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.
Route A: Visual editor (recommended)
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 cornerWalk 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_ruinThis 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 ruinOnce 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 writesblueprint.yml.
For the full editor workflow, see Building Ruins Visually.
Step 4 · Make it generate naturally
Open templates/my_ruin/template.yml and confirm:
generation:
profile: surface_overworld # use the built-in "surface · Overworld" placement profile
enabled: true # participate in natural generation
weight: 20 # lottery weightRun /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 ruinWalk 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 skeletonThen hand-write templates/my_ruin/blueprint.yml (all coordinates are relative to the structure origin 0,0,0):
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)
| Command | What 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 gentest | Force-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
Go deeper next
- Understand exactly what each term means → Core Concepts
- Tune generation to feel more natural (density / spacing / terrain blending) → Natural Generation and Pre-generation
- Add mechanisms, stages, and realms → Server Guide Overview