It'll show em, you may have to tell it to render to make it show quicker. Also, it doesn't load them until you've entered them atleast once Iv'e noticed.
Ah, you're right. They're there now. Guess I was little impatient. Thanks!
I have an issue.... I am a mod on this server and I was trying to see the dynmap. I did /dynmap fullrender. The admin said the server was now limited to 10 people. How do i reverse?
I have an issue.... I am a mod on this server and I was trying to see the dynmap. I did /dynmap fullrender. The admin said the server was now limited to 10 people. How do i reverse?
We have nothing to do with the number of players that can be on, and are used on servers with 100+ players, so I'm honestly not sure what you're talking bout.
Is there a way to change the texture/colour of parts of the map? As i compare my map to another servers and their ocean is dark blue where as mine is light blue.
You can install a custom texture pack by putting the ZIP in the texturepacks directory, and altering the 'stdtexture' shader in shaders.txt to refer to the name of the ZIP (versus the 'standard' directory, which is the default texture pack).
Hellos, im having a little issue, im using the last release of FTB wich atm is using forge 6.0.1, i install dynmap and it loads fine, creates the config file and all, but i cant seem to be able to get the webserver going.
here is the command line that says that all is fine and no errors are found, ive tried 4 diff configurations.
[INFO] [Minecraft] [dynmap] Web server started on address 0.0.0.0:8123
[INFO] [Minecraft] [dynmap] Web server started on address 0.0.0.0:7122
[INFO] [Minecraft] [dynmap] Web server started on address 46.253.XXX.XXX:7122
[INFO] [Minecraft] [dynmap] Web server started on address 46.253.XXX.XXX:8123
xxxs are for obscuring my server adress
any ideas? i get page not found if i try to go to those adress basically.
Thxs
/manu
Don't know how you have two - is FTB a bukkit+forge? If so, maybe you have two copies (the bukkit mod + the forge one), or maybe you've got two Dynmap-*.zip files in mods. On Bukkit-based servers, I'd suggest using the bukkit mod and not the forge one (its more upgrade insensitive and has better security controls and the like).
Wow, yeah, updated to the new version hoping that would fix the chat problem been having with the mod. Using the 1.4.2 copy, tried the 1.2 alpha. Web page could not be displayed. Ok, tried the direct link instead of adfly, same result. Reverted back to the 1.1 copy I was using previously, black flickering screen when the page finally loaded. Any fix for that?
Edit: OK, so, the update breaks something in the "dynmap" folder, as the only way I was able to revive the map was to delete everything in there except for "web" where my map data is, and restore it from a backup. Is there something in there that needs to be deleted in specific for existing instillation to be upgraded? Just replacing the mod in the mods folder indeed does not do the trick... lol...
No - nothing needs to be deleted, and I've tested the specific upgrade you described with no problems. As usual, make sure you've deleted the older zip from the mods directory, and make sure you've flushed your browser cache (shift-reload).
Is there a way to show Mystcraft worlds in Dynmap? My Mystcraft worlds currently reside in folders DIM_MYSTx and are not shown in Dynmap world list. I am using FTB modpack for 1.4.2 and appropriate Dynmap version.
They should show once they've loaded at least once during the server run - I still need to implement some persistence for that: 1.1. supported keeping worlds available once they've unloaded, but not remembering from restart to restart which worlds have loaded before.
I must be missing something. Can't have anything to do with reloading the browser cache, I went through the Forge log, and DynMap isn't even trying to load.
Also, any idea on that "Web chat not showing in game, but vice a versa working fine" issue mentioned a few times? (fixed in new version maybe??? :):) )
I must be missing something. Can't have anything to do with reloading the browser cache, I went through the Forge log, and DynMap isn't even trying to load.
Also, any idea on that "Web chat not showing in game, but vice a versa working fine" issue mentioned a few times? (fixed in new version maybe??? )
I had this same issue: I found it.
I was unpacking the zip file in the wrong location.
Unpack the zip file in the root directory where the server is located -- the same directory that contains "mods" and "coremods".
It creates a directory that contains 99% of the mod, and it places one zip file inside "mods".EDIT: And I can see a black map, ignoring everything that I know is around spawn ...Aha! Once I log in, I can see a 32 by 32 area that is almost centered on me. Almost.
I'm in the darkness, with a tiny bit of the ground next to me. Does it make a difference if our home base is underground?Even better: The time reported on the map is two hours off from game time.
/time set 0 puts the game time to 6 am.
The map says 8 am.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So I'm doing something wrong now. As I walk around, pieces/portions of the map show up, but it's chunks here, and chunks there -- lots of stuff doesn't show at all
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I have been playing around with this a good amount in the last 24 hours. And, a few early questions.
#1: How can I tell dynmap to reload configs?
Lets say I have nothing in worlds.txt except for the generic commented-out template.
Lets say I have modified the custom-* files in templates/
How can I get the maps to be remade?
Simply attempting to force a redraw of the maps does nothing -- the maps are found to already exist, and it won't make new ones. I have to delete everything in web/tiles. Worse, I have to shut down the server, delete everything in web/tiles, and then restart the server.
I don't mind deleting web/tiles (well, not that much; but then, just like "make" only recompiles what has changed, I'd like to only delete the maps that have changed.). Having to restart the server?
#2: Where can I find documentation on the renderers/shaders/lighting engines?
It took me a while to find the text files lightings.txt, perspectives.txt, and shaders.txt. I found these all interesting:
# 'Bright' Night and day view
- class: org.dynmap.hdmap.ShadowHDLighting
name: brightnightandday
shadowstrength: 1.0
ambientlight: 8
night-and-day: true
# Shadows enabled nether
- class: org.dynmap.hdmap.ShadowHDLighting
name: nethershadows
shadowstrength: 0.5
ambientlight: 4
# Texture pack based shader for standard Minecraft textures, with grid for region file borders (512x512)
- class: org.dynmap.hdmap.TexturePackHDShader
name: stdtexture-mcr-grid
texturepack: standard
grid-scale: 512
Etc. Those files turned the shaders/textures from "what do those names mean???" to "How can I get these configured the way I want?" to "Just what do those options mean, and what options do I not know about?".
For example: If I wanted caves to be show lighting, all I can find so far is "Fully lit if light level is 1 or higher, and fully dark if not". I can't find any sort of "Brighter next to the torches, dimmer away from the torches", with either "but not completely dark" or "and completely dark". The current system makes the caves just "end", with no clear indication if they end because they end or if they are too dark to see.
I can't figure out how to focus on the caves instead of the surface layers. I know that it has to have "pre-rendered" views, so it cannot dynamically follow someone as they move through the ground.
For the nether, all the maps I've gotten so far just show a constant reddish-grey. It's like the "solid roof" makes it impossible to see anything.
If I try to tell it "render the whole world", as far as I can tell, I can't -- I have to say "render this dimension", or "render that dimension" -- and other than the overworld, if I tell it to render "world123_7", it seems to do one tile, and then "unloading dimension 7" is logged from forge. I have to actually travel into a world to have it render.
I saw it on another server, but I was wondering how to just have the side (slanted) view only, and disable the hawk eye and cave view?
Cheers
WELL DONE!!
I think I can answer this.
1. In the templates directory, there are definitions for the lowres, highres, etc, versions of each map. "lowres" seems to be the current default.
2. Duplicate them as custom-* versions of the existing files.
3. Edit; delete the sections/maps you don't want.
If you had maps before (in web/tiles), delete them.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
thank you for posting the correct install instructions for forge keybounce, mike forge doesn't have and won't make use of a plugins folder if one is created manually, if it's not too much trouble it would be appreciated if you could correct the install instructions accordingly.
thanks.
[edit] it might also be good to note that at least for me viewing a server i have running locally i had to use the 127.0.0.1:8123 callback IP instead of the external to actually be able to view the map at all.
but otherwise, wow, just wow, this is amazingly good, thanks so much mike [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
also, is it possible you could support UPNP, some people will tell you otherwise but for people with certain routers setting up port forwarding properly is really like chasing the end of a rainbow, impossible in other words.
[edit] i think i may have finally been able to forward the port, my router is really stupid though, i'll edit or reply again once i can get one of my other players to check as well
also, would it be possible to have some kind of whiteboard function so that people viewing the dynmap could point out things on it to other people viewing it?[/edit]
[edit2] yeah my router really is that stupid apparently, if i only specify the destination ports and not the source port as well it works, i'll have to write that down for future reference.
but i can say for sure we can all view it and the port is forwarded properly now.[/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Hey guys. Recently installed this on my Forge server and loving it. Can't go without it now, great work!
I have two questions. If I could get answers in the next hour, that would be AMAZING! I'm asking for a lot, and luck, lol.
First question: If I update from 1.4.2 to 1.4.5, how can I save the map that's already been generated and rendered for my current world? I seriously spent 3 hours exploring last night, maybe longer. I want that to stay discovered! lol
Second question: How can I enable the 3D map? I've read that it's in the 'normal' config file. I've opened it and see where it might be, but it's so garbled it's impossible to read or understand, from a on-programmer perspective. If I could at least word wrap it to organize is, I'd be fine, but it doesn't work. If somebody could explain how to make this text more organised, I could figure it out easily. Otherwise, if somebody could quote the exact phrase in the config file and which text to change to make it 3D, that would be awesome!!!!
Hey guys. Recently installed this on my Forge server and loving it. Can't go without it now, great work!
I have two questions. If I could get answers in the next hour, that would be AMAZING! I'm asking for a lot, and luck, lol.
First question: If I update from 1.4.2 to 1.4.5, how can I save the map that's already been generated and rendered for my current world? I seriously spent 3 hours exploring last night, maybe longer. I want that to stay discovered! lol
Second question: How can I enable the 3D map? I've read that it's in the 'normal' config file. I've opened it and see where it might be, but it's so garbled it's impossible to read or understand, from a on-programmer perspective. If I could at least word wrap it to organize is, I'd be fine, but it doesn't work. If somebody could explain how to make this text more organised, I could figure it out easily. Otherwise, if somebody could quote the exact phrase in the config file and which text to change to make it 3D, that would be awesome!!!!
Thanks!
The map data is saved in the web/tiles directory, so just copy that over/make sure it is not replaced.
For 3D map: Yea, it's a real pain to understand the configs.
How the configs work changes based on whether you have anything in worlds.txt. The default configuration puts nothing but commented lines into worlds.txt, and it will stay nothing but commented documentation until you use a /dmap command that alters the maps -- then, it puts the current state into worlds.txt and overwrites everything that was there, deleting the comments.
Other than that, if you don't have anything in worlds.txt, then it uses template files instead. The default is documented as "vlowres", but the actual default is "lowres".
Look in the template directory to see what the templates describe.
Then, look at "lighting.txt", "shaders.txt", and "perspectives.txt" to see how things work.
If you want to modify the maps, I suggest that you copy the existing templates to "custom-*" versions of the files (at least the ones you will change -- for me, it was the "normal" config), and play with that. Avoid making world specific stuff in worlds.txt if you can.
For forge, you do not have the same concept of a world name that bukkit has. But the mod will want to use a bukkit equivalent name -- fortunately, once it detects the world, it puts that world in the web interface, so you can see the name. On the right side of the web browser window is an "Arrow". Mouse-over it, and you will get a slide-out showing the different worlds/dimensions known, the map options for them, and their in-game name.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is there a way to restrict generation of tiles to a certain area?
I want to make some detailed underground maps of the area where we have built our base, and done exploring/torching of the caves. I don't want to generate those maps for the whole world, just for about 600 x 600 blocks (too much disk space to make them for the whole world).
That's not quite the same as visibility limit -- I don't want it to generate with fake filler blocks, I want it to not generate those tiles.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I've been running dynmap for about 9 months with HD rendering and an extra zoom level with the "large map" directory structure. My tiles dir is about 100gb. I am wondering if it's possible to remove the extra zoom level from the config and to delete the lowest zoom level tiles to free up space. I can't easily browse around the tiles dir to figure out the directory structure since it's so massive, is there some way to programmatically clean up these tiles without re-rendering the entire map as that would be prohibitively expensive.
What is a simple way to have a world use a different template?
Lets say that I have nothing in worlds.txt except for the comments normally found there.
In addition to "custom-normal-lowres.txt", and "custom-nether-lowres.txt", I want to have "custom-twilight-lowres.txt" for world 7, and "custom-dusk-lowres.txt" for assorted worlds in a list.
Now, lets say that the only difference between these is the specification of custom lighting, the only difference between these custom lighting and "normal" lighting is either specifying ambient light of 13 or 10 for everything (no "15"'s or "4"'s.)
Is there any way to separate ambient light out from the rest of lighting -- so I could say "world 7 uses template "custom-normal" and an ambient light override of 13.
Right now I have to triplicate every lighting that I use, and triplicate every template, when the only difference is the background lighting level.
Now, if you can do that, there's another "lighting override" I'd like to be able to do. Shadow Strength.
It took me some testing, but I determined that shadow strength of around 0.54-0.58 gives the right "fade to dark", to keep light "4" visible, barely, which light "0" looks completely dark. But for some worlds, such as the nether, or any "bright" world, I want to drop that down to around .2 -- so that even light 0 worlds are visible, yet the effect of torches are still apparent. So again, I can either duplicate all the normal and dusk templates to bright and duskbright, and duplicate all the lightings, or ask for some way to implement an override.
Summary:
I want to say "dimension 2 uses normal lowres, as defined in custom-normal-lowres, but all the lighting specified in there has the overrides of shadow strength .2 and ambient light 10", without having to have 4 sets of lighting and world templates.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Ah, you're right. They're there now. Guess I was little impatient. Thanks!
Updates included for the following:
We have nothing to do with the number of players that can be on, and are used on servers with 100+ players, so I'm honestly not sure what you're talking bout.
You can install a custom texture pack by putting the ZIP in the texturepacks directory, and altering the 'stdtexture' shader in shaders.txt to refer to the name of the ZIP (versus the 'standard' directory, which is the default texture pack).
Don't know how you have two - is FTB a bukkit+forge? If so, maybe you have two copies (the bukkit mod + the forge one), or maybe you've got two Dynmap-*.zip files in mods. On Bukkit-based servers, I'd suggest using the bukkit mod and not the forge one (its more upgrade insensitive and has better security controls and the like).
No - nothing needs to be deleted, and I've tested the specific upgrade you described with no problems. As usual, make sure you've deleted the older zip from the mods directory, and make sure you've flushed your browser cache (shift-reload).
They should show once they've loaded at least once during the server run - I still need to implement some persistence for that: 1.1. supported keeping worlds available once they've unloaded, but not remembering from restart to restart which worlds have loaded before.
Also, any idea on that "Web chat not showing in game, but vice a versa working fine" issue mentioned a few times? (fixed in new version maybe??? :):) )
I had this same issue: I found it.
I was unpacking the zip file in the wrong location.
Unpack the zip file in the root directory where the server is located -- the same directory that contains "mods" and "coremods".
It creates a directory that contains 99% of the mod, and it places one zip file inside "mods".EDIT: And I can see a black map, ignoring everything that I know is around spawn ...Aha! Once I log in, I can see a 32 by 32 area that is almost centered on me. Almost.
I'm in the darkness, with a tiny bit of the ground next to me. Does it make a difference if our home base is underground?Even better: The time reported on the map is two hours off from game time.
/time set 0 puts the game time to 6 am.
The map says 8 am.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Can you tell us how to identify a world? The wiki describes the behavior of an older version and bukkit; not the current version and forge.
Lets say I've got one world located in DIM7 and another located in DIM_MIST-2 (yes, age -2). How would I work with them?
---
"time" is apparently determined only by the tick, and not by the celestial angle. Mystcraft will wreck that assumption.
EDIT: Both Mystcraft and Twilight Forest permit worlds where the sun is at a fixed location and "time" makes no sense as it normally is thought of.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
#1: How can I tell dynmap to reload configs?
Lets say I have nothing in worlds.txt except for the generic commented-out template.
Lets say I have modified the custom-* files in templates/
How can I get the maps to be remade?
Simply attempting to force a redraw of the maps does nothing -- the maps are found to already exist, and it won't make new ones. I have to delete everything in web/tiles. Worse, I have to shut down the server, delete everything in web/tiles, and then restart the server.
I don't mind deleting web/tiles (well, not that much; but then, just like "make" only recompiles what has changed, I'd like to only delete the maps that have changed.). Having to restart the server?
#2: Where can I find documentation on the renderers/shaders/lighting engines?
It took me a while to find the text files lightings.txt, perspectives.txt, and shaders.txt. I found these all interesting:
Etc. Those files turned the shaders/textures from "what do those names mean???" to "How can I get these configured the way I want?" to "Just what do those options mean, and what options do I not know about?".
For example: If I wanted caves to be show lighting, all I can find so far is "Fully lit if light level is 1 or higher, and fully dark if not". I can't find any sort of "Brighter next to the torches, dimmer away from the torches", with either "but not completely dark" or "and completely dark". The current system makes the caves just "end", with no clear indication if they end because they end or if they are too dark to see.
I can't figure out how to focus on the caves instead of the surface layers. I know that it has to have "pre-rendered" views, so it cannot dynamically follow someone as they move through the ground.
For the nether, all the maps I've gotten so far just show a constant reddish-grey. It's like the "solid roof" makes it impossible to see anything.
If I try to tell it "render the whole world", as far as I can tell, I can't -- I have to say "render this dimension", or "render that dimension" -- and other than the overworld, if I tell it to render "world123_7", it seems to do one tile, and then "unloading dimension 7" is logged from forge. I have to actually travel into a world to have it render.
I think I can answer this.
1. In the templates directory, there are definitions for the lowres, highres, etc, versions of each map. "lowres" seems to be the current default.
2. Duplicate them as custom-* versions of the existing files.
3. Edit; delete the sections/maps you don't want.
If you had maps before (in web/tiles), delete them.
There may be a better way.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
thank you for posting the correct install instructions for forge keybounce, mike forge doesn't have and won't make use of a plugins folder if one is created manually, if it's not too much trouble it would be appreciated if you could correct the install instructions accordingly.
thanks.
[edit] it might also be good to note that at least for me viewing a server i have running locally i had to use the 127.0.0.1:8123 callback IP instead of the external to actually be able to view the map at all.
but otherwise, wow, just wow, this is amazingly good, thanks so much mike [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
[edit] i think i may have finally been able to forward the port, my router is really stupid though, i'll edit or reply again once i can get one of my other players to check as well
also, would it be possible to have some kind of whiteboard function so that people viewing the dynmap could point out things on it to other people viewing it?[/edit]
[edit2] yeah my router really is that stupid apparently, if i only specify the destination ports and not the source port as well it works, i'll have to write that down for future reference.
but i can say for sure we can all view it and the port is forwarded properly now.[/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I have two questions. If I could get answers in the next hour, that would be AMAZING! I'm asking for a lot, and luck, lol.
First question: If I update from 1.4.2 to 1.4.5, how can I save the map that's already been generated and rendered for my current world? I seriously spent 3 hours exploring last night, maybe longer. I want that to stay discovered! lol
Second question: How can I enable the 3D map? I've read that it's in the 'normal' config file. I've opened it and see where it might be, but it's so garbled it's impossible to read or understand, from a on-programmer perspective. If I could at least word wrap it to organize is, I'd be fine, but it doesn't work. If somebody could explain how to make this text more organised, I could figure it out easily. Otherwise, if somebody could quote the exact phrase in the config file and which text to change to make it 3D, that would be awesome!!!!
Thanks!
The map data is saved in the web/tiles directory, so just copy that over/make sure it is not replaced.
For 3D map: Yea, it's a real pain to understand the configs.
How the configs work changes based on whether you have anything in worlds.txt. The default configuration puts nothing but commented lines into worlds.txt, and it will stay nothing but commented documentation until you use a /dmap command that alters the maps -- then, it puts the current state into worlds.txt and overwrites everything that was there, deleting the comments.
Other than that, if you don't have anything in worlds.txt, then it uses template files instead. The default is documented as "vlowres", but the actual default is "lowres".
Look in the template directory to see what the templates describe.
Then, look at "lighting.txt", "shaders.txt", and "perspectives.txt" to see how things work.
If you want to modify the maps, I suggest that you copy the existing templates to "custom-*" versions of the files (at least the ones you will change -- for me, it was the "normal" config), and play with that. Avoid making world specific stuff in worlds.txt if you can.
For forge, you do not have the same concept of a world name that bukkit has. But the mod will want to use a bukkit equivalent name -- fortunately, once it detects the world, it puts that world in the web interface, so you can see the name. On the right side of the web browser window is an "Arrow". Mouse-over it, and you will get a slide-out showing the different worlds/dimensions known, the map options for them, and their in-game name.
Start with that. If you need more help, post.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I want to make some detailed underground maps of the area where we have built our base, and done exploring/torching of the caves. I don't want to generate those maps for the whole world, just for about 600 x 600 blocks (too much disk space to make them for the whole world).
That's not quite the same as visibility limit -- I don't want it to generate with fake filler blocks, I want it to not generate those tiles.
Can this be done?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
server address: world.woodenaxe.com
Lets say that I have nothing in worlds.txt except for the comments normally found there.
In addition to "custom-normal-lowres.txt", and "custom-nether-lowres.txt", I want to have "custom-twilight-lowres.txt" for world 7, and "custom-dusk-lowres.txt" for assorted worlds in a list.
Now, lets say that the only difference between these is the specification of custom lighting, the only difference between these custom lighting and "normal" lighting is either specifying ambient light of 13 or 10 for everything (no "15"'s or "4"'s.)
Is there any way to separate ambient light out from the rest of lighting -- so I could say "world 7 uses template "custom-normal" and an ambient light override of 13.
Right now I have to triplicate every lighting that I use, and triplicate every template, when the only difference is the background lighting level.
Now, if you can do that, there's another "lighting override" I'd like to be able to do. Shadow Strength.
It took me some testing, but I determined that shadow strength of around 0.54-0.58 gives the right "fade to dark", to keep light "4" visible, barely, which light "0" looks completely dark. But for some worlds, such as the nether, or any "bright" world, I want to drop that down to around .2 -- so that even light 0 worlds are visible, yet the effect of torches are still apparent. So again, I can either duplicate all the normal and dusk templates to bright and duskbright, and duplicate all the lightings, or ask for some way to implement an override.
Summary:
I want to say "dimension 2 uses normal lowres, as defined in custom-normal-lowres, but all the lighting specified in there has the overrides of shadow strength .2 and ambient light 10", without having to have 4 sets of lighting and world templates.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?