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5-Minute Quick Start

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This page walks you through building your first ruin from scratch — one that generates naturally, can be explored, and can be cleared. There are two routes: A, using the GUI editor (recommended for newcomers) and B, hand-writing YAML (faster once you understand structures). Let's start with A.

Prerequisite: you've installed QCL + QR per Installation and have OP permissions in-game.


Step 1 · Build a structure

Build a small structure anywhere in the world — a stone room or a tower will do. Remember its extent.

Step 2 · Select a region and save it as a template

Stand at one corner of the building, look at the lowest corner block, and type:

/qr pos1          # running the command while looking at a block = set the first corner

Walk to the opposite corner and look at the highest corner block:

/qr pos2
/qr save my_ruin  # save the selected structure as the template my_ruin

This step generates templates/my_ruin/, containing the structure file and a default template.yml.

Step 3 · Enter the editor and mark points

/qr editor start my_ruin     # enter the visual editor for this ruin

Once inside you'll get editing tools. Following the prompts:

  • /qr editor mode spawn → stand somewhere and mark it as a spawn point, then /qr editor set mob ZOMBIE, set count 3, set stage 1.
  • /qr editor mode chest → mark a reward chest, set loot vault, set unlock 1 (unlocks only when stage 1 is cleared).
  • /qr editor mode core → mark the ruin core (used by keystones to activate a realm).
  • /qr editor save → save, which automatically writes blueprint.yml.

For the full editor workflow, see Building Ruins Visually.

Step 4 · Make it generate naturally

Open templates/my_ruin/template.yml and confirm:

yaml
generation:
  profile: surface_overworld   # use the built-in "surface · Overworld" placement profile
  enabled: true                # participate in natural generation
  weight: 20                   # lottery weight

Run /qr reload. Now it will emerge naturally on the surface of the Overworld.

Step 5 · Find it, verify it

Don't want to wait for natural generation? Drop it manually or debug it directly:

/qr spawn my_ruin     # immediately generate one at your feet
/qr gentest           # force-generate one nearby (bypasses probability, for debugging)
/qr near 500          # list ruins within 500 blocks nearby
/qr tp <anchor id>    # teleport to a ruin

Walk up to it — monsters activate, chests can be opened, and kill objectives start counting. Clear all objectives → completion, rewards unlocked. 🎉


Route B: Hand-write YAML (faster once you understand structures)

If you already have a .schem schematic (from WorldEdit / downloaded):

# 1. Drop xxx.schem into plugins/QinhRuins/schematics/
/qr import xxx my_ruin    # convert to templates/my_ruin/, native .nbt + template skeleton

Then hand-write templates/my_ruin/blueprint.yml (all coordinates are relative to the structure origin 0,0,0):

yaml
spawn-points:
  - { id: s1, x: 5, y: 2, z: 5, mob: ZOMBIE, count: 3, level: 1, stage: 1 }
loot-chests:
  - { id: c1, x: 3, y: 2, z: 4, loot-table: vault, unlock-stage: 1, per-player-once: true }
objectives:
  stages:
    - { stage: 1, name: "Clear out", kills: { ZOMBIE: 3 } }

Then just run /qr reload. For all template fields, see Ruin Templates; for all blueprint fields, see Blueprints and Objectives.


The debugging trio (essential when a ruin won't generate)

CommandWhat it does
/qr why <template>Stand somewhere and ask "why does / doesn't this ruin generate here," listing each site check one by one (✔/✘)
/qr gentestForce-generate one nearby (bypassing probability) to verify the structure / blueprint itself is fine
/qr spawn <template>Precisely drop one at your feet

For systematically troubleshooting a ruin that "just won't appear," see Diagnostics and Troubleshooting.


What you can already do

  • Build a ruin template with the GUI or YAML
  • Mark spawn points / reward chests / cores / kill objectives
  • Make it generate naturally, and use commands to manually drop, teleport, and troubleshoot it

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