I have a feeling this question has probably been answered over and over again, but I'm having a problem with generating worlds. It says "Building Terrain" and goes maybe 5% of the way and then minecraft freezes and crashes. Is there a fix to this? Or what did I do wrong? I've double checked my minecraft.jar. No META-INF folder. I put all the .class files in the minecraft.jar. I hadn't had problems with this mod in earlier attempts...
I have also started with a fresh minecraft.jar put no other mods in and it still freezes at world creation...
Hate to be that guy, but can anyone answer this question for me?
bobjects are not spawning on the right biomes. My palmtrees and pine trees are spwaning right next to each others. also having palm trees spawning on snow. I am using SMP R16 B2, Bobjects from Wessex.
Thought I had fixed that. Aparently not. I'll look into it, biome limiting code must be goofy or something.
Also, how the biomes are generated seems a bit weird, too.
I have desert with cactas and covered with snow.
Yeah, that's an old BTM 'feature' that somehow crept back in. "IceDesert" is what that biome is called in code, and for some reason Bucyruss had that coded in. I need to remove it because quite frankly (and I mean no offense to Bucyruss) it looks dumb.
WHILE IT LOOKS LIKE I PUT A LOT OF CARE INTO THE THINGS I MAKE, IN FACT, THAT IS NOT ALWAYS THE CASE.
I AM FREQUENTLY UNDER THE INFLUENCE OF [REMOVED]
AS SUCH, I MAY NOT HAVE PROPERLY ASSIGNED REALISTIC BIOMES TO EVERY BOBJECT OF MY CREATION AND IT IS YOUR RESPONSIBILITY TO USE YOUR LOGIC, PRACTICE RADICAL SELF-RELIANCE AND CHECK THE BOBJECTS WITH NOTEPAD BEFORE SUBMITTING AN ERROR REPORT.
Ha! I figured out what my problem was. You MUST re-archive the minecraft.jar file once it has been opened and the mod files added to it. Take note, fellow Mac users, unlike TMI and some other mods, you cannot leave it as simply a plain folder named "minecraft.jar", it must be archived into a zip file and renamed.
Well, it fixed the trees issue. I haven't run into any bob objects yet, but then, I only have a few in my folder and I didn't mess with their spawn rate while testing. :tongue.gif:
EDIT: Bob objects are also spawning now. However, my sound no longer works (probably has to do with the way Macs create archives conflicting with Audiomod. I'm going to have to pull some Terminal magic to get all my mods into the .jar file properly.)
Also, I am now having the same problem Wessex was having with the tall grass. The only place tall grass will appear is if it's part of a bob object.
This is all SSP btw.
It would be awesome if there was an option to control the density of tall grass spawning the way you can control cactus or mushrooms.... Imagine the grasslands you could make. o.o
Well, this sounds like the spawn protection... Is it a SSP or SMP/Bukkit install? More details, please! :smile.gif:
lol no i would have worked it out if it was on a server but its singleplayer and like i said itried all sorts of blocks including clay witch took me 5 mins to find walking in one direction (ill try reinstalling mod)
Ah, ok... I hope you will get it fixed, because this mod is amazing!
When installing the SSP version I have found that WinRAR seems to be the best choice, at least I have had some trouble with other zippers.. Mostly producing something that don't self ignite or crash and burn instantly, and so it is sometimes hard to tell if it works or not.
i have got it working and it is awsome and i do use winrar ftw
i have got it working and it is awsome and i do use winrar ftw
This isn't meant to be rude, just informative.
Everyone should be aware of the Delete and Edit buttons on every post you make.
Help us all by keeping these topics rich with useful information, delete your unneeded posts, or at least edit in your replies so we take up less space and have easier access to the good posts.
Sorry for my lack of testing lately, as you know, life can be..... well, life. heh
Firstly, Thank you for your continued dedication to this wonderful mod, all your time and hard work are truly appreciated.
Second, is a request, I do hate troubling coders with my personal request, but I do have a couple for this post. :wink.gif:
A: Last I checked, and I am sorry if this has already been addressed, PTM mod was partially compatible with Industrial Craft. What I mean by this is that in SSP they coexisted, and each mods worldgen functions worked (PTM generated my lovely geography, and IC seeded its ores as would be expected) but in SMP ( If I recall correctly ) I had to chooses either PTM worldgen (my geography but no IC ores ) or IC's worldgen ( vanilla geography, but with IC ore gen ).
My actual request is for functionality like SSP but for SMP. I do not personally need PTM to be able to control IC ores, just coexist like SSP does. As a work around for SMP I have been pregenerating the world in PTM and then using nbtk2 to seed the IC ores. But my buddies who play on my server sometimes leave my pregenerated areas and well, ok its more of an annoyance but never hurts to ask.
B: I don't know if anyone on your team has time, but I was wondering if someone would be willing to revisit Bucyruss' procedural tree creation from the old BTM. ( I have the Jar if needed ) I had (before life interrupted) been playing with my 1.3 worldgen folder and forgotten how lovely the forest of Savanna trees were. But I was also missing newer MC features like sandstone and long grass. Again, just asking. :biggrin.gif:
now for the Et. Al.
To my brethren in this thread who are active in BO2. this sort of addresses my 'B' request. Has weexport been updated to handle larger schematic files? I don't see a newer DL link anywhere. I have several worlds pregenerated in 1.3 with Bucyruss' BTM that have Savanna forest in them. In the past I had used MCEdit to export the trees and then converted them with weexport to bob files.(Bucyruss_Savanna_S1_15W_16L_10H.BOB) was about as large as I could get weexport to take, is there still a way to do this, and if so are you guys interested in these maps for use as Savanna templates? Or I guess I could do some of the exports and just contribute the schematics as some of the maps are 100's of megs, or I could just pregen some smaller ones. either way I do miss those savanna's.
In summary, I do have work arounds for the things I am asking, so if there are more pressing matters or bugs to be resolved, please do not worry too much about them, though I thought the issue of compatibility with Industrial Craft in SMP might be better addressed before the impending changes to worldgen in 1.8 than after, but I am no expert and could be mistaken on that.
Thank you again to everyone contributing to this thread and mod. Wessexstock and MurphyTheSnail, you have made some great BOB objects, thank you.
and of course, R-T-B and Team PTM Thank you!
Santaman
Urhh.. I'm having a slight problem. When I set the BiomeTerrainModSettings.ini for our default world - when I tried generating it I got these awful errors... :L Anything I can do?
I am using Bukkit for Minecraft 1.7.2 (build 935) and PTM 16B2. Help!
To my brethren in this thread who are active in BO2. this sort of addresses my 'B' request. Has weexport been updated to handle larger schematic files? I don't see a newer DL link anywhere. I have several worlds pregenerated in 1.3 with Bucyruss' BTM that have Savanna forest in them. In the past I had used MCEdit to export the trees and then converted them with weexport to bob files.(Bucyruss_Savanna_S1_15W_16L_10H.BOB) was about as large as I could get weexport to take, is there still a way to do this, and if so are you guys interested in these maps for use as Savanna templates? Or I guess I could do some of the exports and just contribute the schematics as some of the maps are 100's of megs, or I could just pregen some smaller ones. either way I do miss those savanna's.
I will eventually have schematic capability, however. ATM I am way to overloaded with many work projects to do anything than trivial updates. I need to release 0.4.4 and add the new piston blocks now that PTM is 1.7 compatible. That will probably happen some time this weekend.
My schedule will probably slow down again in about 4 - 5 weeks, and then I will tackle schematics. I ironically enough have 70% of the code already written...
Thought I had fixed that. Aparently not. I'll look into it, biome limiting code must be goofy or something.
Yeah, that's an old BTM 'feature' that somehow crept back in. "IceDesert" is what that biome is called in code, and for some reason Bucyruss had that coded in. I need to remove it because quite frankly (and I mean no offense to Bucyruss) it looks dumb.
Is there something wrong with the BBOB builder (0.4.2)? After playing around with the settings and editing a few old .bo2 files, they will no longer spawn in my map, at all. Currently I am using the PTM 1.7.2 SSP variant, with objectspawnratio set at 1, and the .bo2's set at 1000 rarity and 10% collision.
Before, I had this;
Now I'm just getting this;
Oh, and Wessexstock, any chance I could get a copy of those trees? They look amazing.
Hate to be that guy, but can anyone answer this question for me?
That happened to me as well on R16B1 (which wasnt really that version, just mislabled) then R-T-B fixed it, and then fixed it again, with R16B2 or 3
All I can say is make sure you have the newest version and a clean jar
I've never heard of this before. Anyone else experience it?
It might be because you installed it wrong or something, wish I could help more but I don't honestly know what could cause that. :sad.gif:
Thought I had fixed that. Aparently not. I'll look into it, biome limiting code must be goofy or something.
Yeah, that's an old BTM 'feature' that somehow crept back in. "IceDesert" is what that biome is called in code, and for some reason Bucyruss had that coded in. I need to remove it because quite frankly (and I mean no offense to Bucyruss) it looks dumb.
WHILE IT LOOKS LIKE I PUT A LOT OF CARE INTO THE THINGS I MAKE, IN FACT, THAT IS NOT ALWAYS THE CASE.
I AM FREQUENTLY UNDER THE INFLUENCE OF [REMOVED]
AS SUCH, I MAY NOT HAVE PROPERLY ASSIGNED REALISTIC BIOMES TO EVERY BOBJECT OF MY CREATION AND IT IS YOUR RESPONSIBILITY TO USE YOUR LOGIC, PRACTICE RADICAL SELF-RELIANCE AND CHECK THE BOBJECTS WITH NOTEPAD BEFORE SUBMITTING AN ERROR REPORT.
I can confirm that biome limiting doesn't seem to work right.
I'm not sure, but 'spawn in darkness' doesn't seem to be populating, either
Also, I think I messed up before, wild grass seems fine on SMP-R16-B2
Well, it fixed the trees issue. I haven't run into any bob objects yet, but then, I only have a few in my folder and I didn't mess with their spawn rate while testing. :tongue.gif:
EDIT: Bob objects are also spawning now. However, my sound no longer works (probably has to do with the way Macs create archives conflicting with Audiomod. I'm going to have to pull some Terminal magic to get all my mods into the .jar file properly.)
Also, I am now having the same problem Wessex was having with the tall grass. The only place tall grass will appear is if it's part of a bob object.
This is all SSP btw.
It would be awesome if there was an option to control the density of tall grass spawning the way you can control cactus or mushrooms.... Imagine the grasslands you could make. o.o
lol no i would have worked it out if it was on a server but its singleplayer and like i said itried all sorts of blocks including clay witch took me 5 mins to find walking in one direction (ill try reinstalling mod)
i reinstalled and it is working now i must ave missed a class file or somthing
i have got it working and it is awsome and i do use winrar ftw
This isn't meant to be rude, just informative.
Everyone should be aware of the Delete and Edit buttons on every post you make.
Help us all by keeping these topics rich with useful information, delete your unneeded posts, or at least edit in your replies so we take up less space and have easier access to the good posts.
Sorry for my lack of testing lately, as you know, life can be..... well, life. heh
Firstly, Thank you for your continued dedication to this wonderful mod, all your time and hard work are truly appreciated.
Second, is a request, I do hate troubling coders with my personal request, but I do have a couple for this post. :wink.gif:
A: Last I checked, and I am sorry if this has already been addressed, PTM mod was partially compatible with Industrial Craft. What I mean by this is that in SSP they coexisted, and each mods worldgen functions worked (PTM generated my lovely geography, and IC seeded its ores as would be expected) but in SMP ( If I recall correctly ) I had to chooses either PTM worldgen (my geography but no IC ores ) or IC's worldgen ( vanilla geography, but with IC ore gen ).
My actual request is for functionality like SSP but for SMP. I do not personally need PTM to be able to control IC ores, just coexist like SSP does. As a work around for SMP I have been pregenerating the world in PTM and then using nbtk2 to seed the IC ores. But my buddies who play on my server sometimes leave my pregenerated areas and well, ok its more of an annoyance but never hurts to ask.
B: I don't know if anyone on your team has time, but I was wondering if someone would be willing to revisit Bucyruss' procedural tree creation from the old BTM. ( I have the Jar if needed ) I had (before life interrupted) been playing with my 1.3 worldgen folder and forgotten how lovely the forest of Savanna trees were. But I was also missing newer MC features like sandstone and long grass. Again, just asking. :biggrin.gif:
now for the Et. Al.
To my brethren in this thread who are active in BO2. this sort of addresses my 'B' request. Has weexport been updated to handle larger schematic files? I don't see a newer DL link anywhere. I have several worlds pregenerated in 1.3 with Bucyruss' BTM that have Savanna forest in them. In the past I had used MCEdit to export the trees and then converted them with weexport to bob files.(Bucyruss_Savanna_S1_15W_16L_10H.BOB) was about as large as I could get weexport to take, is there still a way to do this, and if so are you guys interested in these maps for use as Savanna templates? Or I guess I could do some of the exports and just contribute the schematics as some of the maps are 100's of megs, or I could just pregen some smaller ones. either way I do miss those savanna's.
In summary, I do have work arounds for the things I am asking, so if there are more pressing matters or bugs to be resolved, please do not worry too much about them, though I thought the issue of compatibility with Industrial Craft in SMP might be better addressed before the impending changes to worldgen in 1.8 than after, but I am no expert and could be mistaken on that.
Thank you again to everyone contributing to this thread and mod. Wessexstock and MurphyTheSnail, you have made some great BOB objects, thank you.
and of course, R-T-B and Team PTM Thank you!
Santaman
Edit: fixed my scattered thoughts
Thank you as well, sir.
Have you seen my 3 Acacia trees uploaded a day or two ago?
They are quite close.
Either way, if you provide me with .schematic files of anything (reasonable) I'll turn them into BO2 format, no problem!
Gmail or AIM: WessexStock
Post your config here please.
Also you know latest recommended version is 953 ?
Yeap bug found, new version on SVN... R-T-B update site please :smile.gif:
I will eventually have schematic capability, however. ATM I am way to overloaded with many work projects to do anything than trivial updates. I need to release 0.4.4 and add the new piston blocks now that PTM is 1.7 compatible. That will probably happen some time this weekend.
My schedule will probably slow down again in about 4 - 5 weeks, and then I will tackle schematics. I ironically enough have 70% of the code already written...
rarity=1000
collisionPercentage=100
map config with:
objectSpawnRatio:1
y so few?
Or are these not the proper settings to blanket a map with objects?
lol tho is icedesert a real biome?
Actually it is. Ever seen a frozen over desert?
Before, I had this;
Now I'm just getting this;
Oh, and Wessexstock, any chance I could get a copy of those trees? They look amazing.