My god. You are amazing. Installed the mod, generated a world and changed the file. Easy, simple and quick. A gui slider would be cool, but dont waste too much time on it. Thank you.
Ive been trying to modify the height limit, but no luck so far. Not getting a lot of time to work on it though. I may just work on finalizing some of the other parameter mods in the meantime and add those before working on height limits again.
I copied the 3 files into the minecraft.jar file. When I try to load a map, it freezes then crashes. Any idea what I am doing wrong? I have the latest version and trying to use 3.2a.
Generated 11/7/10 11:36 AM
Minecraft: Minecraft Alpha v1.2.1_01
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_22, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTX 275/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.SecurityException: SHA1 digest error for pb.class
at sun.security.util.ManifestEntryVerifier.verify(Unknown Source)
at java.util.jar.JarVerifier.processEntry(Unknown Source)
at java.util.jar.JarVerifier.update(Unknown Source)
at java.util.jar.JarVerifier$VerifierStream.read(Unknown Source)
at sun.misc.Resource.getBytes(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at om.a(SourceFile:38)
at om.a(SourceFile:25)
at cu.<init>(SourceFile:227)
at cu.<init>(SourceFile:165)
at cu.<init>(SourceFile:132)
at net.minecraft.client.Minecraft.b(SourceFile:1168)
at ks.c(SourceFile:68)
at ks.a(SourceFile:54)
at bn.a(SourceFile:69)
at bn.e(SourceFile:115)
at bn.d(SourceFile:103)
at net.minecraft.client.Minecraft.i(SourceFile:1007)
at net.minecraft.client.Minecraft.run(SourceFile:596)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 2df17ed1 ----------
I copied the 3 files into the minecraft.jar file. When I try to load a map, it freezes then crashes. Any idea what I am doing wrong? I have the latest version and trying to use 3.2a.
Generated 11/7/10 11:36 AM
Minecraft: Minecraft Alpha v1.2.1_01
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_22, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTX 275/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.SecurityException: SHA1 digest error for pb.class
at sun.security.util.ManifestEntryVerifier.verify(Unknown Source)
at java.util.jar.JarVerifier.processEntry(Unknown Source)
at java.util.jar.JarVerifier.update(Unknown Source)
at java.util.jar.JarVerifier$VerifierStream.read(Unknown Source)
at sun.misc.Resource.getBytes(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at om.a(SourceFile:38)
at om.a(SourceFile:25)
at cu.<init>(SourceFile:227)
at cu.<init>(SourceFile:165)
at cu.<init>(SourceFile:132)
at net.minecraft.client.Minecraft.b(SourceFile:1168)
at ks.c(SourceFile:68)
at ks.a(SourceFile:54)
at bn.a(SourceFile:69)
at bn.e(SourceFile:115)
at bn.d(SourceFile:103)
at net.minecraft.client.Minecraft.i(SourceFile:1007)
at net.minecraft.client.Minecraft.run(SourceFile:596)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 2df17ed1 ----------
Awesome mod! I love what you can do with this. However, have you considered collaborating with Wickity? Both his and your mod alter the "mu.class" file (I'm not surprised by this at all. I would have been significantly more surprised if they both worked with each other). I realize yours is biome specific (which allows people to do some pretty cool stuff with biomes), and his does a little more with the map generator than your mod intends to, but since there are going to be some conflicts involved, I'd love to see the features of both of these mods tied together. As far as I can see, it's a win-win situation. However, I am not the programmer, and I have no idea what would be involved (regarding communication, code, organization, etc.), so obviously, what I consider "win-win" could easily be "a serious pain in the neck".
Either way, I love this mod. I'd be spawning Rain forests all the time with this (I love the bright greens, and the huge number of trees)! Thanks for all your hard work. Mouser X over and out.
Awesome mod! I love what you can do with this. However, have you considered collaborating with Wickity? Both his and your mod alter the "mu.class" file (I'm not surprised by this at all. I would have been significantly more surprised if they both worked with each other). I realize yours is biome specific (which allows people to do some pretty cool stuff with biomes), and his does a little more with the map generator than your mod intends to, but since there are going to be some conflicts involved, I'd love to see the features of both of these mods tied together. As far as I can see, it's a win-win situation. However, I am not the programmer, and I have no idea what would be involved (regarding communication, code, organization, etc.), so obviously, what I consider "win-win" could easily be "a serious pain in the neck".
Either way, I love this mod. I'd be spawning Rain forests all the time with this (I love the bright greens, and the huge number of trees)! Thanks for all your hard work. Mouser X over and out.
I may send him a PM. I know how to do most of what he's done in his mod, it's just trying to find the time to actually do it. I'm usually really busy, don't get a lot of free weekends, and can only spend so much time at work doing non-work stuff. Hopefully, I can sit down this week and spend some time implementing some more stuff.
Im getting a crash trying to connect to multiplayer with this amazing mod. Annoyingly.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 08/11/10 18:30
Minecraft: Minecraft Alpha v1.2.1_01
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NullPointerException
at pb.<init>(pb.java:17)
at om.a(SourceFile:38)
at om.a(SourceFile:25)
at cu.<init>(SourceFile:140)
at hn.<init>(SourceFile:38)
at ht.a(SourceFile:44)
at il.a(SourceFile:46)
at jf.a(SourceFile:218)
at ht.a(SourceFile:38)
at nt.g(SourceFile:40)
at net.minecraft.client.Minecraft.i(SourceFile:1008)
at net.minecraft.client.Minecraft.run(SourceFile:596)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3964a9ae ----------
pb.java is your class if im right, so im fairly sure its got something to do with this
Im getting a crash trying to connect to multiplayer with this amazing mod. Annoyingly.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 08/11/10 18:30
Minecraft: Minecraft Alpha v1.2.1_01
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NullPointerException
at pb.<init>(pb.java:17)
at om.a(SourceFile:38)
at om.a(SourceFile:25)
at cu.<init>(SourceFile:140)
at hn.<init>(SourceFile:38)
at ht.a(SourceFile:44)
at il.a(SourceFile:46)
at jf.a(SourceFile:218)
at ht.a(SourceFile:38)
at nt.g(SourceFile:40)
at net.minecraft.client.Minecraft.i(SourceFile:1008)
at net.minecraft.client.Minecraft.run(SourceFile:596)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3964a9ae ----------
pb.java is your class if im right, so im fairly sure its got something to do with this
I've never tested multiplayer support I'm afraid :sad.gif:
Im getting a crash trying to connect to multiplayer with this amazing mod. Annoyingly.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 08/11/10 18:30
Minecraft: Minecraft Alpha v1.2.1_01
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9500 GT/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.NullPointerException
at pb.<init>(pb.java:17)
at om.a(SourceFile:38)
at om.a(SourceFile:25)
at cu.<init>(SourceFile:140)
at hn.<init>(SourceFile:38)
at ht.a(SourceFile:44)
at il.a(SourceFile:46)
at jf.a(SourceFile:218)
at ht.a(SourceFile:38)
at nt.g(SourceFile:40)
at net.minecraft.client.Minecraft.i(SourceFile:1008)
at net.minecraft.client.Minecraft.run(SourceFile:596)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3964a9ae ----------
pb.java is your class if im right, so im fairly sure its got something to do with this
I'm getting the same error but i did have it working on my smp map till just this morning when i reinstalled minecraft
Have tried multiple times to get this to work however it just loads about 90 percent and then goes blank. I've attempted deleting bin and resources multiple times hasn't worked yet. Not sure if just not following instructions correct or what.
All i do is open the minecraft.jar with winrar, delete the meta-inf and place the 3 class files in the jar and save.
This just causes me to never even get to the menu let alone generate a biomessetting file.
I am working on this, I promise. Hopefully I'll have the new version out tonight :smile.gif:
Trying to get a lot of new options rolled up together as well as rewrite some stuff. I got a few more options I want to work in and then I have to work on making the new classes compatible with the jar. I also plan on making an external UI interface at some point so people can use a GUI to create their settings rather than having to modify a text file.
Here's a preview of one of the more fun settings to play with:
A couple of questions (didn't see either in the thread, so excuse my ignorance):
When you say snow fix, is that just the visuals or does it fix regenerating snow overlay and freezing ice? (and out of curiosity, are they basically the same issue or separate systems?).
How bad is the weirdness caused by changing the biome size of an existing world? This mod's awesome enough that I want to use it even if it means starting a new world and/or not changing the biome size, but it'd be nice to do so in my existing game.
Quote from Bucyruss »
Here's a preview of one of the more fun settings to play with:
Makes me think it's something to do with erosion (hence all the floating stuff). Though all that sand on the cliffs makes me imagine a desert which has been blown apart.
My "snow fix" was an issue caused by my mod and forcing biomes by altering moisture and temperature. Basically there was an oddity that was causing snow/ice to not behave right so you would get snow in rainforests or no snow in an ice desert. I managed to fix that. Unfortunately, it had nothing to do with snow/rain fall and regeneration of snow/ice. I do plan to try to look into that eventually. Given their behavior, I image the problem with no regeneration of snow/ice is caused by the same root issue.
I have not thoroughly tested how altering biome sizes on existing worlds affects the visual transition or the existing world. I do believe the biggest thing you will see is (possible) changes in existing foliage colors and some harsh biome transitions. I haven't observed anything other than those two issues. The oddities seem less when increasing biome size as opposed to decreasing it (the oddities are worse with this).
It doesn't seem to be an erosion thing and, honestly, I'm still trying to figure out what the variables that generate that landscape actually do. I can see the, obvious, result, but I don't know the specific part of the algorithm it is modifying yet.
It looks to me like something like "Cave tunnel radius" along with elevation. Because it really looks like the map just started out with huge mountains and then cut massive tubular bits out of them underneath, to end up with floating, crazy things all over the place.
That is the most simply parameterized explanation I can think of.
Are the caves underground huge on that map, too?
Rollback Post to RevisionRollBack
Przerwap, upon looking at some code I had just written: "...Gav... That's not how programming works."
It looks to me like something like "Cave tunnel radius" along with elevation. Because it really looks like the map just started out with huge mountains and then cut massive tubular bits out of them underneath, to end up with floating, crazy things all over the place.
That is the most simply parameterized explanation I can think of.
Are the caves underground huge on that map, too?
I haven't looked at the caves, but knowing what algorithm I am modifying I am pretty sure it's not having any effect on caves. My best guess, so far, is that they are some sort of volatility parameters. There are two sets and given another parameter one or the other is chosen or some combination of the two. By altering one or both along with the parameter that governs which is chosen, you can have some effect the pervasiveness of volatile landscape. Like you can set one variable to be very volatile and the other to not and get a combination of relatively clam, flat land surrounded by large, chaotic landscape.
Here's a preview of one of the more fun settings to play with:
HOLY AWESOME!!! Awww man.... Now I really want this and Terrain Tweaker to play nice with each other! I love being able to control the water level, the biome specific trees, dry deserts, etc. But being able to really mess with the terrain generator (and create floating islands??!!!!), that takes the cake, hands down. I really hope you two are trading/sharing techniques and code with each other.
I'm really looking forward to your update! Thanks so much for this! Mouser X over and out.
Here's a preview of one of the more fun settings to play with:
HOLY AWESOME!!! Awww man.... Now I really want this and Terrain Tweaker to play nice with each other! I love being able to control the water level, the biome specific trees, dry deserts, etc. But being able to really mess with the terrain generator (and create floating islands??!!!!), that takes the cake, hands down. I really hope you two are trading/sharing techniques and code with each other.
I'm really looking forward to your update! Thanks so much for this! Mouser X over and out.
I've already put in something to control water level and can probably implement the other stuff as well. Just takes time is all :tongue.gif:
Sorta confused
Delete the META-INF folder from the jar
Yeah, won't load the menu now. Vista 64 bit.
Either way, I love this mod. I'd be spawning Rain forests all the time with this (I love the bright greens, and the huge number of trees)! Thanks for all your hard work. Mouser X over and out.
I may send him a PM. I know how to do most of what he's done in his mod, it's just trying to find the time to actually do it. I'm usually really busy, don't get a lot of free weekends, and can only spend so much time at work doing non-work stuff. Hopefully, I can sit down this week and spend some time implementing some more stuff.
pb.java is your class if im right, so im fairly sure its got something to do with this
I've never tested multiplayer support I'm afraid :sad.gif:
I'm getting the same error but i did have it working on my smp map till just this morning when i reinstalled minecraft
All i do is open the minecraft.jar with winrar, delete the meta-inf and place the 3 class files in the jar and save.
This just causes me to never even get to the menu let alone generate a biomessetting file.
Trying to get a lot of new options rolled up together as well as rewrite some stuff. I got a few more options I want to work in and then I have to work on making the new classes compatible with the jar. I also plan on making an external UI interface at some point so people can use a GUI to create their settings rather than having to modify a text file.
Here's a preview of one of the more fun settings to play with:
My "snow fix" was an issue caused by my mod and forcing biomes by altering moisture and temperature. Basically there was an oddity that was causing snow/ice to not behave right so you would get snow in rainforests or no snow in an ice desert. I managed to fix that. Unfortunately, it had nothing to do with snow/rain fall and regeneration of snow/ice. I do plan to try to look into that eventually. Given their behavior, I image the problem with no regeneration of snow/ice is caused by the same root issue.
I have not thoroughly tested how altering biome sizes on existing worlds affects the visual transition or the existing world. I do believe the biggest thing you will see is (possible) changes in existing foliage colors and some harsh biome transitions. I haven't observed anything other than those two issues. The oddities seem less when increasing biome size as opposed to decreasing it (the oddities are worse with this).
It doesn't seem to be an erosion thing and, honestly, I'm still trying to figure out what the variables that generate that landscape actually do. I can see the, obvious, result, but I don't know the specific part of the algorithm it is modifying yet.
That is the most simply parameterized explanation I can think of.
Are the caves underground huge on that map, too?
I haven't looked at the caves, but knowing what algorithm I am modifying I am pretty sure it's not having any effect on caves. My best guess, so far, is that they are some sort of volatility parameters. There are two sets and given another parameter one or the other is chosen or some combination of the two. By altering one or both along with the parameter that governs which is chosen, you can have some effect the pervasiveness of volatile landscape. Like you can set one variable to be very volatile and the other to not and get a combination of relatively clam, flat land surrounded by large, chaotic landscape.
HOLY AWESOME!!! Awww man.... Now I really want this and Terrain Tweaker to play nice with each other! I love being able to control the water level, the biome specific trees, dry deserts, etc. But being able to really mess with the terrain generator (and create floating islands??!!!!), that takes the cake, hands down. I really hope you two are trading/sharing techniques and code with each other.
I'm really looking forward to your update! Thanks so much for this! Mouser X over and out.
I've already put in something to control water level and can probably implement the other stuff as well. Just takes time is all :tongue.gif: