Talk:Trail Ruins

Decor or Décor?
In the introduction, I would like to say "Along the road can spawn small buildings and other decor made of mud bricks and terracotta." I do not know whether it should be decor or décor - the structure files are named decor but décor is the correct spelling. Plighting Engineerd (talk) 00:32, 27 March 2023 (UTC)

Plurilization
There is some inconsistency across the article. Is one of these structures called 'Trail Ruins' or 'a Trail Ruin'? The latter is how the ocean ruins page is done, but the former is what is in the structure files (the structure files list them as singular). Plighting Engineerd (talk) 00:32, 27 March 2023 (UTC)

Job sites
Can anyone fact check if job sites generate in trail ruins? ive checked multiple trail ruins and haven"t seen a single one.
 * So far, I've found a loom in each of the 'trail_ruins/tower/one_room_[#]' structures as of 23w16a. Still need to finish looking through the rest of the new ones. Grandmauden (talk) 03:30, 21 April 2023 (UTC)
 * Done. These are all the job sites/crafting stations I found in 23w16a.
 * One loom each in '/tower/one_room_[1-5]' and '/tower/large_hall_2'.
 * One cauldron each in '/tower/stable_[3,4]' and '/buildings/one_room_1'.
 * One loom and one cauldron in '/buildings/large_room_3'.
 * One stonecutter each in '/buildings/one_room_[2,3]'.
 * One cartography table in '/buildings/one_room_4'.
 * Two blast furnaces in '/buildings/large_room_5'.
 * One furnace, one blast furnace, and one smithing table in '/buildings/large_room_1'.
 * One composter in '/buildings/group_hall_2'.
 * One crafting table each in '/tower/hall_[1,2]', '/tower/large_hall_[1,3,4]', and '/buildings/group_upper_[2,3]'.
 * One damaged anvil in '/buildings/group_hall_1'.
 * One campfire in '/buildings/large_room_2'.
 * Three campfires in '/tower/platform_5'.
 * Grandmauden (talk) 06:55, 21 April 2023 (UTC)

Mining tip
Were it up to me, articles would often have a tips section. Anyway, I have a useful tip: GMRE (talk) 12:50, 9 June 2023 (UTC)
 * It's strongly advised to mine everything strictly downwards and mine adjacent blocks before any ruin blocks. The reason is that the ruins contain unpredictable small cavities and when a block next to a hidden cavity is mined, it can cause any hidden suspicious blocks to fall and break.

Suspicious terrain (Java edition)
I've noticed something about the terrain generation around the ruins.


 * Have you ever noticed how the Ancient City doesn't just spawn in a cave? It may start spawning in a cave, but in some areas the cave is unnaturally smooth and perfect with well rounded corners and edges that neatly fit around the city.

Similarly, the terrain/hills over the Trail Ruins is unnatural. If the runs are entirely at relatively flat ground, there's nothing odd, but in any sort of a hilly area, the terrain over the ruins is shaped specially to cover the ruins, which can result in unnaturally big vertical flat walled hills.

Basically, the ruins generate and then the game overwrites local terrain generation to make sure that the ruins are covered.

I've heard that in the Bedrock edition they solved the same issue by making the ruins generate deeper in the ground. GMRE (talk) 16:15, 23 June 2023 (UTC)


 * Yeah this has been in the game for a while. For example, since 1.17, strongholds generate terrain around them that make sure they're covered when exposed in the ocean or in noise caves. The ancient cities in contrast generate air around the structure that ensures that the city is in one giant cavern instead of getting cut off by terrain generation. Aquifers also generate these barriers when next to air-filled caves to ensure fluids don't leak out. So maybe this is Mojang's way of making sure trail ruins are covered. Windwend (talk) 19:00, 23 June 2023 (UTC)