Hi there. Great idea btw. With one small problem. I launch the batch file and it says there are no files in\AppDara\Roaming\.minecraft\saves which is true. But I want to change the path to \AppData\Roaming\Minecraft\1.7\.minecraft which is where my saves are.
Hello! You can customize where the save folder is with the --dir option:
So I admit. I'm not very good at these things. But... I'm trying to add dungeons to a map and the first time it said it couldn't place any after 30 min of loading. When I tried with some oher setting I got a "X doesn't seem to be an integer!".
Making maps with this before and I know I used to get the same error then as now, but then it was if I tried to add a dungeon (if I made one dungeon ok and tried to add one more I always got this error). Then I had to solve it by starting out with untouched maps again but now that doesn't work either.
So. What does this mean really?
Oh, and I get that error even if I just go by the defaults all through...
So I admit. I'm not very good at these things. But... I'm trying to add dungeons to a map and the first time it said it couldn't place any after 30 min of loading. When I tried with some oher setting I got a "X doesn't seem to be an integer!".
Making maps with this before and I know I used to get the same error then as now, but then it was if I tried to add a dungeon (if I made one dungeon ok and tried to add one more I always got this error). Then I had to solve it by starting out with untouched maps again but now that doesn't work either.
So. What does this mean really?
Oh, and I get that error even if I just go by the defaults all through...
It sounds like you aren't entering a value for X size, Z size and/or levels. These do not have default values, so you must enter something. The prompt will tell you which values you can leave blank. We really should validate those inputs right away.
Failure to place dungeons can be for a number of reasons including your settings, the map you are using etc. It would help if you provided the actual output of MCDungeon. (You can put it on pastebin.com) and explain anything that might be unusual about your map.
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Is there a way to make this generate dungeons outside of the 'painted' chunks on a worldpainter world? At the moment every time I attempt to generate dungeons on the world, only the chunks that were created within worldpainter seem to generate dungeons.
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"Yes madam, I am drunk. But in the morning I will be sober, and you will still be ugly." - Winston Churchill
Is there a way to make this generate dungeons outside of the 'painted' chunks on a worldpainter world? At the moment every time I attempt to generate dungeons on the world, only the chunks that were created within worldpainter seem to generate dungeons.
That is impossible is achieve with MCDungeon alone. It can place dungeons in chunks that have already been generated but it cannot create new chunks.
In order to do this, you'll have to generate any chunks in your save you want dungeons in before using MCDungeon. There are some posts from people earlier in the thread that have achieved this with various workarounds. But there's no easy way of doing it short of visiting the areas in Minecraft to make it generate the chunks.
That is impossible is achieve with MCDungeon alone. It can place dungeons in chunks that have already been generated but it cannot create new chunks.
In order to do this, you'll have to generate any chunks in your save you want dungeons in before using MCDungeon. There are some posts from people earlier in the thread that have achieved this with various workarounds. But there's no easy way of doing it short of visiting the areas in Minecraft to make it generate the chunks.
If you want to pre-generate the chunks, try this --
- If you use Bukkit, then use the WorldBorder plugin. This allows you to generate all the chunks while the server is up. This is by far the best way to achieve it. https://dev.bukkit.org/bukkit-plugins/worldborder/
- If you use Forge, then I made a quick&dirty plugin that generates chunks in a radius, though it pauses the server while doing it. Only compiled for 1.8 at the moment but the source is available. https://mods.curse.com/mc-mods/minecraft/235916-world-generator
- If you have standalone, then there are a number of scripts that work by changing the spawn point and restarting the server to cause autogeneration. There are also a couple of scripts that generate a complex commandblock that teleports you around the world in a spiral to generate the chunks. This is messy but works with any version. http://gaming.stackexchange.com/questions/32316/how-do-i-pre-generate-a-minecraft-world
TBH I've not checked the marking of chunks with my Forge plugin; since I moved to Bukkit I haven't used it. I suspect it will be the same as WorldBorder, though, as it calls the Forge API to generate the chunks.
What exactly *is* an incomplete chunk, anyway? Does it mean the terrain is generated but not structures? Or that not all of the columns in the chunk are generated? Forge definitely calls the structure generation hooks when the chunk generation call is made.
Probably the only way to know for certain is to test, and I'd also have to recompile the plugin for Forge 1.9.4 and 1.10.2 ... and I have 0 time ...
What exactly *is* an incomplete chunk, anyway? Does it mean the terrain is generated but not structures?
Not just structures, but various other things that are populated. Off the top of my head: Trees, Ores, Snowfall...
Quote from sshipway »
Or that not all of the columns in the chunk are generated?
That would certainly explain why incomplete chunks at the edge of maps cause pymclevel to crash, but incomplete chunks made by worldborder work. Or then again, it could be just the the chunks are actually complete and the applicable flags are just not getting set for whatever reason.
I'm pretty sure that worldborder-created chunks (and also the chunks created by my rough Forge plugin) have all columns, trees and structures; my evidence for this is the dynmap maps showing these things in place after running a worldborder generation --though once I did notice a line of the edgemost chunks being snow-free, for some reason. This was all back in 1.8.
When i open up the launch.bat file it shows me my worlds, but then i get this error:
Exception in main loop. Exception info below:
Traceback (most recent call last):
File "<string>", line 2034, in <module>
File "<string>", line 926, in main
File "encodings\cp437.py", line 12, in encode
UnicodeEncodeError: 'charmap' codec can't encode character u'\xa7' in position 0: character maps to <undefined>
I'd have to check, but this may be because you have extended characters in your file or folder names. Make sure you have the latest stable version of mcdungeon as this was addressed in the later versions. The error certainly indicates that it is unable to convert a unicode character.
I downloaded all the different versions of 0.16.0 but nothing seems to work, i even tried 0.15.1, could it be something on my end?
Edit:after some messing around i got it to go by using commands in a window, i think there is just something wrong with the interaction mode also spawners don't seem to work in 1.11
I downloaded all the different versions of 0.16.0 but nothing seems to work, i even tried 0.15.1, could it be something on my end?
Edit:after some messing around i got it to go by using commands in a window, i think there is just something wrong with the interaction mode also spawners don't seem to work in 1.11
Tons of stuff is broken for 1.11. I've done a bunch of updates on the development version and fixed the issues that I could find. We're just now waiting on eggplant/orphu to have the time to do the release build. If that drags on, I might do a testing build myself and put that out there. In general, MCdungeon should only be expected to work with the version of minecraft stated. (Though that can vary if the changes to minecraft were minimal.)
In the meantime, you can try the development branch if you are comfortable with that kind of thing.
As for the filename, this is related to the issue sshipway mentioned. (But not quite the same, technically.) The easiest work around is to ensure the paths you aren't using unicode characters. I wouldn't expect this to be fixed anytime soon, we'd probably have to overhaul how we work with filenames.
**NOTE**: This version requires Minecraft 1.11.0 release or higher!
* Added 1.11 items, blocks and mobs. (JiFish)
* Beware! Loot can now be cursed with the new 1.11 enchantments. (JiFish)
* Added support for coloring custom potions in potions.txt (JiFish)
* Added configuration options for map item sprite coloring. See mapcolor and paintingcolor in default.cfg (JiFish)
* Added two new shops to find and updated some old ones with new inventory. (JiFish)
* Fix flower pots in various locations to have flowers in again. (JiFish) * Various fixes for Minecraft 1.11 (JiFish)
Rollback Post to RevisionRollBack
MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Eggplant i gotta say, i am somewhat disappointed that your profile picture contains no eggs or plants
Still at it Eggplant! Long time no see!
If it wasn't for folks like JiFish and sshipway I probably would have wondered off aimlessly long ago. haha.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Hello! You can customize where the save folder is with the --dir option:
http://mcdungeon-docs.bubblemod.org/en/latest/command-line-ref/#cmdoption--dir
Open the batch file and add
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
So I admit. I'm not very good at these things. But... I'm trying to add dungeons to a map and the first time it said it couldn't place any after 30 min of loading. When I tried with some oher setting I got a "X doesn't seem to be an integer!".
Making maps with this before and I know I used to get the same error then as now, but then it was if I tried to add a dungeon (if I made one dungeon ok and tried to add one more I always got this error). Then I had to solve it by starting out with untouched maps again but now that doesn't work either.
So. What does this mean really?
Oh, and I get that error even if I just go by the defaults all through...
It sounds like you aren't entering a value for X size, Z size and/or levels. These do not have default values, so you must enter something. The prompt will tell you which values you can leave blank. We really should validate those inputs right away.
Failure to place dungeons can be for a number of reasons including your settings, the map you are using etc. It would help if you provided the actual output of MCDungeon. (You can put it on pastebin.com) and explain anything that might be unusual about your map.
Is there a way to make this generate dungeons outside of the 'painted' chunks on a worldpainter world? At the moment every time I attempt to generate dungeons on the world, only the chunks that were created within worldpainter seem to generate dungeons.
That is impossible is achieve with MCDungeon alone. It can place dungeons in chunks that have already been generated but it cannot create new chunks.
In order to do this, you'll have to generate any chunks in your save you want dungeons in before using MCDungeon. There are some posts from people earlier in the thread that have achieved this with various workarounds. But there's no easy way of doing it short of visiting the areas in Minecraft to make it generate the chunks.
You might find the FAQs helpful.
I see, thanks for the help!
If you want to pre-generate the chunks, try this --
- If you use Bukkit, then use the WorldBorder plugin. This allows you to generate all the chunks while the server is up. This is by far the best way to achieve it. https://dev.bukkit.org/bukkit-plugins/worldborder/
- If you use Forge, then I made a quick&dirty plugin that generates chunks in a radius, though it pauses the server while doing it. Only compiled for 1.8 at the moment but the source is available. https://mods.curse.com/mc-mods/minecraft/235916-world-generator
- If you have standalone, then there are a number of scripts that work by changing the spawn point and restarting the server to cause autogeneration. There are also a couple of scripts that generate a complex commandblock that teleports you around the world in a spiral to generate the chunks. This is messy but works with any version. http://gaming.stackexchange.com/questions/32316/how-do-i-pre-generate-a-minecraft-world
The WorldBorder method will require that they switch on the "use at your own risk" use_incomplete_chunks setting.
Do the chunks get properly marked as complete with your Forge mod? If so, that sounds like the better choice.
TBH I've not checked the marking of chunks with my Forge plugin; since I moved to Bukkit I haven't used it. I suspect it will be the same as WorldBorder, though, as it calls the Forge API to generate the chunks.
What exactly *is* an incomplete chunk, anyway? Does it mean the terrain is generated but not structures? Or that not all of the columns in the chunk are generated? Forge definitely calls the structure generation hooks when the chunk generation call is made.
Probably the only way to know for certain is to test, and I'd also have to recompile the plugin for Forge 1.9.4 and 1.10.2 ... and I have 0 time ...
Not just structures, but various other things that are populated. Off the top of my head: Trees, Ores, Snowfall...
That would certainly explain why incomplete chunks at the edge of maps cause pymclevel to crash, but incomplete chunks made by worldborder work. Or then again, it could be just the the chunks are actually complete and the applicable flags are just not getting set for whatever reason.
I'm pretty sure that worldborder-created chunks (and also the chunks created by my rough Forge plugin) have all columns, trees and structures; my evidence for this is the dynmap maps showing these things in place after running a worldborder generation --though once I did notice a line of the edgemost chunks being snow-free, for some reason. This was all back in 1.8.
When i open up the launch.bat file it shows me my worlds, but then i get this error:
Exception in main loop. Exception info below:
Traceback (most recent call last):
File "<string>", line 2034, in <module>
File "<string>", line 926, in main
File "encodings\cp437.py", line 12, in encode
UnicodeEncodeError: 'charmap' codec can't encode character u'\xa7' in position 0: character maps to <undefined>
Any idea what I'm doing wrong?
I'd have to check, but this may be because you have extended characters in your file or folder names. Make sure you have the latest stable version of mcdungeon as this was addressed in the later versions. The error certainly indicates that it is unable to convert a unicode character.
I downloaded all the different versions of 0.16.0 but nothing seems to work, i even tried 0.15.1, could it be something on my end?
Edit:after some messing around i got it to go by using commands in a window, i think there is just something wrong with the interaction mode also spawners don't seem to work in 1.11
Tons of stuff is broken for 1.11. I've done a bunch of updates on the development version and fixed the issues that I could find. We're just now waiting on eggplant/orphu to have the time to do the release build. If that drags on, I might do a testing build myself and put that out there. In general, MCdungeon should only be expected to work with the version of minecraft stated. (Though that can vary if the changes to minecraft were minimal.)
In the meantime, you can try the development branch if you are comfortable with that kind of thing.
As for the filename, this is related to the issue sshipway mentioned. (But not quite the same, technically.) The easiest work around is to ensure the paths you aren't using unicode characters. I wouldn't expect this to be fixed anytime soon, we'd probably have to overhaul how we work with filenames.
MCDungeon v0.17.0
**NOTE**: This version requires Minecraft 1.11.0 release or higher!
* Added 1.11 items, blocks and mobs. (JiFish)
* Beware! Loot can now be cursed with the new 1.11 enchantments. (JiFish)
* Added support for coloring custom potions in potions.txt (JiFish)
* Added configuration options for map item sprite coloring. See mapcolor and paintingcolor in default.cfg (JiFish)
* Added two new shops to find and updated some old ones with new inventory. (JiFish)
* Fix flower pots in various locations to have flowers in again. (JiFish) * Various fixes for Minecraft 1.11 (JiFish)
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Hey. When I run the Windows launcher.bat, I get
Your save directory is:
C:\Users\Kim\AppData\Roaming\.minecraft\saves
I cannot find your save directory! Aborting!
Press any key to continue . . .
How can I fix this? I'm running a Windows server, and my save is obviously not there.