
Mods / BetterRuins
Category:
#Worldgen
Author: NiclAss
Side: Server
Created: Aug 21st 2022 at 5:56 PM
Last modified: Nov 13th 2022 at 6:32 PM
Downloads: 6346
Follow Unfollow 173
Author: NiclAss
Side: Server
Created: Aug 21st 2022 at 5:56 PM
Last modified: Nov 13th 2022 at 6:32 PM
Downloads: 6346
Follow Unfollow 173
EarlyAccess
This Mod is going to add a lot of new ruins with different variants to the worldgen, even containing translocators at surface level.
- 69 detailed ruins
- Reworked multiple ruin types (Done: agriruins, ancientruins, civicruins, houseruins, marshalruins, spanruins, religiosruins | Todo: village)
- Reintroduced spanruins to 1.17 (got removed in 1.17)
- Custom loottables and vanilla lore items
- Translocators on the surface
- Vanilla friendly
- Serverside only
- Mega Structures
- Structures in different stonetypes
One of my goals with this mod would be to let it be community driven and everyone suggest or add ideas/builds to this while still staying as close to vanilla as possible. That would result into frequent updates aswell.
If this mod is getting added after world creation it can only affect chunks that are generated with the mod active.
- More Stonetypes (What variants do you want to see?)
- Industrial Ruins
- Ruins that exist in RL
- Smaller translocator ruins
- Big Ruined Citys
- Temperature themed builds (pyramids/snowy builds)
Version | For Game version | Downloads | Release date | Changelog | Download |
---|---|---|---|---|---|
v0.0.6 | 2826 | Nov 13th 2022 at 6:32 PM | Show | BetterRuinsv0.0.6.zip | |
v0.0.5 | 582 | Nov 1st 2022 at 9:00 PM | Show | BetterRuinsv0.0.5.zip | |
v0.0.4 | 921 | Oct 9th 2022 at 11:23 AM | Show | BetterRuinsv0.0.4.zip | |
v0.0.3 | 1003 | Sep 10th 2022 at 9:40 PM | Show | BetterRuinsv0.0.3.zip | |
v0.0.2 | 590 | Sep 1st 2022 at 8:38 PM | Show | BetterRuinsv0.0.2.zip | |
v0.0.1 | 424 | Aug 22nd 2022 at 5:43 PM | Show | BetterRuinsv0.0.1.zip |
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!