sounded more like it had a modern feel, which would be out of place among the other mods I'm using.
I do think that links to packs of ruins should probably be somewhere in the OP.
Oh, to add more ruins, I just stuff the .tml files into the appropriate spot in my mods>resources>ruins>etc folder, right? Do I need to adjust any configs to make them spawn properly?
First of all, this mod is awesome. Yay for good ideas!
It seems like there really should be more templates available from 3rd party sources. Is there any place I can go to download more? Or do I have to make them all myself?
0
Thanks for the link. Unfortunately, that mod doesn't hold my hand well enough for me to understand. The most I've been able to do with it is crash my game.
0
Thank you! I was hoping that would be the answer! I'm always impressed at how easy and logical Ruins is. Now I just need to find a mod that can add modded items to default loot tables.
0
Hello! Is it possible to give some modded items a chance to appear in ruins treasure chests? I'm playing with Mo Creatures, and would like some of the items in that mod (some of the creature drops) to sometimes appear in chests. If it makes a difference, I'm using Minecraft 1.10.3.
If it is possible, how do I do it? I'm guessing I'll need some sort of ID for the items I intend to add to the treasure tables - how can I find that out?
[Edit] Maybe a more pertinent question would be this: Does Ruins use custom loot tables, or does it use tables that already exist in Minecraft?
0
I've got a question about custom configs. I've been trying to solve the problem alone for a few hours now, to no avail. I want Wyverns to spawn in the overworld, in mountainous places.
I'm using Minecraft version 1.10.2, and the recommended version of Forge for MC 1.10.2. Perhaps over-optimistically, I'm trying to get things to work nicely with Boimes o' Plenty. Generally, creatures are spawning in places where they should. Wyverns do still spawn in the Wyvern Dimension.
Here are some changes from two config files, which I thought would solve the problem:
What am I doing wrong?
I'd be most appreciative of any help!
0
I did indeed have your old templates! Good thing you told me that!
0
Great! Thank you!
It should work if I just overwrite everything I can in the 'resources' folder, right? I know I have a mixture of ruins from at least three sources, but if some of them have treasure, I'll be happy.
0
I've been playing with this mod for a little while now on 1.9, and have noticed that chests don't seem to have loot. I have looked in at least two dozen chests from ruins structures. Exactly one had anything in it. Naturally spawning chests do have loot, however.
I imported my resources folder from an older (1.7.10) game, could that have caused this issue?
0
Fantastic news! Godspeed to you, glorious facilitator! I may yet leap from my airship brandishing a blade foremost and also dirt as my contingency. (Seriously though, I am playing 1.9 and looking forward to airships.)
0
That was a super helpful and informative response.Thanks very much! I think I may not have been waiting long enough to click 'skip ad.' Although it was displayed, clicking it was redirecting me to another site, which was more of the same (and in some cases worse). Waiting several seconds after 'skip ad' appeared before clicking it resulted in a successful download. It also seems like it could be possible that this behavior was a vengeful response to me using adblock.
1
Tragically, the 1.9 download on http://www.atomicstryker.net/ruins.php leads me to various malware downloads, and never to the actual mod. A fix for this would be most welcome! I'd love to play with this mod - I remember how much it added to my old games.
1
Zephybear, that would be pretty cool! I think that's asking a lot, though. I think crates might work for transporting them, though!
On a side note, I found a neat tool for helping to make round-looking balloons. http://www.plotz.co.uk/minecraft-sphere-generator.php
Specifically, the sphere or ellipsoid tool.
0
I tried this (on 1.7.10), and found that the entity appears to fall through, but when I disassemble somewhere else later, the entity appears where it should be. That is, on the crate.
0
I noticed that blocks in Bibliocraft change to the correct orientation when the ship disassembles with a new heading. Strangely, it seems that furnaces, chests, and engines fail to rotate when they should.
0
Thank you very much! I decided to go with Jordan_Peacock's work. Gillymoth's stuff sounded more like it had a modern feel, which would be out of place among the other mods I'm using.
I do think that links to packs of ruins should probably be somewhere in the OP.
Oh, to add more ruins, I just stuff the .tml files into the appropriate spot in my mods>resources>ruins>etc folder, right? Do I need to adjust any configs to make them spawn properly?
0
First of all, this mod is awesome. Yay for good ideas!
It seems like there really should be more templates available from 3rd party sources. Is there any place I can go to download more? Or do I have to make them all myself?