In Minecraft there has been a 'world generation' bug for a long time. Personally I chalked it up to being caused by mods like Thaumcraft3 trying to keep something active in a given chunk (like aura nodes)... but it is entirely possible that it is a vanilla Minecraft issue causing all 'standard' dimensions to be generated on load (and then unloaded afterward).
Vanilla Minecraft has... never exactly been the most efficient at what it does... and this isn't a 'Java' problem but a coding problem. It becomes even more obvious with all the mods that 'fix' these errors, bugs, and deficiencies (Optifine, anyone?).
At one point I was using Tick Threading (I think that's what it was called), but I had to stop as the 'most recent' version I last used simply crashed after making its modifications. This mod was meant to enable the various 'ticks' within the game (i.e. world, entity, etc) be threaded so that multi-core processors could distribute the load, but it also modified the chunk loading (if I remember correctly).
Anyway, the fact of the matter is that when Minecraft loads it immediately loads the first three vanilla dimensions and any additional static ones (i.e. Twilight Forest), but not 'created' ones like Mystcraft books. If something prevents these worlds from then unloading... a memory leak is created and can cause, well, interesting things.
need more Information: what mods do you have, what version of forge, what version of MC, can you get the FML-client-0.log file from the person that tries to go through?
I used Buildcraft, Industrialcraft, Bakcpacks, Biomes O Plenty, and Iron Chests.
When a player goes through, it disconnects saying "Internal Server Error". And says that whenever that player goes into the server until that part of the portal is destroyed.
Dear Benimatic, I been using your mod on and off from day one. It's an amazing mod and I love the new Ghast Boss fight. Very cleaver and neat. The one downfall to your mod though is world generation performance. If one just one person is exploring the twilight forest then everyone on the server lags from the world generation. This is on a Intel Core i7-3770 @ 3.40GHz with 32 gigs of ram and a Gen 3 SSD. I'm able to use a lot of crazy generation mods and etc and I feel that yours easily does the worse damage to performance. I'm not sure if there is anyways you might be able to look into better calculations for world generation or not.
I used Buildcraft, Industrialcraft, Bakcpacks, Biomes O Plenty, and Iron Chests.
When a player goes through, it disconnects saying "Internal Server Error". And says that whenever that player goes into the server until that part of the portal is destroyed.
are you ever going to try and allow other mod ores to spawn in the hollow cave stalactites?
An easy way would be to pull the blocks from the forge ore dictionary and then use some fancy equation using the conditions for the ore's normal spawn behavior to determine how often they should spawn in the stalactites.
That was my thought too, but there's no good way to actually tell the spawn behavior. It would have to be user-configurable, and something like that is such a messy operation that it's just not a priority right now.
It seems that sortingwood trees only work on vanilla chests, is this possibly being changed in the future?
Also what's the diameter of the magic tree cores?
If it's not the same for each one can you say what it is for the different ones?
How? You can view the raw data on it's own page from there.
it gives me a blank page with an invalid...nvm it wasn't working when i tried it the first time....
lets see
first, try updating forge, there are newer versions for 1.5.2, http://files.minecraftforge.net/
unlikely but look to see if there are Biome ID conflicts between BOP and Twilight forest.
where did that promised land dimension come from?
Is the enchantment ID conflicting? Perhaps I'll make it configurable.
That was my thought too, but there's no good way to actually tell the spawn behavior. It would have to be user-configurable, and something like that is such a messy operation that it's just not a priority right now.
Yes, it's possible. There do seem to be blocks for all the vanilla ores in 1.6.
you can't pull the layer range and spawn % chances for ores from the forge Ore dictionary?
I would use something that would compare the rarity to coal and set coal as density 1 for the stalactite spawn chance to start with...say something like ((max layer - min layer)*max % spawn chance*max layer)/(coal's result for the above equation)
it would set it all relative to coal...my equation may not be perfect but something like that to try and normalize the spawning chance in some way
just be sure you don't grab any of the ore generators, Rail Craft has one.
Hey, I'm currently trying out the new version, and everything seems to be working fine! I only have one problem, and that is that in the dark forests, the mist wolves spawn in fine, but King Spiders do not. The druids will spawn, but without their 8 legged buddies. I'm not sure if this is a spawning issue or what, as the King Spider spawn egg works fine, but in the actual biome, only the druids spawn.
The king spiders only spawn rarely, not because their spawn rate is set particularly low, but because the of their large size. The game essentially picks random spots within a certain radius of the player in which to spawn monsters, but it will only actually spawn them if their hit box is clear. Larger monster = less success spawning, it seems like.
Also had a portal glitch. Go in to the portal, says "building world" or something like that then i see stars, sky goes dark, start to see the outline of the portal but it is all dark grey, then on minimap all the numbers start dropping, then go in to negative numbers, then I seem to appear and my first appearance in to this twilight map is "player suffocated in wall"..
Because I died it reappears me at the spawn point which happens to be bang in the middle of a hedge maze, but I go through the black sky and falling and land on top of the hedge, so by the time I land I am down to 2-3 health. and no armour or weapons. double playing on 1.5.1, so just a heads up that there may be a glitch somewhere. Also use TC3 but had this problem with crazy portal position before using TC3, last time it was underground in a ravine, made a nice platform that had a nasty first step.
Also just starting this map for TC3 and wondering if the nodes and trees appear for TC3 in Twilight realm. Have had a quick look through this topic but not seen anything.
I fixed some of the portal mechanics in the most recent version, 1.17.2. Was this using that version? If so, I may have to go back to the drawing board.
For your Thaumcraft question, IIRC, nodes will, trees will not until I add the Twilight Forest biomes into the Forge biome dictionary. I'll try to do that in one of the next few releases.
Can you make the large features not generate in a grid-like pattern, and make it more random? Maybe just have a maximum/minimum amount of blocks for them to be spaced, if that makes sense. Right now they're too easy to find, and a magic map really isn't necessary. If they were more randomized, than that would increase the difficulty and make magic maps more useful.
Can you make the mayappes be shaded biome-wise like grass blocks and tall grass? It looks a little weird in the swamps, and especially fire swamps.
Misa's Texture Pack is glitching when it comes to the Twilight Swamps. It makes the grass a reddish purple (no, these aren't fire swamps, I know the difference!). I may just post this on the texture pack thread, because Misa's Pack has a few problems with vanilla swamps, like if you install it wrong it turns the foliage this color. But if you can do anything, that would be nice. I love the mayapples anywah though.
Also, on the day-by-day changelog, the most recent entries say "March". They should say "May".
I had a few more suggestions, but for now I'll just stick to these. I don't recall what the other ones were, either....
Thanks for the suggestions!
1. The last few releases have included more minor structures. I intend to add more. It's a surprisingly time-consuming task. Maybe I need to improve my workflow on those. Medium structures have a few issues. First, it's sort of difficult to find clear space for them with all the trees. Second, if they're bigger than a chunk, I need some way to avoid having them intersect each other or the major features. Third, I may want some sort of algorithm to make sure they're evenly distributed, maybe.
I did have a system that addressed some of those, but it worked through the Minecraft biome generation, and I kept getting strange glitches. So, for the time being I'm focused more on completing some of the major features I have planned.
2. The system right now places the features in what is the "seed" location for the biome. On average, it's the location most likely to be the center of the biome, but individually, that's not always the case. The goal is to put the features in the middle of a biome partly because some features are designed only for certain biomes. Anyways, what I'm getting at is that I'm not really a fan of the grid either, but it solves certain technical problems with the world generation that I haven't been able to get around any other way.
3. I'll look into that.
4. Some texture packs seem to only have valid colors for vanilla biomes. I'm not sure if there's anything I can do about it. I don't want to only use the grass colors that vanilla uses.
Hi, I have come up with an issue that the maze map or the maze/ore map isn't working, like, if i craft it, i get a blank map but it doesn't do anything, if i use the map given by TMI the map just stays blank. Is there something i'm doing wrong? Or is there another mod that includes a mapping feature like it?
There's been some problems with Optifine in certain versions of Minecraft. My first guess would be to make sure you're using the most recent version of Optifine for your Minecraft version. Other than that, the maps should work. You do have to left-click with them to start them mapping, like a normal map.
Could the Ore Magnet have netherrack added to the list of things that it is allowed to displace? I'd like to be able to use it to hunt for nether ores. (Which it currently recognizes fine, it just can't pull them to the surface unless you slap down a layer of dirt first)
That's a good idea. I'll look at that. It may take a bit of trickiness to figure out what to replace the ores with once they're moved, but I think I can manage it.
Ultimately, though, we will have to have the developer confirm or deny whether other stuff spawn on these parts... Frankly, I could be wrong. They could be spawning on random rock hovering in the air around the stalagtites (tites are the roof, mites are the floor, right?). I just know that I have had semi-isolated patches of ores hanging from the roof... whether these were coded as stalagtites or not... only the dev can tell us.
(Yes, I do know I am misspelling that word, likely differently each time)
The mod only generates stalactites with vanilla ores. The stone stalactites (and the hill itself) are all valid stone for normal ore generation, so other ores can appear in it naturally, but not specifically as stalactites.
@Benimatic I've been looking further into the issue of Twilight Forest generating lots of chunks at startup. It turns out it's confusing the heck out of some structure mods. Somehow, Twilight Forest and Atum are generating their dimensions in a different way to Lion King, BOP's Promised Land, and MOC's Wyvern Lair. If we can get to the bottom of what it is, I believe it could clear up a lot of strangeness and issues people have been having. It might even be something to do with the portal issues folks have been reporting.
I believe it to be related to a change in Forge some versions ago, and not due to any fault in the mods. They behave perfectly well with Forge versions from a while back.
Is it possible to tweak the Twilight portal so it works like the Nether Portal? As in it selects the nearest portal within X range and if nothing found it creates a new one.
I setup a portal where I had the glitch when I first entered and then when I go through I reappear a long long way from the first portal I created in the normal world..
It should already do that. I forget the exact range it searches, I think it's around 200 blocks.
I used Buildcraft, Industrialcraft, Bakcpacks, Biomes O Plenty, and Iron Chests.
When a player goes through, it disconnects saying "Internal Server Error". And says that whenever that player goes into the server until that part of the portal is destroyed.
at twilightforest.block.BlockTFPortal.func_71869_a(BlockTFPortal.java:315)
Seems to be the error. I usually see this when people have replaced one of the server files to enable Rei's minimap, but have not replaced it with the Forge-compatible version. Or it could just be a bad Forge install.
Dear Benimatic, I been using your mod on and off from day one. It's an amazing mod and I love the new Ghast Boss fight. Very cleaver and neat. The one downfall to your mod though is world generation performance. If one just one person is exploring the twilight forest then everyone on the server lags from the world generation. This is on a Intel Core i7-3770 @ 3.40GHz with 32 gigs of ram and a Gen 3 SSD. I'm able to use a lot of crazy generation mods and etc and I feel that yours easily does the worse damage to performance. I'm not sure if there is anyways you might be able to look into better calculations for world generation or not.
Thanks,
Kane
In my tests, it's not really any mod-specific calculations taking CPU power, it's just the amount of blocks placed. In other words, I'd have to shrink the size of the trees, or reduce their amount in order to make a difference. I'm not willing to do that.
I have made, and will continue to make optimizations where I can.
you can't pull the layer range and spawn % chances for ores from the forge Ore dictionary?
I would use something that would compare the rarity to coal and set coal as density 1 for the stalactite spawn chance to start with...say something like ((max layer - min layer)*max % spawn chance*max layer)/(coal's result for the above equation)
it would set it all relative to coal...my equation may not be perfect but something like that to try and normalize the spawning chance in some way
just be sure you don't grab any of the ore generators, Rail Craft has one.
Unfortunately, all the ore dictionary contains is which ingots (or other blocks/items) are equivalent to other ingots for recipe purposes. All the ore generation is handled by the mod code in a way that's not exactly accessible to other mods.
I could have the mod "survey" the ore in normal chunks and base the generation frequency off of that, but that has its own set of problems.
I need to ask if the ore generation in the hollow hills has been tweaked? Or if I have just been really really unlucky.
I have cleaned out 3 large hollow hills and have only got 3 diamonds to show for it and a stack of iron. In my last game before upgrading to 17.2 the large hollow hills would give me 8-20 diamonds plus a few stacks of iron. Considering what you go through to clear a hollow hill by yourself it was worth it, but this time seems not so much. Not even found an uncrafting table yet, so cant salvage stuff. I actually get more ore from hunting down ravines and mining them
In 17.2, the ore generation has been tweaked. It makes it so that diamond ore statactites only form when they're a certain distance off the ground. It does have the effect of reducing the amount of diamond ore, yes.
Unfortunately, all the ore dictionary contains is which ingots (or other blocks/items) are equivalent to other ingots for recipe purposes. All the ore generation is handled by the mod code in a way that's not exactly accessible to other mods.
I could have the mod "survey" the ore in normal chunks and base the generation frequency off of that, but that has its own set of problems.
I guess then it'd have to be a config file....you can't have a config file default to all 1s for mod ores, then have it do a "fake world gen" where it would go through a few chunks generation in each biome and scan for the ores and then adjust the config file based off those results. you would only have to do this once unless your mod detected new blocks with the word "ore" in it. It could do it when you load up a map. Still might cause problems though....
The mod only generates stalactites with vanilla ores. The stone stalactites (and the hill itself) are all valid stone for normal ore generation, so other ores can appear in it naturally, but not specifically as stalactites.
And, clearly I WAS wrong. Obviously I could only speak from what I'd seen and as I hasn't seen the code what could look like a 'tite or 'mite could just be random generation.
Thank you for the response, so now we know for sure.
Vanilla Minecraft has... never exactly been the most efficient at what it does... and this isn't a 'Java' problem but a coding problem. It becomes even more obvious with all the mods that 'fix' these errors, bugs, and deficiencies (Optifine, anyone?).
At one point I was using Tick Threading (I think that's what it was called), but I had to stop as the 'most recent' version I last used simply crashed after making its modifications. This mod was meant to enable the various 'ticks' within the game (i.e. world, entity, etc) be threaded so that multi-core processors could distribute the load, but it also modified the chunk loading (if I remember correctly).
Anyway, the fact of the matter is that when Minecraft loads it immediately loads the first three vanilla dimensions and any additional static ones (i.e. Twilight Forest), but not 'created' ones like Mystcraft books. If something prevents these worlds from then unloading... a memory leak is created and can cause, well, interesting things.
I used Buildcraft, Industrialcraft, Bakcpacks, Biomes O Plenty, and Iron Chests.
When a player goes through, it disconnects saying "Internal Server Error". And says that whenever that player goes into the server until that part of the portal is destroyed.
Here is the server Forge Log.
http://pastebin.com/BA8PnSdq
Thanks,
Kane
Check out my Let's Play Series:
bad link....
Is the enchantment ID conflicting? Perhaps I'll make it configurable.
That was my thought too, but there's no good way to actually tell the spawn behavior. It would have to be user-configurable, and something like that is such a messy operation that it's just not a priority right now.
Yes, it's possible. There do seem to be blocks for all the vanilla ores in 1.6.
Also what's the diameter of the magic tree cores?
If it's not the same for each one can you say what it is for the different ones?
How? You can view the raw data on it's own page from there.
it gives me a blank page with an invalid...nvm it wasn't working when i tried it the first time....lets see
first, try updating forge, there are newer versions for 1.5.2, http://files.minecraftforge.net/
unlikely but look to see if there are Biome ID conflicts between BOP and Twilight forest.
where did that promised land dimension come from?
you can't pull the layer range and spawn % chances for ores from the forge Ore dictionary?
I would use something that would compare the rarity to coal and set coal as density 1 for the stalactite spawn chance to start with...say something like ((max layer - min layer)*max % spawn chance*max layer)/(coal's result for the above equation)
it would set it all relative to coal...my equation may not be perfect but something like that to try and normalize the spawning chance in some way
just be sure you don't grab any of the ore generators, Rail Craft has one.
you using a texture pack?
The king spiders only spawn rarely, not because their spawn rate is set particularly low, but because the of their large size. The game essentially picks random spots within a certain radius of the player in which to spawn monsters, but it will only actually spawn them if their hit box is clear. Larger monster = less success spawning, it seems like.
I fixed some of the portal mechanics in the most recent version, 1.17.2. Was this using that version? If so, I may have to go back to the drawing board.
For your Thaumcraft question, IIRC, nodes will, trees will not until I add the Twilight Forest biomes into the Forge biome dictionary. I'll try to do that in one of the next few releases.
Thanks for the suggestions!
1. The last few releases have included more minor structures. I intend to add more. It's a surprisingly time-consuming task. Maybe I need to improve my workflow on those. Medium structures have a few issues. First, it's sort of difficult to find clear space for them with all the trees. Second, if they're bigger than a chunk, I need some way to avoid having them intersect each other or the major features. Third, I may want some sort of algorithm to make sure they're evenly distributed, maybe.
I did have a system that addressed some of those, but it worked through the Minecraft biome generation, and I kept getting strange glitches. So, for the time being I'm focused more on completing some of the major features I have planned.
2. The system right now places the features in what is the "seed" location for the biome. On average, it's the location most likely to be the center of the biome, but individually, that's not always the case. The goal is to put the features in the middle of a biome partly because some features are designed only for certain biomes. Anyways, what I'm getting at is that I'm not really a fan of the grid either, but it solves certain technical problems with the world generation that I haven't been able to get around any other way.
3. I'll look into that.
4. Some texture packs seem to only have valid colors for vanilla biomes. I'm not sure if there's anything I can do about it. I don't want to only use the grass colors that vanilla uses.
There's been some problems with Optifine in certain versions of Minecraft. My first guess would be to make sure you're using the most recent version of Optifine for your Minecraft version. Other than that, the maps should work. You do have to left-click with them to start them mapping, like a normal map.
That's a good idea. I'll look at that. It may take a bit of trickiness to figure out what to replace the ores with once they're moved, but I think I can manage it.
Is this in the most recent version, 1.17.2? I tried to fix that bug in that release.
The mod only generates stalactites with vanilla ores. The stone stalactites (and the hill itself) are all valid stone for normal ore generation, so other ores can appear in it naturally, but not specifically as stalactites.
no, its 1.17.1 you can tell in the mod list.
I am seeing that issue with the most recent Forge/Minecraft versions. I'll see what I can do about it. Thanks for the report.
It should already do that. I forget the exact range it searches, I think it's around 200 blocks.
Seems to be the error. I usually see this when people have replaced one of the server files to enable Rei's minimap, but have not replaced it with the Forge-compatible version. Or it could just be a bad Forge install.
In my tests, it's not really any mod-specific calculations taking CPU power, it's just the amount of blocks placed. In other words, I'd have to shrink the size of the trees, or reduce their amount in order to make a difference. I'm not willing to do that.
I have made, and will continue to make optimizations where I can.
Unfortunately, all the ore dictionary contains is which ingots (or other blocks/items) are equivalent to other ingots for recipe purposes. All the ore generation is handled by the mod code in a way that's not exactly accessible to other mods.
I could have the mod "survey" the ore in normal chunks and base the generation frequency off of that, but that has its own set of problems.
In 17.2, the ore generation has been tweaked. It makes it so that diamond ore statactites only form when they're a certain distance off the ground. It does have the effect of reducing the amount of diamond ore, yes.
I think other users have reported this as a problem with some kind of "enhanced portals" mod, but I'm not personally familiar with the problem.
I guess then it'd have to be a config file....you can't have a config file default to all 1s for mod ores, then have it do a "fake world gen" where it would go through a few chunks generation in each biome and scan for the ores and then adjust the config file based off those results. you would only have to do this once unless your mod detected new blocks with the word "ore" in it. It could do it when you load up a map. Still might cause problems though....
Your signature sucks.
And, clearly I WAS wrong. Obviously I could only speak from what I'd seen and as I hasn't seen the code what could look like a 'tite or 'mite could just be random generation.
Thank you for the response, so now we know for sure.