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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Ok i need to Double check something that confuses me here.
    I made a room, and set the command block to spawn it to the north, That room THEN spawns a random room to the EAST.
    Now the code to make it spawn east is, "RUINSTRIGGER /testruin DUNGEONROOM# ~ ~-1 ~-7 1"
    Rotated appropriately for the door, etc.

    Now, i rotated the original room, then i spawn the Random ROOM again but to the west using this code:
    "RUINSTRIGGER /testruin DUNGEONROOM# ~ ~-1 ~-7 3"
    And it works fine, but, you'l note that, aside from the last number (rotation)
    The ~ ~-1 ~-7 part is exactly the same.

    Shouldn't the Coordinates change?
    Like~ ~-1 ~-7 is to spawn it 7 blocks to the east, shouldn't it be ~ ~-1 ~7 to spawn it to the west?

    Thats what confuses me.
    Does it rotate the command automatically to fit the rotation of the original ruin?
    Or am i completely lost here.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Hmm that is a good idea.
    Could also prevent the rooms from overlapping that way.


    Though, Doesn't the commandblock "RUINSTRIGGER" prevent most "outside of world" error?
    since the rooms would only trigger when you get closer.
    I often use it for bigger structures, the "Pop in" isnt really an issue for us.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I have a question regarding randomized Dungeons.
    And the best way to go about making them?

    Say i wanted to make a simple dungeon with some rooms, corridors etc, that randomly generate upon spawning.
    i figure the best way to do this is via Command blocks and Ruins Triggers. Aka spawning a random room next to the previous one.

    How ever, if i were to make the parts each have a command block that has a chance to spawns a new room next to it, i fear it might create and endless dungeon.
    As far as i can tell, there's no simple way to tell it, Hey! that's enough rooms!

    Only way i can think of is to make copies of the rooms and number the clones, (like room#1 can only spawn ruins numbered room#2, room#2 only spawns room#3, etc.)
    But that seams like an EXTREMELY tedious work around, Plus i would have like 3-6 copies of "corridor" witch gets very cluttered.
    Surely there's an easier way to go about this?

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from QuarterAnimal»

    That should work. In fact, I just tested it, and it does work. Something else is inhibiting your structure from spawning, apparently. Or...is it possible it did spawn once, and you just didn't notice it? Look in RuinsPositionsFile.txt if you haven't already and see if you can find it there.


    No, Ruins doesn't count failed attempts as spawns. It does, however, count any spawns that may have occurred in the world before you changed the value of uniqueMinDistance, if you're reusing the same world over and over for testing.


    As an aside, you might also consider setting spawnMinDistance to a fairly large number, too, to prevent all your unique structures from appearing close to worldspawn (unless you want that), and weight to a fairly small number to reduce the chance they're all clumped together.


    Ah, guess i should test around abit more then, Its weird though cause it was pretty night and day with the spawn rate so to speak.
    and yeah i Do check the RuinsPositionsFile.

    (spawnmin only works on overworld, not on other planets/dimensions)

    Thanks for the reply though.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I'm currently having issues finding my Unique Structures, It's like they never spawn at all.
    (i set to uniqueMinDistance=6000000, this is to make sure they spawn only once.)

    If i change uniqueMinDistance to less, they seam to spawn, but shouldn't they spawn once at least with the high number?

    I mean that's the whole point, spawn Once then never again. i don't want 100 uber boss wizard towers all over.

    It doesn't count the times it is unable to spawn to the distance does it? it can't be that bad... can it?

    Ether way, i need advice, I guess i could make a command block check some score stats and then spawn something else if it's already spawned, But i've never done that before. Nor do i know if it would work for 100+ unique buildings.

    I am using an old version 1.12.2, Since i am unable to update due to a massive Modpack breaking issue with the newer versions.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Question, Is there any issue with having to many Ruin files? Or to BIG ruin files?
    Lately i have run into a strange lag issue with my Minecraft, but the only thing i've done between then and now is add a bunch a ruins to my pack.

    Though i would Doubt this is the case since i added like 1000+ Car ruins to spawn on my (lost cities) Roads. and there was no real slowdown.
    Then i added some Craters to my other planets, and now my minecraft runs like a potato.


    I'm only asking to make sure, but i don't see why it would be an issue?

    (i should note, the lag happens even on my test flat world witch doesn't have any ruins spawning at all, So i wouldn't say its cause they spawn alot.)

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Thanks a lot guys, this sure will make things easier.

    Also i find myself using command blocks way more to spawn Ruins, it's been way more effective so far.

    In other news, How would you guys recommend spawning in really LARGE ruins?
    Would Using the adjoining_template Setting in small chunks be better than one large one?

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    So trees Spawn inside houses, as im sure you are aware since the Mod preserves Leafs/logs/snow by default.

    I'm mostly looking for ideas to work around this issue.
    One idea would be filling the inside with another block type, (like the barrier block) then, via commandblocks, replace those with air after the structure has spawned. But that's a bit of a hazzle.

    I would like to ask if anyone has any better suggestions?

    One way could also be to use some other "air block", but i don't really have any mod that has anything like that, Nor the skills to make one.

    i'm on 1.12.2 version.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from QuarterAnimal»


    I'm curious as to what "doesn't work at all" means, since I can get the latest versions of the two mods to play together just fine. What exactly isn't working for you?


    Well, the way Rocketry handles dimensions is different from Vanilla.
    You have config that lets you add Dimensions (planets), These custom dimensions are all called "planet" but use a number ID to differentiate.

    In the previous version, if i stick a ruin in any biome/generic, it will also spawn in these custom dimensions. (as it should.)

    In the newest version, They will not spawn at all in these custom dimensions.
    i have dimensiontospawnin off for the ruin, So it should spawn in all dimensions, and yes the number ID is listed in ruin.txt.
    Switching versions to the old one made it work instantly, with no code edit.


    Though i haven't updated Rocketry in a while, Do you think the latest version would work better?

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I did some testing trying to find a work around to an issue i had, And it turns out the latest version doesn't work at all with AdvancedRocketry Dimensions.
    So i had to Revert back to the previous version (witch does work.)

    I know Stryker doesn't want to Meddle with the AR Dimension system, but i figured i should Give a heads up to anyone who though about using the mods together.
    Not sure what the Update Changed that broke it, But there has to been Some change in the code oh how it handles dimensions.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Hmm, So it seams Rivers and water holes are generated after the Ruins?
    I can't seam to spawn things in water puddles or rivers* (on water), And sometimes my command block gets cut off near waterholes, rare but happens once in a blue moon.
    (*Actually it CAN spawn in the "River biome", But when the river goes into another biome it wont, even though the ruin is set to allow the other biomes too.)

    Not really a Big issue, but its something i've noticed.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from AtomicStryker»

    I have compiled and pushed the current 1.12.2 build to curse for you


    Awesome!
    You sir are a true hero in my eyes, thank you soo much for the help.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I hate to sound pushy but, Mr Stryker, Would it be possible to release that update for 1.12.2 QuarterAnimal was talking about?
    I could really use those new functions for my mod pack.

    It would be counter productive to start working with the current version if a better one exists.

    And right now the pack is on hold until i can get this sorted out.



    (also sorry for double posting)

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    I would suggest getting a discord server for this.

    A place for people to discuss this (and other) mods, Plus i find them easier to search through for answers than a forum like this.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from QuarterAnimal»


    Incidentally, the latest version also includes two other things that might be of interest to you--a new dimensionsToSpawnIn[/b] template parameter and improved Galacticraft compatibility. Just sayin'.

    Now that could be VERY useful since i use Galacticraft in my pack.

    Sadly, I can't really putt together a build myself, so It would be nice if AtomicStryker released it.


    Posted in: Minecraft Mods
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