Mods / Abandoned Kingdom

Category: #Worldgen
Author: YourCreator
Side: Both
Created: Sep 26th at 2:30 PM
Last modified: Oct 27th at 12:50 PM
Downloads: 1478
Follow Unfollow 58

Shursh presents

Add more variety to your world! Here you will see abandoned or forgotten places. Villages, churches, towers, castles. Explore, it's fun. The mod is developing, so stay tuned and offer your ideas.

Version For Game version Downloads Release date Changelog Download
v0.0.4 616 Oct 27th at 12:50 PM Show
v0.0.3 463 Oct 3rd at 10:34 PM Show
v0.0.2 335 Sep 26th at 4:50 PM Show
v0.0.1 64 Sep 26th at 2:30 PM Show

20 Comments (oldest first | newest first)

💬 TheNiteFox, Nov 3rd at 6:53 PM

I found out what my issue was, I was running v0.0.4 on game version 1.17.6, Running v0.0.3 on game version 1.17.6 doesnt cause any of those vanilla bug issues (: Thought the newest version would be backwards compatible but it is not.

💬 PeterSanderson, Nov 2nd at 8:41 PM

EDIT: TheNiteFox found the issue. The Ruin Variants mod was not playing well with all of the ruins mods.

💬 YourCreator, Nov 2nd at 5:39 PM

mby, idkn. Try to gen same seed with one mod

💬 PeterSanderson, Nov 2nd at 5:31 PM

Is this one of your ruins shapes? Just trying to track down which mod put this in worldgen and made it a "sky ruin" thanks :)

💬 YourCreator, Nov 2nd at 8:02 AM


mod uses vanilla placer so i cant fix it

💬 TheNiteFox, Nov 2nd at 2:57 AM

Edit: Ok I finaly found one of the lil towns! Its so adorable! :3 And I am not complaining about the rock formations I understand their purpose and they will be very useful xD I just at first thought their was visual glitch and the ruins were just turning into rock formations haha >_< 

Well this mod works and its compatible with BetterRuins which is awesome. Definitely using this my next playthrough

Btw it is also throwing this error in server main.txt which I wonder if its why ruins arnt generating alot

[Error] An error was thrown when generating chunk column X=16015,Z=16027 - it will probably not generate correctly!. Exception System.DivideByZeroException: Attempted to divide by zero.
at Vintagestory.API.MathTools.LCGRandom.NextInt(Int32 max) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryApi\Math\LCGRandom.cs:line 141
at Vintagestory.ServerMods.WorldGenStructure.TryGenerateAtSurface(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleResolve, BlockPos pos) in C:\Users\tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 345
at Vintagestory.ServerMods.GenStructures.DoGenStructures(IMapRegion region, Int32 chunkX, Int32 chunkZ, Boolean postPass, ITreeAttribute chunkGenParams) in C:\Users\tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\GenStructures.cs:line 221
at Vintagestory.ServerMods.GenStructures.OnChunkColumnGen(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, ITreeAttribute chunkGenParams) in C:\Users\tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\GenStructures.cs:line 152
at Vintagestory.Server.ServerSystemSupplyChunks.TryPopulateChunk(ChunkColumnGetRequest chunkRequest) in C:\Users\tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1513

This is just an example, I hd like 8 of these errors and I was running this mod by itself. 

💬 TheNiteFox, Oct 27th at 5:47 PM

Oh I had no idea that was on purpose, I thought it was happening because the ruins wernt spawning in right or something >_< Thank you for reducing them though, cause they were showing up way too much

💬 YourCreator, Oct 27th at 12:51 PM


that was the plan, I slightly reduced their number in the world
💬 TheNiteFox, Oct 25th at 6:19 PM

Idk why, but this mod causes random andesite block formations that form in three's all over the world :c 

💬 MavSolusKaded, Oct 16th at 11:32 AM

Small request: Could you include the build version in the file name so when we're looking at our mod list in file we can see at a glance if the version we have is the current, updated one? 

💬 Apache, Oct 1st at 2:04 AM

YourCreator, I've given a more detailed explanation, as well as a fixed version of the mod here:

I will remove that version once you've had a chance to fix the bug. Feel free to add me on Discord if you want more information.

💬 YourCreator, Sep 30th at 5:40 PM

Apache sorry barely undersand. Can you place sample or write one by one points to do?

💬 Apache, Sep 29th at 11:07 PM

Hi, I've found a compatibility bug with this mod. You've prepended your structures to the list in `patches/abandonedkingdom-worldgen-structures.json`. This means when a patch from another mod wants to edit the same vanilla list, all the structures are in a different order.

If you edit your patches to say:

"path": "/structures/-",

Instead of a number, it will append your structures to the list. You should do this for all "add" operations within your patches.

💬 Voidwalker, Sep 29th at 7:27 AM

Hey just wanted to follow up the mod runs great even when bundled with the other two its smoothly adds to the area generation making it feel less samey and varies enough to still be interesting to see how it adds story to the area naturally. I Look forward to seeing this mod grow~ 

💬 YourCreator, Sep 27th at 8:49 PM

Voidwalker yes, compatible, its just prefab extension

💬 YourCreator, Sep 27th at 8:47 PM

melodelic its a prefab samples, that used by ingame placer.   

💬 YourCreator, Sep 27th at 8:45 PM
💬 melodelic, Sep 27th at 6:30 PM

Yeah, I'd love to know if it's compatible with Better Ruins and the other ruins mods as well.

💬 Voidwalker, Sep 27th at 4:34 AM

 I Absolutley love the Idea of this mod though I'm curious how it works compatability wise with mods like VS Village and Better Ruins?

💬 NiclAss, Sep 26th at 3:23 PM

Nice mod! Really looking forward for more nice builds.

Can confirm compatibility with BetterRuins

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