So, I'm having some issues with this mod in a custom map I'm working on. The map uses Biomes O'Plenty, Geographicraft, and Recurrent Complex for world gen. There's other mods that add things, like Astral Sorcery and Future Pack, but they don't effect much of the world gen beyond adding in their various landmarks and dungeons. The issue is that the map I'm making via Geographicraft is an infinite ocean with a bunch of medium to large islands spread throughout. It seems that no matter what I tweak, I can't get anything from RC to generate in world. Or at least, nothing I recognize as being unique to RC. How can I tweak the config to drastically up the spawn rate of things?
There is a config option called 'structureSpawnChance' that will directly affect the average spawn rate per chunk (set to 2 for twice the structures).
2. These are some of the trees that generated in the Mesa:
-WhiteWillowLarge
-QuakingAspen
-BirchTree1
-GenericTreeSmall
-BassWood
-GenericTree3
-GenericTree1
-OakTree
-some dead trees that had already generated before I turned logging on
In my honest opinion, most of them are too big for the Mesa.
All of this, even the green river banks, is Mesa Plateau.
3. This was more or less what I meant. You are just storing the info "per tree", while I was suggesting listing the trees "per-biome" (or biome-type).
Ah well, I have that on my to-do list. It will come in a future update
Too bad that Mesa is not a HOT biome. It is tagged as MESA and SANDY only and RTG does not change that.
I used your "/#biome types mesa" command to test this. Pretty neat that you included that.
Okay, that explains that. I'll change the oak and birch tree biome presets to not generate in $SANDY type biomes (which you can do on your end as well, if you don't want to have to wait for the update).
There is a config option called 'structureSpawnChance' that will directly affect the average spawn rate per chunk (set to 2 for twice the structures).
I upped it to 10.0 and tried it a few times. I think the issue is that the world map consists exclusively of islands that are 500x1000 and smaller. This means there's (I guess) a lot of stuff that RC needs to compete with for precious space. I also reduced the minimum radius for structures to spawn to 10, hoping that would help, but on re-read, it seems that that only effects default structures. Does that mean vanilla structures?
What sort of space requirements do the larger RC structures need to spawn in? The only large-ish structure I saw was in a semi-vanilla world I genned as a test, where a village spawned in and there was some sort of very large windmill-looking thing in one corner of it.
I upped it to 10.0 and tried it a few times. I think the issue is that the world map consists exclusively of islands that are 500x1000 and smaller. This means there's (I guess) a lot of stuff that RC needs to compete with for precious space. I also reduced the minimum radius for structures to spawn to 10, hoping that would help, but on re-read, it seems that that only effects default structures. Does that mean vanilla structures?
What sort of space requirements do the larger RC structures need to spawn in? The only large-ish structure I saw was in a semi-vanilla world I genned as a test, where a village spawned in and there was some sort of very large windmill-looking thing in one corner of it.
All of this shouldn't be a problem. Can you send me a log file of a save where you explore one of these worlds for at least 5 minutes? There is data in there that might help figure this out for you.
Definatly a longshot but I literally can't find anything about the topic and ModloaderMP is not only completely dead( unsuprising considering how outdated it was ) but it turns out the only download links for it are also dead now so not even google can help me find it now.
Which brings me to the main question: How in the world do I setup a gravitycraft server on 1.2.5? At this point of pulling my hair out and swearing like a sailor im thinking its not even possible which if thats the case then my plans to go back to playing it just went out the window.
Considering it is forever trapped on 1.2.5 and not being worked on at all it would be super depressing if we players can't even SMP with it.
Also side note, would of asked this on the official thread but there's a pretty obvious problem with doing that so sorry for asking here xD
Definatly a longshot but I literally can't find anything about the topic and ModloaderMP is not only completely dead( unsuprising considering how outdated it was ) but it turns out the only download links for it are also dead now so not even google can help me find it now.
Which brings me to the main question: How in the world do I setup a gravitycraft server on 1.2.5? At this point of pulling my hair out and swearing like a sailor im thinking its not even possible which if thats the case then my plans to go back to playing it just went out the window.
Considering it is forever trapped on 1.2.5 and not being worked on at all it would be super depressing if we players can't even SMP with it.
Also side note, would of asked this on the official thread but there's a pretty obvious problem with doing that so sorry for asking here xD
I don't have a backup of ML for 1.2.5. Has Risu really taken it down? That would be unfortunate indeed.
You could try asking him in the risucraft IRC channel, maybe he still has the file somewhere.
I don't have a backup of ML for 1.2.5. Has Risu really taken it down? That would be unfortunate indeed.
You could try asking him in the risucraft IRC channel, maybe he still has the file somewhere.
Good luck!
Not modloader itself, ModloaderMP is the one gone. I can use modloader just fine/download it but apparently it doesn't work at all with 1.2.5 server jar file but the client jar just fine for some reason. Maybe im just doing it wrong but can't fine any modloader instructions for server setups and I can't remember if I did in the past since its been years since I even bothered to download it again
Not modloader itself, ModloaderMP is the one gone. I can use modloader just fine/download it but apparently it doesn't work at all with 1.2.5 server jar file but the client jar just fine for some reason. Maybe im just doing it wrong but can't fine any modloader instructions for server setups and I can't remember if I did in the past since its been years since I even bothered to download it again
Now that you say it I'm not 100% sure if GC ever did work for dedicated servers. It's been a while, but I faintly remember something along those lines. If regular ML works, why not just set up a server from a client jar?
Never heard of setting up a server from a client jar before, thought that was impossible. How does that work? Then again if you mean LAN worlds those weren't added until after 1.2.5 since 1.2.5 has no LAN options at all
Edit:
I honest to god can't beileve that actually worked. I was googling for a working ModloaderMP download but the only one was a scam site so I thought "maybe wayback machine still has it saved".
Turns out it does, just put the dropbox download link in and clicked back into the past years until it worked. Now to see if GravityCraft can be used with it to make a server
Edit2:
Well that sucks. Apparently GravityCraft doesn't want to work with ModloaderMP at all.. its a Modloader only mod, and its incompatible with the only way to play multiplayer with Modloader mods( that im aware of ).
That's pretty depressing in all honesty
All of this shouldn't be a problem. Can you send me a log file of a save where you explore one of these worlds for at least 5 minutes? There is data in there that might help figure this out for you.
New Recurrent Complex update! It's another stability update since chunk-partial generation needs so much work.
* Structures no longer generate in all dimensions at once!!! (whoops!)
* Sanity check and compatibility approach for dimensions that skip chunk population!!! (this means structures should now be able to generate in any dimension, whether previously compatible or not)
* New Command: /#sanity will go through a bunch of quick checks to make sure everything is more or less sane
* Fix for a few structures never generating
* Village structures no longer generate partially with the wrong biome's blocks
* /#reload now roughly shows the kind of error if there was one
* The tile entity forwards compatibility is a bit better (fixing 'Skipping BlockEntity rcspawnscript' errors in lightweight mode)
I've been playing with Ye Gamol Chattels for a bit and I think the entity vita's have a real problem. Not only to they have a stack size of 1 but any mod that would normally allow similar items to stack together like Extra Utilities filing cabinet and AE2's ME Storage system places only one vita per slot. The advanced filing cabinet won't accept them at all as if they had the potential to stack but don't.
Is this really intended behavior? Larger scale mob farms will choke on the vitas quickly unless you set up a way to discard vitas beyond a certain limit. Is that the way you intended these things to be regarded?
I see that Ye Gamol Chattels has yet to advance beyond 1.7 like your other mods. Have you decided it wasn't worth it?
I've been playing with Ye Gamol Chattels for a bit and I think the entity vita's have a real problem. Not only to they have a stack size of 1 but any mod that would normally allow similar items to stack together like Extra Utilities filing cabinet and AE2's ME Storage system places only one vita per slot. The advanced filing cabinet won't accept them at all as if they had the potential to stack but don't.
Is this really intended behavior? Larger scale mob farms will choke on the vitas quickly unless you set up a way to discard vitas beyond a certain limit. Is that the way you intended these things to be regarded?
I see that Ye Gamol Chattels has yet to advance beyond 1.7 like your other mods. Have you decided it wasn't worth it?
And yes, vitas are 'designed' to be entirely unstackable. The reason is that the vita actuallycontains the dead entity. No two vitas are ever the same, because of the entity id. If you were to stack them the information of one would get lost.
Hello, you probably get bothered about this all the time, but is Psychedelicraft ever going to update to 1.10.2? And if not do you know of any continuations?
Hello, you probably get bothered about this all the time, but is Psychedelicraft ever going to update to 1.10.2? And if not do you know of any continuations?
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With Recurrent Complex, I've been trying to cause a structure to spawn on a cliff face (think Mount Rushmore or just a simple caveman cave) - I've tried using Match constraints to ensure the front is air and the second-from-the-front blocks are stone, but I've never gotten them to find a suitable spawn location, even in Amplified.
Are there any example structures of this kind, or ideas how to accomplish it?
With Recurrent Complex, I've been trying to cause a structure to spawn on a cliff face (think Mount Rushmore or just a simple caveman cave) - I've tried using Match constraints to ensure the front is air and the second-from-the-front blocks are stone, but I've never gotten them to find a suitable spawn location, even in Amplified.
Are there any example structures of this kind, or ideas how to accomplish it?
Cliffside / horizontal placement is pretty much the only thing Placers aren't capable of. Your approach is good; however, a placer will only move vertically, so it won't look for matching slopes or walls. I have thought about this problem a lot but in the end didn't come up with a realistic / satisfying solution.
I ended up spending all evening yesterday trying to figure this out and can't seem to do so.
Here's my situation. I'm using rec to implement my own custom, randomly generated structures into my world.
I've loaded them all into the active folder.
Most of my structures are set to 500 or 1250 chuck rarity.
I've reset my world several times, which in itself is very time consuming due to the use of heavy world gen mods like RTG.
Currently I've set my structure rarity in the configs to 1.0, and blacklisted all of the default structures that are part of the rec mod.
Was this overkill? I want only my structures to spawn, not the default rec structures. Is this simply accomplished by blacklisting rec via !$reccomplex?
I ask because I tried that, and can't find any of my structures in my world. I know structures can spawn, because with no blacklists set, the default rec structures can be found in my world.
If so, then perhaps my own rarities are set too high? Exactly how rare would structures be if the structure files are set to 1250 chunks, and the config is set to 1.0? Do I need to increase the config number, or decrease the structure files' individual rarities? Or both?
Additionally, is there any sort of method to quickly see where all structures are in my world so I can truly see and obtain a visual of how often my structures are generating?
I ended up spending all evening yesterday trying to figure this out and can't seem to do so.
Here's my situation. I'm using rec to implement my own custom, randomly generated structures into my world.
I've loaded them all into the active folder.
Most of my structures are set to 500 or 1250 chuck rarity.
I've reset my world several times, which in itself is very time consuming due to the use of heavy world gen mods like RTG.
Currently I've set my structure rarity in the configs to 1.0, and blacklisted all of the default structures that are part of the rec mod.
Was this overkill? I want only my structures to spawn, not the default rec structures. Is this simply accomplished by blacklisting rec via !$reccomplex?
That is exactly correct. This will block all ReC structures but not yours.
I ask because I tried that, and can't find any of my structures in my world. I know structures can spawn, because with no blacklists set, the default rec structures can be found in my world.
If so, then perhaps my own rarities are set too high? Exactly how rare would structures be if the structure files are set to 1250 chunks, and the config is set to 1.0? Do I need to increase the config number, or decrease the structure files' individual rarities? Or both?
Additionally, is there any sort of method to quickly see where all structures are in my world so I can truly see and obtain a visual of how often my structures are generating?
Thanks
The first thing you can try is /#lookup your structures to see if they are even registered and active.
Then I recommend going through the log files for this (not command console). There's some data in there about structures trying to spawn and fail or if they succeed. It's possible that your structure fail to place, or that they can't find fitting biomes to spawn in.
In the upcoming version (in the next few days) there will be a new command called /#sanity that will also check common errors with your setup. When it's out it might help you with your problem as well.
There is a config option called 'structureSpawnChance' that will directly affect the average spawn rate per chunk (set to 2 for twice the structures).
Ah well, I have that on my to-do list. It will come in a future update
Okay, that explains that. I'll change the oak and birch tree biome presets to not generate in $SANDY type biomes (which you can do on your end as well, if you don't want to have to wait for the update).
I upped it to 10.0 and tried it a few times. I think the issue is that the world map consists exclusively of islands that are 500x1000 and smaller. This means there's (I guess) a lot of stuff that RC needs to compete with for precious space. I also reduced the minimum radius for structures to spawn to 10, hoping that would help, but on re-read, it seems that that only effects default structures. Does that mean vanilla structures?
What sort of space requirements do the larger RC structures need to spawn in? The only large-ish structure I saw was in a semi-vanilla world I genned as a test, where a village spawned in and there was some sort of very large windmill-looking thing in one corner of it.
All of this shouldn't be a problem. Can you send me a log file of a save where you explore one of these worlds for at least 5 minutes? There is data in there that might help figure this out for you.
Definatly a longshot but I literally can't find anything about the topic and ModloaderMP is not only completely dead( unsuprising considering how outdated it was ) but it turns out the only download links for it are also dead now so not even google can help me find it now.
Which brings me to the main question: How in the world do I setup a gravitycraft server on 1.2.5? At this point of pulling my hair out and swearing like a sailor im thinking its not even possible which if thats the case then my plans to go back to playing it just went out the window.
Considering it is forever trapped on 1.2.5 and not being worked on at all it would be super depressing if we players can't even SMP with it.
Also side note, would of asked this on the official thread but there's a pretty obvious problem with doing that so sorry for asking here xD
I don't have a backup of ML for 1.2.5. Has Risu really taken it down? That would be unfortunate indeed.
You could try asking him in the risucraft IRC channel, maybe he still has the file somewhere.
Good luck!
Not modloader itself, ModloaderMP is the one gone. I can use modloader just fine/download it but apparently it doesn't work at all with 1.2.5 server jar file but the client jar just fine for some reason. Maybe im just doing it wrong but can't fine any modloader instructions for server setups and I can't remember if I did in the past since its been years since I even bothered to download it again
Now that you say it I'm not 100% sure if GC ever did work for dedicated servers. It's been a while, but I faintly remember something along those lines. If regular ML works, why not just set up a server from a client jar?
Never heard of setting up a server from a client jar before, thought that was impossible. How does that work? Then again if you mean LAN worlds those weren't added until after 1.2.5 since 1.2.5 has no LAN options at all
Edit:
I honest to god can't beileve that actually worked. I was googling for a working ModloaderMP download but the only one was a scam site so I thought "maybe wayback machine still has it saved".
Turns out it does, just put the dropbox download link in and clicked back into the past years until it worked.
Now to see if GravityCraft can be used with it to make a serverEdit2:
Well that sucks. Apparently GravityCraft doesn't want to work with ModloaderMP at all.. its a Modloader only mod, and its incompatible with the only way to play multiplayer with Modloader mods( that im aware of ).
That's pretty depressing in all honesty
What specific log file do you need?
New Recurrent Complex update! It's another stability update since chunk-partial generation needs so much work.
* Structures no longer generate in all dimensions at once!!! (whoops!)
* Sanity check and compatibility approach for dimensions that skip chunk population!!! (this means structures should now be able to generate in any dimension, whether previously compatible or not)
* New Command: /#sanity will go through a bunch of quick checks to make sure everything is more or less sane
* Fix for a few structures never generating
* Village structures no longer generate partially with the wrong biome's blocks
* /#reload now roughly shows the kind of error if there was one
* The tile entity forwards compatibility is a bit better (fixing 'Skipping BlockEntity rcspawnscript' errors in lightweight mode)
I've been playing with Ye Gamol Chattels for a bit and I think the entity vita's have a real problem. Not only to they have a stack size of 1 but any mod that would normally allow similar items to stack together like Extra Utilities filing cabinet and AE2's ME Storage system places only one vita per slot. The advanced filing cabinet won't accept them at all as if they had the potential to stack but don't.
Is this really intended behavior? Larger scale mob farms will choke on the vitas quickly unless you set up a way to discard vitas beyond a certain limit. Is that the way you intended these things to be regarded?
I see that Ye Gamol Chattels has yet to advance beyond 1.7 like your other mods. Have you decided it wasn't worth it?
Regarding YGC, please refer to this pos: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1276287-ivorius-mods-structures-dungeons-drugs-statues?comment=3912
And yes, vitas are 'designed' to be entirely unstackable. The reason is that the vita actually contains the dead entity. No two vitas are ever the same, because of the entity id. If you were to stack them the information of one would get lost.
Hello, you probably get bothered about this all the time, but is Psychedelicraft ever going to update to 1.10.2? And if not do you know of any continuations?
I've made an update for Psychedelicraft here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1276287-ivorius-mods-structures-dungeons-drugs-statues?comment=3912
There were some people that attempted to update it, but nobody ever actually finished it. The mod is very complex and not at all easy to update.
Thank you for the help!
With Recurrent Complex, I've been trying to cause a structure to spawn on a cliff face (think Mount Rushmore or just a simple caveman cave) - I've tried using Match constraints to ensure the front is air and the second-from-the-front blocks are stone, but I've never gotten them to find a suitable spawn location, even in Amplified.
Are there any example structures of this kind, or ideas how to accomplish it?
Cliffside / horizontal placement is pretty much the only thing Placers aren't capable of. Your approach is good; however, a placer will only move vertically, so it won't look for matching slopes or walls. I have thought about this problem a lot but in the end didn't come up with a realistic / satisfying solution.
I've posted about my upcoming command changes on Reddit: https://www.reddit.com/r/feedthebeast/comments/6flr35/is_there_any_interest_in_a_command_api/
There are some pictures for a preview of what's to come next version with regards to commands
Need some direction on my rec setup.
I ended up spending all evening yesterday trying to figure this out and can't seem to do so.
Here's my situation. I'm using rec to implement my own custom, randomly generated structures into my world.
I've loaded them all into the active folder.
Most of my structures are set to 500 or 1250 chuck rarity.
I've reset my world several times, which in itself is very time consuming due to the use of heavy world gen mods like RTG.
Currently I've set my structure rarity in the configs to 1.0, and blacklisted all of the default structures that are part of the rec mod.
Was this overkill? I want only my structures to spawn, not the default rec structures. Is this simply accomplished by blacklisting rec via !$reccomplex?
I ask because I tried that, and can't find any of my structures in my world. I know structures can spawn, because with no blacklists set, the default rec structures can be found in my world.
If so, then perhaps my own rarities are set too high? Exactly how rare would structures be if the structure files are set to 1250 chunks, and the config is set to 1.0? Do I need to increase the config number, or decrease the structure files' individual rarities? Or both?
Additionally, is there any sort of method to quickly see where all structures are in my world so I can truly see and obtain a visual of how often my structures are generating?
Thanks
That is exactly correct. This will block all ReC structures but not yours.
The first thing you can try is /#lookup your structures to see if they are even registered and active.
Then I recommend going through the log files for this (not command console). There's some data in there about structures trying to spawn and fail or if they succeed. It's possible that your structure fail to place, or that they can't find fitting biomes to spawn in.
In the upcoming version (in the next few days) there will be a new command called /#sanity that will also check common errors with your setup. When it's out it might help you with your problem as well.