It started hapening when I converted the map to 1.7
It's a lot of work and I would be really happy if there was a way to fix it. Did anyone had similar issues? Any advice? (Mojang won't help me because It's probably caused by MCedit.)
[edit]: Also no mods, the only external program I use is MCedit. Happens just in this map, others are ok.
Crash report? DxDiag could help too. And, if you're generous, the map,or at least chunks doing it, would really help out.
It started hapening when I converted the map to 1.7
It's a lot of work and I would be really happy if there was a way to fix it. Did anyone had similar issues? Any advice? (Mojang won't help me because It's probably caused by MCedit.)
[edit]: Also no mods, the only external program I use is MCedit. Happens just in this map, others are ok.
Do you have any custom villagers with the impossible trade created by the CreateShops filter in the effected areas?
I didn't load in 1.8, no custom villagers, no vines, no bugged itemframes, no technical items that could disappear in 1.7, no entities, no invalid spawners...
It's a void map (the areas that cause crashes are almost empty) and I have a feeling the errors happen when trying to generate new chunks but not sure. (It's at the edge of the map)
Can't report the bug since its been fixed in 1.8 but I can't update my map to 1.8 and don't even want to. It would break so much things and not bring anything good.
I don't have the map so I can't test this, but what I'm GUESSING is that vines are generating below the world bottom. N must be positive means that a negative value is given, while it should be positive. This usually means that the game tries to do stuff below y=0 (not always, but afaik it's always been something that had to do with that). And you seemed to be doing stuff with vines, combined with void. That might be the case.
Go into mcedit, select all vines at the bottom, delete them. Should fix it.
I didn't load in 1.8, no custom villagers, no vines, no bugged itemframes, no technical items that could disappear in 1.7, no entities, no invalid spawners...
It's a void map (the areas that cause crashes are almost empty) and I have a feeling the errors happen when trying to generate new chunks but not sure. (It's at the edge of the map)
Can't report the bug since its been fixed in 1.8 but I can't update my map to 1.8 and don't even want to. It would break so much things and not bring anything good.
I've had crashes like that before. It's because Minecraft is trying to populate void chunks. Just generate a bunch of empty chunks around your world, select everything in MCEdit's chunk control tool, and click "Don't Repop".
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
A lot of people swear by putting as much of your redstone in the spawn chunks as possible. I am curious why. If there is redstone stuff near the area it's used wouldn't it remain unloaded until those chunks are active? So if I have a complex circuit it will remain unloaded until I am in that area instead of constantly running or constantly active.
A lot of people swear by putting as much of your redstone in the spawn chunks as possible. I am curious why. If there is redstone stuff near the area it's used wouldn't it remain unloaded until those chunks are active? So if I have a complex circuit it will remain unloaded until I am in that area instead of constantly running or constantly active.
EDIT: page git!
Spawn chunks are always loaded. There's a 12x12 chunk area around spawn that is always loaded, no matter what. It has to do with SSP and SMP being merged a long time ago.
The reason you put your redstone there is that it wouldn't cause updates to the rendering engine. The game still has to calculate all the redstone updates (which is why a 20Hz fill clock is still 100x more efficient then a 6.6hz comparator clock, just because redstone dust causes way more updates). However, you don't have to render all those updates in the game. Basically you store the block in a variable, but you don't draw the block on the screen, if that makes sense.
I've had crashes like that before. It's because Minecraft is trying to populate void chunks. Just generate a bunch of empty chunks around your world, select everything in MCEdit's chunk control tool, and click "Don't Repop".
This reminded me, that you're world gen might be messed up. Try installing NBTExplorer, look for something called GeneratorOptions or something similar. Might be broken.
Erm...whaddya mean by 200000 continent? Is it a 200x100 block continent or what exactly?
Anywho, the camp does look pretty good. Only thing I'd recommend is maybe making the roofs be a bit less flat and putting some carpet on the tents.
Good call on unflattening the roofs, I'll probably give it a tiny little slope, especially since this is supposed to be a higher elevation. As for the continent size, it's a quadrant of a 500 block radius circle, so pi*500^2 /4 ~ 200000 block surface area. Exploration is supposed to a big part of the map, so I'm making it so that instead of intersections you move from continent to continent, each with a different theme. First is a rocky savanna, second is forest and plains, third is half jungle half desert, and the fourth is a mystery
It's been a week, but I've made a second episode of Let's Analyze, looking at level design for Minecraft maps. This one is all about difficulty curves, explaining how to get around the dreaded spawner spam, and putting 10% more math into Minecraft! I've tried to be a lot more clear and less rambling than last time, and I really hope this helps some people make better maps.
It's been a week, but I've made a second episode of Let's Analyze, looking at level design for Minecraft maps. This one is all about difficulty curves, explaining how to get around the dreaded spawner spam, and putting 10% more math into Minecraft! I've tried to be a lot more clear and less rambling than last time, and I really hope this helps some people make better maps.
Wow, what impressive level design and balancing in that area. Maybe I should try that map out (oh wait that's my map). That was an interesting look at the level, and I think static images worked well. That area was also the first area I made. I was still learning mcedit and was messing around and when I finished I thought "Hey this doesn't look too bad" and ended up making a map, which I orginally had no intention of doing.
Since nobody has asked a CQ yet, and since I already kinda answered:
What was the first area you ever made? Did it make the final cut in your map?
Seeing as this is my 300th post, I guess I'll ask about a concept for an area I had involving 300 custom mobs spawning at once and the objective of the area is to have to kill all of them to move on. It's easy enough to detect if they're all dead, but what's the best way to reliably spawn in 300 mobs at once that isn't too lag inducing or anything? 300 individual summon commands that summon like 30 at a time over the course of like 20 seconds? that would take a while to set up...
Other thoughts on the concept as well would be kewl... I'd need to make sure the system worked 100% of the time and that it isn't too hard to both kill the mobs in mass as well as hunt down the last remaining ones.
To Moldy's CQ: First area was the white wool of STC1: Precarious Tower. I didn't really cut any areas cause I just wanted to finish it, but if I were to go back I'd prolly cut... well... the whole map lol
Wow, what impressive level design and balancing in that area. Maybe I should try that map out. That was an interesting look at the level, and I think static images worked well. That area was also the first area I made. I was still learning mcedit and was messing around and when I finished I thought "Hey this doesn't look too bad" and ended up making a map, which I orginally had no intention of doing.
Since nobody has asked a CQ yet, and since I already kinda answered:
What was the first area you ever made? Did it make the final cut in your map?
Why are you self-promoting like that? Seems kinda sneaky, imo. Anyway, yes, you had definitely some nice things in the area,
The first area I ever made? It made it to my map, as in being the area in the banner, but never got used. Gameplay SUUUCKED.
Seeing as this is my 300th post, I guess I'll ask about a concept for an area I had involving 300 custom mobs spawning at once and the objective of the area is to have to kill all of them to move on. It's easy enough to detect if they're all dead, but what's the best way to reliably spawn in 300 mobs at once that isn't too lag inducing or anything? 300 individual summon commands that summon like 30 at a time over the course of like 20 seconds? that would take a while to set up...
Other thoughts on the concept as well would be kewl... I'd need to make sure the system worked 100% of the time and that it isn't too hard to both kill the mobs in mass as well as hunt down the last remaining ones.
To Moldy's CQ: First area was the white wool of STC1: Precarious Tower. I didn't really cut any areas cause I just wanted to finish it, but if I were to go back I'd prolly cut... well... the whole map lol
You want me to comment on making players hack'n slash through 300 mobs? If yes, read the spoiler. If no, it's not there.
Meh... I dunno man. It feels kinda grindy. Killing 300 mobs is really boring. You can just lure them 1 by 1 and kill them. If mobs don't respawn, there's no challenge. That's why you use spawners, not spawn eggs, most of the time.
300 Summon commands should work pretty good. Just drop them all at once, shouldn't do too much to your game I think.
My first area was actually, if I remember correctly, a RFW map. *goes back and checks* Yup. About 2 years ago, I made a RFW map. Over 2 years. Yeah. Here's a picture.
Never playtested at all. It's still floating around there somewhere...
My first actual CTM map area was probably made at around the same time. It was part of a planned map that was basically a massive city-state on a huge island. I first mentioned that I was making this area on October 12, 2012. 9 days later, I had the idea for an area that would eventually become my area of Titan's Revolt.
So far as I can tell, the first-ever screenshot I posted was this:
The starting area of my city-state-island map, which has since been abandoned. No idea if I even still have the save folder for it. Probably not.
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
The 300 mobs would be spread out for the most part with low/medium follow distance so they don't swarm or anything. Maybe one mass of like 50+ mobs in an army style... throw in some stacked healing potions for splash damage for the player and hopefully it doesn't turn into too much hack and slash. Oh yea, and of course they won't all be the same mob... maybe like 15-30 different mobs with varying mechanics... suicide bombers might be fun to use against the army.
It might work better as a kind of arena with maybe like 5-10 waves of 30-60 mobs at a time throughout the area. I've got time to think about it.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/4/2012
Posts:
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Location:
In my own little world
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lancearmada
Member Details
Im a bit new to this sort of thing but i just recently decided its about time i made a thread on a classic CTM map i have been working on for about a year called "Danger O' Plenty". It should be a while before its finished due to testing and balancing and some other things but i should finish it by the end of this year. I posted pics on the thread i made but i guess ill show one pic to show you guys i mean buisness.
Overall im looking forward to getting involved in this community, when i have the time to at least.
Peace out, and any tips you guys have for the forum let me know. I noticed on some threads they had legal information at the bottom in small text, so if anyone knows if thats something i need to put on my thread to avoid people stealing my map or anything like that id appreciate the info.
Some maps use higher level mobs, (like ghasts, blazes, and custom mobs) in lower level areas, (like I1, if it is linear branching).
What do you think about how this works? Should the mobs be debuffed in a way? Or should the spawners be easier to kill than normal?
I think that if you do use higher level spawners, you should keep them the same difficulty, but make spawners easier to kill.
What mobs are higher level? Skeletons in a wide open area are much more threatening then blazes in close-quarter fighting. There are no OP mobs, there's only OP gameplay.
Crash report? DxDiag could help too. And, if you're generous, the map,or at least chunks doing it, would really help out.
Do you have any custom villagers with the impossible trade created by the CreateShops filter in the effected areas?
Those should cause just chunk resets, not chunk generation errors. Not sure about that tough. Did you load in 1.8?
I don't have the map so I can't test this, but what I'm GUESSING is that vines are generating below the world bottom. N must be positive means that a negative value is given, while it should be positive. This usually means that the game tries to do stuff below y=0 (not always, but afaik it's always been something that had to do with that). And you seemed to be doing stuff with vines, combined with void. That might be the case.
Go into mcedit, select all vines at the bottom, delete them. Should fix it.
I've had crashes like that before. It's because Minecraft is trying to populate void chunks. Just generate a bunch of empty chunks around your world, select everything in MCEdit's chunk control tool, and click "Don't Repop".
A lot of people swear by putting as much of your redstone in the spawn chunks as possible. I am curious why. If there is redstone stuff near the area it's used wouldn't it remain unloaded until those chunks are active? So if I have a complex circuit it will remain unloaded until I am in that area instead of constantly running or constantly active.
EDIT: page git!
I post lots of #Srion dev updates and other MC stuff on twitter. @RedWingHamstorm
Spawn chunks are always loaded. There's a 12x12 chunk area around spawn that is always loaded, no matter what. It has to do with SSP and SMP being merged a long time ago.
The reason you put your redstone there is that it wouldn't cause updates to the rendering engine. The game still has to calculate all the redstone updates (which is why a 20Hz fill clock is still 100x more efficient then a 6.6hz comparator clock, just because redstone dust causes way more updates). However, you don't have to render all those updates in the game. Basically you store the block in a variable, but you don't draw the block on the screen, if that makes sense.
This reminded me, that you're world gen might be messed up. Try installing NBTExplorer, look for something called GeneratorOptions or something similar. Might be broken.
Good call on unflattening the roofs, I'll probably give it a tiny little slope, especially since this is supposed to be a higher elevation. As for the continent size, it's a quadrant of a 500 block radius circle, so pi*500^2 /4 ~ 200000 block surface area. Exploration is supposed to a big part of the map, so I'm making it so that instead of intersections you move from continent to continent, each with a different theme. First is a rocky savanna, second is forest and plains, third is half jungle half desert, and the fourth is a mystery
Great minds think alike.
Also bumping my question from last page.. anyone?
Not yet.
Wow, what impressive level design and balancing in that area. Maybe I should try that map out (oh wait that's my map). That was an interesting look at the level, and I think static images worked well. That area was also the first area I made. I was still learning mcedit and was messing around and when I finished I thought "Hey this doesn't look too bad" and ended up making a map, which I orginally had no intention of doing.
Since nobody has asked a CQ yet, and since I already kinda answered:
What was the first area you ever made? Did it make the final cut in your map?
Other thoughts on the concept as well would be kewl... I'd need to make sure the system worked 100% of the time and that it isn't too hard to both kill the mobs in mass as well as hunt down the last remaining ones.
To Moldy's CQ: First area was the white wool of STC1: Precarious Tower. I didn't really cut any areas cause I just wanted to finish it, but if I were to go back I'd prolly cut... well... the whole map lol
Why are you self-promoting like that? Seems kinda sneaky, imo. Anyway, yes, you had definitely some nice things in the area,
The first area I ever made? It made it to my map, as in being the area in the banner, but never got used. Gameplay SUUUCKED.
You want me to comment on making players hack'n slash through 300 mobs? If yes, read the spoiler. If no, it's not there.
Meh... I dunno man. It feels kinda grindy. Killing 300 mobs is really boring. You can just lure them 1 by 1 and kill them. If mobs don't respawn, there's no challenge. That's why you use spawners, not spawn eggs, most of the time.
Never playtested at all. It's still floating around there somewhere...
My first actual CTM map area was probably made at around the same time. It was part of a planned map that was basically a massive city-state on a huge island. I first mentioned that I was making this area on October 12, 2012. 9 days later, I had the idea for an area that would eventually become my area of Titan's Revolt.
So far as I can tell, the first-ever screenshot I posted was this:
The starting area of my city-state-island map, which has since been abandoned. No idea if I even still have the save folder for it. Probably not.
It might work better as a kind of arena with maybe like 5-10 waves of 30-60 mobs at a time throughout the area. I've got time to think about it.
Overall im looking forward to getting involved in this community, when i have the time to at least.
Heres a link to the thread for the WIP map. Link
Peace out, and any tips you guys have for the forum let me know. I noticed on some threads they had legal information at the bottom in small text, so if anyone knows if thats something i need to put on my thread to avoid people stealing my map or anything like that id appreciate the info.
Danger O plenty-Epic Classical CTM map
Soycraft-my favorite server
Ultra Ecstatic Recreational Event-A ridiculous Challenge map, and sequel to "Super Happy Fun Times"
Some maps use higher level mobs, (like ghasts, blazes, and custom mobs) in lower level areas, (like I1, if it is linear branching).
What do you think about how this works? Should the mobs be debuffed in a way? Or should the spawners be easier to kill than normal?
I think that if you do use higher level spawners, you should keep them the same difficulty, but make spawners easier to kill.
What mobs are higher level? Skeletons in a wide open area are much more threatening then blazes in close-quarter fighting. There are no OP mobs, there's only OP gameplay.