The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2014
Posts:
247
Minecraft:
CyberRockyYT
Member Details
Cool, so I'm guessing the next update will have caves, right? Also, do you think you could have it so that villages or some random small buildings generate where cities would be in real life? I know the guy who made chunkmapper did it before (with random buildings), so I'd imagine it must be doable. In case you're curious, chunkmapper is also on github. I'm no programmer, but I'm guessing that might be helpful to you in some way.
Cool, so I'm guessing the next update will have caves, right? Also, do you think you could have it so that villages or some random small buildings generate where cities would be in real life? I know the guy who made chunkmapper did it before (with random buildings), so I'd imagine it must be doable. In case you're curious, chunkmapper is also on github. I'm no programmer, but I'm guessing that might be helpful to you in some way.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2014
Posts:
247
Minecraft:
CyberRockyYT
Member Details
One of the downsides I have to this mod is that if I import a world made with this mod into worldpainter, nothing shows up. I wonder if Worldpainter has issues loading maps made with modded world generation. I really wanted to use worldpainter so I could add in details or even export a heightmap and re-do the details like the biomes.
One of the downsides I have to this mod is that if I import a world made with this mod into worldpainter, nothing shows up. I wonder if Worldpainter has issues loading maps made with modded world generation. I really wanted to use worldpainter so I could add in details or even export a heightmap and re-do the details like the biomes.
I'm not exactly sure how WorldPainter handles world imports, but I'd imagine it uses it's own generator and regenerates the world based on what the generates, instead of the actual blocks in the world. Because I use my own generator, it doesn't know how to import it. There is no way around using my own generator.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2014
Posts:
247
Minecraft:
CyberRockyYT
Member Details
*facepalm* actually it does load in worldpainter, I just had to zoom in because the map was HUGE!
I'm a noob xD
Also, I assumed that if I changed the world spawn in game that worldpainter would recognize that, but no, it takes me to the original world spawn, which is always going to be the Congo, lol. I guess whenever I decide to export the world it's gonna have a little bit of the Congo in it
Now that I figured this out, I can go on with what I wanted to do..
java.lang.NoSuchMethodError: net.minecraft.server.MinecraftServer.func_71203_ab()Lnet/minecraft/server/management/ServerConfigurationManager;
at com.sk89q.worldedit.forge.ThreadSafeCache.tickStart(ThreadSafeCache.java:61)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_8_ThreadSafeCache_tickStart_TickEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:337)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1850)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1056)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:369)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.9.4
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 245956280 bytes (234 MB) / 511684608 bytes (487 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.28 Powered by Forge 12.17.0.1976 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.9.4-12.17.0.1976.jar)
UCHIJAAA Forge{12.17.0.1976} [Minecraft Forge] (forge-1.9.4-12.17.0.1976.jar)
UCHIJAAA earth{1.1.0} [The Earth Mod] (TheEarth-1.1.0.jar)
UCHIJAEE worldedit{6.1.1} [WorldEdit] (worldedit-forge-mc1.8.9-6.1.1.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'Intel' Version: '4.4.0 - Build 20.19.15.4531' Renderer: 'Intel(R) HD Graphics 5500'
Launched Version: 1.9.4-forge1.9.4-12.17.0.1976
LWJGL: 2.9.4
OpenGL: Intel(R) HD Graphics 5500 GL version 4.4.0 - Build 20.19.15.4531, Intel
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: net.minecraft.client.Minecraft$15@4ef5d9f0
java.lang.NoSuchMethodError: net.minecraft.server.MinecraftServer.func_71203_ab()Lnet/minecraft/server/management/ServerConfigurationManager;
at com.sk89q.worldedit.forge.ThreadSafeCache.tickStart(ThreadSafeCache.java:61)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_8_ThreadSafeCache_tickStart_TickEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:337)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1850)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1056)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:369)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.9.4
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 245956280 bytes (234 MB) / 511684608 bytes (487 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.28 Powered by Forge 12.17.0.1976 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.9.4-12.17.0.1976.jar)
UCHIJAAA Forge{12.17.0.1976} [Minecraft Forge] (forge-1.9.4-12.17.0.1976.jar)
UCHIJAAA earth{1.1.0} [The Earth Mod] (TheEarth-1.1.0.jar)
UCHIJAEE worldedit{6.1.1} [WorldEdit] (worldedit-forge-mc1.8.9-6.1.1.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'Intel' Version: '4.4.0 - Build 20.19.15.4531' Renderer: 'Intel(R) HD Graphics 5500'
Launched Version: 1.9.4-forge1.9.4-12.17.0.1976
LWJGL: 2.9.4
OpenGL: Intel(R) HD Graphics 5500 GL version 4.4.0 - Build 20.19.15.4531, Intel
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: net.minecraft.client.Minecraft$15@4ef5d9f0
When I tried loading the world, that happend
You're using WorldEdit, and the version you have downloaded is for MC 1.8.9, not 1.9.4.
This mod doesn't have any lakes / rivers implemented right?
Are you planning it to do a real 1:95 of earth?
No, it does not currently have lakes or rivers, although those will be coming in 1:1 (flat with buildings & cities).
What do you mean by a 'real' 1:95 of earth?
"Real earth" = with all water sources (oceans, lakes, rivers... ) :-)
Wouldn't u go step by step with those upgrades? Especially cities / buildings would be not the best choice for everyone i would say. Since minecraft has the concept to build your own buildings instead of let the generator build it..
Is there a way to set the size to 1:150 or like that in a config file?
This mod haven't a config file or?
How hard is it to implement those water sources in your mod?
The starting point is everytime in the jungle?
Thanks for responsing and the great work. I would love to see the water sources aswell in your mod. If you are able to implement this, this would be the best realistic world generation mod.
Stefan
Cities, streets and buildings are necessary for 1:1 to work, otherwise, there is nothing to look at. You can't have mountains, they will go past the height limit, and you wouldn't even be able to see them because they'd be too large. The good part about the buildings, is that they are not completely randomly generated, they are based on OpenStreetMap data. For example, here is the Seattle Space Needle. (Very W.I.P)
For water sources, I'd need a bigger dataset, which would make the file too big to upload. I'd have to make the data be downloaded as you visit that place, which would make generation very slow (as it currently is with OSM data)
Yes, the starting point is always in a Jungle. You always start in the DRC. I want to make a world map show when you join the game, where you can select a location to spawn.
Cool, so I'm guessing the next update will have caves, right? Also, do you think you could have it so that villages or some random small buildings generate where cities would be in real life? I know the guy who made chunkmapper did it before (with random buildings), so I'd imagine it must be doable. In case you're curious, chunkmapper is also on github. I'm no programmer, but I'm guessing that might be helpful to you in some way.
Hmm, thank you. I'll take a look at that!
I'm worried because mods make me crash so I trying my best to avoid mods that CRASH MY GAME. How do you tell if this mod is going to crash?
If you install it correctly, it won't crash.
Is there a way you can make the mod generate rivers into areas where rivers would be in real life, in spite of the differences in scale?
If I get data for it, yes.
One of the downsides I have to this mod is that if I import a world made with this mod into worldpainter, nothing shows up. I wonder if Worldpainter has issues loading maps made with modded world generation. I really wanted to use worldpainter so I could add in details or even export a heightmap and re-do the details like the biomes.
I'm not exactly sure how WorldPainter handles world imports, but I'd imagine it uses it's own generator and regenerates the world based on what the generates, instead of the actual blocks in the world. Because I use my own generator, it doesn't know how to import it. There is no way around using my own generator.
*facepalm* actually it does load in worldpainter, I just had to zoom in because the map was HUGE!
I'm a noob xD
Also, I assumed that if I changed the world spawn in game that worldpainter would recognize that, but no, it takes me to the original world spawn, which is always going to be the Congo, lol. I guess whenever I decide to export the world it's gonna have a little bit of the Congo in it
Now that I figured this out, I can go on with what I wanted to do..
I would love it if you added superstition springs mountain and the grand canyon if you haven't already
Those should all already be in the mod.
---- Minecraft Crash Report ----
// Oops.
Time: 11/25/16 6:34 PM
Description: Unexpected error
java.lang.NoSuchMethodError: net.minecraft.server.MinecraftServer.func_71203_ab()Lnet/minecraft/server/management/ServerConfigurationManager;
at com.sk89q.worldedit.forge.ThreadSafeCache.tickStart(ThreadSafeCache.java:61)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_8_ThreadSafeCache_tickStart_TickEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:337)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1850)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1056)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:369)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.9.4
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 245956280 bytes (234 MB) / 511684608 bytes (487 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.28 Powered by Forge 12.17.0.1976 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.9.4-12.17.0.1976.jar)
UCHIJAAA Forge{12.17.0.1976} [Minecraft Forge] (forge-1.9.4-12.17.0.1976.jar)
UCHIJAAA earth{1.1.0} [The Earth Mod] (TheEarth-1.1.0.jar)
UCHIJAEE worldedit{6.1.1} [WorldEdit] (worldedit-forge-mc1.8.9-6.1.1.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'Intel' Version: '4.4.0 - Build 20.19.15.4531' Renderer: 'Intel(R) HD Graphics 5500'
Launched Version: 1.9.4-forge1.9.4-12.17.0.1976
LWJGL: 2.9.4
OpenGL: Intel(R) HD Graphics 5500 GL version 4.4.0 - Build 20.19.15.4531, Intel
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: net.minecraft.client.Minecraft$15@4ef5d9f0
When I tried loading the world, that happend
You're using WorldEdit, and the version you have downloaded is for MC 1.8.9, not 1.9.4.
Thanks for the mod, it's really cool. I never saw a mod like this.
Question:
What mods are not compatible with this mod?
None, as far as I know.
What sort of lag? Frame rate or tick lag?
Do you have a version for 1.7.10?
lol, if I had a dollar for every time someone asks the same question... hint: the answer is no
No, it does not currently have lakes or rivers, although those will be coming in 1:1 (flat with buildings & cities).
What do you mean by a 'real' 1:95 of earth?
Cities, streets and buildings are necessary for 1:1 to work, otherwise, there is nothing to look at. You can't have mountains, they will go past the height limit, and you wouldn't even be able to see them because they'd be too large. The good part about the buildings, is that they are not completely randomly generated, they are based on OpenStreetMap data. For example, here is the Seattle Space Needle. (Very W.I.P)
For water sources, I'd need a bigger dataset, which would make the file too big to upload. I'd have to make the data be downloaded as you visit that place, which would make generation very slow (as it currently is with OSM data)
Yes, the starting point is always in a Jungle. You always start in the DRC. I want to make a world map show when you join the game, where you can select a location to spawn.