Ruins

Original thread: http://www.minecraftforum.net/topic/186798-14-01-ruins-v6-beta
AtomicStryker thread: http://www.minecraftforum.net/topic/1113099-123-ruins-structure-spawning-system/page__fromsearch__1
Adds procedurally-generated ruins randomly into the game world, which are created from user-defined template files, to your Minecraft experience.
Latest ModLoader compatible. No base classes modified!
Now with biome-specific ruin template support!
You can modify the ruin spawn rate with an options file (/ruins.txt). It will also produce an error/results file (/ruins_log.txt) with which you can potentially troubleshoot your template files or report errors.
TO-DO:
- Chest items/mob spawner tweaking
- Text for signs
- "Civilization" site building (also per biome if wanted!)
- Minimum and maximum distance from [0,0] (for civilizations)
- (maybe) Underground ruins
NEW FEATURES:
v6 -
+ Options per world
+ Added Unique flag (only generate once per world)
+ Unique ruins are retained between world loads
+ Added a .schematic converter (no documentation!)
+ Ruins now have a bounding box to prevent sloppy generation
+ Attempted to fix edge of world generation (we'll see)
Ruins v1
----
STORY:
After the "Fall" (your texturepack determines how it happened) you awake in a world full of ruins. In addition, <insert dark lord or evil organization's name here> has built outposts for their evil minions sprinkled across the landscape.
HOW IT DOES IT:
This hooks into the world generation right before it creates trees allowing trees to grow inside ruins, etc...
There are currently six ruins templates that it uses, plus two mob spawning houses ("doom houses", for lack of a cheesier term). The doom houses were inspired in part by Battle Towers, but they are a far wussier experience.
There is an equal chance of any ruin or doom house to spawn at a particular random spot (12 tries per chunk, with a 10% chance per try, also dependent on local flatness conditions). If a ruin was successfully created, the code attempts to create a new one within a set distance, in effect creating a "site".
IDIOSYNCRACIES:
Sometimes ponds will appear underneath the ruins, causing floating blocks. Since these are generated after the ruins, I am not sure how to deal with that.
This puts A LOT of ruins on the game map at the moment. I am considering reducing this number in the future but for now I think this is fine for testing.
The treasure chest generation is probably way overblown right now.
The doom houses will not create spiders as they cannot fit through the doors. A new house with spider-friendly doors will appear in a later version.
TO-DO:
* ModLoader support.
* More ruins templates.
* More mob spawner templates.
* Expansive building sites with roads and other decorations.	STORY:
After the "Fall" (your texturepack determines how it happened) you awake in a world full of ruins. In addition, <insert dark lord or evil organization's name here> has built outposts for their evil minions sprinkled across the landscape.
HOW IT DOES IT:
This hooks into the world generation right before it creates trees allowing trees to grow inside ruins, etc...
There are currently six ruins templates that it uses, plus two mob spawning houses ("doom houses", for lack of a cheesier term). The doom houses were inspired in part by Battle Towers, but they are a far wussier experience.
There is an equal chance of any ruin or doom house to spawn at a particular random spot (12 tries per chunk, with a 10% chance per try, also dependent on local flatness conditions). If a ruin was successfully created, the code attempts to create a new one within a set distance, in effect creating a "site".
IDIOSYNCRACIES:
Sometimes ponds will appear underneath the ruins, causing floating blocks. Since these are generated after the ruins, I am not sure how to deal with that.
This puts A LOT of ruins on the game map at the moment. I am considering reducing this number in the future but for now I think this is fine for testing.
The treasure chest generation is probably way overblown right now.
The doom houses will not create spiders as they cannot fit through the doors. A new house with spider-friendly doors will appear in a later version.
TO-DO:
* ModLoader support.
* More ruins templates.
* More mob spawner templates.
* Expansive building sites with roads and other decorations.
Change log (kolt666):
1.2.3
* Changed biomes yet again.. And adjusted height limit, hopefully.
1.1.0
* Changed biomes again... Also mods folder doesn't seem to work so back to old ways, put everything into minecraft.jar
1.0.0 v2
* I messed up something with the biome changes, now it is fixed.
1.0.0
* Same as 1.8..
1.8
* Changed the biome options to represent the ones in 1.8, ocean, sky, river, and extremehill are the new ones and I didn't put any templates in their folders, you may do so if you wish, but it may require some changes to the templates to work right, like use of preserve_water for ocean templates.
1.7 v2
* Fixed ignored block ID list when looking for suitable place (now contains tall grass)
Schematic converter for templates: (I have never tried this converter, but still many ask about how to use it, so here thanks to dann494)
Quote
dann494, on 01 September 2011 - 01:19 PM, said:
Here's a short schematic converter tutorial (for converting MCEdit schematics into ruin templates)
1. Unzip the files in the schematic converter folder
2. Copy the schematics you want to convert, and paste them in the same directory (or make a sub folder)
3. Open test.bat with Notepad++ (doesn't work with normal notepad)
It should look like this
 @echo off
 java SchToTml blockhouse.schematic
 pause
4. Rename blockhouse.schematic to the schematic you want to convert (example: test1.schematic)
4.1. If you made a sub folder for it, write the name of the sub folder\name of schematic (example: schematics\test2.schematic)
4.2. If you want to convert several schematics in the same execution, copy and paste the line, and rename
Example
 @echo off
 java SchToTml test1.schematic
 java SchToTml schematics\test2.schematic
 pause
5. Save test.bat (you can rename it, if you want to)
6. Run test.bat (or whatever you saved it as)
7. After the program has ended, the tml files should appear in the same folders as their schematic counterpart (example: test1 in the main folder, test2 in the schematics folder)
What
Ruins is a mod that spawns Structures in your Minecraft worlds upon generation, similar to Villages or Strongholds. Every Structure is defines by a template and configured to spawn under specific conditions, and all of that can be changed by you!
There is a lot of Structures already included, and there's bound to be more added.
You can export great structures you made using MCEdit and convert them to Ruins template format using the included schematic converter.
Here are some Screenshots of included structures:
Spoiler 
What..?
Ruins spawns cool stuff like Buildings, Towers, Statues.
What's new:
Spoiler 
v7 -
+ changed folder structure: all ruin related files now base off the /mods/ folder, resources for example goes to /mods/resources
+ scrapped hardcoded and mismatching Biome Index in favor of a dynamic solution, directly accessing BiomeGenBase for all Biomes
+ added new and changed other folder names to match Notch Biome designations. Make sure your custom structures are in the new folder!
+ added SMP version (requires MLMP) - clients connecting to a server do not need to have the mod installed
+ added drag and drop batch file to schematic converter, made some Jungle Structures
+ added new plants to plant exlusion lists
v7.1 (server side only) -
+ fixed File System errors preventing it from working
What's coming:
More structures. Do post your own designs in this thread, be sure to include a picture so people know what they are getting.
Category:Mods