A week, maybe? It's working for me although Mohawky reports some intermod bugs. Pink's testers are getting a crash I'm not. There are some issues with ground patches I'm trying to track down, and one very problematic bug was papered over and I'd like to track down the source.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Help! Can we alter the landmass numbers without getting chunk walls?
Reika misunderstood the nature of these numbers when setting up the Dragon dev/test server.
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=20
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=15
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=10
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=5
# True reduces the chance of landmasses merging
B:SeparateLandmasses=true
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=5
Or, sorted by size (NB: Can you please rename things so that they sort in this order?)
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=20
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=10
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=5
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=15
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=5
# True reduces the chance of landmasses merging
B:SeparateLandmasses=true
The server has a huge amount of water. I ran the numbers in the OP: 20 + .75*10 (7) + .5 * 5 (3) is already 30, before the large islands add more. This is well above the 1.6 value of 20.
Reika wanted to raise the numbers up. Even doubling the values would put it into the "River Delta" (neither universal ocean, nor really constant land); as that's not a bad description for Canada, that's about what he wanted. But the question is: Will that cause problems?
I know that you save climate and biome information (we have random climates, no zones). I don't know about the landmasses. Will changing those cause problems?
NB: A few people have done explorations, and a couple of people have been teleported many ten's of thousands of blocks. We are looking at territory zones in the 5K by 5K range per player here. Several of the mods require massive exploration, and if we are closer we'd just wind up using each other's stuff (ChromaticCraft networks in particular).
Or, put it another way: Each person needs their own medium continent, or 4 smalls, or 16 large islands, or ...
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yes, you should be able to alter those numbers without chunk walls. I do it all the time. Make a backup just in case, and then do a straightline exploration about 2000 blocks to be sure.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
No idea. Could you post your entire config, and how are you generating the world? Server, I'm guessing? Also, do you have any other major worldgen mods (biome mods in their worlds, mariculture)?
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I do have an idea: could the old data files have been used for the world? CC caches biomes in a file there and it does erase them. So a regeneration, if that folder wasn't cleared, will re-use them.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Well, I try that and I get something more or less like I'd expect - ocean at spawn, get rescued to a Large Island at about x=1400 z =600, head north from there and run into some kind of Continent. So it's not the configs, it's got to be something else like another mod replacing the GenLayers or some interaction bug or some difference from my default single-player generation. Here's the CC test version I was just using: https://www.dropbox.com/s/azs5d7u02c2ftfn/ClimateControl-0.5.alphaDim.jar?dl=0
Hmm, is there, by any chance, something that would prevent land masses from being generated if they would overlap? Maybe land seeds are being canceled?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yes, land masses block smaller landmasses horizontally and vertically. If "separate landmasses" is on it also blocks diagonal connections and connections between landmasses of the same size. There's currently no setting for "allow any adjacencies altogether".
I'm actually having the reverse problem - even with default settings, the majority of the time I start right near 0,0 on a massive continent. Seems to be things growing together - the big continents proper are pretty rare and if I run with *just* them I generally get rescued to someplace far.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
1. Reika wants to know if there's some way to IRC you or something (I'm playing middleman, and both of us would rather he just talks to you directly, faster).
2. We just got this on startup of an SMP server:
java.lang.RuntimeException: /home/minecraft/ssd/reika/DragonRealm/./saves/Dragon Realm/worldSpecificConfig/ClimateControl
at climateControl.utils.TaggedConfigManager.updateConfig(TaggedConfigManager.java:39) ~[TaggedConfigManager.class:?]
at climateControl.ClimateControl.serverStarted(ClimateControl.java:154) ~[ClimateControl.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_40]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_40]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_40]
at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_40]
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) ~[FMLModContainer.class:?]
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) ~[?
Note the single-player format of the world config file.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Aha! The multiplayer needs to be explicitly named "world".
Can you please detect where forge says the game directory is, or read server.properties, or something?
Unfortunately I couldn't figure out a way (I'm open to suggestions!). It's not in server.properties. You can get it from the world object once it's up BUT I have to have it BEFORE the world object is created because the spawn chunks are created in the init routine and they're wrong if I don't already have the information.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Should beaches be found on the ocean-side of swamplands? I was expecting to find swamplands going directly to oceans, not having a beach in-between them.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
OK, just checking: The config *ID* list is currently semi-bogus; it is updated from the BoP configs every time. I have plans to use it to catch biome re-assignments so you don't start worlds with a changed biome list; but currently it's not implemented so it does nothing. So if that's wrong there's not a problem; you have to control the biome IDs from the BoP config.
Now if the incidence parameters are off there's a problem, and you've got BoP sub-biomes off so that shouldn't be a problem either.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
you have to control the biome IDs from the BoP config.
That's the one and really only thing that I've found to be super confusing with Climate Control. An update on the CC ID Configs would be awesome, so I'm patiently awaiting that update. ;p
In Mohawky's case, should he also have the Biomes set to not generate in the BOP "biomegen" config, or will CC handle the generation after the IDs match across config files?
Edited in: Just checked to make sure the game wouldn't crash if a BOP ID was set to -1, and it works fine. So to clarify, in Mohawky's case, he'd have to set the CC BOP IDs to -1, as well as the corresponding ID in the BOP Config to -1, correct?
A week, maybe? It's working for me although Mohawky reports some intermod bugs. Pink's testers are getting a crash I'm not. There are some issues with ground patches I'm trying to track down, and one very problematic bug was papered over and I'd like to track down the source.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Ahh.
Thank you for testing this.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Help! Can we alter the landmass numbers without getting chunk walls?
Reika misunderstood the nature of these numbers when setting up the Dragon dev/test server.
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=20
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=15
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=10
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=5
# True reduces the chance of landmasses merging
B:SeparateLandmasses=true
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=5
Or, sorted by size (NB: Can you please rename things so that they sort in this order?)
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=20
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=10
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=5
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=15
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=5
# True reduces the chance of landmasses merging
B:SeparateLandmasses=true
The server has a huge amount of water. I ran the numbers in the OP: 20 + .75*10 (7) + .5 * 5 (3) is already 30, before the large islands add more. This is well above the 1.6 value of 20.
Reika wanted to raise the numbers up. Even doubling the values would put it into the "River Delta" (neither universal ocean, nor really constant land); as that's not a bad description for Canada, that's about what he wanted. But the question is: Will that cause problems?
I know that you save climate and biome information (we have random climates, no zones). I don't know about the landmasses. Will changing those cause problems?
NB: A few people have done explorations, and a couple of people have been teleported many ten's of thousands of blocks. We are looking at territory zones in the 5K by 5K range per player here. Several of the mods require massive exploration, and if we are closer we'd just wind up using each other's stuff (ChromaticCraft networks in particular).
Or, put it another way: Each person needs their own medium continent, or 4 smalls, or 16 large islands, or ...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yes, you should be able to alter those numbers without chunk walls. I do it all the time. Make a backup just in case, and then do a straightline exploration about 2000 blocks to be sure.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
OK, help needed.
We regenerated the world, same seed, with doubled numbers:
"ocean control parameters" {
I:"Large Continent Frequency"=40
I:"Large Island Frequency"=30
I:"Medium Continent Frequency"=20
I:"Medium Island Frequency"=10
B:SeparateLandmasses=true
I:"Small Continent Frequency"=10
}
The world was identical. Same issue with oversized oceans. Verified that the new numbers were in the world's folder. (Tested in single player).
Any idea why this would not have doubled the land, giving a more connected world?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
No idea. Could you post your entire config, and how are you generating the world? Server, I'm guessing? Also, do you have any other major worldgen mods (biome mods in their worlds, mariculture)?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I do have an idea: could the old data files have been used for the world? CC caches biomes in a file there and it does erase them. So a regeneration, if that folder wasn't cleared, will re-use them.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
No, Completely new world.
Worse: Tried with these settings:
# frequency of large continent seeds, about 8000x16000
I:"Large Continent Frequency"=35
# frequency of large island seeds, about 1000x2000
I:"Large Island Frequency"=25
# frequency of medium continent seeds, about 4000x8000
I:"Medium Continent Frequency"=18
# frequency of medium island seeds, about 500x1000
I:"Medium Island Frequency"=8
# True reduces the chance of landmasses merging
B:SeparateLandmasses=true
# frequency of small continent seeds, about 2000x4000
I:"Small Continent Frequency"=8
Got this:
http://puu.sh/maHEh/8a434f3e58.png
That's a 6000 x 3000 zone.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Well, I try that and I get something more or less like I'd expect - ocean at spawn, get rescued to a Large Island at about x=1400 z =600, head north from there and run into some kind of Continent. So it's not the configs, it's got to be something else like another mod replacing the GenLayers or some interaction bug or some difference from my default single-player generation. Here's the CC test version I was just using: https://www.dropbox.com/s/azs5d7u02c2ftfn/ClimateControl-0.5.alphaDim.jar?dl=0
Edit: you could also try forcing another seed.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Hmm, is there, by any chance, something that would prevent land masses from being generated if they would overlap? Maybe land seeds are being canceled?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yes, land masses block smaller landmasses horizontally and vertically. If "separate landmasses" is on it also blocks diagonal connections and connections between landmasses of the same size. There's currently no setting for "allow any adjacencies altogether".
I'm actually having the reverse problem - even with default settings, the majority of the time I start right near 0,0 on a massive continent. Seems to be things growing together - the big continents proper are pretty rare and if I run with *just* them I generally get rescued to someplace far.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
OK, two things:
1. Reika wants to know if there's some way to IRC you or something (I'm playing middleman, and both of us would rather he just talks to you directly, faster).
2. We just got this on startup of an SMP server:
Note the single-player format of the world config file.
Server log: http://pastebin.com/BCUw2bNg
Config file: http://pastebin.com/w0efuvfr
This is beta 31.
We can't think of anything in the modlist that affects worldgen. This is a server with normal world type, most BoP biomes disabled.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Aha! The multiplayer needs to be explicitly named "world".
Can you please detect where forge says the game directory is, or read server.properties, or something?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Unfortunately I couldn't figure out a way (I'm open to suggestions!). It's not in server.properties. You can get it from the world object once it's up BUT I have to have it BEFORE the world object is created because the spawn chunks are created in the init routine and they're wrong if I don't already have the information.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
level-name=xxx is the string in server.properties, right?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(deleted, bugfix needed)
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Should beaches be found on the ocean-side of swamplands? I was expecting to find swamplands going directly to oceans, not having a beach in-between them.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That's the current programming. I think vanilla works that way, which is why I do. It's actually fairly easy to change, though.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
OK, just checking: The config *ID* list is currently semi-bogus; it is updated from the BoP configs every time. I have plans to use it to catch biome re-assignments so you don't start worlds with a changed biome list; but currently it's not implemented so it does nothing. So if that's wrong there's not a problem; you have to control the biome IDs from the BoP config.
Now if the incidence parameters are off there's a problem, and you've got BoP sub-biomes off so that shouldn't be a problem either.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That's the one and really only thing that I've found to be super confusing with Climate Control. An update on the CC ID Configs would be awesome, so I'm patiently awaiting that update. ;p
In Mohawky's case, should he also have the Biomes set to not generate in the BOP "biomegen" config, or will CC handle the generation after the IDs match across config files?
Edited in: Just checked to make sure the game wouldn't crash if a BOP ID was set to -1, and it works fine. So to clarify, in Mohawky's case, he'd have to set the CC BOP IDs to -1, as well as the corresponding ID in the BOP Config to -1, correct?