Not working for me at all. I tried the instructions but when I generate a map it quickly races through the starting server sequence, never actually starting the server.
Minecraft Land Generator version 1.3.0
Uses a Minecraft server to generate square land of a specified size.
Processing world "c:\minecraft.world.generator\world", in 300 block increments,
with: java -Xmx1024M -cp BiomeTerrain.jar:minecraft_server.jar net.minecraft.se
rver.MinecraftServer nogui
Launching server once to make sure there is a world.
Starting server.
Backing up level.dat to level_backup.dat.
Spawn point detected: [50, -71]
Setting spawn to [-450, -571] (1/16)
Starting server.
Setting spawn to [-450, -271] (2/16)
Starting server.
Setting spawn to [-450, 29] (3/16)
Starting server.
Setting spawn to [-450, 329] (4/16)
Estimated time remaining: 0h0m1s
Starting server.
Setting spawn to [-150, -571] (5/16)
Estimated time remaining: 0h0m1s
Starting server.
The above takes about 1 second to run. Any ideas what I'm doing wrong?
try adding: -v to then end like this:
java -jar "MinecraftLandGenerator.jar" 100 100 -v
this turns on verbose mode, which shows the minecraft server's output.
but i think your problem with biometerrainmod is that you are using a colon instead of a semicolon in windows:
can you see the difference?
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
So, the current problem has something to do with different console stream behaviors in the different operating systems or terminal types, does it?
What did you change so far, to get it working as much as it is? I suppose i could just compare the files to find out.
yes, that is my best guess. Its the same issue (that you first noticed on Windows XP x86) that has plagued every version of this program. I've just tested it on every computer i can get my hands on, and as many ways possible.
If you have some insight, want to help, or want control over the project again, just let me know! I never meant to steal your project or anything - just get it working again.
all i changed was the version number, and the line that finds "[INFO] Done!" to "[INFO] Done", as 1.3 now gives an output of Done (2216693594ns)! For help, type "help" or "?" or similar.
(hell, most of the early problems i had was with eclipse itself!)
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Feel free; it is public domain, after all. I just wish i knew what the compatible way to read console output is. I followed instructions that i found as well as i could, and i guess i got it half-working, if it only works on half the systems.
Feel free; it is public domain, after all. I just wish i knew what the compatible way to read console output is. I followed instructions that i found as well as i could, and i guess i got it half-working, if it only works on half the systems.
After consulting with a friend of a friend who codes in many languages, we figured out a simple fix for Windows XP!!!
you simply remove "nogui" from the config file.
it wont fix the linux via ssh unless you tunnel the x server with it.
Quote from YEAHNAH »
Im not gonna use it, simple because you called macs "nasty things". :smile.gif:
well, apples hardware is quality - i will admit that - but I dont care for the software or apple's business practices.
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
I need help with getting this running. It might be because I'm not good with Java, but I just can't get this running. the installation steps aren't very clear. I've directed my command prompt to the folder I created but now what? I need this program, and thusly I'm very thankful for you taking the time to create it, but an installation file would've been useful.
clarification?
are you doing a server or single player world?
have you tried the scripts?
other than the scripts, i'm not sure how much more of an installation file i can do - i'm not allowed to distribute the copyrighted minecraft files, only link to them.
basically you need the server files.
you need to run the server once pointing to a new or existing world. java -Xmx1024M -Xms1024M -jar minecraft_server.jar
you make the config file. java -jar MinecraftLandGenerator.jar -conf
you run the program. java -jar MinecraftLandGenerator.jar 1000 1000 (and wait)
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Seems to have worked with Win XP x64 but I had to run one additional step.
-snip-
if this has been posted before I apologize, but this proves this can be run on SOME versions of XP :tongue.gif:
Yeah, i knew it worked on 64bit XP. The issue is with 32bit XP, which almost all installations of XP are. But 32Bit XP has a fix: just remove NOGUI from the config file.
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
If the nogui argument is somehow unnecessary, just what the heck does it do? Is it normally necessary? I never bothered experimenting with it. The Minecraft server download page just says to use it, so i did.
Well, it creates some kind of window if you don't have nogui on. I cannot fathom how that changes the way the console output comes through. What a mystery.
If the nogui argument is somehow unnecessary, just what the heck does it do? Is it normally necessary? I never bothered experimenting with it. The Minecraft server download page just says to use it, so i did.
Well, it creates some kind of window if you don't have nogui on. I cannot fathom how that changes the way the console output comes through. What a mystery.
It truly is a mystery! i have no idea why it works that way - but it does.
(but my best guess is that the initialization code in the server is different enough when creating a GUI that it bypasses the Win XP x86 glitch, and since the server not only writes to the textbox in it's window, but also to the console output - so MLG can read it and get the "[INFO] Done" line)
While debugging MLG with a very experienced java coder (who works for intel) last night we concluded that the bug is somewhere with ProcessBuilder after we do: Process process = minecraft.start();
using nogui is required in systems without a gui obviously, like my server. I would say that using nogui helps keep a smaller memory footprint - as it doesnt need to keep the window, textboxes, and that server load graph in memory if its not needed. it is, however, more newb-friendly.
Edit: while doing some research, i've come accross this, which is the closest thing i can find to the issue - but it should be handled because we do read the standard output of minecraft:
Because some native platforms only provide limited buffer size for standard input and output streams, failure to promptly write the input stream or read the output stream of the subprocess may cause the subprocess to block, and even deadlock.
maybe we should also read the getErrorStream, hell even the getOutputStream, to clear those buffers.
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
MinecraftLandGenerator 1.3.0 was only intended to be a quick bug fix so the program would work again with current versions of the server, with no new functionality.
TLDR? New stuff coming soon! boring description below....
I am currently working on some new features/bug fixes/optimizations.
I'm currently testing out 2 different fixes for the Win XP 32bit bug - one cheesy and one pretty advanced (at least for me). If the advanced one works, hopefully it will solve the similar bug in linux over an ssh connection. (which is how i manage my server - so it really bugs me. currently i have my server also as a file server so i run my program on my win 7 machine and it pulls the server files over the LAN - works, but not the greatest.) if this new code doesnt fix XP or SSH, I might just leave it in if it doesnt hurt anything. (i dont see how it could) it may help in the future - who knows? Granted if this new code doesnt work (either everything breaks or nothing happens) then i'll put the reliable cheesy code in - then XP will work, but not ssh. basically i look at the operating system you have, and if you are running XP, it autocreates a file without nogui - yes even with 64bit XP although it doesnt need it. everything else will have nogui in it as it helps improve performance.
optimizations... i've removed/commented out some unnecessary code to make startup a little faster (but then added more code to slow it back down - whatever) I think i'll add some more output stuff when using verbose, and remove some when not. (the less we output to screen the faster it is!)
as for new features... i have a few ideas to make it more newb-friendly. But i wont discuss those here until they are done.
NO, this new code is not uploaded on my github account yet. Once it works, it will.
I can now say that i officially hate Eclipse. I dont care for Java that much, but as someone once told me, its the only language that comes nicely packaged in Jars.
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Not working for me at all. I tried the instructions but when I generate a map it quickly races through the starting server sequence, never actually starting the server.
Minecraft Land Generator version 1.3.0
Uses a Minecraft server to generate square land of a specified size.
Processing world "c:\minecraft.world.generator\world", in 300 block increments,
with: java -Xmx1024M -cp BiomeTerrain.jar:minecraft_server.jar net.minecraft.se
rver.MinecraftServer nogui
Launching server once to make sure there is a world.
Starting server.
Backing up level.dat to level_backup.dat.
Spawn point detected: [50, -71]
Setting spawn to [-450, -571] (1/16)
Starting server.
Setting spawn to [-450, -271] (2/16)
Starting server.
Setting spawn to [-450, 29] (3/16)
Starting server.
Setting spawn to [-450, 329] (4/16)
Estimated time remaining: 0h0m1s
Starting server.
Setting spawn to [-150, -571] (5/16)
Estimated time remaining: 0h0m1s
Starting server.
The above takes about 1 second to run. Any ideas what I'm doing wrong?
try adding: -v to then end like this:
java -jar "MinecraftLandGenerator.jar" 100 100 -v
this turns on verbose mode, which shows the minecraft server's output.
but i think your problem with biometerrainmod is that you are using a colon instead of a semicolon in windows:
can you see the difference?
Just a fair warning - If you're using BiomeTerrainMod SMP along with MLG to make maps, you will not be able to open them in SSP. They appear as "world" with the folder name below grayed-out and an inaccurate map filesize next to them. You can't open them.
Nor will level.dat file readers be able to read them, i.e. to get seed # or view spawn location or player position.
I don't know if this changes anything for people who then install BiomeTerrainMod SSP on their minecraft.jar - it's worth a try if you must open/mod your map file for SSP.
I'm afk for the rest of the weekend but sometime next week I will try creating a SSP map with BTM SSP loaded and then port it to the server folder and see if MLG + BTM SMP can make sense of it and extend it to 2000 x 2000.
Just a fair warning - If you're using BiomeTerrainMod SMP along with MLG to make maps, you will not be able to open them in SSP. They appear as "world" with the folder name below grayed-out and an inaccurate map filesize next to them. You can't open them.
Nor will level.dat file readers be able to read them, i.e. to get seed # or view spawn location or player position.
I don't know if this changes anything for people who then install BiomeTerrainMod SSP on their minecraft.jar - it's worth a try if you must open/mod your map file for SSP.
I'm afk for the rest of the weekend but sometime next week I will try creating a SSP map with BTM SSP loaded and then port it to the server folder and see if MLG + BTM SMP can make sense of it and extend it to 2000 x 2000.
I disagree. It sounds like your files are corrupt or something. I tested this with BiomeTerrainSMP12Stable and beta 1.3.
My BTM server world copied and ran just fine on an unmodified 1.3 client.
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
It sounds like your files are corrupt or something. I tested this with BiomeTerrainSMP12Stable and beta 1.3.
My BTM server world copied and ran just fine on an unmodified 1.3 client.
Hm that's odd.
I'm running BTM SMP 13a stable (was running 13 but then he fixed the bug where the seed input is ignored) and the MLG latest. Both on clean minecraft_server.jar and playing only with a clean minecraft.jar
I'll try again with the 13a, that may have something to do with it. Perhaps entering a seed value in the seedValue field caused problems with saving the seed in the pre-13a versions. Did you manually enter a seed value in the Biome Mod area of your .ini, or did you leave it alone and use the "default" random or 0 seed it generated?
NVM, I figured it out.
That said mc.42nex.us still doesn't read the seeds from MLG-BTM-SMP worlds.
I'm running BTM SMP 13a stable (was running 13 but then he fixed the bug where the seed input is ignored) and the MLG latest. Both on clean minecraft_server.jar and playing only with a clean minecraft.jar
I'll try again with the 13a, that may have something to do with it. Perhaps entering a seed value in the seedValue field caused problems with saving the seed in the pre-13a versions. Did you manually enter a seed value in the Biome Mod area of your .ini, or did you leave it alone and use the "default" random or 0 seed it generated?
NVM, I figured it out.
That said mc.42nex.us still doesn't read the seeds from MLG-BTM-SMP worlds.
this is a BiomeTerrainMod issue - not MinecraftLandGenerator. If BiomeTerrainMod is broken or not working correctly - MLG has nothing to do with it. MLG just starts and stops the server many many times in different locations to generate your land.
and a quick look at that forum tells me that they have some issues with seeds right now.
EDIT: I've tested this issue with BiomeTerrainSMP15Stable. it works fine.
for anyone interested:
Minecraft Land Generator only needs a few things:
itself
it's config file (with the proper path for the server inside it - including any needed text for mods)
a server jar file (unmodified or modified depending on your situation)
the server.properties file (so it can find the save file)
and the level.dat of the world.
(this is why i tell people to run your server (with any mods you want) at least once, to create the server.properties and a level.dat (if missing))
if all the above is correct/standard (or at least the parts MLG needs are readable/usable), then MLG will operate.
MLG is designed to be as mod-friendly as possible - It only looks for the few things it needs, and its completely customizable.
since it doesnt read the actual chunk/region files, if your mod crates non-standard levels, then you may have issues with using that world without the mod.
having said that, one of the reasons MLG was created was to help with the mapping of worlds created with Biome Terrain Mod.
oh and about mc.42nex.us ...
It wont read the level.dat from a world unless it has been played in single player. it fails when trying to read the players' position, which only exists in single player.
I determined this by using NBTedit by comparing different save files from SMP, SSP, and BTM-SMP
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
I don't know how the nether stuff works, but it might be possible if you can just toggle the spawn point's "overworld/nether" in the level.dat file. I rather doubt that, though.
MLG works by changing the coordinates of the spawn point in the level.dat file, then launching the server -- which automatically generates land in a space of about 300 blocks in each direction -- over and over. Whether or not it's possible all depends on being able to move the spawn point to the nether and have the server generate the area around it.
I know on the old locked thread it said this did not work with the nether, but it also said this would be until SMP supported the nether properly. Bukkit now supports the nether.
So is there a way to get this working with the nether?
Quote from Corrodias »
I don't know how the nether stuff works, but it might be possible if you can just toggle the spawn point's "overworld/nether" in the level.dat file. I rather doubt that, though.
MLG works by changing the coordinates of the spawn point in the level.dat file, then launching the server -- which automatically generates land in a space of about 300 blocks in each direction -- over and over. Whether or not it's possible all depends on being able to move the spawn point to the nether and have the server generate the area around it.
Hmmm... I'll take a look at this. The only problem I see with this is that due to how the nether works (a player opens a portal, and then spawns in a location based on the portal, is that the nether may not have a spawn point like the normal world.)
does bukkit require a plugin for this?
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Yeah bukkit needs a plugin for players to get to the nether in the first place, but the world itself is supported natively (ie. if you hacked yourself there without a plugin it would work fine, you'd just never be able to leave).
I'm not sure how it works though, there appears to just be a toggle somewhere in the world gen for normal or nether (at least that's how bukkit is set up).
If you had a nether world already (with a spawn point), then tried to make this land generator run for that world, would it work? I'm not sure how the vanilla server runs it...
Also I am using biometerrainmod, so I guess I'd need to uninstall that to get this to work.
i did some quick tests tonight with bukkit and the netherworld plugin.
while i have not ran MLG on it yet, i believe that it can be done.
bukkit treats a nether world like a normal world (except we only have a DIM-1 folder) with its own level.dat
so, every world you have in a mutliworld setup has its own save file directory.
as for biometerrainmod, i have not had any luck with it working in hell - it crashes (havent tried the bukkit specific version though)
so, how do you get multiworld working with MLG? (this is theory - I havent tested this yet, as i need to go to bed)
well, for the initial world - no change
if the multiworld is a normal world:
1. make a backup of all config files
2. change your server.properties to load the world as the default world
3. run MLG
4. restore your backup config files
(repeat this process for each normal world you have in your multi-world setup)
if the world is a nether world:
1. make a backup of all config files
2. change your server.properties to load the world as the default world, and set hellworld=true
3. run MLG
4. restore your backup config files
(repeat this process for each nether world you have in your multi-world setup)
For SSP nether: (This should work due to beta 1.3 having the new McRegion format that is consistent between SMP and SSP)
1. make a backup of all config files
2. change your server.properties to set hellworld=true
3. run MLG
4. restore your backup config files
I plan on testing this myself tomorrow, and I'll look into seeing if there is an easier way to do this.
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
That sounds awesome, thanks for the step by step.
I shall be testing this once I have some work done today :tongue.gif:
Also, I don't think biome terrain mod does work in the nether, so my solution here is generate all the worlds I need with that at say 2200x2200.
Then remove biome terrain mod.
Generate me a hell world of 2200x2200.
Then in bukkit, use borderguard lite to limit the borders in each world to 2000x2000, meaning no new terrain needs to be generated.
Connect them all with portals, done.
EDIT - The nether generation works perfectly!
Shame biometerrainmod is really broken for my remaining worlds...
Any chance you could make this work with bukkit instead of the vanilla server? I would be eternally grateful, and would even whitelist you on me and my friends server if you like :smile.gif:
thanks for testing it for me.
bukkit does work with MLG. you just need to change the config file. on the line that says path, you put in your bukkit launch command in place of the vanilla launch command. see this post
also, depending on your plugin, it might keep the 8x distance in the nether. (in vanilla single player, moving 1 block in the nether moves you 8 blocks in the original world.) If your plugin does this, like the one i tested with, you would want to make your original world bigger (specifically at least 8 times bigger.) so if you nether is 2000x2000 blocks, then your original would be at least 16000x16000.
You can still only do one world at a time though.
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Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
try adding: -v to then end like this:
java -jar "MinecraftLandGenerator.jar" 100 100 -v
this turns on verbose mode, which shows the minecraft server's output.
but i think your problem with biometerrainmod is that you are using a colon instead of a semicolon in windows:
can you see the difference?
Mac/linux:
java -Xmx1024M -cp BiomeTerrain.jar:minecraft_server.jar net.minecraft.server.MinecraftServer nogui
Windows:
java -Xmx1024M -cp BiomeTerrain.jar;minecraft_server.jar net.minecraft.server.MinecraftServer nogui
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
yes, that is my best guess. Its the same issue (that you first noticed on Windows XP x86) that has plagued every version of this program. I've just tested it on every computer i can get my hands on, and as many ways possible.
If you have some insight, want to help, or want control over the project again, just let me know! I never meant to steal your project or anything - just get it working again.
all i changed was the version number, and the line that finds "[INFO] Done!" to "[INFO] Done", as 1.3 now gives an output of Done (2216693594ns)! For help, type "help" or "?" or similar.
(hell, most of the early problems i had was with eclipse itself!)
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
After consulting with a friend of a friend who codes in many languages, we figured out a simple fix for Windows XP!!!
you simply remove "nogui" from the config file.
it wont fix the linux via ssh unless you tunnel the x server with it.
well, apples hardware is quality - i will admit that - but I dont care for the software or apple's business practices.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
clarification?
are you doing a server or single player world?
have you tried the scripts?
other than the scripts, i'm not sure how much more of an installation file i can do - i'm not allowed to distribute the copyrighted minecraft files, only link to them.
basically you need the server files.
you need to run the server once pointing to a new or existing world. java -Xmx1024M -Xms1024M -jar minecraft_server.jar
you make the config file. java -jar MinecraftLandGenerator.jar -conf
you run the program. java -jar MinecraftLandGenerator.jar 1000 1000 (and wait)
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Yeah, i knew it worked on 64bit XP. The issue is with 32bit XP, which almost all installations of XP are. But 32Bit XP has a fix: just remove NOGUI from the config file.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Well, it creates some kind of window if you don't have nogui on. I cannot fathom how that changes the way the console output comes through. What a mystery.
It truly is a mystery! i have no idea why it works that way - but it does.
(but my best guess is that the initialization code in the server is different enough when creating a GUI that it bypasses the Win XP x86 glitch, and since the server not only writes to the textbox in it's window, but also to the console output - so MLG can read it and get the "[INFO] Done" line)
While debugging MLG with a very experienced java coder (who works for intel) last night we concluded that the bug is somewhere with ProcessBuilder after we do: Process process = minecraft.start();
using nogui is required in systems without a gui obviously, like my server. I would say that using nogui helps keep a smaller memory footprint - as it doesnt need to keep the window, textboxes, and that server load graph in memory if its not needed. it is, however, more newb-friendly.
Edit: while doing some research, i've come accross this, which is the closest thing i can find to the issue - but it should be handled because we do read the standard output of minecraft:
maybe we should also read the getErrorStream, hell even the getOutputStream, to clear those buffers.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
MinecraftLandGenerator 1.3.0 was only intended to be a quick bug fix so the program would work again with current versions of the server, with no new functionality.
TLDR? New stuff coming soon! boring description below....
I am currently working on some new features/bug fixes/optimizations.
I'm currently testing out 2 different fixes for the Win XP 32bit bug - one cheesy and one pretty advanced (at least for me). If the advanced one works, hopefully it will solve the similar bug in linux over an ssh connection. (which is how i manage my server - so it really bugs me. currently i have my server also as a file server so i run my program on my win 7 machine and it pulls the server files over the LAN - works, but not the greatest.) if this new code doesnt fix XP or SSH, I might just leave it in if it doesnt hurt anything. (i dont see how it could) it may help in the future - who knows? Granted if this new code doesnt work (either everything breaks or nothing happens) then i'll put the reliable cheesy code in - then XP will work, but not ssh. basically i look at the operating system you have, and if you are running XP, it autocreates a file without nogui - yes even with 64bit XP although it doesnt need it. everything else will have nogui in it as it helps improve performance.
optimizations... i've removed/commented out some unnecessary code to make startup a little faster (but then added more code to slow it back down - whatever) I think i'll add some more output stuff when using verbose, and remove some when not. (the less we output to screen the faster it is!)
as for new features... i have a few ideas to make it more newb-friendly. But i wont discuss those here until they are done.
NO, this new code is not uploaded on my github account yet. Once it works, it will.
I can now say that i officially hate Eclipse. I dont care for Java that much, but as someone once told me, its the only language that comes nicely packaged in Jars.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
That seemed to fix it on Windows but linux still has the issue. I'll futz around some more, thanks!
Nor will level.dat file readers be able to read them, i.e. to get seed # or view spawn location or player position.
I don't know if this changes anything for people who then install BiomeTerrainMod SSP on their minecraft.jar - it's worth a try if you must open/mod your map file for SSP.
I'm afk for the rest of the weekend but sometime next week I will try creating a SSP map with BTM SSP loaded and then port it to the server folder and see if MLG + BTM SMP can make sense of it and extend it to 2000 x 2000.
I disagree. It sounds like your files are corrupt or something. I tested this with BiomeTerrainSMP12Stable and beta 1.3.
My BTM server world copied and ran just fine on an unmodified 1.3 client.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Hm that's odd.
I'm running BTM SMP 13a stable (was running 13 but then he fixed the bug where the seed input is ignored) and the MLG latest. Both on clean minecraft_server.jar and playing only with a clean minecraft.jar
I'll try again with the 13a, that may have something to do with it. Perhaps entering a seed value in the seedValue field caused problems with saving the seed in the pre-13a versions. Did you manually enter a seed value in the Biome Mod area of your .ini, or did you leave it alone and use the "default" random or 0 seed it generated?
NVM, I figured it out.
That said mc.42nex.us still doesn't read the seeds from MLG-BTM-SMP worlds.
this is a BiomeTerrainMod issue - not MinecraftLandGenerator. If BiomeTerrainMod is broken or not working correctly - MLG has nothing to do with it. MLG just starts and stops the server many many times in different locations to generate your land.
and a quick look at that forum tells me that they have some issues with seeds right now.
EDIT: I've tested this issue with BiomeTerrainSMP15Stable. it works fine.
for anyone interested:
Minecraft Land Generator only needs a few things:
itself
it's config file (with the proper path for the server inside it - including any needed text for mods)
a server jar file (unmodified or modified depending on your situation)
the server.properties file (so it can find the save file)
and the level.dat of the world.
(this is why i tell people to run your server (with any mods you want) at least once, to create the server.properties and a level.dat (if missing))
if all the above is correct/standard (or at least the parts MLG needs are readable/usable), then MLG will operate.
MLG is designed to be as mod-friendly as possible - It only looks for the few things it needs, and its completely customizable.
since it doesnt read the actual chunk/region files, if your mod crates non-standard levels, then you may have issues with using that world without the mod.
having said that, one of the reasons MLG was created was to help with the mapping of worlds created with Biome Terrain Mod.
oh and about mc.42nex.us ...
It wont read the level.dat from a world unless it has been played in single player. it fails when trying to read the players' position, which only exists in single player.
I determined this by using NBTedit by comparing different save files from SMP, SSP, and BTM-SMP
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
MLG works by changing the coordinates of the spawn point in the level.dat file, then launching the server -- which automatically generates land in a space of about 300 blocks in each direction -- over and over. Whether or not it's possible all depends on being able to move the spawn point to the nether and have the server generate the area around it.
Hmmm... I'll take a look at this. The only problem I see with this is that due to how the nether works (a player opens a portal, and then spawns in a location based on the portal, is that the nether may not have a spawn point like the normal world.)
does bukkit require a plugin for this?
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
i did some quick tests tonight with bukkit and the netherworld plugin.
while i have not ran MLG on it yet, i believe that it can be done.
bukkit treats a nether world like a normal world (except we only have a DIM-1 folder) with its own level.dat
so, every world you have in a mutliworld setup has its own save file directory.
as for biometerrainmod, i have not had any luck with it working in hell - it crashes (havent tried the bukkit specific version though)
so, how do you get multiworld working with MLG? (this is theory - I havent tested this yet, as i need to go to bed)
well, for the initial world - no change
if the multiworld is a normal world:
1. make a backup of all config files
2. change your server.properties to load the world as the default world
3. run MLG
4. restore your backup config files
(repeat this process for each normal world you have in your multi-world setup)
if the world is a nether world:
1. make a backup of all config files
2. change your server.properties to load the world as the default world, and set hellworld=true
3. run MLG
4. restore your backup config files
(repeat this process for each nether world you have in your multi-world setup)
For SSP nether: (This should work due to beta 1.3 having the new McRegion format that is consistent between SMP and SSP)
1. make a backup of all config files
2. change your server.properties to set hellworld=true
3. run MLG
4. restore your backup config files
I plan on testing this myself tomorrow, and I'll look into seeing if there is an easier way to do this.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
thanks for testing it for me.
bukkit does work with MLG. you just need to change the config file. on the line that says path, you put in your bukkit launch command in place of the vanilla launch command.
see this post
also, depending on your plugin, it might keep the 8x distance in the nether. (in vanilla single player, moving 1 block in the nether moves you 8 blocks in the original world.) If your plugin does this, like the one i tested with, you would want to make your original world bigger (specifically at least 8 times bigger.) so if you nether is 2000x2000 blocks, then your original would be at least 16000x16000.
You can still only do one world at a time though.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera