BetterRuins expands your world with a large variety of handcrafted ruins, hidden places, story locations, loot spots, and atmospheric discoveries.
Instead of making exploration feel repetitive, the mod aims to make every journey more interesting by adding structures that feel rewarding to find and worth checking out.
You can discover everything from small ruins and underground passages to larger landmarks, story-related locations, unique loot, blueprints, and lore that adds more depth to the world.
BetterRuins is built for players who enjoy exploration, worldbuilding, and finding meaningful content across survival worlds, whether playing alone or on a server.
Structures Adds over 600 new structures to the world, from small ruins and graves to larger landmarks, underground areas, villages, story locations, and other points of interest.
Story content Includes unique story locations with maps, trader dialogue, connected structures, and exploration-focused progression with worthwhile rewards.
Blueprints Adds collectible blueprints that unlock special crafting options for rare, useful, or otherwise unobtainable blocks and items.
Lore Many locations include custom lore and worldbuilding elements to make exploration feel more immersive and connected to the world.
Loot Expands loot with valuable, useful, and unusual rewards that make exploration more interesting throughout the game.
Compatibility Works alongside many landform and content mods, while also supporting modded loot integration in many places.
Configurable A lot of features can be adjusted to better fit your world, server setup, and preferred exploration experience.
Note: To configure this mod you need to install ConfigLib and ImGui. You will not have access to the configuration options otherwise.
📢 Latest Content Showcases
🛠 Installing or Updating on existing worlds and servers
BetterRuins can be added to existing worlds and updated later, but newly added or changed content will only appear in chunks generated after installation or update.
If the location of a newly added story location is blocked by already generated terrain, you may have to do some manual cleanup or adjustments like this:
⭐ Mod Compatibility
Warning:
Due to missing compatibility patches, using RiverGen alongside BetterRuins updates on existing worlds is risky. Significant terrain glitches or "cliff" chunk borders may occur if vanilla or BetterRuins updates change story structure generation. To prevent world corruption or ugly borders, always back up your save and manually inspect new chunk transitions after updating vanilla or BetterRuins.
Note:
The original Rivers Mod is unaffected, as it already includes a fix for these versioning issues.
Any mod that touches landforms will affect how story locations generate because they change the landforms that those story locations are depending on. BetterRuins adds compatibility patches to its story locations for all known landform mods to allow them to generate as good as possible. Some landform mods have more fitting landforms for story locations than others so keep that in mind.
BetterRuins is more than just a content mod. The idea behind it is to create a project where builders can share their work in a way that feels naturally integrated into the world and can be experienced by all players during normal gameplay.
A big part of the mod comes from hobby builders and creative people who contribute whenever they feel inspired. Most contributions are driven by self-motivation, personal ideas, and the wish to create something memorable for others to discover.
At the same time, community feedback plays a huge role in pushing the project forward. Player reactions, suggestions, and support help shape new ideas, improvements, and future additions. Being one of the most popular mods also gives the project visibility that helps it keep growing.
We try to keep the team open and approachable, so joining the project is relatively easy for people who want to contribute with building, ideas, testing, writing, or other creative work.
Most of the coordination happens through our Discord, where we organize tasks, discuss ideas, review progress, and manage the many details behind the scenes. We also use our creative server as the main place where a lot of structures are planned, built, and refined together.
Contributors: Everyone who has contributed to BetterRuins is credited at the top of this page. Without this team, the mod would not exist in its current form. Huge thanks to everyone who invests time, ideas, and effort into the project.
❓ FAQ
What will happen if I remove the mod?
All structures that have already been generated will remain in the world without any ? blocks. The main issues you might notice are missing lore entries if you collected BetterRuins lore, and blueprint items may disappear or turn into ? items.
Can I add this mod after world creation?
Yes, but structures from this mod will only generate in chunks that are newly generated while the mod is active.
Can I update this mod after world creation?
Yes, but new or adjusted structures will only appear in chunks generated with the updated version active. If you are using the original Rivers mod, updating is not always fully safe, so check the top of each changelog for important notes.
Why are there so many structures spawning with this mod?
Structures are more likely to generate on flat and sea-level terrain. If you use a lower world height or worldgen mods like Plains and Valleys, you may need to reduce the spawn chances because structures can appear more often there.
How do I know what I can do with the blueprints?
Hover over the item in your inventory and press H to open the recipe browser for that item.
My treasure map said “no location on map found”. Did I waste my rusty gears?
Yes. This is a rare bug where no nearby structure of the required type was found, which results in an empty treasure map.
Do mobs respawn in structures, and if yes, how often?
Yes. They can respawn between 3 and 8 times depending on the spawners. These spawners are invisible and remove themselves after spawning all mobs.
Will vanilla ruins still be present if I install this mod?
Yes. BetterRuins and vanilla ruins will generate alongside each other.
Can I configure the mod on my server? The config UI seems to be client-side only.
Yes. Server configs need to be changed directly in the server’s config folder. You will find a .yaml file for BetterRuins there. You can edit it with a text editor, or configure the mod in singleplayer and copy the edited .yaml file over to the server.
Why do some chests in ruins appear to be unopenable and empty?
If a chest, especially one of the ruined trunk variants, cannot be opened in a BetterRuins structure, it is intended to be empty. This is not a bug, but a visual way to show abandoned or already-looted containers.
How deep are the hidden passages marked on trader maps?
They can be quite deep. If there is no teleporter inside, try digging further down — it should usually be located right below the map marker.
⚙️ Configuration
BetterRuins includes a range of configurable settings so you can adjust structure frequency, balancing, and other parts of the experience to better fit your world or server setup.
To generate and edit the config through the in-game interface, you need both ConfigLib and ImGui. Without these two mods, the config file will not be generated and you will not have access to the configuration UI.
Important: If you are playing on a server, the BetterRuins config needs to be changed on the server side. The in-game UI is useful for generating and editing the file, but the active settings must come from the server's config folder.
A common setup is to install the required config mods in singleplayer first, generate and adjust the BetterRuins config there, and then copy the created .yaml file into your server config folder.
Example of the BetterRuins config file:
🎥 Useful Videos
These videos can help with some of the most common BetterRuins tasks, including configuration, manually spawning structures, and working with story structures.
Tip: These are especially useful if you are setting up BetterRuins for admin work on servers, setting up the mod for the first time for specific settings, testing structures, or adjusting your world after an update.
🌍 Translation
BetterRuins is supported by community translations to make the mod more accessible for players across different languages.
Thank you: Huge thanks to all translation contributors for helping make BetterRuins available to more players. Translating and keeping entries updated takes time and effort, and every contribution helps.
If you want to help as well, you can contribute through the public Crowdin web editor:
Content: Updated Lang files ty for everyone translating
Tweak: Small spawn chance changes to multiple structures
Fix: Crashing in virrnos desert monolith when looking at the rotten cheese ontop of the cheese spire. https://github.com/NicIAss/betterruins/issues/137 Fix: Shoppingcentre had certain stone blocks that didnt convert to local stonetype Fix: Reexported structures on 1.22.2 to resolve possible vanilla remapping fail on some systems this might fix ? blocks for veryagedrotten (legacy) blocks and support beams in the future (looking for feedback on this since it never was a problem on my system and seems to be a rare bug) Fix: Small polished claystone inside chiseled block which should be local rocktype Fix: Waystones aka Graves had issues with gravel inside surface level chiseled blocks resulting in air blocks. Fix: Galaxy Table (Chiseled Block) crashes client when placing down. ((Bcs the chiseled blocks were stored in storage) they are now placed in world not container) https://github.com/NicIAss/betterruins/issues/139 Fix: Resolved 2 missing filler blocks in sunrift experiment
Content: New recipes for carpenter blueprint now allow you to craft canopies and fancy tables Content: New Large overgrown ruin by Femur Content: Updated translations ty for everyone helping out
Tweak: Restructure of a patch for an underground translocator Tweak: Reduced spawn chance of samgray village Tweak: Spawn chance balancing and also translocator nexus is more rare now
Fix: Small tweaks to a lot of structures regarding filler blocks, missing loot and the new 1.22 aged wood changes Fix: Small recipe changes for better mod compatibility
Content: 5 new Blueprints Alchemist, Carpenter, Cartwright, Gravedigger, Toymaker Content: Updated lang files thanks everyone for translating
Tweak: Small loot balancing changes in loot pools Tweak: Updated Sunrift experiment with some changes to the lens and dave art Tweak: Updated some storylocations with minor adjustments Tweak: Adjusted Forest Village to 1.22 changes mostly aged wood changes and minor adjustments to chiseledblocks Tweak: Adjusted some largeruins with updated visuals Tweak: Adjusted configfile removed blueprint drop chances toggle Tweak: Updated modicon
Fix: Aged crate closed in handbook crashes game Fix: Bug in crafting seasalt planter ty Madalovin
Compatibility: Adjusted loot patches for primitive survival to its recent update Compatibility: With Landform Overhaul 1.22 Update
Changes since last stable version:
Content: Complete Rewrite of the mods structure patches and schematic file locations for future ease of modding betterruins itself. (There is still some schematics under game domain but this will be changed when vanilla releases the fix for that in the next pre version) Content: Updated translations Content: New Storystructure Halite Quarry by nybygget Content: New Lore and Trader dialogue by quilladile Content: New largeruin by Par (Whitehillcastleruin) Content: New megastructure variant for normancastle by Par Content: 2 new medium ruins by Sirayne (collapsedstonetower and stonetree) Content: New Translocator Nexus a special very rare structure by Nybygget Content: Added 3 new underground translocator structures by Femursnapper Content: New global lore by Quilladile Content: Mechanical Blueprint allows you now craft supportbeam chains Content: 5 new smaller castle ruins by par in a village formation Content: A abandoned Trader home by Sirayne Content: Reworked most older surface translocator structures and removed some older ones. Content: New fitting loot added to buildingblock randomizers Content: Made decorative Flowerpots craftable with Artisan Blueprint and dyes Content: Made decorative Planters craftable with Artisan Blueprint and dyes Content: Updated Lang files thanks for everyone translating
Tweak: Updated all compatibility patches for landform mods Tweak: Adjusted configlib patches to new filesystem and simplified some settings (removed temperature settings) Tweak: Applied new 1.22 change to not consume blueprints in recipes. Tweak: Machinist Blueprint Largegear is now craftable with any type of plank not only oak Tweak: Blueprints are now storable in cabinets but not in bookshelfs anymore. (dont worry about exisiting bookshelfs it will still store them but you will only be able to take them out not in anymore.) Tweak: Betterruins maps now can be stored in cabinets. Tweak: Small changes to underground part of the coal mine Tweak: Removed some old mediumruins reworked some others (still stuff todo) Tweak: Slight changes to halitequarry to water and empty loot containers Tweak: Adjusted main luxuries trader entries with the [BR Quest] tag to know that they are non vanilla quest dialogue starters Tweak: Adjusted trader patches to work in a more mod compatible way Tweak: Some yoffset changes
Fix: Updated debarkedlog rotten to 1.22 naming Fix: Updated debarkedlog and windmillrotor 1.22 naming in stackrandomizers Fix: Updated a surface underground structure which contains gold scales which got removed in 1.22 Fix: Resolved air block under wolfstone castles Fix: Invisible Skeleton removed in the forlornhope bastion Fix: Removed invisible skeletons from wolfstone castles (ty egoanditspwn) Fix: Resolved invisible skeleton in mixco-viejo warm climate ruin Fix: Removed unnecessary duplicate schematic files since vanilla fixed something with 1.22.0-pre.3 Fix: 1.22.0-rc.1 fixed a handbook exclude patch for wallpaper which are in the handbook in vanilla now so patch is not needed anymore Fix: 1.22.0 change mechanical blueprint now needs you to use rendered fat not normal raw fat Fix: Replaced fat with rendered fat in loot randomizers Fix: Small changes and fixes in the sunrift experiment Fix: Adjusted Trader Dialogue patches to 1.22 changes Fix: Resolved invisible skeleton in Coalmine ty to egoanditspwn Fix: Replaced all berry bushes with 1.22 variants in all structures that had them Fix: Resolved a 1.22 change that posted a Warning when crafting with blueprints.
Compatibility: With name changes in landforms of fieldsandplateaus and plainsandvalleys Compatibility: Removed randomizer entries for primitive survival buckets (ty DarkThoughts)
Content: Reworked most older surface translocator structures and removed some older ones. Content: New fitting loot added to buildingblock randomizers Content: Made decorative Flowerpots craftable with Artisan Blueprint and dyes Content: Made decorative Planters craftable with Artisan Blueprint and dyes Content: Updated Lang files thanks for everyone translating
Tweak: Removed some old mediumruins reworked some others (still stuff todo) Tweak: Slight changes to halitequarry to water and empty loot containers Tweak: Adjusted main luxuries trader entries with the [BR Quest] tag to know that they are non vanilla quest dialogue starters Tweak: Adjusted trader patches to work in a more mod compatible way Tweak: Some yoffset changes
Fix: Resolved invisible skeleton in Coalmine ty to egoanditspwn Fix: Replaced all berry bushes with 1.22 variants in all structures that had them Fix: Resolved a 1.22 change that posted a Warning when crafting with blueprints.
Compatibility: With name changes in landforms of fieldsandplateaus and plainsandvalleys Compatibility: Removed randomizer entries for primitive survival buckets (ty DarkThoughts)
Content: New Storystructure Halite Quarry by nybygget Content: New Lore and Trader dialogue by quilladile Content: New largeruin by Par (Whitehillcastleruin) Content: New megastructure variant for normancastle by Par Content: 2 new medium ruins by Sirayne (collapsedstonetower and stonetree) Content: New Translocator Nexus a special very rare structure by Nybygget Content: Added 3 new underground translocator structures by Femursnapper Content: New global lore by Quilladile Content: Mechanical Blueprint allows you now craft supportbeam chains Content: 5 new smaller castle ruins by par in a village formation Content: A abandoned Trader home by Sirayne
Tweak: Machinist Blueprint Largegear is now craftable with any type of plank not only oak Tweak: Blueprints are now storable in cabinets but not in bookshelfs anymore. (dont worry about exisiting bookshelfs it will still store them but you will only be able to take them out not in anymore.) Tweak: Betterruins maps now can be stored in cabinets. Tweak: Small changes to underground part of the coal mine
Fix: Removed invisible skeletons from wolfstone castles (ty egoanditspwn) Fix: Resolved invisible skeleton in mixco-viejo warm climate ruin Fix: Removed unnecessary duplicate schematic files since vanilla fixed something with 1.22.0-pre.3 Fix: 1.22.0-rc.1 fixed a handbook exclude patch for wallpaper which are in the handbook in vanilla now so patch is not needed anymore Fix: 1.22.0 change mechanical blueprint now needs you to use rendered fat not normal raw fat Fix: Replaced fat with rendered fat in loot randomizers Fix: Small changes and fixes in the sunrift experiment Fix: Adjusted Trader Dialogue patches to 1.22 changes
This is a prerelease of betterruins for the vanilla prerelease of the 1.22 update so please be cautious on installing this on any existing world and backup everything you use this on ty. This doesnt contain much content but allows us to now focus on adding the next content.
Content: Complete Rewrite of the mods structure patches and schematic file locations for future ease of modding betterruins itself. (There is still some schematics under game domain but this will be changed when vanilla releases the fix for that in the next pre version) Content: Updated translations
Tweak: Updated all compatibility patches for landform mods Tweak: Adjusted configlib patches to new filesystem and simplified some settings (removed temperature settings) Tweak: Applied new 1.22 change to not consume blueprints in recipes.
Fix: Updated debarkedlog rotten to 1.22 naming Fix: Updated debarkedlog and windmillrotor 1.22 naming in stackrandomizers Fix: Updated a surface underground structure which contains gold scales which got removed in 1.22 Fix: Resolved air block under wolfstone castles Fix: Invisible Skeleton removed in the forlornhope bastion
While this update is primarily designed for 1.21, I have implemented several fixes to support the newly released 1.22.0-pre.1. Unlike v0.5.6, this version should no longer crash the vanilla patch maker, making it functional on the latest unstable release. Please note that while it is now usable, you may still see non-critical warnings in the logs regarding recipes and loot randomizers.
Content: Updated translations thanks for everyone translating over at crowdin
Tweak: Minor Adjustments to recipes and filenames to fix upcoming 1.22 conflicts Tweak: Updated sunrift experiment with some small changes. Tweak: More efficient patches for rocktyperemapgroups Tweak: Updated some forest village structures Tweak: Loot rebalance of a surfaceunderground structure
Fix: Unknown Block in sunrift Fix: Updated 2 Largeruins
Compatibility: With Can Additional Metals Compatibility: With Meteoric Steel mod
Content: Updated Translations thanks for everyone translating on crowdin!! Content: 7 new tileset pieces to ogdreds village by ogdred Content: New largeruin by ogdred bigcastleruin Content: 1 New underground structure by dampus Content: 1 New mediumruin by femursnapper Content: 1 New mediumruin by shikitochi Content: 1 New hot climate specific ruin by yapludepatte Content: New mediumruins by Shikitochi a ruined Bakery Content: New underground structure by Shikitochi Content: New lore by quilladile for 2 upcoming structures in future updates
Tweak: Updated Desperate Times Lore by dazedandconfused Tweak: Updated monolith structures Tweak: Updated waystone structures Tweak: Updated some underground structures not containing loot or not dropping certain chiseled blocks Tweak: Slightly changed lore locations in the panopticon Tweak: Changed Weavers rug recipe thanks to Dampus Tweak: Small spawning balancing for villages Tweak: Incomplete Started list of supported clutterblocks as item description for Temporal transfigurator
Fix: 1 medium ruin contained some floating soil blocks Fix: Allows to better balance the loot with configlib Fix: Updated structures and removed meta-blocklayer to resolve rare ? blocks in some structures using blocklayer and extensive overlay usage https://github.com/NicIAss/betterruins/issues/123 Fix: Duplicate Entry for the minerlogs lore entry. Ty Sarah Lafayette Fix: filled 2 fillerblocks in crossroads Fix: Resolved some missing fillerblocks in fhbastion
Compatibility: With deepveinasbestos mod Compatibility: With spearexpantion mod Compatibility: With tar mod
Want to say huge thanks to @azriel_1 and @bearpup to recently joining the project and helping so much with Recipes and making awesome new lore.
Attention RiverGen Users: Please back up your world before updating BetterRuins. This update may cause significant chunk borders when used alongside RiverGen. While the original "River" mod has addressed this issue, RiverGen has not. We strongly recommend testing the transition between old and new chunks in a backup environment first.
Content: Per Player loot for specific chests that drop maps to further locations. (Crossroads , Forlornhopetower and prelocation to sunrift experiment)
Content: Huaca Storystructure updated by yapludepatte (New stuff to find below the sands) Content: Updated The Panopticon Storystructure by virrno structure with new rooms and lore by quilladile Content: New story structure The Temporal Calix Project by Nybygget (talk to Agricultural Trader to get the map) Content: Moved shoppingcentre from megastructure to storystructure map findable in Crossroads
Content: New dialogue for Agricultural Trader leading to a new story structure (by quilladile) Content: New lore for The Panopticon and The Calix Project by quilladile Content: New lore entry by Quilladile for Huaca Story Structure Content: New recipes for Artisan Blueprint allowing to craft fancy storagevessels (by Azriel tyvm) Content: New recipe for Bed Blueprint to allow to craft fancy bed (by Azriel tyvm) Content: New recipe for Candle Blueprint to allow to craft paperlanterns (by Azriel tyvm) Content: New recipe for Chest Blueprint to allow to craft owl and gold aged chests (by Azriel tyvm) Content: New recipe for Mechanical Blueprint to allow to craft metal supportbeams and metalsheets (by Azriel tyvm) Content: New recipe for Shipwright Blueprint to allow to craft some figureheads and some balancing to existing recipes (by Azriel tyvm) Content: New recipe for Table Blueprint to allow to craft a fancy clutter chair (by Azriel tyvm) Content: New recipe for Weaver Blueprint to allow to craft Wallpapers (by Azriel tyvm) Content: New recipe for Weaver Blueprint to allow to craft Wooden supportbeams (by Azriel tyvm)
Tweak: Updated Crossroads with new map for Dome Mall Tweak: Small tweaks to existing lore entries. Tweak: Disabled shoppingcentre for megastructure spawning this resolves rare ? blocks for it. Tweak: Lore title now append a (BR) tag to know they are modded lore. Tweak: Chiselstatue revisited with chest covered with rock now. and copper chisel instead of steel. Tweak: Moved a hidden room in 1 structure which the community got too familiar with and easily finding. Tweak: Metalblock barrel recipes can be faster with seawater and now req normal water at least (by Azriel tyvm) Tweak: Claytiles now need clay not dyes (by Azriel tyvm) Tweak: Stalagsections now craftable without blueprints (by Azriel tyvm) Tweak: Jonasparts and Assembly parts have a different recipe now in their blueprint (by Hyperion aka Pal_5000 tyvm) Tweak: Renamed all waystones chiselblocks to non cryptic names Tweak: Removed blackguard loot from prison village Tweak: Replaced a 34 durability iron pick with copper in 1 tl underground ruin Tweak: Replaced some guaranteed loot with randomloot Tweak: Small balancing tweaks to various structures (Replaced some chandeliers and candles with clutter) Tweak: Small loot balance change in 1 waystone structure
Fix: Spawner in ForlornBastion didnt spawn a polar bear Fix: Reduced the size of the underground library to prevent a issue where it results in ? blocks in very rare instances. Fix: Replaced some light blocks in coalmine bcs they didnt light up properly Fix: Added loretypes for missing lore entries Fix: Issue with Diamondtile blocks not craftable ty Fuego Fish and Azriel Fix: Updated 1 structure to possibly resolve a ? block from generating....
Compatibility: Added/Updated with Swordz Compatibility: Added/Updated with Pewter Compatibility: Added/Updated with Masonsdelight Compatibility: Added/Updated with Geoaddons Compatibility: With all known landform mods for new story structure entries
Content: New Storystructure The Sunrift Experiment by Sirayne Content: 2 Maps to find the sunrift Experiment Content: 18 New Lore entries by Sirayne for The Sunrift Experiment Content: New Lux Trader dialogue for Sunrift story location by sirayne Content: New medium ruin which has the map to the sunrift inside it its rare Content: New recipes Stones for diamond tile stone and cobbleskull (ty for the suggestions Azriel) Content: New large church ruin by dampus Content: Updated lang files thanks for everyone translating
Tweak: Updated Temporal Transfigurator description Tweak: Artisan Recipe change made claytiles more expensive Tweak: Small formatting improvements for lore and dialogue Tweak: Chest recipes for destroyed displaycases now dont require a blueprint (ty Azriel) Tweak: Farmer Recipe increased bonemeal usage by x2 (ty Azriel)
Fix: Removed metal plate cupronickel was craftable but now is smithable in vanilla (ty Azriel) Fix: Palaceofnestor updated to contain new Blueprints
Compatibility: For new storylocation with landform mods
Content: Updated lang files thanks for everyone translating!!!
Tweak: Small megastructure spawn chance change
Fix: Fixed bug when block gravity enabled for soil in The Panopticon Story location /wgen delr 4 inside the location to regen if necessary Fix: Questionmark block in siraynesdugouttrench replaced but forwarded to vsdevs....
Content: 2 new story locations The Huaca and The Panopticon (by yapludepatte and Virrno) This most likely need server admins and players to allow those structures to generate at their locations if those chunks are already generated prior to the update. Also regenerate the crossroads to allow people to find the map to those new structures.
Content: 2 new blueprints one for pipes and one for fancy ceramics
Content: New megastructure by Nybygget palaceofnestor Content: New megastructure Roman Bathhouse by virrno
Content: New Towerruin largeruin by Par Content: New largeruin tower by Par (Slight changes to the other recent tower structure) Content: New medium structure by Bellcross Content: New ruined windmill mediumruin by Grendelbiter Content: New mediumruin by RowlyArt Content: New medium ruin by Nybygget Content: New large ruin by RowdyArt Content: New stoneformation village tileset by RowdyArt (25 structures) Content: New desertruin by Femursnapper Torii cemetery Content: Virrnos windmills for village formation rework for 3 sturctures. Content: New largeruin Roadside Inn by AceGamePython Content: New mediumruin tower by Femursnapper Content: Updated config via Configlib Content: New village ruin by ifoz Content: New underground ruin by ifoz
Tweak: Coalmine story structure smaller distance to hidden location. Tweak: Removed a unnecessary beam block that is partially invisible from Oasis megastructure Tweak: Changed spawners in dampus locust nest pit (More Locusts no other mobs) Tweak: Increased spawn rate for femursnappers oasis structure Tweak: Small changes to Settlement of Keykeepers Tweak: Removed rusty metal door recipes bcs they are not interactable and that confused some players Tweak: Removed roofing building blocks from loot pools Tweak: Spawn rate rebalancing in multiple structure types Tweak: Maps are now groundstorable and also have fitting size (thanks to Dampus and par for the idea) Tweak: Virrnos surface underground structure replaced hidding entrance block with air for easier visibility to find the entrance Tweak: New texture for jonaslamp blueprint Tweak: Made uneven claybricks craftable Tweak: Smaller spawn rate balancing changes for multiple types of structures.
Fix: Chiseltools barrel in a largeruin (unreleased issue) Fix: Removed devastation block from 1 ruin Fix: Added more filler blocks to Auldburg bcs random worldgen can look weird sometimes. Fix: Missing Wooden slanted roofing in roofing blueprint Fix: Remaining Bee entity in a structure and missplaced stone block https://github.com/NicIAss/betterruins/issues/108 Fix: Renamed creative light blocks in coal mine. Fix: Allows to craft cupronickel metalplates Fix: Added some missing filler blocks to a surfaceunderground and underground structure Fix: offset changes for certain structures Fix: Monoliths containing empty ground storage Fix: Correct order in Config for megastructures
Content: Made wooden lattice craftable with a blueprint (virrnos idea) Content: 1 new underground iron mine themed structure by femursnapper Content: New smaller megastructure by virrno "House of Usher" (removed an old megastructure for it) Content: 3 new small ruins by virrno (2 desert, 1 normal) Content: Updated translation files thanks for everyone translating!
Tweak: Removed all remaining armorstands bcs they are just too broken in vanilla atm. Replaced with chest and more random loot pools for it. Tweak: Reduced the spawn chance of a certain forlorn hope tower variant for random spawning (survey suggestion) Tweak: Small changes to keykeeper megastructure (survey suggestion) Tweak: Palisade recipe is more efficient (survey suggestion) Tweak: Small changes to coalmine like filler blocks and making the secret closer in terms of digging distance :P (survey suggestion) Tweak: Small changes to 2 of femursnappers underground structures
Fix: Removed a chiseltools creative light used in a chiseledblock (didn't cause any issues) Fix: Added some filler blocks to a medium ruin Fix: Small lore book placement changes to a small church ruin Fix: Added fillerblocks to normancastle Fix: Some missing filler blocks in University Fix: Removed some beehives from a surfaceunderground structure which might resulted some vanilla bug being triggered also offset changes
Content: New Weaver Blueprint which allows you to craft carpets Content: Added working teleporter to mansion (you can now be teleported to a verysmall basement)(future expansion) Content: Updated lang files thanks for everyone translating
Tweak: Removed beehives from a structure bcs of vanilla issues regarding them when placed with worldgen Tweak: Recipe adjustments for 1.21 regarding woodenpath and more Tweak: Slight Lux Trader dialogue changes to improve replayablility on multiplayer servers and also adding the new treasure hunter dialogue to our custom dialogue
Fix: Could not configure min spawn distance correctly
This is a pre-release backup before using it on any existing saves.
Content: 1.21.0-pre.1 tweaks to adjust patches for the new itemnames mostly clay variants or clay related items Content: New positions for all betterruins story locations overall closer to spawn(since vanilla changed all of theirs we had to adjust aswell) Content: es-es Translations by @C4BR3R4 Content: Updated langfiles thanks for everyone translating
Tweak: Internal desertruins restructuring
Fix: Adjusted yoffset of some desertruins
Compatibility: Adjusted compatibilty patches for all landform mods to respect the new vanilla storyloc patch order
v0.4.14: Fix: Translocators in mansion prelinked to incorrect coords. (recommended to /wgen delr 3 the location to apply the new change if its already generated) Fix: Replaced an item in the University
Warning: If you have the Rivers mod installed, you can update to this version only if your world was never loaded with a version lower than v0.4.10 of BetterRuins. For new worlds, you can use this version without worry. Again, this applies only if you have Rivers installed.
Content: Big config lib rework and update - individual min spawn distance config for each megastructure - some villages are not more configurable than before - added min spawn distance to a lot of structure types - new overall category structure for the config file with wiki links to all of them - new wiki entries
Content: 2 new underground ruins by femursnapper Content: New hot climate specifc structure by yapludepatte Content: 5 new village tileset structures by femursnapper Content: 2 new largeruins by femursnapper Content: New medium ruin by Sirayne Content: New largeruin by Sirayne Content: Chiseledblocks dont drop themself anymore for sirayne structures (besides decoartive ones) Content: Made ironfence craftable (with blueprints) Content: Fine and Tavern Table are now craftable (with blueprints) Content: Copper roofing now craftable (with blueprints) Content: Made ALOT of metal blocks craftable (with blueprints) Content: Added names to loretypes shown for the lore items in block info Content: Updated lang files
Tweak: Better description for maps where people were unclear what to find Tweak: New MinSpawnDistance for certain megastructures making them harder to find early on (increased from 2500 to 10000 blocks) Tweak: Updated all of femurs builds for chiselblock changes Tweak: Chiselblock changes to all story structures Tweak: Updated yapludepattes ruins for chiselblock changes Tweak: Chiselblock changes to all megastructures Tweak: Chiselblock changes to ruinedvsvillage Tweak: Chiselblock changes for forestvillage Tweak: Reduced spawn chance of some of sirayne ruins and small changes to them Tweak: Adjusted position of waypoint markers for 3 story structures (makes it easier to find entrances to certain structures) Tweak: Adjusted tree generation for abandoned mines
Fix: Removed some inappropriate blocks from abandoned mine
Warning: If you have the Rivers mod installed, you can update to this version only if your world was never loaded with a version lower than v0.4.10 of BetterRuins. For new worlds, you can use this version without worry. Again, this applies only if you have Rivers installed.
Content: Updated lang files Content: New vsvillage tileset structure by sirayne Content: New underground structure by ifoz (vanilla rework) Content: 3 new forlorn hope randomizers Content: Updated Forlorn Hope structures with new randomizers
Tweak: Updated siraynes megastructure and lowered spawn chance Tweak: Adjusted some old underground ruins with new loot tables and small changes.
Fix: https://github.com/NicIAss/betterruins/issues/89 Not possible to reveal lux trader name Fix: Removed some overlays to resolve ? textures with 2 new ruins by sirayne
Compatibility: With Forlorn Additions Compatibility: With plainvalleys and fieldsplat recent update
Warning: If you have the Rivers mod installed, you can update to this version only if your world was never loaded with a version lower than v0.4.10 of BetterRuins. For new worlds, you can use this version without worry. Again, this applies only if you have Rivers installed.
Tweak: Largeruins only generating 2500 blocks from spawn and mindistnace increased to 2800 blocks Tweak: Removed largegears-temporal to not cause confusion from forlorn hope towers
Compatibility: With all known landform mods for recent update
Warning: If you have the Rivers mod installed, dont update BetterRuins on an existing world from prev versions to this. For new worlds, you can use this version without worry. Again, this applies only if you have Rivers installed.
Content: New storystructure crossroads by Tiggetagg Content: megastructure moved to storystructure mansion by Freian Content: New megastructure by sirayne Content: 3 new village structures by Sirayne for VsVillagetileset Content: New desertclimate structure by Virrno wildwesttown Content: New surfaceunderground structure by Tiggetagg Content: 2 more aqueduct variants megastructures by Dampus Content: New mediumruin by sirayne (Ruin looking like the modicon) Content: New underground structure by sirayne Content: New main village building by ogdred Content: Updated multiple of siraynes structures Content: Finished vsvillage tileset rework Content: Partial Lore rewrite Content: Added recipes for bookbinders blueprint (25% done) Content: 2 new largeruins by Sirayne Content: 2 new maps for the new story structures Content: New dialogue for lux trader (new quest)
Tweak: Removed Music Block and music sound file from mansion Tweak: Fireclay in buildingmaterials reduced Tweak: OffsetY changes for waystones Tweak: Megastructure rebalancing Tweak: Mansion disabled is now moved to story structure
Fix: Take correct rusty gears amount from lux trader Fix: Invisible recipe fixed https://github.com/NicIAss/betterruins/issues/79 Fix: 2 small fixes in virrnos shoppingcentre (groundstorage and rusty door) Fix: https://github.com/NicIAss/betterruins/issues/85 Ruined forge burning down (replace lava with ember blocks)
Compatibility: Wildcrafttrees sleek doors in all variants
Content: New warm climate specific ruin by yapludepatte Content: Updated lang files ty for everyone translating
Tweak: Updated Tapestries to be non random for some structures
Fix: Clutter recipes loading in wrong oder on different systems https://github.com/NicIAss/betterruins/issues/75 https://github.com/NicIAss/betterruins/issues/76 Fix: Unknown compatibility regarding iron fences https://github.com/NicIAss/betterruins/issues/73 Fix: Aged hay recipe changed to require knife Fix: Underground structure missing some meta blocks ty Sirayne Fix: Removed blocklayermetablock from 1 structure
Content: Added 9 new medium ruins by Femursnapper Content: Rework of femursnappers village Content: 4 new large structures by Siranye Content: Added 9 new structures by Sirayne largeruins Content: Added 3 new surface translocators by Sirayne Content: New translocator underground structure by Sirayne Content: New blueprint Shipwright Content: New blueprint Farmer Content: Updated Configfile Content: New recipes for mechanical blueprint Content: Updated lang files thanks for everyone tranlsating
Tweak: Restructured largeruins balancing Tweak: Small village changes Tweak: Replaced Liquid Pumps to resolve player confusion to search for the missing parts Tweak: Removed Gasifier blocks to not cause player confusion Tweak: Added block description to rusty doors that they can not be opened since they are rusted. Tweak: Uneven stone recipe changes cost less mortar Tweak: Easier fancy acacia recipes Tweak: Slightly increased blueprint dropchance from all ruins Tweak: Increased spawnchance for samgreysvillage Tweak: Added blueprints as dedicated loot to the university and forlornhopetower Tweak: Small balancing changes Tweak: Largeruins mindistance set to 2000 blocks Tweak: Added descriptions to various blueprints where to get them.
Fix: Slanted roofing now craftable out of any clay Fix: Removed recycling recipe from 2 maps (duplication exploit removed) Fix: Missing ebony roofing beams recipes Fix: Replaced Unremovable beams in wolfstone castle Fix: Small fixes for the univsersity and more loot in the tower. Fix: Added some fillerblocks to some tilesets of ogdreds village
Content: Added 2 new large structures by Femursnapper belltower and oasis Content: Updated forest-village buildings by virrno Content: new surface-underground structure by virrno (cave dungeon) Content: MinSpawnDistnace in now configurable with configlib Content: New warm climate structure by yapludepatte Content: Updated lang files thanks to everyone translating Content: Added unobtainable clothing to lootpools Content: Added new prev uncraftable stone and clay blocks to blueprints
Tweak: Updated University structurefile (Adjusted the placement of beeswax to avoid individual placement and reduced overall usage for better structural integrity. Placed additional blocks beneath the foundation to prevent empty or high spaces. Added filler blocks around the fountain area to stabilize the structure.) Tweak: Reduced some bonysoil blocks Tweak: Added some missing loot and fillerblocks to the mines Tweak: Changed some patches to server only to resolve some warnings in client-debug.log (no performance change) Tweak: Made map recycle recipe shapeless Tweak: Changed recipe group from 3 to 333 to avoid incompatibilty in handbook with showing the recipes of other mods Tweak: Changed loot tables of underground structures to be more random in crates Tweak: Removed Treasure map for graves
Fix: Added 5 missing fillerblocks to the library Fix: Reconfigured loot in ogdred-village Fix: Added missing minspawndistance for surface tls Fix: Improved treasure maps finding their linked structures for translocators and underground structures
Compatibility: With vanvars Palisades in Palisade Blueprint
Content: New megastructure castle by Dampus Content: New largeruin woodenkeep by femursnapper Content: Updated forest village buildings by Par Content: Added Wiki links to config Content: Added new Cursed randomizer for the future Content: Updated langfiles (Thanks for all the translators!!)
Tweak: Prevent structures from spawning deep underwater Tweak: Minimum distance from megastructures reverted to 5k blocks Tweak: Added minimum spawn distance to prevent megastructures from spawning at spawn Tweak: Some story structures will now generate grass Tweak: Added minimum distance to villages so you don't get the same village close to each other
Fix: Error with palisade blueprint in configlib Fix: Luxuries trader having game: in their dialogue
Content: New megastructure aqueduct by Dampus Content: 2 medium ruins by Freian and Stadrian Content: 1 large ruin by Freian Content: Updated language files, thanks to everyone translating Content: Recycle maps now show in the handbook with instructions on how to obtain them
Tweak: Restructured ConfigLib and simplified strings for translation Tweak: Adjusted village spawn chances Tweak: Rebalanced megastructures
Content: Updated lang files. Thanks to all translators Content: Added lore to Coalmine Content: New blueprint Palisades Content: New structure by Femursnapper a tower with ruined town around it. Content: Vsvillage-village rework 66% done
Tweak: Lore has more random books and scrolls to drop in Tweak: Resorted structures for better config support Tweak: Changed some stuff in shopping center megastructure Tweak: Slight megastructures rebalancing (very slight)
Fix: Typo in en.json Unknown Map name #55 Fix: game:stackrandomizer-armor ERROR in 1.20.0-rc.6 #56 Fix: Removed unnecessary lore for temp vanilla fix
Tweak: Changed locations of the betterruins story structures Tweak: Updated Storystructures with spawner, loot and filler block tweaks
Fix: Fireclay name got changed by vanilla so here its adjusted in betterruins Fix: Added some missing fillerblocks to the library
Thanks to both of those youtuber and streamers for taking a look at our v0.4.x content to find any issues or improvements for them be sure to check them out. https://www.youtube.com/@perkcuss https://www.youtube.com/@SnackerysHouse
Tweak: Added some fillerblocks to the forlornhopedungeon Tweak: Removed some blocks in the forlornhopetower to improve combat
Fix: Added some missing fillerblocks Fix: Added missing loot in some chest and crates of the forlornhopedungeon (also missing end loot might want to /regen and go at it again to get the loot :D) (Thank for everyone playtesting all that stuff btw)
Compatibility: With Vanilla_PlusWorldGen Compatibility: With Worldgenfix
For Betterruins story content, talk to a luxuries trader. Have fun!
Content: New Story Structure ForlornHopeDungeon by Tiggetagg Content: New Story Structure University by Tiggetagg Content: New Story Structure Mine/Dungeon by Freian Content: New Story Structure CoalMine by StAdrian Content: New Story Structure ForlornHopeTower by NiclAss
Content: New shape and texture for Item Texture Flipper (allows changing textures of clutter blocks). This item is also obtainable in survival now! Be sure to visit BetterRuins story structures.
Content: New Luxuries Trader dialogue
Content: New Megastructure by Virrno replacing the shopping mall Content: New VillageTileset by FemurSnapper Content: New VillageTileset by Ogdred Content: New Way Stone by NiclAss Content: New Way Stone by Ogdred Content: New cave like structure by Dampus
Content: New lore for the CoalMine and new hidden room Content: 3 new treasure maps for the BetterRuins story locations Content: Added new 1.20 mobs to spawners in all kinds of structures Content: Updated village schematics for 1.20 Content: New recipes for Roofing and Crates blueprints
Content: Updated translations thanks to everyone that translated! Content: Updated config file (with ConfigLib)
Tweak: Increased megastructures mindistance from 5000 to 6500 blocks Tweak: Decreased way stones mindistance from 7500 to 5000 Tweak: Megastructures rebalancing Tweak: More variety for what lore books can spawn in Tweak: Disabled CoalMine for megastructures (is now a story structure) Tweak: Backpack Randomizer rebalancing (very rare glider chance removed) Tweak: Replaced copper anvil in an underground structure with clutter variant Tweak: Removed one repetitive surface translocator ruin
Fix: Updated schematics that had 1.20 related block changes Fix: Item name changes of 1.20 adjusted Fix: Auldburg missing some filler blocks Fix: Allow to smith cupronickel nails and strips Fix: Hammer getting consumed in some recipes Fix: Adjusted traders' trade lists to 1.20 changes Fix: Mindistance not working for graves
Compatibility: With FieldsAndPlateaus Compatibility: With PlainsAndValleys Compatibility: With TerraPrety Compatibility: With ConfigLib
- Content: 1 new village tile set featuring 4 different clay variants by SamGrey and help of StAdrian and me - Content: 11 new waystone structures by Bellcross and Quentin - Content: 3 new translocator structures by Quentin (above ground) - Content: New Lore - [[Lore] Desperate Times by dazedandconfused](https://github.com/AreYSerious/betterruins/commit/64736b65758fb6283ccecc31a4a0b6b795a9faeb) - [[Lore] Devotion by dazedandconfused](https://github.com/AreYSerious/betterruins/commit/ac312aa7a58abb1fc8790ee4ea866bce8d50fa0d) - [[Lore] Field Engineers Diary by Blinky Dorf](https://github.com/AreYSerious/betterruins/commit/39d2ea5571a60d185541f47cb72e7f0812d12508) - [[Lore] Librians Lament by dazedandconfused](https://github.com/AreYSerious/betterruins/commit/cc1c9428fe3f6367ff594ddd79d32bf4e3d449a9) - [[Lore] Lost Doll by bellcross and me](https://github.com/AreYSerious/betterruins/commit/5221038d37872f07ea5026c80a43d56d0b8edb2a) - [[Lore] Diary of a Priest by dazedandconfused](https://github.com/AreYSerious/betterruins/commit/4c96fcc849ee8052ea44230b29d07d7e6f0ab291) - Content: New blueprint recipes (Chandelier & Braziers craftable) - Content: Updated Translation, see moddb page for %
- Tweak: Blueprint duplication is default off now (can be configured with config lib) - Tweak: Reduced overall village spawn chance ([More](https://github.com/AreYSerious/betterruins/commit/d95e9e30f67f3a562d8c8e771abdbbcbf8cee638))
- Fix: Copper roofing massively reduced in quantity ([More](https://github.com/AreYSerious/betterruins/commit/fbafa5a398f6323dd76344b3bd2f1d50e2d53351)) - Fix: Bricklayers incompatibility fixed and Warning messages resolved ([More](https://github.com/AreYSerious/betterruins/commit/a385eb76f2550625766ee7327626d8ab1e58e9b9)) - Fix: Plank recipes not working ([More](https://github.com/AreYSerious/betterruins/commit/15f26c068a396b31594ec27250bbd0b724521985)) - Fix: Adjusted Wolfstone lore to fit new reworked structures
- Content: New megastructure called industrialcoalmine by StAdrian - Content: 2 new structures by Virrno - Tweak: Spawnchance of nordichouse megastructure - Tweak: Added description to blueprints - Tweak: Removed coldclimate industrial containers - Tweak: Removed blueprint drop from lore randomizers to reduce spawnchance - Tweak: Updated configfile - Tweak: Updated translationcontributors - Tweak: New lang Polish ty <3 - Fix: Updated a schematic to fix remapping issue - Fix: Updated ForlornTower to readd armorstands
[How to configure BetterRuins](https://www.youtube.com/watch?v=Ioe_u_DmbDQ) [Tutorial on how to manually spawn structures](https://www.youtube.com/watch?v=T5ijHVoIUbA)
Content: Configfile (you need the following mods for it to work) [ImGui](https://mods.vintagestory.at/imgui), [ConfigLib](https://mods.vintagestory.at/configlib) Content: Updated @pars wolfstone castle (2 variations for 4 different climates) Content: New prion styled village by @Par Content: Added @samgreys underground ruins from his mod. [Moddbpage of his mod](https://mods.vintagestory.at/samsdungeonsremastered) Content: 7 new waystoneruins by @quentin Content: 4 new road structures which can spawn in villages Content: 3 new blueprints (jonasparts, jonasassembly, mechanical stuff) Content: Language files updated Content: Documentation on the [Wiki](https://github.com/AreYSerious/betterruins/wiki)
Tweak: Added minY to structures (which turns out doesn't work in vanilla yet... / useless) Tweak: Reduced betterruins underground spawnchances by 50% Tweak: Slight rebalance of megastructures Tweak: Slight village spawn chance rebalance Tweak: Reduced cold climate surface structures by a lot (the metal sheds) Tweak: Reenabled the underground library megastructure (reduced chiseled blocks) Tweak: Enabled some new stone recipes bcs new variants exists in vanilla Tweak: Item description for blueprints
- Fix: Replaced some clutter bookshelf bcs they had a rare ? block bug - Fix: Restructured underground structures - Fix: Added some textures and paths to resolve a useless client warning - Tweak: added new blocks to rock type remap - Tweak: Reduced spawn chances of graves - Tweak: Reduced spawn chances of villages - Tweak: Changed some megastructures spawn chances - Tweak: Changed min distance of climate dependent builds from 800 to 1800 - Tweak: Changed min distance of translocator ruins from 1200 to 1600
- Fix: Fixed a warning/error caused by betterruins and bricklayers - Tweak: Added modifier to configure spawn chance of all villages - Tweak: Reduced villages by 20% - Tweak: Reduced the following loot (gears -20%, ingots -25%; armor -30%; mechanical parts -30%)(fyi the loot config mod will get a revive soon) - Fix: Made this mod compatible with pre 1.19.3
- Tweak: Increased mintemp for cold climate shelters - Tweak: Compatibility with spawnchances addon mod. - Tweak: Temporary fix for vanilla and other modded ruins floating (This needs a proper fix and prob help from tyron)
761 files changed :P (changed the file structure quite a bit) - Content: Updated to 1.19 - Content: Added 2 new village types (forest village and desert styled village) - Content: Config possible the mods patch files have been cleaned up and documented for player individual changes. (More documentation on a wiki is following, as well as video tutorials) - Content: Added new cold climate shelters made by StAdrian - Content: Language files updated (Thanks yanazake <3) - Content: Added a ruin by Quentin to worldgen - Tweak: Changed stone blocks of 70% of all ruins to fit vanilla a bit more. (cobblestone and the aged cobblestone) - Tweak: Removed some boring ruins :( - Fix: Virrnos megastructure had some incorrect blocks bcs of a world edit fk up on my side
## What's Changed * BetterRuinsv0.3.0 by @AreYSerious in https://github.com/AreYSerious/betterruins/pull/34
- **Content**: Added one new shopping center megastructure by Virrno (2 variants) - **Content**: Added one new underground library megastructure by Marlim (Atlas Civ)(1 variant) - **Content**: Blueprints have been added - **Content**: Blueprints added to loot ruin - **Content**: Added 3 new Desert style structures by StAdrian - **Content**: Added 4 new ruins by Vil - **Content**: Updated Modicon - **Content**: Updated lang files - _Tweak_: Meteoric iron loot has been reduced to 33% - _Tweak_: Reduced spawnchance of some new structures from Virrno - _Tweak_: Reduced prices for locatormaps from traders to counter the (could not find structure issue which is a vanilla issue sadly) - _Tweak_: Removed a village tileset if stone structures - _Tweak_: Mindistance of graves increased from 750 to 850 blocks - _Tweak_: Slight loot rebalance - _Tweak_: buffed underground spawn chance by 15% - _Tweak_: Reduced spawnchance of underground ruin with castle painting by 10x - _Tweak_: Slight megastructure spawnchance balance - _Tweak_: Added new blocks to rocktyperemaps - _Tweak_: modinfo switched from requiredonServer to side Universal - Fix: Replaced ? blocks in megastructure3 - Fix: Typo in lang file
- Content: New build from Bellcross - Content: New village tileset from Virrnogamr (north specific) - Content: Updated Translations (thanks everyone) - Tweak: Removed remaining stone bricks from structures - Tweak: Changed spawnchance of ancient ruins (vanilla rework) - Tweak: Removed unnecessary drops from lootpools - Tweak: Added following item to the lootpool: - Lit chimneys - Stone bricks (all variants) - Fix: Graves min distance fixed - Fix: Readded broken Underground ruins
- Content: Updated translation - Content: Added new Forlorn Hope - Content: Added new Treasure maps for: Graves, Translocators, Underground ruins. Check the treasure hunter for those - Content: Added Items and blocks from the following mods to the loot tables if active: Ceramos, Primitive Survival, Stone Quarry - Content: Added new dialogue for the lux trader check him out for information about some of the new structures, maybe he can help you find them. (This isn't a state where we would like it to be, but it is what it is atm, vanilla is kinda holding us back) - Content: 7 new megastructures - Content: Re textured and randomized all normal overground ruins to fit more to upcoming vanilla ruins
- Tweak: Complete balancing overhaul again... overall reduced and fewer ruins close to each other - Tweak: Removed a lot of rusty gears from structures - Tweak: Reduces rusty gears in loot tables - Tweak: Fixed water not spawning in some structures - Tweak: Nerfed grave spawn rate from 200 min distance to 500 - Tweak: More enemies in megastructures with better spawning behaviors - Tweak: Removed some underground ruins bcs they somehow result in debug errors (will be readded at some point) - Tweak: Removed all stone brick piles
- Fixed: Removed legacy bookshelves from loot tables - Fixed: An issue with tapestry in an underground structure
Content: Underground content (have fun exploring)(looking for feedback for spawn chances) Content: Added new randomizers (armor, backpack, king clothing, rottenking clothing, masks) Content: Some clutterblock will emit light now (might just work for overground ruins) Content: Added 2 new village types by Par which spawn in specific climates Content: Added 2 ruins from StAdrian Content: Added 1 ruin from Bellcross (Welcome to the team!) Tweak: Added new balancing to the buried treasures (mindistance: 200, halfed chance) Tweak: Complete new balancing for megastructures Tweak: All ruins got halved spawn chances Tweak: Removed a boring bridge ruin Tweak: Language files updated Fix: Fixed issues with Dampus megastructure (bookshelves)
- Content: Updated lang files - Content: Added new ruins from Dampus (1) and SamGrey (5) - Content: Added buried treasure from SamGrey - Tweak: Added new ingots to ingot loot randomizer - Fix: Mod is now client sided as well and autodownloads from moddb - Fix: Updated modinfo.json
## What's Changed * v0.1.1 by @AreYSerious in https://github.com/AreYSerious/betterruins/pull/23
- Fix: A client crash that could Accor for 1 megastructure. - Content: Translation from @macoto_hino and @yanazake thanks both of you for translating the new lore in betterruins in Portuguese, Brazilian and Japanese. - Fix: Replaced some Legacy bookshelves with new ones. - Content: Added new display cases. - Content: Added new vanilla Lootrandomizers for the new tech like Jonas parts and more. - Fix: Replaced some stone bricks that were incorrect. - Content: Added 3-4 new structures. - Fix: Revisited the spawners for mobs for a better player experience
## What's Changed * v0.1.0 by @AreYSerious in https://github.com/AreYSerious/betterruins/pull/21
- **Content**: Adds 44 new ruins. - **Content**: 2 New Megastructures. - **Content**: Revisited every ruin with new loot tables. - **Content**: Revisited every ruin with new 1.18 stone blocks and clutter blocks. - **Content**: Added 1 new village styled ruin spawn. - **Content**: Added new Loot Stackrandomizers to creative mode, and those are now used in the ruins for new loot tables. - **Content**: 100% Loot overhaul and nerf. - **Content**: Added 5 new lore entries that can spawn in different megastructures and explain a bit about them. - **Content**: Language support for ENG and GER and more to come. - **Content**: New translocator ruins suggested by Apache. - **Content**: New butterfly ruin featuring butterflies XD. - _Tweak_: Changed some spawn chances around for all ruins. - _Tweak_: Removed Aged wooden boards. - _Tweak_: Spawner overhaul. - Fix: Fixed a lot of 1.18 issues that came up with new and old structures.
Team of Builders: Dampus, Catnoir90, djvirus, Par, NiteFox Huge thank you!
- **Content**: Adds 21 new detailed ruins. - **Content**: Added multiple variants for each already existing ruins, as well as new variants for all the vanilla ruins. - **Content**: Added more Megastructures, resulting in an amount of 8 atm. - **Content**: Finished all vanilla ruin reworks. - **Content**: Added 2 village ruin spawn sets. - _Tweak_: Changed some spawn chances around for all ruins. - _Tweak_: Revisited 100% of all mod ruins and added new loot tables and nerfed a lot of them. - And more...
Team of Builders: Dampus, Catnoir90, djvirus Huge thank you!
- Content: Adds 26 new detailed ruins. 10 of them translocator ruins. - Content: Added multiple variants for each already existing ruins. - Content: 2 More Mega Structures (with more in progress) - Tweak: Changed some spawnchances around for all ruins. - Tweak: Revisited 100% of all mod ruins and added new loottables and nerfed a lot of them. - And more...
Team of Builders: Dampus, Catnoir90, djvirus Huge thank you!
- Content: Adds 14 new detailed ruins. 4 of them translocator ruins. - Content: Hosting a Creative Multiplayer Server for everyone to join and build. (Featuring all ruins from this mod) - Tweak: Changed some spawnchances around for normal ruins. - Tweak: Revisited 60% of all mod ruins and added new loottables. - Fix: Moved from Game directory to betterruins directory. - And more...
Team of Builders: Dampus, Catnoir90, djvirus Huge thank you!
- Content: Reworked vanilla religiousruins (todo: village) - Content: Added 2 new Mega Structures - Content: Added 10 new smaller ruins - Tweak: Adjusted spawn chances and min distances for almost all structures. - Tweak: Revisited loottables for some structures. (WIP: More changes in the next version.) - Fix: Lootrandomizer generating 0 copper ingots. - Fix: Patches are now serverside.
Hey there team :) Love exploring with BetterRuins!
As a feature request, could server owners get config options for blueprints that are available / their output? Some blueprints feel incredibly strong and can damage the need for players to grind or trade, and I would love being able to either lower output or flat out disable some for certain playthrough styles.
Appreciate everyone's beautiful builds and work \0/
I'm not sure how to explain this, but I'll try... I've notiiced that some ruins tend to be generated more in some worlds than others, to the extent that even if the spawn in increased and the distance decreased, certian ruins are rare. It seems like the ruins generated are strongly linked to the world seed and a preference is created for a small subset of ruins to be repeatedly generated. It's only really noticable if you really crank up the density of ruin generation. The apparent world seed link I am seeing comes from my use of the same world settings with altered random seeds to find cool looking terrain. For example, in one world, one castle dominates the map and I rarely see any others. While in another world with the same terrain settings, a different castle is the dominant one.
Yeah, after checking the worldgen code, your observation seems plausible.
Structure generation is deterministic and tied to the world seed plus the chunk position. For each chunk, the structure list is shuffled using a seed-based random, then each structure is tested against chance, terrain, climate, flatness, water, overlap, distance rules, etc.
So it does not look like the game literally stores a “preferred ruin” for a world, but some seeds can naturally make certain ruins pass those checks much more often than others. If you crank up ruin density, that bias becomes much more visible, which can make one castle or ruin type appear to dominate a world while another seed favors a different one.
So I’d say your claim is basically correct: the world seed can strongly influence which ruins successfully generate most often.
But this is how the vanilla worldgen uses and thats how it works nothing we can or will change.
Silly question, but which parts of BetterRuins cause it to completely change all the terrain if added to a worldconfiguration that was already working really well with TerraPretty and RiverGen? I get that they are incompatible, when changed, but am wondering what aspect of adding new structures causes entire continents and river systems to be completely rewritten, even in the absence of large structures? There is obviously something I don't understand about how landforms are generated, but, if there is some part of BetterRuins that could be disabled to get most of the new structures without utterly changing the macro scale world and rivers, that would be very helpful
Have you tried the the config with configlib and imgui. It already offers a big range of options everything more complex would go into modding the mod itself.
I don't know the code for it but there is this one that is almost totally made of chiseled bits smaller than a quarter of a block which I find to be very jarring. An exact example I can give is "brsurfaceruins-0408" which I wish I could disable as it's just not my taste.
NiclAss Any idea what causes the missing textures? I'm seeing this on newly genned worlds with just this mod - it's not every ruin but never hit the issue before the 1.22 update (1.22.2 specifically).
Just tested this on 1.22.2 and betterruins v0.6.1 and it worked perfectly for 2 translocator maps and 6 underground cave maps.
Pls provide a way to replicate it. On our github issue tracker.
Are you sure you are checking all the way to mantle on the X?
DeeBz26, May 10th at 4:09 PM (modified May 10th at 4:13 PM)
Im getting terrible missing textures for a lot of the ruins, specifically what looks like aged wood, hovering over the "?" block either says unknown or nothing at all. How can i fix this or must i wait for an update?
Im running the 0.6.1 update too. I have ran fixmapping like 4 times and it hasnt worked. I tried increasing the texture atlas but it bugged out my tall grass textues and still didnt fix it.
This is not helpful bcs this is not related in any way bcs lets say you are having question mark blocks in structures that generated and you now downgraded the mod and you say the question mark blocks are gone this makes no sense bcs blocks that got generated are not chagned in any way by this mod so it makes no sense to downgrade at all. I guess just reloading your game fixed the question mark blocks. Which might be a texture atlas issue.
If you can provide more useful input that would be wonderful ty.
Getting this crash on all clients gettin close to a structure on my server.
Crash Report
Running on 64 bit Windows 10.0.26200.0 with 65237 MB RAM Game Version: v1.22.2 (Stable) 06/05/2026 22:51:05: Critical error occurred Loaded Mods: chiseltools@1.17.1, mistsofstability@0.2.1, nosleep@1.0.1, game@1.22.2, vsimgui@1.2.2, zoombuttonreborn@2.0.2, alchemy@1.9.1-rc.1, allclasses@2.1.2, egocaribautomapmarkers@5.0.2, automatedmessage@1.3.1, betterruins@0.6.0, carryon@1.14.0-rc.1, chestorganizerm4@1.2.4, claimsradar@1.1.1, coinage@2.1.2, commonlibforked@2.8.1, configlib@1.10.1, extrainfo@2.0.0, foodshelves@3.0.1, leadstatistic@1.0.1, minorbackpackupgrade@1.1.0, morehudbars@1.2.0, nemi@1.1.0, noticeboard@1.3.0, playerlistrevived@2.3.8, sleepvote@1.0.9, spawnhighlightreborn@1.0.0, statushudcont@4.3.1, stonebakeoven@1.2.2, stripper@0.0.6, vinconomy@5.3.0, creative@1.22.2, survival@1.22.2, xlibfork@1.0.1, playercorpseforked@1.14.1, xskillsfork@1.0.5, xskillsgilded@1.3.17 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Client.RenderAPIBase.RenderMultiTextureMesh(MultiTextureMeshRef mmr, String textureSampleName, Int32 textureNumber) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 112 at Vintagestory.GameContent.ForgeContentsRenderer.OnRenderFrame(Single dt, EnumRenderStage stage) in VSSurvivalMod\BlockEntityRenderer\ForgeContentsRenderer.cs:line 243 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 953 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
I tested BetterRuins alone on a fresh world with no other mods. Vintage Story version: 1.22.2 BetterRuins version: 0.6.1
RAM usage grows to 10-11 GB while generating/exploring new chunks. The game also freezes about 3 times per minute. This happens with only BetterRuins enabled, and it uses more RAM than my 70-mod modpack without BetterRuins.
I fully restarted the game before testing. I can provide client-main.log / server-main.log / config / worldgen settings if needed.
Pls make a detailed bug report with a zipped modlist to replicate this. on our github issue tracker. This is very likely the place on slabs mod causing this.
ulture, May 8th at 11:41 PM (modified May 8th at 11:46 PM)
Hi, anyone know why there are question mark blocks? I looked up what this ruin is supposed to look like, and I think some of these blocks are the same as ones that are rendering fine, which is confusing.
I don't have an answer, but I do have another question; is this happening as the host? I just spun up a new world last night and my girlfriend was seeing some blocks like this, albeit with a different ruin, though everything was appearing normally for me as the host. The only two differences between us is that I'm on Linux, and she's off-host. She's literally running a copy of my mod folder, so I can't explain what's causing this.
I hope this can help with tracking down the cause.
Story (for context) and appreciation time so get comfy :3 Hello my name is Lucy and i have always been a glutton for survival games, my most favourite is DST and survival mods for Skyrim. I did mod games like stardew valley and terraria etc to be survival too. In these games you generaly also build a base (not so much for Skyrim okay) and its a crucial part of the game and your well being. Not for me cause... i did play minecraft a lot when i was like 9+- years old (stopped playing entirely in 5th grade). My parents were getting a divorce at the time. I have so many memories of them screaming etc. I usually just ran into my room to play minecraft that was at the time a free and an only game i had (exept the sims 2 or 3 idk wich yes i know a girl doesnt like the sims and her (4years) older brother does lol). I was fascinated by the possibilities of red stone and was building and learning things and tricks from youtube videos and my own experiments. I made a nice roller coaster in a desert village with some red stone decorations/traps/"spooky" things for the ride. I did also made an upgraded HUGE version in a snow biome and made a snow village too to copy the desert project. My last project was a secret tree house/lair (also with minecarts) in the redwood forest jungle and i was so proud of that build. All was build while i could hear my parents fighting and crying... Well save to say i do not like building now and i dont build in any games other than whats absolutely necesary cause it does bring out the memories and also idk i suck at it too and it makes me angry and sad and i just rage quit and dont wanna play... Same was for Vintage story that i bought 2 years ago (cause my friends REALLY wanted me to play this yes AMAZING game), played with them on a late game server where i learned most of the mechanics etc. Then we ofc as adults just magically skip 2 years to present where i rediscovered this game again. Yea lets check out whats new, oooh on youtube theres really cool series with a few mods like step up and info HUD oh yea i am gonna get those too and while i am at it lets sort the mods by most downloaded, oooh better ruins is first, that sounds cool lets pop that in and explore :) OH BOY explore i did! 10 whole hours i was running around and all i wanted was to see the next ruin! a HUGE ruin of a HUGE bridge? :O an almost drowned (it spawned in water at coast of a big lake) village? so serene :3 A CASTLE ruin? OoO a BEAUTIFUL fountain, taverns, clock?towers and DUNGEON ruins??? AAAAAA THIS IS SOO AMAZING >o< AND THEN IT HAPPEND... i climbed a nice small but chonky mountain and i saw it... a perfect size pond next to a redwood forest and there it was... a ruins of a couple of houses, two with second floors connected with a cute little bridge and a small separate house behind. THAT was my dream home and its gonna be for at least a year (irl) i hope :D No building from me needed so beautifull nothing to stress me out just gonna renovate the fallen walls oh its gonna be so good^-^ YEA IF IT WASNT FOR THE LIKE 6 DAMN SPIDER NESTS IN ONE ROOM WHAT YOU LITTLE FREAKS WHY SO MANY >:C it was a WAR that took me almost 3 hours OKAY BUT I DID IT all nests are cleansed my new home is ready FINNALYYY >o'<. Since i did spend most time travelling first thing i did was a farm at the pond so so far i just made a quick renovations to settle a main room with the pre build kitchen (i LOVE the chimney), upstairs i made a smithing area to second use the chimney cause its so good :3 also i moved the bed to the next house connected with the bridge (YES THE ROOM WITH THE NOW CLEANSED SPIDERS IS MY BEDROOM I KNOW) i am gonna have the best dreams there out of spite idc! >:P I also LOVE the details put into the story telling enviroment and skelletons i had a big chuckle at the one skelleton that had his skull crashed by an anvil :o ooops. Also got REALLY drunk from one of the taverns ancient drinks oh yea was a fun struggle to explore the ruin with the effects uh oh >-<
Sooo i wanted to THANK ALL THE CREATORS SO MUCH i had and will have so much fun mainly cause of your mod! You all did so amazing and i am now so happy and excited to come home from work :) Thank you for your time and patience reading all this too :D <3
Thanks a lot for such a nice text and it was quite the read. Very lovely and glad you enjoy what we do. It really motivates us aswell :)
Finnwolf88, May 6th at 7:23 AM (modified May 6th at 7:23 AM)
Any chance you could add an option for disabling enemy spawning? I play exclusively Homo Sapiens, but do want the ruins. I have a mod for disabling rust monsters, but it gets a conflict with better ruins as the mod tries to spawn the monsters.
Nothing we can add atm sorry. Vanilla needs to tweak the vanilla spawner block to work differently to easily allow us to make a patch for this. Or you install a mod that disables the vanilla spawner blocks im guessing. But that could run into other issues aswell.
Not sure if this error is from this mod or one of the many others I have that are throwing errors.
[Error] Patch 1 (target: game:blocktypes/wood/woodtyped/crate.json) in betterruins:patches/others/universalpatches/handbook-exclude.json failed because supplied path /creativeinventoryStacks/0/stacks/- is invalid: The json path /creativeinventoryStacks/0/stacks/- was not found. No such element 'creativeinventoryStacks' at the root path
Can you please provide enough informations so we can research this im guessing its a mod incompatibility. So a ziped modlist would be good or any other details to reproduce this ty.
Pls share some screenshots so we can take a look if this is related to this mod or not ty.
DreamEater, May 2nd at 8:25 AM (modified May 2nd at 12:32 PM)
NiclAss hey man, first of all thanks for your time.
I'm making a mod, CollapseStory, that introduces structural engineering and gravity to player built and placed blocks. It uses bfs tracing to update the blocks in a structure, if another block is removed or placed.
I'm moving soon into the compatch phase/version, and I'm trying to figure out how to make it work with ruins mods, especially the betterruins mod, without the ruins instantly collapsing, when a player disturbs something, bco the BFS trace, and bc the vast majority of the ruins are totally structurally unstable, if the collapsestory structural engineering simulation is applied.
I can't bound the BFS trace, since that would make e.g. bridges or towers impossible.
I can't add "player-placed" or similar flags, since that would likely add performance issues.
I'm toying with using the vanilla .cs code for generating structures on worldgen for discerning between player placed blocks and worldgenned structure blocks, since the worldgenned ruin blocks are bounded by a cuboidi via the API's GeneratedStrcuture's "Location" field. And then within that cuboid, I then bound collapses to only go to a certain radius, hence gating collapse of the whole ruin on player disturbance of the ruin blocks.
Does BetterRuins use the vanilla functionality to generate ruins (can't find any dll to look at in the mod zip-file)? Since then the above half-solution would work out of the box.
Also lemme know if you have any better ideas to solve the above problem. Thanks!
edit: nvrmind it does, the issue is with mineshafts from the underground mines mod, they aren't detected by wgen pos structures, hence not part of the above fix.
Yes betterruins uses just vanilla generation the mod itself doesnt change anything on the code side. If you find out how to handle the vanilla ruins you will be fine with this mod. They are just a bit larger in some ocassions :P
I did, they are fully compatible now! thx for the reply. I gated the BFS trace, so the ruins don't completely collapse when a player removes or places a block, only a 3x3x3 radial around the disturbed blockpos collapses. Underground Mines tho, doesn't use vanilla generation, so currently scratching my head trying to compatch that mod's massive mineshafts from collapsing on block disturbance, lol.
Secret1, May 1st at 1:46 AM (modified May 1st at 1:47 AM)
I'm having the same CTD issue as the one on the issue tracker. Huge black squares are on the map from a distance, indicating a missing chunk I assume. Getting anywhere near it crashes the game with exactly the same error log as 'FrozedonTheDogeman'
NiclAss Yeah, I did investigate if this was in reality a vanilla issue. Just thought I'd bring it up as I don't intend to make a github account to duplicate the bug report there. Thanks for your collective great work, I highly enjoy the mod.
Just checking, is the newest version (0.6.0) compatible with the (original) rivers mod? I'm running both and I'm getting rivers fine but not finding any ruins. Sometimes you list compat specifics in the changelogs, so I thought I would just check. Thanks for all the work you all do on this! This is a must have for our play throughs, so we're about to give up rivers if we can't get it to run together
Yes structures from this mod will spawn in new chunks otherwise for storylocations if the terrain is blocked you will get a popup saying what you would have to do to make them spawn in.
Hi, after i installed the mod, it says its v0.6.0 and my game crashes when i try to enter or start a new world. any way to fix?, i have already updated to latest version
With no other mods enabled and generating a new world, I can't seem to fix a stuttering/freezing problem I'm having with the mod when generating new chunks
Well depends on if you are on a very low end system you might run out of ram or you didnt close your game properly and now you game piled up ram. Best to close it completely after swtiching a lot of worlds or servers or creating test worlds.
No its still in the mod but not a storylocation and not findable by map. Even if the item might exist its creative mode only. You can find the cathedral if you adventure north in very cold climates.
Started a new save to test out a few mods and came across a gallow right outside a church.
_WillowWisp_, Apr 28th at 3:51 PM (modified Apr 29th at 2:18 PM)
thank you for adding a lot of the trader furniture in blueprint form!. but you missed the canapys! id love it if there is a canapy blueprint so we can have those as well! :D thank you! The Agriculture trader merch also cant be made. but this can be fixed by putting veggies or fruit etc in the empty versions in a crafting table if you plan to add more ways to get trader items!
Very strange problem... from what I can see, it only happens to me... in the mod list it says incompatible with the version, version 1.22.0 is required and you are on version 1.22.0. When generating the world, the mod doesn't load and doesn't generate any structures.
As an extra detail, this started happening to me from pre-release 3 of version 1.22.0
Psychomor, Apr 25th at 6:58 PM (modified Apr 25th at 7:04 PM)
Helo. i have this when generate new world:
25.4.2026 20:48:01 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output game:metalblock-corroded-sheet-manasteel cannot be resolved. 25.4.2026 20:48:01 [Warning] Failed resolving crafting recipe ingredient with code game:metalblock-corroded-sheet-terrasteel in Grid recipe 25.4.2026 20:48:01 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output game:metalblock-corroded-sheet-terrasteel cannot be resolved. 25.4.2026 20:48:01 [Warning] Failed resolving crafting recipe ingredient with code game:metalblock-corroded-sheet-elementium in Grid recipe 25.4.2026 20:48:01 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output game:metalblock-corroded-sheet-elementium cannot be resolved. 25.4.2026 20:48:01 [Event] 2461 grid recipes loaded from 415 files,
Mayby because i added BotaniaStory mod, and BR mod cant add items to loot pool.
This and VSVillage has caused my world to freeze on the loading screen when I updated it to 1.22.0, is there anything you guys can do or is it only on my end?
To my knowledge there is no way to prevent that but it might be something to bring up to the vs devs to fix this. Since it doesnt really need to be displayed if the user decides to remove the story locations.
Just out of curiosity, after downloading 1.22.0 (Stable) I have installed the newest current version of better ruins v0.6.0, yet when I go to mod manager and reload mods I get an error that says "" This mod requests game version 1.22.0, but you are on 1.22.0. It might not load propelry"". Do I need to do something diffrent or?
Is there easy way to add own custom structures to this mod, on the server-side?
We have long-lasting server with some nice player creations, in case of map restart, would be nice to have these structures autogenerated somewhere (of course it is possible to cpypaste them into new save, but my idea is to generate them randomly, to be discovered by someone).
You can make a mod just like this and implement just what you are saying. You can take a look how this mod does it or you can contact me on discord so I can help you out get your mod started if you send me some details and schematics I can set it up for you and tell you how to expand it with your other builds.
This is the best mod I've ever seen. You can really tell how much love and hard work went into it, especially in the maps, which lead you to incredible structures. It makes you really want to explore and spend more time in the game. The structures I like best are the ones that share lore with the base game; they’re so immersive that on more than one occasion I thought they were an official part of the game. If it weren’t for the fact that the maps indicate they’re from the mod, I wouldn’t even realize it. It’s excellent work, and I’m honestly very grateful for it. I hope they continue to add more content in the future that blends the game’s lore in this way.
Just a question, how long do we have to wait for this mod to be updated to 1.22 when stable comes out? bcs i see you have version for RC 1.22 so i would assume not too long of waiting after 1.22 hits stable?
Thanks this is already known and will be fixed with next release of the mod but still thanks for letting me know.
Thievishlogin, Apr 15th at 6:43 PM (modified Apr 15th at 6:45 PM)
Is there any way to force the Intact forlornhope tower(the story one) to spawn at an area of my choosing? using the wgen structures command I can only spawn the ruined ones. using VS ver 1.22.rc8
NiclAss Thanks for the response, and that snipet. I understand now, you're working with the vanilla tools provided and they work through sectors and have some definable parameters on where to spawn like landmass maps, but not climate maps. Lol I've personally always been very unlucky and my southern type ruins always spawn north. But thats just bad luck. I appreciate all the work you have put in though! And the command tools provided do solve the issue anyways. Thank you again!
Hi, yes the main misunderstanding is what I mean by the positions being “set”.
The story structures are not placed by first checking the climate and then picking a fitting location. I also cannot tell the game things like “only spawn this in desert”, “never spawn north of this point”, or “only allow this below a certain Z value”. That kind of climate-based restriction is not something I can directly do here.
What is actually set is the sector layout. Each story structure has a predefined coordinate area in that layout, and that layout is then mirrored across the four sectors of the map. So a structure is placed based on its assigned map slot, not because the game found the “correct” climate for it.
I will provide a snippet on what a implementation of a story structure looks like so you can see what values are avaible for it, this might be a bit complex but if you are into detail it should self explain.
Spoiler
{
"code": "crossroads",
"group": "storystructure",
"name": "crossroads",
"schematics": [
"story/brcrossroads"
],
"placement": "SurfaceRuin",
"dependsOnStructure": "spawn",
"minSpawnDistX": 4000,
"maxSpawnDistX": 5000,
"minSpawnDistZ": 4000,
"maxSpawnDistZ": 5000,
"requireLandform": "veryflat",
"generateGrass": true,
"landformRadius": 550,
"forceTemperature": 32,
"rockTypeRemapGroup": "underground",
"ExcludeSchematicSizeProtect": true,
"skipGenerationCategories": {
"structures": 500,
"trees": 0,
"shrubs": 0,
"hotsprings": 200,
"pond": 200,
"rivulets": 100,
"caves": 120,
"patches": 0
}
},
That is the main reason this issue happens. The game’s climate changes in north/south temperature bands, but those bands also loop in waves instead of being one perfectly clean gradient. So even if a structure is placed in a slot that is usually reasonable, that does not guarantee the climate there will always match perfectly in every world seed.
It gets more noticeable because these story structures also force their own local temperature where they generate. So if one lands in a not-so-ideal spot, you can get a sharp jump like temperate climate right next to desert climate.
The only way to reduce that even more would be to move all temperature-forcing structures much closer to the equator in the sector layout. But that would make them much more predictable, easier for players to find, and honestly a lot more boring. It also would not fully solve the issue it would just make them all spawn in the same central band, where they could still be a bit off.
So the current setup is basically a compromise: they are placed a little north or south of the equator, but not so far that they are usually completely wrong. That keeps exploration more interesting while still reducing the worst cases as much as possible.
So no, you are not missing an obvious fix the limitation is real. I can improve the odds through the layout, but I cannot fully force climate-perfect placement.
Since this is a vanilla feature we would require vanilla to need this change for them to implement it and I dont see that happening anytime soon. I can ask around again but it would be a core change to story structure generation.
SoupInCat, Apr 5th at 11:54 PM (modified Apr 5th at 11:55 PM)
Meowsers There is! Just check out the Useful Videos section of the mod description, the last two videos in the list are what you're looking for! :p you'll follow the commands to manually generate the ruin elsewhere, then regen the old location in a large radius to get rid of the old location!
NiclAss "And I will repeat again the positions of the temperature story locations are set that they dont spawn in extreme temperature settings like desert story structure will not be as far north spawning. If you change worldgen settings ofc that will affect that."
Hi! I was just wonderinggg how is it that the "positions" are "set"? I know you can set min distances from spawn or from eachother, or however that works. But is there genuinely no way to prevent it from spawning above or below a certain Z value? Also, "set that they dont spawn in extreme temperature settings like desert story structure will not be as far north spawning" how does NOT changing the world settings prevent the issue of a desert (50c area) spawning in the middle of a temperate zone (14C... three times colder...). As far as I can tell, even with DEFAULT world gen settings, the desert story locations will still often spawn like that. I am not a modder and all I can do is spend a few hours using commands, finding new more suitable climates to move the ruins spawns to, regening them there, and regening all the old ruins and the area surrounding them so they dont mess up the local climate and are not duplicated. It is a solution and im VERY grateful you've taken the time to provide us these tools. But it really is so crazy to me that of all the things people are able to mod into this game... preventing a custom major storystructure from spawning above or below a certain z value, or within a certain climate zone, or "x" number of blocks z+ or z- of spawn (+ or - a bit depending on custom starting climate choice), customizable or otherwise, is not possible. How is such a problem unsolvable after even 2 years? It feels as though I MUST be missing something. Because going from 14c to 50c (on a completely unedited default world) within 100 blocks, is kinda bonkers and feels like it should have been addressed by now. Unless it really is impossible to fix. Which, fair if so, i'll just keep manually moving them then.
NiclAss I mention the spawn rates because I remember finding them more prolificly last year even on defaults when I was testing worlds for my server, and bear in mind I had to make tens of worlds and it was a recurring theme. Im actually having the same issue now with the mod The3Dungeon which I found incredible amounts of even on default last year as well. These updates I incredibly look forward to but they really have taken a toll on mods.
I'm on 1.21.6 and dowloaded 0.5.7 and there are white question mark blocks in some of the ruins. Is there a fix for this or at least a way to tell what its trying to load so I can try to fix it?
Yes this is a known issue on 1.22.0-rc.6 I have forwarded it to a vs dev privately but I might just make a bug report on their github. Not sure when they going to fix this introduced bug.
The spawn chances do work as intented on default if you want to get specific builds its hard to find them by chance.
Auldburgs water seems to be missing on 1.22.0-rc.6. Also has the spawning for the structures been broken? The only way I found one in the newest update is dropping spawn distance to minimum and cranking auldburgs to max. Not a single one on normal spawn rates for an hour flying at 5x speed. Nothing like when I played last year.
With use of the Artisan's Blueprint I can make 'Planter (seasalt)' with just about anything in game? (from plants, ruins, other modded items, roofing etc.)
NiclAss , Mar 29th at 5:36 PM (modified Mar 29th at 5:46 PM)
Yeah idk can you provide your save and modlist aswell as what vanilla version you are on. so we can replicate it. So that vanilla devs can take a look at it. ty
scaledwarlock, Mar 29th at 5:31 PM (modified Mar 29th at 5:36 PM)
Appreciate the links at the top. doh. yhea kinda wierd my sistuation, i reinstalled 1.21.6 stable and viola we have spawning stuff again. will tinker around a bit more with 1.22... and check out the discord, your mod is spectacular when i can get it to work. thanks for the effort and time you all put in.
On the top of this page you can find our discord. I can not replicate this issue on rc6 with betterruins and configlib and imgui I get ruin spawns and no issues in the log.
Do you have a discord, after the recent update from rc.4 to 5 then 6 when creating new worlds all structures fail to render/spawn. tried to update the .yaml file but vsimgui_1.2.0 is no longer compatible with configlib_+1.11.0 ? I have tried using a single player .yaml that did nothing as well. like i said i had full structers and lots of spawning pre rc5. wondering what to do now.
Cant confirm this issue if you can report it to vanilla devs github issue tracker. Both are vanilla blocks we just add a recipe to the plaster whitewash which doesnt affect its behaviour. Ty. It worked fine for me btw so couldnt replicate.
Hi, it seems to be a crash when trying to access Aged Crate (Closed) through the "H" hey. You can reproduce it by getting an aged crate (closed) by any means and pressing "H".
Crash Report
Running on 64 bit Windows 10.0.19045.0 with 16221 MB RAM Game Version: v1.22.0-rc.4 (Unstable) 23/03/2026 14:19:31: Critical error occurred Loaded Mods: game@1.22.0-rc.4, betterruins@0.6.0-rc.2, creative@1.22.0-rc.4, survival@1.22.0-rc.4 System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block game:saw-* but there are no such items/blocks! at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveIngredients(Dictionary`2& unnamedIngredients, Queue`1 halfResolvedRecipes, GridRecipe toTestRecipe, Boolean& allResolved, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 409 at Vintagestory.API.Client.SlideshowGridRecipeTextComponent.ResolveRecipes(List`1 resolvedGridRecipes, GridRecipe[] gridRecipes, ItemStack[] allStacks, Random fixedRand) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 371 at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI api, GridRecipe[] gridRecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 82 at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, List`1 anvils, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 2305 at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 127 at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119 at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113 at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 135 at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 260 at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 329 at Vintagestory.GameContent.ModSystemSurvivalHandbook.OnSurvivalHandbookHotkey(KeyCombination key) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 224 at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424 at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1873 at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 253 at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods) --- End of stack trace from previous location --- at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded() at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
when destroying a cabinet that was placed on a wall with plaster whitewash it dupes the cabinet, this mod adds a way to craft it, but it already exists in an uncrafteable way in vintage story so i dunno where it comes from
Use a wrench on those blocks you can also use F key when looking at them with a wrench in your hand to adjust the tool mode to up down and sideway aswell as rotation this allows to offset it
Could one of you awesome talented modders share with me the secret of how you place blocks in your ruins outside of their normal placement? For example: The lattice at the Bath House is placed horizontally. How? Is it a mod, command, or black magic? Please share your secret...
Would it be possible to add a blueprint for colored/smoky glass? It would be awesome to be able to craft every color of glass (using materials that are a bit easier to come by). I have a build id love to use smoky glass on but its not realistic if the only way I can make it is with smoky quartz lol.
Oh it would also be really great if you could add the special flower pots and planters to the Artisan blueprint.
Either way this is a fantastic mod. One of my favorits. Thank you for making it. This mod is like 90% of the reason I continue to explore my world.
I think we have it on our creative server but its a fairly older variant. You would have to ask the builder Par on our discord or on the vintage story dc if you are allowed to use the intact build. He is also working on a newer version of it.
What is the structure in the first image here, the one for the thumbnail for the video? It looks really cool, but I don't think I've encountered it myself. Is it in the mod?
Yeah configlib doesnt allow you to change settings on servers from within the client ui. You need to edit the config file in the filebrowser in your server. However you can modify the settings in a singleplayer world to your liking and then copy the config from your client to your server.
Hello, I just started playing the game very recently, so I don't know much.
We started a modded world with some friends, and I installed several mods, including Better Ruin. However, I haven't encountered many structures, so I wanted to modify the values using configlib, but I can't change anything.
My question is, do I have to do it manually in the modconfig file? And is it because I'm on a server that configlib isn't working?
For any maps that do not work in the creative inventory (for example like you said underground hideout) these are just random smaller structures that generate with worldgen and they are for example underground ruins or translocators or buried treasure these random generated structures work differently for the maps.
You can't just pick a map from creative inventory for them you have to buy them from traders bcs then the mechanic activates where it scans around the trader for those specific structures and then links the structure to the map.
Picking it from the creative inventory leaves the map coordinates empty.
For the story structures the maps will always work on a survival world.
Hope this answers your question let me know if you need anything else.
When I take a map to a specific place in creative mode and use it(example; underground hideout) it simply says 'no location found on this map'. Why is this? Did this location just not spawn when the world generated? If so, how can I manually spawn it?
I will try to answer your questions individually now:
Q: Now you're contradicting your own statement. You told me that desert story POIs spawning in cold regions is normal and can't be helped, and now it's apparently not intended and not happening, even though I just showed you a screenshot with two of them NORTH & nearby of the temperate spawn? A: I never said that its normal but its true that it cant be helped and is possible to happend depending on specific worldsettings mainly equator distance. The screenshot you showed me shows them in completely fine spawning. They are close to spawn being temperate climate and no where near cold climate. Bcs again they are aimed to not spawn far enough from spawn that they will generate at complete cold climate temperatures (if you change equator distance to something around a distance where at 5k north you would be in deep snow this would be exactly the issue you are talking about but since this is an unusal setting change this cant be prevented by us. But even then you have a 50/50 chance of it spawning more north than south.
Q: What worldgen setting on my end would cause this to happen? A: If you set your eqatordistnace very low it can cause it to be in more extreme temperature distances.
Q: I never touched any temperature settings, which by your previous statement aren't a thing for story structures anyway and I also cannot even see any story structure related settings within the UI. A: I said that there is no way to define in what temperature a story structure spawn but its possible to define the temperature around the story structure. And I also wrote that you can modify the story structure temperatures in the mod files (not config) storystructure.json (this is not a global config bcs its not intended for the average user to change that)
Q: I'm feeling kinda gaslighted right now. A: I guess you are feeling gaslighted because you are not understanding what Im trying to explain to you and Im not understanding what you mean with some if the statements and questions but im happy to keep trying to answer them.
I will also try another approach and explain our thinking for implementing such structures with the crossroads as an example: Size of the structure is larger than 100x100 it goes into story structure category. It should be able to be found by players by a map from a trader this also needs it to be a story structure. It needs a flat desert to spawn in this makes it a story structure with a set temperature to set a desert around it. (only the higher temperature allows deserts to generate around it / other way around for glaciers for the forlornhope stuff for example)
Now you're contradicting your own statement. You told me that desert story POIs spawning in cold regions is normal and can't be helped, and now it's apparently not intended and not happening, even though I just showed you a screenshot with two of them NORTH & nearby of the temperate spawn? What worldgen setting on my end would cause this to happen? The only thing I changed for the mod config is through the in game UI by increasing ruin spawn chances in general, and the removal of spawn distance. I never touched any temperature settings, which by your previous statement aren't a thing for story structures anyway and I also cannot even see any story structure related settings within the UI. I never went into the config files or let alone the actual mod files themselves so I'm feeling kinda gaslighted right now.
NiclAss , Mar 14th at 7:14 PM (modified Mar 14th at 7:16 PM)
I hear your concerns, but we’re circling the same points now. To be clear: these structures and their temperature settings have been in the mod for over two year. In all that time, they have functioned exactly as intended for the users of this mod without being flagged as a major issue.
As I’ve explained, this is a technical choice to ensure the structures spawn correctly within the limits of the vanilla engine.
And I will repeat again the positions of the temperature story locations are set that they dont spawn in extreme temperature settings like desert story structure will not be as far north spawning. If you change worldgen settings ofc that will affect that.
One of the best things about Vintage Story is how moddable it is. The mod files are open if the immersion break is a dealbreaker for you, you are more than welcome to go into the JSON files and adjust the temperature or spawn conditions to your own liking.
However, I will not be changing the mod or removing these features. I’ve provided enough technical context for you, so I’m going to end the discussion here.
If you want to get rid of the temperature difference you can change the temperature values or remove them in the storystructure.json in the mod. With the 1.22 version of this mod you can even make a patch mod that you can then share with people if you feel like that.
Other than I can gather some user feedback regarding that with our next survey.
Of course no one is forcing you to play with this mod either way.
Alright. Sad to see this mod go, but if you don't see how instantly changing climate blobs with african deserts, cacti, hyena and roman bathhouses inside of polar regions is totally going against the point of realistic climate distribution and the spirit & balance of the game and many of its mods, then I'll have to frankly remove the mod at this point.
We have multiple of these set temperature storylocations crossroads, huaca and the forlorn hope tower and dungeon the first 2 setting a warm climate the other ones glaciers and cold climates.
Im not sure what your goal with this discussion is. I already told you that parts of your worries are valid but its by far not as problematic as you want it to be.
And again we are limited to what the game gives us to some extend and we implemented these structure in this way bcs its the correct way to get that output.
I will just let you know that if there would have been a better way to implement them we would have done that but in the current state this is the best way and its working well for what it does. I by far do not see it as such an issue as you do.
I indeed do not understand. How is scorching hot desert close to the starting temperature of near freezing tundra?! 50 degrees Celsius temperature difference is about as much as you can get. I'd have to travel tens of thousands of blocks to reach such climate zones, not have a perfectly round blob of African Sahara desert that spawns desert animals, plants & structures in the middle of Nordic regions next to moose.
And the worst part? This isn't even the only structure that does this. This weird pyramid dig site is the same. Here's both of them next to each other, close to spawn:
I think you are miss understanding the point. I tried to tell you that our climate story structure are intentionally close to starting temperature to avoid bigger temperature changes. (being close to spawn having a lower chance to spawn in northern climate zones having less chance of increasing the temperature diff unecessary) I appreciate your ideas and suggestions but this is the currently correct way to make them spawn how we like them to. And I dont share your opinion that it heavily clashes with worldgen.
5k-6k blocks is nothing as far as climate distribution goes. The default polar to equator distance is 100k blocks. After 5k blocks you're still within the temperate climate regions. And that is of course assuming you walk straight south and not north, west, or east AND that you did not touch the polar to equator distance. If the vanilla game does not support more specific spawn conditions, then I would suggest not using such climate specific story structures to avoid clashing with worldgen this heavily.
With Terra Pretty its a issue on how they change the landforms which doesnt always work out with our story structures and also changes how the terrain works on a scale that changes the spawn chances of structures so you can run both mods I just put a warning up there that some things might spawn not as expected or lets say with vanilla or other landform mods.
Its not a huge issue but enough that I had to put a warning up bcs many people running both mods reported issues for those cases. (Different spawnchances than normal and storystructure terrain clipping mostly)
Like I said everything correct and everything you are suggesting would be better than the current system but that not how it works. The story structure system which is vanilla which we use works like I explained. And it works good enough for those specific structures. We will not be implementing or changing such core vanilla behavoirs for the sake of complexity/perfomance and maintanence of this mod. I also have communicated these improvements of the system with one of the vs devs but until vanilla needs them there will be no changes like that it seems.
Also our storystructures that have climate specifc surroundings are fairly close to spawn while changing the temperate it should not be extreme as of having a desert biome in the north. both warm climate story structures could only spawn up to 5-6k in the northern direction on default settings.
Distance of spawn is not the same as guaranteeing it spawning in a hot climate. That just guarantees that it does not spawn within a certain distance around spawn - which can not just be cold either. And neither is the distance at which it can be spawn guaranteed to be cold. If the spawn distance is set to 1000+ blocks I could also just travel 1000+ blocks further north towards the north pole and it would be able to spawn this scorching desert inside there. It needs more spawn conditions than just "distance from spawn" to avoid being placed in the wrong climate, because right now it would only make sense to spawn this way if you'd use the Patchwork climate distribution instead of the realistic climate zones. Distance from spawn should only be used to gatekeep you from potentially immediately stumbling onto larger ruins, nothing more.
While what you are saying is correct that's not how story structures work. They can be defined by a distance of spawn. Not by temperature or latitude. And I have a set temperature which is also why they generate that desert which is needed for the structure itself. This is all intended.
The incompatibility errors with primitive survival I can resolve thanks for the report.
DarkThoughts, Mar 14th at 3:20 AM (modified Mar 14th at 3:31 AM)
I'm sorry but WHY is the Crossroads ruin generating this massive superheated blob around itself?! If it is meant to spawn in hot climate deserts, then it should simply not spawn in cold ones. Having some 40+ degrees Celsius heat blob in the middle of a below 10 degrees Celsius area makes absolutely no sense. The temperatures can change by about 50 degrees there!
I am following the series aswell. Looks very nice in that desert theme. Depends on how Rubix and their community does stuff they could puplish the structures packed in a mod similar on how betterruins works. And if they need help with it or want me to pack it they can reach out but since this is a custom setting thats up to them :)
Love all if Rubix Vintage Story series. especially their lore building.
I think it would also need their mod for the sun event thing and prob their worldgen changes to make those structures like the skyscrapers to feel good ingame. Wouldnt really fit in a vanilla worldgen I think.? not sure tho.
I've noticed if I change the polar equator distance to 15 or 25k ruins become extremely rare. My world has plenty of flat area, I'm talking like hundreds of blocks of open fields in every direction, but almost nothing spawns.
When something does spawn it's usually either a vanilla ruin, or a super small one from this mod, and they are not anywhere close to each other. Is there anything that can be done to counteract this behavior?
I don't see any problems in this log. But the result is the same (the list of loaded mods shows that only the base mods and BetterRuins are loaded).
UPD: I created a new world in Creative mode – the result is the same. There are no errors in the logs, and only one mod is loaded (besides the basic ones). There are also no recipes in the mod's handbook.
UPD2: I tried completely clearing the appdata folder (the game folder), thinking maybe some old configs were to blame.
I loaded up Creative, which also hasn't seen any other mods yet, and the result was the same.
Any chance of a backport to 1.21 for this update? I'd love to explore the new ruins on the server I play on, but they won't be added because it's a 1.21 server
Pls share all the relevant informations to replicate this. Server-main.log would be one of them aswell as what versions you are on.
Mamorka, Mar 10th at 2:45 PM (modified Mar 10th at 2:51 PM)
For some reason, am I the only one not seeing any blueprint recipes in the handbook?
I even tried disabling all other mods except this one, but the result is the same. It looks like there's a broken link to the crafting items somewhere.
Bcs of reaccouring issues with armorstands and worldgen we tried to get rid of them when possible to avoid this in the future. You should find chests at the locations of the armor stands with forlorn hope armor loot randomizers which even support mods (like some that add new forlorn hope specific armors)
I've got an issue where a Trader is asking for a Gold Scythe for clout purposes but won't recognise that I have said Gold Scythe. Now I have Toolsmith, but I've used the vanilla recipe (which typically works for Traders) and even a creative-spawned scythe, both of which don't work. Is this a known issue with Toolsmith tools or something else? The quest locations is a "perfectly spherical crater with dozens of sprawling tunnels opening into that pit". If anyone knows what map that equates too I am more than content with "making the trade" via Creative
Hello, so i have been using this mod for a couple of days now and while it works fine i recently moved the world over to a server with all my installed mods, and for somereason now all my schematics that i had and 1 that i found nearby are entirely balck sheets and called betterruins item:br-schematic-pipes or whatever it was for, does this mean the mod has broke? is it just a corruption on what i have? structers that i found seem to still exist at least visually on the map
Heya! if any of the devs see this, If You want the TOPS SPAWN for a ruin get in contact with T.reads on the VS discord, as the TOPS wipe is happening soon!.
Yeah I suspect something with that new mod tbh. This is a worldgen bug which is very likely caused by that mod.
I also think most story locations are bugged with that mod so vanilla and betterruins. But I havent tested with that mod just heard it on the discord. You can check you worldgen log for entries on the time around when that structure got generated.
NiclAss Just want to say My wife and I totaly love your mod. Will you and your team add more stories and quest to the mod? Thank you for an awesome Mod.
dergahn I recommend the World of Fortune mod if you want a worldgen. I am currently using it and it is working extremely well with both Rivers mod (not rivergen) and Betterruins. I just reduced the distance from spawn and distance from each other. Of course when I was testing on other worldgen I changed temp values and forgot to reset it for my current world so I ended up with a few badly damaged forlorn hope towers near me. Not complaining though!
Hey, not sure if it's just a "me" thing, or if it's how me and my friend have configured the mod, but for some reason at the University, the cave that is full of the crystals is completely filled in with stone. In spectator/noclip I can see the stairs, I can see the crystals, I can see where the hall leading to it is supposed to be, but it is filled with stone. So I'm not sure if this is intentional or not. Please advise and thank you for your time.
It's called the university. you need to find a large intact globe and then bring it to one of the traders (pretty sure it's the luxury trader)
ThyUglyDuckling, Feb 21st at 5:22 AM (modified Feb 21st at 5:22 AM)
hi everyone. i was wondering if anyone would be able to help me find out what these ruins are called and where i would be able to find them. the ruins im looking for are on the 8th picture in the showcase photos its also the thumbnail or 1:50 into the showwcase video. thanks guys! i wasnt able to paste a photo
There are multiple chiseled riftwards in there and also 1 intact one so you get your reward just explore enough to find it. We always offer enough loot and stuff to find. But Yes a lot of chiseled blocks in there aswell.
InternetDragon, Feb 19th at 9:23 PM (modified Feb 19th at 9:24 PM)
Griping in here
(Spoiler for sunrift project)
Spoiler!
>goes to sunrift project
>finds set of "Corroded steel ingots"
>Mines them
>Chiseled blocks
>Finds rift wards
>Chiseled blocks
>Literally everything useful is a chiseled block
My dissapiontment is immesurable and my day is ruined, not worth the trip -_-
There is 1 story structure forlorn hope tower which is only once per world and is getting marked by the map. You can find more of them and they are even in different damage stages if you adventure into the far north colder climates. They can spawn there.
Hello, love the mod! I am having an issue where I cannot get another seperate Forlorn Hope Tower map from any luxury traders. I have gone to 4 of them, all 5,000 blocks or further from each other and they all sell me a map that says, "Location already marked on your map". I thought I read somewhere that we could receive more than 1 to explore, but maybe I am mistaken. thanks for the help in advance!
Love this mod so much but Since the last update I've been getting an issue where some ruins will generate with "Aged crate (closed)" will spawning as a white question mark blocks and crates are unable to be opened and both will not drop any loot when broken. Not sure why this is happening since the last update.
Hello! This mod is absolutely incredible and one of my genuine favorites. I love how much love and care has clearly gone into every ruin, and I think it is really nice that not all ruins are crazy and spectacular, some are pretty mundane and just make the world feel alive.
I do have a question/suggestion, the paver's blueprint is absolutely incredible and has been a godsend for helping me create roads, I am wondering if you have ever considered making a similar blueprint to increase the yield for crafting cobblestone? I have some large scale projects and would love to have a new thing to find to help me out!
Thanks for making an amazing mod!
NatPro38, Feb 14th at 4:39 PM (modified Feb 14th at 5:16 PM)
I'm getting a strange issue on some ruins where there are partially invisible blocks. See Image:
Spoiler!
While I was looking for issues in the logs i found that it appears some ruin and betterTraders schematics are still using "game:bowl-fired" instead of "game:bowl-blue-fired" & Schematic t2-4.json is using "game:skep-empty-east" Some Vanilla Schematics also still have "game:bowl-fired" but i'm not sure where to report it as I don't have github. EDIT: Should note I am using BetterRuins 0.5.7 on VS 1.21.6
Myrak, Feb 10th at 1:43 AM (modified Feb 10th at 1:44 AM)
Phant0mCobra Its working just fine on my Reclamation Saga Server with almost 400 mods as well. I have Most of the Conquest overhaul mods installed as well.
Conquest Landform Overhaul is definitely not working with BetterRuins. I cranked up the spawn chance almost to the max and not a single structure spawned. Getting the small cobblestone ruins but that is it
I know you're getting ready for 1.22 but We've run into an issue of the lumberwright blueprint being consumed while building beams, we shouldn't have anything else that conflicts with it...
paxen, Feb 8th at 2:19 PM (modified Feb 8th at 2:19 PM)
DiPig7970 TP and Conquest Landform Overhaul are different takes at the same type of landgen changes, making them redundant and as far as I know they are not meant to be run at the same time. IME either mod will block BetterRuins above-ground spawn locations at present. I had success using ONLY World of Fortune for landgen. Good luck!
paxen Maybe I'll have a chance to try starting a new save and experiment with the mod you mentioned! Also, I want to ask, when you play, besides the World of Fortune mod, do you have any other mods installed that affect world generation? For myself, aside from TP, I also have Conquest Landform Overhaul installed.
paxen, Feb 6th at 6:26 PM (modified Feb 6th at 6:27 PM)
DiPig7970 That's cool that the megastructures that spawn with maps works for you! I didn't actually test that. What I was testing were medium, large and megastructures that spawn above ground with the general structure spawn and village spawn rates. I cranked it to 100, which should have them showing up all over the place, literally carpeting any relatively flat area. In my tests with most landgen mods, the terrain is so dramatically altered that very few if any acceptable locations exist for these ruins to spawn. If you haven't seen this mod run in vanilla, you might not be familiar with just the incredible variety, especially of large and mega ruins that can populate the surface; TP and similar seem to almost universally block these. Again, World of Fortune didn't, so that's what I play with now. Good luck!
Im glad you enjoy what we do :) Currently no. We might add something like that in the future prob to support individual builders. Still need to set that up and all.
If you grab those 2 maps from the creative menu they will not work we are using a vanilla mechanic that lets the trader from which you buy those select a nearby structure of that type.
paxen I recently started a new save for testing. I used all the BR-related maps, only Hidden Tomb and Hidden Passage couldn't locate their positions, while the others showed locations normally. Then I flew around randomly in fly mode, and it really felt like there were fewer types of ruins. Along the way, I only came across one abandoned oil well.I'm not sure if this is normal or if there's a problem.
NiclAss Thanks for the reply! Yeah it really doesn't work with TerraPrety recommended settings (or Praries and Valleys, Conquest Landform Overhaul, etc). I've cranked spawn rate to 100, and still no large ruins anywhere above ground. Amazing mod though, and fortunately I found it works with World of Fortune.
DiPig7970 TerraPrety is the problem for me. World of Fortune is the only landgen mod I've found that works with BetterRuins, and I've tested a bunch.
I played for a while and noticed that I didn't see any ruins like the ones in the video, most of them were small ruins like the original. Personally, I use multiple terrain mods such as TerraPrety and follow the recommended settings of TP to generate worlds. I wonder if it's because of this reason that I haven't seen any traces of this mod?
I standby that this is probably both the least intrusive and best mod that should straight up just be vanilla. Everything inside this mod could (and HONESTLY SHOULD) be in vanilla. It is a MUST-HAVE for any world.
NiclAss The problem was that they WERE spawning. I was expecting them not to spawn. I believe it was an issue with Rivers
Andris, Feb 1st at 6:14 PM (modified Feb 1st at 6:18 PM)
NiclAssBoogerNugget I have the same issue with golden scythe. I am no own MP with following mods. If i go into creative then cannot find Map to The Temporal Calix Project. Other maps visible and other ruins have found.
Do you have a place to leave a tip/donation online? We've just played thru "The Coal Mine" and "Temporal Calix Project" and are absoluely blown away. This is incredible work, and has made our gameplay experience so much better.
Thanks this will be fixed with the next update for now it can be ignored it will not result in any issues besides the Error in the main log thanks for letting me know about it.
Sorry to doublepost but I did some testing and found a fix to my issue. Deleting the mod's cache and reinstalling worked. IDK why but a whole bunch of schematics were missing from my cache.
Having some trouble with this mod on a world genned with PlainsandValleys, FieldsandPlateaus, & the rivers mod (not rivergen). Multiple structures arent spawning and when I load into the world I get several errors about missing structure schematics (notably forlorn hope tower). The only other notable worldgen changing mod which isn't listed on the modpage as compatable is Terrain Slabs. If y'all have an idea what could be causing this any advice would be appreciated, thanks!
There seems to be compability issue with meteoric steel mod: "(Server Warning) Failed resolving crafting recipe ingredient with code game:metalblock-new-plain-meteoricsteel in Grid recipe
Would love to add something like that and I have suggested to the vs devs that a system for spawners to allow them to be easier moddable would make a lot of sense. This will come with one of the upcoming vanilla updates so from there it will be easier configurable and overall more interesting to also spawn modded entities or change stuff via config or external mods. Please be patient until we get access to that feature to implement it. Until then lock in and dodge, run or kill mobs rather than die from them :P
Tbh, not a lot more you can do. Terra Pretty changes landforms quite a bit, resulting in quite different structures spawning, so overall I would just recommend slightly increasing spawn chances and reducing mindistances between them. But I have done a lot of testing with Terra Prety at this point bcs we also have had some issues with how their terrain affects our story locations thats also why we marked terra prety as kinda incompatible with betterruins at the moment.
I love this mod! Absolutely my favorite worldgen addition and I've had many hours of fun delving and restoring ruins. I recently tweaked the config file to generate megastructures fairly regularly which was something I was looking forward to in my upcoming playthrough. But when I installed Terra Prety, the same BR settings won't generate any large or mega ruins. I get only very small ones, even if I crank the spawn chance up to 100 for both structures and villages. I've tried everything but BR just doesn't seem to find suitable generation sites for the larger ruins. Is this a known issue with Terra Prety? I've used the default TP settings, I've tried lowering the slopes, etc. Even valleys and other flat areas are devoid of structures. I'd love to get the improved terrain of TP but the awesome ruins of BR. Any help is appreciated!
So I loved this mod until a surface ruin spawned a bell head shiver that one-shotted me in a wilderness survival playthrough. Would it be possible to config/fork this to have an enemy strength progression more in line with what's needed for wilderness survival?
I don't normally leave comments on mods, but after my friends and I fought our way through the Forlorn Bastion for hours tonight, I have to say that this is an incredible project. Thanks to the whole team for the amazing adventure.
Undea, Jan 21st at 9:00 PM (modified Jan 21st at 9:00 PM)
yes it did.
i see some villiger buildings which are only 1/3 on outside the menson and one roof inside xD
Im guessing a vsvillage has spawned inside of our story location mansion? Not a lot we can do besides letting the author of vsvillage know about it so maybe they can prevent that in the future? Images always help if you have any. Ty
Undea, Jan 21st at 8:29 PM (modified Jan 21st at 8:49 PM)
ok i was right sort of.
the npcs where villigers from vs village
i dont know what they where doing there.
is the menson even from your mod?
edit: ok it looks like vs village overrites the luctus spawner.
If we mean the same structure. This is not in the mod anymore and was the reworked to the dome shopping centre. It was in a way earlier version of the mod yes.
Easy way is checking the handbook for our blueprints. Otherwise check you server-main.log if the mods is getting loaded and you are not running any errors.
But generally this is never an issue people either just dont know which are vanilla or betterruins. 99,9% the mod is running correctly.
This can happen with mods that change stuff regarding to tools to not allow the trader to accept your item. If you can share me your modlist in a zip file I can try to replicate it.
For the mechanic to work you just need the item in your inventory and it has to be undamaged. Then enter the trader dialogue and it will give you a new option which then will grab the item from you inventory and give you the map.
The spawning should have enough randomization atm so not a lot more we can do. If you have some images of structures that accour more often for you please share them. Otherwise I would just say its you luck atm.
There is an infinite amount of blueprints in your world bcs most of them share a more global loot randomizer and can basically be found random in any ruin. Some have additional dedicated loot spots. Some info can be found on our wiki.
Yeah for most multiplayer server is makes sense to not base inside the story structure but overall most of them are in that category bcs of size limitation in the worldgen system so yeah.
Its possible to move and duplicate a story location so lets say if someone settles in one you can set a new location for this story location so other people will then go to that new location as this will be marked on their map and not the player claimed one. This is something you will have to ask you server admin or make a ticket on their server to req something like that.
How do you hand quests into traders? This agricultural trader asked for a scythe made of gold so i forged one, and forged one with a mold. I went to hand them in and neither gave me the option to hand them in. Just the same dialogue of asking about anything interesting, him mentioning the treasure hunter and the crater with sprawling tunnels, requesting the scythe then rinse and repeat. I've dropping them on the ground, going through the dialogue with each in my hand and nothing. I'd love to be able to fix this and if anyone could help that would be great. Mod list is posted in the comments of this post BetterRuins Cannot hand in quest item : r/VintageStory
hiller Nobody answered your question from almost a year ago. This was driving me insane too, but I figured it out. You need to move the map item itself into your hot bar (at the bottom of the screen), then right-click it whilst it's there. After that, your General chat window will say "Approximate location of {map name} added to your world map". The map icon used is a red X, and defaults to being pinned. Just zoom out a bit on the map screen and look at the borders of the map window.
SunriderKSY Yes, there are multiple copies. The mod doesn't track which blueprints have been 'found' by someone at all, they're just placed like all the other random loot. In fact even you can find multiple copies of a single blueprint if you get lucky (or unlucky, depending on your view).
Are there multiples of each blueprint that spawn in a given seed/world, or just one copy of each? I'm on an SMP and was wondering when find a blueprint, would anyone else find another copy somewhere else in the world.
A bit of me wishes there were non-story versions of the story dungeons that could potentially generate, so one could base inside them without worry of something nasty like a deepsplit or bellhead showing up... or more bells.
Would that be at all possible? Apologies if it was asked recently, I looked and didn't spot anything, but perhaps I didn't look hard enough.
I ask only because a server I'm on occasionally resets these ruins so other players can have a go at them, and it wouldn't do to let one player like myself hog all that space... not that I'd really want to with the nasties that can appear in there.
Hey, I hada questions about a book I found within a ruin the other day if anyone knows anything about it? The ruin was the 'Sunrigt Experiment', spoliers below
Spoiler!
So I found a book in there called 'Monster Compendium' which I could 'consume' like with the skill books from the xSkills mod. I didn't get any popup or anything when doing this and as far as I could tell nothing about my character has changed. Is there something I am missing about it?
"Recently" is a funny word to use since Terra Prety's landform and story structure systems haven't changed in like half a year. As far as I can tell it's not broken, we've gotten no reports of story structures being messed up, all my testing around story structures looked clean over the last several releases, seems to run perfectly well for other players using Better Ruins according to the feedback we've been getting on Discord, and the seeds and story structures should be generating identically to the last six months. Have you actually investigated this and tried to reproduce the problem or are you just assuming Terra Prety is the problem? Have you checked what other mods players are running? Are they using Terra Prety's recommended worldgen settings or are they altering them configs dramatically?
Please provide your modlist these are all materials added by other mods I can create patches to resolve these errors which are basically just warnings but its hard to find them I found one is from spearexpantion but pls just provide a mod list or maybe from using those mods you know which ones are adding these materials that are clashing.
No idea pls provide a way to replicate this. Like what are you doing to encounter an issue. Pls share it on our github with all the relvant informations.
WARNING:TerraPretyis recently causing issues with their landform terrain at storystructures so I would not recommend using it with this mod anymore until they get it fixed.
When starting up, many errors appear on the server. They are not critical and the download continues, but still. I am only providing the first few lines from the log.
Spoiler!
8.1.2026 14:21:53 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-corroded-sheet-temporalit cannot be resolved 8.1.2026 14:21:53 [Warning] Failed resolving crafting recipe ingredient with code game:woodenpath-tarred-ns in Grid recipe 8.1.2026 14:21:53 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-road/road1.json': Output Block code game:woodenpath-tarred-ns cannot be resolved 8.1.2026 14:21:53 [Warning] Failed resolving crafting recipe ingredient with code game:cobbleskull-soapstone in Grid recipe 8.1.2026 14:21:53 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-stone/stone.json': Output Block code game:cobbleskull-soapstone cannot be resolved 8.1.2026 14:21:53 [Warning] Failed resolving crafting recipe ingredient with code game:cobbleskull-vermiculite in Grid recipe 8.1.2026 14:21:53 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-stone/stone.json': Output Block code game:cobbleskull-vermiculite cannot be resolved
I'm having problems with my server finding the configs for certain structures (shopping centre, coal mines, mansions, etc.) when launching. I have the Gui and config library installed with all the latest versions (config 1.10.12, vsimgui 1.1.16, and betterruins 0.5.5) does anyone know why it's doing this.
Okay, I'm still putting the compilation together. Initial testing showed that not all of the merchants' phrases have been translated. A search for the phrase returned two mods where it appears. I'll write down all the untranslated phrases (so far I've only found one ‘culprit’) and write about it later.
With 100% vanilla and 100% betterruins translated to german. It works for me.
I will let you know via discord aswell if you have ways to replicate it I would love to take a look at it. We can chat via dc if you want bcs its a bit easier for both of us I think :) Thanks for translating btw really appreciate it and the community aswell.
These are vanilla lang entries so they have to be translated in the vanilla language files.
So you will not find them in our files.
If you can send me the translated files if lets say you 100% vanilla and this mod and its still not working I can test with that but for me it still looks like everything works as intended.
I will try to translate german for myself and test with that.
ChimMAG, Jan 4th at 8:21 AM (modified Jan 4th at 8:26 AM)
NiclAss I have completely translated the en.json file, all 757 lines, but some of the dialogues are still not in it. Take a look at the agriculture.json and luxuries.json files yourself. There are lines: code: "always", owner: "trader", type: "talk", text: [ { value: "game:(He nods soberly) As always." } ], jumpTo: "main" However, there is no key "game:(He nods soberly) As always." in en.json.
The shopping center made me wanna cry how you going to throw me a platinum ingot when I can't use it lol Also had a trader stuck between the walls he can't decide if he wants in or out
The text of the traders' dialogues is not located in the language files, but in the mod code files. For example, in the (agriculture.json, luxuries.json) file. Can you transfer this to a language file so that it can be translated?
fatbuds001 your issue is literally adressed in the mod description. Have you checked? Every time a new version comes out that adds new massive structures you need to re-generate the chunks with existing massive structures connecting to it. And I also use better traders and got the quest just fine.
Promercules there are mods that stop any monster spawn altogether and they override better ruins, like no lore creatures. Maybe try that?
Hi, love the mod, have only 2 things to ask: Was the shopping center (or perhaps glass dome megastructure, found conflicting names for it) recently added in the latest patch? As I did not find the map in the crossroads. Secondly I'm not able to see the golden scythe dialogue from the agricultural trader or the iron pick from the luxury trader, is that due to better traders? Or were these also added recently? The server me and my friends play on was updated just a month ago, while the mod is awesome (and thus you devs are too by proxy), I doubt you're pushing out more updates than vanilla devs (though if you are I'll tip my hat and congratulate you), so I don't think it should be that. Mod wise we have better ruins, better traders, butchering, millwright, a chisel mod (don't remember which one to be exact but it should be the one that allows you to copy and paste) and a mod to pick rock blocks while using the chisel and hammer; I don't think these should be conflicting in any way, the only one that I would think could mess with the mod is better traders, which you guys made in the first place so I'm not sure honestly what is the issue :(.
Sadly not possible otherwise I would have already added it. I wrote with one of the vs devs and when they will add dungeons they will add moddable spawners which will easily allow to define what entities can be spawned and also allow to turn them of when providing no list of entities.
Thats something I have suggested for some time and if we lucky we will get it for the next main update. Fingers crossed.
Could we possibly please get a patch made for this mod which gives the ruins but without the possibility of freakazoid monsters? Encountering nightmare shivers on the surface on day 1 is just a little too crazy lol, honestly I'd love to have one without the other, have the ruins without the crazy monsters they sometimes come with. I play permadeath so it just makes them into death traps and it makes it so I cannot use the mod even though I love the ruins themselves
"Solus sum, sed vivo. Hoc iam melius quam maxime." Just found it. Amazing stuff, like all your ruins. Thank you all kindly for another year of passion and hard work. And a blessed next year to the whole team.
My +1 here for the first mod that should be fully integrated in to vintage story vanilla by the dev team, with the entire BR Team's name added to the credits. I, ADORE this. Thank you and the team for such amazing work.
What determines the spawning of blueprints? When I played before, I had 3-4 identical recipes, but now I'm playing again and I only have one, and I've already looked through a lot of ruins.
It might be a bit embarassing to say but it took me a quite a moment of googling before I realised that viridilite wasn't a real ore. Still, the whole thing is really cool (and I'm definetly taking inspiration from some stuff there for my Dragonbane campaign :v)
You can configure the mod when you install configlib and imgui they are linked from this page. You can then change the distnace from spawn where they will spawn. Still need to get lucky to spawn something base worthy near spawn.
NiclAss Cool, anyway to make it so they spawn close to you? Also, would you recommend looking for them or just building your base first and explore them later on?
Your hosting service has a shitty unzip library or some issue. You can try to unzip the mod or something to prevent this. It's a known issue for certain hosting providers.
Please create a issue on GitHub or contact us on discord.
This is very likely a issue with something like anotber mod that adds new rock types. So without detailed information it's not possible to recreate it.
How far will i need to go to visit a Megastructure? looking to own a castle ruin but idk how far they spawn.
TheRealFlynn, Dec 24th 2025 at 12:50 AM (modified Dec 24th 2025 at 1:45 AM)
Crash Report
23.12.2025 16:48:25 [Error] [BetterRuinsv0.5.5.zip] An exception was thrown trying to to load the ModInfo: 23.12.2025 16:48:25 [Error] [BetterRuinsv0.5.5.zip] Exception: End of stream at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadLEUshort() at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadLEUint() at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries() at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(String name, StringCodec stringCodec) at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 301
the host was nuking the upladed mod to 11mb but it finally took on the 5th attempt to install it.
I download the mod and updated my game to 1.21.6, the shopping center now kinda works kinda not and i mean that sometimes the blocks load and sometimes they dont, its random waht blocks do and what not like for example:
The roof loads all blocks but most of the time some loads and some are with "?" same happens with the different floors of the dungeon.
Lf you guys need help with this troubleshooting let me know, the other dungeons work all fine
Finally found the library yay me on my way to the new chalix location. Wonder if they will ever add Falx Manor to the base game need a bit more lore insight into what excactly Jonas did or if he was the cause of what happened
Pls tell me how to replicate it bcs I dont think this is actually happening. Its not even spawning randomly anymore its only a once per world spawn so pls make a issue for this and allow me to replicate it. Images help aswell.
Couldn't help but notice a nightmare shiver guarding one of the ruins I visited. These dangerous creatures should perhaps be part of the mod's description somewhere! I play permadeath and it made for a really good scare LOL
Omg what a cool update! I'm actually really glad we haven't explored hardly anything in our world yet.
I'm not too familiar with doing Regen stuff, but would a /db prune clear stuff up for the update just in case? I used that before when I had some ? Blocks in a ruin and it changed the whole thing.
pimblokto Are you using strata/geology type mods? I had this issue with better ruins in the past and it turns out the 'foreign' rock types don't always play nice. Might be that?
SherylSwann I have exhausted all of the Lux trader's maps and there is no Mansion map to be had from them unfortunately. The only ones offered are the Crossroads and Forlorn Hope Tower. Does anyone know the command to spawn this map?
TheNaikan I believe the map comes from the lux merchant I'm stuck with him atm keeps trying to give me maps I already explored maybe I missed something I was suppose to find
I find so much stuff any chance of getting lucky enough to find a couple steel ingots hiding anywhere seems like such a waste of materials to have to start with lvl 2 refractory bricks to get lvl 3
the blueprints are there in the crative menu and handbook so the mod is loaded, i also downloaded the mod that increases it's spawn to 300% so not sure what could the the problem
Yeah thanks for the heads up we will be reducing the chance for something like that to happen for 2 structure with the next update but its just random hickups in the worldgen sadly since we are using all vanilla worldgen we rely on tracking it down and reporting it to the devs. The shopping center and the library will have changes to prevent it happening to them specifically. Cecis
Worldheight can change the spawn rates of structure but overall its more like the flatness of the world which will the more flatter the world the more ruins can spawn so yeah it does affect it but not massivly you can change the spawn rates for that if you notice anything excessive.
I would say overall yes but in detail no. Its up to you to judge. We have a wiki which should give you a scope of what the bigger structures feel like https://github.com/NicIAss/betterruins/wiki
I think we resolved that over discord but for others the issue is that chiseled blocks which are showing destroyed or ruined parts like broken rock or destroyed furniture will not drop itself as a chiseled block and are called disabled chiseled block which can not be interacted with like a normal chiseled block and can not be edited or fixed.
Thanks for the feedback ! The Panopticon is getting an update with the next versions so might be time to revisit (after regenerating the chunks of the structure to get the new changes)
Check your server-main.log if the mod is loaded you should find them every now and then. You can also check if our blueprints show up in the handbook then you know the mod is loaded.
The Villages are ruined not with people in them. We might go into that direction in the future but only as once per world locations. Here a link to our wiki showing all the ruined villages: https://github.com/NicIAss/betterruins/wiki/villages
Yes, this is a known issue in vanilla in the recent versions. It’s a very rare occurrence,though, but indeed very annoying. I have just tested on vanilla version 1.21.6 and it seems to not happen anymore. Maybe when you update you can test that again,thanks! https://github.com/anegostudios/VintageStory-Issues/issues/6392
I upgraded my BetterRuins from 5.0 to 5.4 to get the Sunrift quest, went to the Lux trader and got the dialog, but he won't take the iron pick nor give me a map, even though the dialog says I got the map. Am on VS 1.21.4. ANy way to spawn the map in?
Im aware of the compatibility warning and this will be resolved with our next update for now it can be ignored and will not result in any issues. Thanks for the heads up tho tyty.
The description says villages were added ruined? Or am im looking for villages with villagers? Also the 7 story locations I've been to 5 places so far that aren't main story events and just got a new map can someone list the seven locations
Really love all the detail and love put into these locations! Just finished the Panopticon... marvelous work! And I think I understand WHY this location was created...
Spoiler!
Admit it! The Panopticon was made to help us light up an entire base! 20+ torch holders and 21 candles?! Time to brighten up my castle!
im having i issuse were i cant copy or chisel the blocks in ruins. not sure why it doesent work in survival or creative i have a chisel and a hammer it just doesent select Mods i have Better ruins. Schematica (blocks just appear as white question marks) conquest landform overhual and rivergen. QP chisel mod. every time i go to try and chisel fix or copy a block it just does nothing
Wow... I really wanted to craft some anti-rift equipment out of viridilite! That was until I started to read the diaries... probably best to let that stuff alone. ;-)
Great addition to the world! I would love to make a base out of the new location, but the instability is simply impossibly high!
Hey, Very noob question, but I have a world on a server going, and I am a lil affraid because I set the height slider pretty high when I made the world. Does this interfere with the generation of the ruins from this mod?
BetterRuins is pretty much a must have in my Vintage Story worlds now.
There are so many different ruins, villages and weird places to stumble into that exploring never really gets boring and I keep thinking “ok just one more hill then I log off” and then I dont.
This is one of the biggest and most fascinating mods I've seen on this site. The level of creativity and building skill displayed in everything from the smallest ruin to the largest megastructure is genuinely incredible, so hats off to you guys- excellent work!
However, it is a little disheartening to see the usage of AI generated dialogue and text, particularly with the luxuries trader. I hope at some point that will be changed. Heck, even I'd be willing to write up some quick paragraphs to just be slotted in. But other than that, you guys are doing good work :)
Mhh yeah I was able to replicate this with the creative light blocks which this block is. I will have to report that to the vanilla devs to fix it. I dont know of any commands that fix this sorry.
Found a coal pit, and got my hands on a block I don't think I should have (Temporal Light Block). It seems to put a permanent light effect into the world even after breaking the block. Is there any way to remove it, through commands or anything? Half my base glows green thanks to my testing lol.
I just installed this mod for my first ever playthrough of the game today. Alongside this mod I have Falling Tree, Plains and Valleys, Terra Prety. My focus as of now it to have a game that feels lived in with natural looking scenic terrain without any clashing but it's been difficult. The Better Ruins mod so far has been difficult to adjust the settings to get just right, can anyone prodive any screenshots of there settings? I want a decent amount of mega structures and villages with less misc generations like smaller ruins.
NiclAss Thank you very much for the immediate response, your reply cleared up my doubts and now I can install it with confidence. The mod is really interesting and I’m sure it will change my pace of gameplay. I really appreciate the work you’ve done!
Adds new structure random ones around you world but also dedicated once per world structures like the RA. It doesnt change anything in the vanilla lore. We have our own lore. Talk to the treasure hunter for vanilla lore. Talk to the lux trader for this mods lore. This mod also adds blueprints which you can find around the map which allow you to craft some cool stuff.
You can install the mod on existing worlds but keep in mind that the structure of this mod can only generate in chunks that have been generated with the mod active. Story locations of this mod might be blocked from spawning if you already generated chunks where they normally would spawn. The game will give you a popup on how to resolve this issue. This is a vanilla feature btw.
Hello, I would like to know roughly what this mod is about, since I read somewhere that it changes something in the story or adds more lore. I couldn’t fully understand it. I already have a world in progress and I would like to be able to use this mod in it for the new chunks that haven’t been generated yet. I assume that when I travel to those areas, the map will generate with the new ruins, but I have some doubts about installing it. I appreciate any response in advance!
KenshiKitty, Nov 27th 2025 at 4:24 AM (modified Nov 27th 2025 at 6:18 AM)
A rock I found in the new dungeon told me to say hi to the cat Pluto, so hi Pluto!
Also just realized the guy in the trailer, you find the same helmet he had but broken in the dungeon, 07
i am seed searching for a new world. and i came across a structure i really like, found out on the wiki it was the ogdreds village. a real nice castle type structure. but i didnt like the location it generated in, so i tried looking for it on the spawning list, but i just cant find it anywhere. came across a reddit post about it being called "Mods\betterruins\assets\game\worldgen\schematics\overground\main\village-ogdred\main\main2-o9.json" even though i go through the ingame spawn list, i cant find anything called o9 but i see many structures from br surface from o1-o11 but o9 is just missing.
Betterruins can be used alongside rivergen but just not update bcs its very likely to generate chunk borders. Just stick with 1 betterruins version when you got rivergen
Odd question...as always, I'm LOVING this mod and it's a must-have for any of my adventures. I have recently come across a lovely ruined sandstone cathedral of sorts and am in the process of renovating it as a second base, but for some reason any time I leave and return, I'm beset upon by locusts that spawn in the foyer and upper levels leading to the tower. I've searched inside and out and I cannot find the nests that are spawning them so that I can rid myself of this minor hassle, but they're nowhere to be found. Can you offer any insight on how to exterminate them permanently, or am I stuck with these midly dangerous roommates?
EDIT: It's entirely possible that I just found it in an embarrassingly obvious place. Will update ASAP.
Vanilla bug since one of the 1.21 versions we are aware of it and looking forward to the vs devs to fix it again. If it takes them too long we will remove those antler mounts temporary until its fixed. But thanks for the info :)
The mounted antlers in the churches spawned inverted so it looked like the horns connected to the wall and were holding up the plaques attached to the horns.
We dont change any vanilla schematic so no. But maybe if you share some more details about your bug maybe we can help. Preverably not in this comment section so either on our github or vanilla github or on discord offical or ours :)
Question, does this mod touch Tobias' Cave at all? I've been trying to track down the cause of some unknown blocks and I can't find any pics or whatnot of the bugged room. Tryed regenerating the area and moving it to no avail. Thank you for the wonderful mod nonetheless.
TLs shouldnt not be less overall. but both spawn so betterruins and vanilla tls You also get surface translocators with betterruins so yeah.
Maybe install the block overlay mod (xray mod) and scan for translocators to see if they are actually rare.
Zelascelar, Nov 7th 2025 at 6:31 PM (modified Nov 7th 2025 at 6:48 PM)
I also found the university. This mod is insane, spent hours exploring it and found a lot of secrets. It really gave me that dangerous kind of exploring feeling I've missed, so big thanks for this mod!
But do betterRuins fully replace vanilla ruins?
I'm having issues finding translocators. I first thought they disappeared completely after changing the config to make them more rare (to me the big ruins are too common) but it seems to be a thing even before touching config.
I can barely find a vanilla ruin and TLs are way too rare now. is there a setting I've missed? Traders do spawn for me.
Only worldgen mods I'm using are Terra Pretty and RiverGen
Got the old University wiped away and regenerated a new one fully above ground and ready to explore! Thank you for all the help on this issue! I've spent several hours exploring the location and I've only just seen most of the ground level... the tower and sewers await! ... I need a LOT more light sources if I ever hope to repair this massive thing and make it into a base. ^_^ It is a serious work of art.
Thats about how it is atm. We can prob improve this and also make it a more streamlined experiance with a bit of lore added and the underground part extended.
Darcmut The once per world structure is something that can only be done by modding not config itself.
Voodooozo37, Nov 2nd 2025 at 10:20 PM (modified Nov 2nd 2025 at 10:27 PM)
Hey guys, I found the mansion and explored I think all of it? I didnt check every nook and cranny in the hole with locusts but is something supposted to be here other than the translocator to the other room? I only found one bellhead and no good loot or anything. And the room at the end that you access with translocator didnt have anything good either
Thats how it can generate atm. It not really bound to spawn in cold climates but depending on other factors the chance exists that It can spawn there. I will improve this in the future lets say next big vanilla update so this is less likely to happen in the future but atm this is what can happen. You can move that story structure manually we have video on this page its linked in the description which will allow you to move the structure and then regen the other chunks to regen those to normal colder terrain.
I have slight problem, I bought a map to underground hideout from a trader but my game bugged and I dint get the map, however the trader shows that I have already bought it and he cant sell me another, is there a way to spawn this map by command? I couldnt find it in creative inventory : (
Thanks for the hardwork by everyone who contributed to this amazing mod, and thanks NiclAss for keeping it up to date as much as you do. ?? The game would not be the same without this mod and playing without it is 'wanting' and far less fun. Thank you all so much!!
RPilcrow, Oct 29th 2025 at 3:19 PM (modified Oct 29th 2025 at 3:20 PM)
This is generating the desert ruins & its corresponding 40+ massive circle of degree desert near icy (-15 to 0) starts, by the by, which is a little frustrating given dealing with the cold is the interesting part of that. It'd be a lot more fine if the desert was just a no-rainfall area with sand, without changing the climate. It's also so sharp a change that the game will generate a snow transition at the border that it then removes because it realises it's too hot.
I'm also using the Rivers mod and Conquest Landforms, for posterity.
Also, is there any way to blast that off of my world and make sure it doesn't show up again or am I just stuck with a big-ass desert?
Thundathighs, Oct 25th 2025 at 5:45 AM (modified Oct 25th 2025 at 6:58 AM)
I can't seem to turn in the meteoric knife that the Luxury Trader wants to get the map to the desert. The option appears to turn the knife in, but the trader doesn't take it, and doesn't give a map.
Please try to select the Item tab in the creative inventory specifically. Only then they will show up. I might change that in the future to also display on the Everything tab but currently thats the way to go. Dont know about any incompatibilites in that way so pls re check
NiclAss First thing I tried, but nothing came up when I tried multiple searches, so I had to resort to commands. Maybe thats some sort of mod conflict on my end? The only betterruins items I have access to in the creative menu are the blueprints.
You can also go to the creative inventory and go to the items tab and then search for map
AtrophyTwink, Oct 23rd 2025 at 3:37 PM (modified Oct 23rd 2025 at 4:32 PM)
Anyone know how I can cheat myself a coalmine map? I had one but before I got to use it to get the icon on my map, I accidentally threw it out and didnt realize until it had despawned :( 100 hours into this save and it was my first one so I'm pretty bummed!! Any help is appreciated.
EDIT: figured it out after some trial and error. For anyoen who ever comes across this and has the same problem, its /giveitem betteruins:locatormap-coalmines
If you want to provide more info for the issue pls contact me on github with creating an issue (link on top) or discord (link on top) you. You did send the client-main.log which are nice but I was looking for the server-main.log :P all good but for me to replicate this that would be useful.
This comment section is not made for bug reports and longer convos imo so I recommend the mentioned platforms.
Yeah you can also import the structure via worldedit but It seems like something weird is going on bcs there should be no reason to result in the university not having normal terrain :P
You can try to regen the chunks but that will prob not help in your case. If you want try to place it with worldedit but will prob need some time to get used to it and get it correctly placed.
Vintage Story has a video tutorial on worldedit which should cover the basics.
Hi.Maethius! U can respawn University using World Edit and schematic from BetterRuins Modification! If u need advanced help u can Join to BetterRuins Discord and get more helps or tips !
12.10.2025 14:21:14 [Notification] Client logger started. 12.10.2025 14:21:14 [Notification] Game Version: v1.21.4 (Stable) 12.10.2025 14:21:14 [Notification] Process path: %appdata%\Vintagestory\Vintagestory.exe 12.10.2025 14:21:14 [Notification] Operating System: Windows 10.0.22621.0 12.10.2025 14:21:14 [Notification] CPU Cores: 6 12.10.2025 14:21:14 [Notification] CPU: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz 12.10.2025 14:21:14 [Notification] Available RAM: 8059 MB 12.10.2025 14:21:15 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 12.10.2025 14:21:15 [Notification] Graphics Card Vendor: Intel 12.10.2025 14:21:15 [Notification] Graphics Card Version: 4.3.0 - Build 26.20.100.7926 12.10.2025 14:21:15 [Notification] Graphics Card Renderer: Intel(R) UHD Graphics 630 12.10.2025 14:21:15 [Notification] Graphics Card ShadingLanguageVersion: 4.30 - Build 26.20.100.7926 12.10.2025 14:21:15 [Notification] GL.MaxVertexUniformComponents: 4096 12.10.2025 14:21:15 [Notification] GL.MaxUniformBlockSize: 65536 12.10.2025 14:21:15 [Notification] C# Framework: .net 8.0.20 12.10.2025 14:21:15 [Notification] Cairo Graphics Version: 1.17.3 12.10.2025 14:21:15 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0 12.10.2025 14:21:15 [Notification] OpenTK Version: 3.3.2 (A set of fast, low-level C# bindings for OpenGL, OpenGL ES and OpenAL.) 12.10.2025 14:21:15 [Notification] Zstd Version: 1.5.7 12.10.2025 14:21:15 [Notification] Start discovering assets 12.10.2025 14:21:15 [Notification] Found 32 base assets in category lang 12.10.2025 14:21:15 [Notification] Found 0 base assets in category patches 12.10.2025 14:21:15 [Notification] Found 24 base assets in category config 12.10.2025 14:21:15 [Notification] Found 0 base assets in category worldproperties 12.10.2025 14:21:15 [Notification] Found 49 base assets in category sounds 12.10.2025 14:21:15 [Notification] Found 230 base assets in category shapes 12.10.2025 14:21:15 [Notification] Found 84 base assets in category shaders 12.10.2025 14:21:15 [Notification] Found 18 base assets in category shaderincludes 12.10.2025 14:21:15 [Notification] Found 176 base assets in category textures 12.10.2025 14:21:15 [Notification] Found 4 base assets in category music 12.10.2025 14:21:15 [Notification] Found 0 base assets in category dialog 12.10.2025 14:21:15 [Notification] Found 617 base assets in total 12.10.2025 14:21:15 [Notification] Loading sounds 12.10.2025 14:21:15 [Notification] (Re-)loaded frame buffers 12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass . 12.10.2025 14:21:15 [Notification] Waiting for async sound loading... 12.10.2025 14:21:15 [Notification] Sounds loaded 12.10.2025 14:21:15 [Notification] Begin loading shaders 12.10.2025 14:21:15 [Notification] Load shaders now 12.10.2025 14:21:15 [Notification] Loading shaders... 12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass standard. 12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass particlescube. 12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass particlesquad. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass sky. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass nightsky. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass woittest. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass helditem. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass decals. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass final. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass gui. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass blur. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass findbright. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass godrays. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass autocamera. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass wireframe. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass entityanimated. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass luma. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass blit. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass texture2texture. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass celestialobject. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass colorgrade. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass guigear. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass ssao. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 12.10.2025 14:21:17 [Notification] Cached session key is valid, validating with server 12.10.2025 14:21:18 [Notification] Server validation response: Good 12.10.2025 14:21:18 [Notification] Will search the following paths for mods: 12.10.2025 14:21:18 [Notification] %appdata%\Vintagestory\Mods 12.10.2025 14:21:18 [Notification] %appdata%\VintagestoryData\Mods 12.10.2025 14:25:11 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed
Client-Debug Log:
Debug
12.10.2025 13:41:04 [Debug] Creating game window with window mode Maximized 12.10.2025 13:41:05.408 [VerboseDebug] Loadsounds, found 49 sounds 12.10.2025 13:41:08.061 [VerboseDebug] [VSCreativeMod.dll] Check for mod systems in mod %appdata%\Vintagestory\Mods\VSCreativeMod.dll 12.10.2025 13:41:08.109 [VerboseDebug] [VSCreativeMod.dll] Selected assembly %appdata%\Vintagestory\Mods\VSCreativeMod.dll 12.10.2025 13:41:08.124 [VerboseDebug] [VSEssentials.dll] Check for mod systems in mod %appdata%\Vintagestory\Mods\VSEssentials.dll 12.10.2025 13:41:08.137 [VerboseDebug] [VSEssentials.dll] Selected assembly %appdata%\Vintagestory\Mods\VSEssentials.dll 12.10.2025 13:41:08.140 [VerboseDebug] [VSSurvivalMod.dll] Check for mod systems in mod %appdata%\Vintagestory\Mods\VSSurvivalMod.dll 12.10.2025 13:41:08.152 [VerboseDebug] [VSSurvivalMod.dll] Selected assembly %appdata%\Vintagestory\Mods\VSSurvivalMod.dll 12.10.2025 13:41:08.274 [VerboseDebug] Left bottom main menu text is at 13/956.6890625 w/h 300,44.310937499999994
Client Crash Log:
Crash
12.10.2025 14:21:14 [Notification] Client logger started. 12.10.2025 14:21:14 [Notification] Game Version: v1.21.4 (Stable) 12.10.2025 14:21:14 [Notification] Process path: %appdata%\Vintagestory\Vintagestory.exe 12.10.2025 14:21:14 [Notification] Operating System: Windows 10.0.22621.0 12.10.2025 14:21:14 [Notification] CPU Cores: 6 12.10.2025 14:21:14 [Notification] CPU: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz 12.10.2025 14:21:14 [Notification] Available RAM: 8059 MB 12.10.2025 14:21:15 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1 12.10.2025 14:21:15 [Notification] Graphics Card Vendor: Intel 12.10.2025 14:21:15 [Notification] Graphics Card Version: 4.3.0 - Build 26.20.100.7926 12.10.2025 14:21:15 [Notification] Graphics Card Renderer: Intel(R) UHD Graphics 630 12.10.2025 14:21:15 [Notification] Graphics Card ShadingLanguageVersion: 4.30 - Build 26.20.100.7926 12.10.2025 14:21:15 [Notification] GL.MaxVertexUniformComponents: 4096 12.10.2025 14:21:15 [Notification] GL.MaxUniformBlockSize: 65536 12.10.2025 14:21:15 [Notification] C# Framework: .net 8.0.20 12.10.2025 14:21:15 [Notification] Cairo Graphics Version: 1.17.3 12.10.2025 14:21:15 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0 12.10.2025 14:21:15 [Notification] OpenTK Version: 3.3.2 (A set of fast, low-level C# bindings for OpenGL, OpenGL ES and OpenAL.) 12.10.2025 14:21:15 [Notification] Zstd Version: 1.5.7 12.10.2025 14:21:15 [Notification] Start discovering assets 12.10.2025 14:21:15 [Notification] Found 32 base assets in category lang 12.10.2025 14:21:15 [Notification] Found 0 base assets in category patches 12.10.2025 14:21:15 [Notification] Found 24 base assets in category config 12.10.2025 14:21:15 [Notification] Found 0 base assets in category worldproperties 12.10.2025 14:21:15 [Notification] Found 49 base assets in category sounds 12.10.2025 14:21:15 [Notification] Found 230 base assets in category shapes 12.10.2025 14:21:15 [Notification] Found 84 base assets in category shaders 12.10.2025 14:21:15 [Notification] Found 18 base assets in category shaderincludes 12.10.2025 14:21:15 [Notification] Found 176 base assets in category textures 12.10.2025 14:21:15 [Notification] Found 4 base assets in category music 12.10.2025 14:21:15 [Notification] Found 0 base assets in category dialog 12.10.2025 14:21:15 [Notification] Found 617 base assets in total 12.10.2025 14:21:15 [Notification] Loading sounds 12.10.2025 14:21:15 [Notification] (Re-)loaded frame buffers 12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass . 12.10.2025 14:21:15 [Notification] Waiting for async sound loading... 12.10.2025 14:21:15 [Notification] Sounds loaded 12.10.2025 14:21:15 [Notification] Begin loading shaders 12.10.2025 14:21:15 [Notification] Load shaders now 12.10.2025 14:21:15 [Notification] Loading shaders... 12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass standard. 12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass particlescube. 12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass particlesquad. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass sky. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass nightsky. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass woittest. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass transparentcompose. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass helditem. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunkopaque. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunkliquid. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass decals. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass final. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass gui. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass blur. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunktransparent. 12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass findbright. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunktopsoil. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass godrays. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass autocamera. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass blockhighlights. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass wireframe. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass entityanimated. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass luma. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass blit. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass particlesquad2d. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass texture2texture. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass celestialobject. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass guitopsoil. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass colorgrade. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass guigear. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass ssao. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass bilateralblur. 12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth. 12.10.2025 14:21:17 [Notification] Cached session key is valid, validating with server 12.10.2025 14:21:18 [Notification] Server validation response: Good 12.10.2025 14:21:18 [Notification] Will search the following paths for mods: 12.10.2025 14:21:18 [Notification] %appdata%\Vintagestory\Mods 12.10.2025 14:21:18 [Notification] %appdata%\VintagestoryData\Mods 12.10.2025 14:25:11 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed
You can try to regenerate the chunks around the location yes it will still point you towards it. I will still need a detailed bug report with complete modlist and server-main.log to track this down why this happend?
Maethius, Oct 12th 2025 at 5:40 PM (modified Oct 12th 2025 at 5:40 PM)
Machine: Windows 10 potato
VS version 1.21.4 (stable) - however, I believe it was 1.21.1 or 1.21.2 when the Univeristy was added to my map
BetterRuins version = 0.5.0 when the location rendered, but was the prior version when the location was added to the map.
I do not have the TerraPrety mod.
I know I can reset the chunks where the University generated, but will my system still say that location has already been added to the map? I know there is a World Edit command to spawn structures, but haven't tried to use it yet. Ironically, there is a large, flat island less than 100 blocks from the underwater generated location. If I used the command successfully, I could simply generate a new Univeristy there and still have my boat and elk nearby to explore it.
This sounds like a bug recently that Tera pretty introduced and fixed with their latest version.
Since you might not be able to update this mod it might be hard for you to experiance it correctly. But this is just my guess. For normal worldgen this structure should spawn in plain flat land and not in any case in water.
If you can share some more details like versions and modlist I can look into it but from the information presented this is what I think the problem is.
Good morning! I finally achieved my dream of reaching the University! ... I sailed to it with my trusty elk and... is it supposed to only be a largish tower sticking out of the water? It appears to have spawned at the bottom of an ocean trench! I could see maybe the top 40-50 blocks, but the rest is, naturally, flooded.
Is there a way I can spawn the University in a location I can actually experience it?
Came across this POI and assuming its from Better Ruins mod. there are supposed to be 3 lore books around an ojbect called "Glass Relic (cold)" but I can only find 2. Any information on interacting with the object, collecting it, and the third lore book would be appreciated. the journal entry for the lore is The Dark Heat.
Thanks like discussed on dc I will wait a bit for the Meteoric steel mod to finalize a bit more. To then add a compatibility mod if still necessary for now it can be ignored.
Roflnomish, Oct 7th 2025 at 12:16 AM (modified Oct 7th 2025 at 1:35 AM)
is it this mod that adds in this mausoleum structure? i found one by chance on my last save and really liked it, but i've searched thousands of blocks in this new save and had no luck. i also looked to see if i could spawn one in with commands or something but i can't see any reference to a mausoleum in the files
Heya, any chance you can stop using Imgur to host images? Nothing shows in the UK if its hosted there now :( They banned UK due to not wanting to comply with child saftey checks, they'd rather ban an entire nation of people who have nothing to do with making the laws rather than do the minimum to protect kids:/
Sounds like the forlorn bastion to me? talk to the lux trader he should have a map to the forlorn hope tower which in the top has a map to the forlorn bastion in it.
Yes this is a common issue for heavy modded saves. It should adjust automatically from vanilla but for some it doesnt and need manual editing.
Shannymara, Oct 3rd 2025 at 5:07 PM (modified Oct 3rd 2025 at 5:10 PM)
I was having the "missing textures" issue with some structures. I would encounter them normally the first time but on return have lots of missing texture blocks, with both this mod and Better Traders.
Increasing the texture atlas size did seem to fix it for me. This is what I did:
Change maxTextureAtlasWidth and maxTextureAtlasHeight both to 8196.
Save the file, restart client.
Have not played enough yet to see if this might cause other problems with performance but it seems fine so far. My game is heavily modded so it makes sense it was the texture atlas issue now that I know about it. Hope this helps someone.
CascaMia, Oct 3rd 2025 at 11:48 AM (modified Oct 3rd 2025 at 11:49 AM)
Hey guys! What is the name of this ruin and how can I find it? (I tried to add an image here but I couldn't). It has white ancient columns with a big statue holding a spade and it has blue lights.This is the only big structure that I haven't found yet! Thank you!
NiclAss Thanks for making this great mod. I took a look through the Github but I couldn't figure out the loot table rarity. My group is curious if the Gold Coronet is more or less rare than panning for it - the answer determines if the person who found the crown is our king or not. Is it possible to determine this, or is the math a bit complicated?
Most structure have a certain distance from spawn where they can not spawn so thats prob what you are running into. More details on each group of structures min spawn distance can be found in the config. with the config mods or on this page hidden in a spoiler.
The only way to help you is with more informations and for that I would recommend a bug report on our discord or on our githubs issue tracker. I think you might have installed a new version of the mod not suited for your game version but its hard to say without any details.
That issue sounds like a texture atlas problem to me. Are you running a bigger mod list some people experiance swapped textures so please download a texture atlas fix mod or increase the texture atlas manually.
Here from a message from the vintage story discord
Most notably: "*its also quite possible that the array texture system is too limiting to be even usable for us*" - Tyron
I believe that there are maybe a half dozen mods that use a LOT of textures, and those mods are causing other completely unrelated mods to have broken textures. **Meaning this is a problem for ALL MODDERS.**
I have brought this to the attention of a couple of modders to hopefully alleviate some of these bug reports. Long story short - if your mod uses a lot of textures, or textures that are larger than, say, 128x128, then use these commands in both vanilla and with your mod installed...
...to ensure that you are not having too much impact on the SHARED texture atlases. These commands will create png files in `%AppData%\Roaming\VintageStory`, like itemAtlas...png, blockAtlas...png, and entityAtlas...png. Visual representations of the texture atlases. Example here: https://discord.com/channels/302152934249070593/351624415039193098/1097210131529347082
It is a difficult conversation to have with modders and I don't particulary want to be "that" guy, so I'm just trying to raise awareness of what I perceive to be the issue.
----- MORE INFO FOR PLAYERS -----
You CAN increase the size of the texture atlases but it may come with a performance hit.
Either: Use chat commands in game, and then reload the world:
If you have the mod installed on the server and your client and they are the same version they will not have to be downloaded bcs you already have them. Im guessing that is what happening. So if you see the blueprints of the mod the mod is def loaded also on your client.
Im using a dedicated server that I made on an old home PC. For the most part everything runs great. I am having what I think is an issue? I have the mod put in the mods folder of my server and it shows up there. But when I go to get into the sever on my laptop, it doesnt prompt me to download the betterruins mod nor does it appear in my laptop's mods folder for the server. Am I doing something wrong? Has anyone had this issue?
(When im in game on my laptop I do see blueprints in my handbook that say "mod: better ruins"
Are the Treasure Hunter traders in 1.21 Better Ruins no longer sellings maps to locations like underground hideouts and the like? I've played for a while on a few different new seeds and have yet to find a treasure hunter that cycles these map locations through their sale inventory. Am I missing something?
The more new types of ruins I find, the more I realize the scale of effort it must have taken to make all these. Thank you guys so much this is amazing!
luxferens, Sep 26th 2025 at 5:50 PM (modified Sep 26th 2025 at 5:52 PM)
I've been using v0.5.0 on 1.21.0 and unfortunately some of the support beams in the four-tower castle/keep (with the broken floor revealing the basement) are textured as cobblestone blocks oddly. I did see this happen to some crumbled village ruins aswell. It's very unsightly and i can tell it isn't intentional. Does anyone know if this is fixed in a later version and if updating it would ruin things? I stopped messing with updates of mods after one of them turned the interiors of ruins into question mark blocks. I should add that breaking the beams, which is annoyingly difficult to do, drops aged support beams.
Is there something preventing large structures from spawning in medium fertility areas, or am I just unlucky?
Apocalypse_Andy, Sep 19th 2025 at 11:28 PM (modified Sep 21st 2025 at 4:22 AM)
I am unable to smith cupronickel plates. The plate selection does not appear. v1.21.1, mod v0.5.0. So I cannot smith the plates to create blocks with the machinists blueprint. Anything I can check on my end? Thanks. Edit: I was just going to assume that it was all the non vanilla plates, but zinc and tin work. Nickel and cupronickel do not, haven't tested others.
NiclAss Thanks for checking! At the start, there were no issues, when we first got to that location I gave you. Anywhere worked fine. Overtime is when things got bad. I couldn't give you a time frame but after several weeks of gameplay, it just started to get choppier and choppier until I'd get frozen like that. I really can't explain it.
BrownishStorm, Sep 16th 2025 at 4:23 PM (modified Sep 16th 2025 at 4:39 PM)
I have done some more exploring and determined this section I found it's a perfectly square island in the ocean. I believe it may be because this mod generated a dungion there. I am so excited lol
BrownishStorm, Sep 16th 2025 at 2:32 AM (modified Sep 16th 2025 at 2:36 AM)
Hey so I added this to an existing save. I set the world gen on creation such that the world is an island world. With this mod installed I sailed west and ran into a streight line of continet (including a mountin range thats been cut in half where it meets the water) and some sweet ruins. Is there something I need to do so that the new chunks being generated still conform to my water to land ratios?
I had to transfer my game to a new computer by downloading the files from the old computer to the new one. Now the mod will not work properly. I have tried deleting the mod and redownloading it, but it has not fixed it. It's most noticable with the blueprints that I have, they are just black squares. Is there a way to fix this so they work again?
SussuSetmoseNiclAss I'm having pretty much the same issue. The ruins just aren't showing up around spawn, but vanilla ruins are still? I tested the Battle Towers mod and that one seems to work fine. It also seemed like setting the spawn rate under BetterRuins config affected the spawn rate of the Battle Towers while not spawning anything Better Ruins related. I teleported 4000 blocks south of spawn and found a few Better Ruins ruins, though.
I found a ruin with an Item I could not see, "Unknown Block ID 13114" I believe its supposed to be possibly a Pipe or perhaps a broken item holder? uncertain, if anyone knows what item its supposed to be greatly would appreciate that :) for now its just gunna stay a silly ? block
SussuNiclAss I'm having (sort of) the same issue. Before, I could jaunt barely a distance before seeing an interesting location on the map to head towards, but now even vanilla ruins are barely showing up, and yours just aren't there at all.. at least, never anywhere near the starting area. I disabled all mods except yours, created a new world, and flew around for a bit, only finding 2 vanilla ruins. I did finally find a lot of ruins I assume are yours, all very close together, but I had to fly around -4000, -4000 to find them.
Mhh if the Items are working the structures will also spawn. Can you please send some images of other ruins which are not th3dungeon ruins as images. Otherwise a server-main.log would help aswell either here but preferably on our github tyvm.
You will need both config mods on the server alongside betterruins and then you need to either upload your previously setup config file to the server or you straight up edit the file on the server. Bcs iirc config lib doesnt let you edit those values which are server sided from your client in the UI only in the file on the server.
Hope this helped otherwise let me know or create an issue on our github with necessary informations.
Check your server-main.log if the mod is running and or if you can see our blueprint items in the handbook then you know the mod is loaded.
Thanks a lot for creating the issue. I will keep you updated on the github issue but I recently tried to launch my game with your modlist and it seems to now want to launch without crashing. I will look into it again and will let you know.
hello, i also have a problem with this mod not spawning any structures anywhere. The blueprints added by the mod do load into the game.Vanilla and 'ancient dungeons' ruins do spawn, though they don't have any better ruins content in them either.
Do I need to clear the the Tower before being able to get the map to the university? I found what the trader was looking for, but they won't drop either the map or the 10 gears.
I have a small problem with the mod in the 1.21.0 version. In SP its function normal and can be confiq, but in MP its disappears and cant be confiq and no structures of the mod loads.
This even happened when it was the only mod beside the confiq lib mods. Hope you can help me with that.
NiclAss Tried my best to make the issue, sorry if it's bad or not even your mod that causes the problem, it's just that it did seem to get fixed when I disabled it. I was going to update my mods and the Vintage story version, thinking it might fix it. I held off because of wanting to let you check this out and to go back to explore and find out more if you asked me, but if you tell me it's fine, I'll update things, and I'll update BetterRuins, and I'll see if it happens again? Whatcha think?
NiclAss I was told in the discord that it is a fog issue. That fog shows up below ground and it doesn't have the fog look but just darkness. It had happened to me in this ruin two times, so was why I was checking here. It has gone back normal. I also dug a 2x2 hole down to let natural light in so if it happens again I, in theory, should be able to see the fog.
Mhh this is not related to this mod. Either a landform mod or your world settings? You can still create a bug report on either our page or on vanillas issue tracker bcs its either vanilla or other landform mod or stuff that changes terrain.
Yes zip file with all your activated mods in it. And if you have world where the issue is replicateable share that aswell with coordinates where to look at it.
Sounds like a normal lighting bug to me. try .debug relightchunk if that doesnt work try to update a block in that chunk by either breaking or placing a block and let me know if any of that fixes it. ty for the report
Yes those village formation structures can spawn in water its sadly not possible to prevent that for that structure type it shouldnt spawn in oceans tho just in lakes. Thanks for the images btw.
NiclAss sorry I should have specified that I am spawning at the bottom of the ocean, not structures. Whenever I make a new world the first thing I see is a wall of water and I have to swim up and find land. I'll create a github issue and specify what I can a little later when I have some spare time. Thanks for the response though :D
NiclAss Do you mean a zip with the actual mods in it? Just haven't really dealt with github or issues an stuff. Or you mean their zip names? But I'll give you all what you need, when I get the answer so it's in one thing. And thanks for checking into it!
chorzo, Sep 9th 2025 at 2:13 PM (modified Sep 9th 2025 at 4:19 PM)
Hi, NiclAss, you asked for a screenshot of the ruins underwater. Here is one from my example. I would like to mention that it is with TerraPrety mod, but after reporting this in the comments TerraPrety mod, the author said that it is not the fault of this mod, if I understand correctly. Best regards.
Is there anything in the mod that makes one of the larger ruins stop letting lighting work? I can put down torches or paper lanterns and they worked for a bit then all of a sudden they just stopped. I had looted a good little chunk of the place before this happened. I am thinking it is a bug in the game but making sure there isn't in this mod that causes this to happen. I can barely see in front of me.
Hey thanks for all that input would you mind creating issues on our github? Where we can gather all the relevant information to debug this? Im especially looking for exact modlists as .zip if possible and vanilla version mentions. and if possible a world file with coordinates where such problem happens.
a seed would also do with a exact modlist.
Something I dont understand in this whole issue is that there is something causing a performance problem in existing chunks which doesnt make much sense for betterruins since it only affects worldgen besides the blueprints and lore. so all of the ruins and stuff are still present if you uninstall it so it doesnt make sense that the lag is just gone. bcs all of those are still around you.
Interesting can you share some images so we can confirm those are betterruins structures bcs vanilla has a function which lets certain structures spawn above sealevel but it doesnt work for all structures.
You can also use our github to create an issue its simpler to look at then this comment section ty.
I will do some testing with latest tera pretty aswell and let you know if I find something odd.
NiclAss sorry for the late response i was unavailable, this is about the blueprints being called blueprints and not schematics and the items not being schematic type items, what i meant is that in game similar items are called schematics and not blueprints, just a consistency thing, and the vanilla schematics have a special ground storage taking up a full block, and yes purposefull storage is another mod and it adds a bunch of storage options like a schematic rack
BroccoliClock : I do use Terra Prety. I got some mods that generate things differently, but Terra Prety is the biggest one. The others are BetterTraders, five different FloraZones mods that spawn plants and whatnot. The rest of them are mostly mechanics and crafting recipes. So just so you're aware, even if you're using Terra Prety, it was still a problem for me to use Better Ruins.
Thanks for the heads up. I had thought that it may be a conflict between the world gen mods I was using and BR, as it seems to have resolved itself (at least for now) switching to using Terra Prety. You don't mention if you have used any world gen stuff, so maybe it's not the world gen that is at fault.
I probably should have said this earlier, but I really do appreciate the amount of time and effort put into producing the mod, both you and your colleagues. :)
Unrooted, Sep 7th 2025 at 1:04 AM (modified Sep 7th 2025 at 1:36 AM)
Oh my gosh, I thought I was the only one with that issue! The problem is I've got like, 100 mods or so, not just a handful like you, but I was going through my list to update them, and I read this message you wrote! I live in a crater, like a large bowl area, and it's in singleplayer. I get these areas that get me to just get choppy visuals, basically frame drops, and then I get home, and it's fine.
So I thought of testing this, and anyway, I hit those areas, which I'd explored in the past, I don't recall having issues then, but it gets so bad now that my character freezes in place. I can spin my head very slowly, and if I try walking, it makes my camera bob down into the dirt, and back up to where it should be, as if I'm walking but it's amplified. I can see other people, but they see me just standing there, even when attempting to move. They have no issues running where I am, at least nothing as bad as I have had. I'm having my friends try it out themselves too as we play while I'm hosting.
I have no other mods that you have but BR. The only way for me to exit the area is to run home, before it actually freezes my legs, otherwise I have to restart the game, booting everyone else. I was hoping that updating the mods I had would fix the issue, but if it's this mod, I'd be able to test that by removing it. I'll do it soon, too, so I can confirm it and write an update here.
I'll write a confirmation that it was BR soon, but it's really unplayable with this happening, if it is because of BR, unfortunately. I haven't exactly crashed from it so I'm not sure where to see data or anything on what's causing it.
Keeping you guys posted. o7
Edit: Also, still very nice mod, and hello! o/
Edit after testing:
I first went to the area with my friend, without disabling anything. I started lagging and froze, while he could still run around, break blocks and do anything. Then we restarted, I disabled BR, and tried again. I WAS FINALLY FREE!~ I could run up the mountain and the forest, all ran smoothly--but he rejoined and started having the issues I was having, freezing in place.
He never had that before. It's like it targeted one player only? I'm not sure, but we forgot to make him disable his own BR. I had him go and do that, and he had some lag but I think it was internet more than anything, because we both could just run through the area I couldn't even step into. So yeah, that's the extent of my tests. I'll check back in later to see if there's questions or if you need me to test specifics, I'd do it. Thanks BroccoliClock , for pointing out your issue, because I wouldn't have known which mod caused this, EVERRR.
Just a little update, I regenned my world but this time I used Terra Prety, while ditching Continental World and RiverGen. While I have not explored a lot, I've certainly not run into the same issues as I had before.
yeah, I appreciate it's hardly a "I installed X and now Y happens, here is an image of Y and here are the debug logs", sorry for that.
I have a feeling it's the world gen mods creating a world that for some reason conflicts with BR, and in turn causing a freak out when it renders. As I say, I never went looking for the specific "ruin" (if it is that) that may have caused the issue due to such a severe drop in frames, although the rest of the map was totally fine. I do get frame rate drops in "busy forests" but that's just the nature of voxel rendering, it's never a huge drop and nothing quite like I'm experiencing now.
It's a new world so there is no issue with regenerating it. I see that Terra Prety states it "should be compatible with BR" (although no rivers, which is a shame, and a bit disappointed to see that haven't been added into the default generation code) so I might go with that.
Ultimately if I am the only person to mention this, then it's probably a very niche bug (or a very specific condition based on the way RiverGen/BR affect the geology) and not worth your time testing for.
Did you install betterruins after worldcreation? Im guessing not but this could explain the lag bcs RiverGen is partially incompatible with betterruins.
Other than that there could be a lot more reasons for it but without more logs and like the debug for the lag spikes its hard to say.
I have not received any other reports of such massive perfomance issues.
I will try to replicate this in the next days but if its not showing up in a reasonable time I will drop it and blame it on rivergen and betterruins incompatibility.
That is intended. Its just a left over and foundation work and can be used as loot for the player to excavate. Yes it could be changed to soil or rock but currently its just loot.
I started a new world for 1.21, I had not used BR before and planned using it for this one. My mod list consists of QP Chisel Tools, Juicy Ores, River Gen, Continental World, and one of my own which simply allows you to craft sticks from planks (just a json file).
All was working fine until I hit a forest area, quite dense, and I suffered lag. Ok, possibly just a bit "busy" in the forest, and the latest update maybe needs a tweak, but as I got further into the forest it got worse, much worse. I decided to drop the quality from high the medium. No change. I was running at 30fps on med when before I was in the high 80+ on high. At that point I thought it was a memory leak, so relogged not just the save but restarted the game too. Load back into the same spot, and sadly the lag is still there.
As you can probably tell the next step is removing mods, and as I have so few of them BR was the prime candidate. Once removed, I reloaded my save and the lag was gone, I could put the quality levels back up and I was sitting at 80+ again.
The weird thing is, I had no structures (that I could see). It was a forest, a dense redwood tree one at that, and while I didn't scan the whole chunk it just seemed like normal.
I could provide you with the save file if that would help, but removing BR immediately solved my game breaking lag. Sorry this isn't as specific a bug report as you'd like, it's all a bit nebulous, but the lag was so bad I wasn't going to search the area for whatever was causing it.
Is it specifically something in BR? No idea, it's a very well known and loved mod, I would be surprised if I was the only person suffering it. I have so few mods I can't see where the conflict would be, if there is one. I checked the comments for the world generation mods, RiverGen and Continental World and there was no comments that people were suffering lag.
As I say, lots of people use this mod and if they aren't getting such drastic lag, then it's going to be something specific to my game/mod list/pc, but the problem resolves itself by removing Better Ruins from my mod list (sadly).
I have a question, I updated to 1.21 and I had the Riversgen mod, if I already deleted it and I have the Rivers mod (the normal one) is there a problem? = because I can't find the mod structures
Smoke03, Sep 3rd 2025 at 8:58 PM (modified Sep 3rd 2025 at 9:13 PM)
Yeah those are prob filler blocks which do not really exisit but are in the schematic file to prevent blocks to spawn there. It shouldnt display on the map but the colored map is not really a thing anymore on default so I didnt bother to let the vs devs to know about it. They prob know about it but its just not very high prio.
NiclAss hey, figured here is as good a place to ask as anywhere else. I'm getting broken airmap problems with one of the ruins just like caves give, that white map block and all. The sunken keep with a giant oak tree if that matters for anything. I was using the mod Broken Map Cave Fix until recently but that seems to have broken with 1.21, any suggestions?
NiclAss it does sort of, but we had wished to incorporate our renovating by chiseling in new stone where old stone had broken but it seems like we'll need just just fully break all the damaged blocks. It is abit of a shame since i feel like it would look cooler if i could fill in the little cracks and nooks with chiseling
Regarding the issue you posted vanilla might have fixed stuff like that on 1.21 otherwise there is not a lot you can do besides /wgen regen the area where the issued structure is at. and hope to either make it spawn correctly or be replaced by non or other ruins.
Those are chiseled blocks that are disabled which means they are not chiseled blocks itself but drop their stone material if they are stone typed. Otherwise they will not drop anything. This is used for all the damaged parts of ruins but not on stuff like windows and other decoration which are still droppable for the player.
Let me know it that answers your question.
Nixus, Sep 2nd 2025 at 4:04 PM (modified Sep 2nd 2025 at 4:05 PM)
Hi,
first of all, nice Mod we love the more "WOW" structures :)
About our problem: On our server in version 1.20.12 with Betterruins version 0.4.15 all looked fine at the beginning, until we found a big structure which had many many question mark blocks. They are unknown or of the name is "Unusable clutter" but with no type:
The server has the following mod list:
ACulinaryArtillery 1.2.5
alchemy 1.6.56
axleinblocks 1.21.0
BetterFirepit-1.1.6
BetterRuinsv0.4.15
bricklayers-3.0.3
buzzwords 1.8.0
CarryOn-1.20.4 v1.9.9
configlib 1.5.3
electricalprogressivebasics 2.0.1
electricalprogressivecore 2.0.1
electricalprogressiveequipment 2.0.1
electricalprogressiveqol 2.0.2
ExpandedFoods 1.7.4
expanded matter-3.2.3
foodshelves 2.2.1
Immersive Corpse Drop 1.0.3
KsRealisticFarming v1.0.5
levelup 2.0.3
more-map-icons-cs-1.1.0
nbcartographer 2.1.1
petai v3.4.3
primitivesurvival 3.8.0
rivers 4.6.0
rustboundmagic 2.5.7
sortablestorage 2.3.1
spyglass 0.5.2
TerraPrety 7.0.5
viescraftmachines 2.4.0
vinconomy 0.4.0
vsimgui 1.1.8
vsinstrumentsbase 2.0.3
wildfarmingrevival 1.3.8
wolftaming v3.0.8
The server was new set up (no update, all mods includes from the first time) in the version described above. Any idea why the question mark block are there or did I missed somthing about other mods?
Hello! first off my group absolutely love this mod, but we're having issues trying to renovate one of the smaller ruins but i can not seem to chisel any of the blocks unless they are full blocks
There is no mechanics like you explained. No structure is marked completed in any way. You just explore them and decide on your own when its "completed"
Yeah should be fine I have booted it with betterruins and Terra Prety and it works. But I cant tell you how much different the ruin spawn chances are bcs of their changes to the terrain.
Tehgarin - like on map, when you hover? I dont get it at any location, mine, tower nor bastion.
Tehgarin, Aug 31st 2025 at 2:27 AM (modified Sep 1st 2025 at 8:35 AM)
Thank You for that info about how to regen the structure. ANother question.
The forlorn tower after you visit it the X on the map says completed..? Butthe Forlorn Bastion didnt..? I even went into god mode and looked to see if there was anything I missed and could not find anything. Does this Forlorn bastion or (dungeon) not haver a complete.. like the tower or did I truley miss somthing.?
Thank You again for Spactaculer mod..by the way..
Updated Edit: Man sheesh it was just my sillyness I had originally marked my X marker as completed.. OMG..? The shame.
hey, so a new update came out and ummmmmm your mod recommends 1.20 and the game verion is currently 1.21 so I highly recommend you to update the mod so it is recommended in 1.21, keep making awesome mods for this game
Running mod version 0.5.0-rc1 on 1.21 stable. Structures seem to generate as usual, the blueprints i've obtained are still in my chest and recipes involving them also still work.
My settings from the 1.20 version of the mod have been retained, and using the in game config menu works if using Config Lib 1.10.1 (for 1.21.0-rc.6) + ImGUI 1.1.12 (for 1.21.0-rc.4)
There will be a update today but for now the latest rc version of betterruins should still work? I havent tested it enough so thats why it is still not marked compatible.
So prob just wait for the update today in like 5-10hrs depending if there are larger issues that came with vanillas changes from 1.21.0-rc.7 to 1.21.0 stable
Im not familiar with the latest changes on TerraPrety mod so I cant tell you what the best settings for betterruins are but you can make some test worlds and try it with different multipliers like 1.4 or 1.7 sound reasonable to me.
That is a chiseled block so there is no block id I can give you. You need to regenerate that structure and then grab it again. /wgen delr 5 around the story structure you grabbed it will reset it.
Tehgarin, Aug 26th 2025 at 12:45 AM (modified Aug 26th 2025 at 12:46 AM)
Hello, was wondering If I could get an item id for an item in the better ruins mod. It was from the Forlornhope Dungeon. It was a Block item next to a grave with bars on the gravecant remember the name of it but it was like Sir--- somthing. I accidently deleted it when I got back to my city and Would like to get it back. Tried looking through modinfo.json and many other files for mod but could not find it.. I have the others still from the graves but missing the unique square block item. ANy idea what the code is so I can spawn it in..?
Hi, the mod runs great and I love the ruins. However I've recently installed the Terra Prety mod and it's recommended to change world configuration for Landcover and Landcover Scale. I understand this might affect the generation fo ruins and it appears that it makes them exeptionally rare using Terra Prety suggested configurations. Would you happen to know the best world config for Better Ruins while using Terra Prety?
Hey I think there is no difference between having them called schematic or blueprint a blueprint doesnt have to be blue. What do you mean with into an actual schematic type items? In vintage story there are just items and blocks what do you mean by that. Also what is a purposeful storage schematic rack? Another mod? They are ground storable and are all on the same size which makes sense so I dont see some of the issues you mentioned.
Would be nice if you further expanded on your statements ty
wael6, Aug 22nd 2025 at 12:49 PM (modified Aug 22nd 2025 at 12:50 PM)
could you please make the blueprints into actual schematic type items and not regular items please ? its really annoying them not having the right size when place on the ground and not working with purposeful storage schematic racks, also the "blueprints" aren't blueprints since the paper isn't blue, they're schematics,
just rechecked the luxuries trader and the treasure hunter trader, neither of them have dialogue or trades for the forlorn hope tower, only for the resonance archives and the lazaret on the treasure hunter
MachineOfMekhane, Aug 19th 2025 at 9:14 PM (modified Aug 19th 2025 at 9:17 PM)
i thought neither of those were vanilla structures, ill recheck all the dialogue for the luxuries trader
Most of the story structures which only spawn once per world can be found by going through the dialogue of the lux trader. Thats where you will get a map to find them. The chance to find those structures by luck is insanely low.
is there any way to find a specific structure in the world? im super late game and have covered a ridiculous area but cannot find the forlorn hope tower (and by extension, the bastion).
You seem to have misunderstood the blueprint. It doesn’t change anything about the normal support beam recipes; it just lets you craft them more efficiently if you acquire the blueprint. It also allows you to craft some support beams (ropes) that aren’t craftable in vanilla. So please recheck that and let me know if it works out.
I absolutely love this mod but there is one tiny thing bugging me. The shipwrights blueprint locks support beams behind itself, stopping players from using them for building or recipes added by other mods, for example Toolsmith.
If this recipe change could be removed or made toggleable I would be very happy.
This sounds like a texture atlas issue to me. Have you tried increasing the texture atlas with either commands or such a mod.
Here a snippet from SpearAndFang:
Increase your texture atlas sizes!
If your game's texture atlases are too small all kinds of problems can crop up, from things in game having wrong textures to invisible blocks to the game crashing.
Pick ONE method below:
METHOD 1: Have the person that is experiencing the problem run these two commands in game (and then restart their game):
METHOD 2: Have the person that is experiencing the problem edit their %AppData%/Roaming/VintagestoryData/clientsettings.json file and change these two settings to something like:
Ran into an issue on 1.21 rc4 where the coal mine maps you can get from some ruins lead to nothing. Not sure if there's another conflict going on but so far I've found two maps and both locations have nothing there above or below ground.
breeze108, Aug 15th 2025 at 9:23 PM (modified Aug 15th 2025 at 9:53 PM)
I'm playing single player 1.20.12 and I have probably way to many mods added. I love this mod and have found many wonderful ruins. But i'm having a problem with things that have cloth; banners, beds, pictures, table cloths. They are a white ? block, somethimes. Once a while they are normal, then the next tiime I log in they are the ? again. sometimes the pictures change to 'running wolves' although they keep the proper names, and then they change back.
Do you know of any mod conflict that may cause this?
Objectively, one of the best mods for VS, adding a perfectly fitting atmosphere to the game
Stratateles, Aug 14th 2025 at 9:39 PM (modified Aug 14th 2025 at 9:40 PM)
Just wanted to say 11/10 mod, couldn't recommend it more after finding and exploring the University. Literally had my mouth hanging open from the sheer impressiveness.
Speaking of, is there something in that ruin that'd lead to another one? I'm just asking because I didn't find a map or anything like that and I wouldn't like to miss out on more amazing structures!
No list currently. Might get added to the wiki tho. You can find all the blueprints besides one in any ruin. Dedicated loot pools will be added to the wiki at some point.
Yes we only make the vanilla blocks craftable and this is somehow how they are designed in vanilla so you can use something to put in that second spot like make a chiseled block to get a hitbox or put anything else there.
For vintage story you don't want to unzip any mods just drag and drop the mod file in your Mods folder or one click install them.
Michael08, Aug 11th 2025 at 9:59 AM (modified Aug 11th 2025 at 10:03 AM)
the mod itself oesn't load despite bein the correct version and nothing in the logs...did I install it wrong? my first time, I just dragged what was inside the Zip File into the mod file
something about "Missing modinfo.json", I probably installed it wrong, didn't I?
NiclAss , Aug 10th 2025 at 5:50 PM (modified Aug 10th 2025 at 5:50 PM)
Also check if you have the correct version for your gameversion installed.
Looks like something went wrong when generating that structures. Maybe the mod got toggled off or some other worldgen changes did happen. Which resulted in a half generated structure.
Go and regenerate the terrain around it with /wgen delr 3 which will delete and regen the chunks around your player (be aware).
Let me know if that fixed it for you and thanks for reporting.
It seems I've somehow resolved it? May have had one of the mods be new experimental versions without realizing or something. Regardless deleting both mods and going onto files and redownloading the ones intended for 1.20.7 seems to have fixed it. (Playing the game in 1.20.12)
Still odd though since I used the 1-click download on both mods which were both the 1.20.7.. But oh well, thank you so much for being willing to help regardless gonna see about cranking up the spawnrates now to enjoy all the wonderful creations :)
In the log you can see that configlib is throwing an error and thats why its not showing up for you. This results in you not having a config. I can not read the version you are using from the log so pls check both configlib and imgui for updates or if you installed the correct version for your vanilla game version.
From what I can see regarding betterruins you installed the correct version of betterruins for your game version so that is running correctly and the ruins are spawning as intended.
NiclAss Yes sorry, this is my first real time interacting with the Vintage Story community so I'm sorry if i'm not doing it well. I think this is what you meant? And thank you for your time as well 😁
Crash Report
8.8.2025 22:53:55 [Notification] Server logger started. 8.8.2025 22:53:55 [Notification] Game Version: v1.20.12 (Stable) 8.8.2025 22:53:55 [Event] It begins... 8.8.2025 22:53:55 [Event] Launching server... 8.8.2025 22:53:55 [Event] It senses... 8.8.2025 22:53:55 [Event] Server v1.20.12, network v1.20.8, api v1.20.0 8.8.2025 22:53:55 [Notification] Entering runphase Initialization 8.8.2025 22:53:55 [Event] Loading configuration... 8.8.2025 22:53:55 [Notification] Entering runphase Configuration 8.8.2025 22:53:55 [Notification] Loading savegame 8.8.2025 22:53:55 [Notification] Loaded existing save game data. Playstyle: surviveandbuild, Playstyle Lang code: preset-surviveandbuild, WorldType: preset-surviveandbuild 8.8.2025 22:53:55 [Notification] Savegame C:\Users\karls\AppData\Roaming\VintagestoryData\Saves\serene village world.vcdbs loaded 8.8.2025 22:53:55 [Notification] World size = 1024000 256 1024000 8.8.2025 22:53:55 [Notification] Start discovering assets 8.8.2025 22:53:55 [Notification] Found 1 base assets in category blocktypes 8.8.2025 22:53:55 [Notification] Found 0 base assets in category itemtypes 8.8.2025 22:53:55 [Notification] Found 29 base assets in category lang 8.8.2025 22:53:55 [Notification] Found 0 base assets in category patches 8.8.2025 22:53:55 [Notification] Found 24 base assets in category config 8.8.2025 22:53:55 [Notification] Found 0 base assets in category worldproperties 8.8.2025 22:53:55 [Notification] Found 49 base assets in category sounds 8.8.2025 22:53:55 [Notification] Found 95 base assets in category shapes 8.8.2025 22:53:55 [Notification] Found 140 base assets in category textures 8.8.2025 22:53:55 [Notification] Found 0 base assets in category recipes 8.8.2025 22:53:55 [Notification] Found 0 base assets in category worldgen 8.8.2025 22:53:55 [Notification] Found 3 base assets in category entities 8.8.2025 22:53:55 [Notification] Found 0 base assets in category compatibility 8.8.2025 22:53:55 [Notification] Found 341 base assets in total 8.8.2025 22:53:55 [Event] Building assets... 8.8.2025 22:53:55 [Notification] Entering runphase LoadAssets 8.8.2025 22:53:55 [Notification] Will search the following paths for mods: 8.8.2025 22:53:55 [Notification] C:\Users\karls\AppData\Roaming\Vintagestory\Mods 8.8.2025 22:53:55 [Notification] C:\Users\karls\AppData\Roaming\VintagestoryData\Mods 8.8.2025 22:53:55 [Notification] Found 22 mods (1 disabled) 8.8.2025 22:53:55 [Notification] Mods, sorted by dependency: aculinaryartillery, bedrespawner, bettertraders, canoemod, landformoverhaul, fantasycreatures, primitivesurvival, game, vsimgui, betterruins, carryon, commonlib, configlib, expandedfoods, gloomeclasses, hudclockpatch, creative, survival, woodenfortifications, fastbreeding, playercorpse 8.8.2025 22:53:55 [Error] [configlib] An exception was thrown when trying to load assembly: 8.8.2025 22:53:55 [Error] [configlib] Exception: Could not load file or assembly 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen. at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type) at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext) at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments) at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg) at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes) at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 457 at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList() at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481 8.8.2025 22:53:55 [Notification] [bedrespawner] Successfully compiled 1 source files 8.8.2025 22:53:55 [Notification] Instantiated 145 mod systems from 19 enabled mods 8.8.2025 22:53:55 [Notification] [commonlib] Config PlayerCorpse.Config, PlayerCorpse, Version=1.10.0.0, Culture=neutral, PublicKeyToken=null loaded successfully 8.8.2025 22:53:55 [Event] started 'CarryOn' mod 8.8.2025 22:53:55 [Notification] External Origins in load order: modorigin@C:\Users\karls\AppData\Roaming\Vintagestory\assets\creative\, modorigin@C:\Users\karls\AppData\Roaming\Vintagestory\assets\survival\, mod@ACulinaryArtillery 1.2.5.zip, mod@BetterTradersv0.0.10.zip, mod@canoemod.zip, mod@Conquest Landform Overhaul v1.0.1.zip, mod@fantasycreatures_0.7.1.zip, mod@primitivesurvival_3.8.0.zip, mod@vsimgui_1.1.8.zip, mod@BetterRuinsv0.4.15.zip, mod@CarryOn-1.20.4_v1.9.2.zip, mod@ExpandedFoods 1.7.4.zip, mod@gloomeclasses_1.0.5.zip, mod@woodenfortifications_2.0.8.zip, mod@fast-breeding_0.0.22.zip, mod@PlayerCorpse_VS1.19.7_net7_v1.10.0.zip 8.8.2025 22:53:55 [Notification] Found 629 external assets in category blocktypes 8.8.2025 22:53:55 [Notification] Found 482 external assets in category itemtypes 8.8.2025 22:53:55 [Notification] Found 83 external assets in category lang 8.8.2025 22:53:55 [Notification] Found 589 external assets in category patches 8.8.2025 22:53:55 [Notification] Found 146 external assets in category config 8.8.2025 22:53:55 [Notification] Found 25 external assets in category worldproperties 8.8.2025 22:53:55 [Notification] Found 587 external assets in category sounds 8.8.2025 22:53:55 [Notification] Found 5971 external assets in category shapes 8.8.2025 22:53:55 [Notification] Found 8819 external assets in category textures 8.8.2025 22:53:55 [Notification] Found 784 external assets in category recipes 8.8.2025 22:53:55 [Notification] Found 1359 external assets in category worldgen 8.8.2025 22:53:55 [Notification] Found 103 external assets in category entities 8.8.2025 22:53:55 [Notification] Found 60 external assets in category compatibility 8.8.2025 22:53:56 [Notification] Reloaded lang file with mod assets 8.8.2025 22:53:56 [Notification] Mod Config successfully loaded. 8.8.2025 22:53:56 [Event] started 'Primitive Survival' mod 8.8.2025 22:53:56 [Notification] Hello from template mod: Server 8.8.2025 22:53:56 [Notification] Compatibility lib: 4 assets added, 0 assets replaced. 8.8.2025 22:54:01 [Notification] JsonPatch Loader: 2363 patches total, successfully applied 2269 patches, missing files on 96 patches, unmet conditions on 5279 patches, no errors 8.8.2025 22:54:02 [Event] It remembers... 8.8.2025 22:54:03 [Notification] Loaded 6093 unique items 8.8.2025 22:54:03 [Event] All that came before... 8.8.2025 22:54:07 [Notification] Loaded 25456 unique blocks 8.8.2025 22:54:07 [Notification] Loaded 742 unique entities 8.8.2025 22:54:07 [Notification] BlockLoader: Entities, Blocks and Items loaded 8.8.2025 22:54:07 [Event] Remapping blocks and items... 8.8.2025 22:54:07 [Event] 18 cooking recipes loaded 8.8.2025 22:54:07 [Event] Taste and smell... 8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:07 [Event] 3 mixing recipes loaded 8.8.2025 22:54:07 [Event] The chef and the apprentice... 8.8.2025 22:54:07 [Warning] Failed resolving crafting recipe ingredient with code game:flour-birch in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json 8.8.2025 22:54:07 [Warning] Failed resolving crafting recipe ingredient with code game:flour-pine in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json 8.8.2025 22:54:07 [Warning] Failed resolving crafting recipe ingredient with code game:flour-maple in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json 8.8.2025 22:54:07 [Event] 1028 kneading recipes loaded 8.8.2025 22:54:07 [Event] Kneading the dough, letting it rise... 8.8.2025 22:54:07 [Event] 668 simmer recipes loaded 8.8.2025 22:54:07 [Event] A gentle simmer, then rolling boil... 8.8.2025 22:54:08 [Event] 2377 crafting recipes loaded from 399 files 8.8.2025 22:54:08 [Event] Grand inventions... 8.8.2025 22:54:08 [Event] 9 metal alloys loaded 8.8.2025 22:54:08 [Event] Glimmers in the soil... 8.8.2025 22:54:08 [Event] 294 smithing recipes loaded 8.8.2025 22:54:08 [Event] Burning sparks... 8.8.2025 22:54:08 [Event] 112 clay forming recipes loaded 8.8.2025 22:54:08 [Event] Molded forms... 8.8.2025 22:54:08 [Event] 42 knapping recipes loaded 8.8.2025 22:54:08 [Event] Simple tools... 8.8.2025 22:54:08 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:pickledvegetable-soybean in barrel recipe game:recipes/barrel/vinegarpickledvegetable.json 8.8.2025 22:54:08 [Event] 389 barrel recipes loaded (1 could not be resolved) 8.8.2025 22:54:08 [Notification] Entering runphase AssetsFinalize 8.8.2025 22:54:08 [Event] Server assets loaded, parsed, registered and finalized 8.8.2025 22:54:08 [Event] Initialising systems... 8.8.2025 22:54:08 [Notification] Entering runphase LoadGamePre 8.8.2025 22:54:08 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events 8.8.2025 22:54:08 [Notification] Hello from template mod server side: woodenfortifications:hello 8.8.2025 22:54:08 [Notification] Started 124 systems on Server: 8.8.2025 22:54:08 [Notification] Mod 'VSEssentials.dll' (game): 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.Core 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.EntityPartitioning 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ErrorReporter 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader 8.8.2025 22:54:08 [Notification] Vintagestory.Essentials.PathfindSystem 8.8.2025 22:54:08 [Notification] Vintagestory.Essentials.PathFindDebug 8.8.2025 22:54:08 [Notification] Vintagestory.Essentials.PathfindingAsync 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.JsonExport 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemDormancyStateChecker 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.AiRuntimeConfig 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemSyncHarvestableDropsToClient 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemEmotes 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.LeafBlockDecay 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.POIRegistry 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.RoomRegistry 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.WeatherSystemCommands 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.WeatherSystemServer 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.WorldMapManager 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.LoadColorMaps 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ClothManager 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GridRecipeLoader 8.8.2025 22:54:08 [Notification] Mod 'VSSurvivalMod.dll' (survival): 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenTerra 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenSnowLayer 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemControlPoints 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.SurvivalCoreSystem 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenTerraPostProcess 8.8.2025 22:54:08 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.UpgradeTasks 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.NpcControl 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeonGenerator 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenFromHeightmap 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenMaps 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenRockStrataNew 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenHotSprings 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenCreatures 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.WgenCommands 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemExplosionAffectedStability 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.MyceliumSystem 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModsystemButterflySpawnCondsExtra 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemCatchCreature 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemGliding 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemSwoopDev 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.Timeswitch 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ClutterBookshelfUtil 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemResoArchiveCommands 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.StoryStructureProtection 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemAuction 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.Core 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.CharacterSystem 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.VariablesModSystem 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModsystemElevator 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ActivityModSystem 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ActivityEditorSystem 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.FruitingSystem 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemTutorial 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemCorpseReturnTeleporter 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemNightVision 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.TobiasTeleporter 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModJournal 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemStructureLocator 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModLootRandomizer 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemRifts 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemRiftWeather 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSleeping 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.TeleporterManager 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModTemperature 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.SystemTemporalStability 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.TemporalStabilityEffects 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemWearableStats 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemEditableBook 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenDungeons 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenDeposits 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.GenStoryStructures 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenCaves 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenStructures 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenDevastationLayer 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenBlockLayers 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenPonds 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenStructuresPosPass 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.RecipeRegistrySystem 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenRivulets 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenLightSurvival 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.RecipeLoader 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemFireFromLightning 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemOreMap 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemSnowballs 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.HumanoidOutfits 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects 8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.DisableRecipeRegisteringSystem 8.8.2025 22:54:08 [Notification] Mod 'CommonLib_VS1.20.0-rc.1_net7_v2.6.0.zip' (commonlib): 8.8.2025 22:54:08 [Notification] CommonLib.Config.ConfigManager 8.8.2025 22:54:08 [Notification] CommonLib.Core 8.8.2025 22:54:08 [Notification] Mod 'VSCreativeMod.dll' (creative): 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.Core 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat 8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenLightCreative 8.8.2025 22:54:08 [Notification] Mod 'ACulinaryArtillery 1.2.5.zip' (aculinaryartillery): 8.8.2025 22:54:08 [Notification] ACulinaryArtillery.ACulinaryArtillery 8.8.2025 22:54:08 [Notification] ACulinaryArtillery.ACARecipeRegistrySystem 8.8.2025 22:54:08 [Notification] Mod 'fantasycreatures_0.7.1.zip' (fantasycreatures): 8.8.2025 22:54:08 [Notification] fantasycreatures.src.fantasycreatures 8.8.2025 22:54:08 [Notification] Mod 'primitivesurvival_3.8.0.zip' (primitivesurvival): 8.8.2025 22:54:08 [Notification] PrimitiveSurvival.ModSystem.PrimitiveSurvivalSystem 8.8.2025 22:54:08 [Notification] PrimitiveSurvival.ModSystem.TreeHollows 8.8.2025 22:54:08 [Notification] Mod 'CarryOn-1.20.4_v1.9.2.zip' (carryon): 8.8.2025 22:54:08 [Notification] CarryOn.CarrySystem 8.8.2025 22:54:08 [Notification] Mod 'ExpandedFoods 1.7.4.zip' (expandedfoods): 8.8.2025 22:54:08 [Notification] EFRecipes.EFRecipes 8.8.2025 22:54:08 [Notification] Mod 'gloomeclasses_1.0.5.zip' (gloomeclasses): 8.8.2025 22:54:08 [Notification] GloomeClasses.src.GloomeClassesModSystem 8.8.2025 22:54:08 [Notification] GloomeClasses.src.GloomeClassesRecipeRegistry 8.8.2025 22:54:08 [Notification] Mod 'woodenfortifications_2.0.8.zip' (woodenfortifications): 8.8.2025 22:54:08 [Notification] woodenfortifications.WoodenFortificationsModSystem 8.8.2025 22:54:08 [Notification] Mod 'PlayerCorpse_VS1.19.7_net7_v1.10.0.zip' (playercorpse): 8.8.2025 22:54:08 [Notification] PlayerCorpse.Core 8.8.2025 22:54:08 [Notification] PlayerCorpse.Systems.Commands 8.8.2025 22:54:08 [Notification] PlayerCorpse.Systems.DeathContentManager 8.8.2025 22:54:08 [Notification] Mod 'bed-spawnner-main.zip' (bedrespawner): 8.8.2025 22:54:08 [Notification] realmsofandora.bedspawnner 8.8.2025 22:54:09 [Notification] Server map set 8.8.2025 22:54:09 [Event] A world unbroken... 8.8.2025 22:54:09 [Notification] Entering runphase LoadGame 8.8.2025 22:54:09 [Notification] Entering runphase WorldReady 8.8.2025 22:54:09 [Event] The center unfolding... 8.8.2025 22:54:09 [Event] Starting world generators... 8.8.2025 22:54:10 [Notification] Sending server identification with remap False. Server control privilege is True 8.8.2025 22:54:17 [Notification] Reloaded 35 tree generators 8.8.2025 22:54:17 [Event] Loading 7x7x8 spawn chunks... 8.8.2025 22:54:17 [Event] 0% (49 in queue) 8.8.2025 22:54:17 [Event] The carved mountains... 8.8.2025 22:54:18 [Event] Begin game ticking... 8.8.2025 22:54:18 [Event] ... it calls to you 8.8.2025 22:54:18 [Notification] Entering runphase RunGame 8.8.2025 22:54:18 [Notification] Successfully loaded 25 waypoints 8.8.2025 22:54:18 [Notification] Starting server threads 8.8.2025 22:54:18 [Event] Singleplayer Server now running! 8.8.2025 22:54:18 [Event] Return again. 8.8.2025 22:54:18 [Notification] Please be aware that as of 1.20, servers default configurations have changed - servers no longer register themselves to the public servers list and are invite-only (whitelisted) out of the box. If you desire so, you can enable server advertising with '/serverconfig advertise on' and disable the whitelist mode with '/serverconfig whitelistmode off' 8.8.2025 22:54:18 [Notification] All clients disconnected, pausing game calendar. 8.8.2025 22:54:20 [Notification] A Client attempts connecting via Dummy connection on 127.0.0.1:0, assigning client id 1 8.8.2025 22:54:20 [Notification] Client 1 uid 0FC3uNPmAcgRLyyyvdfguaiL attempting identification. Name: MiseThePloob 8.8.2025 22:54:20 [Notification] Upped server view distance because player is locally connected 8.8.2025 22:54:20 [Notification] Delayed join, need to load one spawn chunk first. 8.8.2025 22:54:20 [Notification] UDP: Client 1 connected via: 0.0.0.0:0 8.8.2025 22:54:20 [Notification] Placing MiseThePloob at 512162,1306152344 110,00006103515625 511846,31005859375 8.8.2025 22:54:23 [Event] MiseThePloob 127.0.0.1:0 joins. 8.8.2025 22:54:23 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standcry'. This will lead to undefined behavior. 8.8.2025 22:54:23 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior. 8.8.2025 22:54:23 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standcry'. This will lead to undefined behavior. 8.8.2025 22:54:23 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior. 8.8.2025 22:54:23 [Notification] A client reconnected, resuming game calendar. 8.8.2025 22:54:24 [Error] [configlib] An exception was thrown when trying to load assembly: 8.8.2025 22:54:24 [Error] [configlib] Exception: Could not load file or assembly 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen. at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type) at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext) at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments) at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg) at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes) at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 457 at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList() at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481 8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json 8.8.2025 22:54:24 [Warning] Failed resolving crafting recipe ingredient with code game:flour-birch in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json 8.8.2025 22:54:24 [Warning] Failed resolving crafting recipe ingredient with code game:flour-pine in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json 8.8.2025 22:54:24 [Warning] Failed resolving crafting recipe ingredient with code game:flour-maple in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json 8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:pickledvegetable-soybean in barrel recipe game:recipes/barrel/vinegarpickledvegetable.json 8.8.2025 22:54:24 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standcry'. This will lead to undefined behavior. 8.8.2025 22:54:24 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior. 8.8.2025 22:54:24 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standcry'. This will lead to undefined behavior. 8.8.2025 22:54:24 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior. 8.8.2025 22:54:27 [Notification] Server ticking has been suspended 8.8.2025 22:54:38 [Notification] A client reconnected, resuming game calendar. 8.8.2025 22:54:38 [Notification] Server ticking has been resumed 8.8.2025 22:54:41 [Notification] Server ticking has been suspended 8.8.2025 22:54:44 [Notification] Client 1 disconnected: Server shutting down - Exit request by client 8.8.2025 22:54:44 [Notification] Last player disconnected, compacting large object heap... 8.8.2025 22:54:47 [Notification] UDP: client disconnected MiseThePloob 8.8.2025 22:54:47 [Event] Player MiseThePloob got removed. Reason: Server shutting down - Exit request by client 8.8.2025 22:54:47 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exit request by client 8.8.2025 22:54:47 [Notification] Entering runphase Shutdown 8.8.2025 22:54:47 [Event] Mods and systems notified, now saving everything... 8.8.2025 22:54:47 [Event] It pauses. 8.8.2025 22:54:47 [Event] One last gaze... 8.8.2025 22:54:47 [Event] Saved player world data... 8.8.2025 22:54:48 [Event] Saved map regions... 8.8.2025 22:54:48 [Event] Then all goes quiet... 8.8.2025 22:54:49 [Event] Saved map chunks... 8.8.2025 22:54:49 [Event] The waters recede... 8.8.2025 22:54:49 [Event] Saved loaded chunks... 8.8.2025 22:54:49 [Event] The mountains fade... 8.8.2025 22:54:49 [Event] The dark settles in. 8.8.2025 22:54:49 [Event] Saved generating chunks... 8.8.2025 22:54:49 [Event] Saved savegamedata...2 8.8.2025 22:54:49 [Event] World saved! Saved 71 chunks, 309 mapchunks, 25 mapregions. 8.8.2025 22:54:49 [Event] It sighs... 8.8.2025 22:54:49 [Event] Shutting down 10 server threads... 8.8.2025 22:54:49 [Event] Killed console thread 8.8.2025 22:54:49 [Event] Alone again... 8.8.2025 22:54:50 [Event] All threads gracefully shut down 8.8.2025 22:54:50 [Event] Time to rest. 8.8.2025 22:54:50 [Event] Doing last tick... 8.8.2025 22:54:50 [Event] Stopped the server!
Please either make a detailed bug report on our github or send your server-main.log so we can see whats going wrong or if everything is installed correctly.
There is no known issue regarding this so pls share more informations.
So this may have already been covered, but I'm 7h into a game with the Better ruins mod on and have not found any ruins except for the smallest cobblestone ones despite going quite far away from spawn. Trying to look into the config of the mod it seems I don't have the config file in the VintageStoryData>ModConfig folder to view or edit spawn rates and such. Does anyone know of a solution? 1.20.4 - 1.20.12 with configlib and imgui downloaded as well
On this page you can find a some Links to videos that would help you to either spawn individual structures like Auldburg or increase the chances for that specific one.
If you think the mod is not working please open a bug report with relevant information on our github or get in contact on discord. The mod does work and it does spawn structures so either its not installed correctly or not enabled which can be checked with the server-main.log if you share that. You can also check the handbook for our schematics/blueprints which should tell you that the mod is running correctly.
There are no known issues like you described just fyi.
having the same issue as EldinDC having players report seeing no structures at all aswell as i havent seen any myself in about a week of play Currently using BetterRuins 0.4.15
I for the life of me cannot find any of the megastructures. Been spending 6 hours a day for 4 weeks trying to find Auldberg (i think thats the name). The big Fortress Castle, I've ran millions of blocks horizontally on so many different strips of the map and have not found it. Found 20 or more of the mega mall ones but 0 of the fortress castle. Had to download a hoarder mod just so i could be a pseudo nomad while trying to find one to base in.
This mod only uses vanilla blocks so that chest is vanilla so its a bug on carry on side. Did you remove everything from your offhand when trying to remove the chest from your back?
pixxz, Jul 31st 2025 at 8:25 AM (modified Jul 31st 2025 at 10:57 AM)
I picked up a chest in some ruins with the carry on mod and now i can't put it down or change items or anything. I've soft bricked my save?
You should get other maps from that trader aswell. Pls make a bugreport if necessary. read the dialogue if you can get the other mods to work. Otherwise check the creative menu and then the items tab there search for map
how do i spawn in maps or how to find more maps?? i have been trying to find the forlorn tower for ages, i got the crossroads but everytime i try to talk to a trader it only gives me that map
Thanks for the nice suggestion but this is out of the scope of this mod. Both structures and temporal instability are currently completely individual systems and I dont plan to introduce this in this mod. Maybe another modder will find interest in such thing then we can look at making this mod compatible.
I have been enjoying this mod, well done. I wonder if maybe you could have a configuration setting to make the area where these ruins spawn have temporal instability. I believe it would add to the lore of why these structures are ruins and abandoned.
NiclAss Sorry for wasting your time, the server provider I have is creeper and it automatically downloads the most recent files I'll be more diligent in the future.
Yes, pls dont auto update mods. But the mod has something in place that doesnt load the mod if its installed on lets say a non supported version like if you install a version for 1.21 on your 1.20 server it will not run the mod. Should be posted in server-main.log
Yeah seems like you uninstalled betterruins? Or what did you do to result in this? can you make a detailed bug report with vanilla version, modversion, modlist and server-main.log ty
Warn] Could not find config for story structure: largeforlornhopetower. Terrain will not be generated as it should at largeforlornhopetower18:15:27 [Warn] Could not find config for story structure: forlornhopedungeon. Terrain will not be generated as it should at forlornhopedungeon18:15:27 [Warn] Could not find config for story structure: university. Terrain will not be generated as it should at university18:15:27 [Warn] Could not find config for story structure: coalmine. Terrain will not be generated as it should at coalmine18:15:27 [Warn] Could not find config for story structure: mine1. Terrain will not be generated as it should at mine118:15:27 [Warn] Could not find config for story structure: mine2. Terrain will not be generated as it should at mine218:15:27 [Warn] Could not find config for story structure: crossroads. Terrain will not be generated as it should at crossroads.
Woops, sorry about that then, I had assumed that the grid recipe stuff and the blocks were connected somehow, didn't even cross my mind that it was a vanilla bug. Thanks :)
Its a rare bug that happens in the village structures worldgen it can happen to any of those structures sadly but I think they dont know how to fix it bcs its too random to reproduce...
But thanks for the screenshot.
I have reported this and similar stuff already a couple of times they are still not resolved. But its also not a big issue tbh.
Thanks for the report the "?" blocks I can not reproduce or confirm pls send images of them.
For the recipes I fixed that in the dev version already which will fix it with the next release for rc1 currently betterruins doesnt "support" rc1 but besides the recipe erros and warnings everything else should work.
With both this mod and better traders I'm running into a few "?" blocks in some of the ruins in fresh 1.21 rc1 worlds.
Also on loading some of the grid recipes can't be resolved so there's some error messages in the logs: 26.7.2025 09:18:22 [Warning] Failed resolving crafting recipe ingredient with code game:woodenpath-ns in Grid recipe 26.7.2025 09:18:22 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-road/road1.json': Output Block code game:woodenpath-ns cannot be resolved 26.7.2025 09:18:22 [Warning] Failed resolving crafting recipe ingredient with code game:agedstonebricks-coral in Grid recipe 26.7.2025 09:18:22 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-stone/stone.json': Output Block code game:agedstonebricks-coral cannot be resolved
I have tested a bit on 1.21 on a 320 world. Could not spot any issues so far if you come across something weird again pls let me know and send some screenshots pls. Ty
No i restart a new world , i lower it a bit to the value you have mention and now i did not encounter any bug with structure . For the structures that where bug above 320 blocks in my game where the huge underground bibliothec and one of the castle that spawn in tropical place , i did not have any screenshot sorry i delete the world and start new to find a good seed . i do not play with any other structure mods , i'm only using BetterRuins Thanks for the quick reply !
Did you increase the worldheight on a current save? I hope not. For world creation you can easily play on 320 blocks should not be any problem. can you send some images of the issue ruins maybe I can pinpoint it. Are you maybe running th3dugeon aswell? Images recommended on discord or github or here :P ty
Hello , i'm playing with this incredible mod for a long time now , but i have started a new world and after a few try to know what the problem i have still no clue . I have change the world heigth to increase it so i can get bigger mountains , but now most of the structure i found are half inside and outside the ground , i see in the FAQ that if you lower the world height it will spawn more of them but i did not see something about increasing it , if someone know how to fix that issue i would appreciate it :) And as always best mod out there ! PS i increased the world heigth to 320 blocks
If you did like you explained thats how it works yes. If it doesnt pls send your server-main.log to check if the mod is loaded. On github or discord pls
Stupid question. How do I use this mod? I dropped the .zip into my mods folder as well as the .zip pfor configlib and imguilib. I verified that they are in my mods list in game. I booted up a new world for my server. I do not see the the betterruins yaml file in my modconfig folder. I also do not see the mods settings option when I hit escape in game.
NiclAss Sorry I don't want to make a new github or youtube for this. I noticed reproduction is not 100% of the time and occurs while scrolling/hovering nowhere near that bookshelf in question for me. I'll scroll to the bottom and then back up a bit and kind of randomly for 30-60s to see if a crash will occur before creating a new world and trying again.
I can not replicate this. Also there would be no reason for this issue to come up bit since this mod doesnt add anything or change anything regarding that block the clutter bookshelf. Yes it adds new lore but that should not conflict with that.
I scrolled to the creative inventory multiple times and also highlighted the bookshelfs specifically.
Can you make a video how you do it and then send your server main log aswell. preverably on our github.
Reproduction is straightforward, enter creative and scroll the item list in your `e` menu by hand until you crash. Somewhere near the bottom 3/4ths you'll cause the lore bookshelf to try to render, and crash with the below stacktrace.
Crash Report
System.IndexOutOfRangeException: Index was outside the bounds of the array. at Vintagestory.API.Client.MeshData.AddMeshData(MeshData data, MeshDataFilterDelegate dele) in VintagestoryApi\Client\Model\Mesh\MeshData.cs:line 764 at Vintagestory.API.Client.MeshData.SplitByTextureId() at Vintagestory.Client.RenderAPIBase.UploadMultiTextureMesh(MeshData data) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 84 at Vintagestory.GameContent.BlockClutterBookshelfWithLore.genCombinedMesh(ItemStack itemstack) in VSSurvivalMod\Lore\ResoArchives\BlockClutterBookshelfWithLore.cs:line 49 at Vintagestory.GameContent.BlockClutterBookshelfWithLore.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in VSSurvivalMod\Lore\ResoArchives\BlockClutterBookshelfWithLore.cs:line 44 at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315 at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194 at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 522 at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 718 at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 398 at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 996 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
For now this mod will not try to add any new blocks to the game. Its out of the scope of the mod but could easily added by another mod yes. Maybe this is your way of getting into modding :P
Sorry I literally just brought the game, it literally is just stuck on creating new world, it just keeps repeating the starting stuff when creating world, what do you want me to show, this was the first and only mod and mod related thing I've downloaded for this game, the game isn't crashing, my computer takes like 30 seconds to create a new world and load, I left it on for 10 minutes and it was still in the loading screen, so what do I need to show, sorry new to this
this mod is running on over 900 puplic servers and on a lot of single player worlds correctly so pls make a detailed bug report with all the necessary informations to debug your specific use case. We have a issue tracker on our GitHub which will ask you for all the relevant informations.
You can configure a lot with the conifg mods which gives you either a UI or you use the generated configfile and then disable the spawn chances to 0 for all the megastructures. Story structures will still generate in your world tho.
There is a lore toggle which will remove 99% of the lore books from this mod which are being dropped in loot. So this might be the thing you want to untoggle.
Any hope of getting functional variants of the rusty doors that can be opened by hand, crafted with the blueprints you add? I'd really like to actually be able to use those big-ass metal doors.
Kaschperle I just tried, it won't let you select the mod as it required 1.21.0-Pre.1 to load sadly and i wasn't game enough to modify that and run it in my world as i don't know what other changes might have been made that could mess things up in 1.20.12.
NiclAss is it safe to run 0.5.0-pre2 it in 1.20.12?
Yeah I already got a fix for that in the dev version which I just now release but thank you very much for the report! Let me know if that fixed it for you. Btw the error or warning was nothing big so you could have just ignored it :D but better safe than sorry :P
NiclAss I just started playing the game (and am starting to add mods after a few hours) and noticed the same bug/warning as Scorives below. On my end, it seems to be the Vintage Engineering Mod: https://mods.vintagestory.at/vintageengineering. Loading with a number of other mods caused no issue. As soon as I add Vintage Engineering, the error pops up regarding the ironfence.json handbook issue. Wanted to mention it here in case that might be helpful. For now, I'll leave out Vintage Engineering (as I haven't gotten further than surviving a week anyway).
hey, how did you make it so structures only spawn on flat terrain? I'm trying to make a structure mod myself but they often spawn halfway in a hill or levitate on top of a hill
I think I have tracked down the mod that is causing this and I have added a compatibility patch for the next update. Its swordz. For now you can ignore those errors and warnings.
I will prob push a quick update for swordz and another mod regarding compatibility.
I added this mod, and Ancient Ruins, and BetterTraders on a save I already have, but it appears nothing changes on newly generated chunks. I spent about 20 IRL hours exploring new areas to only find the same old ruins every time, no procedurally added non vanilla dungeons, and the traders are all vanilla.
Better ruins 0.4.14 seems to be crashing my server. I can log in for about 60 seconds before the server kicks me and the error message gets thrown up in the console.
25.6.2025 19:03:01 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalblock-new-riveted-mithril in Grid recipe 25.6.2025 19:03:01 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-riveted-mithril cannot be resolved 25.6.2025 19:03:01 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalblock-new-riveted-unfoldedmithril in Grid recipe 25.6.2025 19:03:01 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-riveted-unfoldedmithril cannot be resolved 25.6.2025 19:03:01 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalblock-new-riveted-adamant in Grid recipe 25.6.2025 19:03:01 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-riveted-adamant cannot be resolved 25.6.2025 19:03:01 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalblock-new-riveted-orichalcum in Grid recipe 25.6.2025 19:03:01 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-riveted-orichalcum cannot be resolved 25.6.2025 19:03:01 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalblock-new-riveted-aithril in Grid recipe 25.6.2025 19:03:01 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-riveted-aithril cannot be resolved 25.6.2025 19:03:01 [Server Event] 1886 crafting recipes loaded from 427 files
I don't mind inventory spam myself, if I broke a chiseled block I don't actually want I can always get rid of it.
But on our server we literally tore apart the entire statue room in the forlorn bastion block by block and moved it to our town, as well as all kinds of ruins and things. You never know when someone is going to want a particular chiseled block, and not knowing if you'll get it when you break it is scary!
Yeah you could also export your current one in your world and move it with worldedit over to your new save.
If you use the file from the mod and import than with worldedit you will have it in granite only tho. Be sure to check if it generated nicely with toggeling the meta blocks in creative press Ctrl+F4 you dont want to see any bcs if you do I think you need to reimport it with /we rm toggled to the different value xd
There are commands to spawn structure similar to worldgen but manually which would give you the local stone type.
That's the one!!! Thank you so much -- you've made my day!
I play with patchy climate, which sometimes produces deserts close to spawn.
Do I understand correctly that using the export feature in Worldedit allows me to copy the one I have (which is built with shale), whereas manual spawn will use whatever native stone exists at the new build site? (eta: or maybe I've misunderstood what you meant, and worldedit allows me to use the filename instead -- currently watching instructional videos to learn about worldedit)
Sounds like a mod incompatibility. Please make a detailed bug report, including your mod list and the vanilla game version - preferably on our GitHub. Thank you very much.
22.6.2025 03:32:22 [Error] Patch 7 (target: game:blocktypes/metal/ironfence.json) in betterruins:patches/others/universalpatches/handbook-exclude.json failed because supplied path /attributes/handbook/exclude is invalid: The json path /attributes/handbook/exclude was not found. Could traverse until /attributes, but then 'handbook' does not exist. Full json at this path: { "": { "handbook": { "excludeByType": { "*-ew": false, "*": true } } } }
Can anyone please help me find the name of a particular ruin?
It is a sweet little cottage, fully furnished and in good repair, with exterior cobblestone stairs leading up to a flat roof topped with fireclay. There is a child's toy (like a stick horse) lying in front of a little headstone on the back side of the house. There is a wagon wheel on the outer wall at the front of the house.
Much to my delight, I found it on my first night in a new world. I'll be starting fresh when 1.21 is more stable and would dearly love to spawn it in manually.
Not customizable It should only be applied to ruined chiseled blocks so some of the chiseled decorations which are intact will still drop. Its just way less inventory spam and its the same way vanilla does it. But thanks for the feedback def looking for it since its quite a new and bigger change.
It seems from the patchnotes that the issue I've been having lately where chiseled blocks I try to retrieve from ruins just disappear is actually intended? Why? Can I turn that off?
I'll pull everything out and run a clean server with just BetterRuins and then add things one by one till I figure out whats triggering the error. Will see if I can find out the specific cause, otherwise will at least let you know which mod it's not playing nice with Thanks again!
I will say I dont recommend to run the mod with those Server Errors. Try to figure out what is going on with your server instance and why this is happening to you. the mod is runnning on 900+ puplic servers so it seems like a very specific issue that only you run into.
Hello, I seem to be having a bug where certain structures regardless of type that make use to biome specific rocks like claystone rubble for example are missing their textures, is this a mod conflict problem with terra pretty or something else?
Now I'm getting an error with the giant cathedral xD
16.6.2025 10:36:55 [Server Error] The following exception occurred while initialising structure for worldgen: 10giantcathedral
16.6.2025 10:36:55 [Server Error] Exception: Failed deserializing 1.json: Unexpected character encountered while parsing value: !. Path 'Indices[115295]', line 1, position 1048576.
at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in VintagestoryLib\Common\Model\Asset.cs:line 67
at Vintagestory.ServerMods.WorldGenStructureBase.LoadSchematic[T](ICoreAPI api, IAsset asset, BlockLayerConfig config, WorldGenStructuresConfig structureConfig, WorldGenStructureBase struc, Int32 offsety, Boolean isDungeon) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructureBase.cs:line 100
at Vintagestory.ServerMods.WorldGenStructure.Init(ICoreServerAPI api, BlockLayerConfig config, RockStrataConfig rockstrata, WorldGenStructuresConfig structureConfig, LCGRandom rand) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 194
at Vintagestory.ServerMods.WorldGenStructuresConfig.Init(ICoreServerAPI api) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\WorldGenStructuresConfig.cs:line 54
16.6.2025 10:36:56 [Server Debug] [Config lib] [Registry] Configs prepared to send to client: 17
16.6.2025 10:36:58 [Server Error] Error during Init worldgen for Vintagestory.GameContent.GenStoryStructures
16.6.2025 10:36:58 [Server Error] Exception: Failed deserializing brcoalmine.json: Additional text encountered after finished reading JSON content: !. Path '', line 1, position 3374637.
at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in VintagestoryLib\Common\Model\Asset.cs:line 67
at Vintagestory.ServerMods.WorldGenStructureBase.LoadSchematics[T](ICoreAPI api, AssetLocation[] locs, BlockLayerConfig config, String pathPrefix) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructureBase.cs:line 372
at Vintagestory.ServerMods.WorldGenStoryStructure.Init(ICoreServerAPI api, WorldGenStoryStructuresConfig scfg, RockStrataConfig rockstrata, BlockLayerConfig blockLayerConfig) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 80
at Vintagestory.ServerMods.WorldGenStoryStructuresConfig.Init(ICoreServerAPI api, RockStrataConfig rockstrata, BlockLayerConfig blockLayerConfig) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\WorldGenStructuresConfig.cs:line 19
at Vintagestory.GameContent.GenStoryStructures.InitWorldGen() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 250
at Vintagestory.Server.ServerEventAPI.TriggerInitWorldGen() in VintagestoryLib\Server\API\ServerEventAPI.cs:line 249
16.6.2025 10:36:59 [Server Error] The following exception occurred while initialising structure for worldgen: 10giantcathedral
16.6.2025 10:36:59 [Server Error] Exception: Failed deserializing 1.json: Unexpected character encountered while parsing value: !. Path 'Indices[115295]', line 1, position 1048576.
at Vintagestory.Common.Asset.ToObject[T](JsonSerializerSettings settings) in VintagestoryLib\Common\Model\Asset.cs:line 67
at Vintagestory.ServerMods.WorldGenStructureBase.LoadSchematic[T](ICoreAPI api, IAsset asset, BlockLayerConfig config, WorldGenStructuresConfig structureConfig, WorldGenStructureBase struc, Int32 offsety, Boolean isDungeon) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructureBase.cs:line 100
at Vintagestory.ServerMods.WorldGenStructure.Init(ICoreServerAPI api, BlockLayerConfig config, RockStrataConfig rockstrata, WorldGenStructuresConfig structureConfig, LCGRandom rand) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 194
at Vintagestory.ServerMods.WorldGenStructuresConfig.Init(ICoreServerAPI api) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\WorldGenStructuresConfig.cs:line 54
I am assuming it's a mod conflict, I have quite a few on the server, but haven't been able to figure out what it's relating to.
After a bunch of testing it doesn't seem to be negatively impacting the game. Ruins are still spawning and everything looks good.
I have people see having problems with unzipping it. But it was on some server providers interface bcs they couldnt unzip it correctly. No idea why its normal windows zip.
Try to unzip the mod yourself and delete the zipped one in the mods folder.
You can also upload the mod unzipped so you unzip it on your pc and then upload it.
I've running into an error with a dedicated server I'm trying to setup with BetterRuins.
Specifically
16.6.2025 00:57:25 [Server Error] [betterruins] An exception was thrown when trying to extract the mod archive to 'Data\Cache\unpack\BetterRuinsv0.4.13.zip_0e8842170a4e':
at ICSharpCode.SharpZipLib.Zip.Compression.Streams.InflaterInputStream.Read(Byte[] buffer, Int32 offset, Int32 count)
at System.IO.Stream.CopyTo(Stream destination, Int32 bufferSize)
at Vintagestory.Common.ModContainer.Unpack(String unpackPath) in VintagestoryLib\Common\API\ModContainer.cs:line 141
Now I am going to make the assumption its a space issue. The VM doesn't have enough allocated space to extract the file, but I'd like to be sure and see if there are any workarounds?
They start spawning a bit further away from spawn. So at least 3k blocks out and they prefer flat terrain. You can play around with the config if you installl the mods configlib and imgui to get certain stuff to spawn more reliable. bcs on default the structure pool even for larger structure is quite big so its very lucky to get the exact strcuture you expect.
how rare are these giant castle ruins like in the trailer? been flying around in creative to make sure the mod works for like 30 mins and I haven't found a single one. I know its noted as compatible, but the only other mod I have that would effect terrain generation is terraprety.
Hi there! this isnt really a problem, and I know its hard to say since everyones world is different, but shooting my shot to ask; what should I be looking for when it comes to the hidden passage map you can purchase from a vendor? I've looked everywhere near the X that I was given, but nothing looks particularly out of place or weird, including the generated holes in the ground nearby the X... thank you for your time!
Talk about timing. Not sure if its a mechanic of respawning resources in teleporter ruins or I just missed this one... I juest found one blueprint. So yeah, it does work.
Installed this on an existing map, thought I did the tutirial on how to add it in, but after finding a Lux trader, I got the quest and the map, but hen clicking on the map I get a Location not found error... any way to update the map to get the Crossroads going?
Never heard of that issue and this structure has been running fine on over 900 servers without issues. I need to you to make a detailed bugreport and a way how to reproduce this. Preferably on github.
The desolation stuff are also just blocks which are being imported in the same way in vanilla so this should not be related to them. And if so you would be the first that this happend to in like 1 year and like I said a lot of usage.
Looking forward to further input so I can take a look at this tyvm
Title: [BUG REPORT] Cross-Mod Crash: NullReferenceException at BlockGroundStorage.cs:line 388
The Issue: We are experiencing a persistent, game-breaking crash. Approaching a specific location (a "Better Ruins" structure in our case) causes an instant client-side crash for all players on the server. This creates a permanent "no-go zone" in the world.
The Cause & Evidence: The crash is always a NullReferenceException at Vintagestory.GameContent.BlockGroundStorage.GetPlacedBlockInteractionHelp on line 388.
This is not an isolated issue. We have found multiple, identical crash logs from different players with different mod lists. The pattern is always the same, pointing to that exact line. The issue seems to be triggered by mods that interact with ground piles, such as Better Ruins, More Piles, and DanaTweaks.
Our conclusion is that a mod is creating a corrupted BlockGroundStorage entity (a "poison" pile) in the world save. When the game tries to read this corrupted pile to display its interaction help, it crashes.
The Workaround: The only way we could fix our save was to manually delete the region file containing the corrupted pile from the save folder. This forced the game to regenerate the chunk, which removed the issue.
We hope this information helps in tracking down the interaction that leads to this block corruption.
Reference Crash Log (crashing with vanilla code after "DanaTweaks" was removed):
Running on 64 bit Windows 10.0.26100.0 with 16293 MB RAM
Game Version: v1.20.12 (Stable)
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockGroundStorage.GetPlacedBlockInteractionHelp(IWorldAccessor world, BlockSelection selection, IPlayer forPlayer) in VSSurvivalMod\Block\BlockGroundStorage.cs:line 388
at Vintagestory.Client.NoObf.HudElementInteractionHelp.getWorldInteractions() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 292
...
Yeah it looks like beehives dont work from structures placed with worldgen. I will have to make a detailed bug report to vanilla and maybe they will fix that but its not garantueed so I might also just remove them from the structures.
So we had a server crash as I got close to the university. We were puzzled as to why it refrenced the Desolation. Going to the bottom of the main tower I saw it. You used the Desolation ground tiles in the build. Those can cause problems if generated after world start. Trying to regenerate the Desolation causes a similar crash. It doesn't corrupt the chunks and works fine(?) after that thankfully, but still not good to have a ruin crash the server.
I found a ruin which has 2 beehives but no matter how many flowers i plant there or how long i wait, their state doesn't change. (number of flowers/size)
Do hives wich where spawned by the ruins behave differently from hives generated by the game?
Apologies for my addition of a semi-long crash log in comments, but with this I'm pretty stumped. My only clue is we get this crash log upon stepping maybe 3-5 blocks into (funnily enough) the structure in the second screenshot under Features with the glass domes. I am planning to update the server to 1.20.12 (along with a number of outdated mods from that list) in a few weeks for my server, but if anyone has any clues as to what causes an instant clientside crash? I can at least confirm this isn't the softlock I thought it was; teleport commands done from the server command line in that short gap of time when you join but haven't totally loaded in to anywhere else prevent the crash. But knowing that I'm willing to play footsies with the structure to see if there's any specific crash radius or use like the Spyglass mod to try to look at certain areas in creative mode.
Running on 64 bit Windows 10.0.19045.0 with 32690 MB RAM Game Version: v1.20.10 (Stable) 6/8/2025 2:25:17 PM: Critical error occurred Loaded Mods: aculinaryartillery@1.2.5, americanfrontiersman@1.8.0, axleinblocks@1.20.1-rc.5, backpackpackStandardcontinuedSturdy@1.1.1, blackguardadditions@1.1.7, buzzwords@1.7.0, chiseltools@1.14.17, clicktopick@2.0.0, craftingjonas@1.0.6, craftablecompanion@1.2.1, elkcrocks@1.0.1, elkaggressionnomore@1.0.2, elkmorehealth@1.0.0, forlornadditions@1.0.2, casuariidae@1.1.4, manidae@1.0.16, spheniscidae@1.0.11, geoaddons@1.4.1, hangingoillamps@1.0.3, istchests@0.0.4, instantpickup@1.0.3, juicyores@1.0.0, millwright@1.2.0, morenails@1.2.0, overhaullib@0.2.8, primitivesurvival@3.7.7, prospecttogether@2.0.3, repairablelocust@1.4.1, ridetogether@1.0.0, silentarmors@1.0.0, somedisassemblyrequired@1.5.5, spyglass@0.5.2, stepfixelk@0.0.1, temporal_gears_stack@1.0.0, torchholdersmithingplus@1.0.0, traderssellcrowbars@0.0.2, translocatorengineeringredux@1.5.6, upgradeablelocust@1.0.3, usefuldrifterloot@1.2.1, usefultraders@2.2.0, game@1.20.10, vsimgui@1.1.7, accessibilitytweaks@3.8.4, agingbarrels@1.2.4, altmapiconrenderercontinued@1.4.0, animalcages@3.2.2, apegrapes@1.2.6, awearablelight@1.1.31, bedspawnv2@1.4.0, betterentityinteraction@1.0.4, betterruins@0.4.12, betterstonepath@1.0.4, blacksmithenhancements@1.1.4, butterflycases@1.0.2, carryon@1.8.0, cartwrightscaravan@1.5.0, clipfix@1.0.9, commonlib@2.6.1, composter@1.2.1, configlib@1.5.3, cooperativecombatrework@1.0.0, entitynametag@1.2.2, expandedfoods@1.7.4, expandedskins@2.1.0, extrainfo@1.9.8, fieldsofsalt@1.2.2, foodshelves@2.0.2, fromgoldencombs@1.8.12, improvedhandbookrecipes@1.1.3, itempickupnotifier@1.5.0, kevinsfurniture@1.6.6, labeledtrunk@1.0.5, liquidcontainers@1.3.1, maltiezcrossbows@1.2.0, maltiezfirearms@0.14.2, mannequinstand@1.0.5, moreanimals@1.4.1, morepiles@2.1.4, noticeboard@1.1.0, spearexpantion@0.3.2, passthruchutes@1.0.2, petai@3.4.3, playerlist@2.1.5, pomnotes@0.7.3-rc.1, rockstratavariety@0.0.1, rustandrailroads@2.0.11, scarecrow@1.6.5, smithingplus@1.6.0-rc.2, spreadless@1.0.0, spyglassinfo@1.0.1, tabletopgames@2.10.4, th3dungeon@0.4.2, traitacquirer@0.9.6, translocatorrelocator@1.0.1, vanillamoremolds@1.1.2, vanity@2.4.2, Verticality@0.3.1, creative@1.20.10, survival@1.20.10, wildfarmingrevival@1.3.6, xlib@0.8.16, autoconfiglib@2.0.6, bedsofsaltyfreshwater@1.0.0, campaigncartographer@4.6.7, cats@3.2.0, tradercamps@1.1.5, em@3.2.1, extrafirearms@0.1.8, extraoverlays@1.5.0, playercorpse@1.11.1, sandwich@1.2.8, stonequarry@3.4.3, wolftaming@3.0.6, xskills@0.8.19, bricklayers@3.0.2, tailorsdelight@1.9.6, theworkingclasses@1.0.4, xskillsworkingclassescompatibility@1.0.3, dressmakers@1.5.2 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.BlockGroundStorage.GetPlacedBlockInteractionHelp(IWorldAccessor world, BlockSelection selection, IPlayer forPlayer) in VSSurvivalMod\Block\BlockGroundStorage.cs:line 388 at Vintagestory.Client.NoObf.HudElementInteractionHelp.getWorldInteractions() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 292 at Vintagestory.Client.NoObf.HudElementInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 280 at Vintagestory.Client.NoObf.HudElementInteractionHelp.BlockInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 367 at Vintagestory.Client.NoObf.HudElementInteractionHelp.Every15ms(Single dt) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 328 at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 96 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 848 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Just wanted to say thank you! I just added this to a new world for 1.20 and it's so much fun exploring and playing a more scavenger/excavator playthrough. Bless ya x
It will always work for story structures but for other structures if you update this mod and you regen on a different version you might get other structures after regening land. Hope this helped you.
The story structures behave the same way as vanilla ones like the resonance archive and so on. most are one per world so you will have to regen them to experiance the structures completely if already looted. A simple /wgen delr 4 will work for most story structures.
Hey. ( I still did not go through all your vids, so it might be redundant or something to put into faq). Its my first playthrhough so I might be missing something. Im failry sure mod works( even though I did not install deps to a certain point). I can see ruins of vilages, weird pillars, aqueduct/bridge ruins or sort of farm house(and tested it with new vs my world, just by going far enough to reach new chunks). My problem is that so far I did not find any blueprints. How rare are those?
Thanks in advance.
EDIT: I just double checked. Since I did not know any better, I managed to buy two maps for the same location - some treasure stuff from this mod. Did that way back before I put deps into game mix. So it does work.
I don't know if this is Better Ruins or part of the dungeon mod I just added but,
When breaking a Bookshelf with books the moment it broke game crashed.
Error Report
System.IndexOutOfRangeException: Index was outside the bounds of the array. at Vintagestory.API.Client.MeshData.AddMeshData(MeshData data, MeshDataFilterDelegate dele) in VintagestoryApi\Client\Model\Mesh\MeshData.cs:line 764 at Vintagestory.API.Client.MeshData.SplitByTextureId() at Vintagestory.Client.RenderAPIBase.UploadMultiTextureMesh(MeshData data) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 84 at Vintagestory.GameContent.BlockClutterBookshelfWithLore.genCombinedMesh(ItemStack itemstack) in VSSurvivalMod\Lore\ResoArchives\BlockClutterBookshelfWithLore.cs:line 63
Lmk if the rest of the text would help, I'm not too knoledable about code! Love your mod!
Does this spawn more than one copy of the Story Structures?. Playing on a small Multiplayer server, and had a few that are on more often, raided the story ones. Am hoping to hit the story structures at my own pace, but the map I got from the trader just points to the same tower they already looted.
/wgen regen the area or install a texture atlas mod. Otherwise pls report it on our github so we can take a look at it we need images or something to tell you more.
Yes if you update your betterruins from a version below 0.4.10 to something higher and you have rivers installed it will result in chunk borders.
But like you sad if you making a new world you can just update to the latest versions and use that. You will also be able to update in the future if the release of betterruins doesnt mess with story structure you will be fine. Check the chagne log of recennt versions to find out.
Megastructure and others have a minspawn distance so a distance from spawn where they will not spawn. I think thats not configurable atm I will have to add that in a future release.
As I understand it, the 'Rivers' and 'BetterRuins' mods only conflict if you update 'BetterRuins' in an already existing world. Will I run into any issues if I install the latest versions of the mods, create a world, and don't update them afterward?
Hi there. Loving this mod though I am having an issue. I have a singleplayer world which I open up to lan for friends. I have the megastructure spawn rates at 100 and from spawn at 100 yet i am not seeing a single ruin. I saved the config ingame and restarted my game. I think I must have travelled at least 1000 blocks. Closer to 2000 blocks. Is there something I am missing?
Pls make a bug report on our github your claim doesnt contain any useful informations for me to debug this? Do you have MorePiles installed what is the crash report? what structure is it laboratory ruin is not specific enough sry.
There is something in the back section of the giant Laboratory ruin that causes crashes every time someone even tries to look at it. It almost caused me to restart my server's entire world because so many people were stuck in a crash loop.
Im sorry to have to clutter up the comments here, but through a series of world gen mods, changes and boosted spawn rates I ended up plagueing my world with a specific structure. It appears probably 2x to 3x times any thing other than village ruins and while beautiful i am sick of seeing it. is there any way to check the name of a structure that you happen to be standing in, or could you possibly identify it for me so i can exclude it in the future.
Its a 3 story square building and the second floor is full of very detailed chisled cannons. Above the door is something like "Glory to the 3rd Grenadier Regiment" or something like that.
Also if there is a better place for questions like this please let me know. Thank you.
Hello, I just updated to the recent release (0.4.12) and I am having ?/white blocks as it looks like there are some missing there textures. I had just found an ruined "church", it is just the arches and lots of rubble, and many of the "Claystone rock" blocks are just the ?/White block. I do not recall seeing these blocks before logging off my game, which was prior to update. If there is more information I can provide I will do so.
I actually looked at a couple of the ?/white blocks and there was an interaction option, knife + RMB, and that removed the ?/White block and added to my inventory an item called "Damage Stone Overlay", when I went to try and apply the item to confirm that is what it is, it did nothing. Shortly, as in about 5-8 seconds after trying to apply the overlay the game crashed.
I think the plains and valleys patch is outdated, it appears to reference a modid plains and valleys no longer uses. The patch seems to reference TA_plainsandvalleys but the current modid is plainsandvalleys
crumpsNiclAss I had the same issues as well when updating BetterRuins, I had to downgrade the BetterRuins version and regenerate the chunks. The only other thing I think it couldve been was Floral Zones since I installed those at the same time too but thats pure speculation. I have BetterRuins, BetterTraders Biomes, most of the Floral Zones, Rivers, Terra Prety and VSVilliages.
BetterRuins is a pure content mod, meaning it contains no C# code. It uses the same mechanics as vanilla, so there’s no way betterruins could even detect rivers, because rivers don’t exist in vanilla. I assume that the "Rivers" mod adds its river behavior into vanilla world generation and adjusts structure generation to respect rivers, but that’s entirely handled on their side.
Story structures are added by BetterRuins the same way vanilla adds them. Terrain changes only happen around these structures by defining certain vanilla landforms as larger structures so they spawn correctly. This only affects specific, pre-set locations and not random terrain like what you showed in your video, unless you massively altered the story location distances.
The only real difference between vanilla and BetterRuins is that vanilla doesn’t constantly change structure schematics and patches. BetterRuins, depending on the version, can introduce new schematics and patches, which affects spawn chances of structures when running /wgen regen.
In conclusion, there’s no way a non-code mod like BetterRuins could interfere with a code mod that introduces massively different terrain generation.
I might give this a go later when I have free time. But I have a hunch i know what's wrong and not interacting correctly between rivers and ruins. I'll mess around with both your mods code and rivers code to see if i can get them to interact with each other and maintain the 0.4.9 style interaction.
The river mod mentions "Compatible with everything that doesn't change base terrain generator (GenTerra)." I'm curious if within 4.10 or 4.11 there was changes done to better ruins which interacts with the base terrain generator? It would seem so because for multiple updates prior the two played nice
The other part I saw mentioned was this, for other modmakers to interact with and detect rivers:
The mod data in the bottom chunk of a column contains "flowVectors" which is a float array for every block in the chunk indexed by localZ * 32 + localX. They are -riverSpeed to riverSpeed depending on the direction. If it doesn't exist there's no river in the chunk. If it does exist and the block at that index has 0 speed there's no flowing river.
(localZ * 32 + localX) * 2 is the X value, add 1 to get the Z value.
ushort[] riverDistance is generated in every bottom chunk and contains the distance to the edge of the river (0 if it's inside it).
*riverDistance is only saved if close enough to a river, may be null.
I'm curious if there is something going on with betterruins being unable to correctly dictate where rivers are? Because the biggest thing I noticed when doing testing was during the 4.10 to 4.11 updates was betterruins completely ignoring and replacing rivers with default terrain in 0.4.10. And then thereafter it did detect rivers in 4.11 but caused completely chaotic and unrealistic changes to the terrain. So I'm assuming something is going on where better ruins is "pushing" around the rivers mod and not the other way around.
Are there any screenshots or youtube videos of the new structures that were added in the 4.10 update? I'm curious to see what I'm missing out on for now. I made a comment on the rivers mod tho it seems it hasn't been updated since January so we'll see if they end up being able to make these two work together again. I really hope so, I'm curious as to what caused the differences between the last two updates from then to now that rivers and this fight so much when they previously worked perfectly together.
Edit: nvm checked out your guys youtube + subbed
Also missed it but saw your point about better traders and so far nothing has occured with that mod yet. I made sure to explicitly test that one as well and so far up to the very current update it does not affect the terrain all too greatly with updates. But I do see what you mean, that if rivers ever does fully go defunct then it will greatly affect the terrain as it carves out a lot of it to be present. I saw that firsthand actually after I updated this to the 4.10 and regenned a 3 chuck wide area where a mountain was. Saw an entire lake and the river attached to it disappear and the mountain spread over and the terrain height raised
NiclAss super appreciate the reply! I'll make sure to comment on the rivers mod as well as see if there's anything they can do on their end. It seems to me that something is going on between the two. And yeah, prior to the 10 and 11 updates I would update for months and everything was fine, I've had this world since january and have had zero problems until these last two updates. Appreciate your guys work a lot! I may end up ditching rivers if it is the cause, but we'll see. Thank you for attempting to look into it
You can update this mod without issues. Depending on your worldsize you might not get new bigger story structures from this mod but there is a way to add them manually if their spawning doesnt work automatically bcs of already generated terrain. image to it is one post below.
if you are running rivers I recommend not to update betterruins some incompatibilty with rivers seem to mess up terrain. (currently investigating this but nothing this mod can fix besides never updating. Rivers will have to fix this one.)
be sure to be on latest version of this mod and have a supported terrain mod installed or pls list me your mods so I can check what could be causing this.
Best way would be to open an issue on our github issue tracker (link on the top of the page) to share your details.
I think this is an incompatibilty with rivers not fixable by betterruins tho.
If you try the same thing with vanilla terrain gen the only thing that will change is the structures. not the terrain itself. also the same with other landform mods besides rivers to my knowledge.
I can add a note to this page for people wanting to play with rivers and betterruins to be aware of this issue. Prob best to mark them as incompatible at this point.
So only way to play with betterruins and rivers is to not update betterruins or any other structure mods like bettertraders for example. Even vanilla changes to structures will prob mess up your world so you will not be able to update to a future update that changes something in that regard.
here's a list of all of my terrain-related mods in case any of them could be causing issues now:
BetterTraders, BetterRuins, Biomes, Conquest Landform Overhaul, All Floral Zones, Rivers, Water Under Farmland (just in case)
Previously your mod fit seamlessly into this combo I had going with the ability to repeat the same worldseed settings infinitely despite updates.
Edit: Ok, I think I see what happened. I did even more investigations by making a forked branch of my main world and testing updating to 0.4.10. When you guys added new structures and such to 0.4.10 it broke compatibility with my rivers mod. I noticed that I would regen chunks where rivers were and they would completely disappear and the terrain would take back over as though the rivers mod was never present. When I update to 0.4.11 I see that the terrain does attempt to compensate for the rivers mod but it does so very chaotically and is unable to replicate the realistic smoothness of the 0.4.9 update.
Be careful to anyone updating and needing to potentially regen chunks in your world and/or you may end up having chunks which do not correctly intersect and no longer look smooth when going to new chunks
hey guys! love your mod, i haven't played in the last few weeks and did a mass update on a lot of mods and had to do some fixing up with some commands to regenerate the terrain on my primary world. upon doing this i noticed massive changed to my world's terrain and it seemed everythign was misaligned/different upon regeneration via the /wgen regen [radius] command
Upon doing some process of elimination I have determined that something happened within the last 1-2 updated that has caused this mod to vastly change world generation/regeration.
I demonstrate utilizting the regeration command both before and after update. There are timestamps in the description so you don't have to wait the entire 6-7 min length of the video (sorry I don't have editing experience yet so don't know how to trim). Would there be any way you guys could investigate and see what has changed? I would love to update the mod and continue to use it and keep it updated however this is far too radical a change for my taste as it means if I ever have to regenerate and fix my world while running this mod I no longer can
Edit: did a little more testing, and it seems the 4.10 version removes the ruins you see in the video and the 4.11 version is the one which has a very radical impact on terrain generation. So something that was done in 4.11 changes world terrain settings greatly
Edit 2: yep, I assume something that was done with making the mod compatible with terrain generation mods, at least for me, has completely thrown it off. I made a new world with identical settings to my primarly world, down to seed number, landcover %, scale %, upheavel %, landform %, equator distance, forest amount, and height. In the past when I have done this it has made an entirely identical 1:1 world each and every time. Now, with this new update to 4.11 this is no longer the case. Here's a link to a handful of screenshots as well. The first two are the maps of the new world seed and my previous https://imgur.com/a/dikTfhZ You can see many similarities including mountain and river placements. However, as shown in the mountains screenshot, the way the terrain generates these is radically different and not quite as beautiful imo anymore. There is a lot more noise and intersection with the rivers and mountains, there is a strange circular cave jutting into the mountain, and some other random differences like the lake shape.
Hey there, I seem to be having an issue with the mod and story structures being generated (along with some BetterRuins structures not generating). Every time I tried to get to a story structure (via map or TP) it would give me an error stating "No location on this map" or "No such story location, [story location]" This was resolved by disabling BetterRuins, as after I disabled it, I could go to a story location again. Wolfstone Castle also seemed to be failing to generate in all climates, but that might be unrelated. If you need my logs, I can send them.
Hi, sorry if this is a stupid question but what happen if I deleted the mod to install the latest version.. does it change anything in my game ? Or it's all good and the new structures will obviously spawn in new chunks ? ^^
I love this mod, but these lovingly crafted ruins make my very basic builds feel that much cruder by comparison :p.The flipside is that they do give a lot inspiration, and restoring / expanding a ruin for your own base is a fun experience!
Do you have a link to your github? I will post the errors here. I made sure just now to remove any mods there was a conflict with but the error is still there. (There was just terra pretty.)
What mod list are you running or send me the complete server-main log in a github issue on our project then I can take a look at it. Looks like a mod incompatibility but its no biggy you shouldnt notice any issues in that regard.
Also post images of the ? blocks in ruins in a github issue so I can take a look ty.
There's a little balance wonkiness if you have In Dappled Gloves. IDG removes the support beam recipe without the shipbuilding schematic, which means A. No early game support beams, and B. no early game palisades, even with the palisades schematic.
Is there a way to add a base palisades schematic to go: Print/oak log/saw = 4 Palisade? Or better yet Print/debarked oak log/saw.
Dont know if you'll add this as its a mod about ruins but i been eyeing the "Tavern table" and "Fine table" in the survival handbook and it makes me wonder why theres no recipe using the table blueprint, would you add some recipes for it in the mod?
Yeah village structures are not possible to spawn in that way. I recommend getting the schematic file from the mod and import it via worldedit. Thats the only way.
idk why, but I'm still getting an issue with the Luxuries trader missing their "what's your name" dialogue. This is still the only mod that changes the Luxuries Trader dialogue that I have. No other mod I have installed even touches the npc dialogue, so it is highly unlikely for the problem to come from anywhere else.
Edit: I just double checked the files of the mod, the mod file replaces the vanilla dialogue entirely, and does not have the code for the name dialogue, so with this I can confirm this issue comes from Better Ruins due to how it implements the new dialogue. It has "got anything to trade" "why live like this" and then goes to the better ruins dialogue without having the code for the name question.
Just wanted to let others know that if you use the RiverGen mod (and this may also apply to the Rivers mod since the former is based on the latter), major changes to Better Ruins affects the river generation somehow. In my case, updating from v0.4.9 to v0.4.11 caused the rivers to change where they were, which caused some rivers to stop/start abruptly at solid stone walls when new chunks were generated. (Updating from v0.4.10 to v0.4.11 doesn't seem to change the rivers.) So if you update Better Ruins on an existing world with rivers, it may cause some funky terrain gen.
I don't think this is a bug so much as an unintended interaction between mods, but I thought I'd warn others.
Got a question. I have a buddy who wants to rebuild a specific structure of this mod with me but there's one issue. When you try manually spawning in structures you are only given a list of 136 structures, which is odd because when you inspect the mod there is villages and everything else but they do not appear on the structure list in game when trying to spawn them. Is there any way to maybe get all the other structures in the structure list or am I just perhaps missing something with manually spawning the structures in? Thanks.
Try increasing your texture atlas (there are mods that do that) (or a client setting) Send an image of the ? blocks here or on our github issue tracker.
Default settings is balanced. Your are either unlucky or using a landfrom mod where we can not garantuee the same balancing as in vanilla bcs of the different terrain.
I'd first would like to tell you how your mod is an absolutely must have for anyone playing this game. It is so much better with it! But I have encountered a weird bug where so blocks are named "unknown" and show no texture but the white cube with a red interrogation mark. Do you know why it would happen?
I have encountered the same 'missing name dialogue for Luxuries trader' as reported by Akari_Enderwolf in January.
This on a 1.20.6 world, generated with v.0.4.9. I updated to v.0.4.10 just before the long trek that resulted in meeting the Luxuries trader. It is the second trader I've met in this world, and the only Luxeries trader.
update: Have now met 4 traders, 2 are luxuries traders. It is only luxury trader (so far) that does not include dialogue for learning their name.
are there any recommended settings to ensure the spawn is diverse? i often run into the same ruined mall building very often
also i think adding underground spawns is a bit underrated since vintage story sadly suffers from flat underground with very tiny rare caves around having ruins and dungeons underground can spice up mining
I got the popup for the new story structure in 4.10 that couldn't generate due to being near player structures but I closed the dialog box, would you mind posting the command to re-open it?
but yeah like you said delete the old version and add the new.
the structures that have been generated will stay in your world even if you uninstall this mod. This mod uses only vanilla blocks so there will be no corruption or ? blocks when the mod gets uninstalled. You might only lose your lore entries from this mod and the blueprints which are items will gone.
I recommend the FAQ section on this page might answer one or two questions but yeah can ask aswell np :)
Glad you enjoy the mod and yes the team behind it is doing an amazing job! Wouldnt be possible without them.
Thanks , Just to be sure about the steps , i just delete it from my server and add the new version ? or i'll need to keep the previous one to prevent the structure to depop ?
Thanks a lot to you and your team it's a really insane mod that i use in all of my game , it add so much to the ruins exploration i love it so much <3
Hello i'm using this really good mod on my server and i would like to know if it's possible to update it to the latest version just release without any issue , we have our base next to one of the mod structure so i do not know if it's safe to do
Thanks for the input. I have removed the ground stored bones from the structures and replaced it with bone clutter blocks its no problem and will prevent this external bug in the future.
TL;DR; For the More Piles mod disable the bone pile feature in MorePiles-v2.1.3.zip\assets\morepiles\config\default-item-piles.json (Version 2.1.2 in your case Valdius)
Regarding the picking up of the bones. I've experienced a simillar issue with the game crashing upon nearing a ruin some time ago. The logs pointed to Dana Tweaks as the culprit, however it seems that the culprit was the More Piles mod.
Some context as I did not save any logs nor any screenshots: While exploring the world and entering a ruin with some bones on the ground the game crashed.
Setting the piling of bones to false in the confing file for More Piles and loading the save seemed to work without ill effect as I did not have any precious bonepiles set-up before (I guess you'll lose them).
Further exploring the ruin I've seen a bone and a sabertooth skull (if I recall correctly) ground stored on an altar. This could have been the crashing factor in my case as I did not interact with anything else and just rendering the stored items crashed my game.
Hi, new player to vintage story from playing MC with Terrafirmacraft. I just wanted to say that your video showcasing your mod looks stunning and I will absolutley be trying out your mod later. These structures are wonderful looking.
No they are highly random so the game doesnt know where those structures are and can not point you to it. You can play around with the chances or spawn those structures manually. There is a video tutorial section on this page.
Ah, that's true! I just realized that it only shows up in Items and not in the general search. However, there seem to be quite a number of structures that don't get maps like auldburg. Are there any other ways of finding these structures, or should I use the config to modify their spawn chance to be higher?
Will do! I keep getting a game crash at the giant domed structure - in 2 different worlds now. Hopefully you'll be able to tell if its the mod or my game from the bug report / mod list.
4.4.2025 07:15:57 [Error] Patch 26 (target: game:itemtypes/meta/textureflipper.json) in betterruins:patches/others/universalpatches/textureflipper-patches.json failed because supplied path /attributes/groundStorageTransform/scale is invalid: The json path /attributes/groundStorageTransform/scale was not found. Could traverse until /attributes/groundStorageTransform, but then 'scale' does not exist. Full json at this path: { "translation": { "x": 0, "y": 0.07, "z": -0.2 }, "rotation": { "x": 27, "y": 90, "z": -90 }, "scaleXyz": { "x": -1.05, "y": 1.05, "z": 1.05 } }
Is there any way to get a map to surface structures like a big castle? The only maps I'm getting from Treasure Hunter traders are for small underground structures.
The maps don't seem to be available in creative, which is too bad.
hello, i'm very sorry for the silly question, since i'm a little unfamiliar with the biomes mod and its uhhh additions. does this mod play OK with the biomes mods and those regional ones that go with it? i don't think they change the land, just temperature and spawn stuff, maybe? i'm not sure. i feel a little dumb, sorry lol;;
i feel bad for commenting again so just editting to say thank you for the reply <3
Im having an issue where I cant rotate "Auldburg" when I spawn it, even using the rotation index's. Actually this goes for all the structures I attempt to spawn facing different directions. Am I missing something here?
Hey, small question but what ID is the moat castle in picture 9? I've been trying to spawn it in with some educated guesses but I really don't want to have to go through every single spawn just to find it.
So I gave the globe to the luxury merchant to get the next map to the university(? haven't done it yet) but turns out you can just keep asking him for more maps and recycle them infintely into flax twine. Not something that'd probably come up often but its hilariously unbalanced lol.
NiclAss Yup thats the one! I must have had the older ones. I found one while doing some testing like 2 days ago and it had different loot. That solves that mystery lol
This one? if so it has gotten some randomizers lately but it had static loot earlier so you might have generated those with the older version of the mod with still static loot.
Quick question: I found a map a while back. I have not right clicked it to add the marker. I've travelled quite a distance since. When I activate the map will it randomly choose a location to mark near me or will it mark a specific location already chosen? Essentially I wanna know if I should just throw it out or hold onto it until I reach my destination many miles away.
NiclAss I've been inside the ruin where its got a waterway, a large room and smaller storage room. Has mushrooms growing all over the walls too and I've found the exact same loot in the exact same containers at least 3 times. Not that I have a problem with that, I'm just telling you what I encountered since you said its completely random, but my experience shows that something else happened.
Like in one crate I'd always find a tin bronze hoe head and next to it in another crate it was a black bronze shovel i believe. The small storage room always had the same type of brick blocks and like 4 crates of rot split between both rooms, there was also always some fireclay in the small storage room of the same amount.
I'd have to go back and find more of them on the default loot multiplier setting to double check what I believe i remember, but im pretty confidant that I found the same loot in the same places multiple times in that one ruin.
There are loot randomizers in most chests and crates so the loot is very much random and the only way to find out what spawns in what structure is to take a look at the schematic files but there is no documentations about this atm and its also not planned.
quick question. i'm guessing the abonded coal mines is a strucher from the mod i was just wondering if the stuff that appeared in the resadonce lybrary area(the items seen in the enginires area of it) was safe to collect?
I think it'd be a nice touch to have some of the 'less' broken/decayed ruins to very rarely generate repaired/patched up and have some traders living inside.
Can anyone tell me if config lib options actually reduces loot for this mod?
I've installed it to test, running around in creative mod cause i just wanna see what loot appears and within a couple chests bam free lantern. Fire Clay, tons of limestone, tailored gambison headpiece and a bunch of free beeswax.
To me, it doesn't seem like config lib even works at all for better ruins. So if that is true, what are my other options to make better ruins not completely destroy progression almost instantly.
EDIT: Nevermind, after tweaking for quite awhile i finally found that at 0.025 multiplier that it doesn't give any loot that ruins progression.
EDIT #2: New question actually. Is there any way or list of thresholds where certain loot spawns or is determining that the wild west of this mod and is up to the users to discover?
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.
Vintage Story is not as seed bound as minecraft and the structure system doesnt always generate the same way bcs its so complex. Dont expect to see the same ruins on regen or prune.
I found a "Block Randomizer" block in the basement of some ruins, it's a full solid block of red/pink and purple pixels. I can break it by hand and pick it up, or place it, but it does nothing and doesn't show up in the H menu. Pretty obviously a bugged block, and I started this world new with the latest version a couple days ago, so I figured I should probably let you know it's happening.
So I was playing a few minutes ago and I was in an enormous castle a la Better Ruins. I was in a room on an upper floor and I was destroying a bookshelf up against a wall, searching for hidden passages. The bookshelf block broke and either when I picked up the block or when I went to re place the block back in it's spot my game crashed. I tried to run my save again and it crashed without loading in. I tried to run it in repair mode and it crashed again.
Does anyone have any insight as to what the issue is? I run a few other mods but nothing that was likely interfering at the time. Carry On, Easy Elk, Metal Recovery, Step Up, Villages, The Dung3on...
Anyone know if the reload chunks command (/db prune) works with ruins? I updated the mod and was messing around with some other testing on a seed i'm currently playing on, made it fresh and noticed a mausoleum in a spot near my base that wasn't there in the previous version. Was wondering if anyone had any luck with reloading chunks and having these newer ruin additions appear?
Would a 'lite' version of the mod be possible? I like many others do have serious performance issues with this mod running, expecially when it comes to the subterrainian ruins.
NiclAss Thank you for the information! I also see you're the poster and architect of that addon for VSVillages, thank you for all your work! I'm looking forward to experiencing the village types!
Sidenote about this mod it's very bad for my productivity in the game. I just want to keep exploring and finding more ruined structures, as if exploring wasn't my crux already in VS.. :)
Just wanted to say how impressed I've been with BetterRuins. I've located several of the "megastructures" to date, including the library, the enormous cathedral, and a huge castle that I've been slowly rennovating. It adds so much to the game! I have this desire to see them all, but they are SO far and few between... but that's the point, isn't it? My ONLY qualm with BR is some of those larger ruins are super heavy with chisled blocks... and I am playing on a potato. If I get too close to one I have to give it a wide berth or my game become too lagged to be playable.
I'm actually having to upgrade my graphics card so I can enjoy more of these structures!
As an aside, I would love to see a catalogue of the ruins you can discover... but, at the same time, leaving them hidden makes finding them more exciting!
Structures are sadly not as seed dependant as we would like so its hit or miss sometimes you can get the same but most of the time it will change when you regen the terrain. Its a vanilla issue.
I see the config option for "VSVillages" and I'm wondering if that's a reference to this mod that just updated? Or if it's a reference to something else?
Why does /wgen regen regenerate chunks but not ruins from this mod? I'd like to be able to regenerate without wiping the world of all these structures.
NiclAss Thanks for the great mod. Appreciate all the work. Question: I purchased a treasure map from a trader. The info bubble for the map says to right click to mark on map. When I right click, it only selects the map icon and picks it up. I tried right clicking on the main map while holding the treasure map but it just opens the waypoint creation window. I must be missing something. Thanks for any help.
Thanks, not necessary, I think, as I found the issue. The structure slider seems to increase the spawns not just for Better Ruins, but ALL structures. The boulders seem to be from Geology Additions, which adds a lot of different types. So increasing the slider makes them appear everywhere. With Geology Additions disabled and the slider to the max, I was immediately able to find various Better Ruins structures.
So I guess Geology Additions heavily dillutes the spawning of other structures due to all of their surface boulders.
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.
Okay, after a confusing couple days and many thousands of blocks of traveling & thinking this mod wasn't working with Conquest Landform Overhaul, I figured it does, I just seem to be either excessively unlucky with the spawns, or your surface boulders are maybe a little too highly weighted. I guess they're meant to dillute the spawns a bit but maybe it's a bit overdone? When I max out ruin spawn chances it is basically almost nothing but boulders everywhere.
NiclAss Thanks for pointing me in the right direction, and sorry for the false report. Th3Dungeon's author confirmed the floating dungeon entrances issue with his mod and suggested using his "vanilla pretty" config which removes all but the smallest entrances.
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.
No rusty heavy gates can not be open or closed. I will add this to the next update to not cause any future confusions. Thanks for bringing it to my attention again.
Okay so i just bought the game a few days ago and decided to do a small server with a friend. I tried to install the mod along with a few other mods that shouldnt have any problem with better Ruins that being: ACulinaryArtillery, Combatoverhaul and Combatoverhaul Armory, Better TRaders, Expanded Foods, Player Corpse, CommonLib, ConfigLib, imgui.
but the Server always restarts after like 4 seconds ingame after the first player connects with the message "Server Shutting down- Exception during Process"
Im using bisect to host the server, i tried to look trough the console but i dont even know what i am looking for. There are several errors about being unable to place certain mobs and at the end its this:
Game Version: v1.20.4 (Stable) 02/26/2025 18:45:15: Critical error occurred Loaded Mods: System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at MonoMod.Core.Platforms.Runtimes.Core70Runtime.AllocMemDelegateHolder.AllocMemHook(IntPtr thisPtr, AllocMemArgs* args)
I am sorry for my incompetence in this, does this just mean that the server is running out of RAM since its capped at 3gb or am i missing a problem/conflict with this mod?
Singleplayer is working just fine.
As an addendum i just wanna say that the people who work on this are doing an incredible job, the mod is fantastic and i have been having a blast exploring in singleplayer!
EDIT: Solved, the floating dungeon entrance is a known issue with Th3Dungeon (Ancient Dungeons) mod if you don't use the optional "vanilla pretty" config.
I've seen the somewhat large ruined church ruin (along with a huge spiral staircase that goes straight down to a dungeon) generate on a cliffside, with most of the church hovering in the air. I believe it's from this mod, it might be this one https://github.com/AreYSerious/betterruins/wiki/Mega-Structures#06-destroyed-large-church ? I have JustMoreRuins installed as well, as well as VanillaPlus Worldgen in case it matters - but I believe ruins placement happens after worldgen, and I didn't see a conflicting structure from another mod, the ruin was surrounded by normal terrain.
Maybe the spawn conditions need to be altered for all four corners to be on/in the ground? Better to have it half-buried than floating. I have no clue what's possible with ruins placement.
Hi I want to create a new world for me and my friend. We would like to see some specific ruins and want to use one of them as our base. If I know the names and the images of the ruins I could change the spawn values in the config. I've found a youtube link with link to a wiki of better ruins, but the link doesn't work, soo... is there any chance that you could help me out?
I'm trying to use the loot randomizer this mod adds for some events on my server. But when I export/import the stuff I build the loot randomizer isn't triggering. Am I correct in that the proper way to use these is to configure the item with loot, place it in a container, export the build, and import it into a new world?
I don't know if it is intentional or not, but when crafting slate roofing blocks using the Roofing Master's blueprint, you can only use blue clay to craft it while the default accepts all clay types.
Mods that don't support 1.20 yet can cause issues like that. Vs village is not for 1.20, and it prob breaks something and or the JSON patches which then doesn't apply the betterruins mod.
I dont have mods what you have , but mayby mod devs want make looting harder, and force players to more exploration with this mod, if i see superb ruins on ground and after clean up (sometimes hard to do if player are long way from home) and find inside some trash in chests and crates. Is more like "oh another good looking big thing with nothing interesting inside". But dont know is this RNG loot or is something what is added by hand to ruins, VS world is big and player can find more/better ruins/things what have some interesting things inside. Will see how this will look in future , mayby devs add random bosses to kill in ruins, npcs with random quests, push more live to Better Ruins mod. Stay save.
I don't know if it's the same problem but I had the VSvillage mods which completely blocked BetterRuins, even with everything at 100% I had nothing once VSvillage was deactivated I had full generation
Hello! Love the mod, having a ton of fun. I can't seem to find an answer to a question. I'm in a mine that has an engine. Am I supose to be looking for a large gear and pump? I know for the Resonance Chamber I do, but is this a puzzle or am I just looking for loot? Thanks!
All good , mayby another mod doing this , but this is not bug like bug but just interesting thing. I only find couple of this crates in world so mayby this is from vanilla core too , thanks for info. Wander if you can add more realistic loot to bigger structure ruins, like more higher tier armors/tools/weapons/build parts/ignots because in some parts this big super structures are empty if you looking how big they can by. This is only suggestion from my side. Stay save.
These in your village houses can't be opened, and if destroyed they don't drop any loot. There's also a variant of this house with a single block chest in the floor above that is bugged too.
Helo. Some underground ruins have old crates, they dont have any loot , and info telling about pickup this old model crates because this are old from older game version. Mayby you can look into this. Dont know if all ruins are from your mod but i think if world is create with your mod added all are from mod btw. Stay save.
Yes thats th3dungeons I have pushed a balancing and changes to their repo already th3dilli wants to add some new stuff and functions so after that you will get a update
Is there an easy way to check? I thought that mod's dungeons with surface entries were all those stone structures with spiraliing stairwells. It didn't seem to match the style of what I've seen from that mod before but I didn't play for quite a while so maybe things changed.
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.
I have these messages in my log since updating to 1.20:
14.2.2025 18:27:54 [Warning] Could not find config for story structure: largeforlornhopetower. Terrain will not be generated as it should at largeforlornhopetower 14.2.2025 18:27:54 [Warning] Could not find config for story structure: forlornhopedungeon. Terrain will not be generated as it should at forlornhopedungeon 14.2.2025 18:27:54 [Warning] Could not find config for story structure: university. Terrain will not be generated as it should at university 14.2.2025 18:27:54 [Warning] Could not find config for story structure: coalmine. Terrain will not be generated as it should at coalmine 14.2.2025 18:27:54 [Warning] Could not find config for story structure: mine1. Terrain will not be generated as it should at mine1 14.2.2025 18:27:54 [Warning] Could not find config for story structure: mine2. Terrain will not be generated as it should at mine2
These appear even if I uncheck the mod. Anything I can do, or is this not an issue at all?
This sounds like a dungeon from th3dungeon are you sure this is from betterruins? For th3dungeon there is already some changes and balancing changes on the way.
I need a screenshot from that. But there is prob nothing we can do about it bcs we are just using the vanilla code for world gen so the same as any vanilla structure.
Communication over discord is recommended or open an issue on our issue tracker with details.
This is no error that is known and can prob only be triggered with a modified mod or very old version pls install the latest version of betterruins for your gameversion. or reinstall the mod. your modlist doesnt include betterruins pls send in your server main log and server debug log for further debuging
I have gotten a big white missing chunks area! I don't use any other world generation changing mods besides this one. I tried running debug mode and removing the mod but the chunks haven't fixed themselves. Hoping an update might heal it! Love this mod though, it's super cool to come across all sorts of structures.
Edit: I realized the file I was playing on had rivers and I had removed it. 100% my bad and I'm going to start a new game.
Can anyone help me out with my server? I havent been able to generate any structures with better ruins or any traders with better traders. The list of mods i have are culinary artillery, a wearable light, chiseltools, decor bazaar, expanded foods, itemrarity, primitive survival, and th3dungeon. thanks in advance!
14.2.2025 15:23:01 [Server Error] The following exception occurred while initialising structure for worldgen: 07wolfstonecastle-desert 14.2.2025 15:23:01 [Server Error] Exception: Asset game:worldgen/schematics/overground/megastructures/megastructure-7/megastructure7-1-desert.json could not be found at Vintagestory.Common.AssetManager.Get(AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 289 at Vintagestory.ServerMods.WorldGenStructureBase.LoadSchematicsWithRotations[T](ICoreAPI api, WorldGenStructureBase struc, BlockLayerConfig config, WorldGenStructuresConfig structureConfig, Dictionary`2 schematicYOffsets, String pathPrefix, Boolean isDungeon) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructureBase.cs:line 55 at Vintagestory.ServerMods.WorldGenStructure.Init(ICoreServerAPI api, BlockLayerConfig config, RockStrataConfig rockstrata, WorldGenStructuresConfig structureConfig, LCGRandom rand) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 204 at Vintagestory.ServerMods.WorldGenStructuresConfig.Init(ICoreServerAPI api) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\WorldGenStructuresConfig.cs:line 54 14.2.2025 15:23:02 [Server Error] Error during Init worldgen for Vintagestory.ServerMods.GenStructures 14.2.2025 15:23:02 [Server Error] Exception: villages.json, village with code ruinedvillage has a schematic definition at index 0 that resolves into zero schematics. Please fix or remove this entry at Vintagestory.ServerMods.WorldGenVillage.Init(ICoreServerAPI api, BlockLayerConfig blockLayerConfig, WorldGenStructuresConfig structureConfig, Dictionary`2 resolvedRocktypeRemapGroups, Dictionary`2 schematicYOffsets, Nullable`1 defaultOffsetY, RockStrataConfig rockstrata, LCGRandom rand) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenVillage.cs:line 113 at Vintagestory.ServerMods.WorldGenVillageConfig.Init(ICoreServerAPI api, WorldGenStructuresConfig structureConfig) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenVillageConfig.cs:line 28 at Vintagestory.ServerMods.GenStructures.initWorldGen() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\GenStructures.cs:line 123 at Vintagestory.Server.ServerEventAPI.TriggerInitWorldGen() in VintagestoryLib\Server\API\ServerEventAPI.cs:line 249
NiclAss I can get the structure name via /wgen pos structure. Is there a way I can use that info to spawn in a fresh schematic at a particular site? I'm hoping it would overwrite the current ruin that has ? blocks.
Hi, I seem to be getting shadowed out empty spots where I think Ruins are supposed to be. I saw slightly simialr things on RubixRaptors's stream last night. Any help? I'm sorry if this has been asked about, I didn't see anything skimming through the comments.
Nothing we can do from our side there is currently multiple issues on the official vs issue tracker regarding something like that. You can try to increase the texture atlas it fixed it for some, but there is still another issue with them being ? blocks. I don't think that the distance from spawn has anything to do with it, tho. Are you sure about that? https://github.com/anegostudios/VintageStory-Issues/issues/4938
seem to be getting the question mark blocks on all ruins now further than 20k blocks from spawn, we've just been using the chunk reload to delete them but we find more with question marks on them now than we do that don't. I know somewhere i saw increasing the texture atlas might help, is that still the case? I will say the ruins we do find in good condition are amazing! Any help would be appreciated, im happy to send screenshots if needed, were on version 1.20.x using your newest update
Sorry but the issue is somehow on your side this mod is used on more than 700 servers right now. You can make a bugreport giving me all the details like logs and modlists otherwise i cant help
I have the mod installed and I have checked the logs, no errors or irregular things. Is there any known issue with it not working on servers? Or is it just something that cannot be fixed here
Betterruins will work without any other mods needed be sure to have it installed and you are good to go. Check your server main log. Config is not needed its optional when you install the mods configlib and imgui
Hello, I'm encountering some issues with getting this to run on my server. I simply cannot find any ruins, furthermore the 'map' items or any other better ruins items which would normally appear in the handbook just, do not show up when searched. I have some other mods, but I can't seem to find the compatibility issue. Better trades even works, is there something I need with a config?
Is it possible to provide a command to spawn a specific type of ruin? I found the perfect spot and I would like a ruin there. I am flying in creative for about an hour already to find a castle to copy-paste there, but I couldnt.
Bit of an unusual request for you guys- Could you add Vanilla Variants compat to the Palisade Blueprint? VV adds wood-typed variants of the palisades, but no way to craft them. BR adds a way to craft palisades, but not the woodtype variants. It would be a really neat interaction.
You prob have a server and not a singleplayer instance so you need to change the config on the server .yaml file or change the config in the ui on your client in a singleplayer test world and then upload that .yaml from client to server.
Mhh you can try another lux trader interesting bug tho we are using the same mechanic as vanilla uses with the treasure hunter trader, so I will try to replicate that at some point and report it to them. The maps are all in the creative inventory under Items and then search for map
With the config and imgui mods installed, as admin on my server, it doesn't allow me to edit the config settings of the mod, showing all options as greyed out
I love ever bit of this mod. I am currently on my journey to the Forlorn Tower. Will you be adding any Blackguard content also.??? Would appriciate it. Maybe finding an underground Blackguard cache that the tapatries say they often had hidden.
Fantastic mod. Great concept, good execution. I think I finally encountered a bug though. Interacting with a luxuries trader and giving him 10 gears when my inventory was beyond full resulted in my gears vanishing, no map appearing (even on the ground) and now I can't try to pay him again. Is there some kind of way to debug spawn the map in cases like this, or am I best waiting for another opportunity to find the Forlorn tower?
Will this mod add ruins to Homo Sapiens gamemode? I am enjoying the focused survival experience with no monsters, I have downloaded Better Traders as well which I know adds traders to said gamemode.
Re, I just tested with my mods, I have 3 generation mods in addition to BetterRuins, I put everything activated and the options to the max for the generation with a maximum of 100 blocks for the large structures, and well 0 generation while I am in solo mode with a speed of 10 on 10/15 minutes nothing, I removed my other mods and there every 10 blocks I have several structures everywhere. the mods I have are:
- Th3Dungeon - VS Village - Battle Towers
It is VS Village that blocks the generation of BetterRuins apparently and it is true that I have never seen a village generate just the towers of VS village...
Hello, not the mods that modify the mountains and everything, I meant like the combat tower mode or other mods that add dungeons, here I was afraid that the mod would not work because nothing special was seen, then I just came across the cathedral so I think it works xD
Ohh ok that's interesting, thanks for testing that and finding it out. I will keep it in mind if something like that comes up a really weird issue, tho.
Thanks for letting me know, and glad that fixed it for you. That seems to be an issue the vs team has to take a look at again and fix the texture atlas.
I had the same problem with the missing textures and getting white blocks with red ? on them, i didn't know how to increatse my texture atlas as sugested but i found a mod called Bigger Texture Atlas
installing this mod fixed my textures and everything looks normal now. i hope this helps.
I didn't necessarily want to add to that tracker because it seemed to be a different issue than what was mentioned there. Instead of the usual white with ? missing texture block for the entire thing, we had the one or two faces of chiseled blocks only, get a black and purple checkered pattern on it. We did find the answer to our problem after hours of removing and adding mods until we narrowed our particular conflict to the mod "Wild Farming - Revival". Maybe it can help the other issue but we found that removing the mod after making a world did not fix the isse, the faces that were effected would stay that way, though on a new creation without that mod it would not happen again unless we reinstalled that mod again. Not sure how they effect one another but without it, everything has gone back to normal.
Pls add all your information to our ongoing issue tracker, we have a similar issue going. I'm also looking for a world save and mod list so I can replicate this bcs currently I know it's happening, but it's not possible to replicate my machine
I am having an issue with blocks in the better ruins structures having missing textures. They are showing up with one or more face being a pink and black face. It appears to only be with the chiseled blocks. have tried to increase my texture atlas size and that did not resolve it. I was trying to figure out what logs I might need to look at to see if there is some form of mod conflict causing it. With a couple mods there doesn't seem to be an issue but with a lot it seems to begin happening to the chiseled blocks all over the place.
I dont think this is a specific bug with a mod this has been accouring in 1.20 to vanilla ones aswell but Im still gathering stuff to replicate it I can not currently
Hey there, I love the mod, but on v1.20.3 (mod v0.4.6) I'm getting missing textures. I am also using structure spawn chance 300% (v0.1.6). It seems to be happening with aged block varients. linked is a screenshot via dropbox. Is this an issue with the spawn chance mod, or this one?
Hey, it's me again, with the previous question about spawning ruins with the console. I saw your video, but I can't find the world generation (wgen) structure commands either in the game or on the wiki. Were they removed from the game?
Sorry, quick question as I'm encoutering this in game. I had found a structure, a tower with a TL. Then, I used a map for "hidden passages" that point me to said tower. Is there something hidden under it or it is pointing to that specific structure? Just so I know if digging around is worth it or it is more likely it is pointing to said tower? The wiki and QnA doesn't cover this kind of scenario.
Mhh I see we have not placed any of those armors there tho
It might be a bug with armor stands and worldgen I have seen people get random crap from them like a bear entity for example There should only be forlorn armor pieces in there broken ones...
I will have to make some testing to reproduce this bug to report it to the vs devs to fix it.
Will do! Sadly, its not even on any specific worlds. When this mod alone is installed on my Shockbyte hosted server, it consistently shuts down with an out of memory error when starting worldgen. I think this might be a server issue truthfully.
Would love a bit more detailed feedback, this is not helpful. A lot of people really like them the way they are, but we are always looking to improve stuff and are doing that with every update tbh.
What structure are you talking about can you send a screenshot I have a feeling its a vanilla one bcs im not aware of any steel armor loot in our structures.
This is a vanilla feature and has nothing to-do with any structure there is a setting for world config that would allow you to disable that mechanic might want to check the wiki how
Not sure if this is a foolish question, but is there a way to remove the sanity loss in ruins such as Auldberg? I like to think I've cleared out all locust nests in the underground, is there something im missing as to why its still making me go insane?
Running into a maybe similar issue as Mrozak on 0.4.6 except mine is only with just this mod, and is causing a crash on my server when loading any new chunks.
2.1.2025 04:13:40 [Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=15989,Z=16039 in world 'A new world' with seed 551189426 Exception System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions) at Vintagestory.API.Datastructures.TreeAttribute.FromBytes(BinaryReader stream) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Datastructures\AttributeTree\TreeAttribute.cs:line 206 at Vintagestory.API.Common.BlockSchematic.DecodeBlockEntityData(String data) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\BlockSchematic.cs:line 1391 at Vintagestory.API.Common.BlockSchematic.PlaceEntitiesAndBlockEntities(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleResolve, BlockPos startPos, Dictionary`2 blockCodes, Dictionary`2 itemCodes, Boolean replaceBlockEntities, Dictionary`2 replaceBlocks, Int32 centerrockblockid, Dictionary`2 layerBlockForBlockEntities, Boolean resolveImports) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\BlockSchematic.cs:line 1180 at Vintagestory.ServerMods.BlockSchematicStructure.PlaceReplacingBlocks(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleResolve, BlockPos startPos, EnumReplaceMode mode, Dictionary`2 replaceBlocks, Nullable`1 rockBlockId, Boolean replaceMetaBlocks) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\Datastructures\BlockSchematicStructure.cs:line 346 at Vintagestory.ServerMods.WorldGenStructure.TryGenerateUnderground(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleResolve, BlockPos pos, String locationCode) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 774 at Vintagestory.ServerMods.WorldGenStructure.TryGenerate(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleResolve, BlockPos startPos, Int32 climateUpLeft, Int32 climateUpRight, Int32 climateBotLeft, Int32 climateBotRight, String locationCode) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 274 at Vintagestory.ServerMods.GenStructures.DoGenStructures(IMapRegion region, Int32 chunkX, Int32 chunkZ, Boolean postPass, String locationCode, ITreeAttribute chunkGenParams) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\GenStructures.cs:line 215 at Vintagestory.ServerMods.GenStructures.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\GenStructures.cs:line 174 at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1874
22.1.2025 04:14:02 [Worldgen] An error was thrown in pass Vegetation when generating chunk column X=16014,Z=16026 in world 'A new world' with seed 551189426 Exception System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at Vintagestory.Common.ChunkDataPool.NewData() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Datastructures\ChunkDataPool.cs:line 158 at Vintagestory.Common.ArrayConvert.ByteToIntArrays(Byte[] data, Int32[][] output, Int32 count, Func`1 newArray) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Convert\ArrayConvert.cs:line 295 at Vintagestory.Common.Compression.DecompressCombined(Byte[] blocksCompressed, Int32[][]& blocks, Int32& refCount, Func`1 newArray) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Convert\Compression.cs:line 175 at Vintagestory.Common.ChunkData.DecompressFrom(Byte[] blocksCompressed, Byte[] lightCompressed, Byte[] lightPaletteCompressed, Byte[] fluidsCompressed, Int32 chunkdataVersion) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Model\ChunkData.cs:line 339 at Vintagestory.Common.WorldChunk.Unpack() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Datastructures\WorldChunk.cs:line 196 at Vintagestory.ServerMods.ForestFloorSystem.CreateForestFloor(IBlockAccessor blockAccessor, TreeGenConfig config, BlockPos pos, IRandom rnd, Int32 treesInChunkGenerated) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\8.GenVegetationAndPatches\Treegen\ForestFloorSystem.cs:line 82 at Vintagestory.ServerMods.GenVegetationAndPatches.genTrees(Int32 chunkX, Int32 chunkZ) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\8.GenVegetationAndPatches\GenVegetationAndPatches.cs:line 422 at Vintagestory.ServerMods.GenVegetationAndPatches.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\8.GenVegetationAndPatches\GenVegetationAndPatches.cs:line 196 at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1874
It happened to me in a world generated with the 0.4.5 version, then updated to 0.4.6, checking through my mods I do not have any other mod that affects the dialogue of Luxuries Traders and have only encountered the one Luxuries trader.
Hey, i've run into a couple unknown mines, and they have loot in the upper levels, but quickly after descending none of the chests or pottery or crates seem to have any loot in them. im wondering if this is a known issue or if its working as intended as i can't find anyone talking about it. i'd appreciate an answer to this, and thank you for all your work on such an impressive mod!
NiclAss ...i narrowed down that story structures bug to using "Better Ruins 0.4.5" with "Conquest Landform Overhaul 1.0.1". (using game version 1.20.1) - running only CLO 1.0.1, no other mods => No problem. - running only BT 0.4.5, no other mods => No problem. - running CLO 1.0.1 and BT 0.4.5, no other mods => I get the following error:
19.1.2025 17:13:00 [Event] The center unfolding... 19.1.2025 17:13:00 [Event] Starting world generators... 19.1.2025 17:13:01 [Notification] Sending server identification with remap False. Server control privilege is True 19.1.2025 17:13:07 [Error] Error during Init worldgen for Vintagestory.GameContent.GenStoryStructures 19.1.2025 17:13:07 [Error] Exception: No landform with code cr very flat found. at Vintagestory.ServerMods.GenMaps.ForceLandformAt(ForceLandform landform) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\0.GenMaps\GenMaps.cs:line 110 at Vintagestory.GameContent.GenStoryStructures.SetupForceLandform() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 555 at Vintagestory.GameContent.GenStoryStructures.DetermineStoryStructures() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 384 at Vintagestory.GameContent.GenStoryStructures.InitWorldGen() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 262 at Vintagestory.Server.ServerSystemSupplyChunks.LoadWorldgenHandlerAndSpawnChunks() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1457
If you have anything regarding the bug with the generation of story structure chunks when the world generated Pls share it its prob some incompatibility with another mod prob landform mod
I need more detailed bug reports over on discord or github with images.
Also try to reload the chunks one time this might fix it. This seems to be a rare issue and easily fixed with a chunk reload. (reload the world or travel away and then back to the chunk)
NiclAss It was the Underground Hideout map. But what's odd is I purchased the map myself, and it worked for me, but my wife tried to use the map and it told her "no location on map found." But I also bought a Hidden Passage map, and that one worked for both of us. Odd.
Thanks, the random crap thing is an unsolved mystery and also happend in vanilla. Will keep an eye out. But the forlorn towers seem to have duplicated armors stands I will resolve that for next update ty.
This mod adds items called blueprints which allow you to craft stuff that is uncraftable in vanilla. I can be found while exploring. I doesnt add any blocks so its all vanilla.
Its not low on performance tho. Some builds are massive and have quite some mobs, chiseled blocks in them. Low end systems might have a harder time but that up to you to find out.
Does this mod add content (blocks, furniture, etc...) or just new structure paterns? My computer doesn't like large amounts of item content being added.
The version of the mod you downloaded will only work with game version 1.20.0-rc.6 and above. If you are running a different version, you can either upgrade your game version to 1.20.0-rc.6 or download and use a version of this mod that supports your game version. For that, look at older releases of the mod; it is shown in the Files section what versions a release supports.
Minervaz For 1.19.8, you will require the file specifically made for 1.19.8. This is BetterRuins v1.39. Click "files" at top of the page and look at the list. You'll see a bunch listed for release candidates and the last 1.19.8 compatible version. I dont know that the newest version works with older VS versions, but this has occured with a bunch of other mods; their 1.20 mod versions aren't compatible with previous VS versions.
@Psycho_Doc (see above). Dependency means that the mod is requiring you to have 1.20rc6 installed to use it. Ie, it will not work on other versions of VS.
Yeah thats how it works and worked for the 1.19 version of betterruins in the new 1.20 you actually get a map which marks the locations of a structure on your map.
In your version it just hints you to a cold climate aka north structure location.
Hope that answered your question.
Thanks for your nice feedback glad youlike the mod!
Wanted to say that this mod is great - I've had a blast using it in my single player world! Your guys' builds are incredible.
I have a question about the luxuries trader large globe quest. I'm currently playing VS 1.19.8, with BR 0.3.9 installed. When I turned in the large globe to a luxuries trader, he mentions far to the north a structure to investigate, but does not specify the exact location. I receive 10 rusty gears and a temporal gear.
From the wiki, it sounds like a map can be purchased from the trader to a structure. I'm not seeing the option to buy this from the trader, though.
Is this working correctly? I ask only because I'm running a version of BR that's for 1.19, and not up to the current version.
How difficult is it to find the castle added in the newest update? I've ran 20K blocks and still havn't found it. Is there a certain part of the world that it exclusively spawns in?
Would it be possible in some future update, be it part of the structure or as a separate item, a block or item that casts a projection of the "original" structure. Kind of like the cementation furnace. It would be nice to be able to restore the larger structures back to their original forms. It could work like the rift ward and require gears to keep the projection active.
Hey thanks for your message could you give me a more detailed report preferably on the github issue tracker. We have multiple ruins fitting that description. You can try to /wgen regen 5 the area which will regenerate the chunks Which will also result in everything in that area to be reset so be aware.
If you could make a detailed report about that, it would be nice. This mod def takes more performance while generating for server but not game breaking, and it never crashed the server from generating that would be new.
We have a known issue with the university with crashing clients but it only happens with a massive mod list which prop results in either an issue with rc or a mod incompatibility or too many shapes present that the game can't handle.
So It would be nice to have vanilla game version, modversion and modlist and when the issue appears.
There are currently 60 servers playing with betterruins just fyi.
I got some white blocks with a red questionmark on it. What can i do against it? merry christmas btw. (its at this ruin where u can enter the big basement with all this corridors.
Huge amount of lag spikes when having this mod installed. We had to remove it from our multiplayer server. The spikes would happen very regularly. Probably not fixable but I loved the mod when I could use it!
Hey I tried to replicate it and Im not having any issues with that trader. Also BetterRuins doesnt do anything regarding that trader at all so there is no reason this mod is conflicting with such a thing.
Please make a more detailed bug report with video proof, modlist, crash report and all of that good stuff. You can do it on the offical issue tracker or on the one for betterruins but like I said this is not something that betterruins can cause tbh.
The Error message will be fixed with the next update but does not result in any issues.
Howdy -- on rc.5 this mod is incompatible with the latest edition of PrimitiveSurvival. Seems to be a guaranteed crash with PrimitiveSurvival and BetterRuins enabled whenever you ask to trade with an Artisan trader (can check by enabling mod, going into creative, spawning an Artisan trader, and initiating a trade). I am using the latest file version of both mods with rc.5. There are also crashes occasionally while exploring -- no cause yet identified, but it is only when playing with these two mods enabled.
Don't know if it has to do with the Error message on world-gen regarding Fire Clay brick blocks that happens with BetterRuins at the moment.
That sounds like a ruin that is intended to look like a stone structure like giant weird shaped rocks. There is not a lot of loot there as well. I would need some more information if this is a real issue.
Thanks for the report, haven't tested rc5 yet and seems like this will need to get adjusted by me for that version. It doesn't result in any issues so it can be ignored, but it will be resolved with the next update of this mod. Thank you for the report.
Ran into a familiar (meteoric) ruin on rc5. It is comprised of nothing but wooden rubble, meteoric iron, and limestone stone - not bricks. No idea what happened to the generation!
Hi, I get a error message upon world creation with rc 5 and BetterRuins as the only mod: [Error] Cannot resolve stack randomizer block with code claybricks-fire, wrong code?
Edit: After doing some research the stack randomizer is just a loot pool? with /debug blockcodes u get a log file with all the block id's there are only two with a similar id claybricks-good-fire and claybricks-damaged-fire after changing the stackrandomizer-betterruins.json with any of them solves the problem.
Ovich Some of the mod's structures use chiseled blocks which cause huge amounts of lag, sadly there isn't a list of which ones use chiseled blocks so that they can easily be deleted from the game
Yeah its not in the scope of this mod sadly I would like to keep this a content mod and not dive into code for that it will cause too many issues in the long run and makes it harder to maintain.
Also a lot of people dont really enjoy the temporal instability function I think.
There are village tile sets so multiple ruins that spawn closely together in this mod aswell as in vanilla. matching with temporal instability is not a thing sadly would be a cool thing tho.
If you want to configure stuff you can try the configlib mod with this mod.
Would be nice to have a config to change the density of ruins to be very high in some areas (simulating cities) and low everywhere else, maybe match it with temporal instability, higher instability inside the ruin areas because of previous experiments/devices used by these populations.
active/normal locust nests don't seem to be spawning locusts in the ruins in the picture for "tropical wonders" (not sure what they're called) should be noted I am playing the 1.20 unstable 1 and had a grace period active when visited which may have broken it, but I DID also find some locusts at the very top of the ruin above the cages? Might be an actual game bug, not the mod
The image you sent is not loading for me pls contact me on discord or open a bugreport on github the link for the Issue Tracker is on the top of the page tyvm
the version im running is 1.19 (i think it 1.19.8, but i uninstalled VS and am gonna redownload it to see if i have any chance with it) (redownloading it didnt work)
While I appreciate every comment here I want to let you know that this is not the place for bug reports, please use the linked GitHub page on the top or at least discord.
This comment section is very shitty, and I can only respond from pc and check it occasionally.
been havign a problem with textures inside ruins. the rock rubble blocks, wall art would either have missing textures or are just invisable, and sometimes fruit trees and stony rubble inside the structures would be invisible, and when breaking them, it crashes my game
(cant really find examples by going into the creative inventory either as that also crashes my game)
gonna see if deleating the config file might help (edit: yeah no, didnt work. i do also have texute issues with linnen sacks when placed down too tho)
to get rid of them you can /wgen regen [chunkradius] the area to get rid of them.
Would be cool if you could send me an image of the blocks that are causing the issues and their location in that specific structure tyvm for the report.
I love this mod but can we get one with no spawners or am i cunfused about how they work? Every time i clear a ruin and have to close the game i log back in to being surrounded and SOL.
Love the mod! I've been playing with it for 2 ingame years now on a private server and everyone here loves the ruins!
I've run into an issue with the Tinkerer's Part Blueprint; a lot of the recipes require Cupronickel Nails and Strips, which can't be created in survival mode. Could these recipes be updated to use a different kind of metal? Thank you again!
I love this mod, very impressed so far - my only issue thus far is with Auldburg - the waterlogged dungeon and cave system, it appears to have been filled with water via world edit, so all the chiseled blocks and stalacites have water source blocks embeded in them. The chisel blocks also mess with the light, so it is very very difficult to remove much water and you can't see anything. It took me a very long time, even with creative. I love the actual craftsmanship involved though, I spawned next to it, exploring it was brilliant.
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.
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?
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.
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.
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!)
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.
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.
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.
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.)
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.
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.
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?
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?
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.
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!
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.
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.
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?
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".
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?
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.
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....
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?
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.
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.
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.
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
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)
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.
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.
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
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
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.
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_
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.
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.
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.
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.
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:
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.
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?
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.
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!!!)
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.
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?
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_
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.
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.
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.
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
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.
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.
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.
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!
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!
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!
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.
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?
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.
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!
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 ^_^
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.
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.
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.
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?
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.
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.
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'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!
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
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.
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?
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.
10.5.2023 12:45:40 [Server Error] [BetterRuinsv0.1.0.zip] An exception was thrown trying to to load the ModInfo:
System.IO.InvalidDataException: End of Central Directory record could not be found.
at System.IO.Compression.ZipArchive.ReadEndOfCentralDirectory()
at System.IO.Compression.ZipArchive.Init(Stream stream, ZipArchiveMode mode, Boolean leaveOpen)
at System.IO.Compression.ZipFile.Open(String archiveFileName, ZipArchiveMode mode, Encoding entryNameEncoding)
at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 225
10.5.2023 12:45:40 [Server Error] [FeverstoneWilds-v1.2.0-1.18.x.zip] An exception was thrown trying to to load the ModInfo:
System.IO.InvalidDataException: Number of entries expected in End Of Central Directory does not correspond to number of entries in Central Directory.
at System.IO.Compression.ZipArchive.ReadCentralDirectory()
at System.IO.Compression.ZipArchive.GetEntry(String entryName)
at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 234
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 :)
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
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 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).
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).
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
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!
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?
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
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.
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!
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.
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 ^^.
@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.
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.
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.
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.
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.
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.
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.
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.)
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!
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.
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.
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 ^^
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 .
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.
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
@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
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...
@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
@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
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! ^_^
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.
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.
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.
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. :)
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.
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.
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.
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)
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
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.
Hey there team :) Love exploring with BetterRuins!
As a feature request, could server owners get config options for blueprints that are available / their output? Some blueprints feel incredibly strong and can damage the need for players to grind or trade, and I would love being able to either lower output or flat out disable some for certain playthrough styles.
Appreciate everyone's beautiful builds and work \0/
I'm not sure how to explain this, but I'll try...
I've notiiced that some ruins tend to be generated more in some worlds than others, to the extent that even if the spawn in increased and the distance decreased, certian ruins are rare. It seems like the ruins generated are strongly linked to the world seed and a preference is created for a small subset of ruins to be repeatedly generated. It's only really noticable if you really crank up the density of ruin generation. The apparent world seed link I am seeing comes from my use of the same world settings with altered random seeds to find cool looking terrain. For example, in one world, one castle dominates the map and I rarely see any others. While in another world with the same terrain settings, a different castle is the dominant one.
Geneticus
Yeah, after checking the worldgen code, your observation seems plausible.
Structure generation is deterministic and tied to the world seed plus the chunk position. For each chunk, the structure list is shuffled using a seed-based random, then each structure is tested against chance, terrain, climate, flatness, water, overlap, distance rules, etc.
So it does not look like the game literally stores a “preferred ruin” for a world, but some seeds can naturally make certain ruins pass those checks much more often than others. If you crank up ruin density, that bias becomes much more visible, which can make one castle or ruin type appear to dominate a world while another seed favors a different one.
So I’d say your claim is basically correct: the world seed can strongly influence which ruins successfully generate most often.
But this is how the vanilla worldgen uses and thats how it works nothing we can or will change.
I found a Galaxy Table in my 1.22.2 world, but on placing two of the 4 parts the game crashed with an "Index out of bounds" error.
Lantalia
Its how they do their calculation for oceans.

Story structures force landforms so they change where oceans generate.
this is how the original mod fixed it
Silly question, but which parts of BetterRuins cause it to completely change all the terrain if added to a worldconfiguration that was already working really well with TerraPretty and RiverGen? I get that they are incompatible, when changed, but am wondering what aspect of adding new structures causes entire continents and river systems to be completely rewritten, even in the absence of large structures? There is obviously something I don't understand about how landforms are generated, but, if there is some part of BetterRuins that could be disabled to get most of the new structures without utterly changing the macro scale world and rivers, that would be very helpful
Wait, so THIS is the mod that's eating up so much RAM? I... would not have expected that.
Really wish I could disable certain large ruins and such even if just by creator name. Not a big fan of certain building styles but like the rest.
Holken
Have you tried the the config with configlib and imgui. It already offers a big range of options everything more complex would go into modding the mod itself.
I have and I like that I can toggle certain megastructures, though the lack of control over specific large ruins and such kinda sucks...
Holken
What specific ones do you mean? Story locations yes those cant be toggled also for the safety of the average user.
I don't know the code for it but there is this one that is almost totally made of chiseled bits smaller than a quarter of a block which I find to be very jarring. An exact example I can give is "brsurfaceruins-0408" which I wish I could disable as it's just not my taste.
aged wood turning to question block problem is Serious
purple8cloud
BrigadierElm
Pls report this with detailed informations and zipped modlist on our github issue tracker so its possible to replicate it.
NiclAss Any idea what causes the missing textures? I'm seeing this on newly genned worlds with just this mod - it's not every ruin but never hit the issue before the 1.22 update (1.22.2 specifically).
hey r u using material needs?
No, is this a depedency?
forget it
material needs touch aged wood variant
but its seem to not material need's fault
maybe vanila problem?
Traders structures missing Generation · Issue #7172 · anegostudios/VintageStory-Issues
This doesn't block the new ruins in the base game, right?
GrimmSpector
No this still allows all vanilla ruins and traders to spawn this is also listed on our FAQ.
It just adds new ruins and slighly reduces the vanilla spawn chances to not overflow the overall spawns.
I don't know if it's a bug, but if I use a schema, after creating it, the schema disappears forever.
EDIT:
Probably these 2 mods were causing confusion
https://mods.vintagestory.at/brschematicpatch
https://mods.vintagestory.at/show/mod/36100
JACO1989
Yes these mods are outdated pls dont use them. 1.22 changed something about the way these non consuming recipes work.
BUG: translocator maps don't point to any teleporters. bought 3 of them and no luck, changed to crreative and nothing around the marking of the map
Nebux
Just tested this on 1.22.2 and betterruins v0.6.1 and it worked perfectly for 2 translocator maps and 6 underground cave maps.
Pls provide a way to replicate it.
On our github issue tracker.
Are you sure you are checking all the way to mantle on the X?
Im getting terrible missing textures for a lot of the ruins, specifically what looks like aged wood, hovering over the "?" block either says unknown or nothing at all. How can i fix this or must i wait for an update?
Im running the 0.6.1 update too. I have ran fixmapping like 4 times and it hasnt worked. I tried increasing the texture atlas but it bugged out my tall grass textues and still didnt fix it.
DeeBz26
Pls make a detailed bug report with your complete modlist and all relevant details to replicate this on our github.
I reverted back to 0.6.0 and it fixed my issue 👍
DeeBz26
This is not helpful bcs this is not related in any way bcs lets say you are having question mark blocks in structures that generated and you now downgraded the mod and you say the question mark blocks are gone this makes no sense bcs blocks that got generated are not chagned in any way by this mod so it makes no sense to downgrade at all. I guess just reloading your game fixed the question mark blocks. Which might be a texture atlas issue.
If you can provide more useful input that would be wonderful ty.
Getting this crash on all clients gettin close to a structure on my server.
NullReferenceException<!--TgQPHd|[]-->atForgeContentsRenderer.cs:line 243XSkills Gilded (xskillsgilded@1.3.17) and or chiseltools@1.17.1
- i would do an update on your xskillsgilded, they pushed a 1.3.23, and of course update the xskills fork to 1.0.24
TheOddApe
Bannta
ForgeContentsRenderer is a vanilla issue and will be fixed with the next vanilla update you can try to regen or delr the area to resolve it for now.
https://github.com/anegostudios/VintageStory-Issues/issues/9139
I tested BetterRuins alone on a fresh world with no other mods.
Vintage Story version: 1.22.2
BetterRuins version: 0.6.1
RAM usage grows to 10-11 GB while generating/exploring new chunks.
The game also freezes about 3 times per minute.
This happens with only BetterRuins enabled, and it uses more RAM than my 70-mod modpack without BetterRuins.
I fully restarted the game before testing.
I can provide client-main.log / server-main.log / config / worldgen settings if needed.
Has any fix or at least a flag been raised about this? Been having the same issue but taking up all 32 gbs lol
Getting this crash when going near the Sunrift Experiment. It says "Involved Harmony IDs: placeonslabs.
Running on 64 bit Windows 10.0.22631.0 with 65349 MB RAM
Game Version: v1.22.2 (Stable)
5/8/2026 7:41:05 PM: Critical error occurred
Loaded Mods: awearablelight@1.1.7, woodlogstack64@1.2.1, birdseye@0.1.4, blackguardadditions@1.1.9, cavesymphony@1.2.2, chiseltools@1.17.1, containersbundle@1.3.1, creaturefootsteps@1.1.0, elstoneforge@1.0.4, elivory@1.0.4, elshadowsp@1.0.2, eltrench@1.0.3, vichnybackpack@3.0.1, explosive@0.2.0, fadynasties@1.2.8, fagothic@1.3.4, fagreenwich@1.4.5, fahussar@1.1.6, fajousting@1.0.5, falandsknecht@1.2.5, fatemplar@1.4.6, favarangian@1.1.0, faviking@1.1.5, forlornadditions@1.0.4, hydrateordiedrate@2.4.6, immersivemining@0.2.20, jsonpatcheslib@1.5.2, longclaybricks@1.0.0, millwright@1.3.3, moreashlarblocks@1.1.1, moreflooringpatterns@1.0.4, morepolishedrocks@1.0.2, nailsmold@1.0.2, overhaullib@2.0.8, racialequality@0.1.28, soapandlyecontinued@2.1.2, stonequarryrepckfipil@3.6.2, tankardsandgoblets@1.4.2, translocatorengineeringredux@1.6.5, translocatormap@1.0.0, valkyrjahair@3.0.0, game@1.22.2, vsimgui@1.2.4, wwaymarkersandmatneedspatch@1.0.0, wilderlandsbehaviors@1.0.8, wdepositscarcity@1.0.0, aculinaryartillery@2.0.0-dev.12, alchemy@2.0.0-rc.1, algernonsterrainsampler@1.2.1, ancientweaponry@1.2.0, animalcages@5.0.0, apelanterns@1.4.0-pre.1, attributerenderinglibrary@3.1.1, bedspawnv2@1.6.4, betterdeathmessages@1.0.3, bettererprospecting@3.2.4, betterruins@0.6.1, billposting@2.0.0, blocksoverlay@4.10.4, bloodtrail@1.2.1, buildingwands@1.0.2, butchering@1.13.2, carryon@1.14.0, cartwrightscaravan@1.9.0, claimsradar@1.1.1, clothierheirloomsmod@1.1.0, coinage@2.1.3, commonlibforked@2.8.1, configlib@1.12.0, darkerwalnut@1.1.5, doorvariants@1.1.2, emotes@2.0.5, envelopes@3.8.3, expandedstomach@1.4.1, extrainfo@2.1.0, fantasycreaturesupdate@0.7.96, farmlanddropssoilupdated@1.22.0, farmlanddropswithnutrients@1.2.2, farseer@1.4.0, foodshelves@3.0.2, footprints@1.2.1, healthbar@1.4.1, herbarium@1.4.2-rc.1, immersiveminingandahalf@1.0.0, infinitumpickupmod@1.2.9, jaunt@3.0.0-rc.3, juicyores@1.0.2, kevinsfurniture@1.9.0, mngeology@2.0.3, materialneeds@1.1.16, medievalexpansionpatch@1.3.7, metalpots@1.7.2, ndlwoodentorchholder@3.0.1, noticeboard@1.3.0, opineuponpine@1.0.8, petai@5.1.0, placeonslabs@1.0.5, playerlistrevived@2.3.8, playermodellib@1.18.0-pre.9, playerstatusstrip@0.1.24, postsandbeams@1.5.1, realistictemperatures@0.1.6, realsmoke@1.2.0, rpvoicechat@2.5.2, shipwright@1.3.3, shotglasses@1.1.0, slowtox@5.0.0, smithingplus@1.9.0-dev.1, statushudcont@4.3.1, stonebakeoven@1.2.2, storagetweaks@1.1.17, substratereflush@1.0.0, th3dungeon@0.5.0, vinconomy@5.3.0, vsairshipmod@1.1.2, creative@1.22.2, vsroofing@1.5.2, survival@1.22.2, watersheds@6.2.0, windchimes@1.5.0, woodenfortifications@2.0.11, autoconfiglib@2.0.10, cats@5.0.0, draconis@1.4.0-pre.2, em@3.5.1, fseraph@0.4.7, fluffydreg@0.7.0, helvehammerextforked@1.9.1, humans@0.4.0, koboldrdx@1.4.1, lupines@0.2.0, pegasus@1.1.0-pre.4, playercorpseforked@1.14.1, scoopofjammod@1.2.0, shearlib@1.3.0, skeletons@0.6.2, tailorsdelight@2.2.0, terrainslabs@1.0.13, thebasics@5.5.0, underwaterhorrors@0.5.1, wildcraftfruit@1.4.61, wethology@1.0.2, wlunarbound@1.0.2, wtweaks@1.0.1, wwaymarkers@1.0.4, wolftaming@5.0.0, aldiclasses@2.0.0-rc.4, bricklayers@3.2.1, drakeextension@1.0.5, wrustbound@3.0.0, wool@1.9.1, aldiclassesracepatch@2.0.0-rc.1
Involved Harmony IDs: placeonslabs
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.RenderAPIBase.RenderMultiTextureMesh(MultiTextureMeshRef mmr, String textureSampleName, Int32 textureNumber) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 112
at Vintagestory.GameContent.ForgeContentsRenderer.OnRenderFrame_Patch1(ForgeContentsRenderer this, Single dt, EnumRenderStage stage)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 953
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 5/5/2026 4:54:19 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x0x2bd4
Faulting application start time: 0x0x1dcdc9c7dbe69e8
Faulting application path: C:\Users\User\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\User\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 3fad085d-fc64-4eef-874e-ab46946c26bb
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 5/5/2026 4:54:02 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.2.0, time stamp: 0x693c0000
Faulting module name: KERNELBASE.dll, version: 10.0.22621.6060, time stamp: 0x5dcc5c14
Exception code: 0xe0434352
Fault offset: 0x000000000006055c
Faulting process id: 0x0x2bd4
Faulting application start time: 0x0x1dcdc9c7dbe69e8
Faulting application path: C:\Users\User\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 4a28efb2-f476-4836-b513-47737778a560
Faulting package full name:
Faulting package-relative application ID: }
Sniper115
Pls make a detailed bug report with a zipped modlist to replicate this. on our github issue tracker. This is very likely the place on slabs mod causing this.
Hi, anyone know why there are question mark blocks? I looked up what this ruin is supposed to look like, and I think some of these blocks are the same as ones that are rendering fine, which is confusing.
im having the same exact issue, have you found a fix?
not yet
I don't have an answer, but I do have another question; is this happening as the host? I just spun up a new world last night and my girlfriend was seeing some blocks like this, albeit with a different ruin, though everything was appearing normally for me as the host. The only two differences between us is that I'm on Linux, and she's off-host. She's literally running a copy of my mod folder, so I can't explain what's causing this.
I hope this can help with tracking down the cause.
it's in singleplayer.
i believe i found a fix, reverting back to 0.6.0 fixed my issue. there is a problem in 0.6.1 regarding the very aged wood planks.
ulture
Pls make a bug report with all the relevant informations on our github.
This mod has good feng shui. JUSTICE!!!!
Story (for context) and appreciation time so get comfy :3 Hello my name is Lucy and i have always been a glutton for survival games, my most favourite is DST and survival mods for Skyrim. I did mod games like stardew valley and terraria etc to be survival too. In these games you generaly also build a base (not so much for Skyrim okay) and its a crucial part of the game and your well being. Not for me cause... i did play minecraft a lot when i was like 9+- years old (stopped playing entirely in 5th grade). My parents were getting a divorce at the time. I have so many memories of them screaming etc. I usually just ran into my room to play minecraft that was at the time a free and an only game i had (exept the sims 2 or 3 idk wich yes i know a girl doesnt like the sims and her (4years) older brother does lol). I was fascinated by the possibilities of red stone and was building and learning things and tricks from youtube videos and my own experiments. I made a nice roller coaster in a desert village with some red stone decorations/traps/"spooky" things for the ride. I did also made an upgraded HUGE version in a snow biome and made a snow village too to copy the desert project. My last project was a secret tree house/lair (also with minecarts) in the redwood forest jungle and i was so proud of that build. All was build while i could hear my parents fighting and crying... Well save to say i do not like building now and i dont build in any games other than whats absolutely necesary cause it does bring out the memories and also idk i suck at it too and it makes me angry and sad and i just rage quit and dont wanna play... Same was for Vintage story that i bought 2 years ago (cause my friends REALLY wanted me to play this yes AMAZING game), played with them on a late game server where i learned most of the mechanics etc. Then we ofc as adults just magically skip 2 years to present where i rediscovered this game again. Yea lets check out whats new, oooh on youtube theres really cool series with a few mods like step up and info HUD oh yea i am gonna get those too and while i am at it lets sort the mods by most downloaded, oooh better ruins is first, that sounds cool lets pop that in and explore :) OH BOY explore i did! 10 whole hours i was running around and all i wanted was to see the next ruin! a HUGE ruin of a HUGE bridge? :O an almost drowned (it spawned in water at coast of a big lake) village? so serene :3 A CASTLE ruin? OoO a BEAUTIFUL fountain, taverns, clock?towers and DUNGEON ruins??? AAAAAA THIS IS SOO AMAZING >o< AND THEN IT HAPPEND... i climbed a nice small but chonky mountain and i saw it... a perfect size pond next to a redwood forest and there it was... a ruins of a couple of houses, two with second floors connected with a cute little bridge and a small separate house behind. THAT was my dream home and its gonna be for at least a year (irl) i hope :D No building from me needed so beautifull nothing to stress me out just gonna renovate the fallen walls oh its gonna be so good^-^ YEA IF IT WASNT FOR THE LIKE 6 DAMN SPIDER NESTS IN ONE ROOM WHAT YOU LITTLE FREAKS WHY SO MANY >:C it was a WAR that took me almost 3 hours OKAY BUT I DID IT all nests are cleansed my new home is ready FINNALYYY >o'<. Since i did spend most time travelling first thing i did was a farm at the pond so so far i just made a quick renovations to settle a main room with the pre build kitchen (i LOVE the chimney), upstairs i made a smithing area to second use the chimney cause its so good :3 also i moved the bed to the next house connected with the bridge (YES THE ROOM WITH THE NOW CLEANSED SPIDERS IS MY BEDROOM I KNOW) i am gonna have the best dreams there out of spite idc! >:P I also LOVE the details put into the story telling enviroment and skelletons i had a big chuckle at the one skelleton that had his skull crashed by an anvil :o ooops. Also got REALLY drunk from one of the taverns ancient drinks oh yea was a fun struggle to explore the ruin with the effects uh oh >-<
Sooo i wanted to THANK ALL THE CREATORS SO MUCH i had and will have so much fun mainly cause of your mod! You all did so amazing and i am now so happy and excited to come home from work :) Thank you for your time and patience reading all this too :D <3
HappyPlant
Thanks a lot for such a nice text and it was quite the read. Very lovely and glad you enjoy what we do. It really motivates us aswell :)
Any chance you could add an option for disabling enemy spawning? I play exclusively Homo Sapiens, but do want the ruins. I have a mod for disabling rust monsters, but it gets a conflict with better ruins as the mod tries to spawn the monsters.
Finnwolf88
Nothing we can add atm sorry. Vanilla needs to tweak the vanilla spawner block to work differently to easily allow us to make a patch for this.
Or you install a mod that disables the vanilla spawner blocks im guessing. But that could run into other issues aswell.
Is there a map or list of what the ruins in the config look like? Meaning how do I know which ruin is which by name when I want to tweak the config?
Geneticus
The config has links to our wiki you can take a look at some of them there

I do hope the shopping center ruin gets added back in, such an iconic ruin and always fun to find!
CaptainFoxx
Was never removed but moved to story location category bcs of its size
https://github.com/NicIAss/betterruins/wiki/story-structures#12-shopping-centre
**** yes.
Not sure if this error is from this mod or one of the many others I have that are throwing errors.
[Error] Patch 1 (target: game:blocktypes/wood/woodtyped/crate.json) in betterruins:patches/others/universalpatches/handbook-exclude.json failed because supplied path /creativeinventoryStacks/0/stacks/- is invalid: The json path /creativeinventoryStacks/0/stacks/- was not found. No such element 'creativeinventoryStacks' at the root path
KiriRae
Can you please provide enough informations so we can research this im guessing its a mod incompatibility. So a ziped modlist would be good or any other details to reproduce this ty.
Having some issues with the ruins not generating loot. At least, I found two villages so far, both with only empty chests. Is that normal?
Swiftthistle
Pls share some screenshots so we can take a look if this is related to this mod or not ty.
NiclAss hey man, first of all thanks for your time.
I'm making a mod, CollapseStory, that introduces structural engineering and gravity to player built and placed blocks. It uses bfs tracing to update the blocks in a structure, if another block is removed or placed.
I'm moving soon into the compatch phase/version, and I'm trying to figure out how to make it work with ruins mods, especially the betterruins mod, without the ruins instantly collapsing, when a player disturbs something, bco the BFS trace, and bc the vast majority of the ruins are totally structurally unstable, if the collapsestory structural engineering simulation is applied.
I can't bound the BFS trace, since that would make e.g. bridges or towers impossible.
I can't add "player-placed" or similar flags, since that would likely add performance issues.
I'm toying with using the vanilla .cs code for generating structures on worldgen for discerning between player placed blocks and worldgenned structure blocks, since the worldgenned ruin blocks are bounded by a cuboidi via the API's GeneratedStrcuture's "Location" field. And then within that cuboid, I then bound collapses to only go to a certain radius, hence gating collapse of the whole ruin on player disturbance of the ruin blocks.
Does BetterRuins use the vanilla functionality to generate ruins (can't find any dll to look at in the mod zip-file)? Since then the above half-solution would work out of the box.
Also lemme know if you have any better ideas to solve the above problem. Thanks!
edit: nvrmind it does, the issue is with mineshafts from the underground mines mod, they aren't detected by wgen pos structures, hence not part of the above fix.
DreamEater
Yes betterruins uses just vanilla generation the mod itself doesnt change anything on the code side.
If you find out how to handle the vanilla ruins you will be fine with this mod. They are just a bit larger in some ocassions :P
I did, they are fully compatible now! thx for the reply. I gated the BFS trace, so the ruins don't completely collapse when a player removes or places a block, only a 3x3x3 radial around the disturbed blockpos collapses.
Underground Mines tho, doesn't use vanilla generation, so currently scratching my head trying to compatch that mod's massive mineshafts from collapsing on block disturbance, lol.
I'm having the same CTD issue as the one on the issue tracker. Huge black squares are on the map from a distance, indicating a missing chunk I assume. Getting anywhere near it crashes the game with exactly the same error log as 'FrozedonTheDogeman'
Secret1
Yeah we are all waiting for this rare bug to get fixed since there are a lot of reports on the vanilla issue tracker....
https://github.com/anegostudios/VintageStory-Issues/issues/9139
NiclAss Yeah, I did investigate if this was in reality a vanilla issue. Just thought I'd bring it up as I don't intend to make a github account to duplicate the bug report there. Thanks for your collective great work, I highly enjoy the mod.
Just checking, is the newest version (0.6.0) compatible with the (original) rivers mod? I'm running both and I'm getting rivers fine but not finding any ruins. Sometimes you list compat specifics in the changelogs, so I thought I would just check. Thanks for all the work you all do on this! This is a must have for our play throughs, so we're about to give up rivers if we can't get it to run together
litesalt
Normal Rivers mod works fine. Rivergen is not recommended but will work when not changing versions after world creation.
Hello! So if I have an already created world and add this mod it will automatically add the new structures?
Anparatul
Yes structures from this mod will spawn in new chunks otherwise for storylocations if the terrain is blocked you will get a popup saying what you would have to do to make them spawn in.
dont work on 1.22.1 version...
zor2552
I have tested it specifically for 1.22.1
It works for me and many others just fine pls make a detailed bug report on how to reproduce this issue.
Hi, after i installed the mod, it says its v0.6.0 and my game crashes when i try to enter or start a new world. any way to fix?, i have already updated to latest version
Blockenstine
It works for me and many others just fine pls make a detailed bug report on how to reproduce this issue.
Hi sorry, im still a bit new to this game, what part of the log do i put here?
With no other mods enabled and generating a new world, I can't seem to fix a stuttering/freezing problem I'm having with the mod when generating new chunks
Frost_Hold
Well depends on if you are on a very low end system you might run out of ram or you didnt close your game properly and now you game piled up ram. Best to close it completely after swtiching a lot of worlds or servers or creating test worlds.
After updating from 1.22.0 to 1.22., It's fixed, but before that, it was stuttering with 32gb of ddr5 on a fresh start-up of the game
Did the Cathedral get removed at some point? Been wanting to stumble accross one but they don't seem to spawn even with map in hand.
Silasxsecrets
No its still in the mod but not a storylocation and not findable by map. Even if the item might exist its creative mode only.
You can find the cathedral if you adventure north in very cold climates.
Started a new save to test out a few mods and came across a gallow right outside a church.
thank you for adding a lot of the trader furniture in blueprint form!. but you missed the canapys! id love it if there is a canapy blueprint so we can have those as well! :D thank you!
The Agriculture trader merch also cant be made. but this can be fixed by putting veggies or fruit etc in the empty versions in a crafting table if you plan to add more ways to get trader items!
_WillowWisp_
We have all those already perpared and just need the recipes to get added.

Every time I load a new world its pitch black and it wont go away untill I remove this mod. Can anyone help me fix this?
nvm: It was Occlusion Culling.
Nilsson There is a minor patch, when you boot the game look at the top left and see if there is an option to update the game
that did the trick for me :)
Very strange problem... from what I can see, it only happens to me... in the mod list it says incompatible with the version, version 1.22.0 is required and you are on version 1.22.0. When generating the world, the mod doesn't load and doesn't generate any structures.
As an extra detail, this started happening to me from pre-release 3 of version 1.22.0
Helo. i have this when generate new world:
25.4.2026 20:48:01 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output game:metalblock-corroded-sheet-manasteel cannot be resolved.
25.4.2026 20:48:01 [Warning] Failed resolving crafting recipe ingredient with code game:metalblock-corroded-sheet-terrasteel in Grid recipe
25.4.2026 20:48:01 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output game:metalblock-corroded-sheet-terrasteel cannot be resolved.
25.4.2026 20:48:01 [Warning] Failed resolving crafting recipe ingredient with code game:metalblock-corroded-sheet-elementium in Grid recipe
25.4.2026 20:48:01 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output game:metalblock-corroded-sheet-elementium cannot be resolved.
25.4.2026 20:48:01 [Event] 2461 grid recipes loaded from 415 files,
Mayby because i added BotaniaStory mod, and BR mod cant add items to loot pool.
Why was the option to store blueprints in bookshelves removed?
Mangled
To allow them to be stored in cabinets with the correct size.
Actually it may not have been VS Village or Better Ruins, I think it's another mod, so nevermind
This and VSVillage has caused my world to freeze on the loading screen when I updated it to 1.22.0, is there anything you guys can do or is it only on my end?
How to remove the mod without causing the "could not find story structure config" warning spam in the server console?
Kubistonek
To my knowledge there is no way to prevent that but it might be something to bring up to the vs devs to fix this. Since it doesnt really need to be displayed if the user decides to remove the story locations.
Just out of curiosity, after downloading 1.22.0 (Stable) I have installed the newest current version of better ruins v0.6.0, yet when I go to mod manager and reload mods I get an error that says "" This mod requests game version 1.22.0, but you are on 1.22.0. It might not load propelry"". Do I need to do something diffrent or?
BalroG_666
https://github.com/anegostudios/VintageStory-Issues/issues/8543
This can be ignored for now it has been forwarded to the vintage story devs to fix.
Is there easy way to add own custom structures to this mod, on the server-side?
We have long-lasting server with some nice player creations, in case of map restart, would be nice to have these structures autogenerated somewhere (of course it is possible to cpypaste them into new save, but my idea is to generate them randomly, to be discovered by someone).
Wahazar
You can make a mod just like this and implement just what you are saying. You can take a look how this mod does it or you can contact me on discord so I can help you out get your mod started if you send me some details and schematics I can set it up for you and tell you how to expand it with your other builds.
This is the best mod I've ever seen. You can really tell how much love and hard work went into it, especially in the maps, which lead you to incredible structures. It makes you really want to explore and spend more time in the game.
The structures I like best are the ones that share lore with the base game; they’re so immersive that on more than one occasion I thought they were an official part of the game. If it weren’t for the fact that the maps indicate they’re from the mod, I wouldn’t even realize it.
It’s excellent work, and I’m honestly very grateful for it. I hope they continue to add more content in the future that blends the game’s lore in this way.
Thank you BR team for the quick update to stable <3
WOW!! That was quick!!
Daddelbox
Someone has manually regenerated chunks I would guess. Exisitng chunks are not altered in any way.
I had some structures (castles to be specific) marked for later, but as i got there all were gone, any idea what causes this?
Just a question, how long do we have to wait for this mod to be updated to 1.22 when stable comes out? bcs i see you have version for RC 1.22 so i would assume not too long of waiting after 1.22 hits stable?
Alkopoligami
This mod is very ready for the next update it just depends on what changes vanilla still adds with upcoming rc versions.
Looks like the Planter (Seasalt) has a generic item(all) for the 2 row, middle position of the crafting recipe 1.22 version
Bannta
Thanks this is already known and will be fixed with next release of the mod but still thanks for letting me know.
Is there any way to force the Intact forlornhope tower(the story one) to spawn at an area of my choosing? using the wgen structures command I can only spawn the ruined ones. using VS ver 1.22.rc8
Thievishlogin
thanks! NiclAss
NiclAss Thanks for the response, and that snipet. I understand now, you're working with the vanilla tools provided and they work through sectors and have some definable parameters on where to spawn like landmass maps, but not climate maps. Lol I've personally always been very unlucky and my southern type ruins always spawn north. But thats just bad luck. I appreciate all the work you have put in though! And the command tools provided do solve the issue anyways. Thank you again!
GawkyCrayon are you using this in conjunction with any other world generation mods? What version of VS and what version of better ruins?
Hello, I am trying to use this mod on my server, and for some reason I am getting question mark blocks on the server.
MedicBot
You can try to /wgen regen 2 the area
SoupInCat
Hi, yes the main misunderstanding is what I mean by the positions being “set”.
The story structures are not placed by first checking the climate and then picking a fitting location. I also cannot tell the game things like “only spawn this in desert”, “never spawn north of this point”, or “only allow this below a certain Z value”. That kind of climate-based restriction is not something I can directly do here.
What is actually set is the sector layout. Each story structure has a predefined coordinate area in that layout, and that layout is then mirrored across the four sectors of the map. So a structure is placed based on its assigned map slot, not because the game found the “correct” climate for it.
I will provide a snippet on what a implementation of a story structure looks like so you can see what values are avaible for it, this might be a bit complex but if you are into detail it should self explain.
That is the main reason this issue happens. The game’s climate changes in north/south temperature bands, but those bands also loop in waves instead of being one perfectly clean gradient. So even if a structure is placed in a slot that is usually reasonable, that does not guarantee the climate there will always match perfectly in every world seed.
It gets more noticeable because these story structures also force their own local temperature where they generate. So if one lands in a not-so-ideal spot, you can get a sharp jump like temperate climate right next to desert climate.
The only way to reduce that even more would be to move all temperature-forcing structures much closer to the equator in the sector layout. But that would make them much more predictable, easier for players to find, and honestly a lot more boring. It also would not fully solve the issue it would just make them all spawn in the same central band, where they could still be a bit off.
So the current setup is basically a compromise: they are placed a little north or south of the equator, but not so far that they are usually completely wrong. That keeps exploration more interesting while still reducing the worst cases as much as possible.
So no, you are not missing an obvious fix the limitation is real. I can improve the odds through the layout, but I cannot fully force climate-perfect placement.
Since this is a vanilla feature we would require vanilla to need this change for them to implement it and I dont see that happening anytime soon. I can ask around again but it would be a core change to story structure generation.
Meowsers There is! Just check out the Useful Videos section of the mod description, the last two videos in the list are what you're looking for! :p you'll follow the commands to manually generate the ruin elsewhere, then regen the old location in a large radius to get rid of the old location!
Quick question, is there any way to regenerate the bigger ruins like The Sunrift Experiment, The Coal Mine, etc. Anything that is marked with a map?
NiclAss "And I will repeat again the positions of the temperature story locations are set that they dont spawn in extreme temperature settings like desert story structure will not be as far north spawning. If you change worldgen settings ofc that will affect that."
Hi! I was just wonderinggg how is it that the "positions" are "set"? I know you can set min distances from spawn or from eachother, or however that works. But is there genuinely no way to prevent it from spawning above or below a certain Z value? Also, "set that they dont spawn in extreme temperature settings like desert story structure will not be as far north spawning" how does NOT changing the world settings prevent the issue of a desert (50c area) spawning in the middle of a temperate zone (14C... three times colder...). As far as I can tell, even with DEFAULT world gen settings, the desert story locations will still often spawn like that. I am not a modder and all I can do is spend a few hours using commands, finding new more suitable climates to move the ruins spawns to, regening them there, and regening all the old ruins and the area surrounding them so they dont mess up the local climate and are not duplicated. It is a solution and im VERY grateful you've taken the time to provide us these tools. But it really is so crazy to me that of all the things people are able to mod into this game... preventing a custom major storystructure from spawning above or below a certain z value, or within a certain climate zone, or "x" number of blocks z+ or z- of spawn (+ or - a bit depending on custom starting climate choice), customizable or otherwise, is not possible. How is such a problem unsolvable after even 2 years? It feels as though I MUST be missing something. Because going from 14c to 50c (on a completely unedited default world) within 100 blocks, is kinda bonkers and feels like it should have been addressed by now. Unless it really is impossible to fix. Which, fair if so, i'll just keep manually moving them then.
NiclAss I mention the spawn rates because I remember finding them more prolificly last year even on defaults when I was testing worlds for my server, and bear in mind I had to make tens of worlds and it was a recurring theme. Im actually having the same issue now with the mod The3Dungeon which I found incredible amounts of even on default last year as well. These updates I incredibly look forward to but they really have taken a toll on mods.
I'm on 1.21.6 and dowloaded 0.5.7 and there are white question mark blocks in some of the ruins. Is there a fix for this or at least a way to tell what its trying to load so I can try to fix it?
Austin_Legend
Yes this is a known issue on 1.22.0-rc.6 I have forwarded it to a vs dev privately but I might just make a bug report on their github. Not sure when they going to fix this introduced bug.
The spawn chances do work as intented on default if you want to get specific builds its hard to find them by chance.
Auldburgs water seems to be missing on 1.22.0-rc.6. Also has the spawning for the structures been broken? The only way I found one in the newest update is dropping spawn distance to minimum and cranking auldburgs to max. Not a single one on normal spawn rates for an hour flying at 5x speed. Nothing like when I played last year.
i got it working i just had to drag instaed of unzipping to mod file NiclAss
Madalovin
Thanks for the headsup its fixed for the next update.
Vintage Story 1.22.0-rc.6, BetterRuins 0.6.0-rc.2
With use of the Artisan's Blueprint I can make 'Planter (seasalt)' with just about anything in game?

(from plants, ruins, other modded items, roofing etc.)
scaledwarlock
Yeah idk can you provide your save and modlist aswell as what vanilla version you are on. so we can replicate it. So that vanilla devs can take a look at it. ty
not sure what did this
Appreciate the links at the top. doh. yhea kinda wierd my sistuation, i reinstalled 1.21.6 stable and viola we have spawning stuff again. will tinker around a bit more with 1.22... and check out the discord, your mod is spectacular when i can get it to work. thanks for the effort and time you all put in.
Omega88
On the top of this page you can find our discord.
I can not replicate this issue on rc6 with betterruins and configlib and imgui I get ruin spawns and no issues in the log.
Do you have a discord, after the recent update from rc.4 to 5 then 6 when creating new worlds all structures fail to render/spawn. tried to update the .yaml file but vsimgui_1.2.0 is no longer compatible with configlib_+1.11.0 ? I have tried using a single player .yaml that did nothing as well. like i said i had full structers and lots of spawning pre rc5. wondering what to do now.
EduardoPupucon
Cant confirm this issue if you can report it to vanilla devs github issue tracker. Both are vanilla blocks we just add a recipe to the plaster whitewash which doesnt affect its behaviour. Ty.
It worked fine for me btw so couldnt replicate.
Ailailou
You have a modified version of betterruins installed or unzipped it? Try reinstalling it and leaving it in its zip inside your mods folder.
NagiPantsu
Confirmed and fixed for next update thanks a lot for the heads up!
Hi, it seems to be a crash when trying to access Aged Crate (Closed) through the "H" hey. You can reproduce it by getting an aged crate (closed) by any means and pressing "H".
Hey NiclAss
Latest mod version, using RC4.
When I create a new world, the loading console shows no problems.
Whenever I load an existing world, I see a series of errors that pinpoint to better ruins.
I do have a small number of simple QoL mods, and I'd say the only one that would modify terrain is "Conquest Landform Overhaul".
Here is my full "server-main.log":
when destroying a cabinet that was placed on a wall with plaster whitewash it dupes the cabinet, this mod adds a way to craft it, but it already exists in an uncrafteable way in vintage story so i dunno where it comes from
Faulkface
Share info to confirm and replicate the issue what is going wrong? share your logs ? read them. The mod works for everyone else
Rinariji
Use a wrench on those blocks you can also use F key when looking at them with a wrench in your hand to adjust the tool mode to up down and sideway aswell as rotation this allows to offset it
Could one of you awesome talented modders share with me the secret of how you place blocks in your ruins outside of their normal placement? For example: The lattice at the Bath House is placed horizontally. How? Is it a mod, command, or black magic? Please share your secret...
this mod isnt working for me im not using any others so i dont know whats wrong.
Would it be possible to add a blueprint for colored/smoky glass? It would be awesome to be able to craft every color of glass (using materials that are a bit easier to come by). I have a build id love to use smoky glass on but its not realistic if the only way I can make it is with smoky quartz lol.
Oh it would also be really great if you could add the special flower pots and planters to the Artisan blueprint.
Either way this is a fantastic mod. One of my favorits. Thank you for making it. This mod is like 90% of the reason I continue to explore my world.
CYBIECK
I think we have it on our creative server but its a fairly older variant. You would have to ask the builder Par on our discord or on the vintage story dc if you are allowed to use the intact build. He is also working on a newer version of it.
Is it possible to spawn the intact version of wolfstone castle ? i'd love to make a base out of it !
daepicdude123 that'd be the university, it's what you get after turning in the intact globe to the treasure hunter
What is the structure in the first image here, the one for the thumbnail for the video? It looks really cool, but I don't think I've encountered it myself. Is it in the mod?
Mrmatte
Yeah configlib doesnt allow you to change settings on servers from within the client ui. You need to edit the config file in the filebrowser in your server. However you can modify the settings in a singleplayer world to your liking and then copy the config from your client to your server.
Hello, I just started playing the game very recently, so I don't know much.
We started a modded world with some friends, and I installed several mods, including Better Ruin. However, I haven't encountered many structures, so I wanted to modify the values using configlib, but I can't change anything.
My question is, do I have to do it manually in the modconfig file? And is it because I'm on a server that configlib isn't working?
daepicdude123
For any maps that do not work in the creative inventory (for example like you said underground hideout) these are just random smaller structures that generate with worldgen and they are for example underground ruins or translocators or buried treasure these random generated structures work differently for the maps.
You can't just pick a map from creative inventory for them you have to buy them from traders bcs then the mechanic activates where it scans around the trader for those specific structures and then links the structure to the map.
Picking it from the creative inventory leaves the map coordinates empty.
For the story structures the maps will always work on a survival world.
Hope this answers your question let me know if you need anything else.
When I take a map to a specific place in creative mode and use it(example; underground hideout) it simply says 'no location found on this map'. Why is this? Did this location just not spawn when the world generated? If so, how can I manually spawn it?
DarkThoughts
I will try to answer your questions individually now:
Q: Now you're contradicting your own statement. You told me that desert story POIs spawning in cold regions is normal and can't be helped, and now it's apparently not intended and not happening, even though I just showed you a screenshot with two of them NORTH & nearby of the temperate spawn?
A: I never said that its normal but its true that it cant be helped and is possible to happend depending on specific worldsettings mainly equator distance. The screenshot you showed me shows them in completely fine spawning. They are close to spawn being temperate climate and no where near cold climate. Bcs again they are aimed to not spawn far enough from spawn that they will generate at complete cold climate temperatures (if you change equator distance to something around a distance where at 5k north you would be in deep snow this would be exactly the issue you are talking about but since this is an unusal setting change this cant be prevented by us. But even then you have a 50/50 chance of it spawning more north than south.
Q: What worldgen setting on my end would cause this to happen?
A: If you set your eqatordistnace very low it can cause it to be in more extreme temperature distances.
Q: I never touched any temperature settings, which by your previous statement aren't a thing for story structures anyway and I also cannot even see any story structure related settings within the UI.
A: I said that there is no way to define in what temperature a story structure spawn but its possible to define the temperature around the story structure. And I also wrote that you can modify the story structure temperatures in the mod files (not config) storystructure.json (this is not a global config bcs its not intended for the average user to change that)
Q: I'm feeling kinda gaslighted right now.
A: I guess you are feeling gaslighted because you are not understanding what Im trying to explain to you and Im not understanding what you mean with some if the statements and questions but im happy to keep trying to answer them.
I will also try another approach and explain our thinking for implementing such structures with the crossroads as an example:
Size of the structure is larger than 100x100 it goes into story structure category. It should be able to be found by players by a map from a trader this also needs it to be a story structure. It needs a flat desert to spawn in this makes it a story structure with a set temperature to set a desert around it. (only the higher temperature allows deserts to generate around it / other way around for glaciers for the forlornhope stuff for example)
Now you're contradicting your own statement. You told me that desert story POIs spawning in cold regions is normal and can't be helped, and now it's apparently not intended and not happening, even though I just showed you a screenshot with two of them NORTH & nearby of the temperate spawn? What worldgen setting on my end would cause this to happen? The only thing I changed for the mod config is through the in game UI by increasing ruin spawn chances in general, and the removal of spawn distance. I never touched any temperature settings, which by your previous statement aren't a thing for story structures anyway and I also cannot even see any story structure related settings within the UI. I never went into the config files or let alone the actual mod files themselves so I'm feeling kinda gaslighted right now.
DarkThoughts
I hear your concerns, but we’re circling the same points now. To be clear: these structures and their temperature settings have been in the mod for over two year. In all that time, they have functioned exactly as intended for the users of this mod without being flagged as a major issue.
As I’ve explained, this is a technical choice to ensure the structures spawn correctly within the limits of the vanilla engine.
And I will repeat again the positions of the temperature story locations are set that they dont spawn in extreme temperature settings like desert story structure will not be as far north spawning. If you change worldgen settings ofc that will affect that.
One of the best things about Vintage Story is how moddable it is. The mod files are open if the immersion break is a dealbreaker for you, you are more than welcome to go into the JSON files and adjust the temperature or spawn conditions to your own liking.
However, I will not be changing the mod or removing these features. I’ve provided enough technical context for you, so I’m going to end the discussion here.
If you want to get rid of the temperature difference you can change the temperature values or remove them in the storystructure.json in the mod. With the 1.22 version of this mod you can even make a patch mod that you can then share with people if you feel like that.
Other than I can gather some user feedback regarding that with our next survey.
Of course no one is forcing you to play with this mod either way.
Alright. Sad to see this mod go, but if you don't see how instantly changing climate blobs with african deserts, cacti, hyena and roman bathhouses inside of polar regions is totally going against the point of realistic climate distribution and the spirit & balance of the game and many of its mods, then I'll have to frankly remove the mod at this point.
DarkThoughts
We have multiple of these set temperature storylocations crossroads, huaca and the forlorn hope tower and dungeon the first 2 setting a warm climate the other ones glaciers and cold climates.
Im not sure what your goal with this discussion is. I already told you that parts of your worries are valid but its by far not as problematic as you want it to be.
And again we are limited to what the game gives us to some extend and we implemented these structure in this way bcs its the correct way to get that output.
I will just let you know that if there would have been a better way to implement them we would have done that but in the current state this is the best way and its working well for what it does. I by far do not see it as such an issue as you do.
I indeed do not understand. How is scorching hot desert close to the starting temperature of near freezing tundra?! 50 degrees Celsius temperature difference is about as much as you can get. I'd have to travel tens of thousands of blocks to reach such climate zones, not have a perfectly round blob of African Sahara desert that spawns desert animals, plants & structures in the middle of Nordic regions next to moose.
And the worst part? This isn't even the only structure that does this. This weird pyramid dig site is the same. Here's both of them next to each other, close to spawn:
DarkThoughts
I think you are miss understanding the point.
I tried to tell you that our climate story structure are intentionally close to starting temperature to avoid bigger temperature changes. (being close to spawn having a lower chance to spawn in northern climate zones having less chance of increasing the temperature diff unecessary)
I appreciate your ideas and suggestions but this is the currently correct way to make them spawn how we like them to. And I dont share your opinion that it heavily clashes with worldgen.
5k-6k blocks is nothing as far as climate distribution goes. The default polar to equator distance is 100k blocks. After 5k blocks you're still within the temperate climate regions. And that is of course assuming you walk straight south and not north, west, or east AND that you did not touch the polar to equator distance. If the vanilla game does not support more specific spawn conditions, then I would suggest not using such climate specific story structures to avoid clashing with worldgen this heavily.
Hexwall
With Terra Pretty its a issue on how they change the landforms which doesnt always work out with our story structures and also changes how the terrain works on a scale that changes the spawn chances of structures so you can run both mods I just put a warning up there that some things might spawn not as expected or lets say with vanilla or other landform mods.
Its not a huge issue but enough that I had to put a warning up bcs many people running both mods reported issues for those cases. (Different spawnchances than normal and storystructure terrain clipping mostly)
Actually in what Better ruins version did this issue start? Maybe if I use an older version I can have both?
NiclAss
Well Ill be dammed, such a shame. Really wanted both
Hexwall
Its known on the 1.21 version.
Since Terra Pretty is not yet updated to 1.22 no idea and im expecting the same minor issues.
DarkThoughts
Like I said everything correct and everything you are suggesting would be better than the current system but that not how it works. The story structure system which is vanilla which we use works like I explained. And it works good enough for those specific structures. We will not be implementing or changing such core vanilla behavoirs for the sake of complexity/perfomance and maintanence of this mod. I also have communicated these improvements of the system with one of the vs devs but until vanilla needs them there will be no changes like that it seems.
Also our storystructures that have climate specifc surroundings are fairly close to spawn while changing the temperate it should not be extreme as of having a desert biome in the north. both warm climate story structures could only spawn up to 5-6k in the northern direction on default settings.
Is the incompatibility between this mod and Terra Pretty only happening in the latest iteration (1.22) or does it also happen in the 1.21.6 version?
Distance of spawn is not the same as guaranteeing it spawning in a hot climate. That just guarantees that it does not spawn within a certain distance around spawn - which can not just be cold either. And neither is the distance at which it can be spawn guaranteed to be cold. If the spawn distance is set to 1000+ blocks I could also just travel 1000+ blocks further north towards the north pole and it would be able to spawn this scorching desert inside there. It needs more spawn conditions than just "distance from spawn" to avoid being placed in the wrong climate, because right now it would only make sense to spawn this way if you'd use the Patchwork climate distribution instead of the realistic climate zones. Distance from spawn should only be used to gatekeep you from potentially immediately stumbling onto larger ruins, nothing more.
DarkThoughts
While what you are saying is correct that's not how story structures work. They can be defined by a distance of spawn. Not by temperature or latitude. And I have a set temperature which is also why they generate that desert which is needed for the structure itself. This is all intended.
The incompatibility errors with primitive survival I can resolve thanks for the report.
I'm sorry but WHY is the Crossroads ruin generating this massive superheated blob around itself?! If it is meant to spawn in hot climate deserts, then it should simply not spawn in cold ones. Having some 40+ degrees Celsius heat blob in the middle of a below 10 degrees Celsius area makes absolutely no sense. The temperatures can change by about 50 degrees there!
Edit: This mod also gives startup errors:
[Error] Cannot resolve stack randomizer item with code primitivesurvival:buckethandle-tinbronze, wrong code?
[Error] Cannot resolve stack randomizer item with code primitivesurvival:buckethandle-bismuthbronze, wrong code?
Damn cool I didnt know that.
NiclAss The sun storm is actually by QPtech you can snag that right now (Doom storms). I hope they reach out because they got some damn cool poi's.
Roughgalaxy
I am following the series aswell. Looks very nice in that desert theme.
Depends on how Rubix and their community does stuff they could puplish the structures packed in a mod similar on how betterruins works. And if they need help with it or want me to pack it they can reach out but since this is a custom setting thats up to them :)
Love all if Rubix Vintage Story series. especially their lore building.
I think it would also need their mod for the sun event thing and prob their worldgen changes to make those structures like the skyscrapers to feel good ingame. Wouldnt really fit in a vanilla worldgen I think.? not sure tho.
Please tell me we're getting a bunch of the Torched youtube series poi's... I want to rebuild Elysium!
I've noticed if I change the polar equator distance to 15 or 25k ruins become extremely rare. My world has plenty of flat area, I'm talking like hundreds of blocks of open fields in every direction, but almost nothing spawns.
When something does spawn it's usually either a vanilla ruin, or a super small one from this mod, and they are not anywhere close to each other. Is there anything that can be done to counteract this behavior?
I would also appreciate a backport to 1.21 for the newest update, I understand if it's not possible tho :)
НиклаАсс
last — 1.22 rc2.https://drive.google.com/file/d/1pnUqqcTIrlJs9xc7v72paSk07g6ykcvI/view?usp=sharing
I don't see any problems in this log. But the result is the same (the list of loaded mods shows that only the base mods and BetterRuins are loaded).UPD: I created a new world in Creative mode – the result is the same. There are no errors in the logs, and only one mod is loaded (besides the basic ones). There are also no recipes in the mod's handbook.UPD2: I tried completely clearing the appdata folder (the game folder), thinking maybe some old configs were to blame.I loaded up Creative, which also hasn't seen any other mods yet, and the result was the same.Any chance of a backport to 1.21 for this update? I'd love to explore the new ruins on the server I play on, but they won't be added because it's a 1.21 server
Mamorka
Pls share all the relevant informations to replicate this.
Server-main.log would be one of them aswell as what versions you are on.
For some reason, am I the only one not seeing any blueprint recipes in the handbook?I even tried disabling all other mods except this one, but the result is the same. It looks like there's a broken link to the crafting items somewhere.NiclAss Ta, I don't know what grudge he has against me but I "made the trade"
Are you planning a 1.22 RC version or waiting until stable?
Estel88
Bcs of reaccouring issues with armorstands and worldgen we tried to get rid of them when possible to avoid this in the future.
You should find chests at the locations of the armor stands with forlorn hope armor loot randomizers which even support mods (like some that add new forlorn hope specific armors)
H4RLYN
It worked for me spawning in the gun with creative mode and talking to the trader

This is the map you need:
Hi, thanks for this awersome mod!
I have an issue with one of the story ruins
Ruin - Forlorn Hope underground Bastion.
No Forlorn Hope armor stand has spawned inside the structure, have they been removed?
I've got an issue where a Trader is asking for a Gold Scythe for clout purposes but won't recognise that I have said Gold Scythe.
Now I have Toolsmith, but I've used the vanilla recipe (which typically works for Traders) and even a creative-spawned scythe, both of which don't work. Is this a known issue with Toolsmith tools or something else?
The quest locations is a "perfectly spherical crater with dozens of sprawling tunnels opening into that pit". If anyone knows what map that equates too I am more than content with "making the trade" via Creative
Tweedlee
Pls check you server-main.log
It seems you either didnt install the mod or the mod is not loading bcs of another reason.
If you can share the log that works aswell. Prob best on github or discord.
Hello, so i have been using this mod for a couple of days now and while it works fine i recently moved the world over to a server with all my installed mods, and for somereason now all my schematics that i had and 1 that i found nearby are entirely balck sheets and called betterruins item:br-schematic-pipes or whatever it was for, does this mean the mod has broke? is it just a corruption on what i have? structers that i found seem to still exist at least visually on the map
someone help me understand please
Heya! if any of the devs see this, If You want the TOPS SPAWN for a ruin get in contact with T.reads on the VS discord, as the TOPS wipe is happening soon!.
ender_slayer3
That is an unfinished part that should be covered for now.
Stalag
Glad you like what we do :)
We are always adding new stuff to the mod :D
Already have a new story structure implemented by Nybygget and lore by quilladile for the next update.
DarkThoughts
Yeah I suspect something with that new mod tbh. This is a worldgen bug which is very likely caused by that mod.
I also think most story locations are bugged with that mod so vanilla and betterruins. But I havent tested with that mod just heard it on the discord.
You can check you worldgen log for entries on the time around when that structure got generated.
Was there a command to identify nearby structures, because something here went clearly wrong.
https://imgur.com/a/5cBSCiq
The ruin spawned inside a river from Algernon's Watersheds, if at all relevant.
NiclAss Just want to say My wife and I totaly love your mod. Will you and your team add more stories and quest to the mod? Thank you for an awesome Mod.
dergahn I recommend the World of Fortune mod if you want a worldgen. I am currently using it and it is working extremely well with both Rivers mod (not rivergen) and Betterruins. I just reduced the distance from spawn and distance from each other. Of course when I was testing on other worldgen I changed temp values and forgot to reset it for my current world so I ended up with a few badly damaged forlorn hope towers near me. Not complaining though!
I am not 100% sure if I am just dumb or if it is a conflic / problem, but with the rivers mod enabled I am not able to find any ruins....
Phant0mCobra
same for me... it does not spwan at all... but also if I disable all the other stuff as well...
Hey, not sure if it's just a "me" thing, or if it's how me and my friend have configured the mod, but for some reason at the University, the cave that is full of the crystals is completely filled in with stone. In spectator/noclip I can see the stairs, I can see the crystals, I can see where the hall leading to it is supposed to be, but it is filled with stone. So I'm not sure if this is intentional or not. Please advise and thank you for your time.
ThyUglyDuckling
It's called the university. you need to find a large intact globe and then bring it to one of the traders (pretty sure it's the luxury trader)
hi everyone. i was wondering if anyone would be able to help me find out what these ruins are called and where i would be able to find them. the ruins im looking for are on the 8th picture in the showcase photos its also the thumbnail or 1:50 into the showwcase video. thanks guys! i wasnt able to paste a photo
InternetDragon
There are multiple chiseled riftwards in there and also 1 intact one so you get your reward just explore enough to find it. We always offer enough loot and stuff to find. But Yes a lot of chiseled blocks in there aswell.
Griping in here
(Spoiler for sunrift project)
>goes to sunrift project
>finds set of "Corroded steel ingots"
>Mines them
>Chiseled blocks
>Finds rift wards
>Chiseled blocks
>Literally everything useful is a chiseled block
My dissapiontment is immesurable and my day is ruined, not worth the trip -_-
FourParsecs
There is 1 story structure forlorn hope tower which is only once per world and is getting marked by the map.
You can find more of them and they are even in different damage stages if you adventure into the far north colder climates. They can spawn there.
Hello, love the mod! I am having an issue where I cannot get another seperate Forlorn Hope Tower map from any luxury traders. I have gone to 4 of them, all 5,000 blocks or further from each other and they all sell me a map that says, "Location already marked on your map". I thought I read somewhere that we could receive more than 1 to explore, but maybe I am mistaken. thanks for the help in advance!
Love this mod so much but Since the last update I've been getting an issue where some ruins will generate with "Aged crate (closed)" will spawning as a white question mark blocks and crates are unable to be opened and both will not drop any loot when broken. Not sure why this is happening since the last update.
Thanks for making a fantastic mod though.
Hello! This mod is absolutely incredible and one of my genuine favorites. I love how much love and care has clearly gone into every ruin, and I think it is really nice that not all ruins are crazy and spectacular, some are pretty mundane and just make the world feel alive.
I do have a question/suggestion, the paver's blueprint is absolutely incredible and has been a godsend for helping me create roads, I am wondering if you have ever considered making a similar blueprint to increase the yield for crafting cobblestone? I have some large scale projects and would love to have a new thing to find to help me out!
Thanks for making an amazing mod!
I'm getting a strange issue on some ruins where there are partially invisible blocks. See Image:
While I was looking for issues in the logs i found that it appears some ruin and betterTraders schematics are still using "game:bowl-fired" instead of "game:bowl-blue-fired" & Schematic t2-4.json is using "game:skep-empty-east"
Some Vanilla Schematics also still have "game:bowl-fired" but i'm not sure where to report it as I don't have github.
EDIT:
Should note I am using BetterRuins 0.5.7 on VS 1.21.6
Phant0mCobra
Its working just fine on my Reclamation Saga Server with almost 400 mods as well.
I have Most of the Conquest overhaul mods installed as well.
Conquest Landform Overhaul is definitely not working with BetterRuins. I cranked up the spawn chance almost to the max and not a single structure spawned. Getting the small cobblestone ruins but that is it
MrHappygoboom
Yes you are right that might be something that they have changed I recommend to not use blueprints if you are already on 1.22
Thanks for the confirm I will update that for our 1.22 version of this mod.
I know you're getting ready for 1.22 but We've run into an issue of the lumberwright blueprint being consumed while building beams, we shouldn't have anything else that conflicts with it...
DiPig7970 TP and Conquest Landform Overhaul are different takes at the same type of landgen changes, making them redundant and as far as I know they are not meant to be run at the same time. IME either mod will block BetterRuins above-ground spawn locations at present. I had success using ONLY World of Fortune for landgen. Good luck!
paxen Maybe I'll have a chance to try starting a new save and experiment with the mod you mentioned! Also, I want to ask, when you play, besides the World of Fortune mod, do you have any other mods installed that affect world generation? For myself, aside from TP, I also have Conquest Landform Overhaul installed.
DiPig7970 That's cool that the megastructures that spawn with maps works for you! I didn't actually test that. What I was testing were medium, large and megastructures that spawn above ground with the general structure spawn and village spawn rates. I cranked it to 100, which should have them showing up all over the place, literally carpeting any relatively flat area. In my tests with most landgen mods, the terrain is so dramatically altered that very few if any acceptable locations exist for these ruins to spawn. If you haven't seen this mod run in vanilla, you might not be familiar with just the incredible variety, especially of large and mega ruins that can populate the surface; TP and similar seem to almost universally block these. Again, World of Fortune didn't, so that's what I play with now. Good luck!
DariaOxo
Im glad you enjoy what we do :)
Currently no. We might add something like that in the future prob to support individual builders. Still need to set that up and all.
Thanks a lot VanduJunior <3
DiPig7970
If you grab those 2 maps from the creative menu they will not work we are using a vanilla mechanic that lets the trader from which you buy those select a nearby structure of that type.
The oil wells are from another mod.
paxen I recently started a new save for testing. I used all the BR-related maps, only Hidden Tomb and Hidden Passage couldn't locate their positions, while the others showed locations normally. Then I flew around randomly in fly mode, and it really felt like there were fewer types of ruins. Along the way, I only came across one abandoned oil well.I'm not sure if this is normal or if there's a problem.
NiclAss Thanks for the reply! Yeah it really doesn't work with TerraPrety recommended settings (or Praries and Valleys, Conquest Landform Overhaul, etc). I've cranked spawn rate to 100, and still no large ruins anywhere above ground. Amazing mod though, and fortunately I found it works with World of Fortune.
DiPig7970 TerraPrety is the problem for me. World of Fortune is the only landgen mod I've found that works with BetterRuins, and I've tested a bunch.
I played for a while and noticed that I didn't see any ruins like the ones in the video, most of them were small ruins like the original. Personally, I use multiple terrain mods such as TerraPrety and follow the recommended settings of TP to generate worlds. I wonder if it's because of this reason that I haven't seen any traces of this mod?
I standby that this is probably both the least intrusive and best mod that should straight up just be vanilla. Everything inside this mod could (and HONESTLY SHOULD) be in vanilla. It is a MUST-HAVE for any world.
NiclAss The problem was that they WERE spawning. I was expecting them not to spawn. I believe it was an issue with Rivers
NiclAss BoogerNugget I have the same issue with golden scythe. I am no own MP with following mods. If i go into creative then cannot find Map to The Temporal Calix Project. Other maps visible and other ruins have found.
ACulinaryArtillery 2.0.0-dev.11.zip
animalcages_v4.0.2.zip
Auto Map Markers 4.0.3 - Vintagestory 1.21-rc.zip
AWearbleLight.zip
beararmorrepair_1.0.3.zip
betterarrows-1.0.1.zip
bettererprospecting_2.0.0.zip
BetterForest_0.1.1.zip
BetterRuinsv0.5.4.zip
CarryOn-1.21.0_v1.12.1.zip
CartwrightsCaravan_1.8.0.zip
chiseltools1.15.16.zip
ExpandedFoods 2.0.0-dev.6.zip
farmlanddropswithnutrients_1.2.2.zip
foodshelves_2.3.3.zip
Forgotten Armory_Gothic v1.3.1.zip
Forgotten Armory_Greenwich v1.4.2.zip
Forgotten Armory_Hussar v1.1.3.zip
Forgotten Armory_Templar v1.4.3.zip
Forgotten Armory_Viking v1.0.0.zip
medievalexpansionpatch-1.3.4.zip
metalpots_1.6.3.zip
millwright_1.3.1.zip
NoOceanTranslocators-1.0.1.zip
ProspectTogether-2.1.2.zip
RecyclingTools-v1.4.4.zip
SimpleForgeArrows-1.0.1.zip
spawnhighlight_1.1.2.zip
TerraPrety_7.9.0.zip
usefultraders-v2.3.1.zip
vinconomy_5.1.3.zip
waypointtogethercontiued_4.1.0_1.21.0-rc.5.zip
Do you have a place to leave a tip/donation online? We've just played thru "The Coal Mine" and "Temporal Calix Project" and are absoluely blown away. This is incredible work, and has made our gameplay experience so much better.
GLaDOS_cz
Thanks this will be fixed with the next update for now it can be ignored it will not result in any issues besides the Error in the main log thanks for letting me know about it.
Sorry to doublepost but I did some testing and found a fix to my issue. Deleting the mod's cache and reinstalling worked. IDK why but a whole bunch of schematics were missing from my cache.
Having some trouble with this mod on a world genned with PlainsandValleys, FieldsandPlateaus, & the rivers mod (not rivergen). Multiple structures arent spawning and when I load into the world I get several errors about missing structure schematics (notably forlorn hope tower). The only other notable worldgen changing mod which isn't listed on the modpage as compatable is Terrain Slabs. If y'all have an idea what could be causing this any advice would be appreciated, thanks!
There seems to be compability issue with meteoric steel mod: "(Server Warning) Failed resolving crafting recipe ingredient with code game:metalblock-new-plain-meteoricsteel in Grid recipe
(Server Error) Grid Recipe "betterruins:recipes/grid/schematic-mechanical/mechanical.json": Output Block code game:metalblock-new-plain-meteoricsteel cannot be resolved
Zarkonnen
Would love to add something like that and I have suggested to the vs devs that a system for spawners to allow them to be easier moddable would make a lot of sense. This will come with one of the upcoming vanilla updates so from there it will be easier configurable and overall more interesting to also spawn modded entities or change stuff via config or external mods. Please be patient until we get access to that feature to implement it. Until then lock in and dodge, run or kill mobs rather than die from them :P
Pupek
Please check the Useful Video section of this page.
wizardlyfroggy
Homosapiens mode removes all structure generation so this behaviour is expected.
Bastien
Thanks a lot! Glad you like what we do.
paxen
Tbh, not a lot more you can do. Terra Pretty changes landforms quite a bit, resulting in quite different structures spawning, so overall I would just recommend slightly increasing spawn chances and reducing mindistances between them. But I have done a lot of testing with Terra Prety at this point bcs we also have had some issues with how their terrain affects our story locations thats also why we marked terra prety as kinda incompatible with betterruins at the moment.
I love this mod! Absolutely my favorite worldgen addition and I've had many hours of fun delving and restoring ruins. I recently tweaked the config file to generate megastructures fairly regularly which was something I was looking forward to in my upcoming playthrough. But when I installed Terra Prety, the same BR settings won't generate any large or mega ruins. I get only very small ones, even if I crank the spawn chance up to 100 for both structures and villages. I've tried everything but BR just doesn't seem to find suitable generation sites for the larger ruins. Is this a known issue with Terra Prety? I've used the default TP settings, I've tried lowering the slopes, etc. Even valleys and other flat areas are devoid of structures. I'd love to get the improved terrain of TP but the awesome ruins of BR. Any help is appreciated!
This is outstanding work, y'all. Seriously well done, the sunrift experiment experience was absolutely incredible.
Thank you so much for all this hard work, your passion, talent, and skill really show!
Im having trouble with ruins and traders spawning in Homo Sapiens settings. Is this a known bug?
Is there some kind of debug/commands that would let me to spawn location where i am for testing?
So I loved this mod until a surface ruin spawned a bell head shiver that one-shotted me in a wilderness survival playthrough. Would it be possible to config/fork this to have an enemy strength progression more in line with what's needed for wilderness survival?
I don't normally leave comments on mods, but after my friends and I fought our way through the Forlorn Bastion for hours tonight, I have to say that this is an incredible project. Thanks to the whole team for the amazing adventure.
yes it did.
i see some villiger buildings which are only 1/3 on outside the menson and one roof inside xD
i will post on vs village too
Undea
Im guessing a vsvillage has spawned inside of our story location mansion? Not a lot we can do besides letting the author of vsvillage know about it so maybe they can prevent that in the future?
Images always help if you have any. Ty
ok i was right sort of.
the npcs where villigers from vs village
i dont know what they where doing there.
is the menson even from your mod?
edit: ok it looks like vs village overrites the luctus spawner.
hi there, i get massive laggs in the menson and it looks like the npcs in it are the cause of it.
i could fly in backwards and as soon as they popped up it did get worse, then they become invisible, it did get better again.
But still very bad.
Rambo_Turkey There are ruined farms, but they aren't sprawling ruins. You will find VERY useful material in the barns if you like farming though.
Clamhoy
If we mean the same structure. This is not in the mod anymore and was the reworked to the dome shopping centre. It was in a way earlier version of the mod yes.
Is this the same ruin mod that adds the shopping center? Not the dome one, the other mansion like one. with all of the different shops
Fromqebec
Cheadle
Easy way is checking the handbook for our blueprints. Otherwise check you server-main.log if the mods is getting loaded and you are not running any errors.
But generally this is never an issue people either just dont know which are vanilla or betterruins. 99,9% the mod is running correctly.
BoogerNugget
This can happen with mods that change stuff regarding to tools to not allow the trader to accept your item.
If you can share me your modlist in a zip file I can try to replicate it.
For the mechanic to work you just need the item in your inventory and it has to be undamaged. Then enter the trader dialogue and it will give you a new option which then will grab the item from you inventory and give you the map.
Feycat
Works on my machine pls provide a way to replicate it. Easiest way is a server-main.log and a zipped modlist. Or a video.
ChimMAG
Thanks I uploaded to our crowdin project they will get applied with the next update.
Thap
The spawning should have enough randomization atm so not a lot more we can do. If you have some images of structures that accour more often for you please share them. Otherwise I would just say its you luck atm.
SunriderKSY
There is an infinite amount of blueprints in your world bcs most of them share a more global loot randomizer and can basically be found random in any ruin. Some have additional dedicated loot spots. Some info can be found on our wiki.
Latrios
Yeah for most multiplayer server is makes sense to not base inside the story structure but overall most of them are in that category bcs of size limitation in the worldgen system so yeah.
Its possible to move and duplicate a story location so lets say if someone settles in one you can set a new location for this story location so other people will then go to that new location as this will be marked on their map and not the player claimed one. This is something you will have to ask you server admin or make a ticket on their server to req something like that.
having same issue cant see any structures
How do I know this mod is working ?
It's enable in mod manager, but how do I know ingame without just exploring ?
I've been exploring in 2 differents world in creative and for now nothing.
It's just gettin annoying ...
The only mod I have is Rivers right now.
UPDATE : I removed Rivers, don't seem to change anything
How do you hand quests into traders? This agricultural trader asked for a scythe made of gold so i forged one, and forged one with a mold. I went to hand them in and neither gave me the option to hand them in. Just the same dialogue of asking about anything interesting, him mentioning the treasure hunter and the crater with sprawling tunnels, requesting the scythe then rinse and repeat. I've dropping them on the ground, going through the dialogue with each in my hand and nothing. I'd love to be able to fix this and if anyone could help that would be great. Mod list is posted in the comments of this post BetterRuins Cannot hand in quest item : r/VintageStory
I've followed the command instructions here: https://www.youtube.com/watch?
/wgen structures list - 106 is 18jumblestonecastle in the structures list
I am in creative, target a block and type /wgen structure spawn 106
The game freezes for a BRIEF moment and then nothing has happened. No structure appears.
This is not a creative world.
What am I doing wrong?
hiller Nobody answered your question from almost a year ago. This was driving me insane too, but I figured it out. You need to move the map item itself into your hot bar (at the bottom of the screen), then right-click it whilst it's there. After that, your General chat window will say "Approximate location of {map name} added to your world map". The map icon used is a red X, and defaults to being pinned. Just zoom out a bit on the map screen and look at the borders of the map window.
Updated the Russian translation.
SunriderKSY Yes, there are multiple copies. The mod doesn't track which blueprints have been 'found' by someone at all, they're just placed like all the other random loot. In fact even you can find multiple copies of a single blueprint if you get lucky (or unlucky, depending on your view).
Would it be possible to somehow randomize the ruins? It gets somewhat weird to keep running into structures with the exact same layout...
Are there multiples of each blueprint that spawn in a given seed/world, or just one copy of each? I'm on an SMP and was wondering when find a blueprint, would anyone else find another copy somewhere else in the world.
I adore these ever so much.
A bit of me wishes there were non-story versions of the story dungeons that could potentially generate, so one could base inside them without worry of something nasty like a deepsplit or bellhead showing up... or more bells.
Would that be at all possible? Apologies if it was asked recently, I looked and didn't spot anything, but perhaps I didn't look hard enough.
I ask only because a server I'm on occasionally resets these ruins so other players can have a go at them, and it wouldn't do to let one player like myself hog all that space... not that I'd really want to with the nasties that can appear in there.
Hey, I hada questions about a book I found within a ruin the other day if anyone knows anything about it? The ruin was the 'Sunrigt Experiment', spoliers below
Yes, of course.
“metalblock-corroded-sheet-temporalit” is from mod "(Not Only)Spear-Expantion".
Tarred from the “TarMod” mod, but I couldn't find the “woodenpath-tarred-ns” key there.
Soapstone and vermiculite from the “Deepvein: Asbestos” mod, but I couldn't find the “cobbleskull-soapstone” key there.
NiclAss
"Recently" is a funny word to use since Terra Prety's landform and story structure systems haven't changed in like half a year. As far as I can tell it's not broken, we've gotten no reports of story structures being messed up, all my testing around story structures looked clean over the last several releases, seems to run perfectly well for other players using Better Ruins according to the feedback we've been getting on Discord, and the seeds and story structures should be generating identically to the last six months. Have you actually investigated this and tried to reproduce the problem or are you just assuming Terra Prety is the problem? Have you checked what other mods players are running? Are they using Terra Prety's recommended worldgen settings or are they altering them configs dramatically?
ChimMAG
Please provide your modlist these are all materials added by other mods I can create patches to resolve these errors which are basically just warnings but its hard to find them I found one is from spearexpantion but pls just provide a mod list or maybe from using those mods you know which ones are adding these materials that are clashing.
AidingFriendlie
No idea pls provide a way to replicate this.
Like what are you doing to encounter an issue. Pls share it on our github with all the relvant informations.
WARNING: TerraPrety is recently causing issues with their landform terrain at storystructures so I would not recommend using it with this mod anymore until they get it fixed.
are there any ruined farms? it would be a realistic place to find large feilds of wild crops and fruit trees.
When starting up, many errors appear on the server. They are not critical and the download continues, but still.
I am only providing the first few lines from the log.
8.1.2026 14:21:53 [Warning] Failed resolving crafting recipe ingredient with code game:woodenpath-tarred-ns in Grid recipe
8.1.2026 14:21:53 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-road/road1.json': Output Block code game:woodenpath-tarred-ns cannot be resolved
8.1.2026 14:21:53 [Warning] Failed resolving crafting recipe ingredient with code game:cobbleskull-soapstone in Grid recipe
8.1.2026 14:21:53 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-stone/stone.json': Output Block code game:cobbleskull-soapstone cannot be resolved
8.1.2026 14:21:53 [Warning] Failed resolving crafting recipe ingredient with code game:cobbleskull-vermiculite in Grid recipe
8.1.2026 14:21:53 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-stone/stone.json': Output Block code game:cobbleskull-vermiculite cannot be resolved
I'm having problems with my server finding the configs for certain structures (shopping centre, coal mines, mansions, etc.) when launching. I have the Gui and config library installed with all the latest versions (config 1.10.12, vsimgui 1.1.16, and betterruins 0.5.5) does anyone know why it's doing this.
Okay, I'm still putting the compilation together. Initial testing showed that not all of the merchants' phrases have been translated. A search for the phrase returned two mods where it appears. I'll write down all the untranslated phrases (so far I've only found one ‘culprit’) and write about it later.
ChimMAG
With 100% vanilla and 100% betterruins translated to german. It works for me.

I will let you know via discord aswell if you have ways to replicate it I would love to take a look at it. We can chat via dc if you want bcs its a bit easier for both of us I think :)
Thanks for translating btw really appreciate it and the community aswell.
ChimMAG
These are vanilla lang entries so they have to be translated in the vanilla language files.
So you will not find them in our files.
If you can send me the translated files if lets say you 100% vanilla and this mod and its still not working I can test with that but for me it still looks like everything works as intended.
I will try to translate german for myself and test with that.
NiclAss I have completely translated the en.json file, all 757 lines, but some of the dialogues are still not in it. Take a look at the agriculture.json and luxuries.json files yourself.
There are lines:
code: "always",
owner: "trader",
type: "talk",
text: [
{ value: "game:(He nods soberly) As always." }
],
jumpTo: "main"
However, there is no key "game:(He nods soberly) As always." in en.json.
The shopping center made me wanna cry how you going to throw me a platinum ingot when I can't use it lol Also had a trader stuck between the walls he can't decide if he wants in or out
ChimMAG
They are translateable in the game files last entries in en.json.
you can use the crowdin project to translate
The text of the traders' dialogues is not located in the language files, but in the mod code files. For example, in the (agriculture.json, luxuries.json) file.
Can you transfer this to a language file so that it can be translated?
fatbuds001 your issue is literally adressed in the mod description. Have you checked? Every time a new version comes out that adds new massive structures you need to re-generate the chunks with existing massive structures connecting to it. And I also use better traders and got the quest just fine.
Promercules there are mods that stop any monster spawn altogether and they override better ruins, like no lore creatures. Maybe try that?
Hi, love the mod, have only 2 things to ask:
Was the shopping center (or perhaps glass dome megastructure, found conflicting names for it) recently added in the latest patch? As I did not find the map in the crossroads.
Secondly I'm not able to see the golden scythe dialogue from the agricultural trader or the iron pick from the luxury trader, is that due to better traders? Or were these also added recently?
The server me and my friends play on was updated just a month ago, while the mod is awesome (and thus you devs are too by proxy), I doubt you're pushing out more updates than vanilla devs (though if you are I'll tip my hat and congratulate you), so I don't think it should be that. Mod wise we have better ruins, better traders, butchering, millwright, a chisel mod (don't remember which one to be exact but it should be the one that allows you to copy and paste) and a mod to pick rock blocks while using the chisel and hammer; I don't think these should be conflicting in any way, the only one that I would think could mess with the mod is better traders, which you guys made in the first place so I'm not sure honestly what is the issue :(.
Promercules
Sadly not possible otherwise I would have already added it.
I wrote with one of the vs devs and when they will add dungeons they will add moddable spawners which will easily allow to define what entities can be spawned and also allow to turn them of when providing no list of entities.
Thats something I have suggested for some time and if we lucky we will get it for the next main update. Fingers crossed.
ChiefKrogan
Thanks! I also wish you a happy new year thanks for playing with our mod!
CiaraRayneCloud
Thanks a lot for the kind words!
Could we possibly please get a patch made for this mod which gives the ruins but without the possibility of freakazoid monsters? Encountering nightmare shivers on the surface on day 1 is just a little too crazy lol, honestly I'd love to have one without the other, have the ruins without the crazy monsters they sometimes come with. I play permadeath so it just makes them into death traps and it makes it so I cannot use the mod even though I love the ruins themselves
"Solus sum, sed vivo.
Hoc iam melius quam maxime."
Just found it. Amazing stuff, like all your ruins. Thank you all kindly for another year of passion and hard work. And a blessed next year to the whole team.
My +1 here for the first mod that should be fully integrated in to vintage story vanilla by the dev team, with the entire BR Team's name added to the credits. I, ADORE this. Thank you and the team for such amazing work.
JACO1989
They can spawn in basically any container in ruins even vanilla ones. With a very low chance.
All the guaranteed spawns so the hand placed ones can be found on our wiki.
ChimMAG
Thanks a lot I will apply them on the next update ❤️
What determines the spawning of blueprints? When I played before, I had 3-4 identical recipes, but now I'm playing again and I only have one, and I've already looked through a lot of ruins.
I supplemented and corrected the Russian translation.
It might be a bit embarassing to say but it took me a quite a moment of googling before I realised that viridilite wasn't a real ore. Still, the whole thing is really cool (and I'm definetly taking inspiration from some stuff there for my Dragonbane campaign :v)
WarDog723
You can configure the mod when you install configlib and imgui they are linked from this page.
You can then change the distnace from spawn where they will spawn.
Still need to get lucky to spawn something base worthy near spawn.
NiclAss Cool, anyway to make it so they spawn close to you? Also, would you recommend looking for them or just building your base first and explore them later on?
Thanks NiclAss, I was losing my mind trying to figure it out. Thanks for the amazing product Should 100% be part ofthe base game!
WarDog723
They start spawning 3k blocks from spawn
OkyoToNo
If vanilla adds such functions yes. Currently no.
SherylSwann
There is no deeper mechanic or goal in that structure no.
TheRealFlynn
Your hosting service has a shitty unzip library or some issue. You can try to unzip the mod or something to prevent this. It's a known issue for certain hosting providers.
Cecis
Please provide a way to replicate this bcs atm it sounds like a texture Atlas issue.
Please increase your texture Atlas and try again. Search wiki or moddb for this. It's a client setting.
Almostgamer
Please create a issue on GitHub or contact us on discord.
This is very likely a issue with something like anotber mod that adds new rock types. So without detailed information it's not possible to recreate it.
So please provide further info thanks.
TheNaikan
This is from Th3Dungeons mod but it's just a chisled block so nothing special you can do with it.
Any possibility of this mod ever generating underwater ruins or custom lore locations underwater?
In the new chalix area is there something special I should be looking to find there like maybe for the treasure hunter outside?
How far will i need to go to visit a Megastructure? looking to own a castle ruin but idk how far they spawn.
the host was nuking the upladed mod to 11mb but it finally took on the 5th attempt to install it.
Hello!
I download the mod and updated my game to 1.21.6, the shopping center now kinda works kinda not and i mean that sometimes the blocks load and sometimes they dont, its random waht blocks do and what not like for example:
The roof loads all blocks but most of the time some loads and some are with "?" same happens with the different floors of the dungeon.
Lf you guys need help with this troubleshooting let me know, the other dungeons work all fine
https://imgur.com/a/duj7Kck
Any idea what I can do with the glowing red X Armor statues?
yay yay yay. i love better ruins update day.
Finally found the library yay me on my way to the new chalix location. Wonder if they will ever add Falx Manor to the base game need a bit more lore insight into what excactly Jonas did or if he was the cause of what happened
I downloaded the update and started a new world and one of the runes has missing textures. just lots of question mark blocks across half the building.
its a mostly collapsed buildng with partial bookshelves. black ashlar blocks and at least three cracked vessels.
MiraLeaps
I recommend to /wgen regen <chunkradius>
Bcs prune is a bit uncontrolled imo.
pimblokto
Pls tell me how to replicate it bcs I dont think this is actually happening. Its not even spawning randomly anymore its only a once per world spawn so pls make a issue for this and allow me to replicate it.
Images help aswell.
Promercules wait until you see the beadhead shivers in the dungeons... they tear through steel plate and a steel shield like they're not there.
Couldn't help but notice a nightmare shiver guarding one of the ruins I visited. These dangerous creatures should perhaps be part of the mod's description somewhere! I play permadeath and it made for a really good scare LOL
Omg what a cool update! I'm actually really glad we haven't explored hardly anything in our world yet.
I'm not too familiar with doing Regen stuff, but would a /db prune clear stuff up for the update just in case? I used that before when I had some ? Blocks in a ruin and it changed the whole thing.
pimblokto Are you using strata/geology type mods? I had this issue with better ruins in the past and it turns out the 'foreign' rock types don't always play nice. Might be that?
shopping center still generating with a ton of ? blocks on the west side, even after new update
SherylSwann I found a map there but it's to the Coal Mine :(
Ngl I'd love a sister mod that generates a few of these structures intact and ready to be moved into.
TheNaikan Mansion map is in the crossroads structure in a crate near a corpse per better ruins wiki my bad
SherylSwann I have exhausted all of the Lux trader's maps and there is no Mansion map to be had from them unfortunately. The only ones offered are the Crossroads and Forlorn Hope Tower. Does anyone know the command to spawn this map?
TheNaikan I believe the map comes from the lux merchant I'm stuck with him atm keeps trying to give me maps I already explored maybe I missed something I was suppose to find
I find so much stuff any chance of getting lucky enough to find a couple steel ingots hiding anywhere seems like such a waste of materials to have to start with lvl 2 refractory bricks to get lvl 3
Can anyone tell me where to find the map to the Mansion?
Thank you for letting me know! il Disable the library as well and wait!
CrowOfTheWest
Ye thats ours well nice it works :)
i can't edit my comments for some reason so i'll write a 3rd one. They've actually started to spawn now, got like 4 in one place :DDD
NiclAss
Actually, i think the mod work but the tructures spawn rarely like this one
NiclAss
the blueprints are there in the crative menu and handbook so the mod is loaded, i also downloaded the mod that increases it's spawn to 300% so not sure what could the the problem
MiraLeaps
Yeah thanks for the heads up we will be reducing the chance for something like that to happen for 2 structure with the next update but its just random hickups in the worldgen sadly since we are using all vanilla worldgen we rely on tracking it down and reporting it to the devs.
The shopping center and the library will have changes to prevent it happening to them specifically.
Cecis
Butler741
Worldheight can change the spawn rates of structure but overall its more like the flatness of the world which will the more flatter the world the more ruins can spawn so yeah it does affect it but not massivly you can change the spawn rates for that if you notice anything excessive.
Sir_Aroun
I would say overall yes but in detail no. Its up to you to judge.
We have a wiki which should give you a scope of what the bigger structures feel like
https://github.com/NicIAss/betterruins/wiki
_WillowWisp_
I think we resolved that over discord but for others the issue is that chiseled blocks which are showing destroyed or ruined parts like broken rock or destroyed furniture will not drop itself as a chiseled block and are called disabled chiseled block which can not be interacted with like a normal chiseled block and can not be edited or fixed.
Maethius
Thanks for the feedback !
The Panopticon is getting an update with the next versions so might be time to revisit (after regenerating the chunks of the structure to get the new changes)
CrowOfTheWest
Check your server-main.log if the mod is loaded you should find them every now and then.
You can also check if our blueprints show up in the handbook then you know the mod is loaded.
SherylSwann
The Villages are ruined not with people in them. We might go into that direction in the future but only as once per world locations.
Here a link to our wiki showing all the ruined villages: https://github.com/NicIAss/betterruins/wiki/villages
The 7 story locations are outdated bcs we now got 10 with more coming more here but massive spoilers: https://github.com/NicIAss/betterruins/wiki/story-structures
TheNaikan
Yes, this is a known issue in vanilla in the recent versions. It’s a very rare occurrence, though, but indeed very annoying. I have just tested on vanilla version 1.21.6 and it seems to not happen anymore. Maybe when you update you can test that again, thanks!
https://github.com/anegostudios/VintageStory-Issues/issues/6392
I figure dit out. I spawned in a new Lux trader and got the map this time. Not sure why my existing trader was not cooperating.
I upgraded my BetterRuins from 5.0 to 5.4 to get the Sunrift quest, went to the Lux trader and got the dialog, but he won't take the iron pick nor give me a map, even though the dialog says I got the map. Am on VS 1.21.4. ANy way to spawn the map in?
greatorder
Im aware of the compatibility warning and this will be resolved with our next update for now it can be ignored and will not result in any issues. Thanks for the heads up tho tyty.
I've added the pewter mod and the game's thrown an error. Not crash-worthy but it's a bit upset with the riveted pewter block for some reason.
The description says villages were added ruined? Or am im looking for villages with villagers? Also the 7 story locations I've been to 5 places so far that aren't main story events and just got a new map can someone list the seven locations
am i unlucky or new ruins don't spawn like... at all? Created a bunch of new worlds and still couldn't find any :(
Really love all the detail and love put into these locations! Just finished the Panopticon... marvelous work! And I think I understand WHY this location was created...
im having i issuse were i cant copy or chisel the blocks in ruins. not sure why it doesent work in survival or creative i have a chisel and a hammer it just doesent select
Mods i have
Better ruins. Schematica (blocks just appear as white question marks)
conquest landform overhual and rivergen. QP chisel mod.
every time i go to try and chisel fix or copy a block it just does nothing
Are all the new lore and buildings is in line with vanilla VS lore? Making a vanilla+ modlist
No villages for me yet and whats the purpose of abandoned trader camps?
Wow... I really wanted to craft some anti-rift equipment out of viridilite! That was until I started to read the diaries... probably best to let that stuff alone. ;-)
Great addition to the world! I would love to make a base out of the new location, but the instability is simply impossibly high!
Hey,
Very noob question, but I have a world on a server going, and I am a lil affraid because I set the height slider pretty high when I made the world. Does this interfere with the generation of the ruins from this mod?
Hey, just wanted to +1 the report about the ? Blocks littering a few ruin spots.they cause a crash if you mine them.
Going to try the regen
Cecis
You can share an image here or on github or discord.
You can try to regen the area and see if that fixes it...
Hello! I have a problem with the SHOPPING CENTER behin full of "?" blocks where should i report?
BetterRuins is pretty much a must have in my Vintage Story worlds now.
There are so many different ruins, villages and weird places to stumble into that exploring never really gets boring and I keep thinking “ok just one more hill then I log off” and then I dont.
So yeah big htumbs up from me for this mod.

This looks amazing:
This is one of the biggest and most fascinating mods I've seen on this site. The level of creativity and building skill displayed in everything from the smallest ruin to the largest megastructure is genuinely incredible, so hats off to you guys- excellent work!
However, it is a little disheartening to see the usage of AI generated dialogue and text, particularly with the luxuries trader. I hope at some point that will be changed. Heck, even I'd be willing to write up some quick paragraphs to just be slotted in. But other than that, you guys are doing good work :)
GwynDelight
Thanks a lot glad you like our mod.
and thanks for playing with it :)
I love your mod and all of the different ruins it adds to the game.
Thank you!
OnyxDragon
Mhh yeah I was able to replicate this with the creative light blocks which this block is.
I will have to report that to the vanilla devs to fix it. I dont know of any commands that fix this sorry.
xXNuclearKidXx
We recommend default settings we dont have mod specific settings at this point. Maybe ask other people that use that combo on discord.
Found a coal pit, and got my hands on a block I don't think I should have (Temporal Light Block). It seems to put a permanent light effect into the world even after breaking the block. Is there any way to remove it, through commands or anything? Half my base glows green thanks to my testing lol.
I just installed this mod for my first ever playthrough of the game today. Alongside this mod I have Falling Tree, Plains and Valleys, Terra Prety. My focus as of now it to have a game that feels lived in with natural looking scenic terrain without any clashing but it's been difficult. The Better Ruins mod so far has been difficult to adjust the settings to get just right, can anyone prodive any screenshots of there settings? I want a decent amount of mega structures and villages with less misc generations like smaller ruins.
NiclAss Thank you very much for the immediate response, your reply cleared up my doubts and now I can install it with confidence. The mod is really interesting and I’m sure it will change my pace of gameplay. I really appreciate the work you’ve done!
Marquitos
Adds new structure random ones around you world but also dedicated once per world structures like the RA.
It doesnt change anything in the vanilla lore.
We have our own lore.
Talk to the treasure hunter for vanilla lore.
Talk to the lux trader for this mods lore.
This mod also adds blueprints which you can find around the map which allow you to craft some cool stuff.
You can install the mod on existing worlds but keep in mind that the structure of this mod can only generate in chunks that have been generated with the mod active.
Story locations of this mod might be blocked from spawning if you already generated chunks where they normally would spawn.
The game will give you a popup on how to resolve this issue.
This is a vanilla feature btw.
Let me know if this answered your question
Permarin1
Village buildings can not be spawned with the vanilla commands sadly so its only possible to spawn in with the schematic file itself and worldedit.
FroggyJunior
Thanks a lot for the feedback this structure is 99% siraynes work and I agree its amazing!
Hello, I would like to know roughly what this mod is about, since I read somewhere that it changes something in the story or adds more lore. I couldn’t fully understand it. I already have a world in progress and I would like to be able to use this mod in it for the new chunks that haven’t been generated yet. I assume that when I travel to those areas, the map will generate with the new ruins, but I have some doubts about installing it. I appreciate any response in advance!
A rock I found in the new dungeon told me to say hi to the cat Pluto, so hi Pluto!
Also just realized the guy in the trailer, you find the same helmet he had but broken in the dungeon, 07
i am seed searching for a new world. and i came across a structure i really like, found out on the wiki it was the ogdreds village. a real nice castle type structure. but i didnt like the location it generated in, so i tried looking for it on the spawning list, but i just cant find it anywhere. came across a reddit post about it being called "Mods\betterruins\assets\game\worldgen\schematics\overground\main\village-ogdred\main\main2-o9.json" even though i go through the ingame spawn list, i cant find anything called o9 but i see many structures from br surface from o1-o11 but o9 is just missing.
The Sunrift Experiment ruin is peak! The team did a great job making it feel so vast.
Nosh
Betterruins can be used alongside rivergen but just not update bcs its very likely to generate chunk borders.
Just stick with 1 betterruins version when you got rivergen
Which is the last version that was compatible with the RiverGen mod?
Just found a prison complex that had a blackguard sword and shield lol
Heya, NiclAss!
Odd question...as always, I'm LOVING this mod and it's a must-have for any of my adventures. I have recently come across a lovely ruined sandstone cathedral of sorts and am in the process of renovating it as a second base, but for some reason any time I leave and return, I'm beset upon by locusts that spawn in the foyer and upper levels leading to the tower. I've searched inside and out and I cannot find the nests that are spawning them so that I can rid myself of this minor hassle, but they're nowhere to be found. Can you offer any insight on how to exterminate them permanently, or am I stuck with these midly dangerous roommates?
EDIT: It's entirely possible that I just found it in an embarrassingly obvious place. Will update ASAP.
Xoatl
Vanilla bug since one of the 1.21 versions we are aware of it and looking forward to the vs devs to fix it again. If it takes them too long we will remove those antler mounts temporary until its fixed.
But thanks for the info :)
The mounted antlers in the churches spawned inverted so it looked like the horns connected to the wall and were holding up the plaques attached to the horns.
CaptHarlowe
We dont change any vanilla schematic so no. But maybe if you share some more details about your bug maybe we can help. Preverably not in this comment section so either on our github or vanilla github or on discord offical or ours :)
Question, does this mod touch Tobias' Cave at all? I've been trying to track down the cause of some unknown blocks and I can't find any pics or whatnot of the bugged room. Tryed regenerating the area and moving it to no avail. Thank you for the wonderful mod nonetheless.
Zelascelar
TLs shouldnt not be less overall.
but both spawn so betterruins and vanilla tls
You also get surface translocators with betterruins so yeah.
Maybe install the block overlay mod (xray mod) and scan for translocators to see if they are actually rare.
I also found the university. This mod is insane, spent hours exploring it and found a lot of secrets. It really gave me that dangerous kind of exploring feeling I've missed, so big thanks for this mod!
But do betterRuins fully replace vanilla ruins?
I'm having issues finding translocators. I first thought they disappeared completely after changing the config to make them more rare (to me the big ruins are too common) but it seems to be a thing even before touching config.
I can barely find a vanilla ruin and TLs are way too rare now. is there a setting I've missed? Traders do spawn for me.
Only worldgen mods I'm using are Terra Pretty and RiverGen
NiclAss
Got the old University wiped away and regenerated a new one fully above ground and ready to explore! Thank you for all the help on this issue! I've spent several hours exploring the location and I've only just seen most of the ground level... the tower and sewers await! ... I need a LOT more light sources if I ever hope to repair this massive thing and make it into a base. ^_^ It is a serious work of art.
Voodooozo37
Thats about how it is atm. We can prob improve this and also make it a more streamlined experiance with a bit of lore added and the underground part extended.
Darcmut
The once per world structure is something that can only be done by modding not config itself.
Hey guys, I found the mansion and explored I think all of it? I didnt check every nook and cranny in the hole with locusts but is something supposted to be here other than the translocator to the other room? I only found one bellhead and no good loot or anything. And the room at the end that you access with translocator didnt have anything good either
NiclAss Ah, so is it possible to configure the structures like this on our side, or is it something you guys would have to add on your side?
NiclAss
I spawned that map from a command but it would not show me any location sadly : (
Sorry, that was caused by another mod, but thank you for your quick response.
Baedel
What do you mean? The schematic is not consumed so why should I make it a tool????
in the itemfile
I would appreciate it if you could craft blueprint recipes not just one after the other, but several at a time, like with tool recipes.
By adding "isTool: true, toolDurabilityCost: 0" to the blueprints in the recipe, this would be easy to implement.
Example:
"X": {type: "Item", code: "br-schematic-road", isTool: true, toolDurabilityCost: 0 },
RPilcrow
Thats how it can generate atm.
It not really bound to spawn in cold climates but depending on other factors the chance exists that It can spawn there. I will improve this in the future lets say next big vanilla update so this is less likely to happen in the future but atm this is what can happen.
You can move that story structure manually we have video on this page its linked in the description which will allow you to move the structure and then regen the other chunks to regen those to normal colder terrain.
PureWinter
Thanks a lot PureWinter! I will forward it to the team! <3
Voodooozo37
Go into creative menu then item tab and then search for map. It will list all the betterruins maps.
I have slight problem, I bought a map to underground hideout from a trader but my game bugged and I dint get the map, however the trader shows that I have already bought it and he cant sell me another, is there a way to spawn this map by command? I couldnt find it in creative inventory : (
Thanks for the hardwork by everyone who contributed to this amazing mod, and thanks NiclAss for keeping it up to date as much as you do. ??
The game would not be the same without this mod and playing without it is 'wanting' and far less fun. Thank you all so much!!
This is generating the desert ruins & its corresponding 40+ massive circle of degree desert near icy (-15 to 0) starts, by the by, which is a little frustrating given dealing with the cold is the interesting part of that. It'd be a lot more fine if the desert was just a no-rainfall area with sand, without changing the climate. It's also so sharp a change that the game will generate a snow transition at the border that it then removes because it realises it's too hot.
I'm also using the Rivers mod and Conquest Landforms, for posterity.
Also, is there any way to blast that off of my world and make sure it doesn't show up again or am I just stuck with a big-ass desert?
DeathSeven
This noted under the MUST READ for Rivergen.
Completely break no at least there is no reason to do bcs nothing really changed in regards to RiverGen
Trader wagons are not related to this mod. So no idea whats going on on your end?
Warning The new version Breaks RiverGen - Vintage Story Mod DB so if you have that installed it WILL break Your Terrain Generation COMPLETELY
Started new world and some traders dont spawn in their wagons anymore???
NiclAss Good afternoon. Could you please tell me how I can allow my friends to generate new structures on my server?
You folks rock. After watching the video OMG I am starting a new world with this!
Thundathighs
Vanilla issue we have reported already.
Its a random thing.
I think you can try restarting your game but if that doesnt work you need to find another lux trader sry
here is the link
https://github.com/anegostudios/VintageStory-Issues/issues/6392
I can't seem to turn in the meteoric knife that the Luxury Trader wants to get the map to the desert. The option appears to turn the knife in, but the trader doesn't take it, and doesn't give a map.
AtrophyTwink
Please try to select the Item tab in the creative inventory specifically. Only then they will show up. I might change that in the future to also display on the Everything tab but currently thats the way to go. Dont know about any incompatibilites in that way so pls re check
NiclAss First thing I tried, but nothing came up when I tried multiple searches, so I had to resort to commands. Maybe thats some sort of mod conflict on my end? The only betterruins items I have access to in the creative menu are the blueprints.
AtrophyTwink
You can also go to the creative inventory and go to the items tab and then search for map
Anyone know how I can cheat myself a coalmine map? I had one but before I got to use it to get the icon on my map, I accidentally threw it out and didnt realize until it had despawned :( 100 hours into this save and it was my first one so I'm pretty bummed!! Any help is appreciated.
EDIT: figured it out after some trial and error. For anyoen who ever comes across this and has the same problem, its /giveitem betteruins:locatormap-coalmines
NiclAss
Thank you for the help. I will take the issue to github.
Maethius
If you want to provide more info for the issue pls contact me on github with creating an issue (link on top) or discord (link on top) you.
You did send the client-main.log which are nice but I was looking for the server-main.log :P all good but for me to replicate this that would be useful.
This comment section is not made for bug reports and longer convos imo so I recommend the mentioned platforms.
Maethius
Yeah you can also import the structure via worldedit but It seems like something weird is going on bcs there should be no reason to result in the university not having normal terrain :P
You can try to regen the chunks but that will prob not help in your case.
If you want try to place it with worldedit but will prob need some time to get used to it and get it correctly placed.
Vintage Story has a video tutorial on worldedit which should cover the basics.
Hi.Maethius! U can respawn University using World Edit and schematic from BetterRuins Modification! If u need advanced help u can Join to BetterRuins Discord and get more helps or tips !
Since I know I can reset the chunks containing the University, is there a way to re-spawn the megastructure?
Thanks in advance!
Trying to post logs crashed this page. Trying again, one log at a time.
Mods:
abandonedkingdom_V0.0.4
BetterRuinsv0.5.0
biggercellars_v1.0.1
buzzwords_1.7.0
CarryOn-1.21.0_v1.12.1
chiseltools1.14.17
CommonLib_VS1.20.0-rc.1_net7_v2.6.1
HudClockPatch_v1.0.0
LimestoneSpeleothems-1.1.0
MeatUp 0.1.2
metalrecycling_1.2.0
MoreDungeonsV0.1.1
YABBA Forge moremolds_v1425
Not_OnlySpear_Expantion_by_Kanahaku-v.0.3.2
primitivesurvival_3.7.7
ResinOnAllSides-v1.0.0
RuinVariants-v1.0.1
SomethingintheWater_V1.2.6
SoundOfConfession_1.0.4
stabMod-2.0.1
StoneQuarry_VS1.20.1_net7_v3.4.3
temporal_gears_stack v1
translocatordirectionindicator_1.0.0
UsefulScraps_v2.0.2
Client-Main Log:
12.10.2025 14:21:14 [Notification] Game Version: v1.21.4 (Stable)
12.10.2025 14:21:14 [Notification] Process path: %appdata%\Vintagestory\Vintagestory.exe
12.10.2025 14:21:14 [Notification] Operating System: Windows 10.0.22621.0
12.10.2025 14:21:14 [Notification] CPU Cores: 6
12.10.2025 14:21:14 [Notification] CPU: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz
12.10.2025 14:21:14 [Notification] Available RAM: 8059 MB
12.10.2025 14:21:15 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
12.10.2025 14:21:15 [Notification] Graphics Card Vendor: Intel
12.10.2025 14:21:15 [Notification] Graphics Card Version: 4.3.0 - Build 26.20.100.7926
12.10.2025 14:21:15 [Notification] Graphics Card Renderer: Intel(R) UHD Graphics 630
12.10.2025 14:21:15 [Notification] Graphics Card ShadingLanguageVersion: 4.30 - Build 26.20.100.7926
12.10.2025 14:21:15 [Notification] GL.MaxVertexUniformComponents: 4096
12.10.2025 14:21:15 [Notification] GL.MaxUniformBlockSize: 65536
12.10.2025 14:21:15 [Notification] C# Framework: .net 8.0.20
12.10.2025 14:21:15 [Notification] Cairo Graphics Version: 1.17.3
12.10.2025 14:21:15 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
12.10.2025 14:21:15 [Notification] OpenTK Version: 3.3.2 (A set of fast, low-level C# bindings for OpenGL, OpenGL ES and OpenAL.)
12.10.2025 14:21:15 [Notification] Zstd Version: 1.5.7
12.10.2025 14:21:15 [Notification] Start discovering assets
12.10.2025 14:21:15 [Notification] Found 32 base assets in category lang
12.10.2025 14:21:15 [Notification] Found 0 base assets in category patches
12.10.2025 14:21:15 [Notification] Found 24 base assets in category config
12.10.2025 14:21:15 [Notification] Found 0 base assets in category worldproperties
12.10.2025 14:21:15 [Notification] Found 49 base assets in category sounds
12.10.2025 14:21:15 [Notification] Found 230 base assets in category shapes
12.10.2025 14:21:15 [Notification] Found 84 base assets in category shaders
12.10.2025 14:21:15 [Notification] Found 18 base assets in category shaderincludes
12.10.2025 14:21:15 [Notification] Found 176 base assets in category textures
12.10.2025 14:21:15 [Notification] Found 4 base assets in category music
12.10.2025 14:21:15 [Notification] Found 0 base assets in category dialog
12.10.2025 14:21:15 [Notification] Found 617 base assets in total
12.10.2025 14:21:15 [Notification] Loading sounds
12.10.2025 14:21:15 [Notification] (Re-)loaded frame buffers
12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass .
12.10.2025 14:21:15 [Notification] Waiting for async sound loading...
12.10.2025 14:21:15 [Notification] Sounds loaded
12.10.2025 14:21:15 [Notification] Begin loading shaders
12.10.2025 14:21:15 [Notification] Load shaders now
12.10.2025 14:21:15 [Notification] Loading shaders...
12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass standard.
12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass particlescube.
12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass particlesquad.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass sky.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass nightsky.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass woittest.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass helditem.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass decals.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass final.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass gui.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass blur.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass findbright.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass godrays.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass autocamera.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass wireframe.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass luma.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass blit.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass texture2texture.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass celestialobject.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass colorgrade.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass guigear.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass ssao.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
12.10.2025 14:21:17 [Notification] Cached session key is valid, validating with server
12.10.2025 14:21:18 [Notification] Server validation response: Good
12.10.2025 14:21:18 [Notification] Will search the following paths for mods:
12.10.2025 14:21:18 [Notification] %appdata%\Vintagestory\Mods
12.10.2025 14:21:18 [Notification] %appdata%\VintagestoryData\Mods
12.10.2025 14:25:11 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed
Client-Debug Log:
12.10.2025 13:41:05.408 [VerboseDebug] Loadsounds, found 49 sounds
12.10.2025 13:41:08.061 [VerboseDebug] [VSCreativeMod.dll] Check for mod systems in mod %appdata%\Vintagestory\Mods\VSCreativeMod.dll
12.10.2025 13:41:08.109 [VerboseDebug] [VSCreativeMod.dll] Selected assembly %appdata%\Vintagestory\Mods\VSCreativeMod.dll
12.10.2025 13:41:08.124 [VerboseDebug] [VSEssentials.dll] Check for mod systems in mod %appdata%\Vintagestory\Mods\VSEssentials.dll
12.10.2025 13:41:08.137 [VerboseDebug] [VSEssentials.dll] Selected assembly %appdata%\Vintagestory\Mods\VSEssentials.dll
12.10.2025 13:41:08.140 [VerboseDebug] [VSSurvivalMod.dll] Check for mod systems in mod %appdata%\Vintagestory\Mods\VSSurvivalMod.dll
12.10.2025 13:41:08.152 [VerboseDebug] [VSSurvivalMod.dll] Selected assembly %appdata%\Vintagestory\Mods\VSSurvivalMod.dll
12.10.2025 13:41:08.274 [VerboseDebug] Left bottom main menu text is at 13/956.6890625 w/h 300,44.310937499999994
Client Crash Log:
12.10.2025 14:21:14 [Notification] Game Version: v1.21.4 (Stable)
12.10.2025 14:21:14 [Notification] Process path: %appdata%\Vintagestory\Vintagestory.exe
12.10.2025 14:21:14 [Notification] Operating System: Windows 10.0.22621.0
12.10.2025 14:21:14 [Notification] CPU Cores: 6
12.10.2025 14:21:14 [Notification] CPU: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz
12.10.2025 14:21:14 [Notification] Available RAM: 8059 MB
12.10.2025 14:21:15 [Notification] OpenAL Initialized. Available Mono/Stereo Sources: 255/1
12.10.2025 14:21:15 [Notification] Graphics Card Vendor: Intel
12.10.2025 14:21:15 [Notification] Graphics Card Version: 4.3.0 - Build 26.20.100.7926
12.10.2025 14:21:15 [Notification] Graphics Card Renderer: Intel(R) UHD Graphics 630
12.10.2025 14:21:15 [Notification] Graphics Card ShadingLanguageVersion: 4.30 - Build 26.20.100.7926
12.10.2025 14:21:15 [Notification] GL.MaxVertexUniformComponents: 4096
12.10.2025 14:21:15 [Notification] GL.MaxUniformBlockSize: 65536
12.10.2025 14:21:15 [Notification] C# Framework: .net 8.0.20
12.10.2025 14:21:15 [Notification] Cairo Graphics Version: 1.17.3
12.10.2025 14:21:15 [Notification] OpenAL Version: 1.1 ALSOFT 1.23.0
12.10.2025 14:21:15 [Notification] OpenTK Version: 3.3.2 (A set of fast, low-level C# bindings for OpenGL, OpenGL ES and OpenAL.)
12.10.2025 14:21:15 [Notification] Zstd Version: 1.5.7
12.10.2025 14:21:15 [Notification] Start discovering assets
12.10.2025 14:21:15 [Notification] Found 32 base assets in category lang
12.10.2025 14:21:15 [Notification] Found 0 base assets in category patches
12.10.2025 14:21:15 [Notification] Found 24 base assets in category config
12.10.2025 14:21:15 [Notification] Found 0 base assets in category worldproperties
12.10.2025 14:21:15 [Notification] Found 49 base assets in category sounds
12.10.2025 14:21:15 [Notification] Found 230 base assets in category shapes
12.10.2025 14:21:15 [Notification] Found 84 base assets in category shaders
12.10.2025 14:21:15 [Notification] Found 18 base assets in category shaderincludes
12.10.2025 14:21:15 [Notification] Found 176 base assets in category textures
12.10.2025 14:21:15 [Notification] Found 4 base assets in category music
12.10.2025 14:21:15 [Notification] Found 0 base assets in category dialog
12.10.2025 14:21:15 [Notification] Found 617 base assets in total
12.10.2025 14:21:15 [Notification] Loading sounds
12.10.2025 14:21:15 [Notification] (Re-)loaded frame buffers
12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass .
12.10.2025 14:21:15 [Notification] Waiting for async sound loading...
12.10.2025 14:21:15 [Notification] Sounds loaded
12.10.2025 14:21:15 [Notification] Begin loading shaders
12.10.2025 14:21:15 [Notification] Load shaders now
12.10.2025 14:21:15 [Notification] Loading shaders...
12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass standard.
12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass particlescube.
12.10.2025 14:21:15 [Notification] Loaded Shaderprogramm for render pass particlesquad.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass sky.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass nightsky.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass woittest.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass transparentcompose.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass debugdepthbuffer.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass helditem.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunkopaque.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunkliquid.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass decals.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass final.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass gui.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass blur.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass chunktransparent.
12.10.2025 14:21:16 [Notification] Loaded Shaderprogramm for render pass findbright.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunktopsoil.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass godrays.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass autocamera.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass blockhighlights.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass wireframe.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass entityanimated.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass luma.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass blit.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass particlesquad2d.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass shadowmapentityanimated.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunkshadowmap.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass texture2texture.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass celestialobject.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass guitopsoil.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass colorgrade.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass guigear.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass ssao.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass bilateralblur.
12.10.2025 14:21:17 [Notification] Loaded Shaderprogramm for render pass chunkliquiddepth.
12.10.2025 14:21:17 [Notification] Cached session key is valid, validating with server
12.10.2025 14:21:18 [Notification] Server validation response: Good
12.10.2025 14:21:18 [Notification] Will search the following paths for mods:
12.10.2025 14:21:18 [Notification] %appdata%\Vintagestory\Mods
12.10.2025 14:21:18 [Notification] %appdata%\VintagestoryData\Mods
12.10.2025 14:25:11 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed
Maethius
You can try to regenerate the chunks around the location yes it will still point you towards it.
I will still need a detailed bug report with complete modlist and server-main.log to track this down why this happend?
Machine: Windows 10 potato
VS version 1.21.4 (stable) - however, I believe it was 1.21.1 or 1.21.2 when the Univeristy was added to my map
BetterRuins version = 0.5.0 when the location rendered, but was the prior version when the location was added to the map.
I do not have the TerraPrety mod.
I know I can reset the chunks where the University generated, but will my system still say that location has already been added to the map? I know there is a World Edit command to spawn structures, but haven't tried to use it yet. Ironically, there is a large, flat island less than 100 blocks from the underwater generated location. If I used the command successfully, I could simply generate a new Univeristy there and still have my boat and elk nearby to explore it.
Maethius
This sounds like a bug recently that Tera pretty introduced and fixed with their latest version.

Since you might not be able to update this mod it might be hard for you to experiance it correctly. But this is just my guess.
For normal worldgen this structure should spawn in plain flat land and not in any case in water.
If you can share some more details like versions and modlist I can look into it but from the information presented this is what I think the problem is.
Good morning!
I finally achieved my dream of reaching the University! ... I sailed to it with my trusty elk and... is it supposed to only be a largish tower sticking out of the water? It appears to have spawned at the bottom of an ocean trench! I could see maybe the top 40-50 blocks, but the rest is, naturally, flooded.
Is there a way I can spawn the University in a location I can actually experience it?
ArmaDillidallier
These are the 3 locations for books.
The Glass Relic is just a chiseled block
You can grab it. No functionality tho
Came across this POI and assuming its from Better Ruins mod. there are supposed to be 3 lore books around an ojbect called "Glass Relic (cold)" but I can only find 2. Any information on interacting with the object, collecting it, and the third lore book would be appreciated. the journal entry for the lore is The Dark Heat.
Roflnomish
https://github.com/NicIAss/betterruins/blob/main/assets/game/worldgen/schematics/overground/main/largeruins/0501-freianofvoid-largeruin-o10.json
This is the schematic file from your image.
ShaeTsu
Yes this is part of the structure environment.
Are the Crossroads supposed to force generate a giant 40°C desert around them? It's surrounded entirely by an expected temperate climate.
Migo
Thanks like discussed on dc I will wait a bit for the Meteoric steel mod to finalize a bit more. To then add a compatibility mod if still necessary for now it can be ignored.
is it this mod that adds in this mausoleum structure? i found one by chance on my last save and really liked it, but i've searched thousands of blocks in this new save and had no luck. i also looked to see if i could spawn one in with commands or something but i can't see any reference to a mausoleum in the files
When loading with 1.21.4 it has a json error for one of the recipes.
6.10.2025 20:55:21 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-plain-meteoricsteel cannot be resolved
Looks like an issue with Meteoric Steel and this mod.
NiclAss
so its generating at the bottom of the ocean in total, and with regeneration its making maybe a 20x15 room total. Some textures are broken and ect.
Darcmut
Only story structure can generate once per world. So yes its possible.
Aleh
Yes the teasers from the showcase are still being worked on.
None of them are finished at this point. But I think over the end of the year we could see some of them come into the mod.
Archadria
This might help you.
Also if the location is already set but not generated you should be able to just /wgen delr <chunkradius>
To fix it.
But a bit better description of the problem would help if it doesnt work out.
I have had an issue probably fro another mod with the forlornhope dungeon/bastion
Is there a manual procedure to generate this?
Heya, any chance you can stop using Imgur to host images? Nothing shows in the UK if its hosted there now :( They banned UK due to not wanting to comply with child saftey checks, they'd rather ban an entire nation of people who have nothing to do with making the laws rather than do the minimum to protect kids:/
Won't this new castle from the video appear?
Is there a possibility to make it so certain structures are only able to be generated once?
Mia_Bbzinha
Sounds like the forlorn bastion to me?
talk to the lux trader he should have a map to the forlorn hope tower which in the top has a map to the forlorn bastion in it.
Shannymara
Yes this is a common issue for heavy modded saves. It should adjust automatically from vanilla but for some it doesnt and need manual editing.
I was having the "missing textures" issue with some structures. I would encounter them normally the first time but on return have lots of missing texture blocks, with both this mod and Better Traders.
Increasing the texture atlas size did seem to fix it for me. This is what I did:
Edit ...AppData\Roaming\VintagestoryData\clientsettings.json
Change maxTextureAtlasWidth and maxTextureAtlasHeight both to 8196.
Save the file, restart client.
Have not played enough yet to see if this might cause other problems with performance but it seems fine so far. My game is heavily modded so it makes sense it was the texture atlas issue now that I know about it. Hope this helps someone.
NotHughesy
The math is def a bit complicated bcs panning is something you can plan and decide to do but finding certain ruins is def not.

This is the randomizer which has the crown in it. But it could also be found in it as a ground storage but maybe this can help you :P
NiclAss Thanks for making this great mod. I took a look through the Github but I couldn't figure out the loot table rarity. My group is curious if the Gold Coronet is more or less rare than panning for it - the answer determines if the person who found the crown is our king or not. Is it possible to determine this, or is the math a bit complicated?
Setmose
Certain groups of structure do not spawn close to spawn so thats prob what you are running into.
TehKey
Most structure have a certain distance from spawn where they can not spawn so thats prob what you are running into.
More details on each group of structures min spawn distance can be found in the config. with the config mods or on this page hidden in a spoiler.
MelbaMel
The only way to help you is with more informations and for that I would recommend a bug report on our discord or on our githubs issue tracker.
I think you might have installed a new version of the mod not suited for your game version but its hard to say without any details.
Apocalypse_Andy
Thanks I will look into it and if its an issue it will be fixed with the next update. Good find!
daepicdude123
No. Seems like you are just unlucky.
luxferens
That issue sounds like a texture atlas problem to me.
Are you running a bigger mod list some people experiance swapped textures so please download a texture atlas fix mod or increase the texture atlas manually.
Here from a message from the vintage story discord
Some players have reported problems with missing/broken textures in game of late, so I am bumping the conversation that was had here between Tyron and Tels:
https://discord.com/channels/302152934249070593/402173001178677268/1061258434659487754
Most notably: "*its also quite possible that the array texture system is too limiting to be even usable for us*" - Tyron
I believe that there are maybe a half dozen mods that use a LOT of textures, and those mods are causing other completely unrelated mods to have broken textures. **Meaning this is a problem for ALL MODDERS.**
I have brought this to the attention of a couple of modders to hopefully alleviate some of these bug reports. Long story short - if your mod uses a lot of textures, or textures that are larger than, say, 128x128, then use these commands in both vanilla and with your mod installed...
`.debug exptexatlas item
.debug exptexatlas block
.debug exptexatlas entity`
...to ensure that you are not having too much impact on the SHARED texture atlases. These commands will create png files in `%AppData%\Roaming\VintageStory`, like itemAtlas...png, blockAtlas...png, and entityAtlas...png. Visual representations of the texture atlases. Example here:
https://discord.com/channels/302152934249070593/351624415039193098/1097210131529347082
It is a difficult conversation to have with modders and I don't particulary want to be "that" guy, so I'm just trying to raise awareness of what I perceive to be the issue.
----- MORE INFO FOR PLAYERS -----
You CAN increase the size of the texture atlases but it may come with a performance hit.
Either: Use chat commands in game, and then reload the world:
`.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192`
Or: Edit `%AppData%/Roaming/VintagestoryData/clientsettings.json`
and change these like so:
`"maxTextureAtlasWidth" : 8192
"maxTextureAtlasHeight": 8192`
Rackhamm
The maps in Treasure Hunters tradelists are still added so its a random chance that he sells them.
OrangeAkita
If you have the mod installed on the server and your client and they are the same version they will not have to be downloaded bcs you already have them.
Im guessing that is what happening.
So if you see the blueprints of the mod the mod is def loaded also on your client.
Im using a dedicated server that I made on an old home PC. For the most part everything runs great. I am having what I think is an issue? I have the mod put in the mods folder of my server and it shows up there. But when I go to get into the sever on my laptop, it doesnt prompt me to download the betterruins mod nor does it appear in my laptop's mods folder for the server. Am I doing something wrong? Has anyone had this issue?
(When im in game on my laptop I do see blueprints in my handbook that say "mod: better ruins"
Are the Treasure Hunter traders in 1.21 Better Ruins no longer sellings maps to locations like underground hideouts and the like? I've played for a while on a few different new seeds and have yet to find a treasure hunter that cycles these map locations through their sale inventory. Am I missing something?
The more new types of ruins I find, the more I realize the scale of effort it must have taken to make all these. Thank you guys so much this is amazing!
I've been using v0.5.0 on 1.21.0 and unfortunately some of the support beams in the four-tower castle/keep (with the broken floor revealing the basement) are textured as cobblestone blocks oddly. I did see this happen to some crumbled village ruins aswell. It's very unsightly and i can tell it isn't intentional. Does anyone know if this is fixed in a later version and if updating it would ruin things? I stopped messing with updates of mods after one of them turned the interiors of ruins into question mark blocks. I should add that breaking the beams, which is annoyingly difficult to do, drops aged support beams.
Is there something preventing large structures from spawning in medium fertility areas, or am I just unlucky?
I am unable to smith cupronickel plates. The plate selection does not appear. v1.21.1, mod v0.5.0. So I cannot smith the plates to create blocks with the machinists blueprint. Anything I can check on my end? Thanks. Edit: I was just going to assume that it was all the non vanilla plates, but zinc and tin work. Nickel and cupronickel do not, haven't tested others.
NiclAss Thanks for checking! At the start, there were no issues, when we first got to that location I gave you. Anywhere worked fine. Overtime is when things got bad. I couldn't give you a time frame but after several weeks of gameplay, it just started to get choppier and choppier until I'd get frozen like that. I really can't explain it.
I have done some more exploring and determined this section I found it's a perfectly square island in the ocean. I believe it may be because this mod generated a dungion there. I am so excited lol
Hey so I added this to an existing save. I set the world gen on creation such that the world is an island world. With this mod installed I sailed west and ran into a streight line of continet (including a mountin range thats been cut in half where it meets the water) and some sweet ruins. Is there something I need to do so that the new chunks being generated still conform to my water to land ratios?
I had to transfer my game to a new computer by downloading the files from the old computer to the new one. Now the mod will not work properly. I have tried deleting the mod and redownloading it, but it has not fixed it. It's most noticable with the blueprints that I have, they are just black squares. Is there a way to fix this so they work again?
Sussu SetmoseNiclAss I'm having pretty much the same issue. The ruins just aren't showing up around spawn, but vanilla ruins are still? I tested the Battle Towers mod and that one seems to work fine. It also seemed like setting the spawn rate under BetterRuins config affected the spawn rate of the Battle Towers while not spawning anything Better Ruins related. I teleported 4000 blocks south of spawn and found a few Better Ruins ruins, though.
I found a ruin with an Item I could not see, "Unknown Block ID 13114" I believe its supposed to be possibly a Pipe or perhaps a broken item holder? uncertain, if anyone knows what item its supposed to be greatly would appreciate that :) for now its just gunna stay a silly ? block
Sussu NiclAss I'm having (sort of) the same issue. Before, I could jaunt barely a distance before seeing an interesting location on the map to head towards, but now even vanilla ruins are barely showing up, and yours just aren't there at all.. at least, never anywhere near the starting area. I disabled all mods except yours, created a new world, and flew around for a bit, only finding 2 vanilla ruins. I did finally find a lot of ruins I assume are yours, all very close together, but I had to fly around -4000, -4000 to find them.
Normally the mod works fantastic, but it shares a common problem with a few story locations in a max height world.
The ruins tend to spawn on the ocean floor, so does the lazaret and devastationarea btw. (already submitted to github)
Thanks for the amazing work!
NiclAss
I got it fixed, but I don't know whether or not it took a game restart, since I went to another trader and everything worked out.
Sussu
Mhh if the Items are working the structures will also spawn. Can you please send some images of other ruins which are not th3dungeon ruins as images.
Otherwise a server-main.log would help aswell either here but preferably on our github tyvm.
GreatHefty
The quest for the university is completely isolated to any other quest so you should get the map.... Dont need to visit any other place before.
GreatHefty
I think this might be a rare vanilla issue let me know if it is similar or the same as you can see in this issue created on vanilla game.
https://github.com/anegostudios/VintageStory-Issues/issues/6392
moonbeer
You will need both config mods on the server alongside betterruins and then you need to either upload your previously setup config file to the server or you straight up edit the file on the server. Bcs iirc config lib doesnt let you edit those values which are server sided from your client in the UI only in the file on the server.
Hope this helped otherwise let me know or create an issue on our github with necessary informations.
Check your server-main.log if the mod is running and or if you can see our blueprint items in the handbook then you know the mod is loaded.
Unrooted
Thanks a lot for creating the issue. I will keep you updated on the github issue but I recently tried to launch my game with your modlist and it seems to now want to launch without crashing. I will look into it again and will let you know.
Anabella
Ahh ok thanks a lot for the message good to know for the future. Glad its resolved.
hello, i also have a problem with this mod not spawning any structures anywhere. The blueprints added by the mod do load into the game.Vanilla and 'ancient dungeons' ruins do spawn, though they don't have any better ruins content in them either.
Do I need to clear the the Tower before being able to get the map to the university? I found what the trader was looking for, but they won't drop either the map or the 10 gears.
I have a small problem with the mod in the 1.21.0 version. In SP its function normal and can be confiq, but in MP its disappears and cant be confiq and no structures of the mod loads.
This even happened when it was the only mod beside the confiq lib mods. Hope you can help me with that.
Is there another mod prereq for this? I've just encountered the coal mine on my modded server and past the initial house is all ? blocks.
NiclAss Tried my best to make the issue, sorry if it's bad or not even your mod that causes the problem, it's just that it did seem to get fixed when I disabled it. I was going to update my mods and the Vintage story version, thinking it might fix it. I held off because of wanting to let you check this out and to go back to explore and find out more if you asked me, but if you tell me it's fine, I'll update things, and I'll update BetterRuins, and I'll see if it happens again? Whatcha think?
NiclAss I was told in the discord that it is a fog issue. That fog shows up below ground and it doesn't have the fog look but just darkness. It had happened to me in this ruin two times, so was why I was checking here. It has gone back normal. I also dug a 2x2 hole down to let natural light in so if it happens again I, in theory, should be able to see the fog.
Mans_laughter
Mhh this is not related to this mod. Either a landform mod or your world settings?
You can still create a bug report on either our page or on vanillas issue tracker bcs its either vanilla or other landform mod or stuff that changes terrain.
and what vanilla version your are on is interesting aswell.
Unrooted
Yes zip file with all your activated mods in it.
And if you have world where the issue is replicateable share that aswell with coordinates where to look at it.
Anabella
Sounds like a normal lighting bug to me.
try
.debug relightchunk
if that doesnt work try to update a block in that chunk by either breaking or placing a block and let me know if any of that fixes it. ty for the report
chorzo
Yes those village formation structures can spawn in water its sadly not possible to prevent that for that structure type it shouldnt spawn in oceans tho just in lakes.
Thanks for the images btw.
NiclAss sorry I should have specified that I am spawning at the bottom of the ocean, not structures. Whenever I make a new world the first thing I see is a wall of water and I have to swim up and find land. I'll create a github issue and specify what I can a little later when I have some spare time. Thanks for the response though :D
NiclAss Do you mean a zip with the actual mods in it? Just haven't really dealt with github or issues an stuff. Or you mean their zip names? But I'll give you all what you need, when I get the answer so it's in one thing. And thanks for checking into it!
Hi, NiclAss, you asked for a screenshot of the ruins underwater. Here is one from my example. I would like to mention that it is with TerraPrety mod, but after reporting this in the comments TerraPrety mod, the author said that it is not the fault of this mod, if I understand correctly. Best regards.
https://ibb.co/jZZDQ1gN
https://ibb.co/bj3PqY6q
Updated: I try on default Landcover (97.5%), It's better, but ruins can still spawn in the water
https://ibb.co/1YV0D7K0
Is there anything in the mod that makes one of the larger ruins stop letting lighting work? I can put down torches or paper lanterns and they worked for a bit then all of a sudden they just stopped. I had looted a good little chunk of the place before this happened. I am thinking it is a bug in the game but making sure there isn't in this mod that causes this to happen. I can barely see in front of me.
Mans_laughter
After some testing I couldnt find any ruins in the ocean so pls provide a way to replicate this or images. tyvm
https://github.com/NicIAss/betterruins/issues
This is our issue tracker its the best way to figure out what is causing and how to resolve a problem.
https://github.com/NicIAss/betterruins/issues
Unrooted
Mans_laughter
Hey thanks for all that input would you mind creating issues on our github? Where we can gather all the relevant information to debug this?
Im especially looking for exact modlists as .zip if possible and vanilla version mentions.
and if possible a world file with coordinates where such problem happens.
a seed would also do with a exact modlist.
Something I dont understand in this whole issue is that there is something causing a performance problem in existing chunks which doesnt make much sense for betterruins since it only affects worldgen besides the blueprints and lore.
so all of the ruins and stuff are still present if you uninstall it so it doesnt make sense that the lag is just gone. bcs all of those are still around you.
Mans_laughter
Interesting can you share some images so we can confirm those are betterruins structures bcs vanilla has a function which lets certain structures spawn above sealevel but it doesnt work for all structures.
You can also use our github to create an issue its simpler to look at then this comment section ty.
I will do some testing with latest tera pretty aswell and let you know if I find something odd.
wael6
Mhh I see yeah.
The items are actually called schematics but I decided to name them blueprints bcs it was fitting more imo.
NiclAss sorry for the late response i was unavailable, this is about the blueprints being called blueprints and not schematics and the items not being schematic type items, what i meant is that in game similar items are called schematics and not blueprints, just a consistency thing, and the vanilla schematics have a special ground storage taking up a full block, and yes purposefull storage is another mod and it adds a bunch of storage options like a schematic rack
When used with Terra Pretty I encounter extremely frequent spawns at the bottom of the ocean in a middle of nowhere :(
BroccoliClock : I do use Terra Prety. I got some mods that generate things differently, but Terra Prety is the biggest one. The others are BetterTraders, five different FloraZones mods that spawn plants and whatnot. The rest of them are mostly mechanics and crafting recipes. So just so you're aware, even if you're using Terra Prety, it was still a problem for me to use Better Ruins.
Unrooted
Thanks for the heads up. I had thought that it may be a conflict between the world gen mods I was using and BR, as it seems to have resolved itself (at least for now) switching to using Terra Prety. You don't mention if you have used any world gen stuff, so maybe it's not the world gen that is at fault.
NiclAss
I probably should have said this earlier, but I really do appreciate the amount of time and effort put into producing the mod, both you and your colleagues. :)
BroccoliClock :
Oh my gosh, I thought I was the only one with that issue! The problem is I've got like, 100 mods or so, not just a handful like you, but I was going through my list to update them, and I read this message you wrote! I live in a crater, like a large bowl area, and it's in singleplayer. I get these areas that get me to just get choppy visuals, basically frame drops, and then I get home, and it's fine.
So I thought of testing this, and anyway, I hit those areas, which I'd explored in the past, I don't recall having issues then, but it gets so bad now that my character freezes in place. I can spin my head very slowly, and if I try walking, it makes my camera bob down into the dirt, and back up to where it should be, as if I'm walking but it's amplified. I can see other people, but they see me just standing there, even when attempting to move. They have no issues running where I am, at least nothing as bad as I have had. I'm having my friends try it out themselves too as we play while I'm hosting.
I have no other mods that you have but BR. The only way for me to exit the area is to run home, before it actually freezes my legs, otherwise I have to restart the game, booting everyone else. I was hoping that updating the mods I had would fix the issue, but if it's this mod, I'd be able to test that by removing it. I'll do it soon, too, so I can confirm it and write an update here.
NiclAss :
I'll write a confirmation that it was BR soon, but it's really unplayable with this happening, if it is because of BR, unfortunately. I haven't exactly crashed from it so I'm not sure where to see data or anything on what's causing it.
Keeping you guys posted. o7
Edit after testing:
NiclAss: We've updated to 1.21, lets see if this is now working :).
But the /wgen was also working, thx for the hint.
Greetings NIXUS
Just a little update, I regenned my world but this time I used Terra Prety, while ditching Continental World and RiverGen. While I have not explored a lot, I've certainly not run into the same issues as I had before.
NiclAss
yeah, I appreciate it's hardly a "I installed X and now Y happens, here is an image of Y and here are the debug logs", sorry for that.
I have a feeling it's the world gen mods creating a world that for some reason conflicts with BR, and in turn causing a freak out when it renders. As I say, I never went looking for the specific "ruin" (if it is that) that may have caused the issue due to such a severe drop in frames, although the rest of the map was totally fine. I do get frame rate drops in "busy forests" but that's just the nature of voxel rendering, it's never a huge drop and nothing quite like I'm experiencing now.
It's a new world so there is no issue with regenerating it. I see that Terra Prety states it "should be compatible with BR" (although no rivers, which is a shame, and a bit disappointed to see that haven't been added into the default generation code) so I might go with that.
Ultimately if I am the only person to mention this, then it's probably a very niche bug (or a very specific condition based on the way RiverGen/BR affect the geology) and not worth your time testing for.
Thanks for the quick feedback.
==[bc]==
BroccoliClock
Mhh thats a tough one.
For the future check the wikis perfomance guide you can run a command that outputs possible reasons for your lag spikes.
https://wiki.vintagestory.at/Debugging_Performance_Issues
Did you install betterruins after worldcreation?
Im guessing not but this could explain the lag bcs RiverGen is partially incompatible with betterruins.
Other than that there could be a lot more reasons for it but without more logs and like the debug for the lag spikes its hard to say.
I have not received any other reports of such massive perfomance issues.
I will try to replicate this in the next days but if its not showing up in a reasonable time I will drop it and blame it on rivergen and betterruins incompatibility.
Alhef
No should not cause any problems related to betterruins.
The only incompatibility was updating vanilla or betterruins alongside old rivers version and rivergen.
But the og rivers mod fixed that recently.
Smoke03
That is intended. Its just a left over and foundation work and can be used as loot for the player to excavate. Yes it could be changed to soil or rock but currently its just loot.
I started a new world for 1.21, I had not used BR before and planned using it for this one. My mod list consists of QP Chisel Tools, Juicy Ores, River Gen, Continental World, and one of my own which simply allows you to craft sticks from planks (just a json file).
:: links: Continental World - https://mods.vintagestory.at/show/mod/21831 , River Gen - https://mods.vintagestory.at/rivergen , Juicy Ores - https://mods.vintagestory.at/juicyores , Chisel Tools - https://mods.vintagestory.at/chiseltools
All was working fine until I hit a forest area, quite dense, and I suffered lag. Ok, possibly just a bit "busy" in the forest, and the latest update maybe needs a tweak, but as I got further into the forest it got worse, much worse. I decided to drop the quality from high the medium. No change. I was running at 30fps on med when before I was in the high 80+ on high. At that point I thought it was a memory leak, so relogged not just the save but restarted the game too. Load back into the same spot, and sadly the lag is still there.
As you can probably tell the next step is removing mods, and as I have so few of them BR was the prime candidate. Once removed, I reloaded my save and the lag was gone, I could put the quality levels back up and I was sitting at 80+ again.
The weird thing is, I had no structures (that I could see). It was a forest, a dense redwood tree one at that, and while I didn't scan the whole chunk it just seemed like normal.
I could provide you with the save file if that would help, but removing BR immediately solved my game breaking lag. Sorry this isn't as specific a bug report as you'd like, it's all a bit nebulous, but the lag was so bad I wasn't going to search the area for whatever was causing it.
Is it specifically something in BR? No idea, it's a very well known and loved mod, I would be surprised if I was the only person suffering it. I have so few mods I can't see where the conflict would be, if there is one. I checked the comments for the world generation mods, RiverGen and Continental World and there was no comments that people were suffering lag.
As I say, lots of people use this mod and if they aren't getting such drastic lag, then it's going to be something specific to my game/mod list/pc, but the problem resolves itself by removing Better Ruins from my mod list (sadly).
==[bc]==
I have a question, I updated to 1.21 and I had the Riversgen mod, if I already deleted it and I have the Rivers mod (the normal one) is there a problem? = because I can't find the mod structures
I think I found a bug with this castle structure, the path that leads throughout it appears to have limestone cobblestone of various types along with muddy gravel spawn above the stone path blocks that im assuming should make up the pathway, top right is the map of the castle structure.
Narg
Yeah those are prob filler blocks which do not really exisit but are in the schematic file to prevent blocks to spawn there.
It shouldnt display on the map but the colored map is not really a thing anymore on default so I didnt bother to let the vs devs to know about it. They prob know about it but its just not very high prio.
Im not aware of any mods that fix this tho.
ClosedBoudy
Yeah gotcha. Its how we do it currently tho and it has its ups and downs.
NiclAss hey, figured here is as good a place to ask as anywhere else. I'm getting broken airmap problems with one of the ruins just like caves give, that white map block and all. The sunken keep with a giant oak tree if that matters for anything. I was using the mod Broken Map Cave Fix until recently but that seems to have broken with 1.21, any suggestions?
NiclAss it does sort of, but we had wished to incorporate our renovating by chiseling in new stone where old stone had broken but it seems like we'll need just just fully break all the damaged blocks. It is abit of a shame since i feel like it would look cooler if i could fill in the little cracks and nooks with chiseling
Nixus
Glad you like the mod.
Regarding the issue you posted vanilla might have fixed stuff like that on 1.21 otherwise there is not a lot you can do besides /wgen regen the area where the issued structure is at. and hope to either make it spawn correctly or be replaced by non or other ruins.
ClosedBoudy
Those are chiseled blocks that are disabled which means they are not chiseled blocks itself but drop their stone material if they are stone typed.
Otherwise they will not drop anything.
This is used for all the damaged parts of ruins but not on stuff like windows and other decoration which are still droppable for the player.
Let me know it that answers your question.
Hi,
first of all, nice Mod we love the more "WOW" structures :)
About our problem:
On our server in version 1.20.12 with Betterruins version 0.4.15 all looked fine at the beginning, until we found a big structure which had many many question mark blocks.
They are unknown or of the name is "Unusable clutter" but with no type:
The server has the following mod list:
ACulinaryArtillery 1.2.5
alchemy 1.6.56
axleinblocks 1.21.0
BetterFirepit-1.1.6
BetterRuinsv0.4.15
bricklayers-3.0.3
buzzwords 1.8.0
CarryOn-1.20.4 v1.9.9
configlib 1.5.3
electricalprogressivebasics 2.0.1
electricalprogressivecore 2.0.1
electricalprogressiveequipment 2.0.1
electricalprogressiveqol 2.0.2
ExpandedFoods 1.7.4
expanded matter-3.2.3
foodshelves 2.2.1
Immersive Corpse Drop 1.0.3
KsRealisticFarming v1.0.5
levelup 2.0.3
more-map-icons-cs-1.1.0
nbcartographer 2.1.1
petai v3.4.3
primitivesurvival 3.8.0
rivers 4.6.0
rustboundmagic 2.5.7
sortablestorage 2.3.1
spyglass 0.5.2
TerraPrety 7.0.5
viescraftmachines 2.4.0
vinconomy 0.4.0
vsimgui 1.1.8
vsinstrumentsbase 2.0.3
wildfarmingrevival 1.3.8
wolftaming v3.0.8
The server was new set up (no update, all mods includes from the first time) in the version described above.
Any idea why the question mark block are there or did I missed somthing about other mods?
Many thanks
NIXUS
Hello! first off my group absolutely love this mod, but we're having issues trying to renovate one of the smaller ruins but i can not seem to chisel any of the blocks unless they are full blocks
Tehgarin
There is no mechanics like you explained.
No structure is marked completed in any way.
You just explore them and decide on your own when its "completed"
Ando01
Yeah should be fine I have booted it with betterruins and Terra Prety and it works.
But I cant tell you how much different the ruin spawn chances are bcs of their changes to the terrain.
Tehgarin - like on map, when you hover? I dont get it at any location, mine, tower nor bastion.
Thank You for that info about how to regen the structure. ANother question.
The forlorn tower after you visit it the X on the map says completed..? Butthe Forlorn Bastion didnt..? I even went into god mode and looked to see if there was anything I missed and could not find anything. Does this Forlorn bastion or (dungeon) not haver a complete.. like the tower or did I truley miss somthing.?
Thank You again for Spactaculer mod..by the way..
Updated Edit: Man sheesh it was just my sillyness I had originally marked my X marker as completed.. OMG..? The shame.
hi, can i use terra prety too? NiclAss
Swedish_Clover
hey, so a new update came out and ummmmmm your mod recommends 1.20 and the game verion is currently 1.21 so I highly recommend you to update the mod so it is recommended in 1.21, keep making awesome mods for this game
want to give a huge shout out to say thank you to the mod team for getting an update out so quickly, yall rock and I appreciate all the work you do
Cc8tv
I mean if you already know whats prob causing it you are fine but otherwise on discord or on github :D
how should i send the log? also it seems to be one of the stone age fauna or flora mods
Cc8tv
Like I said whatever it is a server-main.log will tell us more :D
NiclAss ive been running quite a lot of mods and some of them are outdated and I cant clearly see any errors with better ruins.
So i think it is probably a mod incompatibility. 🤷
NylonCat
Thanks for checking that. Glad it works and thanks for playing with it <3
Cc8tv
Check your server-main.log if the mod is loading correctly there the ruins will generate. If not pass me your server-main.log pls ty.
for some reason in 1.21 verson no better ruins are spawning at all
Running mod version 0.5.0-rc1 on 1.21 stable.
Structures seem to generate as usual, the blueprints i've obtained are still in my chest and recipes involving them also still work.
My settings from the 1.20 version of the mod have been retained, and using the in game config menu works if using Config Lib 1.10.1 (for 1.21.0-rc.6) + ImGUI 1.1.12 (for 1.21.0-rc.4)
BotMark
KillerJam25
There will be a update today but for now the latest rc version of betterruins should still work? I havent tested it enough so thats why it is still not marked compatible.
So prob just wait for the update today in like 5-10hrs depending if there are larger issues that came with vanillas changes from 1.21.0-rc.7 to 1.21.0 stable
DragoKnight
Im not familiar with the latest changes on TerraPrety mod so I cant tell you what the best settings for betterruins are but you can make some test worlds and try it with different multipliers like 1.4 or 1.7 sound reasonable to me.
Tehgarin
That is a chiseled block so there is no block id I can give you. You need to regenerate that structure and then grab it again. /wgen delr 5 around the story structure you grabbed it will reset it.
need uodate.
Hello, was wondering If I could get an item id for an item in the better ruins mod. It was from the Forlornhope Dungeon. It was a Block item next to a grave with bars on the gravecant remember the name of it but it was like Sir--- somthing. I accidently deleted it when I got back to my city and Would like to get it back. Tried looking through modinfo.json and many other files for mod but could not find it.. I have the others still from the graves but missing the unique square block item. ANy idea what the code is so I can spawn it in..?
Thank you in advance..
as wondering if the mod will be updated?
Hi, the mod runs great and I love the ruins. However I've recently installed the Terra Prety mod and it's recommended to change world configuration for Landcover and Landcover Scale. I understand this might affect the generation fo ruins and it appears that it makes them exeptionally rare using Terra Prety suggested configurations. Would you happen to know the best world config for Better Ruins while using Terra Prety?
ToastyNon
No guide for it. You can prob take a look at the structure in a new world and gather screenshots or spawn in the schematic in creative mode.
Is there a way to reassemble the weeping knight? maybe a guide? I took it apart to move it to my friends base and i forgot to take pcics
wael6
Hey I think there is no difference between having them called schematic or blueprint a blueprint doesnt have to be blue.
What do you mean with into an actual schematic type items?
In vintage story there are just items and blocks what do you mean by that.
Also what is a purposeful storage schematic rack? Another mod?
They are ground storable and are all on the same size which makes sense so I dont see some of the issues you mentioned.
Would be nice if you further expanded on your statements ty
could you please make the blueprints into actual schematic type items and not regular items please ? its really annoying them not having the right size when place on the ground and not working with purposeful storage schematic racks, also the "blueprints" aren't blueprints since the paper isn't blue, they're schematics,
oh, you know what would cause these problems? not having the mod enabled like the absolute moron i am
just rechecked the luxuries trader and the treasure hunter trader, neither of them have dialogue or trades for the forlorn hope tower, only for the resonance archives and the lazaret on the treasure hunter
i thought neither of those were vanilla structures, ill recheck all the dialogue for the luxuries trader
MachineOfMekhane
Most of the story structures which only spawn once per world can be found by going through the dialogue of the lux trader. Thats where you will get a map to find them. The chance to find those structures by luck is insanely low.
is there any way to find a specific structure in the world? im super late game and have covered a ridiculous area but cannot find the forlorn hope tower (and by extension, the bastion).
Guess I have some mod removing the normal support beam recipe, for some darn reason. My bad.
Greebus_Gringle
You seem to have misunderstood the blueprint. It doesn’t change anything about the normal support beam recipes; it just lets you craft them more efficiently if you acquire the blueprint. It also allows you to craft some support beams (ropes) that aren’t craftable in vanilla. So please recheck that and let me know if it works out.
I absolutely love this mod but there is one tiny thing bugging me. The shipwrights blueprint locks support beams behind itself, stopping players from using them for building or recipes added by other mods, for example Toolsmith.
If this recipe change could be removed or made toggleable I would be very happy.
Until then I'll just spawn it in in creative.
El_Neuman
Stratateles
Thanks both of you for the nice feedback!
We are glad that you enjoy the mod so much!
Thank you for playing with our mod :)
And Stratateles no there is no structure after the University.
Asmodus
This issue came up with vanilla 1.21.0-rc.4 and is now fixed by the vs devs on 1.21.0-rc.5
Thanks for the heads up tho!
breeze108
This sounds like a texture atlas issue to me. Have you tried increasing the texture atlas with either commands or such a mod.
Here a snippet from SpearAndFang:
Increase your texture atlas sizes!
If your game's texture atlases are too small all kinds of problems can crop up, from things in game having wrong textures to invisible blocks to the game crashing.
Pick ONE method below:
METHOD 1: Have the person that is experiencing the problem run these two commands in game (and then restart their game):
.clientconfig maxTextureAtlasWidth 8192
.clientconfig maxTextureAtlasHeight 8192
METHOD 2: Have the person that is experiencing the problem edit their %AppData%/Roaming/VintagestoryData/clientsettings.json file and change these two settings to something like:
"maxTextureAtlasWidth" : 8192,
"maxTextureAtlasHeight" : 8192,
This mod should be part of the game rather than just a mod. I hope the developers use it in a future game update 10/10
Ran into an issue on 1.21 rc4 where the coal mine maps you can get from some ruins lead to nothing. Not sure if there's another conflict going on but so far I've found two maps and both locations have nothing there above or below ground.
I'm playing single player 1.20.12 and I have probably way to many mods added. I love this mod and have found many wonderful ruins. But i'm having a problem with things that have cloth; banners, beds, pictures, table cloths. They are a white ? block, somethimes. Once a while they are normal, then the next tiime I log in they are the ? again. sometimes the pictures change to 'running wolves' although they keep the proper names, and then they change back.
Do you know of any mod conflict that may cause this?
Objectively, one of the best mods for VS, adding a perfectly fitting atmosphere to the game
Just wanted to say 11/10 mod, couldn't recommend it more after finding and exploring the University. Literally had my mouth hanging open from the sheer impressiveness.
Speaking of, is there something in that ruin that'd lead to another one? I'm just asking because I didn't find a map or anything like that and I wouldn't like to miss out on more amazing structures!
ereskyy
Please create a complete bug report preferably on our github.
The Information you share is not relevant to this mod. We do not add anything to the Clutter bookshelfs or change anything related to them.
How is that crash happening? vs version? mod version?
Vintagestory.GameContent.BlockClutterBookshelfWithLore.genCombinedMesh
→ MeshData.AddMeshData
→ Index was outside the bounds of the array
getting crash all the time with same reason... any help?
GarnetAnimations
No list currently. Might get added to the wiki tho.
You can find all the blueprints besides one in any ruin.
Dedicated loot pools will be added to the wiki at some point.
Chicktorias
Yes we only make the vanilla blocks craftable and this is somehow how they are designed in vanilla so you can use something to put in that second spot like make a chiseled block to get a hitbox or put anything else there.
Hey i was making a tavern using the craftable tavern tables and noticed that the double table has only 50% collision.
Is there a list somewhere that shows where to find the different blueprints? Trying to find the shipwright one atm & struggling lol
Michael08
For vintage story you don't want to unzip any mods just drag and drop the mod file in your Mods folder or one click install them.
the mod itself oesn't load despite bein the correct version and nothing in the logs...did I install it wrong? my first time, I just dragged what was inside the Zip File into the mod file
something about "Missing modinfo.json", I probably installed it wrong, didn't I?
Also check if you have the correct version for your gameversion installed.
Michael08
What doesnt load? Pls send your server-main.log to see what the problem is.
it won't load for me
ereskyy
Looks like something went wrong when generating that structures. Maybe the mod got toggled off or some other worldgen changes did happen. Which resulted in a half generated structure.
Go and regenerate the terrain around it with
/wgen delr 3
which will delete and regen the chunks around your player (be aware).
Let me know if that fixed it for you and thanks for reporting.
Does anyone else have a problem with having a lot of question mark blocks in many ruins?

Or anyone know how to fix it?
Check photo
MiseThePloob
Glad you figured it out. Have fun exploring.
NiclAss
It seems I've somehow resolved it? May have had one of the mods be new experimental versions without realizing or something.
Regardless deleting both mods and going onto files and redownloading the ones intended for 1.20.7 seems to have fixed it. (Playing the game in 1.20.12)
Still odd though since I used the 1-click download on both mods which were both the 1.20.7..
But oh well, thank you so much for being willing to help regardless gonna see about cranking up the spawnrates now to enjoy all the wonderful creations :)
MiseThePloob
Yes that is the correct one thank you :)
In the log you can see that configlib is throwing an error and thats why its not showing up for you. This results in you not having a config. I can not read the version you are using from the log so pls check both configlib and imgui for updates or if you installed the correct version for your vanilla game version.
From what I can see regarding betterruins you installed the correct version of betterruins for your game version so that is running correctly and the ruins are spawning as intended.
NiclAss
Yes sorry, this is my first real time interacting with the Vintage Story community so I'm sorry if i'm not doing it well. I think this is what you meant?
And thank you for your time as well 😁
8.8.2025 22:53:55 [Notification] Server logger started.
8.8.2025 22:53:55 [Notification] Game Version: v1.20.12 (Stable)
8.8.2025 22:53:55 [Event] It begins...
8.8.2025 22:53:55 [Event] Launching server...
8.8.2025 22:53:55 [Event] It senses...
8.8.2025 22:53:55 [Event] Server v1.20.12, network v1.20.8, api v1.20.0
8.8.2025 22:53:55 [Notification] Entering runphase Initialization
8.8.2025 22:53:55 [Event] Loading configuration...
8.8.2025 22:53:55 [Notification] Entering runphase Configuration
8.8.2025 22:53:55 [Notification] Loading savegame
8.8.2025 22:53:55 [Notification] Loaded existing save game data. Playstyle: surviveandbuild, Playstyle Lang code: preset-surviveandbuild, WorldType: preset-surviveandbuild
8.8.2025 22:53:55 [Notification] Savegame C:\Users\karls\AppData\Roaming\VintagestoryData\Saves\serene village world.vcdbs loaded
8.8.2025 22:53:55 [Notification] World size = 1024000 256 1024000
8.8.2025 22:53:55 [Notification] Start discovering assets
8.8.2025 22:53:55 [Notification] Found 1 base assets in category blocktypes
8.8.2025 22:53:55 [Notification] Found 0 base assets in category itemtypes
8.8.2025 22:53:55 [Notification] Found 29 base assets in category lang
8.8.2025 22:53:55 [Notification] Found 0 base assets in category patches
8.8.2025 22:53:55 [Notification] Found 24 base assets in category config
8.8.2025 22:53:55 [Notification] Found 0 base assets in category worldproperties
8.8.2025 22:53:55 [Notification] Found 49 base assets in category sounds
8.8.2025 22:53:55 [Notification] Found 95 base assets in category shapes
8.8.2025 22:53:55 [Notification] Found 140 base assets in category textures
8.8.2025 22:53:55 [Notification] Found 0 base assets in category recipes
8.8.2025 22:53:55 [Notification] Found 0 base assets in category worldgen
8.8.2025 22:53:55 [Notification] Found 3 base assets in category entities
8.8.2025 22:53:55 [Notification] Found 0 base assets in category compatibility
8.8.2025 22:53:55 [Notification] Found 341 base assets in total
8.8.2025 22:53:55 [Event] Building assets...
8.8.2025 22:53:55 [Notification] Entering runphase LoadAssets
8.8.2025 22:53:55 [Notification] Will search the following paths for mods:
8.8.2025 22:53:55 [Notification] C:\Users\karls\AppData\Roaming\Vintagestory\Mods
8.8.2025 22:53:55 [Notification] C:\Users\karls\AppData\Roaming\VintagestoryData\Mods
8.8.2025 22:53:55 [Notification] Found 22 mods (1 disabled)
8.8.2025 22:53:55 [Notification] Mods, sorted by dependency: aculinaryartillery, bedrespawner, bettertraders, canoemod, landformoverhaul, fantasycreatures, primitivesurvival, game, vsimgui, betterruins, carryon, commonlib, configlib, expandedfoods, gloomeclasses, hudclockpatch, creative, survival, woodenfortifications, fastbreeding, playercorpse
8.8.2025 22:53:55 [Error] [configlib] An exception was thrown when trying to load assembly:
8.8.2025 22:53:55 [Error] [configlib] Exception: Could not load file or assembly 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen.
at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg)
at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 457
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481
8.8.2025 22:53:55 [Notification] [bedrespawner] Successfully compiled 1 source files
8.8.2025 22:53:55 [Notification] Instantiated 145 mod systems from 19 enabled mods
8.8.2025 22:53:55 [Notification] [commonlib] Config PlayerCorpse.Config, PlayerCorpse, Version=1.10.0.0, Culture=neutral, PublicKeyToken=null loaded successfully
8.8.2025 22:53:55 [Event] started 'CarryOn' mod
8.8.2025 22:53:55 [Notification] External Origins in load order: modorigin@C:\Users\karls\AppData\Roaming\Vintagestory\assets\creative\, modorigin@C:\Users\karls\AppData\Roaming\Vintagestory\assets\survival\, mod@ACulinaryArtillery 1.2.5.zip, mod@BetterTradersv0.0.10.zip, mod@canoemod.zip, mod@Conquest Landform Overhaul v1.0.1.zip, mod@fantasycreatures_0.7.1.zip, mod@primitivesurvival_3.8.0.zip, mod@vsimgui_1.1.8.zip, mod@BetterRuinsv0.4.15.zip, mod@CarryOn-1.20.4_v1.9.2.zip, mod@ExpandedFoods 1.7.4.zip, mod@gloomeclasses_1.0.5.zip, mod@woodenfortifications_2.0.8.zip, mod@fast-breeding_0.0.22.zip, mod@PlayerCorpse_VS1.19.7_net7_v1.10.0.zip
8.8.2025 22:53:55 [Notification] Found 629 external assets in category blocktypes
8.8.2025 22:53:55 [Notification] Found 482 external assets in category itemtypes
8.8.2025 22:53:55 [Notification] Found 83 external assets in category lang
8.8.2025 22:53:55 [Notification] Found 589 external assets in category patches
8.8.2025 22:53:55 [Notification] Found 146 external assets in category config
8.8.2025 22:53:55 [Notification] Found 25 external assets in category worldproperties
8.8.2025 22:53:55 [Notification] Found 587 external assets in category sounds
8.8.2025 22:53:55 [Notification] Found 5971 external assets in category shapes
8.8.2025 22:53:55 [Notification] Found 8819 external assets in category textures
8.8.2025 22:53:55 [Notification] Found 784 external assets in category recipes
8.8.2025 22:53:55 [Notification] Found 1359 external assets in category worldgen
8.8.2025 22:53:55 [Notification] Found 103 external assets in category entities
8.8.2025 22:53:55 [Notification] Found 60 external assets in category compatibility
8.8.2025 22:53:56 [Notification] Reloaded lang file with mod assets
8.8.2025 22:53:56 [Notification] Mod Config successfully loaded.
8.8.2025 22:53:56 [Event] started 'Primitive Survival' mod
8.8.2025 22:53:56 [Notification] Hello from template mod: Server
8.8.2025 22:53:56 [Notification] Compatibility lib: 4 assets added, 0 assets replaced.
8.8.2025 22:54:01 [Notification] JsonPatch Loader: 2363 patches total, successfully applied 2269 patches, missing files on 96 patches, unmet conditions on 5279 patches, no errors
8.8.2025 22:54:02 [Event] It remembers...
8.8.2025 22:54:03 [Notification] Loaded 6093 unique items
8.8.2025 22:54:03 [Event] All that came before...
8.8.2025 22:54:07 [Notification] Loaded 25456 unique blocks
8.8.2025 22:54:07 [Notification] Loaded 742 unique entities
8.8.2025 22:54:07 [Notification] BlockLoader: Entities, Blocks and Items loaded
8.8.2025 22:54:07 [Event] Remapping blocks and items...
8.8.2025 22:54:07 [Event] 18 cooking recipes loaded
8.8.2025 22:54:07 [Event] Taste and smell...
8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:07 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:07 [Event] 3 mixing recipes loaded
8.8.2025 22:54:07 [Event] The chef and the apprentice...
8.8.2025 22:54:07 [Warning] Failed resolving crafting recipe ingredient with code game:flour-birch in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
8.8.2025 22:54:07 [Warning] Failed resolving crafting recipe ingredient with code game:flour-pine in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
8.8.2025 22:54:07 [Warning] Failed resolving crafting recipe ingredient with code game:flour-maple in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
8.8.2025 22:54:07 [Event] 1028 kneading recipes loaded
8.8.2025 22:54:07 [Event] Kneading the dough, letting it rise...
8.8.2025 22:54:07 [Event] 668 simmer recipes loaded
8.8.2025 22:54:07 [Event] A gentle simmer, then rolling boil...
8.8.2025 22:54:08 [Event] 2377 crafting recipes loaded from 399 files
8.8.2025 22:54:08 [Event] Grand inventions...
8.8.2025 22:54:08 [Event] 9 metal alloys loaded
8.8.2025 22:54:08 [Event] Glimmers in the soil...
8.8.2025 22:54:08 [Event] 294 smithing recipes loaded
8.8.2025 22:54:08 [Event] Burning sparks...
8.8.2025 22:54:08 [Event] 112 clay forming recipes loaded
8.8.2025 22:54:08 [Event] Molded forms...
8.8.2025 22:54:08 [Event] 42 knapping recipes loaded
8.8.2025 22:54:08 [Event] Simple tools...
8.8.2025 22:54:08 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:pickledvegetable-soybean in barrel recipe game:recipes/barrel/vinegarpickledvegetable.json
8.8.2025 22:54:08 [Event] 389 barrel recipes loaded (1 could not be resolved)
8.8.2025 22:54:08 [Notification] Entering runphase AssetsFinalize
8.8.2025 22:54:08 [Event] Server assets loaded, parsed, registered and finalized
8.8.2025 22:54:08 [Event] Initialising systems...
8.8.2025 22:54:08 [Notification] Entering runphase LoadGamePre
8.8.2025 22:54:08 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
8.8.2025 22:54:08 [Notification] Hello from template mod server side: woodenfortifications:hello
8.8.2025 22:54:08 [Notification] Started 124 systems on Server:
8.8.2025 22:54:08 [Notification] Mod 'VSEssentials.dll' (game):
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.Core
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.EntityPartitioning
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ErrorReporter
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
8.8.2025 22:54:08 [Notification] Vintagestory.Essentials.PathfindSystem
8.8.2025 22:54:08 [Notification] Vintagestory.Essentials.PathFindDebug
8.8.2025 22:54:08 [Notification] Vintagestory.Essentials.PathfindingAsync
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.JsonExport
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemDormancyStateChecker
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.AiRuntimeConfig
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemSyncHarvestableDropsToClient
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemEmotes
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.LeafBlockDecay
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.POIRegistry
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.RoomRegistry
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.WeatherSystemCommands
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.WeatherSystemServer
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.WorldMapManager
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.LoadColorMaps
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ClothManager
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GridRecipeLoader
8.8.2025 22:54:08 [Notification] Mod 'VSSurvivalMod.dll' (survival):
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenTerra
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenSnowLayer
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemControlPoints
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenTerraPostProcess
8.8.2025 22:54:08 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.UpgradeTasks
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.NpcControl
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeonGenerator
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenFromHeightmap
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenMaps
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenRockStrataNew
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenHotSprings
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenCreatures
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.WgenCommands
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemExplosionAffectedStability
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.MyceliumSystem
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModsystemButterflySpawnCondsExtra
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemGliding
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemSwoopDev
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.Timeswitch
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ClutterBookshelfUtil
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemResoArchiveCommands
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.StoryStructureProtection
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemAuction
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.Core
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.CharacterSystem
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.VariablesModSystem
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModsystemElevator
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ActivityModSystem
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ActivityEditorSystem
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.FruitingSystem
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemTutorial
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemCorpseReturnTeleporter
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemNightVision
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.TobiasTeleporter
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModJournal
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModLootRandomizer
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemRifts
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSleeping
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.TeleporterManager
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModTemperature
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.SystemTemporalStability
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemWearableStats
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemEditableBook
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenDungeons
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenDeposits
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.GenStoryStructures
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenCaves
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenStructures
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenDevastationLayer
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenBlockLayers
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenPonds
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenRivulets
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenLightSurvival
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.RecipeLoader
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemFireFromLightning
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemOreMap
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemSnowballs
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.HumanoidOutfits
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
8.8.2025 22:54:08 [Notification] Vintagestory.GameContent.DisableRecipeRegisteringSystem
8.8.2025 22:54:08 [Notification] Mod 'CommonLib_VS1.20.0-rc.1_net7_v2.6.0.zip' (commonlib):
8.8.2025 22:54:08 [Notification] CommonLib.Config.ConfigManager
8.8.2025 22:54:08 [Notification] CommonLib.Core
8.8.2025 22:54:08 [Notification] Mod 'VSCreativeMod.dll' (creative):
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.Core
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat
8.8.2025 22:54:08 [Notification] Vintagestory.ServerMods.GenLightCreative
8.8.2025 22:54:08 [Notification] Mod 'ACulinaryArtillery 1.2.5.zip' (aculinaryartillery):
8.8.2025 22:54:08 [Notification] ACulinaryArtillery.ACulinaryArtillery
8.8.2025 22:54:08 [Notification] ACulinaryArtillery.ACARecipeRegistrySystem
8.8.2025 22:54:08 [Notification] Mod 'fantasycreatures_0.7.1.zip' (fantasycreatures):
8.8.2025 22:54:08 [Notification] fantasycreatures.src.fantasycreatures
8.8.2025 22:54:08 [Notification] Mod 'primitivesurvival_3.8.0.zip' (primitivesurvival):
8.8.2025 22:54:08 [Notification] PrimitiveSurvival.ModSystem.PrimitiveSurvivalSystem
8.8.2025 22:54:08 [Notification] PrimitiveSurvival.ModSystem.TreeHollows
8.8.2025 22:54:08 [Notification] Mod 'CarryOn-1.20.4_v1.9.2.zip' (carryon):
8.8.2025 22:54:08 [Notification] CarryOn.CarrySystem
8.8.2025 22:54:08 [Notification] Mod 'ExpandedFoods 1.7.4.zip' (expandedfoods):
8.8.2025 22:54:08 [Notification] EFRecipes.EFRecipes
8.8.2025 22:54:08 [Notification] Mod 'gloomeclasses_1.0.5.zip' (gloomeclasses):
8.8.2025 22:54:08 [Notification] GloomeClasses.src.GloomeClassesModSystem
8.8.2025 22:54:08 [Notification] GloomeClasses.src.GloomeClassesRecipeRegistry
8.8.2025 22:54:08 [Notification] Mod 'woodenfortifications_2.0.8.zip' (woodenfortifications):
8.8.2025 22:54:08 [Notification] woodenfortifications.WoodenFortificationsModSystem
8.8.2025 22:54:08 [Notification] Mod 'PlayerCorpse_VS1.19.7_net7_v1.10.0.zip' (playercorpse):
8.8.2025 22:54:08 [Notification] PlayerCorpse.Core
8.8.2025 22:54:08 [Notification] PlayerCorpse.Systems.Commands
8.8.2025 22:54:08 [Notification] PlayerCorpse.Systems.DeathContentManager
8.8.2025 22:54:08 [Notification] Mod 'bed-spawnner-main.zip' (bedrespawner):
8.8.2025 22:54:08 [Notification] realmsofandora.bedspawnner
8.8.2025 22:54:09 [Notification] Server map set
8.8.2025 22:54:09 [Event] A world unbroken...
8.8.2025 22:54:09 [Notification] Entering runphase LoadGame
8.8.2025 22:54:09 [Notification] Entering runphase WorldReady
8.8.2025 22:54:09 [Event] The center unfolding...
8.8.2025 22:54:09 [Event] Starting world generators...
8.8.2025 22:54:10 [Notification] Sending server identification with remap False. Server control privilege is True
8.8.2025 22:54:17 [Notification] Reloaded 35 tree generators
8.8.2025 22:54:17 [Event] Loading 7x7x8 spawn chunks...
8.8.2025 22:54:17 [Event] 0% (49 in queue)
8.8.2025 22:54:17 [Event] The carved mountains...
8.8.2025 22:54:18 [Event] Begin game ticking...
8.8.2025 22:54:18 [Event] ... it calls to you
8.8.2025 22:54:18 [Notification] Entering runphase RunGame
8.8.2025 22:54:18 [Notification] Successfully loaded 25 waypoints
8.8.2025 22:54:18 [Notification] Starting server threads
8.8.2025 22:54:18 [Event] Singleplayer Server now running!
8.8.2025 22:54:18 [Event] Return again.
8.8.2025 22:54:18 [Notification] Please be aware that as of 1.20, servers default configurations have changed - servers no longer register themselves to the public servers list and are invite-only (whitelisted) out of the box. If you desire so, you can enable server advertising with '/serverconfig advertise on' and disable the whitelist mode with '/serverconfig whitelistmode off'
8.8.2025 22:54:18 [Notification] All clients disconnected, pausing game calendar.
8.8.2025 22:54:20 [Notification] A Client attempts connecting via Dummy connection on 127.0.0.1:0, assigning client id 1
8.8.2025 22:54:20 [Notification] Client 1 uid 0FC3uNPmAcgRLyyyvdfguaiL attempting identification. Name: MiseThePloob
8.8.2025 22:54:20 [Notification] Upped server view distance because player is locally connected
8.8.2025 22:54:20 [Notification] Delayed join, need to load one spawn chunk first.
8.8.2025 22:54:20 [Notification] UDP: Client 1 connected via: 0.0.0.0:0
8.8.2025 22:54:20 [Notification] Placing MiseThePloob at 512162,1306152344 110,00006103515625 511846,31005859375
8.8.2025 22:54:23 [Event] MiseThePloob 127.0.0.1:0 joins.
8.8.2025 22:54:23 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standcry'. This will lead to undefined behavior.
8.8.2025 22:54:23 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior.
8.8.2025 22:54:23 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standcry'. This will lead to undefined behavior.
8.8.2025 22:54:23 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior.
8.8.2025 22:54:23 [Notification] A client reconnected, resuming game calendar.
8.8.2025 22:54:24 [Error] [configlib] An exception was thrown when trying to load assembly:
8.8.2025 22:54:24 [Error] [configlib] Exception: Could not load file or assembly 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen.
at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg)
at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 457
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481
8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
8.8.2025 22:54:24 [Warning] Failed resolving crafting recipe ingredient with code game:flour-birch in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
8.8.2025 22:54:24 [Warning] Failed resolving crafting recipe ingredient with code game:flour-pine in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
8.8.2025 22:54:24 [Warning] Failed resolving crafting recipe ingredient with code game:flour-maple in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
8.8.2025 22:54:24 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:pickledvegetable-soybean in barrel recipe game:recipes/barrel/vinegarpickledvegetable.json
8.8.2025 22:54:24 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standcry'. This will lead to undefined behavior.
8.8.2025 22:54:24 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior.
8.8.2025 22:54:24 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standcry'. This will lead to undefined behavior.
8.8.2025 22:54:24 [Warning] Shape fantasycreatures:entity/land/goblin: Two or more animations use the same code 'standhurt'. This will lead to undefined behavior.
8.8.2025 22:54:27 [Notification] Server ticking has been suspended
8.8.2025 22:54:38 [Notification] A client reconnected, resuming game calendar.
8.8.2025 22:54:38 [Notification] Server ticking has been resumed
8.8.2025 22:54:41 [Notification] Server ticking has been suspended
8.8.2025 22:54:44 [Notification] Client 1 disconnected: Server shutting down - Exit request by client
8.8.2025 22:54:44 [Notification] Last player disconnected, compacting large object heap...
8.8.2025 22:54:47 [Notification] UDP: client disconnected MiseThePloob
8.8.2025 22:54:47 [Event] Player MiseThePloob got removed. Reason: Server shutting down - Exit request by client
8.8.2025 22:54:47 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exit request by client
8.8.2025 22:54:47 [Notification] Entering runphase Shutdown
8.8.2025 22:54:47 [Event] Mods and systems notified, now saving everything...
8.8.2025 22:54:47 [Event] It pauses.
8.8.2025 22:54:47 [Event] One last gaze...
8.8.2025 22:54:47 [Event] Saved player world data...
8.8.2025 22:54:48 [Event] Saved map regions...
8.8.2025 22:54:48 [Event] Then all goes quiet...
8.8.2025 22:54:49 [Event] Saved map chunks...
8.8.2025 22:54:49 [Event] The waters recede...
8.8.2025 22:54:49 [Event] Saved loaded chunks...
8.8.2025 22:54:49 [Event] The mountains fade...
8.8.2025 22:54:49 [Event] The dark settles in.
8.8.2025 22:54:49 [Event] Saved generating chunks...
8.8.2025 22:54:49 [Event] Saved savegamedata...2
8.8.2025 22:54:49 [Event] World saved! Saved 71 chunks, 309 mapchunks, 25 mapregions.
8.8.2025 22:54:49 [Event] It sighs...
8.8.2025 22:54:49 [Event] Shutting down 10 server threads...
8.8.2025 22:54:49 [Event] Killed console thread
8.8.2025 22:54:49 [Event] Alone again...
8.8.2025 22:54:50 [Event] All threads gracefully shut down
8.8.2025 22:54:50 [Event] Time to rest.
8.8.2025 22:54:50 [Event] Doing last tick...
8.8.2025 22:54:50 [Event] Stopped the server!
MiseThePloob
Please either make a detailed bug report on our github or send your server-main.log so we can see whats going wrong or if everything is installed correctly.
There is no known issue regarding this so pls share more informations.
So this may have already been covered, but I'm 7h into a game with the Better ruins mod on and have not found any ruins except for the smallest cobblestone ones despite going quite far away from spawn.
Trying to look into the config of the mod it seems I don't have the config file in the VintageStoryData>ModConfig folder to view or edit spawn rates and such. Does anyone know of a solution?
1.20.4 - 1.20.12 with configlib and imgui downloaded as well
EldinDC
On this page you can find a some Links to videos that would help you to either spawn individual structures like Auldburg or increase the chances for that specific one.
kalevosfr
If you think the mod is not working please open a bug report with relevant information on our github or get in contact on discord.
The mod does work and it does spawn structures so either its not installed correctly or not enabled which can be checked with the server-main.log if you share that.
You can also check the handbook for our schematics/blueprints which should tell you that the mod is running correctly.
There are no known issues like you described just fyi.
having the same issue as EldinDC having players report seeing no structures at all aswell as i havent seen any myself in about a week of play
Currently using BetterRuins 0.4.15
I for the life of me cannot find any of the megastructures. Been spending 6 hours a day for 4 weeks trying to find Auldberg (i think thats the name). The big Fortress Castle, I've ran millions of blocks horizontally on so many different strips of the map and have not found it. Found 20 or more of the mega mall ones but 0 of the fortress castle. Had to download a hoarder mod just so i could be a pseudo nomad while trying to find one to base in.
pixxz
This mod only uses vanilla blocks so that chest is vanilla so its a bug on carry on side.
Did you remove everything from your offhand when trying to remove the chest from your back?
I picked up a chest in some ruins with the carry on mod and now i can't put it down or change items or anything. I've soft bricked my save?
Edit: i removed the carryon mod and it fixed it.
NiclAss
Thank you! i just didnt talk to them enough XD im so stupid thank you!
LordCrimson
You should get other maps from that trader aswell. Pls make a bugreport if necessary.
read the dialogue if you can get the other mods to work.
Otherwise check the creative menu and then the items tab there search for map
how do i spawn in maps or how to find more maps?? i have been trying to find the forlorn tower for ages, i got the crossroads but everytime i try to talk to a trader it only gives me that map
Bannta
Thanks for the nice suggestion but this is out of the scope of this mod.
Both structures and temporal instability are currently completely individual systems and I dont plan to introduce this in this mod. Maybe another modder will find interest in such thing then we can look at making this mod compatible.
I have been enjoying this mod, well done. I wonder if maybe you could have a configuration setting to make the area where these ruins spawn have temporal instability. I believe it would add to the lore of why these structures are ruins and abandoned.
Regards,
ChiefKief69
All good glad to get it resolved.
NiclAss Sorry for wasting your time, the server provider I have is creeper and it automatically downloads the most recent files I'll be more diligent in the future.
ChiefKief69
26.7.2025 18:06:41 [Error] [betterruins] Could not resolve some dependencies:
26.7.2025 18:06:41 [Error] [betterruins] game@1.21.0-pre.1 - Version mismatch (has 1.20.12)
26.7.2025 18:06:41 [Error] [carryon] Could not resolve some dependencies:
26.7.2025 18:06:41 [Error] [carryon] game@1.21.0-pre.3 - Version mismatch (has 1.20.12)
26.7.2025 18:06:41 [Error] [tailorsdelight] Could not resolve some dependencies:
26.7.2025 18:06:41 [Error] [tailorsdelight] game@1.21.0-pre.1 - Version mismatch (has 1.20.12)
26.7.2025 18:06:41 [Error] [tailorsdelight] survival@1.21.0-pre.1 - Version mismatch (has 1.20.12)
26.7.2025 18:06:41 [Error] [tailorsdelight] em@3.2.0 - Missing
This is the interesting part
ChiefKief69
Yes, pls dont auto update mods.
But the mod has something in place that doesnt load the mod if its installed on lets say a non supported version like if you install a version for 1.21 on your 1.20 server it will not run the mod.
Should be posted in server-main.log
I think I just figured it out, could it be because my server auto downloaded the 1.21.r version?
A Culinary Artillery 1.2.5
26.7.2025 18:06:40 [Notification] Server logger started.
26.7.2025 18:06:40 [Notification] Game Version: v1.20.12 (Stable)
26.7.2025 18:06:40 [Notification] C# Framework: .net 7.0.19
26.7.2025 18:06:40 [Notification] Zstd Version: 1.5.5
26.7.2025 18:06:40 [Notification] Operating System: Linux (AlmaLinux 9.6 (Sage Margay)) [Kernel 5.14.0.0]
26.7.2025 18:06:40 [Event] It begins...
26.7.2025 18:06:40 [Event] Launching server...
26.7.2025 18:06:40 [Event] It senses...
26.7.2025 18:06:40 [Event] Server v1.20.12, network v1.20.8, api v1.20.0
26.7.2025 18:06:40 [Notification] Entering runphase Initialization
26.7.2025 18:06:40 [Event] Loading configuration...
26.7.2025 18:06:40 [Notification] Entering runphase Configuration
26.7.2025 18:06:40 [Notification] Loading savegame
26.7.2025 18:06:40 [Notification] Loaded existing save game data. Playstyle: wildernesssurvival, Playstyle Lang code: preset-wildernesssurvival, WorldType: preset-wildernesssurvival
26.7.2025 18:06:40 [Notification] Savegame ./Saves/gloomy hermit world.vcdbs loaded
26.7.2025 18:06:40 [Notification] World size = 8192000 320 8192000
26.7.2025 18:06:40 [Notification] Start discovering assets
26.7.2025 18:06:40 [Notification] Found 1 base assets in category blocktypes
26.7.2025 18:06:40 [Notification] Found 0 base assets in category itemtypes
26.7.2025 18:06:40 [Notification] Found 29 base assets in category lang
26.7.2025 18:06:40 [Notification] Found 0 base assets in category patches
26.7.2025 18:06:40 [Notification] Found 24 base assets in category config
26.7.2025 18:06:40 [Notification] Found 0 base assets in category worldproperties
26.7.2025 18:06:40 [Notification] Found 1 base assets in category sounds
26.7.2025 18:06:40 [Notification] Found 95 base assets in category shapes
26.7.2025 18:06:40 [Notification] Found 21 base assets in category textures
26.7.2025 18:06:40 [Notification] Found 0 base assets in category recipes
26.7.2025 18:06:40 [Notification] Found 0 base assets in category worldgen
26.7.2025 18:06:40 [Notification] Found 3 base assets in category entities
26.7.2025 18:06:40 [Notification] Found 174 base assets in total
26.7.2025 18:06:40 [Event] Building assets...
26.7.2025 18:06:40 [Notification] Entering runphase LoadAssets
26.7.2025 18:06:40 [Notification] Will search the following paths for mods:
26.7.2025 18:06:40 [Notification] /home/minecraft/vintage/Mods
26.7.2025 18:06:41 [Notification] Found 28 mods (0 disabled)
26.7.2025 18:06:41 [Error] [betterruins] Could not resolve some dependencies:
26.7.2025 18:06:41 [Error] [betterruins] game@1.21.0-pre.1 - Version mismatch (has 1.20.12)
26.7.2025 18:06:41 [Error] [carryon] Could not resolve some dependencies:
26.7.2025 18:06:41 [Error] [carryon] game@1.21.0-pre.3 - Version mismatch (has 1.20.12)
26.7.2025 18:06:41 [Error] [tailorsdelight] Could not resolve some dependencies:
26.7.2025 18:06:41 [Error] [tailorsdelight] game@1.21.0-pre.1 - Version mismatch (has 1.20.12)
26.7.2025 18:06:41 [Error] [tailorsdelight] survival@1.21.0-pre.1 - Version mismatch (has 1.20.12)
26.7.2025 18:06:41 [Error] [tailorsdelight] em@3.2.0 - Missing
26.7.2025 18:06:41 [Notification] Mods, sorted by dependency: aculinaryartillery, betterruins, carryon, cbr, darcesdriftersredone, bovinae, caninae, capreolinae, casuariidae, felinae, spheniscidae, vombatidae, sticksfromfirewoodmallow, nightskydelights, primitivesurvival, tailorsdelight, game, playerlistexporter, butchering, cartwrightscaravan, expandedfoods, psredux, stepupcontinued, terraprety, toolsmith, creative, survival, wrustbound
26.7.2025 18:06:41 [Error] [primitivesurvival] An exception was thrown when trying to load assembly:
26.7.2025 18:06:41 [Error] [primitivesurvival] Exception: Could not load file or assembly 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. The system cannot find the file specified.
at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg)
at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType)
at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 457
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 454
26.7.2025 18:06:43 [Notification] [playerlistexporter] Successfully compiled 1 source files
26.7.2025 18:06:43 [Notification] Instantiated 136 mod systems from 23 enabled mods
26.7.2025 18:06:43 [Notification] External Origins in load order: modorigin@/home/minecraft/vintage/assets/creative/, modorigin@/home/minecraft/vintage/assets/survival/, mod@ACulinaryArtillery 1.2.5.zip, mod@ChiseledBlockRetention-1.0.0.zip, mod@Darce's Drifters Redone 1.2.2.zip, mod@FotSA-Bovinae-v0.2.4.zip, mod@FotSA-Caninae-v1.0.32.zip, mod@FotSA-Capreolinae-v1.2.9.zip, mod@FotSA-Casuariidae-v1.1.4.zip, mod@FotSA-Felinae-v0.2.10.zip, mod@FotSA-Spheniscidae-v1.0.11.zip, mod@FotSA-Vombatidae-v0.4.2.zip, mod@MallowsSticksFromFirewood.zip, mod@butchering_1.9.1.zip, mod@CartwrightsCaravan_1.5.1.zip, mod@ExpandedFoods 1.7.4.zip, mod@PrimitiveSurvivalRedux4.0.3.zip, mod@TerraPrety_7.0.5.zip, mod@toolsmith_1.1.11.zip, mod@Wilderlands Rustbound_1.0.0.zip, themepack@Night-Sky Delights.zip
26.7.2025 18:06:43 [Notification] Found 504 external assets in category blocktypes
26.7.2025 18:06:43 [Notification] Found 505 external assets in category itemtypes
26.7.2025 18:06:43 [Notification] Found 59 external assets in category lang
26.7.2025 18:06:43 [Notification] Found 565 external assets in category patches
26.7.2025 18:06:43 [Notification] Found 126 external assets in category config
26.7.2025 18:06:43 [Notification] Found 25 external assets in category worldproperties
26.7.2025 18:06:43 [Notification] Found 250 external assets in category sounds
26.7.2025 18:06:43 [Notification] Found 7102 external assets in category shapes
26.7.2025 18:06:43 [Notification] Found 1844 external assets in category textures
26.7.2025 18:06:43 [Notification] Found 733 external assets in category recipes
26.7.2025 18:06:43 [Notification] Found 581 external assets in category worldgen
26.7.2025 18:06:43 [Notification] Found 154 external assets in category entities
26.7.2025 18:06:43 [Notification] Found 30 external assets in category compatibility
26.7.2025 18:06:43 [Notification] Reloaded lang file with mod assets
26.7.2025 18:06:43 [Notification] Mod Config successfully loaded.
26.7.2025 18:06:43 [Notification] Mod Config successfully loaded.
26.7.2025 18:06:44 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
26.7.2025 18:06:47 [Notification] JsonPatch Loader: 2335 patches total, successfully applied 2208 patches, missing files on 127 patches, unmet conditions on 2179 patches, no errors
26.7.2025 18:06:48 [Event] It remembers...
26.7.2025 18:06:51 [Notification] Loaded 8261 unique items
26.7.2025 18:06:51 [Event] All that came before...
26.7.2025 18:06:55 [Notification] Loaded 14735 unique blocks
26.7.2025 18:06:56 [Notification] Loaded 1293 unique entities
26.7.2025 18:06:56 [Notification] BlockLoader: Entities, Blocks and Items loaded
26.7.2025 18:06:56 [Event] Remapping blocks and items...
26.7.2025 18:06:56 [Event] 20 cooking recipes loaded
26.7.2025 18:06:56 [Event] Taste and smell...
26.7.2025 18:06:56 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
26.7.2025 18:06:56 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
26.7.2025 18:06:56 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
26.7.2025 18:06:56 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-redapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
26.7.2025 18:06:56 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-yellowapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
26.7.2025 18:06:57 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code expandedfoods:candiedfruit-pinkapple in mixing recipe expandedfoods:recipes/mixing/yogurtmeal.json
26.7.2025 18:06:57 [Event] 3 mixing recipes loaded
26.7.2025 18:06:57 [Event] The chef and the apprentice...
26.7.2025 18:06:57 [Warning] Failed resolving crafting recipe ingredient with code game:flour-birch in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
26.7.2025 18:06:57 [Warning] Failed resolving crafting recipe ingredient with code game:flour-pine in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
26.7.2025 18:06:57 [Warning] Failed resolving crafting recipe ingredient with code game:flour-maple in kneading recipe expandedfoods:recipes/kneading/ancienttools/pasta.json
26.7.2025 18:06:57 [Event] 1016 kneading recipes loaded
26.7.2025 18:06:57 [Event] Kneading the dough, letting it rise...
26.7.2025 18:06:57 [Event] 638 simmer recipes loaded
26.7.2025 18:06:57 [Event] A gentle simmer, then rolling boil...
26.7.2025 18:06:58 [Event] 2188 crafting recipes loaded from 355 files
26.7.2025 18:06:58 [Event] Grand inventions...
26.7.2025 18:06:58 [Event] 9 metal alloys loaded
26.7.2025 18:06:58 [Event] Glimmers in the soil...
26.7.2025 18:06:58 [Event] 286 smithing recipes loaded
26.7.2025 18:06:58 [Event] Burning sparks...
26.7.2025 18:06:58 [Event] 103 clay forming recipes loaded
26.7.2025 18:06:58 [Event] Molded forms...
26.7.2025 18:06:58 [Event] 44 knapping recipes loaded
26.7.2025 18:06:58 [Event] Simple tools...
26.7.2025 18:06:58 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code game:pickledvegetable-soybean in barrel recipe game:recipes/barrel/vinegarpickledvegetable.json
26.7.2025 18:06:58 [Event] 430 barrel recipes loaded (1 could not be resolved)
26.7.2025 18:06:58 [Notification] Entering runphase AssetsFinalize
26.7.2025 18:07:00 [Event] Server assets loaded, parsed, registered and finalized
26.7.2025 18:07:00 [Event] Initialising systems...
26.7.2025 18:07:00 [Notification] Entering runphase LoadGamePre
26.7.2025 18:07:00 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
26.7.2025 18:07:00 [Notification] Started 116 systems on Server:
26.7.2025 18:07:00 [Notification] Mod 'VSEssentials.dll' (game):
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.Core
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.EntityPartitioning
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ErrorReporter
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
26.7.2025 18:07:00 [Notification] Vintagestory.Essentials.PathfindSystem
26.7.2025 18:07:00 [Notification] Vintagestory.Essentials.PathFindDebug
26.7.2025 18:07:00 [Notification] Vintagestory.Essentials.PathfindingAsync
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.JsonExport
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemDormancyStateChecker
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.AiRuntimeConfig
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemSyncHarvestableDropsToClient
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemEmotes
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.LeafBlockDecay
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.POIRegistry
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.RoomRegistry
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.WeatherSystemCommands
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.WeatherSystemServer
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.WorldMapManager
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.LoadColorMaps
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ClothManager
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GridRecipeLoader
26.7.2025 18:07:00 [Notification] Mod 'VSSurvivalMod.dll' (survival):
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenTerra
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenSnowLayer
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemControlPoints
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenTerraPostProcess
26.7.2025 18:07:00 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.UpgradeTasks
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.NpcControl
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeonGenerator
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenFromHeightmap
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenMaps
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenRockStrataNew
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenHotSprings
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenCreatures
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.WgenCommands
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemExplosionAffectedStability
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.MyceliumSystem
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModsystemButterflySpawnCondsExtra
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemGliding
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemSwoopDev
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.Timeswitch
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ClutterBookshelfUtil
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemResoArchiveCommands
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.StoryStructureProtection
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemAuction
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.Core
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.CharacterSystem
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.VariablesModSystem
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModsystemElevator
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ActivityModSystem
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ActivityEditorSystem
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.FruitingSystem
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemTutorial
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemCorpseReturnTeleporter
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemNightVision
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.TobiasTeleporter
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModJournal
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModLootRandomizer
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemRifts
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSleeping
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.TeleporterManager
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModTemperature
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.SystemTemporalStability
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemWearableStats
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemEditableBook
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenDungeons
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenDeposits
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.GenStoryStructures
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenCaves
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenStructures
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenDevastationLayer
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenBlockLayers
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenPonds
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenRivulets
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenLightSurvival
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.RecipeLoader
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemFireFromLightning
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemOreMap
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemSnowballs
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.HumanoidOutfits
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
26.7.2025 18:07:00 [Notification] Vintagestory.GameContent.DisableRecipeRegisteringSystem
26.7.2025 18:07:00 [Notification] Mod 'VSCreativeMod.dll' (creative):
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.Core
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat
26.7.2025 18:07:00 [Notification] Vintagestory.ServerMods.GenLightCreative
26.7.2025 18:07:00 [Notification] Mod 'ACulinaryArtillery 1.2.5.zip' (aculinaryartillery):
26.7.2025 18:07:00 [Notification] ACulinaryArtillery.ACulinaryArtillery
26.7.2025 18:07:00 [Notification] ACulinaryArtillery.ACARecipeRegistrySystem
26.7.2025 18:07:00 [Notification] Mod 'butchering_1.9.1.zip' (butchering):
26.7.2025 18:07:00 [Notification] Butchering.ButcheringSystem
26.7.2025 18:07:00 [Notification] Mod 'ExpandedFoods 1.7.4.zip' (expandedfoods):
26.7.2025 18:07:00 [Notification] EFRecipes.EFRecipes
26.7.2025 18:07:00 [Notification] Mod 'TerraPrety_7.0.5.zip' (terraprety):
26.7.2025 18:07:00 [Notification] SmoothCoastlines.SmoothCoastlinesModSystem
26.7.2025 18:07:00 [Notification] Mod 'toolsmith_1.1.11.zip' (toolsmith):
26.7.2025 18:07:00 [Notification] Toolsmith.ToolsmithModSystem
26.7.2025 18:07:00 [Notification] Toolsmith.RecipeRegisterModSystem
26.7.2025 18:07:00 [Notification] Mod '.CustomPlayerList.zip' (playerlistexporter):
26.7.2025 18:07:00 [Notification] PlayerListExporter.PlayerListExporterMod
26.7.2025 18:07:03 [Notification] Server map set
26.7.2025 18:07:03 [Event] A world unbroken...
26.7.2025 18:07:03 [Notification] Entering runphase LoadGame
26.7.2025 18:07:03 [Notification] Entering runphase WorldReady
26.7.2025 18:07:03 [Event] The center unfolding...
26.7.2025 18:07:03 [Event] Starting world generators...
26.7.2025 18:07:05 [Warning] Could not find config for story structure: largeforlornhopetower. Terrain will not be generated as it should at largeforlornhopetower
26.7.2025 18:07:05 [Warning] Could not find config for story structure: forlornhopedungeon. Terrain will not be generated as it should at forlornhopedungeon
26.7.2025 18:07:05 [Warning] Could not find config for story structure: university. Terrain will not be generated as it should at university
26.7.2025 18:07:05 [Warning] Could not find config for story structure: coalmine. Terrain will not be generated as it should at coalmine
26.7.2025 18:07:05 [Warning] Could not find config for story structure: mine1. Terrain will not be generated as it should at mine1
26.7.2025 18:07:05 [Warning] Could not find config for story structure: mine2. Terrain will not be generated as it should at mine2
26.7.2025 18:07:05 [Warning] Could not find config for story structure: crossroads. Terrain will not be generated as it should at crossroads
26.7.2025 18:07:05 [Warning] Could not find config for story structure: mansion. Terrain will not be generated as it should at mansion
26.7.2025 18:07:05 [Notification] Reloaded 35 tree generators
26.7.2025 18:07:05 [Event] Loading 7x7x10 spawn chunks...
26.7.2025 18:07:05 [Event] 0% (49 in queue)
26.7.2025 18:07:05 [Event] The carved mountains...
26.7.2025 18:07:06 [Event] Begin game ticking...
26.7.2025 18:07:06 [Event] ... it calls to you
26.7.2025 18:07:06 [Notification] Entering runphase RunGame
26.7.2025 18:07:06 [Notification] Successfully loaded 56 waypoints
26.7.2025 18:07:06 [Notification] Starting server threads
26.7.2025 18:07:06 [Event] Dedicated Server now running on Port 42420 and all ips!
26.7.2025 18:07:06 [Event] Return again.
26.7.2025 18:07:06 [Notification] All clients disconnected, pausing game calendar.
26.7.2025 18:07:16 [Warning] Server overloaded. A tick took 1101ms to complete.
26.7.2025 18:07:22 [Warning] Server overloaded. A tick took 701ms to complete.
26.7.2025 18:07:25 [Warning] Server overloaded. A tick took 709ms to complete.
26.7.2025 18:07:28 [Warning] Server overloaded. A tick took 618ms to complete.
Vanilla version 1.20.12. everytime I restart the server it throws those warn errors.
ChiefKief69
Yeah seems like you uninstalled betterruins? Or what did you do to result in this? can you make a detailed bug report with vanilla version, modversion, modlist and server-main.log
ty
Warn] Could not find config for story structure: largeforlornhopetower. Terrain will not be generated as it should at largeforlornhopetower18:15:27 [Warn] Could not find config for story structure: forlornhopedungeon. Terrain will not be generated as it should at forlornhopedungeon18:15:27 [Warn] Could not find config for story structure: university. Terrain will not be generated as it should at university18:15:27 [Warn] Could not find config for story structure: coalmine. Terrain will not be generated as it should at coalmine18:15:27 [Warn] Could not find config for story structure: mine1. Terrain will not be generated as it should at mine118:15:27 [Warn] Could not find config for story structure: mine2. Terrain will not be generated as it should at mine218:15:27 [Warn] Could not find config for story structure: crossroads. Terrain will not be generated as it should at crossroads.
Does this mean these structures will not spawn?
https://github.com/anegostudios/VintageStory-Issues/issues/6381
Got a pretty reliable reproducer for the bug report so hopefully they'll be able to fix it
Woops, sorry about that then, I had assumed that the grid recipe stuff and the blocks were connected somehow, didn't even cross my mind that it was a vanilla bug. Thanks :)
Asmodus
That is actually a vanilla ruin so pls report it to their github issue tracker :P
https://github.com/anegostudios/VintageStory
-Issues/issues
Its a rare bug that happens in the village structures worldgen it can happen to any of those structures sadly but I think they dont know how to fix it bcs its too random to reproduce...
But thanks for the screenshot.
I have reported this and similar stuff already a couple of times they are still not resolved. But its also not a big issue tbh.
https://imgur.com/a/R22Xgxb
I would assume it's supposed to be a vessel?
Asmodus
Thanks for the report the "?" blocks I can not reproduce or confirm pls send images of them.
For the recipes I fixed that in the dev version already which will fix it with the next release for rc1 currently betterruins doesnt "support" rc1 but besides the recipe erros and warnings everything else should work.
With both this mod and better traders I'm running into a few "?" blocks in some of the ruins in fresh 1.21 rc1 worlds.
Also on loading some of the grid recipes can't be resolved so there's some error messages in the logs:
26.7.2025 09:18:22 [Warning] Failed resolving crafting recipe ingredient with code game:woodenpath-ns in Grid recipe
26.7.2025 09:18:22 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-road/road1.json': Output Block code game:woodenpath-ns cannot be resolved
26.7.2025 09:18:22 [Warning] Failed resolving crafting recipe ingredient with code game:agedstonebricks-coral in Grid recipe
26.7.2025 09:18:22 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-stone/stone.json': Output Block code game:agedstonebricks-coral cannot be resolved
Thanks for your work on these mods
JeBidouille
I have tested a bit on 1.21 on a 320 world.
Could not spot any issues so far if you come across something weird again pls let me know and send some screenshots pls. Ty
FentonCheese
Yes config lib and imgui makes the config work in the first place.
Do i need to keep config lib installed to use my editied better ruins config?
NiclAss
No i restart a new world , i lower it a bit to the value you have mention and now i did not encounter any bug with structure .
For the structures that where bug above 320 blocks in my game where the huge underground bibliothec and one of the castle that spawn in tropical place , i did not have any screenshot sorry i delete the world and start new to find a good seed .
i do not play with any other structure mods , i'm only using BetterRuins
Thanks for the quick reply !
JeBidouille
Did you increase the worldheight on a current save? I hope not.
For world creation you can easily play on 320 blocks should not be any problem. can you send some images of the issue ruins maybe I can pinpoint it. Are you maybe running th3dugeon aswell?
Images recommended on discord or github or here :P ty
Hello , i'm playing with this incredible mod for a long time now , but i have started a new world and after a few try to know what the problem i have still no clue .
I have change the world heigth to increase it so i can get bigger mountains , but now most of the structure i found are half inside and outside the ground , i see in the FAQ that if you lower the world height it will spawn more of them but i did not see something about increasing it , if someone know how to fix that issue i would appreciate it :)
And as always best mod out there !
PS i increased the world heigth to 320 blocks
Thanks for the quick reply. I'm not seeing any indication that it's running. I'll send the .log file when I get home.
IratePrimate
If you did like you explained thats how it works yes.
If it doesnt pls send your server-main.log to check if the mod is loaded.
On github or discord pls
Stupid question. How do I use this mod? I dropped the .zip into my mods folder as well as the .zip pfor configlib and imguilib. I verified that they are in my mods list in game. I booted up a new world for my server. I do not see the the betterruins yaml file in my modconfig folder. I also do not see the mods settings option when I hit escape in game.
bcde
Could you with the knowledge you gathered from this now create a new or reopen the mentioned vanilla bug reports?
I will also try to replicate this with trying multiple vanilla worlds. To make a video of it.
NiclAss Sorry I don't want to make a new github or youtube for this. I noticed reproduction is not 100% of the time and occurs while scrolling/hovering nowhere near that bookshelf in question for me. I'll scroll to the bottom and then back up a bit and kind of randomly for 30-60s to see if a crash will occur before creating a new world and trying again.
This log took me 4 worlds created, default settings, with only betterruins installed before I got one that crashed: https://hastebin.com/share/favabujima.txt
Retrying on the same world, it took me 11 save&exits to reproduce.
Retrying on the same world with BetterRuins disabled, it reproduced after 8 tries.
Haha, well, I guess that last bit indicates it's not BR at all but just vanilla! Whoops!
bcde
I can not replicate this. Also there would be no reason for this issue to come up bit since this mod doesnt add anything or change anything regarding that block the clutter bookshelf.
Yes it adds new lore but that should not conflict with that.
I scrolled to the creative inventory multiple times and also highlighted the bookshelfs specifically.
Can you make a video how you do it and then send your server main log aswell. preverably on our github.
I believe the lore additions from this mod cause a crash on v1.20.12 (Stable) - and probably going back way further!
As others reported here here:
https://github.com/anegostudios/VintageStory-Issues/issues/5999
https://github.com/anegostudios/VintageStory-Issues/issues/6241
https://github.com/anegostudios/VintageStory-Issues/issues/3430
Reproduction is straightforward, enter creative and scroll the item list in your `e` menu by hand until you crash. Somewhere near the bottom 3/4ths you'll cause the lore bookshelf to try to render, and crash with the below stacktrace.
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.API.Client.MeshData.AddMeshData(MeshData data, MeshDataFilterDelegate dele) in VintagestoryApi\Client\Model\Mesh\MeshData.cs:line 764
at Vintagestory.API.Client.MeshData.SplitByTextureId()
at Vintagestory.Client.RenderAPIBase.UploadMultiTextureMesh(MeshData data) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 84
at Vintagestory.GameContent.BlockClutterBookshelfWithLore.genCombinedMesh(ItemStack itemstack) in VSSurvivalMod\Lore\ResoArchives\BlockClutterBookshelfWithLore.cs:line 49
at Vintagestory.GameContent.BlockClutterBookshelfWithLore.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in VSSurvivalMod\Lore\ResoArchives\BlockClutterBookshelfWithLore.cs:line 44
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 522
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 718
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 398
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 996
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Deadman357
Mhh ok glad its resolved.
ASILiara
For now this mod will not try to add any new blocks to the game. Its out of the scope of the mod but could easily added by another mod yes. Maybe this is your way of getting into modding :P
But yeah good idea.
It seems to of righted itself when I restarted computer, it was stuck in that loading screen for ages earlier just got back from work
Sorry I literally just brought the game, it literally is just stuck on creating new world, it just keeps repeating the starting stuff when creating world, what do you want me to show, this was the first and only mod and mod related thing I've downloaded for this game, the game isn't crashing, my computer takes like 30 seconds to create a new world and load, I left it on for 10 minutes and it was still in the loading screen, so what do I need to show, sorry new to this
NiclAss, yes, hence why I said a variant, as in a new block that shares models and textures with the old one, but opens like normal.
Deadman789
this mod is running on over 900 puplic servers and on a lot of single player worlds correctly so pls make a detailed bug report with all the necessary informations to debug your specific use case. We have a issue tracker on our GitHub which will ask you for all the relevant informations.
game is stuck on world creation with only this mod enabled please help
NiclAss
Ok, THX.
JACO1989
You can configure a lot with the conifg mods which gives you either a UI or you use the generated configfile and then disable the spawn chances to 0 for all the megastructures. Story structures will still generate in your world tho.
Hello, I would like to apologize to all those who worked hard on the mod.
I have a question if I delete the folder given below:
BetterRuinsv0.5.0-pre.2\assets\game\worldgen\schematics\overground\megastructures
so they won't appear much construction anymore? Is there anything else that needs to be done?
I don't want huge construction projects to be generated in the world, I'm more of a minimalist and it would be a bit overwhelming for me.
Regards.
ASILiara
No they are vanilla blocks and they are also used for the resonance archive which means they are not allowed to be opened.
Kayk_P
There is a lore toggle which will remove 99% of the lore books from this mod which are being dropped in loot. So this might be the thing you want to untoggle.
Would there be a way to deactivate the lore from your mod, but keep the structures?
Any hope of getting functional variants of the rusty doors that can be opened by hand, crafted with the blueprints you add? I'd really like to actually be able to use those big-ass metal doors.
thank you!
Please use the latest version for 1.20.12 which is version v0.4.15
It contains the same fixes as the version for 1.21.
Mors
Kaschperle
Kaschperle I just tried, it won't let you select the mod as it required 1.21.0-Pre.1 to load sadly and i wasn't game enough to modify that and run it in my world as i don't know what other changes might have been made that could mess things up in 1.20.12.
NiclAss is it safe to run 0.5.0-pre2 it in 1.20.12?
could i use the pre 1.21 compatablity patch of vintage engineerin on the latest 1.20.12 version?
TaxMage
Yeah I already got a fix for that in the dev version which I just now release but thank you very much for the report! Let me know if that fixed it for you. Btw the error or warning was nothing big so you could have just ignored it :D but better safe than sorry :P
NiclAss I just started playing the game (and am starting to add mods after a few hours) and noticed the same bug/warning as Scorives below. On my end, it seems to be the Vintage Engineering Mod: https://mods.vintagestory.at/vintageengineering. Loading with a number of other mods caused no issue. As soon as I add Vintage Engineering, the error pops up regarding the ironfence.json handbook issue. Wanted to mention it here in case that might be helpful. For now, I'll leave out Vintage Engineering (as I haven't gotten further than surviving a week anyway).
you can contact me on dc if you got more questions. feel free
TheVerto
The vanilla worldgen behavoir likes to spawn them in flat areas im not doing anything specific to make that intentionally in any special way.
hey, how did you make it so structures only spawn on flat terrain? I'm trying to make a structure mod myself but they often spawn halfway in a hill or levitate on top of a hill
Nilek20
I think I have tracked down the mod that is causing this and I have added a compatibility patch for the next update.
Its swordz. For now you can ignore those errors and warnings.
I will prob push a quick update for swordz and another mod regarding compatibility.
Thanks for letting me know about it.
I added this mod, and Ancient Ruins, and BetterTraders on a save I already have, but it appears nothing changes on newly generated chunks. I spent about 20 IRL hours exploring new areas to only find the same old ruins every time, no procedurally added non vanilla dungeons, and the traders are all vanilla.
Nilek20
Looks like incompatibilty for those recipes with another mod that adds new metals.
None of the posted warnings and errors will crash your server tho.
Pls make a complete bugreport on our github or discord.
Better ruins 0.4.14 seems to be crashing my server. I can log in for about 60 seconds before the server kicks me and the error message gets thrown up in the console.
25.6.2025 19:03:01 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalblock-new-riveted-mithril in Grid recipe
25.6.2025 19:03:01 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-riveted-mithril cannot be resolved
25.6.2025 19:03:01 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalblock-new-riveted-unfoldedmithril in Grid recipe
25.6.2025 19:03:01 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-riveted-unfoldedmithril cannot be resolved
25.6.2025 19:03:01 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalblock-new-riveted-adamant in Grid recipe
25.6.2025 19:03:01 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-riveted-adamant cannot be resolved
25.6.2025 19:03:01 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalblock-new-riveted-orichalcum in Grid recipe
25.6.2025 19:03:01 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-riveted-orichalcum cannot be resolved
25.6.2025 19:03:01 [Server Warning] Failed resolving crafting recipe ingredient with code game:metalblock-new-riveted-aithril in Grid recipe
25.6.2025 19:03:01 [Server Error] Grid Recipe 'betterruins:recipes/grid/schematic-mechanical/mechanical.json': Output Block code game:metalblock-new-riveted-aithril cannot be resolved
25.6.2025 19:03:01 [Server Event] 1886 crafting recipes loaded from 427 files
NiclAss
I don't mind inventory spam myself, if I broke a chiseled block I don't actually want I can always get rid of it.
But on our server we literally tore apart the entire statue room in the forlorn bastion block by block and moved it to our town, as well as all kinds of ruins and things. You never know when someone is going to want a particular chiseled block, and not knowing if you'll get it when you break it is scary!
NiclAss
Oh! Thank you so much for the explanation. I think I've got it now, woo hoo! :D
dakko
Yeah you could also export your current one in your world and move it with worldedit over to your new save.
If you use the file from the mod and import than with worldedit you will have it in granite only tho. Be sure to check if it generated nicely with toggeling the meta blocks in creative press Ctrl+F4 you dont want to see any bcs if you do I think you need to reimport it with /we rm toggled to the different value xd
There are commands to spawn structure similar to worldgen but manually which would give you the local stone type.
So yeah mutliple ways of doing it.
NiclAss
That's the one!!! Thank you so much -- you've made my day!
I play with patchy climate, which sometimes produces deserts close to spawn.
Do I understand correctly that using the export feature in Worldedit allows me to copy the one I have (which is built with shale), whereas manual spawn will use whatever native stone exists at the new build site? (eta: or maybe I've misunderstood what you meant, and worldedit allows me to use the filename instead -- currently watching instructional videos to learn about worldedit)
Thank you again!
dakko
You mean this one?

If so thats a desert ruin so prob will not spawn close to spawn :D
You can prob spawn it in yourself its called
desertclimate-o2-stadrian-deserthouse2.json
in the mod files if you want to import it with worldedit or the manual spawn command.
Scorives
Sounds like a mod incompatibility. Please make a detailed bug report, including your mod list and the vanilla game version - preferably on our GitHub. Thank you very much.
22.6.2025 03:32:22 [Error] Patch 7 (target: game:blocktypes/metal/ironfence.json) in betterruins:patches/others/universalpatches/handbook-exclude.json failed because supplied path /attributes/handbook/exclude is invalid: The json path /attributes/handbook/exclude was not found. Could traverse until /attributes, but then 'handbook' does not exist. Full json at this path: {
"": {
"handbook": {
"excludeByType": {
"*-ew": false,
"*": true
}
}
}
}
NiclAss
Seems like the error was occuring due to an incorrectly uploaded file. Did a clean upload of the unzipped BetterRuins mod file and the error has gone.
Thanks for all your help
Can anyone please help me find the name of a particular ruin?
It is a sweet little cottage, fully furnished and in good repair, with exterior cobblestone stairs leading up to a flat roof topped with fireclay. There is a child's toy (like a stick horse) lying in front of a little headstone on the back side of the house. There is a wagon wheel on the outer wall at the front of the house.
Much to my delight, I found it on my first night in a new world. I'll be starting fresh when 1.21 is more stable and would dearly love to spawn it in manually.
Taeo
Not customizable
It should only be applied to ruined chiseled blocks so some of the chiseled decorations which are intact will still drop.
Its just way less inventory spam and its the same way vanilla does it.
But thanks for the feedback def looking for it since its quite a new and bigger change.
It seems from the patchnotes that the issue I've been having lately where chiseled blocks I try to retrieve from ruins just disappear is actually intended? Why? Can I turn that off?
NiclAss
I'll pull everything out and run a clean server with just BetterRuins and then add things one by one till I figure out whats triggering the error. Will see if I can find out the specific cause, otherwise will at least let you know which mod it's not playing nice with
Thanks again!
Smoke03
Can you make a bug report on our discord with a modlist, logs and images of the builds with ? thanks a lot.
There is no known incompatibilty with terra pretty.
Exmortis
I will say I dont recommend to run the mod with those Server Errors. Try to figure out what is going on with your server instance and why this is happening to you. the mod is runnning on 900+ puplic servers so it seems like a very specific issue that only you run into.
Hello, I seem to be having a bug where certain structures regardless of type that make use to biome specific rocks like claystone rubble for example are missing their textures, is this a mod conflict problem with terra pretty or something else?
NiclAss
Oh great, that worked!
Thanks for that
Now I'm getting an error with the giant cathedral xD
I am assuming it's a mod conflict, I have quite a few on the server, but haven't been able to figure out what it's relating to.
After a bunch of testing it doesn't seem to be negatively impacting the game. Ruins are still spawning and everything looks good.
Thanks for your help!
Exmortis
I have people see having problems with unzipping it. But it was on some server providers interface bcs they couldnt unzip it correctly. No idea why its normal windows zip.
Try to unzip the mod yourself and delete the zipped one in the mods folder.
You can also upload the mod unzipped so you unzip it on your pc and then upload it.
Howdy Better Ruins Team
I've running into an error with a dedicated server I'm trying to setup with BetterRuins.
Specifically
Now I am going to make the assumption its a space issue. The VM doesn't have enough allocated space to extract the file, but I'd like to be sure and see if there are any workarounds?
BriarBlack
Thank you for your awesome suggestion btw! Glad you like how its implemented and kudos to you for the nice idea.
M4sonnn
They start spawning a bit further away from spawn. So at least 3k blocks out and they prefer flat terrain. You can play around with the config if you installl the mods configlib and imgui to get certain stuff to spawn more reliable. bcs on default the structure pool even for larger structure is quite big so its very lucky to get the exact strcuture you expect.
The new riveted blocks are awesome! Thank you so much for adding them!
how rare are these giant castle ruins like in the trailer? been flying around in creative to make sure the mod works for like 30 mins and I haven't found a single one. I know its noted as compatible, but the only other mod I have that would effect terrain generation is terraprety.
Q_qTip
There is no such thing as respawning resources.
Oniiyon
Its an underground translocator and it should be right below. Dig straight down I recommend or search for nearby caves and dive.
Hi there! this isnt really a problem, and I know its hard to say since everyones world is different, but shooting my shot to ask; what should I be looking for when it comes to the hidden passage map you can purchase from a vendor? I've looked everywhere near the X that I was given, but nothing looks particularly out of place or weird, including the generated holes in the ground nearby the X... thank you for your time!
NiclAss Ok, thanks, good to know.
Talk about timing. Not sure if its a mechanic of respawning resources in teleporter ruins or I just missed this one... I juest found one blueprint. So yeah, it does work.
TheNaikan
Installed this on an existing map, thought I did the tutirial on how to add it in, but after finding a Lux trader, I got the quest and the map, but hen clicking on the map I get a Location not found error... any way to update the map to get the Crossroads going?
@NicIAss
Thank you. For now it seems to work. I will update if I find out something.
PinkShot
Remove MorePiles
Amshagar
Never heard of that issue and this structure has been running fine on over 900 servers without issues.
I need to you to make a detailed bugreport and a way how to reproduce this. Preferably on github.
The desolation stuff are also just blocks which are being imported in the same way in vanilla so this should not be related to them. And if so you would be the first that this happend to in like 1 year and like I said a lot of usage.
Looking forward to further input so I can take a look at this tyvm
Thanks Gemini xD :
Title: [BUG REPORT] Cross-Mod Crash: NullReferenceException at BlockGroundStorage.cs:line 388
The Issue: We are experiencing a persistent, game-breaking crash. Approaching a specific location (a "Better Ruins" structure in our case) causes an instant client-side crash for all players on the server. This creates a permanent "no-go zone" in the world.
The Cause & Evidence: The crash is always a
NullReferenceExceptionatVintagestory.GameContent.BlockGroundStorage.GetPlacedBlockInteractionHelpon line 388.This is not an isolated issue. We have found multiple, identical crash logs from different players with different mod lists. The pattern is always the same, pointing to that exact line. The issue seems to be triggered by mods that interact with ground piles, such as Better Ruins, More Piles, and DanaTweaks.
Our conclusion is that a mod is creating a corrupted
BlockGroundStorageentity (a "poison" pile) in the world save. When the game tries to read this corrupted pile to display its interaction help, it crashes.The Workaround: The only way we could fix our save was to manually delete the region file containing the corrupted pile from the save folder. This forced the game to regenerate the chunk, which removed the issue.
We hope this information helps in tracking down the interaction that leads to this block corruption.
Reference Crash Log (crashing with vanilla code after "DanaTweaks" was removed):
BlackD
Yeah it looks like beehives dont work from structures placed with worldgen. I will have to make a detailed bug report to vanilla and maybe they will fix that but its not garantueed so I might also just remove them from the structures.
Iyarkonan
Uninstall More Piles Mod then this wont happen. They are looking on a fix atm.
So we had a server crash as I got close to the university. We were puzzled as to why it refrenced the Desolation. Going to the bottom of the main tower I saw it. You used the Desolation ground tiles in the build. Those can cause problems if generated after world start. Trying to regenerate the Desolation causes a similar crash. It doesn't corrupt the chunks and works fine(?) after that thankfully, but still not good to have a ruin crash the server.
I found a ruin which has 2 beehives but no matter how many flowers i plant there or how long i wait, their state doesn't change. (number of flowers/size)
Do hives wich where spawned by the ruins behave differently from hives generated by the game?
Apologies for my addition of a semi-long crash log in comments, but with this I'm pretty stumped. My only clue is we get this crash log upon stepping maybe 3-5 blocks into (funnily enough) the structure in the second screenshot under Features with the glass domes. I am planning to update the server to 1.20.12 (along with a number of outdated mods from that list) in a few weeks for my server, but if anyone has any clues as to what causes an instant clientside crash? I can at least confirm this isn't the softlock I thought it was; teleport commands done from the server command line in that short gap of time when you join but haven't totally loaded in to anywhere else prevent the crash. But knowing that I'm willing to play footsies with the structure to see if there's any specific crash radius or use like the Spyglass mod to try to look at certain areas in creative mode.
Running on 64 bit Windows 10.0.19045.0 with 32690 MB RAM
Game Version: v1.20.10 (Stable)
6/8/2025 2:25:17 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, americanfrontiersman@1.8.0, axleinblocks@1.20.1-rc.5, backpackpackStandardcontinuedSturdy@1.1.1, blackguardadditions@1.1.7, buzzwords@1.7.0, chiseltools@1.14.17, clicktopick@2.0.0, craftingjonas@1.0.6, craftablecompanion@1.2.1, elkcrocks@1.0.1, elkaggressionnomore@1.0.2, elkmorehealth@1.0.0, forlornadditions@1.0.2, casuariidae@1.1.4, manidae@1.0.16, spheniscidae@1.0.11, geoaddons@1.4.1, hangingoillamps@1.0.3, istchests@0.0.4, instantpickup@1.0.3, juicyores@1.0.0, millwright@1.2.0, morenails@1.2.0, overhaullib@0.2.8, primitivesurvival@3.7.7, prospecttogether@2.0.3, repairablelocust@1.4.1, ridetogether@1.0.0, silentarmors@1.0.0, somedisassemblyrequired@1.5.5, spyglass@0.5.2, stepfixelk@0.0.1, temporal_gears_stack@1.0.0, torchholdersmithingplus@1.0.0, traderssellcrowbars@0.0.2, translocatorengineeringredux@1.5.6, upgradeablelocust@1.0.3, usefuldrifterloot@1.2.1, usefultraders@2.2.0, game@1.20.10, vsimgui@1.1.7, accessibilitytweaks@3.8.4, agingbarrels@1.2.4, altmapiconrenderercontinued@1.4.0, animalcages@3.2.2, apegrapes@1.2.6, awearablelight@1.1.31, bedspawnv2@1.4.0, betterentityinteraction@1.0.4, betterruins@0.4.12, betterstonepath@1.0.4, blacksmithenhancements@1.1.4, butterflycases@1.0.2, carryon@1.8.0, cartwrightscaravan@1.5.0, clipfix@1.0.9, commonlib@2.6.1, composter@1.2.1, configlib@1.5.3, cooperativecombatrework@1.0.0, entitynametag@1.2.2, expandedfoods@1.7.4, expandedskins@2.1.0, extrainfo@1.9.8, fieldsofsalt@1.2.2, foodshelves@2.0.2, fromgoldencombs@1.8.12, improvedhandbookrecipes@1.1.3, itempickupnotifier@1.5.0, kevinsfurniture@1.6.6, labeledtrunk@1.0.5, liquidcontainers@1.3.1, maltiezcrossbows@1.2.0, maltiezfirearms@0.14.2, mannequinstand@1.0.5, moreanimals@1.4.1, morepiles@2.1.4, noticeboard@1.1.0, spearexpantion@0.3.2, passthruchutes@1.0.2, petai@3.4.3, playerlist@2.1.5, pomnotes@0.7.3-rc.1, rockstratavariety@0.0.1, rustandrailroads@2.0.11, scarecrow@1.6.5, smithingplus@1.6.0-rc.2, spreadless@1.0.0, spyglassinfo@1.0.1, tabletopgames@2.10.4, th3dungeon@0.4.2, traitacquirer@0.9.6, translocatorrelocator@1.0.1, vanillamoremolds@1.1.2, vanity@2.4.2, Verticality@0.3.1, creative@1.20.10, survival@1.20.10, wildfarmingrevival@1.3.6, xlib@0.8.16, autoconfiglib@2.0.6, bedsofsaltyfreshwater@1.0.0, campaigncartographer@4.6.7, cats@3.2.0, tradercamps@1.1.5, em@3.2.1, extrafirearms@0.1.8, extraoverlays@1.5.0, playercorpse@1.11.1, sandwich@1.2.8, stonequarry@3.4.3, wolftaming@3.0.6, xskills@0.8.19, bricklayers@3.0.2, tailorsdelight@1.9.6, theworkingclasses@1.0.4, xskillsworkingclassescompatibility@1.0.3, dressmakers@1.5.2
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockGroundStorage.GetPlacedBlockInteractionHelp(IWorldAccessor world, BlockSelection selection, IPlayer forPlayer) in VSSurvivalMod\Block\BlockGroundStorage.cs:line 388
at Vintagestory.Client.NoObf.HudElementInteractionHelp.getWorldInteractions() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 292
at Vintagestory.Client.NoObf.HudElementInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 280
at Vintagestory.Client.NoObf.HudElementInteractionHelp.BlockInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 367
at Vintagestory.Client.NoObf.HudElementInteractionHelp.Every15ms(Single dt) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 328
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 96
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 848
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 5/27/2025 10:12:55 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.10.0, time stamp: 0x66470000
Faulting module name: ntdll.dll, version: 10.0.19041.5794, time stamp: 0x3af2a74f
Exception code: 0xc0000374
Fault offset: 0x00000000000ff3c9
Faulting process id: 0x95c0
Faulting application start time: 0x01dbcf7e3280daa7
Faulting application path: C:\Users\vincent\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: e2e4f722-5fcf-4d79-920d-e50f2bb68105
Faulting package full name:
Faulting package-relative application ID: }
BriarBlack
Working on something like that atm. Ty for the suggestion.
Just wanted to say thank you! I just added this to a new world for 1.20 and it's so much fun exploring and playing a more scavenger/excavator playthrough. Bless ya x
Q_qTip
If its generating structures the blueprints will work aswell. They are just quite rare. :D
eerino
I would be more interested in what ruin you found that so I can try to replicate it.
/wgen pos structures
while standing inside it or an image would do tyvm
TheNaikan
Theoretically Yes.
It will always work for story structures but for other structures if you update this mod and you regen on a different version you might get other structures after regening land. Hope this helped you.
Flibble
The story structures behave the same way as vanilla ones like the resonance archive and so on. most are one per world so you will have to regen them to experiance the structures completely if already looted. A simple /wgen delr 4
will work for most story structures.
Hey. ( I still did not go through all your vids, so it might be redundant or something to put into faq). Its my first playthrhough so I might be missing something. Im failry sure mod works( even though I did not install deps to a certain point). I can see ruins of vilages, weird pillars, aqueduct/bridge ruins or sort of farm house(and tested it with new vs my world, just by going far enough to reach new chunks). My problem is that so far I did not find any blueprints. How rare are those?
Thanks in advance.
EDIT: I just double checked. Since I did not know any better, I managed to buy two maps for the same location - some treasure stuff from this mod. Did that way back before I put deps into game mix. So it does work.
SUGGESTION:
Blueprint+MetalResourceBlock+(RustyGear/Rot?)= Corroded Resource block
Same vein as the Lumberwrites blueprint and Aged Carved Acacia. Example,
6 Copper Plate = 1 Copper Block (Riveted)
1 Copper Block (Riveted) + Machinists Mechanism Blueprint(?) = Copper Block
1 Copper Block + Relic Stonemason Blueprint = Corroded Copper Block
1 Copper Block (riveted) + Relic Stonemason Blueprint = Corroded Copper Block (riveted)
1 Corroded Copper Block (riveted) + Relic Stonemason Blueprint = Corroded Copper Block (riveted)[But with the big rivets instead of the small ones]
Possible bug?
I don't know if this is Better Ruins or part of the dungeon mod I just added but,
When breaking a Bookshelf with books the moment it broke game crashed.
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.API.Client.MeshData.AddMeshData(MeshData data, MeshDataFilterDelegate dele) in VintagestoryApi\Client\Model\Mesh\MeshData.cs:line 764
at Vintagestory.API.Client.MeshData.SplitByTextureId()
at Vintagestory.Client.RenderAPIBase.UploadMultiTextureMesh(MeshData data) in VintagestoryLib\Client\API\RenderAPIBase.cs:line 84
at Vintagestory.GameContent.BlockClutterBookshelfWithLore.genCombinedMesh(ItemStack itemstack) in VSSurvivalMod\Lore\ResoArchives\BlockClutterBookshelfWithLore.cs:line 63
Lmk if the rest of the text would help, I'm not too knoledable about code! Love your mod!
If I do a /wgen regen on a huge section of my map will it regenerate with some of these structures?
seems like this is working on a mp server I host on 1.20.11 rc 1 with a fairly heavy modlist. not that we don't encounter crashes and issues😅
notably, using updated rivers, underground mines, geology additions, and terra prety.
but the past couple days with a fresh map it's been loading reliably and hasn't thrown many issues.
mod@ACulinaryArtillery 1.2.5.zip, mod@Bee_Keeper_v1.1.1.zip, mod@bigcooking_0.1.1.zip, mod@chiseltools1.14.17.zip, mod@clayworks_0.4.5.zip, mod@containersbundle_1.1.0.zip, mod@ES-Backpacks-1.2.92.zip, mod@FotSA-Bovinae-v0.2.4.zip, mod@FotSA-Elephantidae-v1.0.13.zip, mod@FotSA-Manidae-v1.0.16.zip, mod@FotSA-Sirenia-v1.0.22.zip, mod@FotSA-Spheniscidae-v1.0.11.zip, mod@FotSA-Vombatidae-v0.4.2.zip, mod@Foundry_v1.0.0.zip, mod@GeologyAdditions 1.4.1.zip, mod@icyexc.zip, mod@JacksTallGrass_1.0.0.zip, mod@millwright_1.2.0.zip, mod@moremolds_v1425.zip, mod@overhaullib_0.2.8.zip, mod@primitivesurvival_3.7.7.zip, mod@ProspectTogether-2.0.3.zip, mod@sortablestorage_2.3.1.zip, mod@Swordz 1.1.10.zip, mod@temporal_gears_stack v1.zip, mod@terraprety_6.0.2.zip, mod@TorchHolderSmithingPlus1.0.0.zip, mod@VintageEngineering-0.3.7.zip, mod@vsimgui_1.1.8.zip, mod@alchemy_1.6.50.zip, mod@animalcages_v3.2.2.zip, mod@apegrapes-v1.20.4-1.2.6.zip, mod@AWearableLight-v1.1.31.zip, mod@bedspawnv2_1.4.0.zip, mod@beeswaxingot_1.0.1.zip, mod@BetterJonasDevices-Fixed-v.2.0.2.zip, mod@BetterRuinsv0.4.12.zip, mod@blacksmithenhancements_1.1.4.zip, mod@bullseyecontinued_3.0.0-pre.9.zip, mod@butchering_1.8.2.zip, mod@CarryOn-1.20_v1.8.0.zip, mod@combatoverhaul_0.3.9.zip, mod@DanaTweaks-v3.4.1.zip, mod@electricalprogressivecore_1.0.1.zip, mod@entitynametag_1.2.2.zip, mod@ExpandedFoods 1.7.4.zip, mod@foodshelves_2.0.2.zip, mod@FromGoldenCombs-1.20-v1.8.12.zip, mod@GrassierGrass_v1.0.0.zip, mod@hydrateordiedrate_2.1.1.zip, mod@infinitumpickupmod_1.2.1.zip, mod@joyofsailing_1.4.0.zip, mod@KCM - Coal to Diamonds.zip, mod@KCM-Stick-Firewood.zip, mod@krpgenchantment_0.6.29.zip, mod@KsCartographyTable_v1.0.2.zip, mod@lavoisier_1.3.1.zip, mod@levelup_1.3.8.zip, mod@meteoricexpansion.zip, mod@MorePiles-v2.1.4.zip, mod@ndlvillagers_1.4.0.zip, mod@OneBedSleeping_v2.5.3.zip, mod@oneroof_1.10.0.zip, mod@petai_v3.4.0.zip, mod@pottery-wheel_v1.1.2.zip, mod@removeprimitivesurvivalstairs.zip, mod@riftworks_1.1.8.zip, mod@rustandrailroads2.0.11.zip, mod@rustboundmagic_2.5.4.zip, mod@scarecrow_v1.6.5.zip, mod@stonebakeoven_1.1.6.zip, mod@StoneRailings.1.3.0.zip, mod@undergroundmines_1.0.4 (2).zip, mod@wildfarmingrevival_1.3.6.zip, mod@woodenfortifications_2.0.6.zip, mod@xlib_v0.8.16.zip, mod@APanserbjornStory-v0.9.6-1.20.0.zip, mod@armory_0.2.4.zip, mod@CampaignCartographer_v4.6.7.zip, mod@cats_v3.2.0_petai_v3.0.+.zip, mod@chemistrylib-1.1.5.zip, mod@electricalprogressivebasics_1.0.1.zip, mod@expanded_matter-3.2.1.zip, mod@Sammiches_v1.2.8.zip, mod@shearlib-1.1.2.zip, mod@StoneQuarry_VS1.20.1_net7_v3.4.3.zip, mod@wolftaming_v3.0.6_petai_v3.0._.zip, mod@xskills_v0.8.19.zip, mod@electricalprogressiveqol_1.0.1.zip, mod@MoreRoads 1.5.8.zip, mod@tailors_delight-1.9.5.zip, mod@wool-1.6.3.zip, mod@electricalprogressiveequipment_1.0.1.zip, themepack@RLMoonSunv0.1.3.zip
Does this spawn more than one copy of the Story Structures?. Playing on a small Multiplayer server, and had a few that are on more often, raided the story ones. Am hoping to hit the story structures at my own pace, but the map I got from the trader just points to the same tower they already looted.
Lathered
/wgen regen the area or install a texture atlas mod. Otherwise pls report it on our github so we can take a look at it we need images or something to tell you more.
Im having an issue with the structures where a few blocks like stony rubble and sails pop up as question mark blocks. Is there a way to fix this?
Adaltan
Yes if you update your betterruins from a version below 0.4.10 to something higher and you have rivers installed it will result in chunk borders.
But like you sad if you making a new world you can just update to the latest versions and use that. You will also be able to update in the future if the release of betterruins doesnt mess with story structure you will be fine. Check the chagne log of recennt versions to find out.
Phant0mCobra
Megastructure and others have a minspawn distance so a distance from spawn where they will not spawn. I think thats not configurable atm I will have to add that in a future release.
As I understand it, the 'Rivers' and 'BetterRuins' mods only conflict if you update 'BetterRuins' in an already existing world. Will I run into any issues if I install the latest versions of the mods, create a world, and don't update them afterward?
Hi there. Loving this mod though I am having an issue. I have a singleplayer world which I open up to lan for friends. I have the megastructure spawn rates at 100 and from spawn at 100 yet i am not seeing a single ruin. I saved the config ingame and restarted my game. I think I must have travelled at least 1000 blocks. Closer to 2000 blocks. Is there something I am missing?
eerino
fixed ty
Just a heads up, a link under your "compatible with..." goes to a 404. "
"
BakedYeen
Pls make a bug report on our github your claim doesnt contain any useful informations for me to debug this? Do you have MorePiles installed what is the crash report?
what structure is it laboratory ruin is not specific enough sry.
Images or links from our wiki will help.
There is something in the back section of the giant Laboratory ruin that causes crashes every time someone even tries to look at it. It almost caused me to restart my server's entire world because so many people were stuck in a crash loop.
heckachoo
go through their dialogue and try again it works for me and others.
Maybe you havent read their necessary dialogue to allow you to give it to him.
Wyzer
Im guessing its this issue from vanilla.
https://github.com/anegostudios/VintageStory-Issues/issues/5600
maybe you can open a detailed bug report with images and all so I can debug it.
here is our github https://github.com/NicIAss/betterruins/issues
olYeller
mediumruins-stadrian-o3-0505.json
found under
betterruins\assets\game\worldgen\schematics\overground\main\mediumruins
Im sorry to have to clutter up the comments here, but through a series of world gen mods, changes and boosted spawn rates I ended up plagueing my world with a specific structure. It appears probably 2x to 3x times any thing other than village ruins and while beautiful i am sick of seeing it. is there any way to check the name of a structure that you happen to be standing in, or could you possibly identify it for me so i can exclude it in the future.
Its a 3 story square building and the second floor is full of very detailed chisled cannons. Above the door is something like "Glory to the 3rd Grenadier Regiment" or something like that.
Also if there is a better place for questions like this please let me know. Thank you.
Hello, I just updated to the recent release (0.4.12) and I am having ?/white blocks as it looks like there are some missing there textures. I had just found an ruined "church", it is just the arches and lots of rubble, and many of the "Claystone rock" blocks are just the ?/White block. I do not recall seeing these blocks before logging off my game, which was prior to update. If there is more information I can provide I will do so.
I actually looked at a couple of the ?/white blocks and there was an interaction option, knife + RMB, and that removed the ?/White block and added to my inventory an item called "Damage Stone Overlay", when I went to try and apply the item to confirm that is what it is, it did nothing. Shortly, as in about 5-8 seconds after trying to apply the overlay the game crashed.
Hey, i got a Large intact Globe but i dont get the Option to give it to the Luxurie Trader, what should i do?
So cool there is a compatibility for Forlorn Additions!
Dhiox
Thanks we already resolved this issue some days ago in dev branch it will be in the next update ty for the report.
I think the plains and valleys patch is outdated, it appears to reference a modid plains and valleys no longer uses. The patch seems to reference TA_plainsandvalleys but the current modid is plainsandvalleys
crumps NiclAss I had the same issues as well when updating BetterRuins, I had to downgrade the BetterRuins version and regenerate the chunks. The only other thing I think it couldve been was Floral Zones since I installed those at the same time too but thats pure speculation. I have BetterRuins, BetterTraders Biomes, most of the Floral Zones, Rivers, Terra Prety and VSVilliages.
Amazing structures!
0000xl
I recommend checking the creative menu it has all the blueprints there. With the modder debug mode it will show you the item id iirc.
Does anyone have a list of the Item spawn codes for this mod? I am trying to find the one for the roofing master's schematic.
crumps
Mhh, okay, let me explain my view on this.
BetterRuins is a pure content mod, meaning it contains no C# code.
It uses the same mechanics as vanilla, so there’s no way betterruins could even detect rivers, because rivers don’t exist in vanilla.
I assume that the "Rivers" mod adds its river behavior into vanilla world generation and adjusts structure generation to respect rivers, but that’s entirely handled on their side.
Story structures are added by BetterRuins the same way vanilla adds them.
Terrain changes only happen around these structures by defining certain vanilla landforms as larger structures so they spawn correctly.
This only affects specific, pre-set locations and not random terrain like what you showed in your video, unless you massively altered the story location distances.
The only real difference between vanilla and BetterRuins is that vanilla doesn’t constantly change structure schematics and patches.
BetterRuins, depending on the version, can introduce new schematics and patches, which affects spawn chances of structures when running /wgen regen.
In conclusion, there’s no way a non-code mod like BetterRuins could interfere with a code mod that introduces massively different terrain generation.
I might give this a go later when I have free time. But I have a hunch i know what's wrong and not interacting correctly between rivers and ruins. I'll mess around with both your mods code and rivers code to see if i can get them to interact with each other and maintain the 0.4.9 style interaction.
The river mod mentions "Compatible with everything that doesn't change base terrain generator (GenTerra)." I'm curious if within 4.10 or 4.11 there was changes done to better ruins which interacts with the base terrain generator? It would seem so because for multiple updates prior the two played nice
The other part I saw mentioned was this, for other modmakers to interact with and detect rivers:
The mod data in the bottom chunk of a column contains "flowVectors" which is a float array for every block in the chunk indexed by localZ * 32 + localX. They are -riverSpeed to riverSpeed depending on the direction. If it doesn't exist there's no river in the chunk. If it does exist and the block at that index has 0 speed there's no flowing river.
(localZ * 32 + localX) * 2 is the X value, add 1 to get the Z value.
ushort[] riverDistance is generated in every bottom chunk and contains the distance to the edge of the river (0 if it's inside it).
*riverDistance is only saved if close enough to a river, may be null.
I'm curious if there is something going on with betterruins being unable to correctly dictate where rivers are? Because the biggest thing I noticed when doing testing was during the 4.10 to 4.11 updates was betterruins completely ignoring and replacing rivers with default terrain in 0.4.10. And then thereafter it did detect rivers in 4.11 but caused completely chaotic and unrealistic changes to the terrain. So I'm assuming something is going on where better ruins is "pushing" around the rivers mod and not the other way around.
crumps
sorry saw the edit to late :) but ty!
Are there any screenshots or youtube videos of the new structures that were added in the 4.10 update? I'm curious to see what I'm missing out on for now. I made a comment on the rivers mod tho it seems it hasn't been updated since January so we'll see if they end up being able to make these two work together again. I really hope so, I'm curious as to what caused the differences between the last two updates from then to now that rivers and this fight so much when they previously worked perfectly together.
Edit: nvm checked out your guys youtube + subbed
Also missed it but saw your point about better traders and so far nothing has occured with that mod yet. I made sure to explicitly test that one as well and so far up to the very current update it does not affect the terrain all too greatly with updates. But I do see what you mean, that if rivers ever does fully go defunct then it will greatly affect the terrain as it carves out a lot of it to be present. I saw that firsthand actually after I updated this to the 4.10 and regenned a 3 chuck wide area where a mountain was. Saw an entire lake and the river attached to it disappear and the mountain spread over and the terrain height raised
NiclAss super appreciate the reply! I'll make sure to comment on the rivers mod as well as see if there's anything they can do on their end. It seems to me that something is going on between the two. And yeah, prior to the 10 and 11 updates I would update for months and everything was fine, I've had this world since january and have had zero problems until these last two updates. Appreciate your guys work a lot! I may end up ditching rivers if it is the cause, but we'll see. Thank you for attempting to look into it
Vari_Ares
You can update this mod without issues. Depending on your worldsize you might not get new bigger story structures from this mod but there is a way to add them manually if their spawning doesnt work automatically bcs of already generated terrain. image to it is one post below.
if you are running rivers I recommend not to update betterruins some incompatibilty with rivers seem to mess up terrain. (currently investigating this but nothing this mod can fix besides never updating. Rivers will have to fix this one.)
naplom
Try /wgen story listmissing
be sure to be on latest version of this mod and have a supported terrain mod installed or pls list me your mods so I can check what could be causing this.
Best way would be to open an issue on our github issue tracker (link on the top of the page) to share your details.
Ty
crumps
I think this is an incompatibilty with rivers not fixable by betterruins tho.
If you try the same thing with vanilla terrain gen the only thing that will change is the structures. not the terrain itself.
also the same with other landform mods besides rivers to my knowledge.
I can add a note to this page for people wanting to play with rivers and betterruins to be aware of this issue. Prob best to mark them as incompatible at this point.
So only way to play with betterruins and rivers is to not update betterruins or any other structure mods like bettertraders for example. Even vanilla changes to structures will prob mess up your world so you will not be able to update to a future update that changes something in that regard.
here's a list of all of my terrain-related mods in case any of them could be causing issues now:
BetterTraders, BetterRuins, Biomes, Conquest Landform Overhaul, All Floral Zones, Rivers, Water Under Farmland (just in case)
Previously your mod fit seamlessly into this combo I had going with the ability to repeat the same worldseed settings infinitely despite updates.
Edit: Ok, I think I see what happened. I did even more investigations by making a forked branch of my main world and testing updating to 0.4.10. When you guys added new structures and such to 0.4.10 it broke compatibility with my rivers mod. I noticed that I would regen chunks where rivers were and they would completely disappear and the terrain would take back over as though the rivers mod was never present. When I update to 0.4.11 I see that the terrain does attempt to compensate for the rivers mod but it does so very chaotically and is unable to replicate the realistic smoothness of the 0.4.9 update.
Be careful to anyone updating and needing to potentially regen chunks in your world and/or you may end up having chunks which do not correctly intersect and no longer look smooth when going to new chunks
hey guys! love your mod, i haven't played in the last few weeks and did a mass update on a lot of mods and had to do some fixing up with some commands to regenerate the terrain on my primary world. upon doing this i noticed massive changed to my world's terrain and it seemed everythign was misaligned/different upon regeneration via the /wgen regen [radius] command
Upon doing some process of elimination I have determined that something happened within the last 1-2 updated that has caused this mod to vastly change world generation/regeration.
I demonstrate utilizting the regeration command both before and after update. There are timestamps in the description so you don't have to wait the entire 6-7 min length of the video (sorry I don't have editing experience yet so don't know how to trim). Would there be any way you guys could investigate and see what has changed? I would love to update the mod and continue to use it and keep it updated however this is far too radical a change for my taste as it means if I ever have to regenerate and fix my world while running this mod I no longer can
Edit: did a little more testing, and it seems the 4.10 version removes the ruins you see in the video and the 4.11 version is the one which has a very radical impact on terrain generation. So something that was done in 4.11 changes world terrain settings greatly
Edit 2: yep, I assume something that was done with making the mod compatible with terrain generation mods, at least for me, has completely thrown it off. I made a new world with identical settings to my primarly world, down to seed number, landcover %, scale %, upheavel %, landform %, equator distance, forest amount, and height. In the past when I have done this it has made an entirely identical 1:1 world each and every time. Now, with this new update to 4.11 this is no longer the case. Here's a link to a handful of screenshots as well. The first two are the maps of the new world seed and my previous https://imgur.com/a/dikTfhZ You can see many similarities including mountain and river placements. However, as shown in the mountains screenshot, the way the terrain generates these is radically different and not quite as beautiful imo anymore. There is a lot more noise and intersection with the rivers and mountains, there is a strange circular cave jutting into the mountain, and some other random differences like the lake shape.
Hey there, I seem to be having an issue with the mod and story structures being generated (along with some BetterRuins structures not generating). Every time I tried to get to a story structure (via map or TP) it would give me an error stating "No location on this map" or "No such story location, [story location]" This was resolved by disabling BetterRuins, as after I disabled it, I could go to a story location again. Wolfstone Castle also seemed to be failing to generate in all climates, but that might be unrelated. If you need my logs, I can send them.
Equitime77 Pay attention to the top tabs. Don't drop big logs in the comments please.
Hi, sorry if this is a stupid question but what happen if I deleted the mod to install the latest version.. does it change anything in my game ? Or it's all good and the new structures will obviously spawn in new chunks ? ^^
I love this mod, but these lovingly crafted ruins make my very basic builds feel that much cruder by comparison :p.The flipside is that they do give a lot inspiration, and restoring / expanding a ruin for your own base is a fun experience!
Do you have a link to your github? I will post the errors here. I made sure just now to remove any mods there was a conflict with but the error is still there. (There was just terra pretty.)
https://gyazo.com/883e3186422fa332835c7b42d39dcfd5
20.4.2025 20:25:06 [Notification] Server logger started.
20.4.2025 20:25:06 [Notification] Game Version: v1.20.7 (Stable)
20.4.2025 20:25:06 [Event] It begins...
20.4.2025 20:25:06 [Event] Launching server...
20.4.2025 20:25:06 [Event] It senses...
20.4.2025 20:25:06 [Event] Server v1.20.7, network v1.20.8, api v1.20.0
20.4.2025 20:25:06 [Notification] Entering runphase Initialization
20.4.2025 20:25:06 [Event] Loading configuration...
20.4.2025 20:25:06 [Notification] Entering runphase Configuration
20.4.2025 20:25:06 [Notification] Loading savegame
20.4.2025 20:25:06 [Notification] Create new save game data. Playstyle: homosapiens
20.4.2025 20:25:06 [Notification] Default spawn was set in serverconfig, resetting for safety.
20.4.2025 20:25:06 [Notification] Savegame C:\Users\eroy7\AppData\Roaming\VintagestoryData\Saves\peaceful adventure lands-2.vcdbs loaded
20.4.2025 20:25:06 [Notification] World size = 1024000 256 1024000
20.4.2025 20:25:06 [Notification] Start discovering assets
20.4.2025 20:25:06 [Notification] Found 1 base assets in category blocktypes
20.4.2025 20:25:06 [Notification] Found 0 base assets in category itemtypes
20.4.2025 20:25:06 [Notification] Found 29 base assets in category lang
20.4.2025 20:25:06 [Notification] Found 0 base assets in category patches
20.4.2025 20:25:06 [Notification] Found 24 base assets in category config
20.4.2025 20:25:06 [Notification] Found 0 base assets in category worldproperties
20.4.2025 20:25:06 [Notification] Found 49 base assets in category sounds
20.4.2025 20:25:06 [Notification] Found 95 base assets in category shapes
20.4.2025 20:25:06 [Notification] Found 140 base assets in category textures
20.4.2025 20:25:06 [Notification] Found 0 base assets in category recipes
20.4.2025 20:25:06 [Notification] Found 0 base assets in category worldgen
20.4.2025 20:25:06 [Notification] Found 3 base assets in category entities
20.4.2025 20:25:06 [Notification] Found 0 base assets in category compatibility
20.4.2025 20:25:06 [Notification] Found 341 base assets in total
20.4.2025 20:25:06 [Event] Building assets...
20.4.2025 20:25:06 [Notification] Entering runphase LoadAssets
20.4.2025 20:25:06 [Notification] Will search the following paths for mods:
20.4.2025 20:25:06 [Notification] C:\Users\eroy7\AppData\Roaming\Vintagestory\Mods
20.4.2025 20:25:06 [Notification] C:\Users\eroy7\AppData\Roaming\VintagestoryData\Mods
20.4.2025 20:25:07 [Notification] Found 28 mods (3 disabled)
20.4.2025 20:25:07 [Notification] Mods, sorted by dependency: bettertraders, chiseltools, rlmoonsun, somedisassemblyrequired, game, vsimgui, egocaribautomapmarkers, betterruins, carryon, commonlib, extrainfo, fromgoldencombs, kevinsfurniture, mushroomsarepoteins, petai, rivers, stepupcontinued, stickemup, storageoptions, substrate, th3dungeon, creative, survival, stonequarry, wolftaming
20.4.2025 20:25:07 [Notification] Instantiated 165 mod systems from 24 enabled mods
20.4.2025 20:25:07 [Notification] [commonlib] Config StoneQuarry.Config from StoneQuarry v3.4.3.0 loaded successfully
20.4.2025 20:25:07 [Event] started 'CarryOn' mod
20.4.2025 20:25:07 [Notification] External Origins in load order: modorigin@C:\Users\eroy7\AppData\Roaming\Vintagestory\assets\creative\, modorigin@C:\Users\eroy7\AppData\Roaming\Vintagestory\assets\survival\, mod@BetterTradersv0.0.9.zip, mod@chiseltools1.14.16.zip, mod@SomeDisassemblyRequiredv1.3.2.zip, mod@vsimgui_1.1.8.zip, mod@Auto Map Markers 4.0.1 (Vintagestory 1.20).zip, mod@BetterRuinsv0.4.11.zip, mod@CarryOn-1.20_v1.8.0-rc.4.zip, mod@ExtraInfo-v1.9.9.zip, mod@FromGoldenCombs-1.20-v1.8.12.zip, mod@kevinsfurniture_1.6.6.zip, mod@petai_v3.3.1.zip, mod@rivers_4.1.0.zip, mod@stickemup_1.1.0.zip, mod@StorageOptions-v1.0.2.zip, mod@substrate_1.1.2.zip, mod@th3dungeon_0.4.2.zip, mod@StoneQuarry_VS1.20.1_net7_v3.4.3.zip, mod@wolftaming_v3.0.6_petai_v3.0._.zip, themepack@RLMoonSunv0.1.3.zip
20.4.2025 20:25:07 [Notification] Found 546 external assets in category blocktypes
20.4.2025 20:25:07 [Notification] Found 321 external assets in category itemtypes
20.4.2025 20:25:07 [Notification] Found 153 external assets in category lang
20.4.2025 20:25:07 [Notification] Found 214 external assets in category patches
20.4.2025 20:25:07 [Notification] Found 141 external assets in category config
20.4.2025 20:25:07 [Notification] Found 25 external assets in category worldproperties
20.4.2025 20:25:07 [Notification] Found 555 external assets in category sounds
20.4.2025 20:25:07 [Notification] Found 5291 external assets in category shapes
20.4.2025 20:25:07 [Notification] Found 7234 external assets in category textures
20.4.2025 20:25:07 [Notification] Found 594 external assets in category recipes
20.4.2025 20:25:07 [Notification] Found 1548 external assets in category worldgen
20.4.2025 20:25:07 [Notification] Found 77 external assets in category entities
20.4.2025 20:25:07 [Notification] Found 22 external assets in category compatibility
20.4.2025 20:25:07 [Notification] Reloaded lang file with mod assets
20.4.2025 20:25:07 [Notification] [Auto Map Markers] Patched methods: OnGettingBroken, OnGettingBroken
20.4.2025 20:25:07 [Event] started 'Extra Info' mod
20.4.2025 20:25:07 [Notification] From Golden Combs existing client config loaded successfully.
20.4.2025 20:25:07 [Notification] From Golden Combs existing server config loaded successfully.
20.4.2025 20:25:07 [Notification] Hello from template mod: hello world!
20.4.2025 20:25:07 [Notification] Mod Config successfully loaded.
20.4.2025 20:25:07 [Notification] Compatibility lib: 3 assets added, 0 assets replaced.
20.4.2025 20:25:09 [Notification] JsonPatch Loader: 840 patches total, successfully applied 838 patches, missing files on 4 patches, unmet conditions on 92 patches, no errors
20.4.2025 20:25:10 [Event] It remembers...
20.4.2025 20:25:11 [Notification] Loaded 4241 unique items
20.4.2025 20:25:11 [Event] All that came before...
20.4.2025 20:25:12 [Notification] Loaded 18530 unique blocks
20.4.2025 20:25:12 [Notification] Loaded 692 unique entities
20.4.2025 20:25:12 [Notification] BlockLoader: Entities, Blocks and Items loaded
20.4.2025 20:25:12 [Event] Remapping blocks and items...
20.4.2025 20:25:12 [Event] 17 cooking recipes loaded
20.4.2025 20:25:12 [Event] Taste and smell...
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code game:door-sleek-windowed-scrapped in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'betterruins:fancy door': Output Block code game:door-sleek-windowed-scrapped cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code game:beam-ridge-scrapped-free in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-ridge-scrapped-free cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code game:beam-plane-scrapped-free in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-plane-scrapped-free cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:cabinet-east-scrapped in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/cabinet.json': Output Block code kevinsfurniture:cabinet-east-scrapped cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:coffeetable-scrapped in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/coffeetable.json': Output Block code kevinsfurniture:coffeetable-scrapped cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:shoerack-east-scrapped in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/shoerack.json': Output Block code kevinsfurniture:shoerack-east-scrapped cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:slidewindow-closed-scrapped-east in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/slidewindow.json': Output Block code kevinsfurniture:slidewindow-closed-scrapped-east cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:smallwindows-closed-scrapped-east in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/smallwindows.json': Output Block code kevinsfurniture:smallwindows-closed-scrapped-east cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:swingwindow-closed-scrapped-east in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/swingwindow.json': Output Block code kevinsfurniture:swingwindow-closed-scrapped-east cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:tallwindowl-closed-scrapped-east in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/tallwindowL.json': Output Block code kevinsfurniture:tallwindowl-closed-scrapped-east cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code storageoptions:groundrack-scrapped-ns in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'storageoptions:recipes/grid/groundrack.json': Output Block code storageoptions:groundrack-scrapped-ns cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code storageoptions:groundrack-scrapped-ns in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'storageoptions:recipes/grid/groundrack.json': Output Block code storageoptions:groundrack-scrapped-ns cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code storageoptions:shelfone-scrapped-east in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'storageoptions:recipes/grid/shelfone.json': Output Block code storageoptions:shelfone-scrapped-east cannot be resolved
20.4.2025 20:25:13 [Warning] Failed resolving crafting recipe ingredient with code storageoptions:shelfone-scrapped-east in Grid recipe
20.4.2025 20:25:13 [Error] Grid Recipe 'storageoptions:recipes/grid/shelfone.json': Output Block code storageoptions:shelfone-scrapped-east cannot be resolved
20.4.2025 20:25:13 [Event] 1978 crafting recipes loaded from 427 files
20.4.2025 20:25:13 [Event] Grand inventions...
20.4.2025 20:25:13 [Event] 9 metal alloys loaded
20.4.2025 20:25:13 [Event] Glimmers in the soil...
20.4.2025 20:25:13 [Event] 344 smithing recipes loaded
20.4.2025 20:25:13 [Event] Burning sparks...
20.4.2025 20:25:13 [Event] 91 clay forming recipes loaded
20.4.2025 20:25:13 [Event] Molded forms...
20.4.2025 20:25:13 [Event] 36 knapping recipes loaded
20.4.2025 20:25:13 [Event] Simple tools...
20.4.2025 20:25:13 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code fromgoldencombs:langstrothside-scrapped in barrel recipe fromgoldencombs:recipes/barrel/langstrothparts.json
20.4.2025 20:25:13 [Event] 261 barrel recipes loaded (1 could not be resolved)
20.4.2025 20:25:13 [Notification] Entering runphase AssetsFinalize
20.4.2025 20:25:14 [Event] started 'Storage Options' mod
20.4.2025 20:25:14 [Event] Server assets loaded, parsed, registered and finalized
20.4.2025 20:25:14 [Event] Initialising systems...
20.4.2025 20:25:14 [Notification] Entering runphase LoadGamePre
20.4.2025 20:25:14 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
20.4.2025 20:25:14 [Notification] Hello from template mod server side
20.4.2025 20:25:14 [Notification] Started 141 systems on Server:
20.4.2025 20:25:14 [Notification] Mod 'VSEssentials.dll' (game):
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.Core
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.EntityPartitioning
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ErrorReporter
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
20.4.2025 20:25:14 [Notification] Vintagestory.Essentials.PathfindSystem
20.4.2025 20:25:14 [Notification] Vintagestory.Essentials.PathFindDebug
20.4.2025 20:25:14 [Notification] Vintagestory.Essentials.PathfindingAsync
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.JsonExport
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemDormancyStateChecker
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.AiRuntimeConfig
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemSyncHarvestableDropsToClient
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemEmotes
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.LeafBlockDecay
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.POIRegistry
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.RoomRegistry
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.WeatherSystemCommands
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.WeatherSystemServer
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.WorldMapManager
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.LoadColorMaps
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ClothManager
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GridRecipeLoader
20.4.2025 20:25:14 [Notification] Mod 'rivers_4.1.0.zip' (rivers):
20.4.2025 20:25:14 [Notification] Rivers.RiversMod
20.4.2025 20:25:14 [Notification] Rivers.NewGenTerra
20.4.2025 20:25:14 [Notification] Rivers.GeneratePartialFeatures
20.4.2025 20:25:14 [Notification] Rivers.GravelGen
20.4.2025 20:25:14 [Notification] Rivers.GravityBlocksPass
20.4.2025 20:25:14 [Notification] Mod 'VSSurvivalMod.dll' (survival):
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenTerra
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenSnowLayer
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemControlPoints
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenTerraPostProcess
20.4.2025 20:25:14 [Notification] Vintagestory.Client.NoObf.StoryGenFailedSystem
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.UpgradeTasks
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.ModSystemDetailModeSync
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.NpcControl
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.ModSystemTiledDungeonGenerator
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenFromHeightmap
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenMaps
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenRockStrataNew
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenHotSprings
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenCreatures
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.WgenCommands
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemExplosionAffectedStability
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.MyceliumSystem
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModsystemButterflySpawnCondsExtra
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemCatchCreature
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemGliding
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemSwoopDev
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.Timeswitch
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ClutterBookshelfUtil
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ScreenshakeToClientModSystem
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemResoArchiveCommands
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.StoryStructureProtection
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.StoryStructuresSpawnConditions
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemVillagerDebug
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemAuction
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.Core
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.CharacterSystem
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.VariablesModSystem
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModsystemElevator
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ActivityModSystem
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ActivityEditorSystem
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.FruitingSystem
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemCommandHandbook
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemTutorial
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemCorpseReturnTeleporter
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemNightVision
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.TobiasTeleporter
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModJournal
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemStructureLocator
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModLootRandomizer
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemEntityOwnership
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemRifts
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSleeping
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemSupportBeamPlacer
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.TeleporterManager
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModTemperature
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.SystemTemporalStability
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.TemporalStabilityEffects
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemWearableStats
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemEditableBook
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenDungeons
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenDeposits
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.GenStoryStructures
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenCaves
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenStructures
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenDevastationLayer
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenBlockLayers
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenPonds
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenRivulets
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenLightSurvival
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.RecipeLoader
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemFireFromLightning
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemOreMap
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemSnowballs
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.HumanoidOutfits
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.ModSystemDevastationEffects
20.4.2025 20:25:14 [Notification] Vintagestory.GameContent.DisableRecipeRegisteringSystem
20.4.2025 20:25:14 [Notification] Mod 'CommonLib_VS1.20.0-rc.1_net7_v2.6.1.zip' (commonlib):
20.4.2025 20:25:14 [Notification] CommonLib.Config.ConfigManager
20.4.2025 20:25:14 [Notification] CommonLib.Core
20.4.2025 20:25:14 [Notification] Mod 'VSCreativeMod.dll' (creative):
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.Core
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat
20.4.2025 20:25:14 [Notification] Vintagestory.ServerMods.GenLightCreative
20.4.2025 20:25:14 [Notification] Mod 'chiseltools1.14.16.zip' (chiseltools):
20.4.2025 20:25:14 [Notification] chisel.src.ChiselToolLoader
20.4.2025 20:25:14 [Notification] Mod 'Auto Map Markers 4.0.1 (Vintagestory 1.20).zip' (egocaribautomapmarkers):
20.4.2025 20:25:14 [Notification] Egocarib.AutoMapMarkers.MapMarkerMod
20.4.2025 20:25:14 [Notification] Mod 'CarryOn-1.20_v1.8.0-rc.4.zip' (carryon):
20.4.2025 20:25:14 [Notification] CarryOn.CarrySystem
20.4.2025 20:25:14 [Notification] Mod 'ExtraInfo-v1.9.9.zip' (extrainfo):
20.4.2025 20:25:14 [Notification] ExtraInfo.Core
20.4.2025 20:25:14 [Notification] ExtraInfo.HarmonyPatches
20.4.2025 20:25:14 [Notification] ExtraInfo.HighlightMycelium
20.4.2025 20:25:14 [Notification] ExtraInfo.HighlightReinforced
20.4.2025 20:25:14 [Notification] ExtraInfo.ModSystemHighlight
20.4.2025 20:25:14 [Notification] ExtraInfo.ServerEntityType
20.4.2025 20:25:14 [Notification] Mod 'FromGoldenCombs-1.20-v1.8.12.zip' (fromgoldencombs):
20.4.2025 20:25:14 [Notification] FromGoldenCombs.FromGoldenCombs
20.4.2025 20:25:14 [Notification] FromGoldenCombs.Util.HarmonyPatches.FGCHarmonySystem
20.4.2025 20:25:14 [Notification] Mod 'kevinsfurniture_1.6.6.zip' (kevinsfurniture):
20.4.2025 20:25:14 [Notification] kevinsfurniture.CabinetBlock
20.4.2025 20:25:14 [Notification] kevinsfurniture.ShoeRackBlock
20.4.2025 20:25:14 [Notification] kevinsfurniture.StoveBlock
20.4.2025 20:25:14 [Notification] kevinsfurniture.TallShelfBlock
20.4.2025 20:25:14 [Notification] kevinsfurniture.WardrobeBlock
20.4.2025 20:25:14 [Notification] ModTemplate.ModTemplateModSystem
20.4.2025 20:25:14 [Notification] Mod 'mushroomsarepoteins_1.0.0.zip' (mushroomsarepoteins):
20.4.2025 20:25:14 [Notification] MushroomsArePoteins.Core
20.4.2025 20:25:14 [Notification] Mod 'petai_v3.3.1.zip' (petai):
20.4.2025 20:25:14 [Notification] PetAI.PetAI
20.4.2025 20:25:14 [Notification] Mod 'stickemup_1.1.0.zip' (stickemup):
20.4.2025 20:25:14 [Notification] StickEmUp.StickEmUpModSystem
20.4.2025 20:25:14 [Notification] Mod 'StorageOptions-v1.0.2.zip' (storageoptions):
20.4.2025 20:25:14 [Notification] StorageOptions.Core
20.4.2025 20:25:14 [Notification] Mod 'substrate_1.1.2.zip' (substrate):
20.4.2025 20:25:14 [Notification] Substrate.SubstrateModSystem
20.4.2025 20:25:14 [Notification] Mod 'StoneQuarry_VS1.20.1_net7_v3.4.3.zip' (stonequarry):
20.4.2025 20:25:14 [Notification] StoneQuarry.Core
20.4.2025 20:25:14 [Notification] StoneQuarry.RockManager
20.4.2025 20:25:14 [Notification] Mod 'wolftaming_v3.0.6_petai_v3.0._.zip' (wolftaming):
20.4.2025 20:25:14 [Notification] Wolftaming.Wolftaming
20.4.2025 20:25:14 [Notification] Mod 'th3dungeon_0.4.2.zip' (th3dungeon):
20.4.2025 20:25:14 [Notification] th3dungeon.Th3Dungeon
20.4.2025 20:25:15 [Notification] Server map set
20.4.2025 20:25:15 [Event] A world unbroken...
20.4.2025 20:25:15 [Notification] Entering runphase LoadGame
20.4.2025 20:25:15 [Notification] Entering runphase WorldReady
20.4.2025 20:25:15 [Event] The center unfolding...
20.4.2025 20:25:15 [Event] Starting world generators...
20.4.2025 20:25:16 [Notification] Sending server identification with remap False. Server control privilege is True
20.4.2025 20:25:19 [Error] Error during Init worldgen for Vintagestory.GameContent.GenStoryStructures
20.4.2025 20:25:19 [Error] Exception: No landform with code hillplateu found.
at Vintagestory.ServerMods.GenMaps.ForceLandformAt(ForceLandform landform) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\0.GenMaps\GenMaps.cs:line 110
at Vintagestory.GameContent.GenStoryStructures.SetupForceLandform() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 555
at Vintagestory.GameContent.GenStoryStructures.DetermineStoryStructures() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 384
at Vintagestory.GameContent.GenStoryStructures.InitWorldGen() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 262
at Vintagestory.Server.ServerEventAPI.TriggerInitWorldGen() in VintagestoryLib\Server\API\ServerEventAPI.cs:line 249
20.4.2025 20:25:21 [Notification] Reloaded 35 tree generators
20.4.2025 20:25:22 [Event] [th3dungeon] 10 Dungeons Loaded
20.4.2025 20:25:22 [Event] Loading 7x7x8 spawn chunks...
20.4.2025 20:25:22 [Event] 0% (49 in queue)
20.4.2025 20:25:22 [Event] The carved mountains...
20.4.2025 20:25:28 [Event] 0% (49 in queue)
20.4.2025 20:25:28 [Event] The rolling hills...
20.4.2025 20:25:30 [Event] 0% (113 in queue)
20.4.2025 20:25:30 [Event] The sheer cliffs...
20.4.2025 20:25:31 [Event] 0% (163 in queue)
20.4.2025 20:25:31 [Event] The endless plains...
20.4.2025 20:25:33 [Event] 0% (177 in queue)
20.4.2025 20:25:33 [Event] The winter snows...
20.4.2025 20:25:33 [Event] Begin game ticking...
20.4.2025 20:25:33 [Event] ... it calls to you
20.4.2025 20:25:33 [Notification] Entering runphase RunGame
20.4.2025 20:25:33 [Notification] Starting server threads
20.4.2025 20:25:33 [Event] Singleplayer Server now running!
20.4.2025 20:25:33 [Event] Return again.
20.4.2025 20:25:33 [Notification] Please be aware that as of 1.20, servers default configurations have changed - servers no longer register themselves to the public servers list and are invite-only (whitelisted) out of the box. If you desire so, you can enable server advertising with '/serverconfig advertise on' and disable the whitelist mode with '/serverconfig whitelistmode off'
20.4.2025 20:25:33 [Notification] All clients disconnected, pausing game calendar.
20.4.2025 20:25:33 [Notification] A Client attempts connecting via Dummy connection on 127.0.0.1:0, assigning client id 1
20.4.2025 20:25:33 [Notification] Client 1 uid 6ydnKkQ+qJX3faHYM5laqCWI attempting identification. Name: Equitime77
20.4.2025 20:25:33 [Notification] Delayed join, attempt random spawn position.
20.4.2025 20:25:33 [Event] Searching for chunk column suitable for player spawn
20.4.2025 20:25:33 [Event] ...
20.4.2025 20:25:33 [Notification] UDP: Client 1 connected via: 0.0.0.0:0
20.4.2025 20:25:37 [Notification] Placing Equitime77 at 514224.5 144 507414.5
20.4.2025 20:25:38 [Event] Equitime77 127.0.0.1:0 joins.
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code game:door-sleek-windowed-scrapped in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'betterruins:fancy door': Output Block code game:door-sleek-windowed-scrapped cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code game:beam-ridge-scrapped-free in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-ridge-scrapped-free cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code game:beam-plane-scrapped-free in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-plane-scrapped-free cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:cabinet-east-scrapped in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/cabinet.json': Output Block code kevinsfurniture:cabinet-east-scrapped cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:coffeetable-scrapped in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/coffeetable.json': Output Block code kevinsfurniture:coffeetable-scrapped cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:shoerack-east-scrapped in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/shoerack.json': Output Block code kevinsfurniture:shoerack-east-scrapped cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:slidewindow-closed-scrapped-east in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/slidewindow.json': Output Block code kevinsfurniture:slidewindow-closed-scrapped-east cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:smallwindows-closed-scrapped-east in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/smallwindows.json': Output Block code kevinsfurniture:smallwindows-closed-scrapped-east cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:swingwindow-closed-scrapped-east in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/swingwindow.json': Output Block code kevinsfurniture:swingwindow-closed-scrapped-east cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code kevinsfurniture:tallwindowl-closed-scrapped-east in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'kevinsfurniture:recipes/grid/tallwindowL.json': Output Block code kevinsfurniture:tallwindowl-closed-scrapped-east cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code storageoptions:groundrack-scrapped-ns in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'storageoptions:recipes/grid/groundrack.json': Output Block code storageoptions:groundrack-scrapped-ns cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code storageoptions:groundrack-scrapped-ns in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'storageoptions:recipes/grid/groundrack.json': Output Block code storageoptions:groundrack-scrapped-ns cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code storageoptions:shelfone-scrapped-east in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'storageoptions:recipes/grid/shelfone.json': Output Block code storageoptions:shelfone-scrapped-east cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving crafting recipe ingredient with code storageoptions:shelfone-scrapped-east in Grid recipe
20.4.2025 20:25:40 [Error] Grid Recipe 'storageoptions:recipes/grid/shelfone.json': Output Block code storageoptions:shelfone-scrapped-east cannot be resolved
20.4.2025 20:25:40 [Warning] Failed resolving a blocks itemdrop or smeltedstack with code fromgoldencombs:langstrothside-scrapped in barrel recipe fromgoldencombs:recipes/barrel/langstrothparts.json
20.4.2025 20:25:40 [Error] Error during Init worldgen for Vintagestory.GameContent.GenStoryStructures
20.4.2025 20:25:40 [Error] Exception: No landform with code hillplateu found.
at Vintagestory.ServerMods.GenMaps.ForceLandformAt(ForceLandform landform) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\0.GenMaps\GenMaps.cs:line 110
at Vintagestory.GameContent.GenStoryStructures.SetupForceLandform() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 555
at Vintagestory.GameContent.GenStoryStructures.DetermineStoryStructures() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 384
at Vintagestory.GameContent.GenStoryStructures.InitWorldGen() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 262
at Vintagestory.Server.ServerEventAPI.TriggerInitWorldGen() in VintagestoryLib\Server\API\ServerEventAPI.cs:line 249
20.4.2025 20:25:40 [Notification] Server ticking has been suspended
20.4.2025 20:26:00 [Notification] Server ticking has been resumed
20.4.2025 20:26:00 [Notification] A client reconnected, resuming game calendar.
20.4.2025 20:27:01 [Notification] Server ticking has been suspended
20.4.2025 20:27:02 [Notification] Client 1 disconnected: Server shutting down - Exit request by client
20.4.2025 20:27:02 [Notification] Last player disconnected, compacting large object heap...
20.4.2025 20:27:04 [Notification] UDP: client disconnected Equitime77
20.4.2025 20:27:04 [Event] Player Equitime77 got removed. Reason: Server shutting down - Exit request by client
20.4.2025 20:27:04 [Notification] Server stop requested, begin shutdown sequence. Stop reason: Exit request by client
20.4.2025 20:27:04 [Notification] Entering runphase Shutdown
20.4.2025 20:27:04 [Event] Mods and systems notified, now saving everything...
20.4.2025 20:27:04 [Event] It pauses.
20.4.2025 20:27:04 [Event] One last gaze...
20.4.2025 20:27:04 [Event] Saved player world data...
20.4.2025 20:27:04 [Event] Saved map regions...
20.4.2025 20:27:04 [Event] Then all goes quiet...
20.4.2025 20:27:04 [Event] Saved map chunks...
20.4.2025 20:27:04 [Event] The waters recede...
20.4.2025 20:27:04 [Event] Saved 300 chunks...
20.4.2025 20:27:04 [Event] Saved 600 chunks...
20.4.2025 20:27:04 [Event] Saved 900 chunks...
20.4.2025 20:27:04 [Event] Saved 1200 chunks...
20.4.2025 20:27:04 [Event] Saved 1500 chunks...
20.4.2025 20:27:04 [Event] Saved 1800 chunks...
20.4.2025 20:27:04 [Event] Saved 2100 chunks...
20.4.2025 20:27:04 [Event] Saved 2400 chunks...
20.4.2025 20:27:04 [Event] Saved 2700 chunks...
20.4.2025 20:27:04 [Event] Saved 3000 chunks...
20.4.2025 20:27:04 [Event] Saved 3300 chunks...
20.4.2025 20:27:04 [Event] Saved loaded chunks...
20.4.2025 20:27:04 [Event] The mountains fade...
20.4.2025 20:27:04 [Event] The dark settles in.
20.4.2025 20:27:04 [Event] Saved generating chunks...
20.4.2025 20:27:04 [Event] Saved savegamedata...2
20.4.2025 20:27:04 [Event] World saved! Saved 3472 chunks, 434 mapchunks, 39 mapregions.
20.4.2025 20:27:04 [Event] It sighs...
20.4.2025 20:27:04 [Event] Shutting down 7 server threads...
20.4.2025 20:27:04 [Event] Killed console thread
20.4.2025 20:27:04 [Event] Alone again...
20.4.2025 20:27:05 [Event] All threads gracefully shut down
20.4.2025 20:27:05 [Event] Time to rest.
20.4.2025 20:27:05 [Event] Doing last tick...
20.4.2025 20:27:05 [Event] Stopped the server!
Equitime77
What mod list are you running or send me the complete server-main log in a github issue on our project then I can take a look at it. Looks like a mod incompatibility but its no biggy you shouldnt notice any issues in that regard.
Also post images of the ? blocks in ruins in a github issue so I can take a look ty.
Im new to Vintage Story, played a few hours, watched some videos and decided to put a few mods in. I saw a few errors from your mod when loading up.
19.4.2025 21:31:13 [Warning] Failed resolving crafting recipe ingredient with code game:door-sleek-windowed-scrapped in Grid recipe
19.4.2025 21:31:13 [Error] Grid Recipe 'betterruins:fancy door': Output Block code game:door-sleek-windowed-scrapped cannot be resolved
19.4.2025 21:31:13 [Warning] Failed resolving crafting recipe ingredient with code game:beam-ridge-scrapped-free in Grid recipe
19.4.2025 21:31:13 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-ridge-scrapped-free cannot be resolved
19.4.2025 21:31:13 [Warning] Failed resolving crafting recipe ingredient with code game:beam-plane-scrapped-free in Grid recipe
19.4.2025 21:31:13 [Error] Grid Recipe 'betterruins:recipes/grid/schematic-roofing/roofing1.json': Output Block code game:beam-plane-scrapped-free cannot be resolved
There may be other errors, I dont know how it works fully yet. I did see a white block with a ? on it in at least one ruin.
I wanted to have something visual to go explore and inspire me what to build and where so I put your mod on.
There's a little balance wonkiness if you have In Dappled Gloves. IDG removes the support beam recipe without the shipbuilding schematic, which means A. No early game support beams, and B. no early game palisades, even with the palisades schematic.
Is there a way to add a base palisades schematic to go: Print/oak log/saw = 4 Palisade? Or better yet Print/debarked oak log/saw.
Never mind. User error.
Great mod. Keep it kickin.
Dont know if you'll add this as its a mod about ruins but i been eyeing the "Tavern table" and "Fine table" in the survival handbook and it makes me wonder why theres no recipe using the table blueprint, would you add some recipes for it in the mod?
Amethyst_Wolf
Yeah village structures are not possible to spawn in that way.
I recommend getting the schematic file from the mod and import it via worldedit. Thats the only way.
Akari_Enderwolf
Thanks for the report I fixed it so it will be in the next update.
Vandl
Im testing with the same mods and I get no errors at all.
NiclAss
I'm using Continental World, Plains and Valleys, and Rivers, the error was on 0.4.11.
idk why, but I'm still getting an issue with the Luxuries trader missing their "what's your name" dialogue. This is still the only mod that changes the Luxuries Trader dialogue that I have. No other mod I have installed even touches the npc dialogue, so it is highly unlikely for the problem to come from anywhere else.

Edit: I just double checked the files of the mod, the mod file replaces the vanilla dialogue entirely, and does not have the code for the name dialogue, so with this I can confirm this issue comes from Better Ruins due to how it implements the new dialogue. It has "got anything to trade" "why live like this" and then goes to the better ruins dialogue without having the code for the name question.
Just wanted to let others know that if you use the RiverGen mod (and this may also apply to the Rivers mod since the former is based on the latter), major changes to Better Ruins affects the river generation somehow. In my case, updating from v0.4.9 to v0.4.11 caused the rivers to change where they were, which caused some rivers to stop/start abruptly at solid stone walls when new chunks were generated. (Updating from v0.4.10 to v0.4.11 doesn't seem to change the rivers.) So if you update Better Ruins on an existing world with rivers, it may cause some funky terrain gen.
I don't think this is a bug so much as an unintended interaction between mods, but I thought I'd warn others.
Got a question. I have a buddy who wants to rebuild a specific structure of this mod with me but there's one issue. When you try manually spawning in structures you are only given a list of 136 structures, which is odd because when you inspect the mod there is villages and everything else but they do not appear on the structure list in game when trying to spawn them. Is there any way to maybe get all the other structures in the structure list or am I just perhaps missing something with manually spawning the structures in? Thanks.
Cowent1n
Try increasing your texture atlas (there are mods that do that) (or a client setting)
Send an image of the ? blocks here or on our github issue tracker.
Vandl
Update to v0.4.11 that should resolve that.
Or you are using an unsupported landform mod?
Wandour
Default settings is balanced. Your are either unlucky or using a landfrom mod where we can not garantuee the same balancing as in vanilla bcs of the different terrain.
I'd first would like to tell you how your mod is an absolutely must have for anyone playing this game. It is so much better with it!
But I have encountered a weird bug where so blocks are named "unknown" and show no texture but the white cube with a red interrogation mark. Do you know why it would happen?
I have encountered the same 'missing name dialogue for Luxuries trader' as reported by Akari_Enderwolf in January.
This on a 1.20.6 world, generated with v.0.4.9. I updated to v.0.4.10 just before the long trek that resulted in meeting the Luxuries trader. It is the second trader I've met in this world, and the only Luxeries trader.
update: Have now met 4 traders, 2 are luxuries traders. It is only luxury trader (so far) that does not include dialogue for learning their name.
When I try to use the command to spawn the newest location "mansion" that it says I'm missing I get an error;
"An Exception was thrown while executing Command: No landform with code veryflat found.."
Do I need to use a specific chunk regen command to make it work or am I just not in a usable spot?
are there any recommended settings to ensure the spawn is diverse? i often run into the same ruined mall building very often
also i think adding underground spawns is a bit underrated since vintage story sadly suffers from flat underground with very tiny rare caves around
having ruins and dungeons underground can spice up mining
Vandl
Something like this

I got the popup for the new story structure in 4.10 that couldn't generate due to being near player structures but I closed the dialog box, would you mind posting the command to re-open it?
Thanks ,
Sorry i did not see the FAQ section you have made i find it now ^^
Thanks you for all your reply and the details .
JeBidouille
You cant really break anything.
but yeah like you said delete the old version and add the new.
the structures that have been generated will stay in your world even if you uninstall this mod. This mod uses only vanilla blocks so there will be no corruption or ? blocks when the mod gets uninstalled.
You might only lose your lore entries from this mod and the blueprints which are items will gone.
I recommend the FAQ section on this page might answer one or two questions but yeah can ask aswell np :)
Glad you enjoy the mod and yes the team behind it is doing an amazing job! Wouldnt be possible without them.
Thanks , Just to be sure about the steps , i just delete it from my server and add the new version ? or i'll need to keep the previous one to prevent the structure to depop ?
Thanks a lot to you and your team it's a really insane mod that i use in all of my game , it add so much to the ruins exploration i love it so much <3
JeBidouille
Yes you can update without issues.
There were some new story structures added and if they can not generate automatically it will show a popup how to manually place them.
Hello i'm using this really good mod on my server and i would like to know if it's possible to update it to the latest version just release without any issue , we have our base next to one of the mod structure so i do not know if it's safe to do
Thanks
Dumimoto
Thanks for the input. I have removed the ground stored bones from the structures and replaced it with bone clutter blocks its no problem and will prevent this external bug in the future.
Greetings,
Valdius, NiclAss
TL;DR; For the More Piles mod disable the bone pile feature in MorePiles-v2.1.3.zip\assets\morepiles\config\default-item-piles.json (Version 2.1.2 in your case Valdius)
Regarding the picking up of the bones. I've experienced a simillar issue with the game crashing upon nearing a ruin some time ago. The logs pointed to Dana Tweaks as the culprit, however it seems that the culprit was the More Piles mod.
Some context as I did not save any logs nor any screenshots: While exploring the world and entering a ruin with some bones on the ground the game crashed.
Setting the piling of bones to false in the confing file for More Piles and loading the save seemed to work without ill effect as I did not have any precious bonepiles set-up before (I guess you'll lose them).
Further exploring the ruin I've seen a bone and a sabertooth skull (if I recall correctly) ground stored on an altar. This could have been the crashing factor in my case as I did not interact with anything else and just rendering the stored items crashed my game.
BlahBlah81
Appreciate the feedback glad you like it and thanks for giving the mod a try. Let me know what you think of it after playing with it!
Hi, new player to vintage story from playing MC with Terrafirmacraft. I just wanted to say that your video showcasing your mod looks stunning and I will absolutley be trying out your mod later. These structures are wonderful looking.
Soareverix
No they are highly random so the game doesnt know where those structures are and can not point you to it.
You can play around with the chances or spawn those structures manually. There is a video tutorial section on this page.
NiclAss
Ah, that's true! I just realized that it only shows up in Items and not in the general search. However, there seem to be quite a number of structures that don't get maps like auldburg. Are there any other ways of finding these structures, or should I use the config to modify their spawn chance to be higher?
Hello, NiclAss i have encounter a problem with your mod when i am in one of the ruins, and i interact with a bone on the ground haha
here is the crash log:
Running on 64 bit Windows 10.0.19045.0 with 32656 MB RAM
Game Version: v1.20.7 (Stable)
4/4/2025 18:42:15: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.5, apotheosisthings@1.3.0, axleinblocks@1.20.1-rc.5, bf@0.0.3, betterloot@1.1.1, scrapblocks@1.2.6, bettertraders@0.0.9, bola@1.0.0, bushmeat_meals@1.0.7, cavecontent@1.0.1, chiseltools@1.14.14, clickuptorches@1.1.1, combatoverhaul@0.2.1, craftablejparts@1.0.0, decor@1.2.1, guicompositesettingsex@1.1.0, hangingoillamps@1.0.3, hotspringheal@1.0.1, immersiveorecrush@2.2.1, khanimaltweaks@1.0.0, lettherebelight@0.0.1, linenreturn@1.0.0, manualdough@1.1.3, manualquenching@1.0.4, manualscraping@1.2.1, manualtoolcrafting@1.3.5, sae_tule@0.4.0, MoveLikeKaji@0.0.6, mushroom@1.0.2, natshumanskin@1.0.1, optimizedleathertwo@2.0.0, primitivesurvival@3.7.5, prospecttogether@2.0.2, ragnamans-seeds-from-crops-recipes@1.0.0, RelightTorches@1.0.0, ridetogether@1.0.0, scatastrophe@1.1.2, sexyswords@0.1.4, she1fish@1.2.1, specificclutter@1.0.0, spyglass@0.5.2, tanninfromanylog@1.0.0, game@1.20.7, vsimgui@1.1.7, ancienttools@1.5.24, animalcages@3.2.0, metalrecoveryrevived@0.1.20, apewindows@1.2.0, armory@0.2.0, egocaribautomapmarkers@4.0.1, awearablelight@1.1.31, bedspawnv2@1.4.0, betterfirepit@1.1.5, betterjonasdevicesfixed@2.0.2, betterruins@0.4.9, butchering@1.8.1, butterflycases@1.0.2, canbeignited@1.1.0, carryon@1.8.0-pre.1, chickenSit@2.0.1, clearerquartz@1.0.0, commonlib@2.6.1, configlib@1.5.1, cooperativecombat@1.1.1, caffCuniculture@1.0.8, expandedfoods@1.7.4, extrainfo@1.9.8, foodshelves@1.5.3, hit@2.2.0, hydrateordiedrate@1.9.7, immersivewoodchopping@0.7.4, immersivewoodsawing@0.2.6, JustTrapdoors@1.0.2, kevinsfurniture@1.6.4, liquidcontainers@1.3.1, maketea@0.3.1, maltiezcrossbows@1.0.2, maltiezfirearms@0.11.2, mannequinstand@1.0.5, morepiles@2.1.2, petai@3.2.0, ropetiableall0@1.2.3, rotcraft@1.0.2, simpletailoring@1.1.6, tablet@0.1.4, tailorsachet@1.0.1, creative@1.20.7, survival@1.20.7, webstotwine@1.20.1, worldconfiggui@1.0.1, xlib@0.8.11, autoconfiglib@2.0.6, detailedanimals@0.4.0, playercorpse@1.11.0, sandwich@1.2.7, stickcrafting@1.0.0, treetapping@1.0.0, wolftaming@3.0.5, xskills@0.8.15
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockGroundStorage.GetPlacedBlockInteractionHelp(IWorldAccessor world, BlockSelection selection, IPlayer forPlayer) in VSSurvivalMod\Block\BlockGroundStorage.cs:line 388
at Vintagestory.Client.NoObf.HudElementInteractionHelp.BlockInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 336
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
SigynL
Yeah pls give me a bug report on our github.
Did you try to increase your texture atlas when you run a big modlist
Will do! I keep getting a game crash at the giant domed structure - in 2 different worlds now. Hopefully you'll be able to tell if its the mod or my game from the bug report / mod list.
Soareverix
Check creative inventory Items category for maps
you can get them from lux trader and treasure hunter trader aswell as find them as loot any ruins.
MisterBedShitter
No it will generate in the new chunks that are generated with this mod active.
SigynL
Im not getting any of this so its prob an external mod. Make a bugreport pls with all the necessary informations like logs and modlist. Ty
k1ngofpentacles
No this shouldnt happen. Try increasing your texture atlas.
Search for texture atlas on moddb there is a mod that fixes that vanilla issue.
Otherwise make a bugreport on our github tyvm
Redison
Thanks a lot! Will be in the next update.
4.4.2025 07:15:57 [Error] Patch 26 (target: game:itemtypes/meta/textureflipper.json) in betterruins:patches/others/universalpatches/textureflipper-patches.json failed because supplied path /attributes/groundStorageTransform/scale is invalid: The json path /attributes/groundStorageTransform/scale was not found. Could traverse until /attributes/groundStorageTransform, but then 'scale' does not exist. Full json at this path: {
"translation": {
"x": 0,
"y": 0.07,
"z": -0.2
},
"rotation": {
"x": 27,
"y": 90,
"z": -90
},
"scaleXyz": {
"x": -1.05,
"y": 1.05,
"z": 1.05
}
}
Do i have to make a new world in order for this mod to work?
Is there any way to get a map to surface structures like a big castle? The only maps I'm getting from Treasure Hunter traders are for small underground structures.
The maps don't seem to be available in creative, which is too bad.
https://pastebin.com/JXnSS1gQ
Good day. 100% translation into RussianI'm getting a ton of ? blocks after updating to the latest version, any reason why?
merryclefairy
This mod works the same way as vanilla does so every mod should work with this np
hello, i'm very sorry for the silly question, since i'm a little unfamiliar with the biomes mod and its uhhh additions. does this mod play OK with the biomes mods and those regional ones that go with it? i don't think they change the land, just temperature and spawn stuff, maybe? i'm not sure. i feel a little dumb, sorry lol;;
i feel bad for commenting again so just editting to say thank you for the reply <3
Irmjj
No sorry they are used in the resonance archive for example and that would break that mechanic.
Can we please be able to open the rusted heavy gate doors?
Austin_Legend
I have opened this vanilla issue for it so the devs can fix it ty
https://github.com/anegostudios/VintageStory
-Issues/issues/5629
Im having an issue where I cant rotate "Auldburg" when I spawn it, even using the rotation index's. Actually this goes for all the structures I attempt to spawn facing different directions. Am I missing something here?
Example: "/wgen structures spawn 87 0 2"
Vault_Tec10
Bluegills
https://github.com/anegostudios/VintageStory-Issues/issues/5241
This is a vanilla issue nothing we can do about it until they fix it. Hope you can understand.
yo Bluegills what castle was it
Found an Admin Blade in one of the castles on an aged armor stand, needless to say it is now going to be a mantlepiece lol
Lobstrosity
its called auldburg I recommend to check the wiki
Whelmbert
This was already spotted and is fixed with the next upcoming update next weekend fingers crossed but thanks for the report !
Hey, small question but what ID is the moat castle in picture 9? I've been trying to spawn it in with some educated guesses but I really don't want to have to go through every single spawn just to find it.
So I gave the globe to the luxury merchant to get the next map to the university(? haven't done it yet) but turns out you can just keep asking him for more maps and recycle them infintely into flax twine. Not something that'd probably come up often but its hilariously unbalanced lol.
NiclAss Yup thats the one! I must have had the older ones. I found one while doing some testing like 2 days ago and it had different loot. That solves that mystery lol
Dubbs
Depends on the map but no reason to wait with "opening" it.
Paradoxal
This one? if so it has gotten some randomizers lately but it had static loot earlier so you might have generated those with the older version of the mod with still static loot.
Quick question: I found a map a while back. I have not right clicked it to add the marker. I've travelled quite a distance since. When I activate the map will it randomly choose a location to mark near me or will it mark a specific location already chosen? Essentially I wanna know if I should just throw it out or hold onto it until I reach my destination many miles away.
NiclAss I've been inside the ruin where its got a waterway, a large room and smaller storage room. Has mushrooms growing all over the walls too and I've found the exact same loot in the exact same containers at least 3 times. Not that I have a problem with that, I'm just telling you what I encountered since you said its completely random, but my experience shows that something else happened.
Like in one crate I'd always find a tin bronze hoe head and next to it in another crate it was a black bronze shovel i believe. The small storage room always had the same type of brick blocks and like 4 crates of rot split between both rooms, there was also always some fireclay in the small storage room of the same amount.
I'd have to go back and find more of them on the default loot multiplier setting to double check what I believe i remember, but im pretty confidant that I found the same loot in the same places multiple times in that one ruin.
jamescook
Yes it is save to collect.
Taeo
Currently nothing but it will get some recipes soon.
Paradoxal
There are loot randomizers in most chests and crates so the loot is very much random and the only way to find out what spawns in what structure is to take a look at the schematic files but there is no documentations about this atm and its also not planned.
that hurt to read
Wow, the state of our education... just...wow.
quick question. i'm guessing the abonded coal mines is a strucher from the mod i was just wondering if the stuff that appeared in the resadonce lybrary area(the items seen in the enginires area of it) was safe to collect?
what does the bookbinder's schematic do?
I think it'd be a nice touch to have some of the 'less' broken/decayed ruins to very rarely generate repaired/patched up and have some traders living inside.
guys i think this mod has ruins
Can anyone tell me if config lib options actually reduces loot for this mod?
I've installed it to test, running around in creative mod cause i just wanna see what loot appears and within a couple chests bam free lantern. Fire Clay, tons of limestone, tailored gambison headpiece and a bunch of free beeswax.
To me, it doesn't seem like config lib even works at all for better ruins. So if that is true, what are my other options to make better ruins not completely destroy progression almost instantly.
EDIT: Nevermind, after tweaking for quite awhile i finally found that at 0.025 multiplier that it doesn't give any loot that ruins progression.
EDIT #2: New question actually. Is there any way or list of thresholds where certain loot spawns or is determining that the wild west of this mod and is up to the users to discover?
DISCLAIMER
For issues go here please: https://github.com/AreYSerious/betterruins/issues
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
crumps
Vintage Story is not as seed bound as minecraft and the structure system doesnt always generate the same way bcs its so complex. Dont expect to see the same ruins on regen or prune.
Dubbs
Looks like its a vanilla problem looking at the forum post.
Seems like downgrading worked for someone.
BetterRuins uses vanilla blocks only so this crash is vanilla related.
If you or others have reported it to the games issue tracker they can fix it for the 1.20.5 stable version.
JadeKaiser
Pls make a bugreport on our issuetracker bcs we barely use this block and imma 100% blame it on a vanilla structure without any image proof.
I found a "Block Randomizer" block in the basement of some ruins, it's a full solid block of red/pink and purple pixels. I can break it by hand and pick it up, or place it, but it does nothing and doesn't show up in the H menu. Pretty obviously a bugged block, and I started this world new with the latest version a couple days ago, so I figured I should probably let you know it's happening.
So I was playing a few minutes ago and I was in an enormous castle a la Better Ruins. I was in a room on an upper floor and I was destroying a bookshelf up against a wall, searching for hidden passages. The bookshelf block broke and either when I picked up the block or when I went to re place the block back in it's spot my game crashed. I tried to run my save again and it crashed without loading in. I tried to run it in repair mode and it crashed again.
Does anyone have any insight as to what the issue is? I run a few other mods but nothing that was likely interfering at the time. Carry On, Easy Elk, Metal Recovery, Step Up, Villages, The Dung3on...
Here is a link to a post I made on the VS forum: https://www.vintagestory.at/forums/topic/14839-help-with-crashbug/
My game will no longer load and just crashes when I try :(
Please anyone, I really love this world and I've never seen a structure so beautiful as the one I found in this playthrough.
Anyone know if the reload chunks command (/db prune) works with ruins? I updated the mod and was messing around with some other testing on a seed i'm currently playing on, made it fresh and noticed a mausoleum in a spot near my base that wasn't there in the previous version. Was wondering if anyone had any luck with reloading chunks and having these newer ruin additions appear?
this makes me wish i could find the Ruins of Camelot just so i can Obtain Excalibur XD
Endurestone
Report it on our issue tracker with images and logs if necessary tyvm
LiothTheBrave
Pls use the config options to adjust it to your liking
Would a 'lite' version of the mod be possible? I like many others do have serious performance issues with this mod running, expecially when it comes to the subterrainian ruins.
I'm seeing some ruins have white blocks with a question mark. How to fix it?
NiclAss Thank you for the information! I also see you're the poster and architect of that addon for VSVillages, thank you for all your work! I'm looking forward to experiencing the village types!
Sidenote about this mod it's very bad for my productivity in the game. I just want to keep exploring and finding more ruined structures, as if exploring wasn't my crux already in VS.. :)
Thanks for the quick reply! I love the exploration aspect this mod adds, phenomonal work by all the builders who contributed!
Just wanted to say how impressed I've been with BetterRuins. I've located several of the "megastructures" to date, including the library, the enormous cathedral, and a huge castle that I've been slowly rennovating. It adds so much to the game! I have this desire to see them all, but they are SO far and few between... but that's the point, isn't it? My ONLY qualm with BR is some of those larger ruins are super heavy with chisled blocks... and I am playing on a potato. If I get too close to one I have to give it a wide berth or my game become too lagged to be playable.
I'm actually having to upgrade my graphics card so I can enjoy more of these structures!
As an aside, I would love to see a catalogue of the ruins you can discover... but, at the same time, leaving them hidden makes finding them more exciting!
Great work, team.
Buggi
Yes it's not required it's an add-on
Is it possible to use this mod without the configlib and imgui mods?
Blaankket
Thanks gald you like the mod! Means a lot to everyone involved!
Horhyzon
Structures are sadly not as seed dependant as we would like so its hit or miss sometimes you can get the same but most of the time it will change when you regen the terrain. Its a vanilla issue.
NobodyQueen
It's a reference to this tile set, but a ruined version of it is in betterruins
https://mods.vintagestory.at/vsvillageaged
I found the needle in the haystack in the dungeon of my new castle... loved that little easter egg so much I needed to come and tell you about it.
I see the config option for "VSVillages" and I'm wondering if that's a reference to this mod that just updated? Or if it's a reference to something else?
Why does /wgen regen regenerate chunks but not ruins from this mod? I'd like to be able to regenerate without wiping the world of all these structures.
NiclAss Thanks for the great mod. Appreciate all the work. Question: I purchased a treasure map from a trader. The info bubble for the map says to right click to mark on map. When I right click, it only selects the map icon and picks it up. I tried right clicking on the main map while holding the treasure map but it just opens the waypoint creation window. I must be missing something. Thanks for any help.
DarkThoughts
Yeah Overall spawn chance multiplier mean overall so for all kinds of structures that use that behavoir so vanilla modded you name it.
NiclAss
Thanks, not necessary, I think, as I found the issue. The structure slider seems to increase the spawns not just for Better Ruins, but ALL structures. The boulders seem to be from Geology Additions, which adds a lot of different types. So increasing the slider makes them appear everywhere. With Geology Additions disabled and the slider to the max, I was immediately able to find various Better Ruins structures.
So I guess Geology Additions heavily dillutes the spawning of other structures due to all of their surface boulders.
DISCLAIMER
For issues go here please: https://github.com/AreYSerious/betterruins/issues
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
DarkThoughts
What boulders? Pls make a bugreport bcs I have the feeling boulders are not related to this mod.
Okay, after a confusing couple days and many thousands of blocks of traveling & thinking this mod wasn't working with Conquest Landform Overhaul, I figured it does, I just seem to be either excessively unlucky with the spawns, or your surface boulders are maybe a little too highly weighted. I guess they're meant to dillute the spawns a bit but maybe it's a bit overdone? When I max out ruin spawn chances it is basically almost nothing but boulders everywhere.
NiclAss Thanks for pointing me in the right direction, and sorry for the false report. Th3Dungeon's author confirmed the floating dungeon entrances issue with his mod and suggested using his "vanilla pretty" config which removes all but the smallest entrances.
DISCLAIMER
For issues go here please: https://github.com/AreYSerious/betterruins/issues
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
Tesert
Check your servers config folder. To my knowledge its not possible to change those settings from the client on a server.
Edit the config file with an editor should do it.
Wellblech
Yes it seems like your server is running out of ram.
It might not be possible to run as many mods if you are running a bigger modlist.
But the informations you send dont show any issue related to this mod.
Glad you like the mod tho. If you have anything more detailed for your issue you can create a bugreport on our issue tracker.
Rendfall
No rusty heavy gates can not be open or closed. I will add this to the next update to not cause any future confusions. Thanks for bringing it to my attention again.

Sidorovich
This sounds like a structure from th3dungeon mod.
Without a image its hard to guess tho but giant spiral staircases are not in this mod.
Beskar
This might be useful to you. Let me know if it helped.
minimurgle
Im guessing the issue for you is your resolve-meta setting
check the command
/we resolve-meta and toggle it and see if that helps you.
you can also check the command handbook for it
Dunn
Thanks will be fixed with the next update
How do I change config settings with configlib on a server? It says only clientside settings are available even though I have admin privileges?
Okay so i just bought the game a few days ago and decided to do a small server with a friend. I tried to install the mod along with a few other mods that shouldnt have any problem with better Ruins that being: ACulinaryArtillery, Combatoverhaul and Combatoverhaul Armory, Better TRaders, Expanded Foods, Player Corpse, CommonLib, ConfigLib, imgui.
but the Server always restarts after like 4 seconds ingame after the first player connects with the message "Server Shutting down- Exception during Process"
Im using bisect to host the server, i tried to look trough the console but i dont even know what i am looking for. There are several errors about being unable to place certain mobs and at the end its this:
Game Version: v1.20.4 (Stable)
02/26/2025 18:45:15: Critical error occurred
Loaded Mods:
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at MonoMod.Core.Platforms.Runtimes.Core70Runtime.AllocMemDelegateHolder.AllocMemHook(IntPtr thisPtr, AllocMemArgs* args)
I am sorry for my incompetence in this, does this just mean that the server is running out of RAM since its capped at 3gb or am i missing a problem/conflict with this mod?
Singleplayer is working just fine.
As an addendum i just wanna say that the people who work on this are doing an incredible job, the mod is fantastic and i have been having a blast exploring in singleplayer!
Hi NiclAss, SalazarWindriver
You said that Rusted Heavy Door can be opened by wrench, but I cannot interact with them :(
It must be special wrench or higher tier than copper one?
EDIT: Solved, the floating dungeon entrance is a known issue with Th3Dungeon (Ancient Dungeons) mod if you don't use the optional "vanilla pretty" config.
I've seen the somewhat large ruined church ruin (along with a huge spiral staircase that goes straight down to a dungeon) generate on a cliffside, with most of the church hovering in the air. I believe it's from this mod, it might be this one https://github.com/AreYSerious/betterruins/wiki/Mega-Structures#06-destroyed-large-church ? I have JustMoreRuins installed as well, as well as VanillaPlus Worldgen in case it matters - but I believe ruins placement happens after worldgen, and I didn't see a conflicting structure from another mod, the ruin was surrounded by normal terrain.
Maybe the spawn conditions need to be altered for all four corners to be on/in the ground? Better to have it half-buried than floating. I have no clue what's possible with ruins placement.
NiclAss
Hi I want to create a new world for me and my friend. We would like to see some specific ruins and want to use one of them as our base. If I know the names and the images of the ruins I could change the spawn values in the config. I've found a youtube link with link to a wiki of better ruins, but the link doesn't work, soo... is there any chance that you could help me out?
I'm trying to use the loot randomizer this mod adds for some events on my server. But when I export/import the stuff I build the loot randomizer isn't triggering. Am I correct in that the proper way to use these is to configure the item with loot, place it in a container, export the build, and import it into a new world?
I don't know if it is intentional or not, but when crafting slate roofing blocks using the Roofing Master's blueprint, you can only use blue clay to craft it while the default accepts all clay types.
AcidNight
Mods that don't support 1.20 yet can cause issues like that. Vs village is not for 1.20, and it prob breaks something and or the JSON patches which then doesn't apply the betterruins mod.
Dawning
Those are non-functional. We will replace them with chiseled variations, I think bcs it adds too much confusion for players.
AcidNight
I dont have mods what you have , but mayby mod devs want make looting harder, and force players to more exploration with this mod, if i see superb ruins on ground and after clean up (sometimes hard to do if player are long way from home) and find inside some trash in chests and crates. Is more like "oh another good looking big thing with nothing interesting inside". But dont know is this RNG loot or is something what is added by hand to ruins, VS world is big and player can find more/better ruins/things what have some interesting things inside. Will see how this will look in future , mayby devs add random bosses to kill in ruins, npcs with random quests, push more live to Better Ruins mod. Stay save.
Psychomor
I don't know if it's the same problem but I had the VSvillage mods which completely blocked BetterRuins, even with everything at 100% I had nothing once VSvillage was deactivated I had full generation
Hello! Love the mod, having a ton of fun. I can't seem to find an answer to a question. I'm in a mine that has an engine. Am I supose to be looking for a large gear and pump? I know for the Resonance Chamber I do, but is this a puzzle or am I just looking for loot? Thanks!
All good , mayby another mod doing this , but this is not bug like bug but just interesting thing. I only find couple of this crates in world so mayby this is from vanilla core too , thanks for info. Wander if you can add more realistic loot to bigger structure ruins, like more higher tier armors/tools/weapons/build parts/ignots because in some parts this big super structures are empty if you looking how big they can by. This is only suggestion from my side. Stay save.
Psychomor
This mod doesn't have those old crates in it, so either please make a detailed bug report with images and stuff or this is another mod that adds those
DarkThoughts
Not really a bug but I will take that as a report thank you.
If you can not open a chest like that so a ruined trunk that means there is nothing in it so it's not a bug. Doesnt open = empty.
I can take a look over that village preset and see If I can add some low tier loot to them tho thanks !
These in your village houses can't be opened, and if destroyed they don't drop any loot. There's also a variant of this house with a single block chest in the floor above that is bugged too.
Helo. Some underground ruins have old crates, they dont have any loot , and info telling about pickup this old model crates because this are old from older game version. Mayby you can look into this. Dont know if all ruins are from your mod but i think if world is create with your mod added all are from mod btw. Stay save.
Lionion
Pls create an issue on our issue tracker on github thank you very much!
DarkThoughts
Yes thats th3dungeons
I have pushed a balancing and changes to their repo already th3dilli wants to add some new stuff and functions so after that you will get a update
NiclAss
That might explains it. Better Ruins has / had this weird little rusty shack too which was in a similar style I feel like. Here's a screenshot:
DarkThoughts
Send me a screenshot of it
But our group of builders also builds for th3dungeon, so there are multiple similar ones out there, so it's hard to pinpoint
NiclAss
Is there an easy way to check? I thought that mod's dungeons with surface entries were all those stone structures with spiraliing stairwells. It didn't seem to match the style of what I've seen from that mod before but I didn't play for quite a while so maybe things changed.
DISCLAIMER
For issues go here please: https://github.com/AreYSerious/betterruins/issues
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
jlisbon
If you updated you should have gotten something like this

but without further detailed information and possible a data path for mods and save file this is an unknown problem atm.
I recommend checking /wgen story listmissing
and decide on that what to do
I have these messages in my log since updating to 1.20:
14.2.2025 18:27:54 [Warning] Could not find config for story structure: largeforlornhopetower. Terrain will not be generated as it should at largeforlornhopetower
14.2.2025 18:27:54 [Warning] Could not find config for story structure: forlornhopedungeon. Terrain will not be generated as it should at forlornhopedungeon
14.2.2025 18:27:54 [Warning] Could not find config for story structure: university. Terrain will not be generated as it should at university
14.2.2025 18:27:54 [Warning] Could not find config for story structure: coalmine. Terrain will not be generated as it should at coalmine
14.2.2025 18:27:54 [Warning] Could not find config for story structure: mine1. Terrain will not be generated as it should at mine1
14.2.2025 18:27:54 [Warning] Could not find config for story structure: mine2. Terrain will not be generated as it should at mine2
These appear even if I uncheck the mod. Anything I can do, or is this not an issue at all?
Laukris
All good, glad you got it figured out.
DarkThoughts
This sounds like a dungeon from th3dungeon are you sure this is from betterruins?
For th3dungeon there is already some changes and balancing changes on the way.
Is there a way to tweak the spawn chances for individual ruins? I see that mine with the big rusty tower way too often.
I'll share a screenshot on the Discord shortly! Thank you.
Edit: I realized the file I was playing on had rivers and I had removed it. 100% my bad and I'm going to start a new game.
Laukris
I need a screenshot from that. But there is prob nothing we can do about it bcs we are just using the vanilla code for world gen so the same as any vanilla structure.
Communication over discord is recommended or open an issue on our issue tracker with details.
https://github.com/AreYSerious/betterruins/issues
Fisches
This is no error that is known and can prob only be triggered with a modified mod or very old version pls install the latest version of betterruins for your gameversion.
or reinstall the mod. your modlist doesnt include betterruins pls send in your server main log and server debug log for further debuging
I have gotten a big white missing chunks area! I don't use any other world generation changing mods besides this one.
I tried running debug mode and removing the mod but the chunks haven't fixed themselves. Hoping an update might heal it!
Love this mod though, it's super cool to come across all sorts of structures.
Edit: I realized the file I was playing on had rivers and I had removed it. 100% my bad and I'm going to start a new game.
Can anyone help me out with my server? I havent been able to generate any structures with better ruins or any traders with better traders. The list of mods i have are culinary artillery, a wearable light, chiseltools, decor bazaar, expanded foods, itemrarity, primitive survival, and th3dungeon. thanks in advance!
14.2.2025 15:23:01 [Server Error] The following exception occurred while initialising structure for worldgen: 07wolfstonecastle-desert
14.2.2025 15:23:01 [Server Error] Exception: Asset game:worldgen/schematics/overground/megastructures/megastructure-7/megastructure7-1-desert.json could not be found
at Vintagestory.Common.AssetManager.Get(AssetLocation Location) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 289
at Vintagestory.ServerMods.WorldGenStructureBase.LoadSchematicsWithRotations[T](ICoreAPI api, WorldGenStructureBase struc, BlockLayerConfig config, WorldGenStructuresConfig structureConfig, Dictionary`2 schematicYOffsets, String pathPrefix, Boolean isDungeon) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructureBase.cs:line 55
at Vintagestory.ServerMods.WorldGenStructure.Init(ICoreServerAPI api, BlockLayerConfig config, RockStrataConfig rockstrata, WorldGenStructuresConfig structureConfig, LCGRandom rand) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 204
at Vintagestory.ServerMods.WorldGenStructuresConfig.Init(ICoreServerAPI api) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\WorldGenStructuresConfig.cs:line 54
14.2.2025 15:23:02 [Server Error] Error during Init worldgen for Vintagestory.ServerMods.GenStructures
14.2.2025 15:23:02 [Server Error] Exception: villages.json, village with code ruinedvillage has a schematic definition at index 0 that resolves into zero schematics. Please fix or remove this entry
at Vintagestory.ServerMods.WorldGenVillage.Init(ICoreServerAPI api, BlockLayerConfig blockLayerConfig, WorldGenStructuresConfig structureConfig, Dictionary`2 resolvedRocktypeRemapGroups, Dictionary`2 schematicYOffsets, Nullable`1 defaultOffsetY, RockStrataConfig rockstrata, LCGRandom rand) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenVillage.cs:line 113
at Vintagestory.ServerMods.WorldGenVillageConfig.Init(ICoreServerAPI api, WorldGenStructuresConfig structureConfig) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenVillageConfig.cs:line 28
at Vintagestory.ServerMods.GenStructures.initWorldGen() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\GenStructures.cs:line 123
at Vintagestory.Server.ServerEventAPI.TriggerInitWorldGen() in VintagestoryLib\Server\API\ServerEventAPI.cs:line 249
NiclAss
I can get the structure name via /wgen pos structure. Is there a way I can use that info to spawn in a fresh schematic at a particular site? I'm hoping it would overwrite the current ruin that has ? blocks.
Yes! That's it thank you, my apologies.
NiclAss
Bukslayer141
https://www.vintagestory.at/forums/topic/3366-shadowed-chunk/
This? a vanilla issue there is a command in that post try that to fix that chunks lighting
has nothing todo with this mod
Hi, I seem to be getting shadowed out empty spots where I think Ruins are supposed to be. I saw slightly simialr things on RubixRaptors's stream last night. Any help? I'm sorry if this has been asked about, I didn't see anything skimming through the comments.
Pigfisher
Nothing we can do from our side there is currently multiple issues on the official vs issue tracker regarding something like that. You can try to increase the texture atlas it fixed it for some, but there is still another issue with them being ? blocks.
I don't think that the distance from spawn has anything to do with it, tho. Are you sure about that?
https://github.com/anegostudios/VintageStory-Issues/issues/4938
seem to be getting the question mark blocks on all ruins now further than 20k blocks from spawn, we've just been using the chunk reload to delete them but we find more with question marks on them now than we do that don't. I know somewhere i saw increasing the texture atlas might help, is that still the case? I will say the ruins we do find in good condition are amazing! Any help would be appreciated, im happy to send screenshots if needed, were on version 1.20.x using your newest update
lyricalmeme
Sorry but the issue is somehow on your side this mod is used on more than 700 servers right now. You can make a bugreport giving me all the details like logs and modlists otherwise i cant help
I have the mod installed and I have checked the logs, no errors or irregular things. Is there any known issue with it not working on servers? Or is it just something that cannot be fixed here
lyricalmeme
Betterruins will work without any other mods needed be sure to have it installed and you are good to go. Check your server main log. Config is not needed its optional when you install the mods configlib and imgui
Hello, I'm encountering some issues with getting this to run on my server. I simply cannot find any ruins, furthermore the 'map' items or any other better ruins items which would normally appear in the handbook just, do not show up when searched. I have some other mods, but I can't seem to find the compatibility issue. Better trades even works, is there something I need with a config?
BlackPhoenix134
Awesome mod!
Is it possible to provide a command to spawn a specific type of ruin? I found the perfect spot and I would like a ruin there. I am flying in creative for about an hour already to find a castle to copy-paste there, but I couldnt.
Thanks
Bit of an unusual request for you guys- Could you add Vanilla Variants compat to the Palisade Blueprint? VV adds wood-typed variants of the palisades, but no way to craft them. BR adds a way to craft palisades, but not the woodtype variants.
It would be a really neat interaction.
Tehgarin
Yeah, prob. One of our builders had a plan for that will see how it goes. Good idea btw.
Stardust
Thanks for playing with our mod! And thanks for the positive feedback!!!
disputedname
Check ConfigLibs modpage and wiki pls
You prob have a server and not a singleplayer instance so you need to change the config on the server .yaml file or change the config in the ui on your client in a singleplayer test world and then upload that .yaml from client to server.
Vigilance
Mhh you can try another lux trader interesting bug tho we are using the same mechanic as vanilla uses with the treasure hunter trader, so I will try to replicate that at some point and report it to them.
The maps are all in the creative inventory under Items and then search for map
With the config and imgui mods installed, as admin on my server, it doesn't allow me to edit the config settings of the mod, showing all options as greyed out
Great Job on the mods guys! Appreciate all that you do!
I love ever bit of this mod. I am currently on my journey to the Forlorn Tower. Will you be adding any Blackguard content also.??? Would appriciate it. Maybe finding an underground Blackguard cache that the tapatries say they often had hidden.
Love it..
Fantastic mod. Great concept, good execution. I think I finally encountered a bug though. Interacting with a luxuries trader and giving him 10 gears when my inventory was beyond full resulted in my gears vanishing, no map appearing (even on the ground) and now I can't try to pay him again. Is there some kind of way to debug spawn the map in cases like this, or am I best waiting for another opportunity to find the Forlorn tower?
NiclAss
Will this mod add ruins to Homo Sapiens gamemode? I am enjoying the focused survival experience with no monsters, I have downloaded Better Traders as well which I know adds traders to said gamemode.
NiclAss
Re, I just tested with my mods, I have 3 generation mods in addition to BetterRuins, I put everything activated and the options to the max for the generation with a maximum of 100 blocks for the large structures, and well 0 generation while I am in solo mode with a speed of 10 on 10/15 minutes nothing, I removed my other mods and there every 10 blocks I have several structures everywhere.
the mods I have are:
- Th3Dungeon
- VS Village
- Battle Towers
It is VS Village that blocks the generation of BetterRuins apparently and it is true that I have never seen a village generate just the towers of VS village...
the other two mods go well with BetterRuins
NiclAss
Hello, not the mods that modify the mountains and everything, I meant like the combat tower mode or other mods that add dungeons, here I was afraid that the mod would not work because nothing special was seen, then I just came across the cathedral so I think it works xD
more case find a castle
NPCanary
That's a vanilla block :D like all the stuff besides the blueprints are vanilla items and blocks, don't blame me for the doors :D
Oulana
Ohh ok that's interesting, thanks for testing that and finding it out. I will keep it in mind if something like that comes up a really weird issue, tho.
Minilink
Thanks for letting me know, and glad that fixed it for you. That seems to be an issue the vs team has to take a look at again and fix the texture atlas.
AcidNight
Not sure what you mean by that?
Other mods like landform mods will change the way structures generate, yes if that's what you mean.
Defop
Very good idea its on my todolist now! Thanks!
Add crafting to these bricks using the stonemason's blueprint pls. https://imgur.com/a/0LcbHa4
hello, do you know if there are mods that impact the generation of mods?
NiclAss
I had the same problem with the missing textures and getting white blocks with red ? on them, i didn't know how to increatse my texture atlas as sugested but i found a mod called Bigger Texture Atlas
installing this mod fixed my textures and everything looks normal now. i hope this helps.
I didn't necessarily want to add to that tracker because it seemed to be a different issue than what was mentioned there. Instead of the usual white with ? missing texture block for the entire thing, we had the one or two faces of chiseled blocks only, get a black and purple checkered pattern on it. We did find the answer to our problem after hours of removing and adding mods until we narrowed our particular conflict to the mod "Wild Farming - Revival". Maybe it can help the other issue but we found that removing the mod after making a world did not fix the isse, the faces that were effected would stay that way, though on a new creation without that mod it would not happen again unless we reinstalled that mod again. Not sure how they effect one another but without it, everything has gone back to normal.
Oulana
Pls add all your information to our ongoing issue tracker, we have a similar issue going. I'm also looking for a world save and mod list so I can replicate this bcs currently I know it's happening, but it's not possible to replicate my machine
Byucknah
They are not too rare, you will find some eventually. Can be found in almost any ruin
How rare are the Blueprints. I have spent days scavenging the world and not found a single blueprint :(
I am having an issue with blocks in the better ruins structures having missing textures. They are showing up with one or more face being a pink and black face. It appears to only be with the chiseled blocks. have tried to increase my texture atlas size and that did not resolve it. I was trying to figure out what logs I might need to look at to see if there is some form of mod conflict causing it. With a couple mods there doesn't seem to be an issue but with a lot it seems to begin happening to the chiseled blocks all over the place.
Razz
could you check if increasing your texture atlas helps?
I think this is the open issue
https://github.com/AreYSerious/betterruins/issues/53
I dont think this is a specific bug with a mod this has been accouring in 1.20 to vanilla ones aswell but Im still gathering stuff to replicate it I can not currently
NiclAss
Hey there, I love the mod, but on v1.20.3 (mod v0.4.6) I'm getting missing textures. I am also using structure spawn chance 300% (v0.1.6). It seems to be happening with aged block varients. linked is a screenshot via dropbox. Is this an issue with the spawn chance mod, or this one?
NiclAss
Hey, it's me again, with the previous question about spawning ruins with the console. I saw your video, but I can't find the world generation (wgen) structure commands either in the game or on the wiki. Were they removed from the game?
Tokamesab
Ye like I said It looks like a bug in worldgen giving armors random stuff.
The forlorn armors are intended so they are correct
disputedname
Yes pls check the config you have with the mod configlib enabled (and their dependency Imgui) check companion mods on the top.
MiniKarma
It's pointing at that structure :D
I will add something to the QA or wiki thanks for pointing that out
Can I config the mod to not spawn the larger structures and change the loot tables?
Sorry, quick question as I'm encoutering this in game. I had found a structure, a tower with a TL. Then, I used a map for "hidden passages" that point me to said tower. Is there something hidden under it or it is pointing to that specific structure? Just so I know if digging around is worth it or it is more likely it is pointing to said tower? The wiki and QnA doesn't cover this kind of scenario.
Thank you ♥
NiclAss
decided to create a few worlds and see what else could drop. 3 times Forlorn armor dropped from 3 created worlds
It is interesting that the armor elements match each other (https://imgur.com/yT657Fr). Very strange
https://imgur.com/umGuteI https://imgur.com/DUuAqcr https://imgur.com/LQoYuCC
Tokamesab
Mhh I see we have not placed any of those armors there tho
It might be a bug with armor stands and worldgen I have seen people get random crap from them like a bear entity for example
There should only be forlorn armor pieces in there broken ones...
I will have to make some testing to reproduce this bug to report it to the vs devs to fix it.
NiclAss
https://imgur.com/4DfKtk1
https://imgur.com/58TRb3T
(I returned everything back to how it was, for the screenshot)
I didn't touch the mod configuration, the mod version is 0.4.6
NiclAss
Will do! Sadly, its not even on any specific worlds. When this mod alone is installed on my Shockbyte hosted server, it consistently shuts down with an out of memory error when starting worldgen. I think this might be a server issue truthfully.
ManHunk
Looks not related to the other peps issue.
Could you make a detailed bug report on it, maybe even with the world and mods for me to test?
Pls make an issue on GitHub, thanks!
Adnyeus
Would love a bit more detailed feedback, this is not helpful.
A lot of people really like them the way they are, but we are always looking to improve stuff and are doing that with every update tbh.
Looking forward to hearing from you.
RoseWillow
Not required but recommended. It will without problems work by itself.
Tokamesab
What structure are you talking about can you send a screenshot I have a feeling its a vanilla one bcs im not aware of any steel armor loot in our structures.
Jewsuph
This is a vanilla feature and has nothing to-do with any structure there is a setting for world config that would allow you to disable that mechanic might want to check the wiki how
lot of the builds dosn't fit in..
Are the companion mods required dependencies or will this mod work without them?
I love this mod. I think I got lucky, but I still think the steel armor in the turret ruins the gameplay in terms of armor)
Not sure if this is a foolish question, but is there a way to remove the sanity loss in ruins such as Auldberg? I like to think I've cleared out all locust nests in the underground, is there something im missing as to why its still making me go insane?
Running into a maybe similar issue as Mrozak on 0.4.6 except mine is only with just this mod, and is causing a crash on my server when loading any new chunks.
2.1.2025 04:13:40 [Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=15989,Z=16039 in world 'A new world' with seed 551189426
Exception System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean wrapExceptions)
at Vintagestory.API.Datastructures.TreeAttribute.FromBytes(BinaryReader stream) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Datastructures\AttributeTree\TreeAttribute.cs:line 206
at Vintagestory.API.Common.BlockSchematic.DecodeBlockEntityData(String data) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\BlockSchematic.cs:line 1391
at Vintagestory.API.Common.BlockSchematic.PlaceEntitiesAndBlockEntities(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleResolve, BlockPos startPos, Dictionary`2 blockCodes, Dictionary`2 itemCodes, Boolean replaceBlockEntities, Dictionary`2 replaceBlocks, Int32 centerrockblockid, Dictionary`2 layerBlockForBlockEntities, Boolean resolveImports) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\BlockSchematic.cs:line 1180
at Vintagestory.ServerMods.BlockSchematicStructure.PlaceReplacingBlocks(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleResolve, BlockPos startPos, EnumReplaceMode mode, Dictionary`2 replaceBlocks, Nullable`1 rockBlockId, Boolean replaceMetaBlocks) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\Datastructures\BlockSchematicStructure.cs:line 346
at Vintagestory.ServerMods.WorldGenStructure.TryGenerateUnderground(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleResolve, BlockPos pos, String locationCode) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 774
at Vintagestory.ServerMods.WorldGenStructure.TryGenerate(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleResolve, BlockPos startPos, Int32 climateUpLeft, Int32 climateUpRight, Int32 climateBotLeft, Int32 climateBotRight, String locationCode) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 274
at Vintagestory.ServerMods.GenStructures.DoGenStructures(IMapRegion region, Int32 chunkX, Int32 chunkZ, Boolean postPass, String locationCode, ITreeAttribute chunkGenParams) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\GenStructures.cs:line 215
at Vintagestory.ServerMods.GenStructures.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\GenStructures.cs:line 174
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1874
22.1.2025 04:14:02 [Worldgen] An error was thrown in pass Vegetation when generating chunk column X=16014,Z=16026 in world 'A new world' with seed 551189426
Exception System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at Vintagestory.Common.ChunkDataPool.NewData() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Datastructures\ChunkDataPool.cs:line 158
at Vintagestory.Common.ArrayConvert.ByteToIntArrays(Byte[] data, Int32[][] output, Int32 count, Func`1 newArray) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Convert\ArrayConvert.cs:line 295
at Vintagestory.Common.Compression.DecompressCombined(Byte[] blocksCompressed, Int32[][]& blocks, Int32& refCount, Func`1 newArray) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Convert\Compression.cs:line 175
at Vintagestory.Common.ChunkData.DecompressFrom(Byte[] blocksCompressed, Byte[] lightCompressed, Byte[] lightPaletteCompressed, Byte[] fluidsCompressed, Int32 chunkdataVersion) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Model\ChunkData.cs:line 339
at Vintagestory.Common.WorldChunk.Unpack() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Datastructures\WorldChunk.cs:line 196
at Vintagestory.ServerMods.ForestFloorSystem.CreateForestFloor(IBlockAccessor blockAccessor, TreeGenConfig config, BlockPos pos, IRandom rnd, Int32 treesInChunkGenerated) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\8.GenVegetationAndPatches\Treegen\ForestFloorSystem.cs:line 82
at Vintagestory.ServerMods.GenVegetationAndPatches.genTrees(Int32 chunkX, Int32 chunkZ) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\8.GenVegetationAndPatches\GenVegetationAndPatches.cs:line 422
at Vintagestory.ServerMods.GenVegetationAndPatches.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\8.GenVegetationAndPatches\GenVegetationAndPatches.cs:line 196
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1874
NiclAss
It happened to me in a world generated with the 0.4.5 version, then updated to 0.4.6, checking through my mods I do not have any other mod that affects the dialogue of Luxuries Traders and have only encountered the one Luxuries trader.
Akari_Enderwolf
Can not replicate, can you elaborate further? Pls try on latest versions vanilla and this mod tyvm
Geoduck
I will take a look at the mines on the weekend and let you know about this.
Hey, i've run into a couple unknown mines, and they have loot in the upper levels, but quickly after descending none of the chests or pottery or crates seem to have any loot in them. im wondering if this is a known issue or if its working as intended as i can't find anyone talking about it.
i'd appreciate an answer to this, and thank you for all your work on such an impressive mod!
Luxuries traders are missing their "what is your name" dialogue with the mod installed.
Mrozak
ahh ok yeah makes sense we have a fix for that already in our dev version it will be released today.
Thanks for the debugging and fast feedback
NiclAss ...i narrowed down that story structures bug to using "Better Ruins 0.4.5" with "Conquest Landform Overhaul 1.0.1".
(using game version 1.20.1)
- running only CLO 1.0.1, no other mods => No problem.
- running only BT 0.4.5, no other mods => No problem.
- running CLO 1.0.1 and BT 0.4.5, no other mods => I get the following error:
19.1.2025 17:13:00 [Event] The center unfolding...
19.1.2025 17:13:00 [Event] Starting world generators...
19.1.2025 17:13:01 [Notification] Sending server identification with remap False. Server control privilege is True
19.1.2025 17:13:07 [Error] Error during Init worldgen for Vintagestory.GameContent.GenStoryStructures
19.1.2025 17:13:07 [Error] Exception: No landform with code cr very flat found.
at Vintagestory.ServerMods.GenMaps.ForceLandformAt(ForceLandform landform) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\0.GenMaps\GenMaps.cs:line 110
at Vintagestory.GameContent.GenStoryStructures.SetupForceLandform() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 555
at Vintagestory.GameContent.GenStoryStructures.DetermineStoryStructures() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 384
at Vintagestory.GameContent.GenStoryStructures.InitWorldGen() in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\Story\GenStoryStructures.cs:line 262
at Vintagestory.Server.ServerSystemSupplyChunks.LoadWorldgenHandlerAndSpawnChunks() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1457
VanillaBryce
Yeah thanks for that.
If you have anything regarding the bug with the generation of story structure chunks when the world generated
Pls share it its prob some incompatibility with another mod prob landform mod
Keagan
Yes
will this work in 1.20.1 with Terra Prety?
I submitted a bug report that was pretty detailed. I also saw a bug with the generation of story structure chunks when the world generated
THumbert
StrayFox
I need more detailed bug reports over on discord or github with images.
Also try to reload the chunks one time this might fix it. This seems to be a rare issue and easily fixed with a chunk reload. (reload the world or travel away and then back to the chunk)
I am also missing textures on a few of the blocks in some Ruins
Getting a lot of ruins with question mark blocks, is there a way to fix this?
I've noticed with banners and some stony rubble.
DispleasedDog
No. The spawners will delete themselves after some time tho
HeartRay
Hey, is there way to spawn ruins by console command?
Is there a version of this mod or can I edit it to either nerf or disable the mob spawns?
NiclAss It was the Underground Hideout map. But what's odd is I purchased the map myself, and it worked for me, but my wife tried to use the map and it told her "no location on map found." But I also bought a Hidden Passage map, and that one worked for both of us. Odd.
Agentfyre
It will not work at all you dont have to retry just trash it.
With what map did that happen?
NiclAss If a map says "no location on map found," can we simply rety in another area and maybe it will find one, or will that map never find one?
Devit
Thanks, the random crap thing is an unsolved mystery and also happend in vanilla. Will keep an eye out.
But the forlorn towers seem to have duplicated armors stands I will resolve that for next update ty.
Dirty_Shisno
This mod adds items called blueprints which allow you to craft stuff that is uncraftable in vanilla. I can be found while exploring. I doesnt add any blocks so its all vanilla.
Its not low on performance tho. Some builds are massive and have quite some mobs, chiseled blocks in them. Low end systems might have a harder time but that up to you to find out.
Does this mod add content (blocks, furniture, etc...) or just new structure paterns? My computer doesn't like large amounts of item content being added.
Forlorn tower armor stands give random crap instead armor.
badgerkc133
You could increase the spawn chance of that structure with the configlib mod installed and its dependency.

the structure is called Auldburg
Minervaz
Psycho_Doc
The version of the mod you downloaded will only work with game version 1.20.0-rc.6 and above. If you are running a different version, you can either upgrade your game version to 1.20.0-rc.6 or download and use a version of this mod that supports your game version. For that, look at older releases of the mod; it is shown in the Files section what versions a release supports.
Minervaz For 1.19.8, you will require the file specifically made for 1.19.8. This is BetterRuins v1.39. Click "files" at top of the page and look at the list. You'll see a bunch listed for release candidates and the last 1.19.8 compatible version. I dont know that the newest version works with older VS versions, but this has occured with a bunch of other mods; their 1.20 mod versions aren't compatible with previous VS versions.
@Psycho_Doc (see above). Dependency means that the mod is requiring you to have 1.20rc6 installed to use it. Ie, it will not work on other versions of VS.
Hello, i have the same problem as Psycho_Doc. It doesn't load anymore on 1.19.8. Bye thanks
Hello, When I try to load the mod I get this: Unable to load mod. Requires dependency game v.1.20.0-re.6. what do i have to do?
@NiclAss

Sorry, yes, this is castle that i'm talking about :)
YourAverageJoe
Yeah thats how it works and worked for the 1.19 version of betterruins in the new 1.20 you actually get a map which marks the locations of a structure on your map.
In your version it just hints you to a cold climate aka north structure location.
Hope that answered your question.
Thanks for your nice feedback glad youlike the mod!
Hello!
Wanted to say that this mod is great - I've had a blast using it in my single player world! Your guys' builds are incredible.
I have a question about the luxuries trader large globe quest. I'm currently playing VS 1.19.8, with BR 0.3.9 installed. When I turned in the large globe to a luxuries trader, he mentions far to the north a structure to investigate, but does not specify the exact location. I receive 10 rusty gears and a temporal gear.
From the wiki, it sounds like a map can be purchased from the trader to a structure. I'm not seeing the option to buy this from the trader, though.
Is this working correctly? I ask only because I'm running a version of BR that's for 1.19, and not up to the current version.
badgerkc133
What castle do you mean? Could you get into more detail or link an image? We got multiple castles
SalazarWindriver
Nice idea, but not in the scope of this mod. Someone should def come up with such a mod!
How difficult is it to find the castle added in the newest update? I've ran 20K blocks and still havn't found it. Is there a certain part of the world that it exclusively spawns in?
Would it be possible in some future update, be it part of the structure or as a separate item, a block or item that casts a projection of the "original" structure. Kind of like the cementation furnace. It would be nice to be able to restore the larger structures back to their original forms. It could work like the rift ward and require gears to keep the projection active.
Here is a link to the issue tracker:
https://github.com/AreYSerious/betterruins/issues
Furianer
Hey thanks for your message could you give me a more detailed report preferably on the github issue tracker.
We have multiple ruins fitting that description. You can try to /wgen regen 5 the area which will regenerate the chunks
Which will also result in everything in that area to be reset so be aware.
Zindal
If you could make a detailed report about that, it would be nice.
This mod def takes more performance while generating for server but not game breaking, and it never crashed the server from generating that would be new.
We have a known issue with the university with crashing clients but it only happens with a massive mod list which prop results in either an issue with rc or a mod incompatibility or too many shapes present that the game can't handle.
So It would be nice to have vanilla game version, modversion and modlist and when the issue appears.
There are currently 60 servers playing with betterruins just fyi.
I got some white blocks with a red questionmark on it. What can i do against it? merry christmas btw. (its at this ruin where u can enter the big basement with all this corridors.
Huge amount of lag spikes when having this mod installed. We had to remove it from our multiplayer server. The spikes would happen very regularly. Probably not fixable but I loved the mod when I could use it!
MrDoktor
Hey I tried to replicate it and Im not having any issues with that trader. Also BetterRuins doesnt do anything regarding that trader at all so there is no reason this mod is conflicting with such a thing.
Please make a more detailed bug report with video proof, modlist, crash report and all of that good stuff. You can do it on the offical issue tracker or on the one for betterruins but like I said this is not something that betterruins can cause tbh.
The Error message will be fixed with the next update but does not result in any issues.
Howdy -- on rc.5 this mod is incompatible with the latest edition of PrimitiveSurvival. Seems to be a guaranteed crash with PrimitiveSurvival and BetterRuins enabled whenever you ask to trade with an Artisan trader (can check by enabling mod, going into creative, spawning an Artisan trader, and initiating a trade). I am using the latest file version of both mods with rc.5. There are also crashes occasionally while exploring -- no cause yet identified, but it is only when playing with these two mods enabled.
Don't know if it has to do with the Error message on world-gen regarding Fire Clay brick blocks that happens with BetterRuins at the moment.
Shazza
That sounds like a ruin that is intended to look like a stone structure like giant weird shaped rocks. There is not a lot of loot there as well. I would need some more information if this is a real issue.
Switchblade
Thanks for the report, haven't tested rc5 yet and seems like this will need to get adjusted by me for that version. It doesn't result in any issues so it can be ignored, but it will be resolved with the next update of this mod. Thank you for the report.
Ran into a familiar (meteoric) ruin on rc5. It is comprised of nothing but wooden rubble, meteoric iron, and limestone stone - not bricks. No idea what happened to the generation!
Hi, I get a error message upon world creation with rc 5 and BetterRuins as the only mod: [Error] Cannot resolve stack randomizer block with code claybricks-fire, wrong code?
Edit: After doing some research the stack randomizer is just a loot pool? with
/debug blockcodesu get a log file with all the block id's there are only two with a similar id claybricks-good-fire and claybricks-damaged-fire after changing the stackrandomizer-betterruins.json with any of them solves the problem.Ovich
Some of the mod's structures use chiseled blocks which cause huge amounts of lag, sadly there isn't a list of which ones use chiseled blocks so that they can easily be deleted from the game
Hi, when I play with this mod active, I get fps spikes that destabilize the game. Does anyone know how I can fix this?
No problems.
Auro
Yeah its not in the scope of this mod sadly I would like to keep this a content mod and not dive into code for that it will cause too many issues in the long run and makes it harder to maintain.
Also a lot of people dont really enjoy the temporal instability function I think.
Its a cool idea tho.
Oh yeah I know about the current village config.
Do you think it would be too hard to implement the temporal instability changing ruin density?
Auro
There are village tile sets so multiple ruins that spawn closely together in this mod aswell as in vanilla.
matching with temporal instability is not a thing sadly would be a cool thing tho.
If you want to configure stuff you can try the configlib mod with this mod.
Would be nice to have a config to change the density of ruins to be very high in some areas (simulating cities) and low everywhere else, maybe match it with temporal instability, higher instability inside the ruin areas because of previous experiments/devices used by these populations.
active/normal locust nests don't seem to be spawning locusts in the ruins in the picture for "tropical wonders" (not sure what they're called)
should be noted I am playing the 1.20 unstable 1 and had a grace period active when visited which may have broken it, but I DID also find some locusts at the very top of the ruin above the cages? Might be an actual game bug, not the mod
Awww yes I've been looking forward to this!
TheGrunge
Pim
Moonshadow
Auro
klepa10310
Glad you enjoy that this mod updated! We are looking forward to your feedback after playning with it! Thank you and have fun!
Thank you very much!
Awesome!!!
Thank you all for your hard work - it is much appreciated - I needed something to look forward to after recent events and am going to enjoy this xxx
Thank you so much for updating this mod, i adore it lots!
LETS GOOO, update time, thanks boss
NiclAss
All done, if you will have any new things to translate can ping me.
Real enjoy your mod and cant wait for oficial 1.20
Japuk
I have updated the strings on crowdin. Thank you very much!
NiclAss
if you will need translation before release I can translate it
Looking forward to it!
Japuk
Thank you very much! I really appreciate that.
The next update will bring a bunch of new strings to translate tho :0
Auro
Currently, WIP and I think we can get a release out before next week.
Blaze_wraith
The image you sent is not loading for me pls contact me on discord or open a bugreport on github the link for the Issue Tracker is on the top of the page tyvm
Polish Translation 100% 💙
Is there an ETA for the 1.20 version?
the version im running is 1.19 (i think it 1.19.8, but i uninstalled VS and am gonna redownload it to see if i have any chance with it)
(redownloading it didnt work)
the mods im using (apart from betterruins)
https://github.com/AreYSerious/betterruins/issues
@everyone
While I appreciate every comment here I want to let you know that this is not the place for bug reports, please use the linked GitHub page on the top or at least discord.
This comment section is very shitty, and I can only respond from pc and check it occasionally.
Blaze_wraith
I need images or any detailed bugreport on github
deleating the config will change nothing for such an issue
I recommmend you to /wgen regen [chunkradius] the area which will remove the ? blocks
For a detailed bugreport pls use github or discord
What version of mod, game and what other mods do you use.
been havign a problem with textures inside ruins. the rock rubble blocks, wall art would either have missing textures or are just invisable, and sometimes fruit trees and stony rubble inside the structures would be invisible, and when breaking them, it crashes my game
(cant really find examples by going into the creative inventory either as that also crashes my game)
gonna see if deleating the config file might help
(edit: yeah no, didnt work. i do also have texute issues with linnen sacks when placed down too tho)
The spawn behavior doesn't have anything to do with you reloading the world.
Lordawesome
The spawners will get tweaked with the next update.
Currently, they spawn a set amount of waves, after which the spawner will destroy itself and not spawn any mods anymore.
Locust nest are not spawners so they behave differently you need to actively destroy them to stop spawning.
alboten
to get rid of them you can /wgen regen [chunkradius]
the area to get rid of them.
Would be cool if you could send me an image of the blocks that are causing the issues and their location in that specific structure tyvm for the report.
BadSniper2
Thanks for the report you are right!
I will fix this for the next update for 1.20 tyvm for reporting it!
SageOceiros
There is a command to remove water in creative mode.
But other than that yes the water logging is intentional by the builders nothing much we can do about it sorry.
Appreciate the report tho! and glad you enjoyed exploring it.
MrFlame
need images and crash logs otherwise I can not pinpoint the issue
I love this mod but can we get one with no spawners or am i cunfused about how they work? Every time i clear a ruin and have to close the game i log back in to being surrounded and SOL.
some blocks on ruins are white with "?" in the middle can anyone help?
Love the mod! I've been playing with it for 2 ingame years now on a private server and everyone here loves the ruins!
I've run into an issue with the Tinkerer's Part Blueprint; a lot of the recipes require Cupronickel Nails and Strips, which can't be created in survival mode. Could these recipes be updated to use a different kind of metal? Thank you again!
I love this mod, very impressed so far - my only issue thus far is with Auldburg - the waterlogged dungeon and cave system, it appears to have been filled with water via world edit, so all the chiseled blocks and stalacites have water source blocks embeded in them. The chisel blocks also mess with the light, so it is very very difficult to remove much water and you can't see anything. It took me a very long time, even with creative. I love the actual craftsmanship involved though, I spawned next to it, exploring it was brilliant.
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 okKara
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:
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.
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.
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 serverLooking 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.
https://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!