• 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Vechs

    You know, I love constructive criticism, it's how I learn how to make better maps, but to be honest, looking back over your posts, all you have done is complain about not being able having a difficult time making shortcut tunnels through some areas of the map. I'm never going to please everybody (although I try to make a variety of difficulties and environments -- for free -- so that hopefully everyone can have at least one map they really like.)




    My original post on this matter was respectful and stated merely that silverfish were essentially tedious. It's still my contention. I find very little that's positive about their addition. They add no real difficulty. They're not particularly dangerous. They just waste time. They make short tasks long for no particular reason. They are not a detterent. They are not motivational. They are simple tedious. As such they detract from the map. Which has always been my favourite. I think they were used too extensively and not very creatively and are intrinsically not worth inclusion.

    The tunnels were not difficult. Not in the slightest. The 'problem' as such (for me) was the addition of the tedium to an otherwise enjoyable map. Nothing more. As stated in my original post.

    Any subsequent comments were rebuttels to comments made, and yes, some of them were hastily composed and probably shouldn't have been.

    All I'm saying is that silverfish are boring, please don't use them.
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from kamyu

    You keep mentioning that nether portal. Yet to make it would require using the SMP water pillar. So much for rules I guess.


    The water was easily replaced with a staircase, but was not. There were also other ways to disable it's use. slope over distance for example, None of which were utilized.

    And besides I didn't really think entering the nether, especially Vechs's nether, armed with a sign, etc was altogether going to end well. It was more of a thought experiment.

    I don't allow myself to be scripted. Especially on a Vechs map as that only leads to death. You may like sticking your head in a noose when someone asks you to, but not everyone does. If he didn't want to allow the use of the water, then it shouldn't have been there.
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Epikzorz

    For all you users complaining about the amount of silverfish in Kaizo Caverns 2.1:

    Why don't you try ... sharpness I.



    Why should I play someone else's game? Or be forced into a stupider play style? I'm not a moron, why should I have to play like one?


    As for the whole Kaizo Mario silliness, If you want to bang your head against a wall, just find a wall, and bang away like a moron. Anyone who thinks being continuously annoyed and frustrated is in any way desireable has obviously suffered too many concussive impacts themselves.

    Why would anyone want to spend hours being annoyed to the point of rage? (not that I care enough to).

    If the map is not enjoyable, it's simply not worth downloading. And whether you're a fanbboy or a have head trauma, doesn't matter in the slightest. I find the silverfish makes Kaizo not enjoyable and therefore not worth my time (because they're boring and tedious, not because they are annoying). If he updates the other maps in the series the same way, They also will be relegated to the delete que.

    My vote (one of however many) is that silverfish are detrimental. But it's just a vote. I voice it to cast my vote. Nothing more.
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Damn you Vech. Just started legendary. Haven't left humble start yet. Spent a good hour making a portal in the lava lake the hard way only to be greeted by a bedrock cell in the nether. Damn you!
    Posted in: Maps
  • 1

    posted a message on PhoenixTerrainMod Code sharing thread
    First draft of a guide to the PTM settings . Also posted in the main thread but I want to confine discussion to here if possible.



    SteelCrow's guide to the PTM settings
    -------------------------------------

    This is my attempt to explain the settings ini file for the PTM (Pheonix Terrain Mod) which is the successor to Bucyruss' terrain mod.

    This guide is accurate as far as I can tell and within my understanding of the settings. I am quite likely in error regarding some things. Feel free to correct me and let me know to update. However, be prepared to be required to provide examples and/or verifications.

    It's the end of june 2011. The current version for which this guide is up to date for is minecraft v1.6.6 and The PTM (Pheonix Terrain Mod) is currently on SSP Release 1.5 (Bugfix 11) and SMP Release 1.5 (Bugfix 10).

    Much of this information can be found elsewhere but this should bring it all together.


    That said, lets begin.

    A quick note about seeds. The seed you use still plays an important part in what your world is like. The settings affect how the seed gets implemented, they do not override or replace the seed. You should generate several worlds with different seeds before deciding whether a set of settings is whast you were trying for or not.


    -----------------------------------------------
    [size="2"]<Biome Mod - All Biome Variables> [/size]

    These set the global environmental conditions. Currently they only affect the generation of the world and biomes therein, not the designation overlay that MC uses for weather etc.

    biomeSize:1.5
    Modifies the size of biomes. Larger values generate larger biomes.
    "This settings affects the average dimension of biomes on a linear scale, so every doubling of this value will quadruple the area of biomes."
    Think of it as sort of a radius multiplier. Setting it to 5 is a huge biome, it'll be a long ways before it changes. 2 to 3 is decent. 100 should be thousands of meters across, maybe tens of thousands.
    The initial 1.5 setting is the normal vanilla biome size setting. Remember that this is a multiplier of the variable sized vanilla biomes.



    minMoisture:0.0
    maxMoisture:1.0

    Sets the minimum and maximum moisture of the world
    Moisture is a percentage. 1.0 = 100%
    Setting both to the same number or small range will limit the range of biomes generated. (see biome chart) Used to generate only certain biomes types or to exclude biome types by setting the ranges appropriatly when used in conjunction with the tempurature settings


    minTemperature:0.0
    maxTemperature:1.0

    Sets the minimum and maximum temperature of the world.
    Again a percentage expressed as 1.0 = max temp.
    Used the same way as the moisture settings.

    [size="3"] The tempurture vs moisture biome diagram:
    http://i.imgur.com/RgidT.jpg
    [/size]




    snowThreshold:0.5
    iceThreshold:0.5

    Those are the default settings. Settings range is -1 to +1. smaller (and neg) numbers mean less chance of snow and ice, higher means greater chance.
    I don't know how accurate this is given that Notch played with the snow and ice regeneration part of the algorithm. Before 1.6.6 the ice wouldn't regenerate, now it will. This may now only set the INITIAL conditions and nothing more. I haven't had the chance to test it yet.
    There is also a sort of biome overlay in MC that PTM attempts to adapt. Untested at this time.


    -----------------------------------------------
    [size="3"]<Biome Mod - Swamp Biome Variables>[/size]

    muddySwamps:false
    claySwamps:false
    swampSize:2

    Places a strip of mud or clay (size is dependent on the swampSize setting number) around the edge and below surface water. This will only occur in swampland biomes. The muddySwamp setting takes priority over the claySwamps setting.


    -----------------------------------------------
    [size="3"]<Biome Mod - Desert Biome Variables> [/size]

    waterlessDeserts:false
    Will remove all water from desert and ice desert biomes.
    If you set your temperature and moisture settings to generate a desert world, making waterlessDeserts:true will result in the only surface water being in notch ponds. Setting notch ponds to false will result in the only water being in underground lakes and streams.

    removeSurfaceDirtFromDesert:false
    Will remove all dirt from the surface of deserts. This setting was introduced because changing some terrain generation settings will cause dirt to erroneously appear on the surface of desert biomes.

    desertDirt:false
    Will turn on the ability to let dirt appear on the surface. This setting occurs after removeSurfaceDirtFromDesert so turning both on will cause dirt to appear in your desert biomes.

    desertDirtFrequency:0
    Sets the frequency at which dirt will appear in the desert. The setting corresponds to the average number of chunks before a dirt block will appear. Example: setting desertDirtFrequency:100 means that, on average, you will encounter one dirt block every 100 chunks in the game.


    -----------------------------------------------
    [size="3"]<Cave Mod - Cave Variables> [/size]

    caveRarity:7
    This controls the odds that a given chunk will host a single cave and/or the start of a cave system.

    caveFrequency:40
    The number of times the cave generation algorithm will attempt to create single caves and cave systems in the given chunk. This value is larger because the likelihood for the cave generation algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower random numbers. With an input of 40 (default) the randomizer will result in an average random result of 5 to 6. This can be turned off by setting the "even cave distribution" setting (below) to true.

    evenCaveDistribution:false
    Setting this to true will turn off the randomizer for cave frequency (above). Do note that if you turn this on you will probably want to adjust the cave frequency down to avoid long load times at world creation.

    caveMinAltitude:8
    caveMaxAltitude:128

    Sets the minimum and maximum altitudes at which caves will be generated. These values are used in a randomizer that trends towards lower numbers so that caves become more frequent the closer you get to the bottom of the map. Setting even cave distribution (above) to true will turn off this randomizer and use a flat random number generator that will create an even density of caves at all altitudes.

    individualCaveRarity:25
    The odds that the cave generation algorithm will generate a single cavern without an accompanying cave system. Note that whenever the algorithm generates an individual cave it will also attempt to generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system will actually be created).

    caveSystemFrequency:1
    The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of the cave generation algorithm (see cave frequency setting above). Note that setting this value too high with an accompanying high cave frequency value can cause extremely long world generation time.

    caveSystemPocketChance:0
    This can be set to create an additional chance that a cave system pocket (a higher than normal density of cave systems) being started in a given chunk. Normally, a cave pocket will only be attempted if an individual cave is generated, but this will allow more cave pockets to be generated in addition to the individual cave trigger.

    caveSystemPocketMinSize:0
    caveSystemPocketMaxSize:4

    The minimum and maximum size that a cave system pocket can be. This modifies/overrides the cave system frequency setting (above) when triggered.



    -----------------------------------------------
    [size="3"]<Cave Mod - Dungeon Variables> [/size]
    dungeonRarity:100
    dungeonFrequency:8
    dungeonMinAltitude:0
    dungeonMaxAltitude:128


    Frequency is the number of times, per chunk, that the game will try to make a placement.
    Rarity is the odds (out of 100) that the game will actually make each placement.



    -----------------------------------------------
    [size="3"]<Cave Mod - Lava Pool Variables>[/size]
    lavaLevelMin:0
    lavaLevelMax:10

    The levels at which any caves are filled with lava (initialy the bottom 10 layers near bedrock)


    -----------------------------------------------
    <Deposit Mod - Above Ground Variables> [/size]
    flowerDepositRarity:100
    flowerDepositFrequency:2
    flowerDepositMinAltitude:0
    flowerDepositMaxAltitude:128
    roseDepositRarity:50
    roseDepositFrequency:1
    roseDepositMinAltitude:0
    roseDepositMaxAltitude:128
    brownMushroomDepositRarity:25
    brownMushroomDepositFrequency:1
    brownMushroomDepositMinAltitude:0
    brownMushroomDepositMaxAltitude:128
    redMushroomDepositRarity:13
    redMushroomDepositFrequency:1
    redMushroomDepositMinAltitude:0
    redMushroomDepositMaxAltitude:128
    reedDepositRarity:100
    reedDepositFrequency:10
    reedDepositMinAltitude:0
    reedDepositMaxAltitude:128
    pumpkinDepositRarity:3
    pumpkinDepositFrequency:1
    pumpkinDepositMinAltitude:0
    pumpkinDepositMaxAltitude:128


    Pretty self-explanitory.
    Frequency is the number of times, per chunk, that the game will try to make a placement.
    Rarity is the odds (out of 100) that the game will actually make each placement.

    The above settings mean that yellow flowers will occur twice per chunk. (2x100%)
    Roses will show up on average once per two chunks (1x50%)
    Brown mushrooms once per four chunks (1x25%)
    Red mushrooms about once every seven chunks (1x13%)
    Reeds, ten per chunk (10x100%)
    Pumpkins, once per thirty-three chunks. (1x3%)
    Remember that the spawn requirements must also be met. So if there's no dirt next to water the reeds will not spawn all 10, only what can.
    Pumpkin settings are for a pumpkin patch (So I believe, haven't tested).



    -----------------------------------------------
    [size="3"]<Deposit Mod - Above/Below Ground Variables> [/size]

    evenWaterSourceDistribution:false
    evenLavaSourceDistribution:false

    Changes the water source spawning algorithm to a flat distribution. Normally, water sources are distributed with a higher frequency toward the bottom of the map.

    waterSourceDepositRarity:100
    waterSourceDepositFrequency:50
    waterSourceDepositMinAltitude:8
    waterSourceDepositMaxAltitude:128

    lavaSourceDepositRarity:100
    lavaSourceDepositFrequency:20
    lavaSourceDepositMinAltitude:8
    lavaSourceDepositMaxAltitude:128


    Water and lava sources are the single source blocks that create waterfalls and lavafalls, both above and below ground.

    The numbers seem high to me, but I think there are spawn conditions that result in the majority of the placement attempts being aborted. I've never seen a single water source placed in a cave ceiling or be buried in a wall. I assume then that they need to have the placement location open on one side with a minimum volume of air to spawn. So while the above settings seem like waterfalls will happen fifty times per chunk (50x100%) they actually occur far less frequently.


    -----------------------------------------------
    [size="3"]<Deposit Mod - Below Ground Variables>[/size]

    These 'ore' deposit settings are all alike and will be explained together. The initial settings are the vanilla MC settings.

    dirtDeposit1
    gravelDeposit1
    clayDepositRarity1
    coalDepositRarity1
    ironDepositRarity1
    goldDepositRarity1
    redstoneDepositRarity1
    diamondDepositRarity1

    lapislazuliDepositRarity1:100
    lapislazuliDepositFrequency1:1
    lapislazuliDepositSize1:7
    lapislazuliDepositMinAltitude1:0
    lapislazuliDepositMaxAltitude1:16


    "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."

    Using the Lapis as an example; What it means is that the world generator is always going to try to place one deposit of lapis per chunk (DepositFrequency). Each try has 100% chance of happening (DepositRarity). And that placement will be from 1 to 7 blocks of Lapis (DepositSize).
    So in a single chunk these settings can spawn anywhere from 1 to 7 blocks of Lapis.

    If the Deposit Frequency was changed to 5, it could spawn anywhere from 5 to 35 blocks of Lapis. This is PER CHUNK. 35 Lapis in a single chunk is one lapis in every 5x5x5 block in the 16 layers available with these settings. And it will occur like that in each and every chunk in the world. There would be far more lapis around than you would ever be likely to use.

    I personally don't like simply increasing these settings as it makes the survival game far too easy. However coupled with the additional three sets of settings for each ore can make for interesting distribution patterns.


    lapislazuliDepositRarity1:100
    ...
    lapislazuliDepositRarity2:0
    ...
    lapislazuliDepositRarity3:0
    ...
    lapislazuliDepositRarity4
    :0
    ...

    There are four deposit setting per ore. What this allows [with a little creativity] is multiple variations in the sizes and locations of ores.

    ----

    For example;
    ironDepositRarity1:100
    ironDepositFrequency1:20
    ironDepositSize1:8
    ironDepositMinAltitude1:0
    ironDepositMaxAltitude1:64
    
    ironDepositRarity2:1
    ironDepositFrequency2:1
    ironDepositSize2:30
    ironDepositMinAltitude2:10
    ironDepositMaxAltitude2:30


    These two settings will produce iron as normal, plus because of the use of the rarity2 (etc) settings, it will once per 100 chunks (on average) produce an additional iron deposit of between 1 to 30 blocks. A 'vein' of iron ore per se., deep down.

    ----

    Another example;
    goldDepositRarity1:100
    goldDepositFrequency1:2
    goldDepositSize1:8
    goldDepositMinAltitude1:0
    goldDepositMaxAltitude1:32
    
    goldDepositRarity2:5
    goldDepositFrequency2:1
    goldDepositSize2:16
    goldDepositMinAltitude2:50
    goldDepositMaxAltitude2:60
    
    goldDepositRarity3:75
    goldDepositFrequency3:1
    goldDepositSize3:8
    goldDepositMinAltitude3:100
    goldDepositMaxAltitude3:110
    
    goldDepositRarity4:50
    goldDepositFrequency4:10
    goldDepositSize4:2
    goldDepositMinAltitude4:75
    goldDepositMaxAltitude4:76

    These will produce some unusual effects.
    Set one will produce the usual vanilla distribution of gold. There will always be two deposits of 1-8 gold per chunk.

    Set two will deposit a single grouping of 1-16 gold just below sea level, but only once in every 20 chunks. It's likely that some of it will be replaced with ocean so you'll often find these lying in the deeper areas of water, when you don't find them in caves or solid rock. Keep in mind that if you drop your sea level they can be exposed on the surface.

    Set three will usually, but not always manage to deposit a regular sized deposit of gold high up on mountains. There has to be a mountain high enough there for this to happen. But if there is this set will probably place one there.

    Set four will produce an 'gold ore rich' layer across the entire world (as each setting affects every chunk in the world) it'll place 1-2 gold in the two layers allowed about 5 times per chunk. a single 16x16 layer is 256 blocks in total. So it'll be 1-20 gold in that layer. But it'll be wherever there is stone crossing those layers.

    Because all four different settings were used all four will occur together. Keep that in mind as these four together will produce anywhere from 10-60 gold per chunk. In vanilla there is usually only 2-16. So using all four together can lead to excessive amounts of ores.

    A word of caution. When determining deposit sizes remember to leave room for everything else. Stone, dirt, sand, water, the other deposits, etc. It's easy to go overboard with random settings and overload the chunks. You can essentially overwork and freeze the program with too many deposits and a lot of large deposits as it'll try to fit it all into the single chunk.

    Making ten deposits of 200 blocks of ore per chunk can fill about 15 layers of each and every chunk with that ore.

    Also a lot of deposits attempts will most certainly slow down chunk generation. Expect a great deal of lag and crashes may occur if you set these excessively.




    -----------------------------------------------
    [size="3"]<Deposit Mod - Hell Variables>[/size]
    evenFireHellDepositDistribution:false
    evenLightstoneHellDepositDistribution:false

    Untested assumption is these spread the occurances out move evenly from top to bottom of the chunks. Again there's an assumption of spawning conditions to be met.


    lavaSourceHellDepositRarity:100
    lavaSourceHellDepositFrequency:8
    lavaSourceHellDepositMinAltitude:4
    lavaSourceHellDepositMaxAltitude:124

    Lava falls, not the lakes. Seem to have spawn conditions similar to the normal world.

    fireHellDepositRarity:100
    fireHellDepositFrequency:10
    fireHellDepositMinAltitude:4
    fireHellDepositMaxAltitude:124

    These are the flaming netherrack blocks.


    lightstoneHellDepositRarity1:100
    lightstoneHellDepositFrequency1:10
    lightstoneHellDepositMinAltitude1:4
    lightstoneHellDepositMaxAltitude1:124
    lightstoneHellDepositRarity2:100
    lightstoneHellDepositFrequency2:10
    lightstoneHellDepositMinAltitude2:0
    lightstoneHellDepositMaxAltitude2:128
    brownMushroomHellDepositRarity:100
    brownMushroomHellDepositFrequency:1
    brownMushroomHellDepositMinAltitude:0
    brownMushroomHellDepositMaxAltitude:128
    redMushroomHellDepositRarity:100
    redMushroomHellDepositFrequency:1
    redMushroomHellDepositMinAltitude:0
    redMushroomHellDepositMaxAltitude:128
    Self-explanatory.




    -----------------------------------------------
    [size="3"]<Replace Block Mod - Replace Variables> [/size]
    removeSurfaceStone:false
    Attempts to replace all surface stone with its nearest non-stone neighbor block type (dirt, grass, sand, gravel, or clay). If it cannot find a suitable neighbor block to duplicate, then it will default to Sand in Desert biome types and Grass in all others.



    Also here is the Replace command option. 'Replace' tells the worldgen to place a block of a certain type instead of the one listed

    For example;
    replaceSand:dirt will replace all sand in the world with dirt. Apparently it was incomplete. Untested. Originally it was only terrain type blocks (no ores, plants, etc)
    Has been altered. Should accept blockIDs also/or instead of names.

    replacesand:grass
    replaceclay:sand


    is

    replace12:2
    replace82:12



    You can have as many as you want.
    I assume first listed is first changed. So;
    replaceWater:Lava
     replacelava:sand

    will result in water first being changed to lava and then again to sand. But all lava will become sand in the second replacement.

    Also;
    replacedirt:sand
     replacesand:dirt

    will not switch sand and dirt but result in all sand ending up as dirt. and all dirt becoming sand then dirt again.

    In order to switch the two you would need to shunt the dirt to a third block type, and then switch that third type after the second replace. For example;
    replacedirt:lapis
     replacesand:dirt
     replacelapis:sand

    will result in a switching of dirt and sand, but unfortunatly the elimination of all lapis. Try to use a defunct block or one you don't need for the third type. Sponge if it works doesnt occur naturally. Using cobblestone will work but result in abnormal dungeon walls.





    -----------------------------------------------
    [size="3"]<Terrain Mod - Terrain Variables> [/size]
    waterLevel:64
    Sets the water level of the world. Also depends on there being water to lower. See the moisture settings.



    maxAverageHeight:0.0
    If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.

    This is supposed to control height of the land. Has been 'broken' in the past. A high number will give you very sharp cliffs and high plateaus. It's easy to have the land end up at the max height level by accident. Experiment in small increments. Also it's dependant on the world seed used.



    maxAverageDepth:0.0

    If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.

    May be 'broken'. Seems to control the underwater slope/roundness to the bottom of the oceans. A high number will result in sudden sharp plunges to max depth. (good for underwater worlds) High numbers will effectively remove all beaches and shoals.

    Be aware this can affect 'valleys' as well. It may in some circumstances raise land if negative.





    fractureHorizontal:0.0
    Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.

    Think of this as how often a horizontal line is fractured. That's not accurate as far as what is happening but it does let you grasp the nature of what this does. The higher the number the more fractures. Think of it as continents being smashed into smaller bits. Increase for archipelagos decrease for continents. (not accurate, but allows you to grasp the general function)

    Negative fractureHorizontal should stretch out terrain features and make for smoother, flatter terrain.



    fractureVertical:0.0
    Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically. Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.

    This controls how often the vertical 'line' fractures. As the vertical height limits the number of visible fractures this setting doesn't always seem to effect much change. This is the setting that will give you plateaus and floating islands and the overhangs, undercuts and arches. A setting about 5 should get you floating islands.

    Negative fractureVertical values should smooth out terrain features such as the sides of things like hills and cliffs.

    Can sometimes create lag when it generates a massive underground vault near bedrock. Especially with large cave complexes.

    Fracture is applied near the begining of the terrain generation and affects the basic shape and nature of the land.



    volatility1:0.0
    volatility2:0.0

    Hard to explain, but think of these as terrain chaos settings. The larger the values the more chaotic/volatile landscape generation becomes. Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
    Another way to think of them is the amount of noise added to the general terrain shape.



    volatilityWeight1:0.5
    volatilityWeight2:0.45

    Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. Values should be between 0 and 1 and sum to some number equal to or less than 1. An example would be to set volatility1 to something high and volatility2 to some negative number. Then adjust volatilityWeight1 to a small number (say 0.1) and volatilityWeight2 to a larger number (0.85). This should result is mostly calm/flat landscape with the occasional chunk of terrain floating or jutting into the air.


    Volatility is applied near the end of the terrain generation and essentially affects the roughness of the base terrain.

    [quote]" There's a total of five noise maps. Two are used for handling some decision making with some variable values, two hold the values for the landscape itself, and one is used for making a decision between using one or the other or some combination of the two for the two mappings that hold the landscape values. The two that hold values for the landscape have identical inputs so other than randomization in the noise algorithm itself, they are identical. The values in the mappings for the landscape are each divided by 512 and the "volatility" values act as multipliers to the map values before they are divided. Basically it's
     map1[i] / 512 * volatility1
     map2[i] / 512 * volatility2"[/quote]



    If you want flat land with rare but violent cliffs, you would have low horizontal fracture, and one volatility at 0 and the other one high, like 5+ (or more!) with a low weight, like .05 or something. Remember the weights may add up to no more than 1. I assume the unused % of the weigh allows the seed to generate nuetrally with no application of either volatility..





    -----------------------------------------------
    [size="3"]<Terrain Mod - Bedrock Variables> [/size]

    disableBedrock:false
    Removes the bedrock form the bottom of the map.

    flatBedrock:false
    Turns the bedrock layer into a single, flat layer one block thick.

    bedrockObsidian:false

    Turns all bedrock into Obsidian


    -----------------------------------------------
    [size="3"] <Terrain Mod - Temporary Variables> [/size]
    disableNotchPonds:false
    Setting it to true will remove those surface ponds of lava and water.


    -----------------------------------------------
    [size="3"] <Tree Mod - Tree Variables> [/size]
    customObjects:true
    Use Bob objects during world generation

    objectSpawnRatio:2
    Untested. Not sure myself.

    notchBiomeTrees:true

    determines whether vanilla trees spawn or not.

    globalTreeDensity:0
    Sets the global, starting tree density for all biomes. Increasing the value increases the density of trees in all biomes.

    rainforestTreeDensity:5
    swamplandTreeDensity:0
    seasonalforestTreeDensity:2
    forestTreeDensity:5
    savannaTreeDensity:0
    shrublandTreeDensity:0
    taigaTreeDensity:5
    desertTreeDensity:-20
    plainsTreeDensity:-20
    iceDesertTreeDensity:-20
    tundraTreeDensity:-20

    Sets the tree density in each biome individually. Large negative values are used to prevent trees from spawning at all.
    (untested that the variable range is between 1-8, with -20 guaranteeing no trees spawn.)
    (untested; tree density rates are bypassed by the bob object placement of bob trees)


    globalCactusDensity:0
    desertCactusDensity:10
    cactusDepositRarity:100
    cactusDepositMinAltitude:0
    cactusDepositMaxAltitude:128

    These settings adjust the creation variables for cacti.


    -----------------------------------------------
    [size="3"]<Underground Lake Mod - Underground Lake Variables> [/size]
    undergroundLakes:false
    Enables underground lakes.

    undergroundLakesInAir:false
    Allows underground lakes to spawn in the air.

    undergroundLakeFrequency:2
    undergroundLakeRarity:5
    undergroundLakeMinSize:40
    undergroundLakeMaxSize:60
    undergroundLakeMinAltitude:0
    undergroundLakeMaxAltitude:50

    These settings adjust the creation variables for underground lakes.

    =====================================================

    If you have any corrections or additional data, please post it in the PTM thread.

    Also When commenting please do not quote the entire guide. Just the relevant parts.

    Much of this is based on Bucyruss's explainations and discussions with other players. May not be accurate.

    Posted in: Mods Discussion
  • 1

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from edhe

    ... Basically, I've never really understood the different parameters within the BiomeTerrainModSettings ini, but have always relied on the min/maxMoisture and min/maxTemperature parameters to create worlds that are more homogenous (for want of a better word). No more tiny pockets of snow ruining my vast plains. I planned to generate the world thusly to a nice size, then perhaps change the settings (in the .minecraft folder [i]and[/i] the saved worlds folder) and continue generating land to make something more life like. Plains would segue into forests for example.


    Okay, I'll take a shot at helping you. I've explained much of the ore stuff in a long post in the settings thread and will skim all that here.

    The PTM will generate all the different biomes within the guidelines you set for it. and generate the biomes at whatever size you set. you shouldn't need to alter the settings file once you've generated a world.


    Quote from edhe

    ... My temperature/moisture parameters don't make any difference to the world on generation, and that's making me frustrated. I suppose I could always restore the jar to an earlier version, but I'll be missing out on the new blocks, contraptions and long grass...

    the PTM writes a setting ini file into the folder of the generated world. it always takes precedence over the main one IF it exists. it's the only one you should need to change.


    Quote from edhe

    I'd appreciate a link to a comprehensive and easy to understand guide to the attributes, because I believe I could have so much more fun playing in a world I specify through this mod if I were to be able to understand what every parameter does. I've had a few glances at the 'share your biometerrainmod settings' thread, but nothing really appeals to me. I'd also be keen to know how to make oceans and indeed land without coastlines or lakes (sorry if these sound like silly questions).

    Can any one help me on this?

    Thank you.


    I'd love to point you THE guide but it doesn't exist, just old threads for the older versions of the mod. I'll be quoting Bucyruss a lot herein. I have a good grasp of it most days though so feel free to ask questions.

    Also, hereafter I'd prefer to do this sort of thing in the settings thread. To keep it all in one place.

    I'm going to remove large portions of your settings file as they are not the focus. (I like to avoid the huge posts of irrelevent settings. )


    Quote from edhe

    =====================================================================
    Here is a sample of one of my saved "BiomeTerrainModSettings" files. I've saved it as "shrubland" (or rather in a folder named "shrubland":
    ---------------------------------------------------------------------



    [i]<Biome Mod - All Biome Variables>
    biomeSize:1.5

    Modifies the size of biomes. Larger values generate larger biomes.
    This settings affects the average dimension of biomes on a linear scale, so every doubling of this value will quadruple the area of biomes. Think of it as radius multiplier. setting it to five is a huge biome, it'll be a long ways before it changes. 2 to 3 is decent.

    minMoisture:0.413
    maxMoisture:0.413
    Moisture is a percentage. 1.0 = 100%
    You've set the moisture to be only at .413%, so you'll only get biomes along that moisture line.

    minTemperature:0.4
    maxTemperature:0.4
    Again a percentage expressed as 1.0 = max temp. This temp is static. The whole world will only ever be this temp. This temp can only ever generate out as either tundra or taiga. Coupled with your moisture setting it'll always be tundra for the entire world with no variation in biomes because there's no no range in either moisture or temp.
    (I understand it may have been intentional, but it's not necessary that it be done this way, just set the ranges and let PTM handle the changes. This way ensures sharp demarcation biome line along chunk borders whereas the range option will ease into the changes. like colour blending)


    snowThreshold:0.5
    iceThreshold:0.5

    Those are the default settings. Settings range is -1 to +1. smaller (and neg) numbers mean less chance of snow and ice, higher means greater chance. I don't know how accurate this is given that Notch played with the snow and ice regeneration part of the algorithm. before the ice wouldn't regen, now it will. Thi may now only set the INITAL conditions and nothing more. I haven't had the chance to test it yet.

    <Biome Mod - Swamp Biome Variables>
    snip

    <Biome Mod - Desert Biome Variables>
    waterlessDeserts:false
    Will remove all water from desert and ice desert biomes.
    snip


    <Cave Mod - Cave Variables>
    Maybe another time, snip

    <Cave Mod - Dungeon Variables>
    snip

    <Cave Mod - Lava Pool Variables>

    <Deposit Mod - Above Ground Variables>
    flowerDepositRarity:100
    flowerDepositFrequency:2
    flowerDepositMinAltitude:0
    flowerDepositMaxAltitude:128
    the rest have been snipped

    "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."

    What this means for the flowers above (for example) is that the worldgen will attempt to place flowers twice, and be 100% successful each time. MIN and MAX altitude should be self-explanatory. This applies like this anywhere you see any of these four variables.


    <Deposit Mod - Above/Below Ground Variables>
    evenWaterSourceDistribution:false
    "Changes the water source spawning algorithm to a flat distribution. Normally, water sources are distributed with a higher frequency toward the bottom of the map."

    evenLavaSourceDistribution:false
    Same but for lava.


    <Deposit Mod - Below Ground Variables>
    dirtDepositRarity1:100
    dirtDepositFrequency1:20
    dirtDepositSize1:32
    dirtDepositMinAltitude1:0
    dirtDepositMaxAltitude1:128

    dirtDepositRarity2:0
    dirtDepositFrequency2:0
    dirtDepositSize2:0
    dirtDepositMinAltitude2:0
    dirtDepositMaxAltitude2:1

    dirtDepositRarity3:0
    dirtDepositFrequency3:0
    dirtDepositSize3:0
    dirtDepositMinAltitude3:0
    dirtDepositMaxAltitude3:1

    dirtDepositRarity4:0
    dirtDepositFrequency4:0
    dirtDepositSize4:0
    dirtDepositMinAltitude4:0
    dirtDepositMaxAltitude4:1

    There are four per ore/block. rarity,frequency and altitude are the same as for the flowers above.

    Size is the number of blocks in the individual deposits. an 8 means 1-8 will be in any given deposit.
    Keep in mind the number of times (freq) the Gen will try and how often those will succeed (rarity) when determining the sizes. If those two are high enough the size should be smaller to balance. Too high and the entire chunk of every chunk can end up being nothing but mainly that ore. Small changes make a lot of difference here.

    There are four sets. You can have four variations per chunk. Use it to define seperate layers if you want. say to exclude coal from near sea level, but put in at mountaim tops and near bedrock. define one group with altitude setting up high and another with the bedrock settings, this removes the coal from in between them.

    keep in mind that together with the size and freq/rarity settings you could set the layer effect to be not big enough and freeze the game. But you can effectively set world spanning ore layers. With a little imagination you can also set it to mimic ore veins or have rare occurances of a single diamond on mountain tops. Or the occassional rare big deposit deep down amoungst the regular smaller ones.


    <Deposit Mod - Hell Variables>
    snip. maybe another time.

    <Replace Block Mod - Replace Variables>
    removeSurfaceStone:false
    covers exposed stone patches with neighbouring materials or dirt.



    ...
    I'll finish up later when I've time.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from aTempesT


    1 - It seems that anytime I start a world named 'New World' the water level is 120. This seems to happen no matter what settings I have. This isn't really important as I can name my worlds different things, but it seems something worth being aware of, both as the coder and the user.


    As you know "New World' is the default folder. There's an issue with MC where it sometimes only deletes part of the save when you hit the delete button. You're often left with the save folder and a region or two, but nothing else. Those old region files are what cause 90%+ of the chunk errors people see.

    As the PTM is a mod MC doesn't know to delete the files PTM makes. If MC doesn't delete the folder properly then the PTM setting ini file will probably still be in it. This is what is causing you your problems.

    Your best bet is to always enter a new and original name for the save as this becomes the folder name. Doing so will prevent the new worlds from using older world's data. Another option is to manually delete worlds or at least check to make sure they have been deleted properly.
    Posted in: Minecraft Mods
  • 4

    posted a message on Hardest spawn point ever?
    There are two kinds of spawns. absolute and variable.

    Absolute is the 0.5, 64, 0.5 spawns. Those you and everyone else will always spawn at that point. Because that's where every map tries to spawn you. (on sand with at least two air above it)

    Variable; When it can't spawn at 0,0 (no sand) it spawns you close by on a random block of sand. You always spawn on sand. if the nearest block of sand is 300 blocks from 0,0 then you'll spawn there. It seems to pick a direction and then move that way until it finds exposed sand.

    If you spawn in lava or water its sand that collapsed into the lava or water. Always.

    I've spawned on top of a cactus (which is of course over a block of sand), on sand on the side of a cliff near the height limit, in a dungeon, in a cave, under a tree, etc. always on a block of sand. I've spawned up to 400 blocks from 0,0. I've spawned at 0,0 on a single block of sand in the middle of a lake.
    Posted in: Survival Mode
  • 1

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from BSG

    I'm going to make an educated guess and say that you're not very old, are you? I'm also going to guess that you're not from the United States, since you mistook my Americanized spelling and grammar (spelled vs spelt, realize vs realise) as misspelling and foolishness.



    His name is Jamie, 17, and he's definately english. His internet history is littered with bad grammer and poor spelling. He shouldn't talk.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.3] PhoenixTerrainMod (New status update 11/03/12)
    Quote from sfxworks

    ...
    So...how would I go about lowering the world? I want to get that extra height



    Okay you need a seed that generates lower terrain, plus settings that generate few and smal land masses so you get islands.

    check the Settings thread I'm pretty sure I've seen an ocean world or two and just the setting you need to do that.


    Edit; There's a sunset picture on page 2 named Pabos that looks like what you want.
    Also an ocean world by Jack on page 4. He also has it tweeked a few pages later.
    Posted in: Minecraft Mods
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