edit: hooray for horribly worded instructions that assume too much prior knowledge on the user's part. derp?
it's running now. Made a singleplayer world using dynamicheight mod with 512 height, moved the save files to a server world, and am now running this at 2000 x 2000 to see what will happen.
edit 2: seems to have just made a broken world. ah well.
I've found that on some 32bit computers you can only give it a max of 3GB ram. (it might have been 3.5GB)
but its not necessary to give it 4gb - It wont speed it up *that* much. It's pretty much all about processor speed!
I've done it. the biggest i've done is 100,000 x 100,000!
yes, both 1.5.0 (and 1.5.1) and my 1.6.0 test versions work with Minecraft 1.0.
All versions of MLG since 1.3.0 should work with minecraft 1.0. However, MLG 1.6.0 will be out soon, although the test version is available, and working.
Really?! Yaayy!! You sir, have just made my morning (and quite possibly my day). Thank you! Even if the next version will be out soon, at least I can go back to generating worlds until then! :biggrin.gif:
edit: hooray for horribly worded instructions that assume too much prior knowledge on the user's part. derp?
it's running now. Made a singleplayer world using dynamicheight mod with 512 height, moved the save files to a server world, and am now running this at 2000 x 2000 to see what will happen.
edit 2: seems to have just made a broken world. ah well.
If there is a server mod for dynamic height, then it would work.
Really?! Yaayy!! You sir, have just made my morning (and quite possibly my day). Thank you! Even if the next version will be out soon, at least I can go back to generating worlds until then! :biggrin.gif:
Hey could you start multiple servers at once to speed up the generation process?
this is a conditional yes, provided you have either multiple computers or a really bitchin' machine.
problem: Minecraft wont allow multiple servers load the same save file at the same time.
solution:
it takes a bit of planning to do this.
these instructions assume you are creating a new world from scratch.
this is how i would do it:
I want a 100,000x100,000 world.
first i generate a new world with the server.
then i delete just the region folder in the save file.
now, i make a copy of this folder along with all of MLG's files and either put it on another computer or a different folder.
(if its on the same computer, you also need to change the port setting in server. properties in one of them)
basically we run MLG 3 times: once on the right side of the map, once on the left (and the left and right can run concurrently), then a final passover to fill in missing chunks, after the left and right are merged.
or a more thoughtful approach (which overall saves time):
This involves some math, and some knowlege on how region files work.
a region file hold 1024 chunks - thats 32x32 chunks (or 512x512 blocks). when we make our left and right sides we need a full region file (or more) of space between them. (its not vital, but it saves time by not generating huge sections twice.)
basically the math comes to this:
100,000 / 2 = 50,000 (blocks)
50,000 / 16 = 3125 (chunks)
3125 - 96 = 3029 (the 96 is 32*3 (3 region files of space, assuming the two region files on the sides will be partially filled, but the middle will be empty/nonexistant))
3029 * 16 = 48464 (blocks)
48464 / 2 = 24232 (this is our starting location for x)
of course a purist would complain that these numbers are actually slightly offset cause MLG starts from a center point. yes, you can adjust the X number more, but its not that necessary because our final passover would fix the missing chunks on the left and right edges of the map.
one thing to consider here is that I'm ignoring the spawnpoint and just using [0,0] as the center of this map.
here is one more basic example of a 4 section map:
TL;DR:
the basic idea here is that we divide up the map into sections, run MLG from the center point in that section, copy all the files together, and then run a final passover on the whole thing.
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Good idea, but are you able to do this work automatically with mlg? A config file with an option „numservers= 4“ to start 4 servers? That would be great!
This would be difficult as different folders with different config files for the server would be needed. I'll try to think about a way to automate the process.
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Working on a 50k x 50k map now. If it works well, expect a map :3
OS: Windows
Dedicated ram: 3gb
Processor: AMD A6 Quad
HDD: 750gb
Process Priority: Realtime
0.028% complete as of 15:33 GMT -5 December 9th 2011 ;3
0.281% complete as of 16:00 GMT -5 December 9th 2011
you might want to consider, with such a powerful machine, to run multiple folders of MLG at the same time, like i mentioned above.
run MLG on part of a map with one server, and in another folder run MLG on another section. make sure the port in server.properties is different in each folder.
then merge the world files together, and run a pass on the entire world (it will be fairly quick) to fix any missing chunks resulting from the merging.
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
I apologize for not working on MLG (or BLG for that matter) the past few weeks.
I've only written about 3 lines of code since I got Skyrim...
Glorious beautiful Skyrim... 150+ hours in, and I feel like I've barely scratched the surface of the game.
MLG is still on my mind though, and I have a version that is *almost* ready for release. It just needs a few more lines of code.
If I can distract myself from Skyrim long enough, I can get it finished.
(I haven't even played Minecraft 1.0 yet!)
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
I believe I'm using MLG1.6 and I can't get it to generate any new Nether Terrain. I have generated a huge overworld weighing at about 1.2 GB but it looks like the Nether is still stuck at the original spawn chunks. Any ideas on how to fix this? Nether IS ENABLED in my server.properties. Also, I'm using Bukkit if that matters.
I believe I'm using MLG1.6 and I can't get it to generate any new Nether Terrain. I have generated a huge overworld weighing at about 1.2 GB but it looks like the Nether is still stuck at the original spawn chunks. Any ideas on how to fix this? Nether IS ENABLED in my server.properties. Also, I'm using Bukkit if that matters.
yep, not suprised.
Thats a glitch with the vanilla server. It last worked correctly with 1.9pre4.
Oh, bukkit? which version? 1.0.1-R1? I haven't tested this version yet, but since it uses the vanilla server as a base, it probably has the same bug. I can look into it.
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
somebody needs to make a video helping me.. this is impossible for a simple mind like me
i had a video, until youtube removed it in a mass removal.
Whats your problem?
(also some info on your system would help)
FYI, Mac Users! I've found the script file problem that you guys have been having. I will release 1.6.0 soon with the fix.
1.6.0 WILL ALSO NOT NEED SCRIPT FILES! (but you can use them if you want)
Oh, any my 1.6.0 testing link above will get you this new version.
if you already have one of the 1.6.0 testing versions run the -update command. (versions below testing 57 need to have the -update command run twice due to a small glitch that has now been fixed. versions below testing 26 don't have the update command)
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
So, now that it doesn't need a script file to run it...
All you have to do is click on MinecraftLandGenerator.jar (once you have minecraft_server.jar in the folder).
it will ask for an X size and a Y size, then it will run like normal.
(on some computers you may need to right click and open with Java if something else opens .jar files by default.)
this .zip file includes updated script files for Windows, Linux, and new files for Mac.
So, download, unzip, and run!
Edit: you can run the update script to get 1.6.02, which only fixes a tiny bug. It wont affect how MLG runs. (When a MD5 with leading zeros is generated by MLG, the leading zeros are omitted. It also fixed a error message when updating, and no update is found.)
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
I'm having some trouble. I am currently using the Terrain Control mod for Bukkit. I was following your step by step simple instructions, replaced the minecraft_server.jar parts with the craftbukkit build, got everything to run and work. Where does the level.dat go that is what you just generated? At the end of typing in the commands it said the backup of the original went back and replaced the new level.dat - isn't that what I want?
I'm also having trouble figuring out the .zip I downloaded? Where are the scripts I can run that makes this easy?
I'm having some trouble. I am currently using the Terrain Control mod for Bukkit. I was following your step by step simple instructions, replaced the minecraft_server.jar parts with the craftbukkit build, got everything to run and work. Where does the level.dat go that is what you just generated? At the end of typing in the commands it said the backup of the original went back and replaced the new level.dat - isn't that what I want?
I'm also having trouble figuring out the .zip I downloaded? Where are the scripts I can run that makes this easy?
If i read your comment correct, then you: set it up correctly and ran it completely.
The original level.dat is replaced to restore the correct spawn point. (level.dat is in the "world" folder.) level.dat does NOT include the actual world chunks (those are in the region folder)
Unless it didnt generate correctly, I dont see any problems.
As for the zip file, did you download the source code zip file (something like "Morlok8k-MinecraftLandGenerator-9d0318b.zip")
Or did you download "MinecraftLandGenerator_1.6.0_Vanilla_Server.zip"? This has the script files.
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
If i read your comment correct, then you: set it up correctly and ran it completely.
The original level.dat is replaced to restore the correct spawn point. (level.dat is in the "world" folder.) level.dat does NOT include the actual world chunks (those are in the region folder)
Unless it didnt generate correctly, I dont see any problems.
As for the zip file, did you download the source code zip file (something like "Morlok8k-MinecraftLandGenerator-9d0318b.zip")
Or did you download "MinecraftLandGenerator_1.6.0_Vanilla_Server.zip"? This has the script files.
Hmmmm, I think it may have been a problem using the Terrain Generator(the new MLG). I'll do it again. And I did not download the one with scripts. Thanks!
Hmmmm, I think it may have been a problem using the Terrain Generator(the new MLG). I'll do it again. And I did not download the one with scripts. Thanks!
So I took a look at the Terrain Control Mod for Bukkit, and i think i see the problem.
MLG does not work with Bukkit's multiworld worlds. (as they are not generated on startup like the main world.) the same problem affects plugin based worlds (even if its the main world.)
When Terrain Control used to be BiomeTerrainMod / PhoenixTerrainMod, it technically wasnt a plugin but a wrapper around minecraft (3 versions: client / server / bukkit server), so MLG worked fine with it..
Note: I havent used it myself, as my days of running a bukkit server are long over, but i've heard from one person who liked it.
(My problem with BLG was that it generated too much land too quickly resulting in server lockups and crashes. I need to take a look at it again.)
Note: if MLG did generate chunks, but they did not match the rest of your world, ChunkRegen might be the plugin for you.
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
So I took a look at the Terrain Control Mod for Bukkit, and i think i see the problem.
MLG does not work with Bukkit's multiworld worlds. (as they are not generated on startup like the main world.) the same problem affects plugin based worlds (even if its the main world.)
When Terrain Control used to be BiomeTerrainMod / PhoenixTerrainMod, it technically wasnt a plugin but a wrapper around minecraft (3 versions: client / server / bukkit server), so MLG worked fine with it..
Found one - WorldGenerationPlugin for Bukkit. It works nice with Terrain Control
awesome! I'm glad you found something that worked.
I saw that LibertasLoader hasnt been updated since august, so it's a little out of date.
I should look at resurrecting my plugin attempt Bukkit Land Generator, now that I finished MLG 1.6.0.
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
can you tell me how long your program takes to generate an (x,z) (-1024,-1024);(1024,1024) world? (~150 MB)
it all depends on the speed of your computer. On mine, (an old core 2 duo), running MLG with the following:
java -jar MinecraftLandGenerator.jar 2048 2048
takes about 12-13 minutes. (with Minecraft Server 1.0.1 and MLG 1.6.0)
But my computer at work (a Pentium III) would take 50 minutes or so.
And my server could power though it in just a couple of minutes, but I'm currently using it for something else, so i cant give an real number at the moment.
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Guess there's one way to find out..
edit: hooray for horribly worded instructions that assume too much prior knowledge on the user's part. derp?
it's running now. Made a singleplayer world using dynamicheight mod with 512 height, moved the save files to a server world, and am now running this at 2000 x 2000 to see what will happen.
edit 2: seems to have just made a broken world. ah well.
Really?! Yaayy!! You sir, have just made my morning (and quite possibly my day). Thank you! Even if the next version will be out soon, at least I can go back to generating worlds until then! :biggrin.gif:
If there is a server mod for dynamic height, then it would work.
your welcome!
this is a conditional yes, provided you have either multiple computers or a really bitchin' machine.
problem: Minecraft wont allow multiple servers load the same save file at the same time.
solution:
it takes a bit of planning to do this.
these instructions assume you are creating a new world from scratch.
this is how i would do it:
I want a 100,000x100,000 world.
first i generate a new world with the server.
then i delete just the region folder in the save file.
now, i make a copy of this folder along with all of MLG's files and either put it on another computer or a different folder.
(if its on the same computer, you also need to change the port setting in server. properties in one of them)
basically we run MLG 3 times: once on the right side of the map, once on the left (and the left and right can run concurrently), then a final passover to fill in missing chunks, after the left and right are merged.
the simple way is to just do:
computer/folder 1:
computer/folder 2:
copy the folders together (and overwriting some of the files)
then do:
which will generate any missing chunks.
or a more thoughtful approach (which overall saves time):
This involves some math, and some knowlege on how region files work.
a region file hold 1024 chunks - thats 32x32 chunks (or 512x512 blocks). when we make our left and right sides we need a full region file (or more) of space between them. (its not vital, but it saves time by not generating huge sections twice.)
basically the math comes to this:
100,000 / 2 = 50,000 (blocks)
50,000 / 16 = 3125 (chunks)
3125 - 96 = 3029 (the 96 is 32*3 (3 region files of space, assuming the two region files on the sides will be partially filled, but the middle will be empty/nonexistant))
3029 * 16 = 48464 (blocks)
48464 / 2 = 24232 (this is our starting location for x)
so we would run this:
computer/folder 1:
computer/folder 2:
copy the folders together (and overwriting some of the files)
then do:
of course a purist would complain that these numbers are actually slightly offset cause MLG starts from a center point. yes, you can adjust the X number more, but its not that necessary because our final passover would fix the missing chunks on the left and right edges of the map.
one thing to consider here is that I'm ignoring the spawnpoint and just using [0,0] as the center of this map.
here is one more basic example of a 4 section map:
computer/folder 1:
computer/folder 2:
computer/folder 3:
computer/folder 4:
merge files, then do:
TL;DR:
the basic idea here is that we divide up the map into sections, run MLG from the center point in that section, copy all the files together, and then run a final passover on the whole thing.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
This would be difficult as different folders with different config files for the server would be needed. I'll try to think about a way to automate the process.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
OS: Windows
Dedicated ram: 3gb
Processor: AMD A6 Quad
HDD: 750gb
Process Priority: Realtime
0.028% complete as of 15:33 GMT -5 December 9th 2011 ;3
0.281% complete as of 16:00 GMT -5 December 9th 2011
you might want to consider, with such a powerful machine, to run multiple folders of MLG at the same time, like i mentioned above.
run MLG on part of a map with one server, and in another folder run MLG on another section. make sure the port in server.properties is different in each folder.
then merge the world files together, and run a pass on the entire world (it will be fairly quick) to fix any missing chunks resulting from the merging.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
I've only written about 3 lines of code since I got Skyrim...
Glorious beautiful Skyrim... 150+ hours in, and I feel like I've barely scratched the surface of the game.
MLG is still on my mind though, and I have a version that is *almost* ready for release. It just needs a few more lines of code.
If I can distract myself from Skyrim long enough, I can get it finished.
(I haven't even played Minecraft 1.0 yet!)
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
yep, not suprised.
Thats a glitch with the vanilla server. It last worked correctly with 1.9pre4.
Oh, bukkit? which version? 1.0.1-R1? I haven't tested this version yet, but since it uses the vanilla server as a base, it probably has the same bug. I can look into it.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
i had a video, until youtube removed it in a mass removal.
Whats your problem?
(also some info on your system would help)
FYI, Mac Users! I've found the script file problem that you guys have been having. I will release 1.6.0 soon with the fix.
1.6.0 WILL ALSO NOT NEED SCRIPT FILES! (but you can use them if you want)
Oh, any my 1.6.0 testing link above will get you this new version.
if you already have one of the 1.6.0 testing versions run the -update command. (versions below testing 57 need to have the -update command run twice due to a small glitch that has now been fixed. versions below testing 26 don't have the update command)
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
All you have to do is click on MinecraftLandGenerator.jar (once you have minecraft_server.jar in the folder).
it will ask for an X size and a Y size, then it will run like normal.
(on some computers you may need to right click and open with Java if something else opens .jar files by default.)
this .zip file includes updated script files for Windows, Linux, and new files for Mac.
So, download, unzip, and run!
Edit: you can run the update script to get 1.6.02, which only fixes a tiny bug. It wont affect how MLG runs. (When a MD5 with leading zeros is generated by MLG, the leading zeros are omitted. It also fixed a error message when updating, and no update is found.)
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
I'm also having trouble figuring out the .zip I downloaded? Where are the scripts I can run that makes this easy?
If i read your comment correct, then you: set it up correctly and ran it completely.
The original level.dat is replaced to restore the correct spawn point. (level.dat is in the "world" folder.) level.dat does NOT include the actual world chunks (those are in the region folder)
Unless it didnt generate correctly, I dont see any problems.
As for the zip file, did you download the source code zip file (something like "Morlok8k-MinecraftLandGenerator-9d0318b.zip")
Or did you download "MinecraftLandGenerator_1.6.0_Vanilla_Server.zip"? This has the script files.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Hmmmm, I think it may have been a problem using the Terrain Generator(the new MLG). I'll do it again. And I did not download the one with scripts. Thanks!
So I took a look at the Terrain Control Mod for Bukkit, and i think i see the problem.
MLG does not work with Bukkit's multiworld worlds. (as they are not generated on startup like the main world.) the same problem affects plugin based worlds (even if its the main world.)
When Terrain Control used to be BiomeTerrainMod / PhoenixTerrainMod, it technically wasnt a plugin but a wrapper around minecraft (3 versions: client / server / bukkit server), so MLG worked fine with it..
What you need, and I had tried to make one a few months ago (BLG - BukkitLandGenerator) but abandoned the project, is a bukkit plugin that generates land. I've heard of at least one that exists, but that was a while back. I think it is LibertasLoader: http://forums.bukkit.org/threads/admn-edit-libertasloader-v1-2-the-map-preloader-1000.25201/
Note: I havent used it myself, as my days of running a bukkit server are long over, but i've heard from one person who liked it.
(My problem with BLG was that it generated too much land too quickly resulting in server lockups and crashes. I need to take a look at it again.)
Note: if MLG did generate chunks, but they did not match the rest of your world, ChunkRegen might be the plugin for you.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Found one - WorldGenerationPlugin for Bukkit. It works nice with Terrain Control
awesome! I'm glad you found something that worked.
I saw that LibertasLoader hasnt been updated since august, so it's a little out of date.
I should look at resurrecting my plugin attempt Bukkit Land Generator, now that I finished MLG 1.6.0.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
That would be pretty awesome. The one I'm using works well, but then again it's the first one I used :biggrin.gif:
it all depends on the speed of your computer. On mine, (an old core 2 duo), running MLG with the following: takes about 12-13 minutes. (with Minecraft Server 1.0.1 and MLG 1.6.0)
But my computer at work (a Pentium III) would take 50 minutes or so.
And my server could power though it in just a couple of minutes, but I'm currently using it for something else, so i cant give an real number at the moment.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera