Guys I got a stupid but very simple question. In the BTMsettings.ini Do we need to have the headers for example
<Cave Mod - Cave Variables>
caveRarity:7
caveFrequency:40
caveMinAltitude:8
or the very 1st line in the file <Biome Mod - All Biome Variables>
oldGen:false
biomeSize:1.5
minMoisture:0.0
maxMoisture:1.0
Im referring to the bold intalics headers.
in ALL these settings you guys post on here none of you have those headers on there.
The other small question I just thought of thats been bugging me, was the Spaces before the actual code.
Example:
>>>>>>>><Biome Mod - All Biome Variables>
>>>>>>>>oldGen:false
>>>>>>>>biomeSize:1.5
>>>>>>>>minMoisture:0.0
>>>>>>>>maxMoisture:1.0
the arrows are only to indent. could not find the option.
Instead of aligned right on close with no margin or spaces like this.
Example:
<Biome Mod - All Biome Variables>
oldGen:false
biomeSize:1.5
minMoisture:0.0
maxMoisture:1.0
I appreciate any help on this at all.
i guess i could test it
but thought a quick answer might
be beneficial to some others as well.
Thanks so much
What a pain to edit all those spaces, Some of them paste right and the others do not. takes like a half hour to edit.
Thank you :smile.gif:
I think you're giving yourself a lot more work than you need to.
Every settings ini file contains the exact same words in the same order. The only difference is the numbers. Just copy the numbers for each setting and change them in a copy of the main settings file.
Usually only a few things need to be copied. Mostly just the moisture/temp variables as those decide the 'biome' of the entire world, and the 'Terrain Variables' as those contain the landforms shaping stuff. The rest is mostly personal preferences, which once tweeked to your liking you probably don't ever need to change.
Which is why when I post my settings for a world I usually edit out all the 'extra' variable stuff that's not important to the actual basic look and such of the world.
To make a desert world for instance all you need to do is drop moisture below 0.2 and up temp to .95 and you're guaranteed a desert world. No need to post all the ore distribution stuff and you would only need to copy or change those two numbers in the ini file to get a desert world.
Mine doesn't start the world creation. Just got the dirt background, no loading of any sort, force me to quit the game through cutting java execution. Any of those values might cause trouble?
Are you playing MC 1.6.6 or the old 1.5.01 ?
If your MC is up to date, you can't use the 1.5.01 version of the mod with 1.6.6
Yes, several of these values are much too high and certainly what is making the terrain generator lock up.
And even if it works it's doing a lot of unnecessary calculations.
The frequency is the number of times it tries to add one instance of it in each chunk (I believe), but the Rarity is the actual chance it will succeed (in %).
On some of these you have the rarity set very low, like watersource (5). So it tries to make 5000 watersources per chunk with only a 5 percent chance for each try. I'm guessing you had a plan with this, but try lowering some frequencies and raising the rarity a little.
The deposits could also be a problem I guess, never really tried making really big ones. But 7000 seems way over the top. Or did you just put one zero too many?
16x16x128 is 32768 blocks possible in a chunk. Those excessive values equal 9000+ blocks in just 5 deposits. About a quarter of the entire chunk. Allowing for average random sizes about 10 deposits of lapis should just about make a complete chunk column of lapis.
"Frequency is the number of times, per chunk, that the game will try to make a deposit.
Rarity is the odds (out of 100) that the game will actually make a deposit."
It's set so there's always going to be 8 deposits of redstone per chunk. The terrain gen is going to try to place redstone 8 time and each try has 100% chance of happening. And that placement will be from 1 to 700 blocks of Redstone. So in a single chunk it will spawn anywhere from 8 to 5600 blocks of redstone.
10 deposits of clay up to 320 blocks each, so from 10 to 3200 clay in the chunk.
So potentially there's 21800 blocks generated out of just those ores. The entire chunk including air is only 32768 blocks. this leaves only 42 layers for all the rest of the stuff to fit in.
It's only going to place a water source 5% of the time, but it's got 5000 chances to hit that 5% It's going to manage that quite often. There will always be water source blocks in the chunk. 5% of the 5000 tries will be 250 succeeds. So there will usually be about 250 water source blocks per chunk. Just enough to cover the surface of a chunk. While it's possible to get more or less, there will usually be about 250 water sources. Assuming there's any dry land (6 blocks on average with these settings) one has to be sand to spawn on. Note that these are not the ponds you find above and below ground, these are the individual water blocks that form waterfalls.
lavaSourceDepositRarity:10
lavaSourceDepositFrequency:200
10 % chance of lava on 200 tries is 20 lava sources on average. again, not pools, but individual lavafalls.
waterLevel:012
Never going to have water. one average deposit of lapis will fill 12 layers of a chunk.
with all the other deposits, there will never be room below level 13 for ocean to form.
maxAverageHeight:56.0
maxAverageDepth:37.0
This will ensure you have steep sheer cliffs and immediatly drop the shoreline to the bottom of the oceans. No slopes anywhere.
fractureHorizontal:0.0
fractureVertical:16.0
This will layer the world a great deal. Lots of floating land.
50% of the time the world will have a lot of 'noise' so it'll be very broken up and rough terrain. Combined with the fracture vertical setting means it's a lot of scattered small floating bits.
minMoisture:0.3
maxMoisture:2.0
Moisture is a percentage. 1.0 = 100% so max moisture here is set to 200%
It's going to try to place an underground lake 200 times and will be successfull 5% of the time, so 10 times on average. Each of those times, it will create a lake at least 50 blocks in size(a 5x5x2 block) though they could be 600 blocks in size (about 16x16x2) so 10 chunks sized lakes 2 layers deep could be placed. That's 20 layers of water.
So at this point we've potentiall only have 12 layers left for dirt, stone, gravel and sand, plus trees and air.
I didn't even want to look at the cave settings.
---
TL:DR The settings are too extreme and conflict quite a bit. The world gen is having to work too hard and goes on strike demanding extra vacation time.
Ummm... what should I do if I downloaded the mod fine but then I didn't change any settings and then my MC quits when I try to create a new world?
The mods current version is for MC 1.5.01, you're probably running MC 1.6.6. Either downgrade to 1.5.01 and reinstall the mod, or wait for the 1.6.6 version due out soon.
For 1.6.6 that means deleting the bin folder and re reinstalling MC.
Okay, so I had the rarity and frequency mixed up, that explains some things.
Thanks, I'll try with more reasonable settings/
Yep. Little changes to the settings sometimes make big changes to the worlds.
The way I fiqured out what was what, was to just generate the same seed over and over with slightly different settings. Mostly with the terrain you'd want to just alter each setting one at a time to see what it does before playing the combo setting game.
All on a seed that produces nice gentle rolling hills in most places, but has little native volatility.
Many undercuts actually erode into dungeons, so open dungeons in dark recesses or on the sea floor are quite common.
The fracture setting here would be very good with a sea level of 55 or so. As it is, there is a major tendency for the fracture plane to go right at sea level, so overhangs tend to ride the waves for long stretches and finding a beach is difficult. that said, it does lead to formation of underwater air pockets lined with iron and coal. Access to some caves is by water only. This appeals to people who wish to build a secret base with hidden entrance.
If anybody can find and recover my old "Lost Utopia" settings on the forums so i can continue working on them i'll very much appreciate it. I cant find where I posted them. if you find them you get
If anybody can find and recover my old "Lost Utopia" settings on the forums so i can continue working on them i'll very much appreciate it. I cant find where I posted them. if you find them you get
Here it is. I found it by searching for "Lost Utopia" in the forums. You probably could also find it by selecting "My Content" from the drop down menu under your screen name in the upper right corner of the page.
<Cave Mod - Cave Variables>
caveRarity:7
caveFrequency:40
caveMinAltitude:8
or the very 1st line in the file
<Biome Mod - All Biome Variables>
oldGen:false
biomeSize:1.5
minMoisture:0.0
maxMoisture:1.0
Im referring to the bold intalics headers.
in ALL these settings you guys post on here none of you have those headers on there.
The other small question I just thought of thats been bugging me, was the Spaces before the actual code.
Example:
>>>>>>>><Biome Mod - All Biome Variables>
>>>>>>>>oldGen:false
>>>>>>>>biomeSize:1.5
>>>>>>>>minMoisture:0.0
>>>>>>>>maxMoisture:1.0
the arrows are only to indent. could not find the option.
Instead of aligned right on close with no margin or spaces like this.
Example:
<Biome Mod - All Biome Variables>
oldGen:false
biomeSize:1.5
minMoisture:0.0
maxMoisture:1.0
I appreciate any help on this at all.
i guess i could test it
but thought a quick answer might
be beneficial to some others as well.
Thanks a bunch.
wallofchaos.
and the code for that type of thing is
Thanks so much
What a pain to edit all those spaces, Some of them paste right and the others do not. takes like a half hour to edit.
Thank you :smile.gif:
I think you're giving yourself a lot more work than you need to.
Every settings ini file contains the exact same words in the same order. The only difference is the numbers. Just copy the numbers for each setting and change them in a copy of the main settings file.
Usually only a few things need to be copied. Mostly just the moisture/temp variables as those decide the 'biome' of the entire world, and the 'Terrain Variables' as those contain the landforms shaping stuff. The rest is mostly personal preferences, which once tweeked to your liking you probably don't ever need to change.
Which is why when I post my settings for a world I usually edit out all the 'extra' variable stuff that's not important to the actual basic look and such of the world.
To make a desert world for instance all you need to do is drop moisture below 0.2 and up temp to .95 and you're guaranteed a desert world. No need to post all the ore distribution stuff and you would only need to copy or change those two numbers in the ini file to get a desert world.
Are you playing MC 1.6.6 or the old 1.5.01 ?
If your MC is up to date, you can't use the 1.5.01 version of the mod with 1.6.6
16x16x128 is 32768 blocks possible in a chunk. Those excessive values equal 9000+ blocks in just 5 deposits. About a quarter of the entire chunk. Allowing for average random sizes about 10 deposits of lapis should just about make a complete chunk column of lapis.
"Frequency is the number of times, per chunk, that the game will try to make a deposit.
Rarity is the odds (out of 100) that the game will actually make a deposit."
redstoneDepositRarity1:100
redstoneDepositFrequency1:8
redstoneDepositSize1:700
It's set so there's always going to be 8 deposits of redstone per chunk. The terrain gen is going to try to place redstone 8 time and each try has 100% chance of happening. And that placement will be from 1 to 700 blocks of Redstone. So in a single chunk it will spawn anywhere from 8 to 5600 blocks of redstone.
diamondDepositRarity1:100
diamondDepositFrequency1:1
diamondDepositSize1:1200
There will be one deposit of diamond from 1 to 1200 blocks in size.
lapislazuliDepositRarity1:100
lapislazuliDepositFrequency1:1
lapislazuliDepositSize1:7000
Luckily there will only be one deposit of lapis. But it'll be anywhere from 1 to 7000 blocks in size.
ironDepositRarity1:100
ironDepositFrequency1:20
ironDepositSize1:80
20 deposits of iron up to 80 blocks each, so from 1 to 1600 iron in the chunk.
coalDepositRarity1:100
coalDepositFrequency1:20
coalDepositSize1:160
20 deposits of coal up to 160 blocks each, so from 20 to 3200 coal in the chunk.
clayDepositRarity1:100
clayDepositFrequency1:10
clayDepositSize1:320
10 deposits of clay up to 320 blocks each, so from 10 to 3200 clay in the chunk.
So potentially there's 21800 blocks generated out of just those ores. The entire chunk including air is only 32768 blocks. this leaves only 42 layers for all the rest of the stuff to fit in.
waterSourceDepositRarity:5
waterSourceDepositFrequency:5000
It's only going to place a water source 5% of the time, but it's got 5000 chances to hit that 5% It's going to manage that quite often. There will always be water source blocks in the chunk. 5% of the 5000 tries will be 250 succeeds. So there will usually be about 250 water source blocks per chunk. Just enough to cover the surface of a chunk. While it's possible to get more or less, there will usually be about 250 water sources. Assuming there's any dry land (6 blocks on average with these settings) one has to be sand to spawn on. Note that these are not the ponds you find above and below ground, these are the individual water blocks that form waterfalls.
lavaSourceDepositRarity:10
lavaSourceDepositFrequency:200
10 % chance of lava on 200 tries is 20 lava sources on average. again, not pools, but individual lavafalls.
waterLevel:012
Never going to have water. one average deposit of lapis will fill 12 layers of a chunk.
with all the other deposits, there will never be room below level 13 for ocean to form.
maxAverageHeight:56.0
maxAverageDepth:37.0
This will ensure you have steep sheer cliffs and immediatly drop the shoreline to the bottom of the oceans. No slopes anywhere.
fractureHorizontal:0.0
fractureVertical:16.0
This will layer the world a great deal. Lots of floating land.
volatility1:8.0
volatility2:0.0
volatilityWeight1:0.5
volatilityWeight2:0.45
50% of the time the world will have a lot of 'noise' so it'll be very broken up and rough terrain. Combined with the fracture vertical setting means it's a lot of scattered small floating bits.
minMoisture:0.3
maxMoisture:2.0
Moisture is a percentage. 1.0 = 100% so max moisture here is set to 200%
undergroundLakeFrequency:200
undergroundLakeRarity:5
undergroundLakeMinSize:50
undergroundLakeMaxSize:600
It's going to try to place an underground lake 200 times and will be successfull 5% of the time, so 10 times on average. Each of those times, it will create a lake at least 50 blocks in size(a 5x5x2 block) though they could be 600 blocks in size (about 16x16x2) so 10 chunks sized lakes 2 layers deep could be placed. That's 20 layers of water.
So at this point we've potentiall only have 12 layers left for dirt, stone, gravel and sand, plus trees and air.
I didn't even want to look at the cave settings.
---
TL:DR The settings are too extreme and conflict quite a bit. The world gen is having to work too hard and goes on strike demanding extra vacation time.
Excelent write-up on what the settings do, makes a bit more sense than the other guide, thanks!
The mods current version is for MC 1.5.01, you're probably running MC 1.6.6. Either downgrade to 1.5.01 and reinstall the mod, or wait for the 1.6.6 version due out soon.
For 1.6.6 that means deleting the bin folder and re reinstalling MC.
Yep. Little changes to the settings sometimes make big changes to the worlds.
The way I fiqured out what was what, was to just generate the same seed over and over with slightly different settings. Mostly with the terrain you'd want to just alter each setting one at a time to see what it does before playing the combo setting game.
Try
I'd been saving that set ....
This is the sort of thing you get:
All on a seed that produces nice gentle rolling hills in most places, but has little native volatility.
Many undercuts actually erode into dungeons, so open dungeons in dark recesses or on the sea floor are quite common.
The fracture setting here would be very good with a sea level of 55 or so. As it is, there is a major tendency for the fracture plane to go right at sea level, so overhangs tend to ride the waves for long stretches and finding a beach is difficult. that said, it does lead to formation of underwater air pockets lined with iron and coal. Access to some caves is by water only. This appeals to people who wish to build a secret base with hidden entrance.
Yes, actually. PTM has not yet updated to 1.6.6 or even past 1.5_1.
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
Here it is. I found it by searching for "Lost Utopia" in the forums. You probably could also find it by selecting "My Content" from the drop down menu under your screen name in the upper right corner of the page.
Just started a new thread devoted to Pre-generated PTM maps!
COME SEE