Why won't something of that size spawn on the surface?
(I entered /#gen TheCityOfAlentina2 and nothing happened in the log) do you know whats wrong?
Set up for placer:
Bedrock
Mark 0
Perhaps the server was still working? You can try going inside where it should have spawned and do /#whatisthis, it should tell you your structure name if it did generate.
Technically it can spawn on the surface, but the larger the structure is, the bigger the chance of something big being in the way / the surface being unfit.
What I did is enter a pre-generated world with RTG and typed /#gen NameOfStructure .
from that point nothing chnage in the log, and the game did not freeze, but behaved as if I had not entered the command.
I think it would save a lot of time if I just gave you the structure file via mediafire link so you can spawn it in a test world and tell me if I did anything wrong with the settings, would you be able to do that?
What I did is enter a pre-generated world with RTG and typed /#gen NameOfStructure .
from that point nothing chnage in the log, and the game did not freeze, but behaved as if I had not entered the command.
I think it would save a lot of time if I just gave you the structure file via mediafire link so you can spawn it in a test world and tell me if I did anything wrong with the settings, would you be able to do that?
I tried generating it, but it was too large and my server kind of froze up (for about 6 minutes). I'll do a performance check using your structure, but for now I'm pretty sure it should freeze for you as well.
Sorry, I forgot to say that it froze my game too. A guy over at RTG discord told me that there might be something wrong with the structure. Are there any blocks or things that woudl cause a structure to freeze the game like this?
Sorry, I forgot to say that it froze my game too. A guy over at RTG discord told me that there might be something wrong with the structure. Are there any blocks or things that woudl cause a structure to freeze the game like this?
I hope its not due to its size.
It is due to its size. ReC does a lot of calculations. I checked myself and it doesn't exactly 'freeze' - it's just a huge pile of information to process.
Like I said, I'll look into where the biggest chunk of time gets lost, but generally I wouldn't recommend trying to generate structures larger than 64x64x64 blocks (which is already 250.000 blocks).
The biggest performance booster you can take is using lots of negative space blocks where you don't need air or terrain. Those blocks are ignored for calculations and generation.
I can't remove the air blocks which constitute the inner of the structure since it is supposed to be an underground construct which opens out to the world. I'am surprised it can't spawn, I assumed it would since I spawned a structure only slightly smaller with another mod in 1.7.10 called Placemod.
I guess the bets I could do is shave off all that stone so the inner surface is only 1-2 blocks thick.
I'll wait for your response concerning which chunk of time gets lost (not exactly sure what you meant by that ).
I have one question: "What does Recurrent Complex add to a world-save that would crash a Vanilla server?"
More specifically: on generating new terrain.
What I am trying to do is:
1. Pregenerate a world (512x512 chunks) with RTG, Roguelike Dungeons and Recurrent Complex.
2. Place a world-border around it.
3. Upload the world to Minecraft Realms to play with some friends. Minecraft Realms => no mods there whatsoever.
However, the realms server seems to crash when I walk along the world-border (which is also the edge of the pre-generated terrain).
Since Realms doesn't feed me any crash reports back, I took the liberty of reproducing the crash on a local, completely Vanilla, client.
If you could answer my question, that would be awesome.
Keep up the good work!
EDIT:
And this only happens if I use Recurrent Complex (and in light mode). RTG and Roguelike Dungeons do not cause trouble.
It's complaining that the ReC structures in the villages can't be loaded.
Unfortunately, there's nothing I can do about this. Your best bet is reporting it to Mojang and hoping they add a fix (in the same way that Forge does).
You personally can prevent this issue by setting baseVillageSpawnWeight to 0 before world generation, to disable ReC village houses entirely.
So, technically speaking, the ReC houses are a type of structure that, in name or reference, is added to the possible Village structures arraysomewhere in level- or villages.dat?
Yes. Or to be more precise, each ReC village structure is a type that, when missing, will produce an error when the game is trying to load it.
By trying to load an essentially modded world on a Vanilla Minecraft instance, I am doing something that Mojang technically doesn't support, so I predict that asking them for a fix would prove fruitless.
True - the upside you have though is that adding a fix would be about 30 seconds of work. It's literally like one null check that would fix your issue. They will encounter it themselves if they add new village buildings.
Is there any possibility in the future you will be able to allow player such as myself to add larger structures?
Technically it is already supported. Given enough computation time, it will work. I'll gradually improve performance though so that it becomes more viable to do it without lag in the future.
I'm obviously not getting what a 'positioned block expression' is.
Any advice would be greatly appreciated.
The first two parts are correct - you are placing air space blocks. Everything afterwards though is interpreted as a positioned block expression - which you should definitely read up on here. In this case, the expression you are looking for is reccomplex:generic_space & #0
If you have entities in your build, will they spawn with the build?, and do you need to put in an expression for them if there from a particular mod? For example, my village has villagers from Forestry, Quark and Vanilla, plus 2 cows.
If you have entities in your build, will they spawn with the build?, and do you need to put in an expression for them if there from a particular mod? For example, my village has villagers from Forestry, Quark and Vanilla, plus 2 cows.
Yes, entities are contained in the structure. It should work no problem, as long as the mods are installed when you import /spawn the structure again. No expression or whatever needed.
I've been doing some further testing. The image below and the one linked are of a jungle biome I'm trying to get a structure to spawn in. I've set the spawn frequency to 30 chunks. Its transformers are 'negative space' then 'natural floor' in that order. Its set to spawn in jungle, jungle hills and jungle edge. Its approximately 64x50 blocks in size and 30 blocks in height.
As you can see it did not spawn even one, although the log did say it tried to spawn one time, but that it was 'cancelled'. Is there a reason why strcutres have such a hard time trying to spawn in this biome?
Note that 98%+ of the trees are reccomplex custom trees using the /#export GenericTree standard configuration.
I've been doing some further testing. The image below and the one linked are of a jungle biome I'm trying to get a structure to spawn in. I've set the spawn frequency to 30 chunks. Its transformers are 'negative space' then 'natural floor' in that order. Its set to spawn in jungle, jungle hills and jungle edge. Its approximately 64x50 blocks in size and 30 blocks in height.
As you can see it did not spawn even one, although the log did say it tried to spawn one time, but that it was 'cancelled'. Is there a reason why strcutres have such a hard time trying to spawn in this biome?
Note that 98%+ of the trees are reccomplex custom trees using the /#export GenericTree standard configuration.
So it said 'Cancelled' rather than 'Didn't find a place to spawn'? Because that would mean your transformers include some kind of ensure transformer that is cancelling generation.
What I did is remove all the transformers of the structure, then using the top tab clicked 'Negative Space', thereby adding it to the list (nothing else done, just standard settings) and then 'Natural Floor' (same situation); you'll see this when you check the structure.
If you could check the settings and point out anything that I have done wrong that would be great.
Did some further testing, I removed the 'Natural Floor' transformer, which thereby allowed the structure to spawn and not cancel occasionally.
But the problem still persists, as you can see on the map linked I have circled the three occurrences where the structure spawns.
Notice how the structure only spawns on the very border of each jungle biome, an area where the custom trees usually don't spawn.
I have yet to encounter any occurrences of structures larger than 20x20x20 spawning within the jungle.
My assumption from this is that 90-99% of the time the reccomplex custom trees which replace the vanilla trees spawn before any other structures, and so that by the time structures are set to spawn there are almost no spawning locations left. I've even set the frequency of the ruins to every 30 chunks with a weight of 10, and still no difference.
Here is an update and reiteration of the issue that I'm encountering.
Structures generally larger than 10x10x10 (LxWxH) do not spawn in jungles or similar biomes that have their trees replaced by reccomplex's custom/user-made trees.
Altering the frequency options or weights of the structures have no noticeable effect upon their spawn rate.
Changing the generation type of a structure from 'Natural' to 'Vanilla Decoration' and selecting the option 'Tree', regardless of the transformers, drastically increases the structure spawn rate, in spite of structure sizes greater than 60x60x60. Unfortunately this increases the structures spawn rate so much that the weight need be turned down to <0.00.
From this one can conclude that the reccomplex 'Vanilla Decoration' option causes these structures spawning algorithms to run before the other types, thereby eliminating about 99% of all possible spawning locations for such structures.
Potential fix; ensure that the structures spawn algorithms run in sync so one does not invalidate the other.
So Ivorius, what do you make of this, is it fixable?
Why won't something of that size spawn on the surface?
(I entered /#gen TheCityOfAlentina2 and nothing happened in the log) do you know whats wrong?
Set up for placer:
Bedrock
Mark 0
Perhaps the server was still working? You can try going inside where it should have spawned and do /#whatisthis, it should tell you your structure name if it did generate.
Technically it can spawn on the surface, but the larger the structure is, the bigger the chance of something big being in the way / the surface being unfit.
What I did is enter a pre-generated world with RTG and typed /#gen NameOfStructure .
from that point nothing chnage in the log, and the game did not freeze, but behaved as if I had not entered the command.
I think it would save a lot of time if I just gave you the structure file via mediafire link so you can spawn it in a test world and tell me if I did anything wrong with the settings, would you be able to do that?
link: http://www.mediafire.com/file/cgsy4rqdr56lla7/TheCityOfAlentrina2.rcst
I tried generating it, but it was too large and my server kind of froze up (for about 6 minutes). I'll do a performance check using your structure, but for now I'm pretty sure it should freeze for you as well.
Sorry, I forgot to say that it froze my game too. A guy over at RTG discord told me that there might be something wrong with the structure. Are there any blocks or things that woudl cause a structure to freeze the game like this?
I hope its not due to its size.
It is due to its size. ReC does a lot of calculations. I checked myself and it doesn't exactly 'freeze' - it's just a huge pile of information to process.
Like I said, I'll look into where the biggest chunk of time gets lost, but generally I wouldn't recommend trying to generate structures larger than 64x64x64 blocks (which is already 250.000 blocks).
The biggest performance booster you can take is using lots of negative space blocks where you don't need air or terrain. Those blocks are ignored for calculations and generation.
I can't remove the air blocks which constitute the inner of the structure since it is supposed to be an underground construct which opens out to the world. I'am surprised it can't spawn, I assumed it would since I spawned a structure only slightly smaller with another mod in 1.7.10 called Placemod.
I guess the bets I could do is shave off all that stone so the inner surface is only 1-2 blocks thick.
I'll wait for your response concerning which chunk of time gets lost (not exactly sure what you meant by that ).
(Edit 2: I made a significantly smaller (although still very large) structure http://www.mediafire.com/file/qdqd4o23kf1hwmq/Mine.rcst)
(edit 3: froze my game again, even after removing about 1/2 the blocks)
It's complaining that the ReC structures in the villages can't be loaded.
Unfortunately, there's nothing I can do about this. Your best bet is reporting it to Mojang and hoping they add a fix (in the same way that Forge does).
You personally can prevent this issue by setting baseVillageSpawnWeight to 0 before world generation, to disable ReC village houses entirely.
Is there any possibility in the future you will be able to allow player such as myself to add larger structures?
Yes. Or to be more precise, each ReC village structure is a type that, when missing, will produce an error when the game is trying to load it.
True - the upside you have though is that adding a fix would be about 30 seconds of work. It's literally like one null check that would fix your issue. They will encounter it themselves if they add new village buildings.
Technically it is already supported. Given enough computation time, it will work. I'll gradually improve performance though so that it becomes more viable to do it without lag in the future.
Could you help me figure out the #replace command?
Last time you said
The first two parts are correct - you are placing air space blocks. Everything afterwards though is interpreted as a positioned block expression - which you should definitely read up on here. In this case, the expression you are looking for is reccomplex:generic_space & #0
I am having trouble adding biomes o plenty wood to ygc. Anyone here had success adding them?
Thanks!
Gabe
If you have entities in your build, will they spawn with the build?, and do you need to put in an expression for them if there from a particular mod? For example, my village has villagers from Forestry, Quark and Vanilla, plus 2 cows.
Yes, entities are contained in the structure. It should work no problem, as long as the mods are installed when you import /spawn the structure again. No expression or whatever needed.
I've been doing some further testing. The image below and the one linked are of a jungle biome I'm trying to get a structure to spawn in. I've set the spawn frequency to 30 chunks. Its transformers are 'negative space' then 'natural floor' in that order. Its set to spawn in jungle, jungle hills and jungle edge. Its approximately 64x50 blocks in size and 30 blocks in height.
As you can see it did not spawn even one, although the log did say it tried to spawn one time, but that it was 'cancelled'. Is there a reason why strcutres have such a hard time trying to spawn in this biome?
Note that 98%+ of the trees are reccomplex custom trees using the /#export GenericTree standard configuration.
http://i.imgur.com/GZB3RXZ.jpg
So it said 'Cancelled' rather than 'Didn't find a place to spawn'? Because that would mean your transformers include some kind of ensure transformer that is cancelling generation.
Linked here: http://www.mediafire.com/file/pso2mq5401ekox3/Jungle_Ruins1.rcst is the structure file.
What I did is remove all the transformers of the structure, then using the top tab clicked 'Negative Space', thereby adding it to the list (nothing else done, just standard settings) and then 'Natural Floor' (same situation); you'll see this when you check the structure.
If you could check the settings and point out anything that I have done wrong that would be great.
Did some further testing, I removed the 'Natural Floor' transformer, which thereby allowed the structure to spawn and not cancel occasionally.
But the problem still persists, as you can see on the map linked I have circled the three occurrences where the structure spawns.
Notice how the structure only spawns on the very border of each jungle biome, an area where the custom trees usually don't spawn.
I have yet to encounter any occurrences of structures larger than 20x20x20 spawning within the jungle.
My assumption from this is that 90-99% of the time the reccomplex custom trees which replace the vanilla trees spawn before any other structures, and so that by the time structures are set to spawn there are almost no spawning locations left. I've even set the frequency of the ruins to every 30 chunks with a weight of 10, and still no difference.
http://i.imgur.com/ufXX4HW.jpg
http://i.imgur.com/u2nTZfs.jpg
Here is an update and reiteration of the issue that I'm encountering.
Structures generally larger than 10x10x10 (LxWxH) do not spawn in jungles or similar biomes that have their trees replaced by reccomplex's custom/user-made trees.
Altering the frequency options or weights of the structures have no noticeable effect upon their spawn rate.
Changing the generation type of a structure from 'Natural' to 'Vanilla Decoration' and selecting the option 'Tree', regardless of the transformers, drastically increases the structure spawn rate, in spite of structure sizes greater than 60x60x60. Unfortunately this increases the structures spawn rate so much that the weight need be turned down to <0.00.
From this one can conclude that the reccomplex 'Vanilla Decoration' option causes these structures spawning algorithms to run before the other types, thereby eliminating about 99% of all possible spawning locations for such structures.
Potential fix; ensure that the structures spawn algorithms run in sync so one does not invalidate the other.
So Ivorius, what do you make of this, is it fixable?