Mods / Just More Ruins

Category: #Worldgen
Author: Hexedian
Side: Server
Created: Jul 30th 2022 at 7:21 PM
Last modified: Jan 3rd at 5:49 PM
Downloads: 2173
Follow Unfollow 56

This mod aims to improve the diversity of ruins in the world by introducing new variants. Adds many new types of ruins to world generation, as well as some small trader villages. Some ruins contain interesting but not overpowered loot, while others are simply decorative structures meant to add variety to avid explorers' adventures.

Just More Ruins' structures will be rarer than similar vanilla ruins, which are designed to set the tone of the world; this mod is simply designed as complementary to vanilla ruins generation.


Future plans include better village generation and climate- or biome-specific ruins.

Version For Game version Downloads Release date Changelog Download
v0.4.0 452 Jan 3rd at 5:49 PM Show JustMoreRuins v
v0.3.1 918 Sep 9th 2022 at 9:47 PM Show JustMoreRuins v
v0.3.0 249 Aug 29th 2022 at 7:36 PM Show JustMoreRuins v
v0.2.0 240 Aug 10th 2022 at 8:39 PM Show JustMoreRuins v
v0.1.1 235 Jul 30th 2022 at 8:46 PM Show JustMoreRuins v
v0.1.0 79 Jul 30th 2022 at 7:24 PM Show JustMoreRuins v

20 Comments (oldest first | newest first)

💬 Hexedian, Jan 10th at 11:08 PM

@Yanazake I updated the screenshots with higher quality ones, including a trader village.

💬 Yanazake, Jan 9th at 9:38 PM

Can you provide some images of the trader villages?

💬 BoogieBrando, Nov 16th 2022 at 12:40 PM


Ahh that's a shame, good to know it isn't just me though!

💬 Hexedian, Nov 15th 2022 at 3:37 PM

I know about invisible bookshelves; sadly, that's a bug with the game, which doesn't like rotated ruins with bookshelves, so I can't do anything until it gets fixed, likely with the next game version.

And it looks like surface ruins will be pushed upward if an underground ruin spawned below them. The ruins from Dungeons and Shafts are huge, and some of them have lots of empty air above them, which is what caused the floating ruins that you saw.

💬 BoogieBrando, Nov 15th 2022 at 12:30 PM

I don't know if it's this mod or me or something else, as I can't reproduce it reliably, but just putting it here in case anyone else gets this; Some of the above world and underground ruins/dungeons have invisible objects that only affect Ruined Bookshelves. There was one structure in particular I can remember which I believe it's from this mod and it's some overworld ruin which is a two storey tower with an Armillary at the top on a window. Both floors have these invisible ruined bookshelves, but all other furniture is visible. I'd have attached an image but I deleted the world trying to test my mods out. I have a few other ruins mods but none that I think would interfere with ruined bookshelves. (the vanilla blocks work just fine, but I only noticed that in the ruins from this mod they were invisible).

Edit: Found it again;


Also regarding ruins and dungeon shafts (from the Dungeons and Shafts mod, I assume), right under this floating island was a floating shaft above water, and one that spawned underwater as well. Not sure about ruins from your mod though.

💬 Hexedian, Nov 10th 2022 at 11:49 PM

It might be a long shot but... Can you check if some ruin or dungeon shaft spawned underground under the floating ruins?

💬 TheNiteFox, Nov 10th 2022 at 7:27 PM

Yeah could be temporal tinkerer or dungeon shafts for all I know 😅 Ive only seen it happen twice after spawning like 50 fresh worlds so it doesnt happen often , so not that big a deal :)

💬 Hexedian, Nov 9th 2022 at 2:06 AM

TheNiteFox I can't reproduce the floating ruins bug with this, abandoned kingdom and betterruins installed. There shouldn't be anything in any of these mods that either modifies exisiting ruins, or creates ruins high in the air, so it might be some other mods' fault.

💬 TheNiteFox, Nov 8th 2022 at 7:07 PM

Ok so, I have this mod, abandoned kingdom, and better ruins installed, and I still got a ruin spawning in the air. I wonder if something in the ruin mods are causing base game ruins to go airborne? It happens very rarely but it does still happen and its gotta be this mod, because before when it happened I didnt have abandoned kingdom installed and I know its not better ruins so I really dont know :c 

💬 PeterSanderson, Nov 3rd 2022 at 4:56 PM

Thanks Hexedian - TheNiteFox managed to crush this particular bug. It was being caused by Ruin Variants in conjunction with the other ruins mods.

💬 Hexedian, Nov 3rd 2022 at 3:41 PM

That's one of the base game ruins - specifically, uncommon ruins spawned by the village generator.

💬 PeterSanderson, Nov 2nd 2022 at 5:38 PM

Is this one of your ruins? I'm just trying to track down the mod that generated this floater :)


💬 Hexedian, Sep 9th 2022 at 9:12 PM

Thank you for the report.

WickedSchnitzel's Trader Camp appears to be incompatible with JMR. Will release a patch shortly fixing this.

Fix stolen from NiclAss' Better Ruins, of course.

💬 Hexedian, Sep 7th 2022 at 4:26 AM

Keridwyn I don't see any reason why the sandstone pyramid (that's sandstone1, not sandstone2) would spawn that often, as it has one of the lowest spawn chance, and larger structures tend to spawn less. It's possible the game's structure spawning isn't well balanced and favors spawning multiple times the same structures, instead of varying.

Keep in mind that the game might spawn terrain much further than you can see, so your changes wouldn't happen until you've explored further.

As for suggestions, perhaps the mod's cache, in AppData\Roaming\VintagestoryData\Cache\ , doesn't update if the mod's version doesn't change? Deleting JMR's cache would force the game to re-create it.

💬 Keridwyn, Sep 7th 2022 at 12:24 AM

I love all the new ruins in this mod. I seem to get a *lot* of sandstone pyramids, though, even after editing the json file. Any suggestions how to lower that number?

💬 Hexedian, Aug 1st 2022 at 3:59 AM

Right, there's lots of 1.17 clutter used here. You might be able to run it in 1.16, but you would see some ? blocks.

💬 Craluminum, Jul 31st 2022 at 11:47 PM

Theisgood This mod is using blocks from 1.17

💬 Theisgood, Jul 31st 2022 at 11:16 PM

Does this work with 1.16.5?

💬 Hexedian, Jul 30th 2022 at 8:37 PM

Thank you NiclAss, I will do that right now.

💬 NiclAss, Jul 30th 2022 at 8:06 PM

👍 Pls rename your patch files to something unique not the ModMaker filenames otherwise it's not compatible with other worldgen mods ❤️

(edit comment delete)