I think I figured out what is giving me some issues. MCEdit creates a folder in the map folder called "MCEdit temp" or something like that. I deleted that folder and everything ran great.
I'm not 100% sure that was the issue but it should be easy to recreate that scenario and test. if you need my config file or set up options let me know.
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I post lots of #Srion dev updates and other MC stuff on twitter.@RedWingHamstorm
I think I figured out what is giving me some issues. MCEdit creates a folder in the map folder called "MCEdit temp" or something like that. I deleted that folder and everything ran great.
I'm not 100% sure that was the issue but it should be easy to recreate that scenario and test. if you need my config file or set up options let me know.
That temp dir shouldn't matter. MCDungeon will also create one since it uses the same pyclevel backend that MCEdit does.
Yes, please post your config file and options to pastebin, or gist.
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MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
If you can, please give this a spin and see if it solves the high block ID issue.
I had the same problem as Brianski in the old version, and I'm getting a similar error in this new test build. I've tried leaving the "mapstore" field blank in the config, setting it to the same world (folder name), or even a different world.
This happens even with the default.cfg, and otherwise totally unaltered files.
I'm using the 64-bit standalone you linked in the quoted post. This is on a 64-bit Windows 7 system.
Addendum: Sure enough, turning map spawn chance to 0 seems to make it complete just fine.
It's taken some time, but I believe the problem I was having was related to the "undo" data saved to each world-folder by my map editor. I deleted all the "undo" stuff from my world copy, and ran MCD again, this time with no problem, except that I have ruins in the middle of some of my towns now.
evilsupahfly: Does that happen when you exit MCEdit normally, or only when it exits via crashing? It's supposed to remove everything under that folder after you save your changes. (BTW, it's not an undo folder, it's a scratch space folder for work in progress that hasn't been fully saved yet.)
I think I have a fix for this. Please try this one: http://mc.bubblemod....fba9f-win64.zip
I'm really interested to hear if this fixes the high block ID issue as well.
Sorry for the late response. I just finished running a dungeon with this version and it works perfectly. Maps worked too. No errors on generation or execution, and in-world everything seems fine -- even with Forge Modloader and several mods running above the standard blockIDs. Looks like this did the trick, well done!
When I start it up It says : WARNING file already exists but should not C:/Users/Scott/AppData/Local/Temp/_MEI8562\.\pywintypes27.dll
WARNING file already exists but should not C:/Users/Scott/AppData/Local/Temp/_MEI8562\.\pythoncom27.dll
Sorry for the late response. I just finished running a dungeon with this version and it works perfectly. Maps worked too. No errors on generation or execution, and in-world everything seems fine -- even with Forge Modloader and several mods running above the standard blockIDs. Looks like this did the trick, well done!
Great! Thanks!
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MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I am wondering if this mod is capable of utilising spawners from other mods such as the excellent dungeon mobs mod. I think the spawners in the config dont specify item ids ? Not sure if just typing the name of the spawner will work ?
Yes, it's possible to use mobs from other mods. You can simply type the mob you wish to spawn providing that mob name doesn't have a capital in the middle. (e.g. Squid would be fine, GiantSquid wouldn't work.)
But there is a better way to do this. You can create a custom NBT mob spawner tags with an editor, and place the file in the 'spawners' folder. Using this you can create a wide varitiy of different spawners supporting any kind of mob. See the README file in the spawner folder for more information.
edit: picture isn't showing up for me. sorry, I can't do much about it since I'm just on my phone. here's the link to the picture.
https://www.dropbox.com/s/k8ejjcdq7ucll55/Photo Feb 04, 12 20 01 PM.png
I post lots of #Srion dev updates and other MC stuff on twitter. @RedWingHamstorm
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I post lots of #Srion dev updates and other MC stuff on twitter. @RedWingHamstorm
This is a known problem with the binary versions. These errors are harmless.
Can you tell me what options you used? Looks like you might have been generating quite a few dungeons.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
I'm not 100% sure that was the issue but it should be easy to recreate that scenario and test. if you need my config file or set up options let me know.
I post lots of #Srion dev updates and other MC stuff on twitter. @RedWingHamstorm
The "harmless" error stops me from creating a world.
That temp dir shouldn't matter. MCDungeon will also create one since it uses the same pyclevel backend that MCEdit does.
Yes, please post your config file and options to pastebin, or gist.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
https://dl.dropbox.com/u/9882100/mc_dungeon_bug1.jpg
I'm using 1.4.7 and a few mods:
Latest Forge
Mo Creatures
Thaumcraft
Big Trees
Battle Towers
Traincraft
Forestry
Any idea what is going on?
I had the same problem as Brianski in the old version, and I'm getting a similar error in this new test build. I've tried leaving the "mapstore" field blank in the config, setting it to the same world (folder name), or even a different world.
This happens even with the default.cfg, and otherwise totally unaltered files.
I'm using the 64-bit standalone you linked in the quoted post. This is on a 64-bit Windows 7 system.
Addendum: Sure enough, turning map spawn chance to 0 seems to make it complete just fine.
Also, would you mind posting your idcounts.dat file somewhere I can get it?
EDIT:
I think I have a fix for this. Please try this one:
http://mc.bubblemod.org/mcd-temp/mcdungeon-5afc6fba9f-win64.zip
I'm really interested to hear if this fixes the high block ID issue as well.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Sorry for the late response. I just finished running a dungeon with this version and it works perfectly. Maps worked too. No errors on generation or execution, and in-world everything seems fine -- even with Forge Modloader and several mods running above the standard blockIDs. Looks like this did the trick, well done!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287648-tinkers-construct
WARNING file already exists but should not C:/Users/Scott/AppData/Local/Temp/_MEI8562\.\pythoncom27.dll
What Should I do?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287648-tinkers-construct
Great! Thanks!
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Yes, it's possible to use mobs from other mods. You can simply type the mob you wish to spawn providing that mob name doesn't have a capital in the middle. (e.g. Squid would be fine, GiantSquid wouldn't work.)
But there is a better way to do this. You can create a custom NBT mob spawner tags with an editor, and place the file in the 'spawners' folder. Using this you can create a wide varitiy of different spawners supporting any kind of mob. See the README file in the spawner folder for more information.