Mods / BetterRuins
Author: NiclAss
Side: Both
Created: Aug 21st 2022 at 5:56 PM
Last modified: Nov 7th at 8:02 PM
Downloads: 145209
Follow Unfollow 1319
Latest file for v1.19.8:
BetterRuinsv0.3.9.zip
1-click install
Companion Mods
Features
Overall ruin count: 505
Ruined version of:
Uncover majestic structures...
... Discover vast constructions in frosty realms...
... Or immerse in the warmth of tropical wonders.
Explore BetterRuins alongside vanilla ones
Explore abandoned villages
Gather blueprints to acquire new recipes (Note: Hover over a blueprint in your inventory and press "H" to view the available recipes)
Traverse ancient teleporters
Challenge the underground
Unearth forgotten graves
Encounter unique trader tales
Reveal secrets of the past
... and a lot more!
Additional Features
- loot from other mods if enabled (Primitive Survival, Stone Quarry, Ceramos)
FAQ
Q: What will happen if I remove the mod?
A: All the structures that have already been generated will still be present without any ? blocks. The only issue you might encounter are missing lore entries if you have acquired BetterRuins lore and the blueprint items might be gone or be ? items.
Q: Can I add this mod after world creation?
A: Yes, but structures from this mod will only generate in chunks that are being generated with this mod active.
Q: Why are there spawning that many structures with this mod equipped?
A: Structures are more likely to spawn on flat and sea level terrain, so if you use a lower world height or use world gen mods like Plains and Valleys you might need to reduce the spawn chances of structures bcs they will spawn more often.
Q: How do I know what I can do with the blueprints?
A: Hover over the item in your inventory and press "H" to open the recipe browser for that item.
Q: My treasure map said no location on map found. Did I waste my rusty gears?
A: Yes, this is a rare bug where it didn't find the structure type nearby and results in an empty treasure map.
Q: Do mobs respawn in structures and if yes how often?
A: Yes, they can respawn from 3 to 8 times depending on the spawners (which are invisible and will self deconstruct after spawning all mobs)
Q: Will vanilla ruins be present if I install this mod?
A: Yes, BetterRuins and vanilla ruins will spawn alongside each other.
Translation
Thanks to the following people for translating:
Translators: Grigoriewich, Knave2000, macoto_hino, Yanazake, Xandoria, Jefferzon, Vil, Adrian Misiak, hellcatcher228, Richard Rokyta
Huge thank you to all the translation contributors! Thanks for making this mod more accessible to other languages, it's hard work!
If you want to help out as well, we offer this free web editor. Thanks!
Contributors
Everyone that contributed to this mod is listed on the top of this page! Without this awesome team this mod wouldn't exist like it does atm. Huge thanks to everyone helping and investing time in this project!
Keywords
better ruins, improved ruins, ruins enhancement, ruins mod, ruins upgrade, detailed ruins, realistic ruins, enhanced ruins, superior ruins, optimized ruins, ruins retexture, revamped ruins, ruins remaster, authentic ruins, ancient ruins, decayed structures, historical sites, abandoned places, forgotten ruins, scenic ruins, ancient artifacts, old architecture, mystical ruins, lost civilizations, crumbling ruins, weathered ruins, historic landmarks, ancient relics, timeless ruins
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.3.9 | 1675 | Nov 7th at 8:02 PM | Show | BetterRuinsv0.3.9.zip | Install now | |
v0.3.8 | 1300 | Nov 3rd at 2:50 PM | Show | BetterRuinsv0.3.8.zip | Install now | |
v0.3.7 | 25750 | Jul 19th at 7:37 PM | Show | BetterRuinsv0.3.7.zip | Install now | |
v0.3.6 | 438 | Jul 19th at 11:50 AM | Show | BetterRuinsv0.3.6.zip | Install now | |
v0.3.5 | 19279 | Apr 26th at 5:48 PM | Show | BetterRuinsv0.3.5.zip | Install now | |
v0.3.4 | 12941 | Mar 8th at 4:14 PM | Show | BetterRuinsv0.3.4.zip | Install now | |
v0.3.3 | 9034 | Feb 8th at 7:20 PM | Show | BetterRuinsv0.3.3.zip | Install now | |
v0.3.2 | 3778 | Jan 30th at 6:46 PM | Show | BetterRuinsv0.3.2.zip | Install now | |
v0.3.1 | 1971 | Jan 28th at 8:01 PM | Show | BetterRuinsv0.3.1.zip | Install now | |
v0.3.0 | 1184 | Jan 28th at 3:01 PM | Show | BetterRuinsv0.3.0.zip | Install now | |
v0.2.5 | 5316 | Dec 30th 2023 at 11:31 AM | Show | BetterRuinsv0.2.5.zip | Install now | |
v0.2.4 | 16421 | Oct 8th 2023 at 4:25 PM | Show | BetterRuinsv0.2.4.zip | Install now | |
v0.2.3 | 1745 | Oct 6th 2023 at 3:44 PM | Show | BetterRuinsv0.2.3.zip | Install now | |
v0.2.2 | 8746 | Aug 19th 2023 at 4:03 PM | Show | BetterRuinsv0.2.2.zip | Install now | |
v0.2.1 | 11088 | Jun 17th 2023 at 1:25 PM | Show | BetterRuinsv0.2.1.zip | Install now | |
v0.2.0 | 2319 | Jun 10th 2023 at 2:28 PM | Show | BetterRuinsv0.2.0.zip | Install now | |
v0.1.1 | 4185 | May 10th 2023 at 6:21 PM | Show | BetterRuinsv0.1.1.zip | Install now | |
v0.1.0 | 2369 | Apr 22nd 2023 at 6:09 PM | Show | BetterRuinsv0.1.0.zip | Install now | |
v0.0.8 | 1996 | Apr 1st 2023 at 2:05 PM | Show | BetterRuinsv0.0.8.zip | Install now | |
v0.0.7 | 2894 | Feb 5th 2023 at 4:50 PM | Show | BetterRuinsv0.0.7.zip | Install now | |
v0.0.6 | 3748 | Nov 13th 2022 at 6:32 PM | Show | BetterRuinsv0.0.6.zip | Install now | |
v0.0.5 | 1330 | Nov 1st 2022 at 9:00 PM | Show | BetterRuinsv0.0.5.zip | Install now | |
v0.0.4 | 1643 | Oct 9th 2022 at 11:23 AM | Show | BetterRuinsv0.0.4.zip | Install now | |
v0.0.3 | 1677 | Sep 10th 2022 at 9:40 PM | Show | BetterRuinsv0.0.3.zip | Install now | |
v0.0.2 | 1276 | Sep 1st 2022 at 8:38 PM | Show | BetterRuinsv0.0.2.zip | Install now | |
v0.0.1 | 1106 | Aug 22nd 2022 at 5:43 PM | Show | BetterRuinsv0.0.1.zip | Install now |
Hello, we have found a bug on the server. The ruin is a cathedral. Basement, right side. There's a moonshine still and if you look at it, it's a crash. It's impossible to enter after that.
SalazarWindriver
You can open and close them with a wrench
is there a way to open heavy rusted gates or do they just need to be broken?
MyuriC
Install the config lib mod.
Im not sure if this will fix your issue with freezes.
What is causing them? too low ram? not supported hardware or too low specs?
modded might not work for such system
BoardsOfCanada
Yeah its our way of balancing larger structures currently.
We will change spawners for 1.20.
They will stop spawning after a certain amount.
AcidNight
Install the ConfigLib mod and its dependency.
The ruins are def spawning if you installed the mod and it's active.
I know that if I enable this mod - my game will run with constant freezes. How do I controll the spawnrate of structures?
NiclAss, Sorry for the long follow up. Some of the ruins I have encountered can be fully lit and inhabited by players and monsters will still spawn out of them, especially locust had this issue. I just dislike in general how many and how often enemies can spawn in the ruins, that's my only complaint.
Hello, I installed the mod on my server but after 3 days of searching still no structure, the mode is present in the list of mods in operation, how could I change the spawn rate to test?
Aimli
Thank you very much it will be in the next update. Appreciated a lot!
https://github.com/AImli-oi/Vintage-Story-MOD-Chinese-localization/blob/main/BetterRuinsv0.3.7
Chinese Localization
Are the original, unruined versions of the larger structures available anywhere? These builds look gorgeous and I'd love to poke around inside them to see how they were built. Especially Parl's Wolfstone Castle.
In one ruin ("shopping centre" by virrno) there is the big pump device, which also is in the resonance archive. Is this purely cosmetic or is there a way to make it work and spin (and maybe even produce energy) like in the archive? I fired the gasifier, but it's only burning the coal. Nothing else happens. I collected some of the parts of the pump to bring it to my base and it looks cool and all, but i would love to make it at least spin :p
Being able to make aged ebony planks is really cool though it would be even cooler if the Lumberwrite's blueprint could also make aged varients of the slabs and stairs and maybe even aged ebony logs. Also I think since it can make aged ebony stuff why not let us use the blueprint to turn oak into aged logs? Mindshafts and all the ruins do give a lot of aged logs but it would be cool if once we get that blueprint we can just massproduce it ourselves. The stonemasons blueprint lets you make aged varieties of all the main stones so why not give the lumberwrights the same versatility.
ciceqi
Thanks for the kind words really appreciate it !
Indeed the scroll racks are currently broken in worldgen and hopefully fixed by the vs devs in 1.20 fingers crossed.
https://github.com/anegostudios/VintageStory-Issues/issues/3847
Just wanted to open by saying I love this mod--VS's worldgen can be stunning, but just like with that other block game, it can get very...empty? samey? when there's nothing but trees and dirt and water. I always end up installing every ruin/POI-type mod I can find just to make exploration more visually interesting, and your structures are fantastic!
That said, I do have one slightly odd question, which might be a question for the vanilla devs, but...did there used to be a ruined verson of the scroll rack that you could actually place things on? I've been getting the white texture thing with scroll racks in this mod's structures since 1.19.5 (when I started playing...it took like three days for me to go looking for things to add to the landscape!), and when I looked at scroll racks in creative, it only shows broken down versions of the ruined racks, not one that could actually hold items. I'm just guessing that's the type of scroll rack that's being used (it's definitely not an aged rack, as I can place one of those just fine), but I saw in another post that it could just be a highly chiseled block, so I thought I'd ask. I took the below screenshots in the "shopping center" ruin.
https://imgur.com/a/0ODCSzM
Thanks so much for this amazing mod! I honestly find it difficult to play without it, and I'm still finding new structures I've never seen before! (Today was the first time I saw the shopping center, in fact!)
ssunny2008
/giveblock game:creativelight-35
Is the command for spawning that specific block
or you have to find it again in a similar structure bcs that block is not really obtainable in survival besides how you found it.
Hi there,
i just got a question about an added block. Since i found them chiseled as a candle in a bigger ruin, it´s probably from this mod?!
https://imgur.com/a/hWjrxaE
My simple question is, is there any way or command to spawn them? I need some more to get my windmill done. ^^
Thanks in advance!
DISCLAIMER
I would prefer messages via Discord if that's possible for anyone commenting here.
If you comment here be sure to have some waiting time bcs it's not possible for me to respond from mobile and always requires me to check from a pc which I do in sessions sometimes to answer comments.
Link to our BuilderDiscord
https://discord.gg/3PZ3qSZvEW
Link to the Thread on the offical VSDiscord
https://discord.com/channels/302152934249070593/1033777504755916831
NiclAss
Well it did seem a whole lot stable when i was generating at higher value's (aka spawn chances) In older versions.
But i've managed to do the thing i wanted after one tireless night.
And i try to avoid getting already so many good mods haha, i've got too much.
Thanks for getting back though.
BTubbs200
You want to look for a large globe.
It also has to be intact, not ruined. I just tested it and it works for me. Let me know if there are other issues with it. The quest was a try how in-depth the system is, and it's not that easy to deliver such thing via text, that's true.
If you have the globe in your inventory and talk to the trader, you will have an option to give him the globe in his dialogue.
Norcross
Prob if you change the mod itself, but it would need you to dive deep into it. Wouldn't recommend it.
I3eauLeBoi
1. Not sure in what way and how its unstable I would need further details. For myself it works without issues. But low RAM and high spawn chances for structures will prob reduce performance (if you changed anything like that).
2. Structures can not be prevented to spawn in water this is highly requested to be added to vanilla and hopefully 1.20 will deliver.
3. Yes overall structure worldgen is very "chaotic" it prevers flat terrain and close to sea level height. with the default settings you shoudl get a resonable amount of villages in your world tho. Maybe install a good worldgen mod that helps with more flat and realistc terrrain.
I'm a little confused with the luxuries trader globe quest... I retrieved an intact globe from one of the ruins but when I talk to the trader I can't do anything with it?
I've noticed that this mod is a whole lot more unstable when playing and trying to get certain results.
In 3.4 i was able to generate and create worlds much more better then 3.7. I've got much more issues with lag, and results to get: For example, more villages which don't spawn at all, at higher values.
Edit: Is there also a way to prevent structures to spawn in water?
Edit 2: Since i've tested multiple variations over VERY MANY worlds. Its incredibly hard to get villages to spawn. Probably due to certain value's that prevent them from spawning closer, let alone in trees.
It prefers open fields, but even if they are as wide as the eye can see, it just doesn't want to. (Sorry, i've just gone completely insane.)
For anyone curious Yes this mod is 100% compatible with the Rivers mod.
That mod doesn't touch ruin spawns :)
Nice. Good job !
NiclAss
Noooo! I used to config it so it would spawn huge ruined cities! Is there any mod or anyway i can do that again?
Norcross
Not possible anymore massive changes to the system from my side.
They just have a chance you can config
heya how do i change the minimum distance for the surface ruins? in an older version of this mod i could adjust the min distance but the json for the surface ruins does not have that line
NiclAss There are mods such as the "No Monsters, Really!" mod that remove mobs but they are not fully compatible with BetterRuins because they remove naturally occuring spawns and cancel-out locust nests when beginning a world. The mod does not effect the same kind of spawner block that BetterRuins uses. I don't know exactly the difference in the ways the spawner works, I just know the maker of that mods mention it works differently. As someone who has no knowledge of modding I'm not sure if this was helpful the short answer is, no - there is not a mod that disables spawns in BetterRuins ruins. While it would be amazing to see an add-on to BetterRuins for us peaceful-preffered players, that is totally up to you! If you feel it is against what you want the mod to be then no big deal. I enjoy and appreciate the mod either way.
asr11415
Glad you like the ruins. I'm not sure if it would be as easy as disabling all the mobs with another mod so they will not be able to get spawned anymore.
But I'm guessing it will prob then spit some errors.
The mobs are in place to help with balancing so large ruins can not be looted as easy in early game and for the sake of having actual fights besides underground and storms.
If you want, I can try to make such entity disable mod for you and test it, but maybe you can first check if there is any other mod that might already do that and allow for such functionality.
Currently, there is no way in betterruins to configure that.
Mrozak
Thats a bug that can happen with those highly chiseled builds. Sadly there is no way to replicate it atm and nothing this mod can fix so I recommend you to go to the structure and type /regen 3 which will regenerate 3 chunks radius around you which will remove the structure ...
Sorry that this has happened but we switched with vanilla to use more chiseled blocks and it seems the engine is not ready for it 100%. But its quite rare bug maybe it also has something to do with hardware im not sure tho.
Hi. I prefer to play survival-based without mobs but I love the style of these ruins in my game. Is there a way to remove all spawners or set it so they no longer spawn mobs? Thanks so much!
I noticed some question mark blocks (game ver. 1.19.8).
I don't suppose the mod has any unlisted dependencies?
How can i figure out what the problem is?
Foxy_Grandpa
100% on geological additions
Betterruins uses vanilla stone blocks that adapt to the local terrain.
If Geological additions adds new stone types and doesnt adds all variants of stone blocks this issue accours.
will also happen to vanilla ruins.
There will be no way for this mod to fix this incompatibilty
Geological additions needs to add all block variants if they start to introduce new stone types.
Running a multiplayer server with this using Geological Additions and apparently some ruins in the new stone stratas consist of missing textures and a lot of questionmark blocks. Is there supposed to be compatibility between the two or not? If not, will it possibly happen in the future?
pudgydumpling
The costs are already a little bit reduced bcs this rare bug exists. Nothing that can be fixed by this mod, sorry. It's also not reproducible, which makes it hard to fix by the vs devs.
Thanks for the report tho
PonyVStudios
Yeah ty for the report I have reported this to the devs for a long time now. I think they are aware of the issue maybe it will be fixed with 1.20
Just thought you should know, this mod spawned a land ruin in the ocean with 50% landcover and 400% landcover scale (rivers mod).
I got the no location found bug with the mechanical reliquary map :( It would be nice if somehow we could be refunded the gears we spent, or if that's not possible to track then maybe a flat rate of 10 or so gears when that happens to at least make up for the waste. Otherwise, this mod is super fun and incredibly well made!
Nikkolai
IDs can vary between saves and loaded instances so its completely useless information for me.
Pls report this issue with screenshots of the block and the structures where it is on Github or discord. tyvm
Its prob a bug while generating and nothing this mod can fix besides not using it. We like to forward those issues to the vs devs if we can pinpoint, it's not caused by this mod.
Kilberto
Maybe ask the creator of the mod Chiseltools he built those :P
Yes, it's a betterruins structure.
Muricht
Prob an incompatibility with another mod maybe bricklayers, I will take a look in the next update. Ty for reporting. Will not cause any issues in the meantime, only a Warning in the logs.
I'm having the "Missing block placeholders" issue as well. IIrc, the block ID that was unknown was "8848" or something along those lines. It definitely started with 88.
I keep coming across this glowing blue obelisk that looks like a exclamation mark and can't seem to find any infomation on it. Is that a better ruins thing? It is kinda freaking me out.
I'm getting:
[Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-stone.json: Output Block code game:crackedstonebricks-kimberlite cannot be resolved.
Also happening for obsidian and suevite.
Maamessu
Yes for the new config remove the old config mods.
Besides the global spawn chances for structures and villages on the top of the config file, it will not affect other mods.
With this latest release and a config file, I assume we should remove previously used BetterRuinsSpawn and BetterRuinsLoot mods in favour of customizing the new config, yes?
Also, how do the new settings affect something like COB Traders, which has its own trader settings. Does BetterRuin's config apply ontop of it?
Shion
I'm using those filler blocks you are suggesting and could prob use them a lot more but they will not prevent the grass to grow on stone and other stuff.
they just prevent "blocks".
DrBubba
Give it a try :P
Nah, they are not single use items.
SturgeonFish
There are 2 types of spawners:
Invisible ones that spawn a set amount of mobs, then remove themselves. (Creative Ctrl+F4 to toggle visablility)
Visible and destroyable locust nests which spawn endlessly. (be sure to have every of those destroyed)
Chainlink
You are probably using another mod that is removing that recipe which is vanilla.
I will take a look which mod that might be, but yeah. They will prob make them obtainable in another way.
I discovered a shopping center but the locusts don't seem to ever stop spawning, I've killed over 30 waves of them. Do all spawners work at the same time? Is there a way to clean them up or get any debug info out of them?
Easy question this time, NiclAss
Are recipes/blueprints single-use items?
Is it not possible to have "air" rewrite stuff? Finding a lot of ruins with grass over stones and rock blocks along with dirt and other stuff floating inside the ruins.
I can't seem to make the Ink and Quill. Anyone else have this trouble? thanks!
soulscythe
Thank you very much. I might make a tutorial video on how to modify stuff but there might also come a modconfig soon with a collab with the config mod....
NiclAss Yeah that's fine, I was just curious how it works, thanks for the info and the great mod!
soulscythe
the spawn chances mod just changes the chances not the mindistance
you can unzip this mod and modify it manually and change all mindistances in the betterruins/patches/mega.json to what you want it to be
NiclAss thanks, guess I'll just have to look around a bit more! Does your other mod StructureSpawnChances affect this mindistance or does it interact with structure generation differently?
soulscythe
They spawn in cold climates only aswell as the forlorn hope tower.
mindistance is 5000 blocks between those large structures.
NiclAss I was wondering about the larger scale ruins, like below:
Do they actually spawn? As opposed to being some sort of example set-piece that can't actually realistically spawn or something. I've searched far and wide, the biggest thing I've found was a mildly anachronistic looking Mall. And by 'far and wide' I mean across about 100k blocks latitude, and various east/west wanderings.
Makes sense. Thanks, mate.
DrBubba
Prob a chiseled block. They get a name if chiseled and if the one who chiseled that block had their game in german thats what happens. It shouldnt drop the block tho I thought chiseled blocks just drop the small stonies.
Weird find I thought I would ask you about, NiclAss
In my pillaging of nearby ruins foir materials to improve my domicile, I am coming across a lot of blocks called "Granit Ziegelstein" and they won't stack with other blocks (I'm guessing because of the name?). Any insight as to their origin? I mean, obviously it's German for "bricks", but just curious why they're showing up randomly when I bust up your team's creations.
Gotcha. I'll try to track it down again and do some investigating.
Thanks, NiclAss
DrBubba
Glad you enjoy the mod!
For trying to help with bugs, images would be essential.
There is also a command to output the structure's name.
/wgen pos structures
while standing in it.
I also found a copy of the gorgeous subterranean library that had spawned just on the edge of a small lake resulting in it being submerged. Been trying to figure out how to get in there, but I'm....over my head.
Loving the mod, NiclAss
Kara
https://github.com/anegostudios/VintageStory-Issues/issues/3564
Forwarded to vs team.
NiclAss This Very large ruin. we had to pull the mod, cause it kept crashing people who went near them.
Aight so not related to this mod ty for letting me know.
We probably found the problem it was caused by another mod "Conquest Nature Pack" but i dont found giant library so i'm 100% sure. We found another structure that was broken befor and it was ok
Kara
I will take a look, but generally structures should not spawn underwater images would be awesome so I can forward this to the vs team (I have already made a bug report but it needs images)
Thank you.
fuxterier
I would need a detailed bug report, otherwise it's impossible for me to fix this problem.
As I couldn't find anything like that after more than 5hrs of testing.
Images would be ideal you can also use this command while standing in the structure
/wgen pos structures
and send the name alongside the images.
Thanks for reporting.
Same here VS 1.19.3 and there are some ruins with white block with question marks
the super duper large library Generates through the mantle, if it spawns in the ocean... but not only this but it seems to be using mod blocks resulting in a lot of ? unknown blocks.
DarkJuicebox
Are you using a stable 1.19 version of vanilla?
Can you send me the logs you are getting with both mods active?
Best way would be over dc bcs I can only respond on this website via Laptop or PC.
my dc is
@niclass_
NukoSan Did you figure this out? I'm having the same issue.
Hello, so I'm having an issue with enabling this mod, once I have it downloaded, it won't be fully enabled, it states underneath the title of this specefic mod "Unable to resolve some mod dependencies. Check log files." This has only poped up with one other mod I've downloaded but also didn't know how to fix it. The file is the latest one you released, I also have the latest Better Trader release for what that matters
Edit: So the issue in my case, my game wasn't fully updated, so make sure you have downloaded the latest stable version of the game
BoardsOfCanada
It can not be edited in a config.
Glad you enjoy it besides that.
Is it about enemy spawning in general, or just if they spawn in the open in a visible way?
Hey! Loving the mod, but I dont' like how large ruins topsides can spawn drifters... Can this be edited in the configs? I swore I look but I couldn't find anything related to it.
MrTakes
Doesn't sound betterruins related.
I need more information like logs or general data like what kind of server?
If you want you can contact me on dc @niclass_
YourAverageJoe
Be sure to use a 1.19 compatible version of betterruins.
Or give me more logs to work with.
This is not a known issue with betterruins.
Hey guys!
After updating my old 1.18.15 world to 1.19.3, I'm getting a ton of client notifications and a a couple of client warnings upon loading in in the log viewer. In particular, the two warnings are:
"Texture asset 'betterruins:textures/item/betteruins/map-blank.png' not found (defined in Shape file betterruins:item/betterruins-schematic/schematic-shape)"
"Texture asset 'betterruins:textures/item/betteruins/schematic-door.png' not found (defined in Shape file betterruins:item/betterruins-schematic/schematic-shape)"
Any idea how to help correct this issue? I've re-installed the mod a few times to see if this helps, but no dice.
@WickedSchnitzel spawn chance of huge ruins & small ruins--> u can customize it in the mod jsons
I would like see a config file included with this mod, that has options for
-spawn chance of huge ruins
-spawn chance of small ruins
-disable or reduce rusty gears/ end game loot
Finding too many rusty gears can kill a servers economy. Players are getting rich too fast with this mod installed.
I've tried installing this on my server, but can never seem to connect when it's installed. It always tries to download data, but does so only 1 kilobyte at a time (very slowly). Not sure if it matters, but the mod is added to an existing world. I do have some other smaller mods installed, but nothing that affects world generation. This mod works fine in singleplayer so I'm a little confused. Any advice would be appreciated. I'm new to adding mods and hosting a server.
no i wasn't however was using it with just ruins.. that could have been my problem .. instead of occasionally finding ruins they were just about everywhere
I've just turned them off but am still using the 3 other mods you listed above tyvm i'll look into tweeking things
Petalwing I found a few as well. A fresh world... no world creation lag, though, It had no issues starting up. The glitch you had may not have anything to do with this particular issue.
BlueSteelAU
Are you using the spawnchances addon just found a issue with some hours ago will need to update that mod for 1.19 aswell.
if not you can unzip the mod and take a look at assets/betterruins/patches/modconfig and change stuff around.
is there any way to configure this mod its placing way to many small ruins
Rsp
Just updated the mod to 1.19 yesterday so works for 1.19 now.
Glad you enjoy the mod! Thanks for playing with it.
Frondale
This is a warning caused by a compatibility issue with this mod and bricklayers.
It can be ignored and will not cause any issues besides the warning in the log.
I will add a fix with the next release of this mod. Thanks for reporting.
I ran this mod on a couple dedi servers now and we have really enjoyed it. Will this run on 1.19.0? We have been waiting for this one.
Hi,
I am getting this when I try to add Better Ruins to a new world
29.1.2024 13:07:49 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-stone/stone.json': Output Block code game:polishedrockold-full-obsidian cannot be resolved
Yeah, I noticed quite a few arctic caches too in the default temperate spawn areas.
Heya, NiclAss
Do all ruins built by this team have nameplates somewhere on them? I found the one at Megastructure 8 by Stadrian, but I just found a new one and I would love to give a shout-out to the creator! It's yet another that has made me gasp more than once as I explore it. This is my first time being able to play since 1.9 was released and you've updated!
I came across some white question mark blocks in an abandoned ruin next to a tattered windmill. I'm not sure if it's multiple ruins or part of the windmill structure. The unknown block ids were 9491. There was also a vessel with Arctic Supplies nearby. This was not a cold region.
Also, this was a new world(edit: created after installing 0.3.1). When loading in, it lagged and hung, so I shut it down. Then on relaunch, it wanted to remap. When I saw the unknown block, I tried /fixmapping applyall, but it said there was nothing to remap. This could all be a glitch from crashing the world, but thought I'd mention it.
Edit 2: I'm not experiencing any missing dependencies on 0.3.1. Runs just fine.
0.3.0 has no issues yet 0.3.1 says missing dependencies
Any dependencies? Mod does not want to enable itself in the mod list
DarkThoughts
Yes thank you very much it seems the structure can spawn on hills bcs its colder there idk will increase the stats a bit. will roll a hotfix soon.
for the floating structures those are vanilla but im overwriting something which im trying to fix atm aswell
Digging the ruined windmill. Are the optional mods such as the loot reduction still working or do they need to get updated as well?
Found a couple odd ones:
https://i.imgur.com/KFrzoxK.jpg
It was 0 degrees but I'm not sure I like that it spawns there in green areas when it is probably meant for higher altitudes that are properly snowy. I'm also not entirely sure the style of the structure really fits the game, as it is kinda very modern looking.
https://i.imgur.com/6pZ9TMn.jpg
I think this one is supposed to spawn lower in the ground, with the blocks at the cursor being ground level and the stuff below that being burried?
Edit: Another one similar to the above.
https://i.imgur.com/EmuLfa5.jpg
TYVVM for the update :) seems to be working fine
Amazing! What a nice surprise. I had no idea today was the 28th already. laugh cries in her coffee. Thanks for all the hard work. :D
KrazyKaiser
Sammy_SMD
Red_iKnight
Icke
DrBubba
Thanks for the support! Means a lot that you are so hyped for this mod <3
Update just dropped, be sure to let me know what you think after you played with it.
I just got out of bed. "Updated 2 minutes ago". What amazing timing.
I'm waiting this update more than GTA6
Exploring the world just isn't quite the same without this mod thankyou for all the work you do.
This Mod is an absolute MUST HAVE!!! We wait so hart for the Update^^....pls let us not longer wait...pls pls pls (and by the way thx for the great work!!!)
I'm so anxiously awaiting the update!
NiclAss
Cool 👍
DumbStinkyRat
This mod will still introduce the old reworked vanilla ruins from earlier version but they will be quite rare.
Since ruins where reworked in v1.19, will future versions of this mod still make changes to vanilla ruins or will that no longer be needed?
Y'all added more things :')
Only two lore sets left before the pt-br translation is done.
Also, probably right on time for the 1.19 planned compatible release!
Wait, is the lore different? I remember translating stuff about Glimmershield and Wolfstone, but I can't see that on the crowdin page.
edit: no, it's there. But I can't find the blueprint items to translate.
LordOfTheFarm
I recommend not using any chance mod for the latest versions.
Large structures have a min distance that means they will not spawn close to each other, that being 4000 blocks.
So if you found a large structure which has a higher chance to spawn close to spawn, the next one will be at least 4000 blocks away from the first one.
If you want to specifically scout for megastructures, I recommend teleporting 5k blocks in a direction with something like
/tp ~5000 ~ ~
As of now, the 1.19 update will improve overall configurability in this mod, but no config file like most would like.
latest mod version on game version 1.18.15 with only this mod and structurespawnchance 300% mod im seeing plenty of small ruins and no medium to large ruins at all. Everytime i start a new world there will be ONE medium or large ruin near spawn and then absolutely none more in the world. I used fly command to search for a long time on many different worlds. Id really like to use this mod for ruins to explore and fight in, not for a variety of broken down shacks, any ideas on what may be the issue?
Mushroom234
Yes they will respawn a couple of times
do the drifters and locests respawn in the megastructhurs after you kill them?
jayski
What didn't work, need a bit more input? any logs? What vs version?
You can dm me on dc if you use that @niclass_
i downloaded 2.5 but it did not work any idea why that could be
YourAverageJoe
Mhh unfortunate Issue sorry that you came a cross such bug, I would try to go into creative mode and /wgen regen 3 close to the structure and hope that fixes it. Otherwise you could remove them manually.
Images of the issued blocks would be nice, so I can trouble shot them in my side. If you use dc you could send them to me that way @niclass_
Hello!
I love all the work you guys have put into this mod... really, well done! These ruins are awesome to explore.
I'm having an issue with missing textures in one of the ruins, however, on VS v1.18.15. I'm running Better Ruins v2.4.5, and in megastructure 7 there are many, many items which are showing the white cube with a red question mark texture.
Tried reloading, re-downloading, still seeing this error. Only appears in megastructure 7.
Any advice on how to correct it?
Kwegar
1.19 is currently still in development even tho in rc.
There are quite a lot of stuff unfinished and broken in terms of modding structures related stuff so im slowly starting to update to 1.19 but since a lot of changes are expected will see when it comes.
blueblynd
Weird that the link isn't working, it does for me... If you want you can add me on dc my name is @niclass_
We have a creative server that has every structure on there and more. I think 1.19 will add a command to tell the name of structures you are standing in.
Besides that I would want to make a wiki at some point but that's a lot more work for everyone evolved even if it would be community run.
DrBubba
Hey thank you very much for those kind words means a lot to the whole team! <3
rayray
Yeah the map couldnt find the said structure sadly bcs it didnt spawn in close prox ... I dont know how to avoid that besides not having them at all. Its rare but it can happen. I have lowered prices to compensate for such things happening. Sorry
love that this is staying 1.18 friendly!
Hoping for a 1.19x rc release of this. (one of my staple mods on my server) LOVE this mod.. (yes they added a lot in 1.19 but I still like yours more!
is there by chance some sort of comprehensive list of the ruins somewhere, ideally with images or at least layman's names to go with the file names? i've spent the better part of the past 2 hours loading in schematic after schematic, specifically and only looking for that one windmill structure seen here on this page, with 0 luck. (quite a lot of bad luck, actually; lava does not "undo" when you undo the rest of a schematic, for those wondering.) all the files are named things like vil-1, vil-2, vil-3, and the link to the discord listed in your carrd isn't working for me, so i haven't got a clue where to start.
All I can say is that this mod has made me gasp on more than one occasion when I come out of the woods or over a hill and see yet another amazing ruin. This is FANTASTIC.
new to mod bought first map clicked say no location on map ? did i just waste 10 gears for nothing
Edel_Recke
As stated above this mod isn't compatible with 1.19 since 1.19 current version isn't final and the world gen changes are prob going to continue until stable releases. That's when the 1.19 update for this mod will be worked on and released.
"aweful things happened" error with this mod in 1.19-pre9
This mod has been the core of my 20 hours on this world. (Had a few scratch saves when starting off learning the game, using creative to help that, testing modlists etc)
Just getting a jonas light in the early days, plenty of decor even including a couple decorated vessels, and from investigating generally more interesting ruins has been a lot of fun and a good kickstart to my save without needing to get to the copper age to do jobs like get my first light that can spawn-proof my living room.
@NiclAss
I'll see if I can nab some shots for you! I'm no Discord, but it's been a while since I've lurked around there.
Oh, I also found another subterannean/submarine megastructure that I didn't recognize from any of the Better Ruins pics, but I've only seen it from the inside. A large, "+" shaped ruin chock full of Drifters. It was apparently full of textures or models that broke somehow, so it was filled with big white question mark blocks instead. To take screenshots of it I will need to recreate the world and /tp into it. The thing appeared at the bottom of the ocean, so I have no idea what the outside of the ruin was supposed to look like!
SalmonGod
Yeah there are some rare graves that can yield pretty good loot.
Their spawnrate got decreased a couple of times I will take a look for the next update. Thank you very much for your input!
Maethius
The spawners are indeed invisible but they will despawn after they spawned a certain amount of mobs.
You can delete the spawners if you go into /gm creative and then hit Ctrl+F4 to show metablocks you should then be able to see a blue block that is the spawner and just break it.
Thanks for all the feedback. I would really like to see some screenshots if you mind sharing. Are you on discord?
Love the mod! (I've been traveling the world and attempting to repair and rebuild them, making some very interesting communities!)
I have a question on Megastructure 5, the ruined castle. There are locusts spawning from the walls but there appear to be no spawners. I can't delete a spawner as it appears to be associated with no physical block. I attempted to place a block on where the spawner must be and delete the block (the same way you might remove a water source block) but I get the message that I can't place a block because, "something is in the way." Light doesn't seem to effect them, as they also spawn in broad daylight. I assume the locust spawn points are programmed. Is there a way to remove the spawn points? I would like to reconstruct the structures but would like to evict the squatters, first!
Thanks for all the hard work!
On the subject of loot. Been playing with this for somewhere between 20-40 hours I think. Haven't done any serious exploration of any larger ruins. And it took me a while to realize I could dig up the gravestones. But now that I've started digging them up... I found a single gravestone that contained a copper lamellar helmet, copper lamellar leg armor, tin bronze falx, and a tin bronze shield, plus a couple other decent but less noteworthy items. That is maybe a bit much for just a random find above ground that I could dig up in 5 seconds with a stone shovel and zero danger on day 1? That's the only such egregious instance of seriously questioning balance that I've come across, though. And I've enjoyed seeing the more interesting ruins dotting the landscape.
NiclAss
I really love using your custom loot randomizer, but when using it for things like easter egg hunts I've run into a issue where players will leave empty or half looted chests behind. So I was wondering if it would be possible to include a customizable cracked vessel?
Like for example a treasure chest (4 slots) that transforms into a cracked vessel when brought in Via world edit? Or a speical lootbag that when placed will generate a cracked vessle with a random assortment form the loot randomizer?
ToadSquish
Sorry for not responding earlier. But I read your comment on the day you wrote it and really enjoyed it, but didn't really know how to respond appropriately.
Thanks for your thoughtful feedback on the BetterRuins mod. I really appreciate your perspective on the balance and exploration aspects of Vintage Story.
The aim of BetterRuins is to add an extra layer of discovery and intrigue to the game. It's designed to offer surprises and additional content without "drastically" changing the game's balance or progression.
We tried to create a mod that appeals to various play styles, whether players are adventurers, builders, or survivalists.
Your feedback on combat and the thematic elements of the game is also valuable. We're always open to considering these aspects in future updates.
I'm delighted to hear you've enjoyed the mod and defended it. Your support is motivating, and we'll keep the mod updated alongside Vintage Story's future releases.
Thanks again for sharing your thoughts!
Nebux
Thank you very much for the nice feedback :P
saxfone
Thank you very much ! Mean a lot to the whole team behind this project! Be sure to let us know if you find anything to improve or change! <3
The Blockid issue is a rare bug which has been fixed and will be in the next update thanks
KenshiSaan
Thanks for your awesome cooperation on the issue!
BLOCK ID 8773 MISSING
any solution or way to remove it ?
For anyone curious this mod does have compatibility with Ceramos - and certain items will show up as look like ceramos plaster, etc - for 1.18.15. Should also be the same for bricklayers as well ^_^
All the ruins I've found are really tastefully done - thanks!
i installed this mod yesteday and i'm having a blast fighting in a big mega struture found up north. really this is what VS needed with exploration and finding loot. big up to you and your team. sorry , but i,ve looted your coffin :)
I dunno, I have a total different take on things... most of the finds, even in previous version, maybe gave you some head start on a few things, but there wasn't any of this " skipping entire tool tier " thing. So people got some wood paths, a few chest, and aged flooring ... you still need the saw , to do a windmill ..just saying. How unbalanced! The nerve of people, enjoying the spoils no one else was using!
The world, was left to rot, decimated, abandoned? It's in ruins ... things were left behind. Just like, we'd discover something left to ages, like a new discovery of some Egyptian Tomb, or Mayan Temple, there no monsters guarding the loot , so is it any less profound, being simply discovered, and used? Not really.
Things do not have to be hidden behind the wall of, oh it needs to be difficult, or dangerous to get what is inside, so it's " worth it". Some can enjoy the simplicity , and just discovery of it.
Ruins in VS, When you break it down to basics, they are piles of materials. Just like any dirt mound, mountain, or cave found in game. The only real interest , is in what secrets they hold, and what treasures they have.
Guaranteed if these structures, great or small, had nothing in em , and were just points of interest to mark along the way, players would only go to rob em of the materials, and ignore the rest once they got what they needed. Maybe , just maybe at best, a few might decide to repair one for a home base or outpost.
A bit of danger is fine , even a few structures you might have to wait until you can armor up to get into. Should that loot be better by default? I see no logical reason, it should by default. Do some players , think it's less challenging, probably. But just because they do, that makes it right, to push what they don't find challenging onto everyone else, to fit thier standard and gameplay? Thats a downward spiral of go nowhere fast , cause take ten people playing the game, all ten are gonna not just play it differently, but for diferent goals, wants , and thier own versions of "challenge".
( I think it not only more realistic, but challenging itself, to .. not have all the same structure types, occupied ..do you gamble and poke head in to see, and if you lucked out, these treasures are unguarded? So what? You got loot. If its occupied, if you survive, return later, do battle, and get the same loot chances. )
I'd rather the mod developers, make these grand structures , wow us with the build, give that interest of this ruined world, what -was- before , and boldly fill it with nice loot , and worry far less about satisfying an abstract notion, of "what is challenging", or " is that OP, or not". Thats just a waste of developer time, and resources , that could be spent on making more structures, big and small for variety.
I did orgininally get the mod , because the vanilla ruins were , by and large very lacking ... not just loot wise, just in general they simply had no real interest to em.
Better ruins , replaced that, with neat structures to explore. The loots was a surprize tbh , some a early start/exploration boon, some not. There was never a single thing found, that let you skip from stone to steel near instantly , and "ruined" the alleged non-existant "balance" , or put any player in a position, where everything was a cake walk after a few finds. At best, you got some cool stuff , a few torch holders , a painting or tapestry if lucky , a bar of zinc! (Whoa, how game breaking! The lich lord of utter doom, wasn't guarding that bar of zinc, what a rotten mod, newbs getting that bar of zinc, that skipping past copper age! Ahh, the sky is falling! )
You -might- obtain a few "freebies" that, didn't let you skip past anything, save having to put time into crafting it the tedious way.
( Example - the first locust castle/ruin ..not sure if it was a castle , just big, multi-roomed structure. Had a firebrick oven in it. I was half way in the place, just checking it out , spotted that oven on way by ... then the locust found me. I just spawned in, near the ruins, didn't even have a knife made yet , guess what? I ran and stole that oven... why? So i didn't have to sit and form clay to do it, was all. Locust on my tail the whole time, but I got that oven! Everytime i see that ruin now, guess what I do? I run in and rob the oven! It's there, if i don't gotta waste ten-fifteen minutes forming one myself, I'm nabbing it! Danger or no danger. )
@NiclAss,
Thanks for the explination, I can see the need if bricks caused some technical issues ... we can still, always deconstruct pre-made ones from ruins i suppose. I just liked the brick piles, cause i don't like quarrying stone, to make bricks , I barely do it for just a quern, and few to polish and have for the stone oven mod now.
The reason I aksed about the mobs/baddies , is on off chance in the future, just to play VS in a slightly different way. Instead of the cannon , rust world love-craftian theme, hopefully the other mod will progress a pure fantasy version, capable.
I kinda put up with the storms, nightmare drifters, corrupt saw blades ...
But tbh, its always been very ... meh to me, that theme , and combat in the game isn't very intuitive, its very squishy and not all that satisfying , so i was asking more about that part, just to have a avenue for variety at some point.
( had to edit in)
I love the mod though , and have even "defended" it at times, from others ... mostly content creators , that also said, it's OP or too easy, or feels like cheating ... simply because they were in that era of , they had to do everything step by step, the tedious way before this mod came out, and offered a real game changing expereince.
I will continue, using it until the VS updates, break it and you don't update with it anymore. That will be a sad day , if it ever comes, cause this mod is up there with carry on , a must have ... going back to vanillia with out it, is quite a bit duller.
daaaammm
ToadSquish Honestly, I have to push back against that some. Some of the ruins were just absurd. Coming out of a single ruin with stacks upon stacks of materials is excessive by far. Now, I do appreciate when a ruin feels like the rewards are worth the effort of clearing. If a megastructure filled with enemies has lots of good loot, that's great. But, if you ask me, the primary purpose of a mod like this is to clutter the world itself and make it feel more alive and more interesting to explore. To serve as landmarks and points of interest to make the large amounts of travel required by VS feel less tedious. Not necessarily to leave you skipping entire tool tiers for specific items. Mind, that's just me and my preference, but I think the changes are good, personally.
ToadSquish
Hey thanks for your comment.
Regarding the Bricks, I mainly removed them bcs they don't work with the behavior of having the ruin's stone type automatically fit the local stone type and another mod called bricklayers changes the piles in a way that makes them look very weird. I understand your concerns, and I'm thinking about adding bricks to the loot pool in the chests... (same goes for boards)
Overall I do think if you used this mod to save tedious work it wont help that much bcs of the random loot. I will consider adding more and some loot that is tedious to the loot pools or enhance them in that way.
In terms of death traps, I do think that you can get a bunch of loot from those structures that have loot inside with avoiding combat but to get the full loot you will have to fight some, and I'm pretty happy with that atm, but time will tell if it's the best way atm. And most structures are still mob free.
Regarding the other creatures mods I'm not sure how it will act, but I guess if all the vanilla mobs are disabled it won't spawn them and prob throw some errors which are not game breaking.
Thanks for your feedback
Why each update, the loot gets less? First stripped aged boards ( now less OP cause you need nails and strips) , now bricks ... tbh, brick finds were great! Usually anything saves tedious down the road work is.
Yeah, the die hards are gonna say, it's too easy/too OP ... , but the whole point of "ruins" is to walk away with uber loots.
And less gears now ...
sighs
These are good buildings and enhance the vanilla expereince. But could use lot less occupied big ones with random if enemy spawners ( say 50/50? ) , so not all are early exploration death traps.
Though, if using this mod , and one disables the regular monsters, replace with the goblins/orcs/dragon mod ... will it still spawn the locust, nightmare drifters, and sawblades in these structures?
Got it. Thank you for the info. Definitely looking forward to the next update!
Accensus
This a known issue just found out recently about it while adding new lore :P
It is a vanilla issue I think but I can fix it by adding some empty spaces to the end of the string.
Thank you very much for reporting tho will be fixed with the next update.
For the "loretype-" just means that it will get a random lore and no dedicated this will be somewhat changed with the next version aswell.
Not sure if it's intentional, a bug, or not even related to this mod, but the lore entries when read from the books seem to always end abruptly. Like the last few (10 or so) characters of the string just don't get printed. Seems to happen with every lore item so far. Looks fine when viewed in the standard lore browser. Some book items also show "loretype-" or similar when hovered over to see the description.
Fefa
Thanks for the input. Looking forward to future feedback from you if you change your opinion or have anything to add.
I have 2 add-on mods that allow to configure spawn chances and loot in chests.
I am adding more mobs to the ruins atm, but not every ruin will get some, obviously bcs enemy variety isn't that huge in the game atm.
So far i like this mod, Not sure if its OP or no since i havent find anything that feels OP. But maybe for those who want em to be more balanced, make a diferent vercion with less loot/spawn chance or make it so end tier mobs spawn in the ruins. I also use random dungeons mods and when i find an underground dungeon the bells and chaninsaw locust make it really dnagerous to explore at early game, making it rewarding if you are prepared for the ruins and a suicide if youre not prepare for em. If the ruins have to much loot, then it should be guarded with strong mobs, if the ruins have almost no loot, then no mobs are needed or weak mobs to add to the dificulty. That way the heavy loot ruind can only be explored by people when they are really prepared to explore em. At least thats my humble opinion, since just making things spawn less or have less loot, could make the ruins feels useless and not worth exploring em.
@IndustryStandard
Understandable 👍
Thanks for the feedback will take a look at the gears in certain structures and try minimize them. For copper stuff or any ingot or tools the loot randomizers have a ton in them so you where lucky to get those but for the gears I can understand that something can be improved
I also hate to say this but this mod is supremely unbalanced for me as well, we only went to a handful on day 1 and had 30+ rusty gears, various furniture pieces and several copper ingots etc. Among other rarities.
I definitely won't continue using it.
FinkThinker
100% but for that case I have made the lootnerf mod and the spawnchances mod which allows for some degree of configuration
I'd caution you to rely too heavily on survey results, as people who find the mod not interesting, (for example as a result of perceived loot spam or perceived structure spam) are considerably less likely to complete the survey than people who are interested and invested in the mod. I'll definitely be in touch regarding doing some building when I have some free-time!
FinkThinker
Thank you very much for the detailed feedback! Means a lot.
I 100% agree that for some people the change from the vanilla ruins to these mods ruins and balancing can be quite a huge difference, which it is. And yes, the surface vanilla ruins look a lot older than the ones from this mod, but this makes up for a lot more building options.
In terms of general balancing it seems like a lot of people are ok with it how it is atm with a slight tendency to a bit too much loot which I will aim to fix with the next update and this is with the default settings of BR.
This survey can be found on this page.
In terms of meteoric iron there are 3–4 ruins in the mod atm that contain meteoric iron so that's 4/300 ruins and since meteoric iron is post-iron material it isn't a huge balance factor in my opinion. And if you know how to find normal meteor spots in vanilla, it can be quite easy to get in vanilla as well.
Your request for smaller ruins will be on my to-do list, more village style ruins and stuff like that.
If you want to help out in some way or another be sure to contact me we are always open for everyone that wants to contribute I see stuff like this feedback like a contribution as well so thanks
gaydad
Hey thanks for your feedback I will def adjust the spawnrate of the graves with the next update.
Hate to say it because the builds are so cool, but I end up not using this mod because of how overpowered some of them are. Yes, I do have both the loot reduction and structure at 50% mods, but the items that comprise the structures and their integrity seems to clash with vanilla design choices too heavily. Some of these places look like they were abandoned in the last ten or twenty years, whereas the vanilla ruins seem to have been lost for at least a century, if not more.
One thing in particular that kind of broke the camel's back was the proliferation of meteorite iron and loose iron pieces throughout a few of these builds.
I get that everybody wants to make a cool and giant ruin with lots of lore and character, but having a better mix of smaller places that are barely held together would really help offset the grandiose structures that litter the landscape.
If/when I end up getting some more free time I would be interested in helping with that endeavor, but for now I have to put this off my modlist.
I love the mod! It's brilliant and really impressive work. A bit of feedback though, the graves are a bit too common for me. I've been playing for 3 hours and have found at least 5 of them, two of them have recurve bows and full leather armour, and in addition I've now got over a stack of tin bronze arrows which makes the game more than a bit imbalanced. I'm using the supplementary BetterRuinsLootChanges btw.
Binn
Sounds like a cool idea, will think about it.
But I do think I don't want to add a lot of new entities and reusing the boss from the only story content atm would quite a spoiler.
How about add a bit weaker version of last boss Eidolon to protect some of big Ruins in the world?
@DragonRelic
Thank you very much! ❤️
This mod is absolutely amazing! Keep up the great work!
yatsu
Tyvm! If you have something that you would like to see improved, be sure to share it, and thanks for playing with this mod!!
just had to pause my game to tell you how much i'm enjoying this mod. these new underground ruins are great! <3
Chaebennon
Hey thanks for the bug report bug can you make a detailed description of it on discord or on the issue tracker so I can fix it. ty
I also found some big ? cubes in a ruin, and interacting with them (including a lamp that was on top of one) crashes the game.
For the life of me, I have tried for days to find the ruins shown in the thrid-to-last and second to last pictures above, and I can not. Do they only show up in certain biomes or something? Man I have created world after world and flown around a hundred thousand blocks, in all directions, but I can not find those two ruins. Any ideas?
Any idea what Block ID 8773 is? I'm on 1.18.3 running BetterRuinsv0.1.1
Interacting with this crashes my game...
Superb
Edit: Whoever was responsible for adding the code that spawns 20 or so locust nests in the 3 level collapsed manor house, I salute you. It was memorable.
Craluminum
The lore entries have to be client sided for the players to read them
Edit: And future planned quest dialog for traders or entities in certain structures need the client side as well.
Why make it client side when world generation is fully server side thing?
Starting MP server 1.18.2 rc 4 getting this error
Yanazake
Thanks will try to find them or make a script that scans for them :P thanks for reporting
(Screenshots can help to find which structures are affected but I will try to automate this)
Loot feels way too strong. The first structure I find I break the vessels and I get multiple copper tools right off the rip.
I personally just want more interesting ruins + more variety, cosmetically. I don't want the ruins to be skipping the entirety of early game. Can we get options to turn all that stuff off? Or maybe a version of the mod that is strictly cosmetic that avoids giving out tons of gears/ translocators/ insane loot?
The cool looking structures is what I'm signing up for, not a complete overhaul of the progression. I'm gonna be finding these structures/ going inside them regardless :)
Seems like there is a small bug. The loose brick piles aren't generating in the same kind of stone as the ruin. They're only turn up as granite
Yanazake
Thank you very much, I will add a place on this mod page for translators soon.
The translations will be in the next release.
Just_a_cat
Or if you want to chat here.
The "postPass": true doesn't prevent underwater spawns.
postpass just moves certain tagged structures into a later stage in world gen, which allows them to overwrite certain stuff like other structures. This is used for traders to let them always spawn more intact than other structures if they spawn in each other.
Another reason why vanilla traders do not spawn in water that often is bcs of their OffsetY which is very low and most of the time 0 or -1.
I want a vanilla fix for all this, but I wrote with Th3Dilli, and he said it's not easy to do so we will have to wait for 1.19 prob
Thank you for reminding me on Discord that I only did part of the translation xD Everything on crowdin is now translated to pt-br!
Thanks for the feedback @JamesBigmac im going to reduce smaller surface loot.
@Just_a_cat
Can we discuss this on discord bcs this isn't going to be a short discussion 😝👍
My dc is NiclAss#5493
Fantastic structures, i'm having tons of fun exploring them! I only have one criticism, spawn rate of ruins aside which is handled by the submod, I feel that the ruins are just in general too rewarding, even many smaller surface structures will commonly have a broken chest with somewhat rare loot, and a decent pile of gears. the larger dungeons and even larger surface ruins are fine as is, but I feel i'm getting way too rich just encountering tiny ruins.
I never said about problems with vanilla traders. Only about traders in modded structures.
To clarify: i mean: Every vanilla trader cart placed with postPass: true worldgen setting.
And i never find vanilla trader carts underwater.
@Just_a_cat
I can guarantee you this mod doesn't change anything regarding vanilla traders. And even if it would somehow. This is still a vanilla issue bcs the world Generation mechanics aren't changed with this mod aswell. I could see the underwater check not working in saltwater maybe that's another vanilla issue who knows.
This Mod just adds New ruins and replaces vanilla ruins (just ruins).
@NiclAss
ATM, i never find vanilla traders underwater.
May be due to trader cart placed on different terrain generation pass.
Sp0wN
Yeah doesnt work for some you can add me NiclAss#5493 or go on the offical vs discord and got to the mods forum and search for betterruins
NiclAss
Thanks for help. You mod very nice! How can I contact you and chat? For some reason, the discord channel does not open for me (
@Sp0wN
This error can be ignored as long as it doesn't result in any broken ruins. But it shouldn't affect gameplay at all.
1.18 should have moved those errors to a special worldgen log so you shouldn't get spammed anymore
@Just_a_cat
This is a vanilla issue and nothing gets changed in that regard with this mod.
This Mod just adds New structures and changed vanilla ruins the way they generate is defined with vanilla code and has to be fixed by vanilla.
But I think that will be in 1.19 or later...
Hi, NiclAss i download and install you mod, when run server abd fly in /gm2 in world, console write:
Such notifications constantly appear in the console when I fly over the map.
What is it and how this fix?
@NiclAss
Please, fix ruin generation for archipelago worlds.
Too many big structures genenerated deep underwater.
While it can be OK for ruins, it looks completely weird for trader camps and homes
mcnostril
Sadly, the spawn chances differ a lot depending on the world config, so if you got flat terrain you get a lot and if not you get a lot less.
I will upload a mod in the next days that configures the default spawn chances for all structures.
This might be useful for playing with multiple structure mods as well.
I'll second the ability to maybe tone down their frequency a bit. I like these a lot and I like that they sometimes spawn in clusters, but I'm running into them very often and it kind of makes them feel a bit less special (like I can't walk 20 seconds in a given direction without running into at least one if not several).
Updated moddb page soon.
New Youtube Trailer soon.
No huge content just fixes mostly.
But v0.1.0 :P
Is there a config possibility to increase/decrease frequency of the ruins? Every map that I generate on server have 10+ ruins in the spawn area. It's not an issue but it would be nice to have some options. Cheers
Voidwalker
Huge thanks for the nice feedback!
Glad you like it :P
Be sure to give any feedback how you think the mod could improve or what could be changed.
And thanks for using this mod btw.
artemax44
The mod should work for servers as well this is either a new problem or an issue on your end.
Are you sure the mod is in the right place and the correct version is used?
We can chat on discord about the issue if you want.
Discord Channel
This mod has become one of my Must have Mods when I play and I wait on game Updates until this Mod Updates to match. I love the amount of work, Detail, and Love that has gone into this and I'm excited to see how much further it will go!
NiclAss
For some reason the mod does not recognize me in 1.18 for server. In single player it works, but I'm more interested in it working on the server
Looking forward to pushing a smaller update coming weekend
To fix a crash for one structure
To fix some missing filler blocks in some structures
Revamping most spawners to function more dynamically similar to vanilla spawners in the story dungeon
Adding the new Jonas parts as drops in some structures
And more...
Oranje
Np 👍
Ack, i thought i had the latest version, and it turns out, i did not, im sorry for the misunderstanding :D
jaspermerle
Ok, very weird, I just tested it again on rc6 and flew through the map for like 30 min and could find any of those blocks. With just the BetterRuins mod.
If you want, you can come over to the Discord Channel on the official Vintage Story DC, and we could chat about it?
Do you get any screenshots?
hey ive been using this mod on 1.18.0-rc.5 and now 1.18.0-rc.6 and (in both versions) have encountered big question mark blocks inside a ruin that i think belongs to this mod? it says "unkown block id 11311"
edit: oh yeah and interacting with it crashes the game
Oranje
Which version of the game are you running, this seems like you are missing blocks from the 1.18 vanilla game version.
If you want to run the game on 1.17 use the v0.0.7 that still supports that.
If I get the structure to spawn, it looks like this in rc6
Hey, i just installed your mod (and a couple of others) for a fresh run, and i was wondering if i did something wrong, since my ruins have a couple of textures missing it seems, i'll include a screenshot.
imgur.com/a/oTHtnwH
Great mod!
Yanazake
Yeah, some ruins are no joke when exploring ^^
Thank you so much for your kind comment! It really means a lot to us. We appreciate your positive feedback and we're glad you enjoyed our builds. Your support is truly appreciated!
NiclAss
Bruh :') less happy ruin ransacking, more anxiety-inducing ruin ransacking
Still can't leave this mod behind tho, great builds
Yanazake
Yes most big ruins contain some type of enemy or spawners for them so watch out for those :P
More information on the Wiki
The Wiki isn't complete yet tho.
Does 0.0.8 add locust nests to the large castle-like ruins? 💀
1.18 RC2 - during the generation of a new server map, in the server log there are alot of errors: https://pastebin.com/sNcAACvM
There is an issue atm in v1.18 rc 1 and rc 2 for surface ruins. This can result in issues so be warned. Its playable but gravity for surface structures is bugged atm and acting strange.
Github Issue Link
I love you guys!!!
Kwegar
Yes, I'm working on it right now :P
Glad you like the mod <3
But I'm waiting for Tyron to add some small additions for the stable or rc 1.18 release and some improvements that would regard this mod.
If you want to be kept up to date with the development progress, you can join the mod channel on the Official DC as well :).
I post regularly about the progress and sneak peaks ^^.
Hope you update this for 1.18 My fav ruin mod
Wow! I see alot has been added to this mod since Nov when I last played xD Excited to see what the 2 village spawns look like o.o
@NiklAss, "I think you are using multiple ruin mods, bcs ships aren't in this mod ^^"
Could well be. I was playing on my son's server. I think what I was calling the large manor house was the last one on your screen shots, though I can't tell for sure -- I only saw it from the ground. I'll do up a single player game sometime to check out just your mod.
HoosierDaddy
Yeah, maybe with 1.18 finishing and polishing clutter blocks there would be other stuff to replace the aged boards.
Btw, I think you are using multiple ruin mods, bcs ships aren't in this mod ^^ this might result in a furthermore increased spawn rate.
That's cool. I was walking around a huge manor house and heard something coming from downstairs. I hadn't even made a spear yet, when "OMG, feets don't fail me now!" Made a note to remember to come back later to see what he was guarding, though. "And... a ship? In the middle of the plains? No water in sight? There's got to be a story here." You have done some outstanding work here.
And I agree with you that standard ruins are generally not worth the time even on day 1. I find a bunch of stuff I can't carry anyway. Best case, I pop a scythe or get a jump start on linen sacks. But that's so rare that ruins are only worthwhile if I have absolutely nothing else to do. I don't really mind the torch holders or oil lamps. Trading torches out is just busy work. Even a lantern or two, but I wouldn't want to find too many of them. Off-hand, the only thing I find way excessive is the planks. Tyron hid planks behind at least 1100 units of copper, and here they are, sitting out in the open, ready for chests and real doors and barrels and the obligatory bucket. It just leapfrogs the advancement. But that's fine. I can just leave those things I think are OP sitting where they are.
HoosierDaddy
Thanks for the feedback, I will decrease loot or spawn chances with the next update...
I added plenty of ruins where the higher loot is locked behind at least copper or behind tough enemies, I am going to keep on reworking the other ruins and adding more balancing with that.
But this mod will increase the amount of loot bcs in my opinion the vanilla ruins are just not worth looting after your first days and yeah I want to change that.
So it will stay somewhat increased vs vanilla.
Holy cow, these are amazing! Well done!
From my POV, the only problem is I have to keep reminding myself to look, but don't touch. The loot level is so high that it removes the challenge from the game. For example, It is easy to end up with enough planks for a couple dozen trunks and find several storage vessels on day 1. The thrill of finding a torch holder loses something when you find a half dozen plus a lantern in the ruin you spawn next to.
Foxy_Grandpa
You can update the mod without worries, it doesn't touch the terrain generation, just the structures.
Just replacing the older version with the new should do the trick.
PeterSanderson
The mod is server sided, so if you have a server, it doesn't affect load times for clients at all.
This mod just slightly slows down world gen, so if you generate new chunks that's a little bit slower than vanilla, but nothing you should notice while playing.
Still, all performance hits just the server side.
Would updating the mod result in a huge "slice" in worldgen to occur or is that just for landform mods?
Thanks for working on this mod. How much should the update be affecting load in times when connecting to a server, if at all?
Tyrhung
Thanks for those kind words!
I don't think BetterRuins has a direct impact on bee spawns.
One problem is even with the same seed the ruins and structures generate differently, so I can't reproduce it.
The cathedral might just generated in a space where the bees would have spawned. So I think this might be an unlucky scenario.
I will do some testing before the next update and watch out for bee spawns maybe you are on to something, but this mod doesn't change anything relating to the bee spawns.
I absolutely adore this mod.
However, I'm having a heckuva time finding bees after installing it. At first, I had made a world without any mods, explored a little, then installed this and several other mods. That world seed was 1800360707, and there were a LOT of bees to the southeast of spawn; the closest ones were at -23, 1, 153.
I later decided I just wanted to try a new world altogether, and quickly found an AMAZING ruined cathedral with graveyard - I decided it was my quest to live there and restore it, after finding a crown and deciding to declare myself the king. However, after dilligently searching warm forests with Common rainfall for many months - no bees.
Just as an experiment, I tried re-creating seed 1800360707 with all my mods installed, to see if bees would spawn in the same locations. I could not find any. One by one I disabled the mods and tried creating 1800360707 again, running to -23, 1, 153 for bees. When I disabled the Better Ruins, it spawned the bees there as expected.
My Gameversion is 1.17.9. Complete list of mods I'm running:
A Culinary Artillert
At Waters Edge
autosifter
BetterRuins
calendar
Carry On
Trader Camps
Dungeons & Shafts
Expanded Foods
From Golden Combs
Legendary Mods
More Map Icons
MoreStickCtafts(sic)
Player Corpse
Primitive Survival
Seed Harvesting
Stonepile mod
Teleportation Runes
XLib
XSkills
Any tips/pointers would be much appreciated. In the meantime, I'm going to see if I can just disable BetterRuins and generate new terrain in my existing megacathedral world (273209911 if you're curious; the ruins are at -273,1,-446), and I did increase surface tin spawn to "very rare" instead of "extremely rare.")
Edit: on running around further with Better Ruins disabled, I located bees at -1587, 126, -848. Also, sorry for the weird coordinates; I was not actually going all the way to bedrock to find bees XD All this was just at ground level but trying to read the coords off the map throws me off.)
Hehe Nice.
sweet thanks!
xghilliex
They respawn 10 times after that the (invisible) spawner gets removed so take your time and clear them 10 times and you should be fine.
Im going to reduce the amount to 5 with the next update.
Hey! I've enjoyed using the mod but the only issue I've run into is some of the higher-level enemies such as a sawblade locust and a nightmare drifter seem to spawn in the ruins as I'm converting it into a base. so far I've used lights to cover the areas and I have replaced the floor but i cant seem to stop those two from spawning. I have also claimed the area on our MP server. Any help would be appreciated!
Pheargrimm
There are no dumb questions dont worry ^^
Its is possible to add such feature but its not in the mod atm.
So the spawnchances are the same atm.
Ruins like to spawn on flat areas so you might encounter more there.
And thanks for using this mod and the kind words.
Thanks Niclass, apologies for the dumb question. I wonder if its the difference in Temperate vs Warm climates, just did a few seed tests and found a lots of ruins on Temperate, but once again rambles of a new player. Love your mod, much thanks to you and your team for all your hard work, the ruins are a treat to come across.
Pheargrimm
Vanilla ruin spawnchances are untouched so they should spawn like normal.
Overall the mod should spawn more ruins than without it (vanilla).
Thank you for the mod appreciated. I may have an issue, but I am somewhat new to the game, so grain of salt and all that. I am seeing less ruins with this mod active than vanilla, of course your ruins are far more interesting, is this just a me being a noob issue? or should I see more or the same amount of ruins. I am running other mods but nothing that I thought would effect ruin world gen.
Thanks, but I have crazy explorers on my server, a lot of active chunks and all that, but the new version will likely spook them;
"Woh, big ruin!" lol
LadyBlakeHammer
No you can just update the mod and keep using it on your existing world it just effects the chunks that are generated with the mod active. Changing mod versions is no problem ^^
S'ppose I'll need to add the new version and make a new save huh? :P
znatik
thanks for your kind word and yeah you are correct ruins spawn more often in flat areas :D
Makes me happy that you are having fun with it.
How good are your ruins. I'm playing on the latest version of . I love to travel the worlds. Your work makes the game even more beautiful. I travel not for treasures. I want to see beauty. Thank you for your work.
Pivet loves to create worlds. I noticed that if there are a lot of mountains or hills in the world, then the spawn of ruins does not happen in these places. If there are many high mountains, then there are no ruins. She found only 7 types of ruins. Of the BIG ones, this is 1 view of a ruined castle or town. Once I saw a beautiful pyramid. Oh just shock. 2 or 3 types of destroyed buildings. Very rarely houses made of wood. 1 time I saw a wooden crane with an underground mine. There is a well in the picture. It can be found.
@znatik how many worlds have you generated where you only saw 7 ruin variants out of 69? because even before the last update I had pretty much seen almost all the ruins over multiple world gens at world start , way more than 7. If something is truly bugged that would be great to know.
Also what do you mean by loot not updated? Are the gears still showing in the chests? :c
Edit: I tested world gen and though ruins definitely spawn lower in normal global temperature they are spawning, and I didn't find any gears in any of the chests so I don't understand by treasures are not updated? And the ruin variants definitely seem to be working I generated 3 new worlds and every world has totally different ruins, do bare in mind some of the ruin variants are just reworks of the base game ruins :)
If the problem does persist please let me know though ^_^ and in the next update the normal global temp ruin spawn is going to be uped a little bit more
It is a pity that after finding the ruins and examining them, they become useless. Treasures are not updated. Disappointing. Of the 69 types of ruins, I saw only 7. The rest do not appear. I really appreciate this mod. One of my favorites. And you are one of the best. Thank you .
aanuf
Its def possible but I think it would involve placing the structure and editing the crates then exporting.
Im going to nerf overall loot in the next update in a couple of days so maybe that helps you.
If I wanted to make the loot a bit less OP for my server, would I just remove some of the BlockIDs from the schematic?
You just got a great world spawn, sometimes I spawn and there are no ruins around what so ever, othertimes, I spawn in almost abandoned cities because of all the ruins. and other times there are just 1-3 around. Its really crazy how varied the spawns are but I love it, cause I love randomness. XD I was wondering how well a malefactor would do so thanks for mentioning it.
very cool, if a bit overpowered
got several chests and copper tools without even making an anvil yet and made 70 gears selling finds to traders (malefactor vessel forage and closed crates)
Im not 100% sure if that mod was the issue but out of all the mods Ruin Variants currently has an actual bug within the mod. I hope your floating ruins problm was solved ^_^
Edit: Ok I can 100% Confirm Ruin Variants causes floating ruins, been using the other 3 all together and have had no problems. Hope that mod gets fixed in the future :c
Much obliged for the bug crushing, TheNiteFox! Thanks And indeed, I had missed Ruin Variants in the list. I will remove it.
@PeterSanderson Are you absolutely sure you dont have Ruin Variants installed? I just installed it and it is what caused the floating ruins.
Alright so I checked both Ruin Variants & Just More Ruins by themselves. Like NiclAss said there is a bug going on with Abandoned kingdom and some the other mods that is a vanilla based bug nothing to do with the mods themselves, and I think having them all together somehow manifests itself into floating ruins xD
PeterSanderson
Yeah that ruin is probably from another mod imma guess More Ruins.
its in the air? xd
Its def not from this mod and not from my vanilla rework. Imma take a look at More Ruins and Abandoned Kingdom maybe I can find it. Edit: Couldnt find anything that would result in a structure spawn midair .... def a vanilla bug but a mod structure or a issue while exporting said structure...
Thanks for the fast response. There are a lot of mods, but Abandoned Kingdom, Better Ruins, and More Ruins are the ruin generating ones
@PeterSanderson What other mods do you have installed that affect world gen? I would like to know just in case (: That doesnt look like a structure I have seen in this mod, though that could be parts of one of the new ones added 0_0
I'm trying to track down which mod made this ruin shape...is this one of yours? I'm guessing if it is, this isn't expected behaviour ;)
@NiclAss That would be great! I chose your mod over that one anyways, because for some reason that mod isnt compatible with bricklayers, as in if bricklayers is installed no surface translocators, havn't ran into any problems with your mod though, everything spawns just fine and its awesome haha ^_^ Cant wait to see the new ruins you just added 0_0
Btw my only suggestion as of this moment, it would be really cool if you added compatibility with brick layers in the future, either like brick layers items could be found in ruins, or really rare ruins made out of materials from brick layers. Then this would be like the perfect mod haha xD , its just a thought though cause I love this mod the way it is already, plus if you ever did do that it would have to be its own version :3
Can not wait for 1.18 just cause I wanna see what you do with your dungeon mod xD
TheNiteFox
Thanks for the heads up.
I just took a look at the mod and I think I can add some similar ones with translocators.
If anyone is curious, this mod is compatible with Surface Translocators
TheNiteFox
Thank you very much!
If you got any suggestions or possible changes let me know!
Yanazake
Climate detection works. Terrain detection doesnt work as of now. Maybe they add/fix something with 1.18.
Just like climate detection, can you detect terrain generation? As in, if there is a mountain or plateau generated in the game? It's very common to have fortresses on top of cliffs and whatnot to be able to look in the distance. Considering there are churches or similar big structures, at least some kind of fortress or palace would make sense even if it was already abandoned before the previous civilization fell. Those things endure centuries easily.
Just came here to say I love this mod! Started using it a couple days ago and I am loving the ruin variation! Adds so much more variety to the world! ^_^
1618
Thanks for the suggestions I added them on my github and going to work on them in the future. Imma post progress over there on github aswell. Thanks again such feedback is really helpful.
Github Discussions
Suggestions: Various versions of world heritage sites like Stonehenge, Pyramids, Petra, Maoi statues, Acropolis, Chichen-Itza, Great Wall, Ayutthaya, Borobudor, etc.
Also Industrial ruins like rock quarrys, ore mines, ship docks, bridges, castles, motte and bailey, etc.
For stone types, perhaps incorporate Bricklayers mod for variety.
Hexedian
Got fixed with VintageStory Version 1.17.5
Hexedian
I created a Issue here on github related to your report about:
"Found a stack of 0 copper ingots in a heavily collapsed chest in a basement ruin."
I reported it to the devs and im going to replace it with a custom randomiser. Thanks again for reporting.
l33tmaan
Cant really change anything related to that. This mod is a content only mod and uses vanilla worldgen. Its only affecting the game while worldgen is happening.
Jujukug
Thanks for the nice feedback! I shared your message with everyone involved!
Beautiful structures, but this mod seems to drastically increase my RAM usage, for some reason? Like, by a whole GB.
Thanks for making this, it gives a nice breath of fresh air after playing VS for so long. The ruins feel like they belong.
Found a stack of 0 copper ingots in a heavily collapsed chest in a basement ruin.
Amazing! Going to try this now! :) These structure are beautiful, it adds so much to the landscape and really hits home that there was once a civalization. Give my regards to the designer. :)
NiclAss
Really nice for the GitHub! I think you have the most important thing setup already! Builds Images could be put on a GitHub Wiki, but you ahve the Trello for that already, so this is not needed.
A feature who can be useful on GitHub, specially for big project but not only, is to used the "Project" feature to do the planning of your work, classified your Issues / Pull Requests, etc. (https://docs.github.com/en/issues/planning-and-tracking-with-projects/learning-about-projects)
And no worry, I know GitHub need some learning to really get used to it, but it is really really usefull and once we are get used to it it can became really really handy!!
About the RockTypes I will reply on a Issue on Github.
@Craluminum
Yes I am on 16.5(stable)
@NiclAss
Thank you for the info. Absolutely love the new builds!
RedOrchid
I used 2 blocks 1 aged table and 1 aged chair which are 1.17 blocks. They will be removed in the next version of this mod. Until then you can ignore the warning and you should not notice it while playing bcs they are just air blocks.
Thanks for reporting <3
Craluminum
Thanks for helping out.
RedOrchid Are you on 1.16.5? clutter blocks are from 1.17
I get this 25.8.2022 11:20:25 [Warning] Block schematic file ruin-o10-n14-translocator.json uses blocks that could no longer be found. These will turn into air blocks! (affected: game:clutter)
fireztonez
Hi thanks for your feedback!
Good idea! I created a github repository. Im still a noob with github tho im going to add more description and stuff in the next days.
If you got more ideas regarding the github let me know.
This mod contains no code and my goal is to keep it code free. (better version compatibility)
"Why not make your build using the rock from the region you are on, so if you are on a Claystone region, the ruines will be made from Claystone by example. Little like Ruin Variant allow to do with vanilla structure. For what I see on the Ruin Variant code, it seam to be a pretty easy to do and would make lot more variety."
Atm vanilla lets you only do this to underground structures and not to the ones at the surface. I messaged with a dev they are going to take a look at the whole system. (in the next weeks or 1.18)(1.18 is more likely)
The only way for more variants would be to just have multiple versions of the same structure with different blocks randomly scattered around the world.
Be sure to give me more feedback after you tried my mod! Thanks!!! <3
Pamela
Thanks!
Could you give me some more Information to your problem.
This mod should not overwrite anything just adds patches to the worldgen.
Pls tell me how you want to get into contact.
My Discord is:
NiclAss#5196
1618
Thanks for the feedback!
I agree with you thats a point where we can improve as a modding community.
Most important part in my opinion is compatibility.
Imma try to contact some of the mod creators... we will see <3
OBEDIA
Thanks! Be sure to give me any feedback after some playtime!
NiclAss Question of making your project Community Driven, I would suggest you to open a GitHub and link it on your Mod page.
People who want to submit new build could make a Pull Request or send them on the Issue tracker maybe. The Issue Tracker is also the best to allow people to report or suggestion for your mod and keep track of what is done, what is fixed and what is not. At the same time a github is really useful for the versioning system, allowing you always older codes in cases you make a mistake loose something or break something while working on your mod. You could also made your mod opensource and published made your codes source availaible to everyone so if you stop developping your mod at one point, somebody else can take back and continue your work.
What variants do you want to see?
Why not make your build using the rock from the region you are on, so if you are on a Claystone region, the ruines will be made from Claystone by example. Little like Ruin Variant allow to do with vanilla structure. For what I see on the Ruin Variant code, it seam to be a pretty easy to do and would make lot more variety.
Thank you for your mod, I will try it on my game!
These ruins are exceptional. The only problem I have is that it overwrites the worldgen settings I have done myself.
Pretty cool stuff. Is there any way other people can contribute to this?
As someone who loves these kinds of mods, there are now a bunch of ruins and dungeons mods.
I hope the modders are taking this into account and communicating. Either combining them, or making them not overlap.
Trying this mod out next on my small server!