If I don't delete the meta-inf folder, I get get past the loading screen, but as soon as I try to generate a world, it crashes. Here's the error log:
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 11/10/10 4:38 PM
Minecraft: Minecraft Alpha v1.2.2
OS: Windows XP (x86) version 5.1
Java: 1.6.0_15, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 8400 GS/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.SecurityException: SHA1 digest error for pj.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 java.lang.ClassLoader.loadClassInternal(Unknown Source)
at ou.a(SourceFile:40)
at ou.a(SourceFile:27)
at cw.<init>(SourceFile:227)
at cw.<init>(SourceFile:165)
at cw.<init>(SourceFile:132)
at net.minecraft.client.Minecraft.b(SourceFile:1165)
at kz.c(SourceFile:68)
at kz.a(SourceFile:54)
at bp.a(SourceFile:69)
at bp.e(SourceFile:116)
at bp.d(SourceFile:104)
at net.minecraft.client.Minecraft.i(SourceFile:1004)
at net.minecraft.client.Minecraft.run(SourceFile:599)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 179de05c ----------
Awesome mod :smile.gif: I mad a full desert map. Takes survival to a new level..
I have a few question tho--> I set moisture min and max to 0.0 and temperature to 1.0 max and min. Then I set waterless desert to true, and desert dirt true, desert dirt frequency to 2, and final I enable underground lakes.
So i wonder if there will be underground dirt pockets? And what about oceans, are they still around? And what about grass? If I have water close to dirt, will grass grow there in time? If not, what do I have to do to the settings to get a little grass here and there?
Thanks :smile.gif:
Actually, mine now randomly stopped working. I can load an existing world, but upon trying to create a new world in an empty slot, it just hangs forever on the dirt menu screen, and no error report.
I thought I had maybe put in some bad combination of parameters, but it still does it when I went back and changed all the settings in biomesettings to your defaults.
?? I haven't touched anything else. The same exact settings worked then stopped working 30 minutes later. Bizarre.
It was fun while it lasted, though! Screenshots of a couple worlds:
Rollback Post to RevisionRollBack
Przerwap, upon looking at some code I had just written: "...Gav... That's not how programming works."
For the most part everything looks like it is working, but I tried creating an all desert map. Moisture has been set to 0, Temperature has been set to 1, and DesertDirt has been left at false, but I'm still getting some small patches of dirt in the desert. Don't know if adjusting the AverageDepthMax or VolatilityPrimary/Secondary effects that at all though.
Heh, dang, I was hoping it would work. Copied the files into the jar and deleted Meta-inf, but crash on loading a world. I'm running OS X 10.5.8, if it matters (was this compiled for Java 1.5 compatibility?).
height = -4
depth = 2
water level = 20
with 0.8 volatility in one of the volatility params
Made a pretty normal looking mountainmap in terms of slope and water, except everything was essentially shifted down by 40 blocks. For those who wanted the height limit increased, this accomplishes much the same thing. And also allows you to find gold on the surface =P
I don't think you want it much higher than that. The slowdown is considerable, especially with any kind of forest on those slopes.
Rollback Post to RevisionRollBack
Przerwap, upon looking at some code I had just written: "...Gav... That's not how programming works."
Hey, I got it to run! Er, but only using the "Run Minecraft" button in Xau's HD patcher (regardless of whether or not I actually installed any new textures).
Are you sure you are putting these files in version 1.2.2 of the jar? I just got to test it here at home and deleted my bin and resources folders in my .minecraft directory, ran Minecraft.exe to let it download 1.2.2, then opened the jar with WinRar and deleted META-INF and dropped in the modified class files. I ran the game and it worked fine. The black screen means there is some serious issue with classes that is causing the game to fail at starting up. Maybe you still have 1.2.1?
Quote from Portalboat »
If I don't delete the meta-inf folder, I get get past the loading screen, but as soon as I try to generate a world, it crashes. Here's the error log:
You have to delete META-INF or you will get that error because there are SHA1 hash codes in there. Any change to the classes will cause the SHA1 values to not match any more and throw that error.
Quote from Lemming »
Awesome mod :smile.gif: I mad a full desert map. Takes survival to a new level..
I have a few question tho--> I set moisture min and max to 0.0 and temperature to 1.0 max and min. Then I set waterless desert to true, and desert dirt true, desert dirt frequency to 2, and final I enable underground lakes.
So i wonder if there will be underground dirt pockets? And what about oceans, are they still around? And what about grass? If I have water close to dirt, will grass grow there in time? If not, what do I have to do to the settings to get a little grass here and there?
Thanks :smile.gif:
Thanks. Credit definitely goes to the others I mentioned in the OP as well :smile.gif:
Underground lakes are processed after water is removed from desert biomes so the waterless desert setting will not affect underground lakes. If the biomes are desert only and waterless deserts is turns on then that means the entire map is a desert biome. This means there is no water at all since oceans are not a separate biome. I am not familiar with the requirements for getting grass to grow, but if it is to simply have light and water (nearby) then, yes, grass should grow on the dirt. If the requirement is that there must be grass for it to spread from (as I imagine is the case), then no, grass will not grow. The only way to solve that is to make a setting that places grass in the desert biome just like the desert dirt setting does.
Quote from smurfsahoy »
Actually, mine now randomly stopped working. I can load an existing world, but upon trying to create a new world in an empty slot, it just hangs forever on the dirt menu screen, and no error report.
You can delete the biomesettings.txt file and let it recreate it to make sure there isn't an odd setting in there. Have you, also, tried different worlds and/or checked to make sure there isn't an erroneous world save in your save folder? I had a problem during testing where I had a crash during a world generation that left a bad world save in my save folder. Every time I tried to use that world slot it would hang. Other than those possibilities I am not sure what it could be :sad.gif:
Quote from molkien »
For the most part everything looks like it is working, but I tried creating an all desert map. Moisture has been set to 0, Temperature has been set to 1, and DesertDirt has been left at false, but I'm still getting some small patches of dirt in the desert. Don't know if adjusting the AverageDepthMax or VolatilityPrimary/Secondary effects that at all though.
Hmm, I've never seen that. I'll investigate.
Quote from Rofang »
Heh, dang, I was hoping it would work. Copied the files into the jar and deleted Meta-inf, but crash on loading a world. I'm running OS X 10.5.8, if it matters (was this compiled for Java 1.5 compatibility?).
Oops, yeah was using my work computer and it was still set to use 1.6 and not 1.5. I recompiled it for you and updated the link in the OP.
I generated a world with these parameters: BiomeSize:5
MoistureMin:0.0
MoistureMax:0.0
TemperatureMin:1.0
TemperatureMax:1.0
WaterLevel:64
AverageHeightMax:0.0
AverageDepthMax:0.0
VolatilityPrimary:0.0
VolatilitySecondary:0.0
VolatilityPrimaryWeight:0.5
VolatilitySecondaryWeight:0.45
BiomeTrees:false
TreeDensityGlobal:0
TreeDensityRainForest:5
TreeDensitySwampland:0
TreeDensitySeasonalForest:2
TreeDensityForest:5
TreeDensitySavanna:-2
TreeDensityShrubland:-1
TreeDensityTaiga:5
TreeDensityDesert:-20
TreeDensityPlains:-20
TreeDensityIceDesert:-20
TreeDensityTundra:-20
WaterlessDeserts:true
DesertDirt:false
DesertDirtFrequency:2
FlatBedrock:false
GuaranteedBedrock:false
AlternateOreDistribution:true
UndergroundLakes:true
and it basically gave me a standard world with the only difference being my starting patch was a little bit of desert.
I was trying for a full desert world, is there something conflicting in the values?
For the most part everything looks like it is working, but I tried creating an all desert map. Moisture has been set to 0, Temperature has been set to 1, and DesertDirt has been left at false, but I'm still getting some small patches of dirt in the desert. Don't know if adjusting the AverageDepthMax or VolatilityPrimary/Secondary effects that at all though.
I tried a few cases and couldn't get any dirt. It may be some erroneous effect of a combination of settings you are using. I'll add in a setting to replace all surface dirt and grass with sand in the next update to keep this from happening.
Quote from melektris »
I generated a world with these parameters: <snip>
and it basically gave me a standard world with the only difference being my starting patch was a little bit of desert.
I was trying for a full desert world, is there something conflicting in the values?
I copied and pasted those settings and created a new world to see what I would get; it was a massive desert. Did you generate a new world that didn't have an existing world in the save folder? There could have been a settings file in the remainder of a world save that was being used as the settings for that world rather than using the ones you had put in the global settings file.
Oops, yeah was using my work computer and it was still set to use 1.6 and not 1.5. I recompiled it for you and updated the link in the OP.
Hot diggity, that did it! I'll be upgrading to Snow Leopard next week, and then I can say goodbye to begging for backwards Java compatibility.
Well I should be compiling it in 1.5 anyways just to avoid these issues. It was my mistake to not remember to check which version I was compiling with.
I figured mine out. Sometimes if you save the file and delete worlds and stuff too quickly, it will have saved part of a world when you try to create another one, and that screws it all up. I had to go in an manually delete the world save that MC wasn't recognizing, and it works again.
I'm really pushing my RAM trying weird things, so it hangs a lot, and makes a lot of partial files.
Rollback Post to RevisionRollBack
Przerwap, upon looking at some code I had just written: "...Gav... That's not how programming works."
LOL, fun things happen when you spawn a world with certain settings, change the settings wildly, and then go back in. I tried spawning a cold world with a really high water level (ice as far as the eye can see) and then switching it to hot with a low water level. Man, that drop-off was impressive once I got there. :-D
and it basically gave me a standard world with the only difference being my starting patch was a little bit of desert.
I was trying for a full desert world, is there something conflicting in the values?
I copied and pasted those settings and created a new world to see what I would get; it was a massive desert. Did you generate a new world that didn't have an existing world in the save folder? There could have been a settings file in the remainder of a world save that was being used as the settings for that world rather than using the ones you had put in the global settings file.
The files are empty initially, but I checked after I made one and there's a biomesettings.txt in the newly made world file, and the values in that are reset to normal. I deleted the infdev folder for clarification.
EDIT: I tried sticking the biomesettings the way I wanted it in an empty world and it caused a black frozen screen
EDIT EDIT: got it to work, found the correct biomesettings in the root minecraft folder, must have not seen it
I'm running into a problem. I generated a waterworld using the terraintweaker mod the other day, and I've been using this mod to be able to explore again. I ran into a few single chunks, though, with the water level still at 65.
Might want to add to the main post that this mod only works for the downloaded version and not the in browser version. As the browser version just goes white once it gets most of the way done loading.
I was running v6 (before you updated for compatibility with today's update), and I noticed some interesting things. I created a new map using the defaults, and then I simply altered the biomesettings.txt in the World1 folder, and deleted all the chunks (leaving a "level.dat" and "biomesettings.txt" in the World1 folder, and nothing else). I did this a number of times, until I got a world I liked.
First off, as long as the landscape didn't drastically change (ex: of drastic change - all volatility settings of any kind to 1.0. Really interesting, actually! At least 1/2 the map was hitting the height limit, but the land formations were amazing!), all the cave systems (that I explored) were essentially the same, but ore, gravel, grass, and dirt distribution were different. Also, every time I reloaded the world (after changing one of the settings), the biomes would always be completely different. My spawn point is underwater (even though water level is 64! I don't know why this is), and once, I was stuck beneath the ice. I made it out, but only barely (2 hearts left? And I was playing on Peaceful, so health was slowly regenerating...). I looked at my world in a map viewer, and the bottom layer is all bedrock, with out exception. I made sure that option was disabled, and I still get all bedrock. I enabled it, thinking perhaps it was backwards, and it made no difference.
I also set the average depth to 10, and water went all the way to bed rock (lol!), so I then put it at 5 (I think I got "ground" at around 10 with that). I now have it at 2, and "surface water" (water that starts at the surface, and goes all the way down) stops at around 29. After seeing what all the volatility settings at 1.0 did, I switched it to 0.5 for all of them. It's pretty interesting looking, but there's some parts that I can't tell if they're chunk errors, or if the map is actually supposed to look like that.
I love this mod! This is easily my favorite mod for Minecraft! If Minecraft updated, and permanently broke support for this mod, I would probably never update. I *love* all the screwy things I can do with this! I think I'll still play with the settings, but I'm hoping to eventually create a map with water at level, say, 30-40 (going almost all the way to bedrock), and floating islands (not connected to the ground at all) everywhere. Unfortunately, as the game is currently, this would make it so I'd probably never find any diamond, and probably no gold or redstone....
I look forward to when you have the cave generation code figured out. I'll make huge monstrous caverns! I can seriously have as much fun (and likely more) just creating worlds, as I can playing the game now! Thank you so much for this awesome mod! Mouser X over and out.
I have a few question tho--> I set moisture min and max to 0.0 and temperature to 1.0 max and min. Then I set waterless desert to true, and desert dirt true, desert dirt frequency to 2, and final I enable underground lakes.
So i wonder if there will be underground dirt pockets? And what about oceans, are they still around? And what about grass? If I have water close to dirt, will grass grow there in time? If not, what do I have to do to the settings to get a little grass here and there?
Thanks :smile.gif:
I thought I had maybe put in some bad combination of parameters, but it still does it when I went back and changed all the settings in biomesettings to your defaults.
?? I haven't touched anything else. The same exact settings worked then stopped working 30 minutes later. Bizarre.
It was fun while it lasted, though! Screenshots of a couple worlds:
height = -4
depth = 2
water level = 20
with 0.8 volatility in one of the volatility params
Made a pretty normal looking mountainmap in terms of slope and water, except everything was essentially shifted down by 40 blocks. For those who wanted the height limit increased, this accomplishes much the same thing. And also allows you to find gold on the surface =P
I don't think you want it much higher than that. The slowdown is considerable, especially with any kind of forest on those slopes.
Are you sure you are putting these files in version 1.2.2 of the jar? I just got to test it here at home and deleted my bin and resources folders in my .minecraft directory, ran Minecraft.exe to let it download 1.2.2, then opened the jar with WinRar and deleted META-INF and dropped in the modified class files. I ran the game and it worked fine. The black screen means there is some serious issue with classes that is causing the game to fail at starting up. Maybe you still have 1.2.1?
You have to delete META-INF or you will get that error because there are SHA1 hash codes in there. Any change to the classes will cause the SHA1 values to not match any more and throw that error.
Thanks. Credit definitely goes to the others I mentioned in the OP as well :smile.gif:
Underground lakes are processed after water is removed from desert biomes so the waterless desert setting will not affect underground lakes. If the biomes are desert only and waterless deserts is turns on then that means the entire map is a desert biome. This means there is no water at all since oceans are not a separate biome. I am not familiar with the requirements for getting grass to grow, but if it is to simply have light and water (nearby) then, yes, grass should grow on the dirt. If the requirement is that there must be grass for it to spread from (as I imagine is the case), then no, grass will not grow. The only way to solve that is to make a setting that places grass in the desert biome just like the desert dirt setting does.
You can delete the biomesettings.txt file and let it recreate it to make sure there isn't an odd setting in there. Have you, also, tried different worlds and/or checked to make sure there isn't an erroneous world save in your save folder? I had a problem during testing where I had a crash during a world generation that left a bad world save in my save folder. Every time I tried to use that world slot it would hang. Other than those possibilities I am not sure what it could be :sad.gif:
Hmm, I've never seen that. I'll investigate.
Oops, yeah was using my work computer and it was still set to use 1.6 and not 1.5. I recompiled it for you and updated the link in the OP.
BiomeSize:5
MoistureMin:0.0
MoistureMax:0.0
TemperatureMin:1.0
TemperatureMax:1.0
WaterLevel:64
AverageHeightMax:0.0
AverageDepthMax:0.0
VolatilityPrimary:0.0
VolatilitySecondary:0.0
VolatilityPrimaryWeight:0.5
VolatilitySecondaryWeight:0.45
BiomeTrees:false
TreeDensityGlobal:0
TreeDensityRainForest:5
TreeDensitySwampland:0
TreeDensitySeasonalForest:2
TreeDensityForest:5
TreeDensitySavanna:-2
TreeDensityShrubland:-1
TreeDensityTaiga:5
TreeDensityDesert:-20
TreeDensityPlains:-20
TreeDensityIceDesert:-20
TreeDensityTundra:-20
WaterlessDeserts:true
DesertDirt:false
DesertDirtFrequency:2
FlatBedrock:false
GuaranteedBedrock:false
AlternateOreDistribution:true
UndergroundLakes:true
and it basically gave me a standard world with the only difference being my starting patch was a little bit of desert.
I was trying for a full desert world, is there something conflicting in the values?
I tried a few cases and couldn't get any dirt. It may be some erroneous effect of a combination of settings you are using. I'll add in a setting to replace all surface dirt and grass with sand in the next update to keep this from happening.
I copied and pasted those settings and created a new world to see what I would get; it was a massive desert. Did you generate a new world that didn't have an existing world in the save folder? There could have been a settings file in the remainder of a world save that was being used as the settings for that world rather than using the ones you had put in the global settings file.
Hot diggity, that did it! I'll be upgrading to Snow Leopard next week, and then I can say goodbye to begging for backwards Java compatibility.
Well I should be compiling it in 1.5 anyways just to avoid these issues. It was my mistake to not remember to check which version I was compiling with.
I'm really pushing my RAM trying weird things, so it hangs a lot, and makes a lot of partial files.
The files are empty initially, but I checked after I made one and there's a biomesettings.txt in the newly made world file, and the values in that are reset to normal. I deleted the infdev folder for clarification.
EDIT: I tried sticking the biomesettings the way I wanted it in an empty world and it caused a black frozen screen
EDIT EDIT: got it to work, found the correct biomesettings in the root minecraft folder, must have not seen it
http://imgur.com/egmyQ.png
I'm positive they were generated today. This morning I mapped the world and only saw the two small islands I'd already been to.
The variables I changed in biomesettings.txt (all taken from my old mapgen.properties file)
First off, as long as the landscape didn't drastically change (ex: of drastic change - all volatility settings of any kind to 1.0. Really interesting, actually! At least 1/2 the map was hitting the height limit, but the land formations were amazing!), all the cave systems (that I explored) were essentially the same, but ore, gravel, grass, and dirt distribution were different. Also, every time I reloaded the world (after changing one of the settings), the biomes would always be completely different. My spawn point is underwater (even though water level is 64! I don't know why this is), and once, I was stuck beneath the ice. I made it out, but only barely (2 hearts left? And I was playing on Peaceful, so health was slowly regenerating...). I looked at my world in a map viewer, and the bottom layer is all bedrock, with out exception. I made sure that option was disabled, and I still get all bedrock. I enabled it, thinking perhaps it was backwards, and it made no difference.
I also set the average depth to 10, and water went all the way to bed rock (lol!), so I then put it at 5 (I think I got "ground" at around 10 with that). I now have it at 2, and "surface water" (water that starts at the surface, and goes all the way down) stops at around 29. After seeing what all the volatility settings at 1.0 did, I switched it to 0.5 for all of them. It's pretty interesting looking, but there's some parts that I can't tell if they're chunk errors, or if the map is actually supposed to look like that.
I love this mod! This is easily my favorite mod for Minecraft! If Minecraft updated, and permanently broke support for this mod, I would probably never update. I *love* all the screwy things I can do with this! I think I'll still play with the settings, but I'm hoping to eventually create a map with water at level, say, 30-40 (going almost all the way to bedrock), and floating islands (not connected to the ground at all) everywhere. Unfortunately, as the game is currently, this would make it so I'd probably never find any diamond, and probably no gold or redstone....
I look forward to when you have the cave generation code figured out. I'll make huge monstrous caverns! I can seriously have as much fun (and likely more) just creating worlds, as I can playing the game now! Thank you so much for this awesome mod! Mouser X over and out.