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    posted a message on Minecraft Land Generator
    I'd expect a class definition whatever error on the whatever library if you don't have the whatever .jar file in the lib subfolder. Or however it's being distributed now. What's its name? j-something. Maybe jnlp.
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator
    Hakaslak: We can't view that image, because the host disallows hotlinking. Now, if there's a bug in another mod, i don't think there's much we could do about it in MLG. If that mod requires you to have an existing chunks adjacent to the chunk you're generating, then maybe we could have a problem. At the moment, that isn't taken into consideration, because the vanilla server does not require it, and I'm not aware of any mods requiring it. However, that does not appear to be relevant to the bug, according to the thread you linked.

    yottabyte: "And how come 1.2.0 worked on all machines I ran it on" -- That's a good question, and if you can answer it, we'd all be happy. The short answer is that the Minecraft developers changed something about the way the server works. I don't know what, and i don't know why it's causing trouble when MLG tries to communicate with it.
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator
    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.
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator
    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.
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator
    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.
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator
    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.
    Posted in: Minecraft Tools
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    posted a message on Regenerating health
    I do have monsters off. Well, that makes sense. Thanks!
    Posted in: Alpha - Survival Multiplayer Support
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    posted a message on Regenerating health
    On my server, the players regenerate health constantly.

    Someone told me this is a function of the difficulty level, suggesting it's on Peaceful or Easy. But from what i've read in other threads, the server currently defaults to either Normal or Hard, and this cannot be changed. My client's difficulty setting doesn't change the regenerating, so i don't think it's a client-side issue.

    Any ideas what's going on, or is this just normal for now? Nobody else seems to be talking about it, which has me thinking it isn't.
    Posted in: Alpha - Survival Multiplayer Support
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    posted a message on Can i automatically generate chunks in an area?
    I think when you're using the server path argument, you're supposed to omit the .jar file at the end. I'm not even really sure why i included the option, given that the conf file has a similar feature. I think i had some weird idea that people might want to run it on multiple servers in different directories without changing the file in between sessions.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Can i automatically generate chunks in an area?
    It could save a little time if you don't want to keep the corners anyway, so i'll think about it, if enough reasons pop up to make another version. Or someone else can if they want to, since it's PD.

    But i dunno, that could be tricky. You'd still need to use that utility to round off the edges anyway; i'm not going to exactly duplicate functionality that already exists elsewhere in an easy package.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Can i automatically generate chunks in an area?
    Yes, existing terrain will not be overwritten or anything; it just moves the spawn point around so the server does its automatic filling-in thing.

    Mods should work fine as long as you change the java line in the MinecraftLandGenerator.conf file to match whatever you normally use to launch the server.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Can i automatically generate chunks in an area?
    One bump for exposure and to see if there are any other questions or feedback.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Can i automatically generate chunks in an area?
    Minecraft Land Generator version 1.2.0

    This program lets you generate an area of land with your Minecraft Alpha SMP server (and is probably future-proof for newer versions). You set up your java command line and minecraft server paths in the MinecraftLandGenerator.conf file, set up the server's server.properties file with the name of the world you wish to use, and then run this program.

    When a Minecraft server is launched, it automatically generates chunks within a square area of about 330x330 blocks, centered on the current spawn point. When provided X and Y ranges as arguments, this program will launch the server repeatedly, editing the level.dat file between sessions, to generate large amounts of land without players having to explore them. The generated land will have about the X and Y ranges as requested by the arguments, though it will not be exact. You can use the -x and -y switches to override the spawn offset and center the land generation on a different point.

    The program makes a backup of level.dat as level_backup.dat before editing, and restores the backup at the end. In the event that a level_backup.dat file already exists, the program will refuse to proceed, leaving the user to determine why the level_backup.dat file exists and whether they would rather restore it or delete it, which must be done manually.

    This program is public domain, and the source code is included in the .jar file.
    At the time I originally wrote this, I thought that was possible, but it isn't. So, now I release it under the WTFPL license. Do with it what you wish. I suggest you go look at Morlok8k's updates if you're interested in this program. My apologies to anyone hoping for clean code; what I wrote was quick and dirty, and I believe now that I should have done a better job if only for self-respect.

    The JNLP library is included as lib\jnbt-1.1.jar. Its license is included within its .jar file, as LICENSE.TXT.

    Version History:
    1.2.0
    - land generation now centers on the spawn point instead of [0, 0]
    - the server is launched once before the spawn point is changed, to verify that it can run and to create a world if one doesn't exist
    - added -printspawn [-ps] switch to print the current spawn coordinates to the console
    - added -x and -y switches to override the X and Y offsets
    - added -v switch, does the same as -verbose
    - improved status message spacing to make things easier to read
    - improved time estimation algorithm: it now averages the last 3 launches

    1.1.0
    - added MinecraftLandGenerator.conf file to hold the java command line and the server path
    - added -conf solo switch to generate a .conf file
    - added -verbose switch to output server output to the console (default is to ignore it)
    - added -i switch to allow customizing the block increment size (default is 300)
    - added instructions output in this version, i think
    - improved status message output to include current iteration and total iterations

    1.0.0
    - initial release

    Minecraft Land Generator version 1.2.0
    Uses a Minecraft server to generate square land of a specified size.
    
    Usage: java -jar MinecraftLandGenerator.jar x y [serverpath] [switches]
    
    Arguments:
    x : X range to generate
    y : Y range to generate
    serverpath : the path to the directory in which the server runs (takes precedence over the config file setting)
    
    Switches:
    -verbose : causes the application to output the server's messages to the console
    -v : same as -verbose
    -i# : override the iteration spawn offset increment (default 300) (example: -i100)
    -x# : set the X offset to generate land around (example: -x0)
    -y# : set the X offset to generate land around (example: -y0)
    
    Other options:
    java -jar MinecraftLandGenerator.jar -printspawn
    java -jar MinecraftLandGenerator.jar -ps
    Outputs the current world's spawn point coordinates.
    
    java -jar MinecraftLandGenerator.jar -conf
    Generates a MinecraftLandGenerator.conf file.
    
    java -jar MinecraftLandGenerator.jar -version
    java -jar MinecraftLandGenerator.jar -help
    java -jar MinecraftLandGenerator.jar /?
    Prints this message.
    
    When launched with the -conf switch, this application creates a MinecraftLandGenerator.conf file that contains configuration options.
    If this file does not exist or does not contain all required properties, the application will not run.
    
    MinecraftLandGenerator.conf properties:
    java : the command line to use to launch the server
    serverpath : the path to the directory in which the server runs (can be overridden by the serverpath argument)


    FILES:
    http://www.mediafire...yl7lg9tdhr5eqh2

    notes:

    This does not currently touch the Nether. It may be possible to rig something up when that's working on SMP.

    I recommend using MCE to relight the map after you generate it. This will take a long time, but should fix all those incorrectly dark spots in your level. It also lets you prune off chunks that are outside (or inside) of a box you specify, although the syntax for that is a bit tricky. My experience is that if you give it coords in the form "(x, y, z), (a, b, c)", it considers that to be a box "a" units wide and "c" units high with one corner at "(x, z)". So a box of 200 units centered on (0, 0) could be "(-100, 0, -100), (200, 1, 200)". From what i read, i expected something a little different, but it probably is perfectly reasonable, and i'm just dense.


    Copyright © 2010 Corrodias
    This work is free. You can redistribute it and/or modify it under the
    terms of the WTFPL, Version 2, as published by Sam Hocevar.
    See http://www.wtfpl.net/ for more details.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Can i automatically generate chunks in an area?
    An alternate host (mediafire) has been added to the 1.1.0 post.

    As for the maximum size... let's check the wiki.
    Terrain generated in infdev has the potential to be almost 235 petabytes, which is 240,640 terabytes, in size when stored in memory, due to the sheer size of the map (several times the surface area of the Earth). Therefore, to reduce file size and memory usage, Notch decided to split the terrain into 16 x 16 x 128 chunks and store them on disk when not visible.

    The world folder may have up to 64 subfolders, each with up to 64 additional subfolders each. These folders contain the chunk files that hold the world's terrain and entities. Each chunk file is identified by its chunk position xPos and zPos. The varying parts of the chunk file's name are obtained by taking the base36 representation of the xPos and zPos. The names of the folders that the chunk file is placed in are found by taking xPos and zPos, modulo 64, and converting to base36.

    My quick estimate suggests a potential distance 84,934,656 blocks on each axis. It may be off by a few orders of magnitude this way or that, but let it suffice to say that you will not be generating a maximum-size map on modern hardware.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Can i automatically generate chunks in an area?
    I suggest trying again in a minute, as MU occasionally fails to deliver a file even though it does have it.

    I think i'll add one more little feature, the ability to provide an offset, because people may not want the generated land centered on 0,0. Heck, the spawn point in our current level is 443 to one side. Might as well make it launch the server once without adjusting the spawn at first; one extra launch will waste very little time compared to the 50+ that do the work.
    Posted in: Alpha - Survival Multiplayer Discussion
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