So I decided to play this map with a friend, and when the dungeon was generating, the server randomly shut down. Is there any way that you can help? Here is the crash report.
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 4/8/15 4:41 PM
Description: Watching Server
java.lang.Error
at java.util.HashMap.getEntry(HashMap.java:465)
at java.util.HashMap.get(HashMap.java:417)
at aup.b(SourceFile:67)
at p$9.a(SourceFile:286)
at p$9.apply(SourceFile:268)
at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
at adn.a(SourceFile:2243)
at p.a(SourceFile:433)
at p.b(SourceFile:136)
at k.a(SourceFile:49)
at add.a(SourceFile:97)
at afx.b(SourceFile:54)
at lf.a(SourceFile:526)
at lf.c(SourceFile:199)
at net.minecraft.server.MinecraftServer.A(SourceFile:597)
at kp.A(SourceFile:299)
at net.minecraft.server.MinecraftServer.z(SourceFile:533)
at net.minecraft.server.MinecraftServer.run(SourceFile:449)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.HashMap.getEntry(HashMap.java:465)
at java.util.HashMap.get(HashMap.java:417)
at aup.b(SourceFile:67)
at p$9.a(SourceFile:286)
at p$9.apply(SourceFile:268)
at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
at adn.a(SourceFile:2243)
at p.a(SourceFile:433)
at p.b(SourceFile:136)
at k.a(SourceFile:49)
at add.a(SourceFile:97)
at afx.b(SourceFile:54)
at lf.a(SourceFile:526)
at lf.c(SourceFile:199)
at net.minecraft.server.MinecraftServer.A(SourceFile:597)
at kp.A(SourceFile:299)
at net.minecraft.server.MinecraftServer.z(SourceFile:533)
-- Thread Dump --
Details:
Threads: "Netty Server IO #3" Id=28 RUNNABLE (in native)
at sun.nio.ch.KQueueArrayWrapper.kevent0(Native Method)
at sun.nio.ch.KQueueArrayWrapper.poll(KQueueArrayWrapper.java:200)
at sun.nio.ch.KQueueSelectorImpl.doSelect(KQueueSelectorImpl.java:103)
at sun.nio.ch.SelectorImpl.lockAndDoSelect(SelectorImpl.java:87)
- locked io.netty.channel.nio.SelectedSelectionKeySet@73181c55
- locked java.util.Collections$UnmodifiableSet@5e4f92de
- locked sun.nio.ch.KQueueSelectorImpl@22b59d1
at sun.nio.ch.SelectorImpl.select(SelectorImpl.java:98)
at io.netty.channel.nio.NioEventLoop.select(NioEventLoop.java:622)
at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:310)
at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:116)
...
"Netty Server IO #2" Id=27 RUNNABLE
at sun.nio.ch.KQueueArrayWrapper.kevent0(Native Method)
at sun.nio.ch.KQueueArrayWrapper.poll(KQueueArrayWrapper.java:200)
at sun.nio.ch.KQueueSelectorImpl.doSelect(KQueueSelectorImpl.java:103)
at sun.nio.ch.SelectorImpl.lockAndDoSelect(SelectorImpl.java:87)
- locked io.netty.channel.nio.SelectedSelectionKeySet@227f475
- locked java.util.Collections$UnmodifiableSet@3f163e7e
- locked sun.nio.ch.KQueueSelectorImpl@13b9beab
at sun.nio.ch.SelectorImpl.select(SelectorImpl.java:98)
at io.netty.channel.nio.NioEventLoop.select(NioEventLoop.java:622)
at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:310)
at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:116)
...
"Server Watchdog" Id=30 RUNNABLE
at sun.management.ThreadImpl.dumpThreads0(Native Method)
at sun.management.ThreadImpl.dumpAllThreads(ThreadImpl.java:446)
at kq.run(SourceFile:43)
at java.lang.Thread.run(Thread.java:745)
"Netty Server IO #1" Id=26 RUNNABLE (in native)
at sun.nio.ch.KQueueArrayWrapper.kevent0(Native Method)
at sun.nio.ch.KQueueArrayWrapper.poll(KQueueArrayWrapper.java:200)
at sun.nio.ch.KQueueSelectorImpl.doSelect(KQueueSelectorImpl.java:103)
at sun.nio.ch.SelectorImpl.lockAndDoSelect(SelectorImpl.java:87)
- locked io.netty.channel.nio.SelectedSelectionKeySet@3c997870
- locked java.util.Collections$UnmodifiableSet@75c5cfb
- locked sun.nio.ch.KQueueSelectorImpl@45ce43b9
at sun.nio.ch.SelectorImpl.select(SelectorImpl.java:98)
at io.netty.channel.nio.NioEventLoop.select(NioEventLoop.java:622)
at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:310)
at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:116)
...
"Netty Server IO #0" Id=25 RUNNABLE
at sun.nio.ch.KQueueArrayWrapper.kevent0(Native Method)
at sun.nio.ch.KQueueArrayWrapper.poll(KQueueArrayWrapper.java:200)
at sun.nio.ch.KQueueSelectorImpl.doSelect(KQueueSelectorImpl.java:103)
at sun.nio.ch.SelectorImpl.lockAndDoSelect(SelectorImpl.java:87)
- locked io.netty.channel.nio.SelectedSelectionKeySet@285a489e
- locked java.util.Collections$UnmodifiableSet@ad4fb58
- locked sun.nio.ch.KQueueSelectorImpl@106f4e54
at sun.nio.ch.SelectorImpl.select(SelectorImpl.java:98)
at io.netty.channel.nio.NioEventLoop.select(NioEventLoop.java:622)
at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:310)
at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:116)
...
"DestroyJavaVM" Id=22 RUNNABLE
"Server thread" Id=19 RUNNABLE
at java.util.HashMap.getEntry(HashMap.java:465)
at java.util.HashMap.get(HashMap.java:417)
at aup.b(SourceFile:67)
at p$9.a(SourceFile:286)
at p$9.apply(SourceFile:268)
at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
at com.google.common.base.Predicates$AndPredicate.apply(Predicates.java:359)
at adn.a(SourceFile:2243)
...
"TimerQueue" Id=18 TIMED_WAITING on java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject@6ce93086
at sun.misc.Unsafe.park(Native Method)
- waiting on java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject@6ce93086
at java.util.concurrent.locks.LockSupport.parkNanos(LockSupport.java:226)
at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.awaitNanos(AbstractQueuedSynchronizer.java:2082)
at java.util.concurrent.DelayQueue.take(DelayQueue.java:220)
at javax.swing.TimerQueue.run(TimerQueue.java:171)
at java.lang.Thread.run(Thread.java:745)
Number of locked synchronizers = 1
- java.util.concurrent.locks.ReentrantLock$NonfairSync@7b7f7539
"Thread-3" Id=17 WAITING on java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject@4170e546
at sun.misc.Unsafe.park(Native Method)
- waiting on java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject@4170e546
at java.util.concurrent.locks.LockSupport.park(LockSupport.java:186)
at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(AbstractQueuedSynchronizer.java:2043)
at java.util.concurrent.LinkedBlockingQueue.take(LinkedBlockingQueue.java:442)
at com.mojang.util.QueueLogAppender.getNextLogEvent(QueueLogAppender.java:77)
at ks$4.run(SourceFile:114)
at java.lang.Thread.run(Thread.java:745)
"AWT-EventQueue-0" Id=16 RUNNABLE
at javax.swing.text.SegmentCache.getSegment(SegmentCache.java:92)
- locked javax.swing.text.SegmentCache@5adc783a
at javax.swing.text.SegmentCache.getSharedSegment(SegmentCache.java:66)
at javax.swing.text.PlainView.drawUnselectedText(PlainView.java:152)
at javax.swing.text.PlainView.drawElement(PlainView.java:113)
at javax.swing.text.PlainView.drawLine(PlainView.java:82)
at javax.swing.text.PlainView.paint(PlainView.java:311)
at javax.swing.plaf.basic.BasicTextUI$RootView.paint(BasicTextUI.java:1434)
at javax.swing.plaf.basic.BasicTextUI.paintSafely(BasicTextUI.java:737)
...
"Java2D Disposer" Id=15 WAITING on java.lang.ref.ReferenceQueue$Lock@40595670
at java.lang.Object.wait(Native Method)
- waiting on java.lang.ref.ReferenceQueue$Lock@40595670
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:135)
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:151)
at sun.java2d.Disposer.run(Disposer.java:145)
at java.lang.Thread.run(Thread.java:745)
"Java2D Queue Flusher" Id=14 TIMED_WAITING on sun.java2d.opengl.OGLRenderQueue$QueueFlusher@2939f411
at java.lang.Object.wait(Native Method)
- waiting on sun.java2d.opengl.OGLRenderQueue$QueueFlusher@2939f411
at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(OGLRenderQueue.java:206)
"AWT-Shutdown" Id=13 WAITING on java.lang.Object@1bc69d3c
at java.lang.Object.wait(Native Method)
- waiting on java.lang.Object@1bc69d3c
at java.lang.Object.wait(Object.java:503)
at sun.awt.AWTAutoShutdown.run(AWTAutoShutdown.java:296)
at java.lang.Thread.run(Thread.java:745)
"AppKit Thread" Id=12 RUNNABLE (in native)
"Server Infinisleeper" Id=11 TIMED_WAITING
at java.lang.Thread.sleep(Native Method)
at kp$1.run(SourceFile:65)
"Snooper Timer" Id=10 TIMED_WAITING on java.util.TaskQueue@c7cdc63
at java.lang.Object.wait(Native Method)
- waiting on java.util.TaskQueue@c7cdc63
at java.util.TimerThread.mainLoop(Timer.java:552)
at java.util.TimerThread.run(Timer.java:505)
"Signal Dispatcher" Id=4 RUNNABLE
"Finalizer" Id=3 WAITING on java.lang.ref.ReferenceQueue$Lock@5968edfc
at java.lang.Object.wait(Native Method)
- waiting on java.lang.ref.ReferenceQueue$Lock@5968edfc
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:135)
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:151)
at java.lang.ref.Finalizer$FinalizerThread.run(Finalizer.java:209)
"Reference Handler" Id=2 WAITING on java.lang.ref.Reference$Lock@77e0693f
at java.lang.Object.wait(Native Method)
- waiting on java.lang.ref.Reference$Lock@77e0693f
at java.lang.Object.wait(Object.java:503)
at java.lang.ref.Reference$ReferenceHandler.run(Reference.java:133)
Stacktrace:
at kq.run(SourceFile:59)
at java.lang.Thread.run(Thread.java:745)
-- System Details --
Details:
Minecraft Version: 1.8.3
Operating System: Mac OS X (x86_64) version 10.10
CPU: 2x Intel(R) Core(TM)2 Duo CPU E8335 @ 2.93GHz
Java Version: 1.7.0_72, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 175704912 bytes (167 MB) / 358612992 bytes (342 MB) up to 954728448 bytes (910 MB)
JVM Flags: 0 total;
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Profiler Position: N/A (disabled)
Player Count: 2 / 20; [lg['Lyeurnar'/34, l='world', x=0.50, y=300.00, z=0.50], lg['tsumi1717'/46, l='world', x=0.50, y=300.00, z=0.50]]
Is Modded: Unknown (can't tell)
Type: Dedicated Server (map_server.txt)
i just opened to LAN and put Cheats on, then i either changed it to creative or survival (just try both) after that i died and re-spawned in the main area.
BTW Great Map, loving it so far, and progressing slowly but surely... one day ill get there!
Not sure if you made this intentional but after generation, when you spawn in the area with the chest you can go tower up and mine through the stone brick to the top and traverse the map like that.
Loved the idea so much that I decided to use this map for the very first video of my brand new Minecraft Showcase Series. Excellent job, and a very cool (and well-executed) concept.
Version 1.3 has been released to fix the following issues:
An issue with the "seed" of generation making the first dungeon always the exact same dungeon
Check out the main post for a download.
I'm considering making a Behind the Scenes series, what are the things that you would be interested in most? What should I explain? There's quite a lot of complicated stuff going on, and there's no way I can explain what every single command block does.
This map is extremely fun to play, except for the silverfish. They're too difficult for the tier one dungeon, definitely should be delayed until tier 2+. It is extremely hard to fight them since they're small, explode, and will spawn in extremely lit areas. Either give them some kind of debuff or take them out all together please. They ruin the map to be honest and wreck the feel of running through quickly and lighting up areas before mobs spawn such as a rogue would do.
Also another suggestion is when once your friends die they go into spectator mode, however it sends them to a random portion of the dungeon, they should be teleported to an alive players instead.
Thanks for reading, I'll be waiting for the next update.
Edit: Dungeons should spawn slower and have a smaller mob count, due to if you're in an area too long tunnels will be absolutely filled. This because a problem especially once you get to the second level and since you were above it there's already 20+ mobs waiting to wreck you. Another solution could be changing the area in which the dungeon detects you, having it detect your Y cord and making sure you're at the same height, or shrinking the detection box all together.
A special thanks to etho for introducing me to the map! Love the redstone, you outdid yourself here. The only thing I would change is the max-entities for the spawners (decrease it to 1-3)
However, it would me much easier to use it on multiplayer servers if it were able to use spigot. That way various plugins could be added to control when users can log in, where they go when they die, and general control around the game. As it is, you'd basically need a mod+ online when this is running to lock the server after the map starts, then unlock it after the game is over. With spigot, you could install something like Skript to automatically lock/unlock the server so players cannot join in the middle and cause issues. Otherwise, I'd suggest you work things out so that any new players that join during a session and simply drop into the beginning and have to fight their way back with whatever leftover goodies and in the chests, or the other players have to decide to come back and get them, adding another level of difficulty... do you keep going, go back, if there are a group... do you split up...etc
However, it would me much easier to use it on multiplayer servers if it were able to use spigot. That way various plugins could be added to control when users can log in, where they go when they die, and general control around the game. As it is, you'd basically need a mod+ online when this is running to lock the server after the map starts, then unlock it after the game is over. With spigot, you could install something like Skript to automatically lock/unlock the server so players cannot join in the middle and cause issues. Otherwise, I'd suggest you work things out so that any new players that join during a session and simply drop into the beginning and have to fight their way back with whatever leftover goodies and in the chests, or the other players have to decide to come back and get them, adding another level of difficulty... do you keep going, go back, if there are a group... do you split up...etc
No matter what you ask, I simply cannot make this map without having full access to vanilla commands etc. I don't know what spigot exactly modifies, but if it messes with anything like that there's no way to make it work.
You can setup 2 servers though, one to play on and one to run spigot on, and tp everyone to the play server at start.
what are the correct initial spawn coordinates, as in the waiting room? I'm working on tweaking this to see if I can get it to work inside spigot. So far I got the world to load, but you spawn at the command blocks. I found the initial chest room, but not the initial spawn waiting room.
I have no idea how many attempts it took, at the beginning it kept going forever and I would just change CMD blocks with it generating. I've generated a few hundred dungeons for sure though.
TheScrufness, if you were to READ the multiplayer-README.txt it would tell you to put the server on adventure mode, which will tp all players to the correct location. I don't write those things because they look cool man.
makes it so every custom map out there pretty much breaks. I'll have to wait on Mojang to fix it, there's no working around it. Until they fix it, use 1.8.3.
I moved the download to Curse, since some people were complaining mediafire didn't work in their country. I added a mirror link for the mediafire download at the bottom.
E: Whoops double post, forgot they no longer auto-merge :-(
This is a MUST try
Thanks to Etho's video :-)
Set max-tick-time in server.properties to -1
Whenever I put it into the saves folder ad then play the game the world never comes up. Help!
Help!
i accidentally closed minecraft while the game was rendering rooms.
when i logged back on the screen was black and there was no words on my screen. all i could see is the sun and a black screen.
im not sure if i shoud re-download the map or wait for a solution.
thanks.
wow i just figured it out myself!
i just opened to LAN and put Cheats on, then i either changed it to creative or survival (just try both) after that i died and re-spawned in the main area.
BTW Great Map, loving it so far, and progressing slowly but surely... one day ill get there!
thanks
Not sure if you made this intentional but after generation, when you spawn in the area with the chest you can go tower up and mine through the stone brick to the top and traverse the map like that.
Loved the idea so much that I decided to use this map for the very first video of my brand new Minecraft Showcase Series. Excellent job, and a very cool (and well-executed) concept.
I'm considering making a Behind the Scenes series, what are the things that you would be interested in most? What should I explain? There's quite a lot of complicated stuff going on, and there's no way I can explain what every single command block does.
This map is extremely fun to play, except for the silverfish. They're too difficult for the tier one dungeon, definitely should be delayed until tier 2+. It is extremely hard to fight them since they're small, explode, and will spawn in extremely lit areas. Either give them some kind of debuff or take them out all together please. They ruin the map to be honest and wreck the feel of running through quickly and lighting up areas before mobs spawn such as a rogue would do.
Also another suggestion is when once your friends die they go into spectator mode, however it sends them to a random portion of the dungeon, they should be teleported to an alive players instead.
Thanks for reading, I'll be waiting for the next update.
Edit: Dungeons should spawn slower and have a smaller mob count, due to if you're in an area too long tunnels will be absolutely filled. This because a problem especially once you get to the second level and since you were above it there's already 20+ mobs waiting to wreck you. Another solution could be changing the area in which the dungeon detects you, having it detect your Y cord and making sure you're at the same height, or shrinking the detection box all together.
Enjoy
A special thanks to etho for introducing me to the map! Love the redstone, you outdid yourself here. The only thing I would change is the max-entities for the spawners (decrease it to 1-3)
This is a great package deal.
However, it would me much easier to use it on multiplayer servers if it were able to use spigot. That way various plugins could be added to control when users can log in, where they go when they die, and general control around the game. As it is, you'd basically need a mod+ online when this is running to lock the server after the map starts, then unlock it after the game is over. With spigot, you could install something like Skript to automatically lock/unlock the server so players cannot join in the middle and cause issues. Otherwise, I'd suggest you work things out so that any new players that join during a session and simply drop into the beginning and have to fight their way back with whatever leftover goodies and in the chests, or the other players have to decide to come back and get them, adding another level of difficulty... do you keep going, go back, if there are a group... do you split up...etc
No matter what you ask, I simply cannot make this map without having full access to vanilla commands etc. I don't know what spigot exactly modifies, but if it messes with anything like that there's no way to make it work.
You can setup 2 servers though, one to play on and one to run spigot on, and tp everyone to the play server at start.
The redstone is at 1000 1 0, be sure to /gamemode 1 first or you'll get send back immediately. It's not a secret. Have fun reading all the blocks :/
I went to the nether to see if there was anything there - nothing. Going back through I ended up in a portal in the command block area.
How many attempts did it take for you to finish the map Rubisk? How many runs were successful/unsuccessful?
what are the correct initial spawn coordinates, as in the waiting room? I'm working on tweaking this to see if I can get it to work inside spigot. So far I got the world to load, but you spawn at the command blocks. I found the initial chest room, but not the initial spawn waiting room.
found it, 3000 8 -12
I have no idea how many attempts it took, at the beginning it kept going forever and I would just change CMD blocks with it generating. I've generated a few hundred dungeons for sure though.
TheScrufness, if you were to READ the multiplayer-README.txt it would tell you to put the server on adventure mode, which will tp all players to the correct location. I don't write those things because they look cool man.
1.8.4 BROKE ROGUE, DOWNLOAD 1.8.3 IF YOU WANT IT TO WORK
Basically, this bug: https://bugs.mojang.com/browse/MC-79632
makes it so every custom map out there pretty much breaks. I'll have to wait on Mojang to fix it, there's no working around it. Until they fix it, use 1.8.3.
I moved the download to Curse, since some people were complaining mediafire didn't work in their country. I added a mirror link for the mediafire download at the bottom.
E: Whoops double post, forgot they no longer auto-merge :-(
Episode 1 of Behind The Scenes is live: