Ok, so this is because of how the .bo2 files work, right?
I'll defenitly have to do some more test about this, because floating islands are too fun to abandon! :smile.gif:
On the other hand.. My previous tests did not prove to be of much value.. Perhaps I'd better stick to my other hobby, like creeper hugging or skeleton duels.. :unsure.gif:
I found editing all the .bo2 files and setting underFill=false fixes this completely, and shouldn't cause any problems on the recent PTM releases which include foundation setting support.
R-T-B:
I did a little more checking into biomes and "strange weather"... basically, I went and made an all-ice map and messed around in it a bit.
Best I can tell, the server's biomes matched what PTM said they should be. Dynmap's biome map showed a nice uniform grey. However, when weather started, the client showed it raining... but the server thought it was snowing, and caused snow to accumulate on the ground.
So my guess is, SSP might work fine as-is, but in SMP, the server and client have their own biome maps, so would have to mod both (and send the .ini settings somehow) to get them to match.
Oh dear. It's me again. I did all the things that you said, and it looks like most of it is running fine.
But, upon starting start.cmd, I get a very strange series of messages. I'm no coding expert, so I'll just put what the .cmd file brings up and hope someone can make sense of it:
151 recipes
16 achievements
15:26:40 [INFO] Starting minecraft server version Beta 1.7.2
15:26:40 [INFO] Loading properties
15:26:40 [INFO] Starting Minecraft server on *:25565
15:26:40 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-482-
gecc50ad-b478jnks (MC: 1.7.2)
15:26:40 [INFO] [Permissions] (Yeti) was initialized.
15:26:40 [INFO] [Permissions] version [3.1.6] (Yeti) loaded
15:26:40 [INFO] Preparing level "BiomeTerrainTest"
15:26:40 [SEVERE] java.lang.NoSuchMethodError: net.minecraft.server.WorldProvide
r.byDimension(I)Lnet/minecraft/server/WorldProvider;
15:26:40 [SEVERE] at net.minecraft.server.WorldServer.<init>(WorldServer.j
ava:27)
15:26:40 [SEVERE] at net.minecraft.server.MinecraftServer.a(MinecraftServe
r.java:180)
15:26:40 [SEVERE] at net.minecraft.server.MinecraftServer.init(MinecraftSe
rver.java:148)
15:26:40 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftSer
ver.java:335)
15:26:40 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(Sour
ceFile:422)
15:26:40 [SEVERE] Unexpected exception
java.lang.NoSuchMethodError: net.minecraft.server.WorldProvider.byDimension(I)Ln
et/minecraft/server/WorldProvider;
at net.minecraft.server.WorldServer.<init>(WorldServer.java:27)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:180)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:148)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:335)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
>
Instead, it's seems to be starting the Permissions mod and crash. I never used Permissions myself, but I do believe it's compatible with PhoenixTerrainMod..
Honestly, I'm a little confused here. Anyone else have some ideas?
Looks like the Permissions load is already done by the time it crashes... it's moving on to world generation then going bang. But yeah, the old-but-new-looking Bukkit version string and lack of a PTM version are weird.
Is that maybe a modified Bukkit build or something?
Edit:
Actually, looking over my server's logs, that crash appears in exactly the spot where the PTM version string should be, right after the "Preparing level whatever" line. So it might be crashing right as it tries to load PTM. Still strange...
Basically, it'll add the option to disable Minecraft's new spruce, pine and trees, which show up in Taiga and Tundra biomes, and the birch trees appear in most tropical biomes. These trees were added in 1.2. I bolded the part were it says about the trees.
Minecraft Beta 1.2
New addition charcoal
Note Blocks (right click to tune, trigger to play)
15 wool dyes
A new passive water-dwelling mob (Squid), which drops the new item Ink sac
New tree types (Birch, Pine)
Reeds retconned into sugar canes. They still make paper.
A bunch of new crafting recipes
One secret useful block (Dispenser)
One secret pretty block (Lapis Lazuli)
Cake
Sugar - Crafted from Sugar Cane
Default furnaces given new look
Bones added to the drop table, exclusively for skeleton archers.
Bones can be crafted into Bone Meal.
New gray, light gray, and black sheep. Drop correspondingly colored wool.
Tools made out of wood, stone, iron, and possibly diamond have increased durability.
Gold tools can remove blocks like stone and wood much more quickly than their diamond counterparts, with the same durability and restrictions as before 1.2.
Sandstone
Spiders can climb up walls.
Mob Spawners again show a rotating model inside of what they spawn in single player.
Wheat Seeds might be harvested more often when plowing grass blocks.
Included the FastRender mod by Scaevolus [36]. (Source: [37])
Screenshots can be taken using the F2 key without having to first hold down the F1 key.
Iron, diamond, and coal are found in larger amounts (at least) in caves.
Bug fixes:
Paintings work in multiplayer
Disconnecting while riding no longer keeps the player in the world
A bunch more state is properly synched in multiplayer
Included PowerPC color and audio fixes by Scaevolus.
Fixed a horrible chunk reload loop in singleplayer
Fixed most lighting bugs in newly generated SMP maps
Falling sand behaves better in SMP
Fixed a few crash on load level bugs
Jack-O-Lantern now has correct tooltip.
Sheep now visibly lose their wool when hit in SMP.
R-T-B, I was wondering if you could add to more options to the Phoenix Terrain Mod:
That'd be pretty easy to do.
I had a bit of a crash on my development machine (nothing major, just needs a reinstall). This will take me out for this evening but I'll have some new builds up tomorrow. In the meantime if anyone wants to make an unoffical SVN build of Bukkit, go right ahead.
Well, whatever build it is, it's what's on the latest post on the bukkit front page. :/
Well I've done pretty much everything necessary. I replaced the META-INF folder in craftbukkit.jar with the one from the Phoenix zip, placed the BiomeBukkit.jar in the same directory as the craftbukkit.jar, created a folder with the name of the world to generate, and placed the ini file there.
Does this help with anything? Like just something obvious I forgot to do?
Well, whatever build it is, it's what's on the latest post on the bukkit front page. :/
Well I've done pretty much everything necessary. I replaced the META-INF folder in craftbukkit.jar with the one from the Phoenix zip, placed the BiomeBukkit.jar in the same directory as the craftbukkit.jar, created a folder with the name of the world to generate, and placed the ini file there.
Does this help with anything? Like just something obvious I forgot to do?
Generally you can just leave the .ini in the main Bukkit directory, it'll copy it into new world folders when it creates them... but I doubt having it in both places will hurt... uh, using the modified start.cmd/start.sh with BiomeBukkit.jar first in the classpath? (Though if not, it REALLY shouldn't be crashing.) And using the latest recommended build of Bukkit, from their site?
And actually for the earlier discussion, according to Github there's only 9 members on the Bukkit team. MCP claims to have 15. So must've been Notch throwing a screwdriver into the works or something.
And actually for the earlier discussion, according to Github there's only 9 members on the Bukkit team. MCP claims to have 15. So must've been Notch throwing a screwdriver into the works or something.
Jens is talking about a 1.7.3 release on thursday. might not affect much as it's bug and glitch fixes for pistons.
Wait, MCP is done? Yay! I'll have a release done this evening, along with an updated Bukkit and finished website! You wiki guys will need to get to work!
Also, I'm going to be posting a poll on the website on how to handle the adventure update. It's going to be really complicated to figure out how to work with it when it's actually replacing a lot of our ideas (randomly generated dungeons, terrain changes, etc). There are four options as far as I can tell.
1.) Completely override Notch's code and replace it with PTM code.
2.) Change this mod to be only a terrain mod, working hard to maintain terrain customization and dumping BOB object support entirely.
3.) Changing this to be a BOB Object spawning mod ONLY. Terrain customization would be minimized.
4.) Work with Notch's code replacing only minimal segments so both work side by side. I'm not sure I'll be able to do both BOB support and terrain support, so this may result in some compromises, particularly with less power in the terrain customization segment.
I'm personally partial to option 1 or 4. I'll hold a poll soon to figure this out on the main website.
Wait, MCP is done? Yay! I'll have a release done this evening, along with an updated Bukkit and finished website! You wiki guys will need to get to work!
Also, I'm going to be posting a poll on the website on how to handle the adventure update. It's going to be really complicated to figure out how to work with it when it's actually replacing a lot of our ideas (randomly generated dungeons, terrain changes, etc). There are four options as far as I can tell.
1.) Completely override Notch's code and replace it with PTM code.
2.) Change this mod to be only a terrain mod, working hard to maintain terrain customization and dumping BOB object support entirely.
3.) Changing this to be a BOB Object spawning mod ONLY. Terrain customization would be minimized.
4.) Work with Notch's code replacing only minimal segments so both work side by side. I'm not sure I'll be able to do both BOB support and terrain support, so this may result in some compromises, particularly with less power in the terrain customization segment.
I'm personally partial to option 1 or 4. I'll hold a poll soon to figure this out on the main website.
Personally, I hope you'll maintain the PTM code, adding only the new terrain features as added by notch.
Ex: we'll get the option to disable/enable new features like the ravines and perhaps alter the related integers the same way we can with the orignal code.
Are Bob Objects that screwed up that you'd consider removing them entirely?
Personally, I hope you'll maintain the PTM code, adding only the new terrain features as added by notch.
Ex: we'll get the option to disable/enable new features like the ravines and perhaps alter the related integers the same way we can with the orignal code.
That would be nice, yeah. I guess that counts as option 4? Probably be the most work of any solution, though. I guess we'll have to wait 'till the update comes out to see just how much has changed, how realistic that goal sounds.
Oh I didnt see the file in the save folder!
Thanks :biggrin.gif:
but ya, use MCEdit to see the random chunks that have been made lol
I found editing all the .bo2 files and setting underFill=false fixes this completely, and shouldn't cause any problems on the recent PTM releases which include foundation setting support.
R-T-B:
I did a little more checking into biomes and "strange weather"... basically, I went and made an all-ice map and messed around in it a bit.
Best I can tell, the server's biomes matched what PTM said they should be. Dynmap's biome map showed a nice uniform grey. However, when weather started, the client showed it raining... but the server thought it was snowing, and caused snow to accumulate on the ground.
So my guess is, SSP might work fine as-is, but in SMP, the server and client have their own biome maps, so would have to mod both (and send the .ini settings somehow) to get them to match.
But, upon starting start.cmd, I get a very strange series of messages. I'm no coding expert, so I'll just put what the .cmd file brings up and hope someone can make sense of it:
Looks like the Permissions load is already done by the time it crashes... it's moving on to world generation then going bang. But yeah, the old-but-new-looking Bukkit version string and lack of a PTM version are weird.
Is that maybe a modified Bukkit build or something?
Edit:
Actually, looking over my server's logs, that crash appears in exactly the spot where the PTM version string should be, right after the "Preparing level whatever" line. So it might be crashing right as it tries to load PTM. Still strange...
Basically, it'll add the option to disable Minecraft's new spruce, pine and trees, which show up in Taiga and Tundra biomes, and the birch trees appear in most tropical biomes. These trees were added in 1.2. I bolded the part were it says about the trees.
Minecraft Beta 1.2
That'd be pretty easy to do.
I had a bit of a crash on my development machine (nothing major, just needs a reinstall). This will take me out for this evening but I'll have some new builds up tomorrow. In the meantime if anyone wants to make an unoffical SVN build of Bukkit, go right ahead.
Sorry I can't do more right now,
-RTB
Well I've done pretty much everything necessary. I replaced the META-INF folder in craftbukkit.jar with the one from the Phoenix zip, placed the BiomeBukkit.jar in the same directory as the craftbukkit.jar, created a folder with the name of the world to generate, and placed the ini file there.
Does this help with anything? Like just something obvious I forgot to do?
Generally you can just leave the .ini in the main Bukkit directory, it'll copy it into new world folders when it creates them... but I doubt having it in both places will hurt... uh, using the modified start.cmd/start.sh with BiomeBukkit.jar first in the classpath? (Though if not, it REALLY shouldn't be crashing.) And using the latest recommended build of Bukkit, from their site?
I didn't get the latest Phoenix release, because I just clicked the one at the bottom of the Bukkit list (oops).
But it works now. Thanks guys. :smile.gif:
I would like a standalone version so I can use it with Minecraft Land Generator.
We actively participate in the MC SMP global bannning system. Join up!
Will this work with the latest recommended build of bukkit?
Thanks,
Alst
MCP is finished
Yay! About time. :tongue.gif:
And actually for the earlier discussion, according to Github there's only 9 members on the Bukkit team. MCP claims to have 15. So must've been Notch throwing a screwdriver into the works or something.
Jens is talking about a 1.7.3 release on thursday. might not affect much as it's bug and glitch fixes for pistons.
Yeah, hopefully that won't change much.
Though, MCP 4.2 doesn't seem to be working for me, reobfuscation fails... hmmm...
Edit:
Never mind, looks like it was just me. Installed a fresh copy and now it's working.
Also, I'm going to be posting a poll on the website on how to handle the adventure update. It's going to be really complicated to figure out how to work with it when it's actually replacing a lot of our ideas (randomly generated dungeons, terrain changes, etc). There are four options as far as I can tell.
1.) Completely override Notch's code and replace it with PTM code.
2.) Change this mod to be only a terrain mod, working hard to maintain terrain customization and dumping BOB object support entirely.
3.) Changing this to be a BOB Object spawning mod ONLY. Terrain customization would be minimized.
4.) Work with Notch's code replacing only minimal segments so both work side by side. I'm not sure I'll be able to do both BOB support and terrain support, so this may result in some compromises, particularly with less power in the terrain customization segment.
I'm personally partial to option 1 or 4. I'll hold a poll soon to figure this out on the main website.
Personally, I hope you'll maintain the PTM code, adding only the new terrain features as added by notch.
Ex: we'll get the option to disable/enable new features like the ravines and perhaps alter the related integers the same way we can with the orignal code.
Are Bob Objects that screwed up that you'd consider removing them entirely?
That would be nice, yeah. I guess that counts as option 4? Probably be the most work of any solution, though. I guess we'll have to wait 'till the update comes out to see just how much has changed, how realistic that goal sounds.