Did you read them? I mean, the first clearly states the objective, and both the versions of MLG and minecraft_server. Though I never specified "vanilla," I would have thought that to be assumed when no mods were mentioned.
My point in the posts is to point out issues that I encountered with using the program. The generation is happening just fine, I confirmed that with the use of the uNmINeD mapping program. Just as stated there seems to be a problem when generating areas between 15k x 15k and 21k x 21k where the server has a lot of trouble functioning. After 22k x 22k the trouble seems to have gone away.
My aim is to see if the trouble has been seen elsewhere, while giving as much detail about how I've been troubleshooting it so that if someone were to have it later, they would have help.
In my first attempt i went from a world of 6k x 6k straight to 20k x 20k. As I learned that the program is smart about generating terrain, I decided to try again, making the increases sequential. I started at 2k x 2k in steps of 1k up to 15k which generated in the described 4-10 second range. However, as soon as I got to generating 15k x 15k, the server slowed way down to 50-70 second generations. This behaviour continued until 22k where it picked back up to 4-10 seconds.
This came with another behaviour that made using MLG on windows (at least win7 x64) nearly impossible between 15k and 22k: the phantom level.dat not found IOException that Java threw between server runs. Which is why I switched to Linux to complete the task in the first place. And though the problem still existed in the Linux environment, it was much more rare, and resulted in level.dat actually being destroyed.
It could be that minecraft_server 1.11 has a problem with worlds in the range of 225M-441M blocks. It could be a problem with MLG that the devs might like to know about. I certainly liked it when people told me about bugs with CreativeMode+. It could be both, but no one will know if no one reports it.
oh that explain everything... i see the problem.. well the key is that i would like to know which version is it.. then i can use that version to see if i had the same problem as you do have... between 15K and 22K... i had no problem up to 8K so far.
i would have to make assumption where you were using minecraft 1.11 version. please let me know if i am correct. and thats good question.. thats why "investigation / examination " exist where people have to look at what causing such event that you are describing. and i apologize for the fact where i thought you must have made a mistake somewhere in step by step.. that was my assumption.
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Not sure if it was caused by something I did wrong, but I got this error when I ran the 'Run_MLG_Windows.cmd' file (I had the world generate prior to this using the other file).
<del>Exception in thread "main" java.lang.StringIndexOutOfBoundsException: String index out of range: -49 at java.lang.String.substring(String.java:1967) at morlok8k.MinecraftLandGenerator.Server.runMinecraft(Server.java:200) at morlok8k.MinecraftLandGenerator.Main.runCLI(Main.java:181) at morlok8k.MinecraftLandGenerator.Main.main(Main.java:132)</del>
Attempted with a 20Kx20K and 50Kx50K with the same error.
Nevermind, was caused by an issue with the Done text variable. Fixed now.
Do anyone know the solution to fix the problem where I was at 96% doing a 20,000 x 20,000. it was freezing. so I went to task manager to end it, but what I found is stranger, when I click "end" to end the java program (MLG), it doesn't end the program and instead of ending, it un-freezing the program and keep going on to do one chunk and then frozen again.
When your making mega area maps 10k 20k 50k+ watch your memory usage! when first starting it only uses ~500 megs if that but the longer it runs the more memory it starts to eat quickly gets up there and the more memory it starts eating the slower it becomes. At first I thought maybe it was going high in areas with large numbers of trees like, roofed forest or jungle biomes, but that doesn't seem to be it. It does jump the memory use but its not what causing the bigger usage issue. upping the memory for the server helps but it quickly consumes the increased memory and gets even slower. At that point even ocean biome areas that once only took 3~4 seconds to complete start taking 15~25 seconds. The only way I've found to speed it back up is coping the Region directory somewhere and erasing everything but the LEVEL.DAT file. problem with that is all the mineshafts\villiages\temples and spawn dungeons are empty. I tried to just move the Region directory when it gets 7k-8k files to see if that was slowing it down, however it didn't help. The mineshaft.dat file gets rather large compared to the other files in the Data folder. So maybe there is a memory leak somewhere?
There is a huge amount of time waste opening and closing the server all the time, too bad can't just leave the server open and just reload the world with new start points. 50k x 50k world on my machine estimates run time at over 30 days by the time it gets 2000 runs done. in the first few hundred it gives it a 3 day run time. pretty much stops running after about 4000 runs, each run takes 90-120 seconds and consumes all 6 gigs ram I give the server. I only need 3gigs to use the Extreme far 32 render setting in the client when playing, even in roofed forest and jungle biomes.
Something has to be leaking memory either in MLG or the Minecraft server is the only thing I can come up with. I think what we need is something self contained that generates the land without the Server. Maybe something like expanding AMIDST to generate completely.
I found with mine that the larger the Mineshaft.dat file the slower it would become, The file was only 24megs but the spawn time was tripled(from 6sec to 18sec) and the memory(500megs to 2gigs) use was Quadrupled! with the file gone everything acted just like before. problem is all mineshafts are devoid of anything without this file.
Ok so I downloaded the program, and now I'm wondering how I get it to generate a world with custom terrain generation , to be more specific I'm using this. https://sites.google.com/site/biomebundle/ Biome bundle, it's a forge mod . I'm a noob here can someone please tell me how I would get this terrain generation mod to work with this program!
Ok so I downloaded the program, and now I'm wondering how I get it to generate a world with custom terrain generation , to be more specific I'm using this. https://sites.google.com/site/biomebundle/ Biome bundle, it's a forge mod . I'm a noob here can someone please tell me how I would get this terrain generation mod to work with this program!
take a look at post #1444 (its found on page 71)
it has an instruction of how to use MLG with forge mod server
Ok I followed the instructions on that post, and made it all the way to the point where I rename my forge jar to minecraft_server but when I try to load up the run windows server the command console starts up then quits instantly and no other folders are created in the mlg folder . I am really perplexed why this isn't working anyone have ideas?
I'm trying to use this with the hexxit modpack (yeah I know its really really outdated) but I got the same problem that Greatwhitedragon is getting and its not related to the elua, looks like the guide of the post #1444 is outdated or something I think that MLG overwrite the forge server with a normal one before running (I might be wrong tho)
I'm trying to use this with the hexxit modpack (yeah I know its really really outdated) but I got the same problem that Greatwhitedragon is getting and its not related to the elua, looks like the guide of the post #1444 is outdated or something I think that MLG overwrite the forge server with a normal one before running (I might be wrong tho)
Try adding pause to the bat file that starts mlg so you can see what it says. If not you can PM your skype an i can try and help.
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An idea for improving the speed of MLG: Instead of shutting down, editing level.dat, and restarting, can't you just change the world spawn point, and trigger generation of new chunk that way as Minecraft tries to load the new spawn chunks?
(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?
After trying so many times I realized that I was being retarded (woops) to fix my problem just needed to edit the config file of MLG (MinecraftLangGenerator.conf) and make it look for the forge server ("hexxit.jar" in my case) instead of "minecraft_server.jar" also that last file shouldn't be removed or renamed since the forge server needs it in the same dir to work
Hey. This looks cool, but I was just wondering, if I generate a massive world with this, does that mean that when I set my render distance to like 64 chunks it will load pretty much instantly with no lag? Sorry if this is a pretty dumb question. Cheers.
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Can someone please give me step by step instructions how to use it with 1.7.10 Forge client? I'm not good at these things and I'm confused when I see walls of text and code that I don't understand and I'm afraid that I will screw up something. What I want to do:
1. Generate 5000x5000 terrain in all dimensions (even these from mods) except End, it will be 500x500. Maybe 2x smaller if the world files will be too big. I have a lot of worldgen and dimension mods.
2. Have it generated from 0x0 in all dimensions (it will be spawnpoint).
3. Have specified seed.
4. Then, when I'll test it on client to check how big will be the world files, I want to do this on server with the same mods (my modpack isn't even finished and server doesn't exist yet, but it's about time).
My system: Windows 7
Java: 8
Forge: latest for 1.7.10
We are having issues with our world generating on the fly on our server when exploring. it *looks* like this will resolve those issues.
I also read we can load our existing save and have it generate the rest for us so we don't loose our progress and builds.
I will this work with java 1.14, and is there a recommended size to generate? (we have only 2 players but enjoy the world discovery)
EDIT: Apparently, this behavior is a 1.14 java bug, and they've already marked it as resolved. They are supposed to release a quick hotfix soon.
Regardless, having a pre gen world should make everything run smoother... I just didn't realize a 20k x 20k world would take 14 hours to generate...loL!
So.... It's been a while since I used MLG, but now that I've created a dedicated Minecraft server (v1.15, running on Linux Mint 19.3 with 24 GB of RAM, 4 TB disk space with core OS, '/home' and '/boot' partitions running from a separate 300 GB disk) and an Intel Core i7 to power it all), I thought I would pre-generate a large chunk of the map (35k x 35k) to ease the server load when multiple users are playing. Which has worked out.... Mostly.
The problem I'm having is that the map isn't being generated completely. As you can see from the screenshot below, there are missing chunks that form a grid-like pattern, and I'm not sure why.
Though it did take about 5 1/2 hours to complete, MLG ran fine. I started it up before I went to bed, and when I got up the next morning, it had completed on its own - no zombie threads, no hung processes, no premature exits, and no errors reported to the console.
So I started it again, specifically trying to fill in the missing chunks by setting smaller sizes and new starting co-ordinates, but MLG reports that there's nothing to do and finishes right away. I'm wondering if it's something I did wrong, or if this is a side effect of the "New and Improved, Proudly Microsoft" Minecraft which somehow doesn't play nice with things like MLG any more.
Here's the output from one of my fix attempts:
seann on minecraft-server Thu Mar 26 9:53 AM [~/.minecraft] $ ./mlg.sh 1000 1000 0 0 Generating land of 1000 blocks by 1000 blocks at X0,Z0. Please wait. [MLG] Minecraft Land Generator version 1.7.6 [MLG] BuildID: (1421666774000) [MLG] This version was last modified on Monday, January 19, 2015 at 6:26 AM, Eastern Standard Time [MLG] [MLG] Uses a Minecraft server to generate square land of a specified size. [MLG] [MLG] [MLG] Notice: X Offset: 0 [MLG] Notice: Z Offset: 0 [MLG] Processing world "./server_world", in 380 block increments, with: java -Djava.awt.headless=true -Djline.terminal=jline.UnsupportedTerminal -Duser.language=en -Xms1024m -Xmx1024m -jar server.jar nogui [MLG] [MLG] [MLG] Backing up level.dat to level_backup.dat. [MLG] [MLG] Seed: -5044757377683492668 [MLG] Spawn point detected: [X,Y,Z] [-4,64,-114] [MLG] Centering land generation on [0, 0] due to switches. [MLG] [MLG] Calculating Spawn Points... [MLG] Nothing to generate! [MLG] Restored original level.dat. [MLG] Generation complete in: 3 Seconds [MLG] Please Visit: http://adf.ly/520855/mlg [MLG] Or: https://sites.google.com/site/minecraftlandgenerator/ [MLG] Thanks! Done! seann on minecraft-server Thu Mar 26 9:54 AM [~/.minecraft] $
Let me know if there's anything else you want to see, log files, verbose terminal output, etc, and I'll provide it.
Edit: I'm using openjdk version "11.0.6" 2020-01-14 if that makes a difference.
Additional Edit: I deleted MinecraftLandGenerator.log between fix attempts as part of my troubleshooting steps, so this is all that's in there now (from the last fix run):
# Minecraft Land Generator 1.7.6 - Launch info: Java: OpenJDK 64-Bit Server VM 11.0.6 OS: Linux 5.3.0-42-lowlatency amd64 gnome
# JVM: JAR: MinecraftLandGenerator.jar 1000 1000 -x0 -z0 ARGS: 1000 1000 -x0 -z0
#
# Started: Thursday, March 26, 2020 at 9:53 AM, Eastern Daylight Time
##Size: X1000Z1000
# Seed: -5044757377683492668
# Spawn: [-4,64,-114]
The problem I'm having is that the map isn't being generated completely. As you can see from the screenshot below, there are missing chunks that form a grid-like pattern, and I'm not sure why.
It seems like they may have reduced the size of the initial spawn area, which in the past has been 400x400 blocks with MLG using a step of 380 blocks by default to ensure the areas overlap; this can be changed with the "-i" switch as mentioned in the Readme spoiler on the first page (I've used this myself to increase the step size along with modding the game to generate a larger spawn area so it generates faster due to spending more time on terrain generation rather than startup/shutdown):
- Changed the default 300 blocks to 380. The server now makes a 400x400 square block terrain instead of 320x320. Thus it is faster because there are less loops. To use the old way, use "-i300"
A setting of 368 or 352 may be sufficient in this case since it looks like the gaps are 1 chunk wide; in any case if the game is properly filling them in in-game they may not matter since they are a relatively small portion of otherwise generated chunks and shouldn't cause much of an issue (though I see what appears to be trees cut in half along the borders, suggesting that the game didn't save the chunks for whatever reason and even if they are filled in in-game you'll have odd lines of cut-off/missing decorations and structures, which may be related to MC-125007, which is most obvious when generating terrain in a systemic manner as MLG does).
It seems like they may have reduced the size of the initial spawn area, which in the past has been 400x400 blocks with MLG using a step of 380 blocks by default to ensure the areas overlap; this can be changed with the "-i" switch as mentioned in the Readme spoiler on the first page (I've used this myself to increase the step size along with modding the game to generate a larger spawn area so it generates faster due to spending more time on terrain generation rather than startup/shutdown):
A setting of 368 or 352 may be sufficient in this case since it looks like the gaps are 1 chunk wide; in any case if the game is properly filling them in in-game they may not matter since they are a relatively small portion of otherwise generated chunks and shouldn't cause much of an issue (though I see what appears to be trees cut in half along the borders, suggesting that the game didn't save the chunks for whatever reason and even if they are filled in in-game you'll have odd lines of cut-off/missing decorations and structures, which may be related to MC-125007, which is most obvious when generating terrain in a systemic manner as MLG does).
You, Sir, have solved my problem!
Changing the iteration gap size to a smaller number (350, in fact) filled in the missing chunks.
The reason I was not wanting players to fill it in as they went is because the Overviewer map generated plugs into the server world through a Spigot (Bukkit) plug-in so players can see where they are in real time on the map (similarly to the Wynncraft map). For this to work, however, the map has to be complete.
oh that explain everything... i see the problem.. well the key is that i would like to know which version is it.. then i can use that version to see if i had the same problem as you do have... between 15K and 22K... i had no problem up to 8K so far.
i would have to make assumption where you were using minecraft 1.11 version. please let me know if i am correct. and thats good question.. thats why "investigation / examination " exist where people have to look at what causing such event that you are describing. and i apologize for the fact where i thought you must have made a mistake somewhere in step by step.. that was my assumption.
Not sure if it was caused by something I did wrong, but I got this error when I ran the 'Run_MLG_Windows.cmd' file (I had the world generate prior to this using the other file).Attempted with a 20Kx20K and 50Kx50K with the same error.Nevermind, was caused by an issue with the Done text variable. Fixed now.
Hello,
Do anyone know the solution to fix the problem where I was at 96% doing a 20,000 x 20,000. it was freezing. so I went to task manager to end it, but what I found is stranger, when I click "end" to end the java program (MLG), it doesn't end the program and instead of ending, it un-freezing the program and keep going on to do one chunk and then frozen again.
When your making mega area maps 10k 20k 50k+ watch your memory usage! when first starting it only uses ~500 megs if that but the longer it runs the more memory it starts to eat quickly gets up there and the more memory it starts eating the slower it becomes. At first I thought maybe it was going high in areas with large numbers of trees like, roofed forest or jungle biomes, but that doesn't seem to be it. It does jump the memory use but its not what causing the bigger usage issue. upping the memory for the server helps but it quickly consumes the increased memory and gets even slower. At that point even ocean biome areas that once only took 3~4 seconds to complete start taking 15~25 seconds. The only way I've found to speed it back up is coping the Region directory somewhere and erasing everything but the LEVEL.DAT file. problem with that is all the mineshafts\villiages\temples and spawn dungeons are empty. I tried to just move the Region directory when it gets 7k-8k files to see if that was slowing it down, however it didn't help. The mineshaft.dat file gets rather large compared to the other files in the Data folder. So maybe there is a memory leak somewhere?
There is a huge amount of time waste opening and closing the server all the time, too bad can't just leave the server open and just reload the world with new start points. 50k x 50k world on my machine estimates run time at over 30 days by the time it gets 2000 runs done. in the first few hundred it gives it a 3 day run time. pretty much stops running after about 4000 runs, each run takes 90-120 seconds and consumes all 6 gigs ram I give the server. I only need 3gigs to use the Extreme far 32 render setting in the client when playing, even in roofed forest and jungle biomes.
Something has to be leaking memory either in MLG or the Minecraft server is the only thing I can come up with. I think what we need is something self contained that generates the land without the Server. Maybe something like expanding AMIDST to generate completely.
I found with mine that the larger the Mineshaft.dat file the slower it would become, The file was only 24megs but the spawn time was tripled(from 6sec to 18sec) and the memory(500megs to 2gigs) use was Quadrupled! with the file gone everything acted just like before. problem is all mineshafts are devoid of anything without this file.
Ok so I downloaded the program, and now I'm wondering how I get it to generate a world with custom terrain generation , to be more specific I'm using this. https://sites.google.com/site/biomebundle/ Biome bundle, it's a forge mod . I'm a noob here can someone please tell me how I would get this terrain generation mod to work with this program!
take a look at post #1444 (its found on page 71)
it has an instruction of how to use MLG with forge mod server
Ok I followed the instructions on that post, and made it all the way to the point where I rename my forge jar to minecraft_server but when I try to load up the run windows server the command console starts up then quits instantly and no other folders are created in the mlg folder . I am really perplexed why this isn't working anyone have ideas?
I doubt that's the case but I'll check it
I'm trying to use this with the hexxit modpack (yeah I know its really really outdated) but I got the same problem that Greatwhitedragon is getting and its not related to the elua, looks like the guide of the post #1444 is outdated or something I think that MLG overwrite the forge server with a normal one before running (I might be wrong tho)
Try adding pause to the bat file that starts mlg so you can see what it says. If not you can PM your skype an i can try and help.
An idea for improving the speed of MLG: Instead of shutting down, editing level.dat, and restarting, can't you just change the world spawn point, and trigger generation of new chunk that way as Minecraft tries to load the new spawn chunks?
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(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?
After trying so many times I realized that I was being retarded (woops) to fix my problem just needed to edit the config file of MLG (MinecraftLangGenerator.conf) and make it look for the forge server ("hexxit.jar" in my case) instead of "minecraft_server.jar" also that last file shouldn't be removed or renamed since the forge server needs it in the same dir to work
how create a world flat with only sand and water?
Hey. This looks cool, but I was just wondering, if I generate a massive world with this, does that mean that when I set my render distance to like 64 chunks it will load pretty much instantly with no lag? Sorry if this is a pretty dumb question. Cheers.
Can someone please give me step by step instructions how to use it with 1.7.10 Forge client? I'm not good at these things and I'm confused when I see walls of text and code that I don't understand and I'm afraid that I will screw up something. What I want to do:
1. Generate 5000x5000 terrain in all dimensions (even these from mods) except End, it will be 500x500. Maybe 2x smaller if the world files will be too big. I have a lot of worldgen and dimension mods.
2. Have it generated from 0x0 in all dimensions (it will be spawnpoint).
3. Have specified seed.
4. Then, when I'll test it on client to check how big will be the world files, I want to do this on server with the same mods (my modpack isn't even finished and server doesn't exist yet, but it's about time).
My system: Windows 7
Java: 8
Forge: latest for 1.7.10
I run Minecraft by Twitch app.
Thanks in advance.
We are having issues with our world generating on the fly on our server when exploring. it *looks* like this will resolve those issues.
I also read we can load our existing save and have it generate the rest for us so we don't loose our progress and builds.
I will this work with java 1.14, and is there a recommended size to generate? (we have only 2 players but enjoy the world discovery)
EDIT: Apparently, this behavior is a 1.14 java bug, and they've already marked it as resolved. They are supposed to release a quick hotfix soon.
Regardless, having a pre gen world should make everything run smoother... I just didn't realize a 20k x 20k world would take 14 hours to generate...loL!
So.... It's been a while since I used MLG, but now that I've created a dedicated Minecraft server (v1.15, running on Linux Mint 19.3 with 24 GB of RAM, 4 TB disk space with core OS, '/home' and '/boot' partitions running from a separate 300 GB disk) and an Intel Core i7 to power it all), I thought I would pre-generate a large chunk of the map (35k x 35k) to ease the server load when multiple users are playing. Which has worked out.... Mostly.
The problem I'm having is that the map isn't being generated completely. As you can see from the screenshot below, there are missing chunks that form a grid-like pattern, and I'm not sure why.
Though it did take about 5 1/2 hours to complete, MLG ran fine. I started it up before I went to bed, and when I got up the next morning, it had completed on its own - no zombie threads, no hung processes, no premature exits, and no errors reported to the console.
So I started it again, specifically trying to fill in the missing chunks by setting smaller sizes and new starting co-ordinates, but MLG reports that there's nothing to do and finishes right away. I'm wondering if it's something I did wrong, or if this is a side effect of the "New and Improved, Proudly Microsoft" Minecraft which somehow doesn't play nice with things like MLG any more.
Here's the output from one of my fix attempts:
Let me know if there's anything else you want to see, log files, verbose terminal output, etc, and I'll provide it.
Edit: I'm using openjdk version "11.0.6" 2020-01-14 if that makes a difference.
Additional Edit: I deleted MinecraftLandGenerator.log between fix attempts as part of my troubleshooting steps, so this is all that's in there now (from the last fix run):
It seems like they may have reduced the size of the initial spawn area, which in the past has been 400x400 blocks with MLG using a step of 380 blocks by default to ensure the areas overlap; this can be changed with the "-i" switch as mentioned in the Readme spoiler on the first page (I've used this myself to increase the step size along with modding the game to generate a larger spawn area so it generates faster due to spending more time on terrain generation rather than startup/shutdown):
A setting of 368 or 352 may be sufficient in this case since it looks like the gaps are 1 chunk wide; in any case if the game is properly filling them in in-game they may not matter since they are a relatively small portion of otherwise generated chunks and shouldn't cause much of an issue (though I see what appears to be trees cut in half along the borders, suggesting that the game didn't save the chunks for whatever reason and even if they are filled in in-game you'll have odd lines of cut-off/missing decorations and structures, which may be related to MC-125007, which is most obvious when generating terrain in a systemic manner as MLG does).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
You, Sir, have solved my problem!
Changing the iteration gap size to a smaller number (350, in fact) filled in the missing chunks.
The reason I was not wanting players to fill it in as they went is because the Overviewer map generated plugs into the server world through a Spigot (Bukkit) plug-in so players can see where they are in real time on the map (similarly to the Wynncraft map). For this to work, however, the map has to be complete.