Those are the default. To get the slider working properly on a 2000% scale and since the original value for the biome scale was 1.5, then I needed to run the values through a 30x multiplier. So all the values that you enter in the biomeSize field get multiplied by 30. That means that the 0.05 value is 1.5 (the original) and a value 2.0 is actually 60.
Updated the mod files in the OP so that it will work with the new update.
Also, are there any specific characteristics that people would like to see added to be able to control? I'm still working through the algorithm, but I've found elevation control (limit?), elevation variation, and tree density controls so far.
Whew, okay it's not just me than... :smile.gif: I've also seen it in the other zones too. Seasonal Forest and Forest AND Swampland, just in case you wanted to know. I guess it happens in all of them.
BTW... what is supposed to be the difference between Swampland, Shrubland and Savanna, other than color? It seems the land shape and tree shape and density are just about the same...
Edited to Add: I guess this would probably be impossible, but would there be a way to have more than one "range" of numbers, so I could say have a World of Swampland and Seasonal Forest (has lesser tree coverage than Forest), but not have the Forest included? I'm guessing it's not, but it can't hurt to ask.
Yeah, it does happen to all of them. Deserts and Rainforest were just extreme examples since they occur at the limits of max temperature and moisture.
I've not seen any differences that are a result of just the biome type. There's a place where tree density is determined (modified) based on biome type. Swampland, Savanna, Shrubland, and Ice Desert are the only ones that make any modification to the tree density. Ice Desert probably isn't there because Notch left it out of the biome mapping algorithm (I added it back in though). No other factors are determined by biome type.
It would be possible to add as many ranges as people wanted, but would quickly make it more complicated to do all the checking in the code. I can certainly look at adding a second set of moisture/temperature variables in an alternate version for people who want that option. That will have to wait until tonight though.
Clean minecraft.jar, installed v3.1a, loading or creating any world crashes minecraft before the loading bars appear.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 6/11/10 12:13 AM
Minecraft: Minecraft Alpha v1.2.1_01
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_22, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9800 GT/PCI/SSE2 version 3.2.0, NVIDIA Corporation
java.lang.NoSuchFieldError: u
at pb.<init>(pb.java:17)
at om.a(SourceFile:38)
at om.a(SourceFile:25)
at cu.<init>(SourceFile:227)
at cu.<init>(SourceFile:165)
at cu.<init>(SourceFile:132)
at net.minecraft.client.Minecraft.b(SourceFile:1168)
at ks.c(SourceFile:68)
at ks.a(SourceFile:54)
at bn.a(SourceFile:69)
at bn.e(SourceFile:115)
at bn.d(SourceFile:103)
at net.minecraft.client.Minecraft.i(SourceFile:1007)
at net.minecraft.client.Minecraft.run(SourceFile:596)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 2af32456 ----------
EDIT: Reverted to v2a and it crashes as well when it didn't yesterday.
Clean minecraft.jar, installed v3.1a, loading or creating any world crashes minecraft before the loading bars appear.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 6/11/10 12:13 AM
Minecraft: Minecraft Alpha v1.2.1_01
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_22, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9800 GT/PCI/SSE2 version 3.2.0, NVIDIA Corporation
java.lang.NoSuchFieldError: u
at pb.<init>(pb.java:17)
at om.a(SourceFile:38)
at om.a(SourceFile:25)
at cu.<init>(SourceFile:227)
at cu.<init>(SourceFile:165)
at cu.<init>(SourceFile:132)
at net.minecraft.client.Minecraft.b(SourceFile:1168)
at ks.c(SourceFile:68)
at ks.a(SourceFile:54)
at bn.a(SourceFile:69)
at bn.e(SourceFile:115)
at bn.d(SourceFile:103)
at net.minecraft.client.Minecraft.i(SourceFile:1007)
at net.minecraft.client.Minecraft.run(SourceFile:596)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 2af32456 ----------
EDIT: Reverted to v2a and it crashes as well when it didn't yesterday.
Tried it myself on my work computer. I deleted my entire .mincraft folder, ran minecraft.exe, opened up the jar, deleted the META-INF folder and dropped in the files from the v3.1a version and it worked fine.
The error you are getting will show up on anything prior to v3.1a because variable "u" no longer exists in cu.class. Seems Notch deleted a preceding variable which caused all the following variables to decrement one letter. So variable "u" became variable "t". It was a simple fix at least.
If you are still getting the NoSuchFieldError for "u" then you can't be using v3.1a. I double checked by decompiling the classes from the v3.1a rar and by decompiling the jar after dropping the mod files in. Both show that varaible "u" had been changed to "t".
Just wanted to update you guys that I do plan on adding more to this. I've happened upon a lot of things I can change to get neat results. It's just a matter of tracking down the best place to alter variables to reduce wacky behavior and finding the time to do all the class editing. Hopefully I can get a lot done this weekend and let you guys change parameters so you can generate worlds like this:
anyway to manipulate the biomes to spawn massive oceans?
I played with one variable that seems like it had some affect on the size of water bodies, but it'll take more testing. I'll have to put off any major testing into what certain variables, functions, etc... do until tonight or tomorrow (I got a busy weekend unfortunately). I'm just trying to identify areas of interest at the moment so I know what I want to test later.
I would love it if I could get large oceans instead of the small bodies of water with lots of goofy shaped islands. I keep trying to get the world generator to create an ocean or large lake with just a few medium sized islands but I don't think it's possible with the current generator.
One thing that might accomplish this would be if you could alter where sea level is. Basically set the hight randomizer to low giving you small hills and large areas of flatland. Then bump up the sea level a block or two in order to "flood" a lot of the lower flat land, giving islands and lots of water surrounding them. I haven't looked in the code, but I could see it being something in there like this.
Any updates tonight? I loved the moisture update. Made a ice desert, so now theres no trees XD
I will try, but I doubt it. I'm traveling today after work and visiting the in-laws this weekend. So can't say how much time I'll get to sit at my laptop and write code :tongue.gif:
Any chance for a quick 'Remove all water' option? I'm trying to create an endless desert and start off with just 1 piece of grass, 1 tree, and 2 buckets of water. Would be much appreciated
-Cilph
Not a quick one unfortunately. I still haven't found all the controls for water, so I'll have to find that first, test them to see what changes to what, alter the field and function names in the modified classes to make it compatible with the original jar (can be a long, tedious process) as well as check it against a decompiled version of the newest update to make sure I fix any field/function names that have changed.
And as I said above, I'm at work now (I've slacked off enough the past few days and am getting funny looks from my boss as to why I haven't gotten anything done for a few days :tongue.gif:), and then I'm traveling, and then I'm stuck with in-laws all weekend. So updates may be slow this weekend :sad.gif:
Are Cacti Desert Specific? I've been generating a few maps now that are Sav, Shrub, For, and Swamp (my fav combo so far)... and I don't think I've seen ANY Cacti on any of the sand banks. I've tried to extend my range to include Desert, however that puts too much of the Forest biome in the mix and I get more trees than I want.
Rollback Post to RevisionRollBack
"Looks like another poorly thought out grammatically slaughtered rant." - Phar
I followed the steps, Deleted the META-INF folder and replaced the 3 class files from 3.1a. Repackaged the folder into Minecraft.jar, and now when Minecraft opens, I log in, and it will not progress past Done Loading screen. The bar is about 90% filled. I've left it there for 20 minutes and it won't go further.
When I revert the to previous Minecraft.jar it loads up without any problems. I must be doing something wrong here. Any advice?
Are Cacti Desert Specific? I've been generating a few maps now that are Sav, Shrub, For, and Swamp (my fav combo so far)... and I don't think I've seen ANY Cacti on any of the sand banks. I've tried to extend my range to include Desert, however that puts too much of the Forest biome in the mix and I get more trees than I want.
Not entirely sure. The calculated temperature and moisture values are stored in an array. I've not looked at everything that access that array, but one may be some sort of cacti control that checks to make sure temperature and/or moisture values are in a certain range to allow cacti to spawn. I know trees function only on biome type and nothing else. Like the biomes that get no tree use a -20 modifier on a variable that can only be between 0 and 8 I think (random value). By making it negative it guarantees trees will never spawn. Other biomes add to the value to increase tree density. The class that contains the tree density function is quite large with a lot of parameters in it. One may control cacti and I'll have to look into all of them when I can. It's tedious changing one variable at a time and seeing if it make any noticeable change in the game and/or track it through all the code to try and figure out what it does.
I will try to make a version that has two sets of min/max moisture/temperate settings to allow you to choose biome types that are non-contiguous. I just have to get the time to sit down and write the code for it and test it.
I followed the steps, Deleted the META-INF folder and replaced the 3 class files from 3.1a. Repackaged the folder into Minecraft.jar, and now when Minecraft opens, I log in, and it will not progress past Done Loading screen. The bar is about 90% filled. I've left it there for 20 minutes and it won't go further.
When I revert the to previous Minecraft.jar it loads up without any problems. I must be doing something wrong here. Any advice?
I'm running Mac OS X 10.6.4.
You mac people just have to be difficult. I really don't know unless it's an issue with JRE support. I just posted an update with two versions; one compiled for Java 1.6 and another for Java 1.5. Try the first one (for Java 1.6) and see if that solves your problem. If not, then I really don't know what the issue is :sad.gif:
Update! I believe I fixed the problem that was causing snow to show up in biomes where it should not and causing snow to not showing in biomes where it should be.
I tested this and I only get deserts. You sure you have the parameters set properly?
No idea what hey0 is, but I guess I can look into it tonight.
Not sure what you mean by generating a map based on length and width. Could you clarify?
Those are the default. To get the slider working properly on a 2000% scale and since the original value for the biome scale was 1.5, then I needed to run the values through a 30x multiplier. So all the values that you enter in the biomeSize field get multiplied by 30. That means that the 0.05 value is 1.5 (the original) and a value 2.0 is actually 60.
Also, are there any specific characteristics that people would like to see added to be able to control? I'm still working through the algorithm, but I've found elevation control (limit?), elevation variation, and tree density controls so far.
Yeah, it does happen to all of them. Deserts and Rainforest were just extreme examples since they occur at the limits of max temperature and moisture.
I've not seen any differences that are a result of just the biome type. There's a place where tree density is determined (modified) based on biome type. Swampland, Savanna, Shrubland, and Ice Desert are the only ones that make any modification to the tree density. Ice Desert probably isn't there because Notch left it out of the biome mapping algorithm (I added it back in though). No other factors are determined by biome type.
It would be possible to add as many ranges as people wanted, but would quickly make it more complicated to do all the checking in the code. I can certainly look at adding a second set of moisture/temperature variables in an alternate version for people who want that option. That will have to wait until tonight though.
EDIT: Reverted to v2a and it crashes as well when it didn't yesterday.
Hooray, it did! Thanks! I'm glad to know the only thing I was doing wrong was not updating my OS. :wink.gif:
Minecraft Alpha 1.2.1_01
Tried it myself on my work computer. I deleted my entire .mincraft folder, ran minecraft.exe, opened up the jar, deleted the META-INF folder and dropped in the files from the v3.1a version and it worked fine.
The error you are getting will show up on anything prior to v3.1a because variable "u" no longer exists in cu.class. Seems Notch deleted a preceding variable which caused all the following variables to decrement one letter. So variable "u" became variable "t". It was a simple fix at least.
If you are still getting the NoSuchFieldError for "u" then you can't be using v3.1a. I double checked by decompiling the classes from the v3.1a rar and by decompiling the jar after dropping the mod files in. Both show that varaible "u" had been changed to "t".
I played with one variable that seems like it had some affect on the size of water bodies, but it'll take more testing. I'll have to put off any major testing into what certain variables, functions, etc... do until tonight or tomorrow (I got a busy weekend unfortunately). I'm just trying to identify areas of interest at the moment so I know what I want to test later.
I would love it if I could get large oceans instead of the small bodies of water with lots of goofy shaped islands. I keep trying to get the world generator to create an ocean or large lake with just a few medium sized islands but I don't think it's possible with the current generator.
One thing that might accomplish this would be if you could alter where sea level is. Basically set the hight randomizer to low giving you small hills and large areas of flatland. Then bump up the sea level a block or two in order to "flood" a lot of the lower flat land, giving islands and lots of water surrounding them. I haven't looked in the code, but I could see it being something in there like this.
I will try, but I doubt it. I'm traveling today after work and visiting the in-laws this weekend. So can't say how much time I'll get to sit at my laptop and write code :tongue.gif:
Not a quick one unfortunately. I still haven't found all the controls for water, so I'll have to find that first, test them to see what changes to what, alter the field and function names in the modified classes to make it compatible with the original jar (can be a long, tedious process) as well as check it against a decompiled version of the newest update to make sure I fix any field/function names that have changed.
And as I said above, I'm at work now (I've slacked off enough the past few days and am getting funny looks from my boss as to why I haven't gotten anything done for a few days :tongue.gif:), and then I'm traveling, and then I'm stuck with in-laws all weekend. So updates may be slow this weekend :sad.gif:
"Looks like another poorly thought out grammatically slaughtered rant." - Phar
When I revert the to previous Minecraft.jar it loads up without any problems. I must be doing something wrong here. Any advice?
I'm running Mac OS X 10.6.4.
Not entirely sure. The calculated temperature and moisture values are stored in an array. I've not looked at everything that access that array, but one may be some sort of cacti control that checks to make sure temperature and/or moisture values are in a certain range to allow cacti to spawn. I know trees function only on biome type and nothing else. Like the biomes that get no tree use a -20 modifier on a variable that can only be between 0 and 8 I think (random value). By making it negative it guarantees trees will never spawn. Other biomes add to the value to increase tree density. The class that contains the tree density function is quite large with a lot of parameters in it. One may control cacti and I'll have to look into all of them when I can. It's tedious changing one variable at a time and seeing if it make any noticeable change in the game and/or track it through all the code to try and figure out what it does.
I will try to make a version that has two sets of min/max moisture/temperate settings to allow you to choose biome types that are non-contiguous. I just have to get the time to sit down and write the code for it and test it.
You mac people just have to be difficult. I really don't know unless it's an issue with JRE support. I just posted an update with two versions; one compiled for Java 1.6 and another for Java 1.5. Try the first one (for Java 1.6) and see if that solves your problem. If not, then I really don't know what the issue is :sad.gif: