Thank you to everyone for your concerns (I LOVE YOU MINECRAK!). I am doing well, and have been quite manic these past few weeks... Things have been crazy busy on my farm and there have been all these festivals and events that I'm constantly helping with. Also, I've been spending alot of time with a new girly lover! :smile.gif: So it's been really easy to get distracted... In fact, I've written this same post like 4 or 5 times and been distracted from finishing each time (so by losing my progress on this wall of text each time). Right now I'm skipping a workshop on building and using a water level.
As for my modding work:
I tried hard to work out the bugs to do with the BTMconfig.ini and got myself REALLLLY PISSED OFF at it. I usually have a lot of patients for these things but it really pushed me over the edge... Then I tried to make a +1024y global setting that showed off nice mountains but I just couldn't get the BTM settings right and everything I made looked stupid. :dry.gif: if anyone ends up making some good BTM settings that shows full and nice mountains, please post them here AND pm them to me to use PLEASE!!! :smile.gif:
I'll upload my source for my last working build but I don't think I'll update and continue working until after I see what Robinton it brewing up next..
@ROBINTON: OMFG!!!! YOU GOT TERRAIN TO GEN CUBICALLY!!! HOLY SAMOLY COW PADDYS!!! I'm sooo excited to see how this runs with (dare I say it?) to scale mountains!
One small thing, the source you gave me wouldn't compile (ALOT of errors) because there seems to be a bunch of functions missing to do with ModLoader classes... ?? Anyway, if you got cubic gen working then all my work will be mostly for nothing. But I still want to help when I start getting some time and motivation!
Lastly I had a NEW IDEA that I'd really like to share!
Check this: Now you have a folder called 'UserBTMSettingFiles' that contains not one but many BTM.ini's! Now all the BTM setting files are custom/user made for one particular biome, and when you discover that biome the setting used for generation are slowly (or quickly depending on a 'transition speed' setting in the ini) changed from the settings associated with the last file into the new settings!
In layman terms, this would allow you to have deserts that are designed to be almost totally flat and then find oceans designed to be HUGE and DEEP and, of coarse, giant scraggly mountains and cliffs! Each custom tailored in it's own unique BTM settings file.
To add to this, I'd want to add many new biomes, or even allow the user to invent their own by simply adding settings in the ini to say how moisture and temperature need to be to generate their new biome! I'd also like to incorporate elevation to the decision of what biomes goes where. I've noticed that with certain settings I get realistic rises and falls in elevation! So it has taken me days of travel to get from high areas to water level as the hills roll and fall over the terrain. Esp on levels with +2048y settings and mostly smooth BTM settings!
I MISSED YOU ALL!! I"M EXCITED TO SEE AND HELP WHATS TO COME!! FUN STUFF ON THE HORIZON!!
Also, I've been spending alot of time with a new girly lover!
You're back and SAFE! :biggrin.gif: Welcome back kinn!
Yeah, I can understand. We sent you on a mission and you allowed a wiley woman to distract you from your objective, heh heh. :wink.gif: Been there done that. Gotta enjoy the important things in life like you appear to be doing. :wink.gif: < high-fives you >
Check this: Now you have a folder called 'UserBTMSettingFiles' that contains not one but many BTM.ini's! Now all the BTM setting files are custom/user made for one particular biome, and when you discover that biome the setting used for generation are slowly (or quickly depending on a 'transition speed' setting in the ini) changed from the settings associated with the last file into the new settings!
In layman terms, this would allow you to have deserts that are designed to be almost totally flat and then find oceans designed to be HUGE and DEEP and, of coarse, giant scraggly mountains and cliffs! Each custom tailored in it's own unique BTM settings file.
To add to this, I'd want to add many new biomes, or even allow the user to invent their own by simply adding settings in the ini to say how moisture and temperature need to be to generate their new biome! I'd also like to incorporate elevation to the decision of what biomes goes where. I've noticed that with certain settings I get realistic rises and falls in elevation! So it has taken me days of travel to get from high areas to water level as the hills roll and fall over the terrain. Esp on levels with +2048y settings and mostly smooth BTM settings!
LOL! You and I think alike my friend. I'm excited that you have figured out or thought of using the already existing BTM.ini's in a new way in order to pull off this idea. Please do it! :biggrin.gif:
Below is a little inspiration of mine from while you were gone, part of which might seem familiar. :wink.gif:
* Yeah. Ideally, for preplanned worlds in SMP etc; there will eventually be a graphical, even just 2D overview, Topographical Terrain planner/editor that that will allow for interconnecting zones to be drawn (lines) on the map and different terrain settings to be applied to each zone, shaped by you.
This would allow for large-scale map planning and creation in advance, especially useful for SMP.
** Now for random terrain generation; a feature for creating your own "Biomes", as many as you want and with greater variability in random shape and size ranges including affects of height & depth? on them, would allow for creating cool areas like you just made and having them show up every once in a while and likely in conjunction with or next to certain other types of terrains.
Really, this is the only way I can see for creating the kinds of worlds with the large and varied types of terrains we've all been wanting.
And below is part of another post from another thread where I talk with WessexStock about using PTM's BOBs feature as part of creating custom new biome features.
[ Original Post # 183 ]
<snip>
Here's one cool & unique little terrain feature that was produced on a lark after I saw a picture of what I'm calling "Spires". I posted the original photo and another guy in the CC thread, dave11, popped up with a CC-PTM version of it that was pretty spot on!
* The only unfortunate thing is that those PTM settings cause the entire map to have Spires... Which is clearly not what is wanted. Turning some Spires, probably more artistically hand crafted ones, into BOBs with clumping and rarity settings for map generation sounds like a useful way to go though. :wink.gif:
<snip>
btw: Below is a quote from the Terrain Generator section of my Higher Worlds Thread that might be interesting here:
Just imagine...
Deep Ocean trenches, clustered Archipelagos, mysterious Islands with underwater cave entrances, Tall craggy snow covered Mountains, Vast flat and duned Deserts, Rolling Plains, Lush Forests and Jungles, Complex and spooky underground Caves & Cavern systems, broad flat over-hanging Plateaus & monolithic Mesas, stone Arches and giant Boulders, cliffs of small and grand above ground and underground Ravines, bottomless Lakes for sea-monsters, overgrown spooky Marshes and alligator filled Everglades, mysterious bottomless Sinkholes, Glaciers and Ice Berg filled Seas, ancient Stonehenges and Rock Formations, precipitous Craters & Crater lakes, clusters of grassy Hills and Volcanos, shallow Streams and wide rushing Rivers, and clusters of tall stone Spires.
btw kinn; Cubic has a 65504 Vertical space now!!!! w000t! :biggrin.gif: It started with the version right after you left, v1.44 . And with v1.50 & up CC no longer needs Modloader BUT is compatible with both Modloader & Minecraft Forge! Although ICubePopulator, which has been upgraded and had example code included in the gen_code.zip download, will require Modloader for any terrain plug-ins.
There, just trying to get you caught up real fast. :wink.gif: Oh, and check out my PullCart Mod thread, and with videos! :biggrin.gif:
^kinnikinnick
thanks for all your hard work on the toweringphoenix mod, it is an amazing project.
I like your ideas, I think some of your thoughts would be useful to this thread; http://www.minecraft...20#entry7962916
we are brainstorming ideas for new biomes and improving/tweeking existing ones. it would be appreciated if you could post some of your insights into there to help. cheers :smile.gif:
That is an awesome thread! Thanks for letting us know about it and inviting kinn to help out. Our two groups definitely have a common need/desire and kinn will be a great guy to help both groups. :smile.gif:
Remember, you guys can always feel free to play with making Test Terrain-Generator Add-ons for Cubic Chunks. Robinton has really added a lot to the ICubePopulator class interface that anyone can use to manipulate Cubic terrain & ores. You can download it from this area and find it in the Gen_Code.zip file along with an example class. And it looks like he's made another major break-through in that regard, so things are about to get VERY interesting in the terrain world. :wink.gif:
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
You might all know already; but remember how long ago back when 1.8 was going to be 1.7 jeb said that it would be best for people to wait until the Adventure update (which is now 1.8) came out before creating new worlds because of how many terrain/biome changes there would be in it? Well, you might as well extend that advice until v1.9 then because the current 1.8 will only be part of the Adventure update, the rest won't be out until perhaps 1.9 .
notch has also stated that he will be adding more biomes and continuing to make more terrain changes for 1.9 . So, just pointing out that we still can't get too attached to any one world yet because big changes are still coming.
So now is STILL the time for mega-terrain generator development! :biggrin.gif:
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
WOW! I'm totally confused right now... I'm looking at the toweringPheonix1.42 version and it REALLY incomplete?! It's missing huge chunks of my code! I don't know what the deal is... I'm going to have to fix a lot of things! the download shouldn't even work?!
I can point out that I posted the code for v1.25 some time ago at the location :
But I don't know how much is done there... It'd certainly give anyone interested in what I did a full understanding of how it works.
@Minecrak: Will you, If anyone asks to look at the source, point them there and tell them I will post information on everything I did and how it work, on request. Tell them to PM me.
Also, those spires are real neat! Too bad vines don't grow down them yet.. (soon I've heard!)
Annnd, can you tell me more about how his Ipopulator thingy works?
@Robinton: I'm way too excited to wait to hear about how things are going with cubic terrain GEN! Any news?! :biggrin.gif: PLEASE!!
WOW! I'm totally confused right now... I'm looking at the toweringPheonix1.42 version and it REALLY incomplete?! It's missing huge chunks of my code! I don't know what the deal is... I'm going to have to fix a lot of things! the download shouldn't even work?!
I can point out that I posted the code for v1.25 some time ago at the location :
But I don't know how much is done there... It'd certainly give anyone interested in what I did a full understanding of how it works.
@Minecrak: Will you, If anyone asks to look at the source, point them there and tell them I will post information on everything I did and how it work, on request. Tell them to PM me.
Also, those spires are real neat! Too bad vines don't grow down them yet.. (soon I've heard!)
Annnd, can you tell me more about how his Ipopulator thingy works?
@Robinton: I'm way too excited to wait to hear about how things are going with cubic terrain GEN! Any news?! :biggrin.gif: PLEASE!!
kinn; please check out my compilation post with links to all the files related to your toweringphoenix release that I could find and tell me if those are what have a problem.
Hey; if you wouldn't mind doing at least one more patch-type release and for 1.44 or higher, preferably 1.51, which are 64k high versions, and also making sure it is compiled against Java 6 instead of Java 7 then you will have done something of incredible value for us all man. Please, if it is possible. And of course, the source once it is done. :wink.gif:
btw: Putting it out in patch form was brilliant! Please keep doing it like that. Or at least release it like that in addition to a merged form for now, the needs of the future may change. :wink.gif:
And wow, I hadn't even thought of vines growing down the spires. That would be a beautiful site.
Concerning the ICubePopulator interface/class:
The best I can say right now is that is it an interface that Robinton has made, and recently updated, that allows other mods to directly affect and control cubes, and can be made to operate within defined height levels. It could easily be used to create Terrain generator "plug-ins" that will modify the world in certain ways between specific y levels, including adding ores or dungeons.
So you could have an Aether-CC plug-in that creates sky islands at certain heights and can generate all the details of that terrain. Or a mod that adds such things to deep terrain, like adding a "Lost World" environment at a depth of 13km to 14km down. :smile.gif:
I was able to talk Robinton into making an example class that uses the ICubePopulator so that people could see exactly how to use it. It is all included in the current version of Robinton's original TerrainGenerator Source code download link in the Op. The filename that it is all in is still "Gen_Code.zip" at the following place in the OP:
Running into the same error again with Forge+CC+Buildcraft+TMI+Singleplayercommands.
Crashes upon loading the world.
java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
at java.util.AbstractList$Itr.next(Unknown Source)
at fd.g(World.java:1488)
at net.minecraft.client.Minecraft.k(Minecraft.java:1219)
at net.minecraft.client.Minecraft.run(Minecraft.java:492)
at java.lang.Thread.run(Unknown Source)
Installed Forge on top of Mod Loader, Mod LoaderMP, TMI, Single Player Commands.
Installed CC on top of Forge.
I have always recommended adding CC at the very end of any Mod list. Please give that a try. :wink.gif:
Cubic runs the entire World that a person plays, so if there is to be a little incompatibility somewhere, I'd rather it be in one of the mods that doesn't control how the entire world works. Adding Cubic last insures that at least it's files will work.
There are special exceptions; like add-ons for CC, they would have to come after CC due to their very nature.
btw: I had a chat with blakmajik, the creator of the Zeppelin mod. The Cubic Chunks Mod, as well as the PullCart mod, are now almost at the top of the Zeppelin ModCompatibility List. :smile.gif:
Wow nice to see you've come back kinn! Yeah a lot has been going on lately =), what do you mean by your code is messed up? and I really like the idea of multiple ini files, Better yet, we could have multiple people working on each individual biome so they will all be different! what do you guys think!
That's kinda what I did, CC last, after testing to make sure forge was working.
The error is the same sort of thing I was running into with Millenaire and CC, but have removed that mod. Not sure what the issue is.
Ok, that was the only thing I could think of that I wasn't clear about from before. At least you've given Robinton some good info to work with, hopefully he can figure it out.
I did that, too. Just to be sure, I reinstalled CubicChunks on top of everything again. But it still crashes with the ConcurrentModificationException. This time even always about 5 seconds after loading the save - which probably means my save is now corrupted. :sad.gif:
It could of course still be a compatibility problem with some other mod. But I don't really want to try it with a vanilla installation right now. Vanilla Minecraft seems kind of boring once you get used to all these fantastic mods. Besides, the error seems to strike really randomly. Yesterday I could play for hours without running into it, and then have it on three different occasions within 10 minutes.
Yeah, from your other post it looks like you have a lot of mods installed. If you do ever figure out which one CC is conflicting with please let Robinton know here so that we are at least aware of which Mod's don't work with it. Thanks!
* And also; Could you please post the contents of Cubic Chunks new error log file into a spoiler for Robinton? It's in the ".minecraft" root folder. :smile.gif:
marcopolo1613: Thanks! btw: I don't know if you caught these messages Robinton left for you scattered over the last few pages. I figured you'd want to know about this. :wink.gif:
Meanwhile, (you'll be very interested in this, marcopolo1613) I figured out how to add a dynamic, player-centered light to Minecraft, while only changing MetadataChunkBlock.java (though it does require ModLoader). Here's the source code. It generated just a bit of lag while in darkness, but none at all in light. Optimizations. :biggrin.gif:
Oh, I found out that you have to add "- theWorld.skylightSubtracted" to the ends of both of the "curSk" setting code lines to get the PlayerGlow to work outside at night. I've updated the source download.
Edit: I just removed Millenaire from my mods folder, and now it doesn't crash.
@Vagrant0: do you still get the error without Millenaire?
Aha! Interesting. A very old version of CC used to be able to work with the YogBox mod compilation, which had millionaire mod in it, without crashing. So it's likely because of something that may have been updated in millionaire or CC or both.
That's great troubleshooting, thank you. This is the sort of thing that really helps a WIP project like this.
Edit: I just removed Millenaire from my mods folder, and now it doesn't crash.
@Vagrant0: do you still get the error without Millenaire?
I've been doing some more testing with a fresh .jar, (adding Modloader, Modloader MP, TMI, Single player commands, Forge, CC... in that order) and I don't seem to get that error any more when testing a different map, but still get it from that map when I try loading it. The only mod in my mods folder is Buildcraft.
But yes, Millenaire has crashed with some of the town types with every version of CC since 1.4.2 and every version of Millenaire since 1.1.6... Even on its own with or without forge. I'm still tempted to think that it's some issue with blocks that don't have consistent IDs.
I've been doing some more testing with a fresh .jar, (adding Modloader, Modloader MP, TMI, Single player commands, Forge, CC... in that order) and I don't seem to get that error any more when testing a different map, but still get it from that map when I try loading it. The only mod in my mods folder is Buildcraft.
But yes, Millenaire has crashed with some of the town types with every version of CC since 1.4.2 and every version of Millenaire since 1.1.6... Even on its own with or without forge. I'm still tempted to think that it's some issue with blocks that don't have consistent IDs.
I wonder if one of those other mods had originally written over one of Forge's files when you were installing it earlier in the chain than you are now?
* Hmm, no guarantee but if the map is corrupted you might be able to make it playable again by running it through Robinton's converter and having both the From & To boxes set to "Cubic". I'd still set it to convert it into a new folder, then remember to copy those 3 files to the new folder afterwards.
I wonder if one of those other mods had originally written over one of Forge's files when you were installing it earlier in the chain than you are now?
Forge is being installed before CC with nothing else after except for whatever modloader adds from the mods folder.
Running into the same error again with Forge+CC+Buildcraft+TMI+Singleplayercommands.
Crashes upon loading the world.
Installed Forge on top of Mod Loader, Mod LoaderMP, TMI, Single Player Commands.
Installed CC on top of Forge.
Others seem to have it working... any ideas?
Try this debug patch. It should cause Minecraft to throw an error wherever it is concurrently modifying, instead of where it is checking for concurrent modification.
And, here's some pics of the new terrain test:
If you turn around:
And if you go down the cliff a ways:
Forge is being installed before CC with nothing else after except for whatever modloader adds from the mods folder.
For some reason I thought that at an earlier point, not now, there had been some other mods installed after Forge, and that perhaps the world corruption may have been caused back then due to something else overwriting a forge class. That is what I was referring to. I guess I was wrong? My bad.
Have you tried to fix the map the way I described? A long time ago Robinton stated that the converter might be able to "fix/make playable again" a world by using that method. Providing, of course, that the cause of the problem isn't still in minecraft itself.
If you turn around:
And if you go down the cliff a ways:
I'm I seeing this right? Are you standing on the top of a huge mountain with cliffs? And is that an ocean in that one pic? Sweeeeeet! :biggrin.gif: It looks like you are pushing hard to have that terrain out before 1.8 does, heh heh. :wink.gif:
btw: bradfirj9 , over in my thread, has posted [ #131 ] that he has gotten the v1.45 server and client up and running and successfully working with each other. He's running into some bad bugs though. Whenever you have a new test version of the Server mod available you might want to keep him in mind as someone to help test it. :smile.gif:
You're back and SAFE! :biggrin.gif: Welcome back kinn!
Yeah, I can understand. We sent you on a mission and you allowed a wiley woman to distract you from your objective, heh heh. :wink.gif: Been there done that. Gotta enjoy the important things in life like you appear to be doing. :wink.gif: < high-fives you >
Whoah now! Don't make your new girlfriend jealous. :tongue.gif: :wink.gif: Thanks man.
Thank you, the code must flowww...
LOL! You and I think alike my friend. I'm excited that you have figured out or thought of using the already existing BTM.ini's in a new way in order to pull off this idea. Please do it! :biggrin.gif:
Below is a little inspiration of mine from while you were gone, part of which might seem familiar. :wink.gif:
[ Original Post # 964 ]
[ Original Post # 183 ]
There, just trying to get you caught up real fast. :wink.gif: Oh, and check out my PullCart Mod thread, and with videos! :biggrin.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
That is an awesome thread! Thanks for letting us know about it and inviting kinn to help out. Our two groups definitely have a common need/desire and kinn will be a great guy to help both groups. :smile.gif:
Remember, you guys can always feel free to play with making Test Terrain-Generator Add-ons for Cubic Chunks. Robinton has really added a lot to the ICubePopulator class interface that anyone can use to manipulate Cubic terrain & ores. You can download it from this area and find it in the Gen_Code.zip file along with an example class. And it looks like he's made another major break-through in that regard, so things are about to get VERY interesting in the terrain world. :wink.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
notch has also stated that he will be adding more biomes and continuing to make more terrain changes for 1.9 . So, just pointing out that we still can't get too attached to any one world yet because big changes are still coming.
So now is STILL the time for mega-terrain generator development! :biggrin.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
No, not in the 1.51 release.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
I can point out that I posted the code for v1.25 some time ago at the location :
CC+BTM+HeightSrc.rar
But I don't know how much is done there... It'd certainly give anyone interested in what I did a full understanding of how it works.
@Minecrak: Will you, If anyone asks to look at the source, point them there and tell them I will post information on everything I did and how it work, on request. Tell them to PM me.
Also, those spires are real neat! Too bad vines don't grow down them yet.. (soon I've heard!)
Annnd, can you tell me more about how his Ipopulator thingy works?
@Robinton: I'm way too excited to wait to hear about how things are going with cubic terrain GEN! Any news?! :biggrin.gif: PLEASE!!
kinn; please check out my compilation post with links to all the files related to your toweringphoenix release that I could find and tell me if those are what have a problem.
[ Post # 1332 ]
Sure, I will help in any way I can.
Hey; if you wouldn't mind doing at least one more patch-type release and for 1.44 or higher, preferably 1.51, which are 64k high versions, and also making sure it is compiled against Java 6 instead of Java 7 then you will have done something of incredible value for us all man. Please, if it is possible. And of course, the source once it is done. :wink.gif:
btw: Putting it out in patch form was brilliant! Please keep doing it like that. Or at least release it like that in addition to a merged form for now, the needs of the future may change. :wink.gif:
And wow, I hadn't even thought of vines growing down the spires. That would be a beautiful site.
Concerning the ICubePopulator interface/class:
The best I can say right now is that is it an interface that Robinton has made, and recently updated, that allows other mods to directly affect and control cubes, and can be made to operate within defined height levels. It could easily be used to create Terrain generator "plug-ins" that will modify the world in certain ways between specific y levels, including adding ores or dungeons.
So you could have an Aether-CC plug-in that creates sky islands at certain heights and can generate all the details of that terrain. Or a mod that adds such things to deep terrain, like adding a "Lost World" environment at a depth of 13km to 14km down. :smile.gif:
I was able to talk Robinton into making an example class that uses the ICubePopulator so that people could see exactly how to use it. It is all included in the current version of Robinton's original TerrainGenerator Source code download link in the Op. The filename that it is all in is still "Gen_Code.zip" at the following place in the OP:
Gen_Code.zip
Look at the link at the very top of the screen after clicking that. :smile.gif:
Inside of that file the example class should be, it was, called "Glass ceiling".
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Crashes upon loading the world.
Installed Forge on top of Mod Loader, Mod LoaderMP, TMI, Single Player Commands.
Installed CC on top of Forge.
Others seem to have it working... any ideas?
Cubic runs the entire World that a person plays, so if there is to be a little incompatibility somewhere, I'd rather it be in one of the mods that doesn't control how the entire world works. Adding Cubic last insures that at least it's files will work.
There are special exceptions; like add-ons for CC, they would have to come after CC due to their very nature.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
That's kinda what I did, CC last, after testing to make sure forge was working.
The error is the same sort of thing I was running into with Millenaire and CC, but have removed that mod. Not sure what the issue is.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Ok, that was the only thing I could think of that I wasn't clear about from before. At least you've given Robinton some good info to work with, hopefully he can figure it out.
Yeah, from your other post it looks like you have a lot of mods installed. If you do ever figure out which one CC is conflicting with please let Robinton know here so that we are at least aware of which Mod's don't work with it. Thanks!
* And also; Could you please post the contents of Cubic Chunks new error log file into a spoiler for Robinton? It's in the ".minecraft" root folder. :smile.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
marcopolo1613: Thanks! btw: I don't know if you caught these messages Robinton left for you scattered over the last few pages. I figured you'd want to know about this. :wink.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Aha! Interesting. A very old version of CC used to be able to work with the YogBox mod compilation, which had millionaire mod in it, without crashing. So it's likely because of something that may have been updated in millionaire or CC or both.
That's great troubleshooting, thank you. This is the sort of thing that really helps a WIP project like this.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
I've been doing some more testing with a fresh .jar, (adding Modloader, Modloader MP, TMI, Single player commands, Forge, CC... in that order) and I don't seem to get that error any more when testing a different map, but still get it from that map when I try loading it. The only mod in my mods folder is Buildcraft.
But yes, Millenaire has crashed with some of the town types with every version of CC since 1.4.2 and every version of Millenaire since 1.1.6... Even on its own with or without forge. I'm still tempted to think that it's some issue with blocks that don't have consistent IDs.
I wonder if one of those other mods had originally written over one of Forge's files when you were installing it earlier in the chain than you are now?
* Hmm, no guarantee but if the map is corrupted you might be able to make it playable again by running it through Robinton's converter and having both the From & To boxes set to "Cubic". I'd still set it to convert it into a new folder, then remember to copy those 3 files to the new folder afterwards.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Forge is being installed before CC with nothing else after except for whatever modloader adds from the mods folder.
Try this debug patch. It should cause Minecraft to throw an error wherever it is concurrently modifying, instead of where it is checking for concurrent modification.
And, here's some pics of the new terrain test:
If you turn around:
And if you go down the cliff a ways:
For some reason I thought that at an earlier point, not now, there had been some other mods installed after Forge, and that perhaps the world corruption may have been caused back then due to something else overwriting a forge class. That is what I was referring to. I guess I was wrong? My bad.
Have you tried to fix the map the way I described? A long time ago Robinton stated that the converter might be able to "fix/make playable again" a world by using that method. Providing, of course, that the cause of the problem isn't still in minecraft itself.
I'm I seeing this right? Are you standing on the top of a huge mountain with cliffs? And is that an ocean in that one pic? Sweeeeeet! :biggrin.gif: It looks like you are pushing hard to have that terrain out before 1.8 does, heh heh. :wink.gif:
btw: bradfirj9 , over in my thread, has posted [ #131 ] that he has gotten the v1.45 server and client up and running and successfully working with each other. He's running into some bad bugs though. Whenever you have a new test version of the Server mod available you might want to keep him in mind as someone to help test it. :smile.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod