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    posted a message on any new or old commands to respawn ore in 1.8?
    Quote from TheMasterCaver»

    Did you restart the server? I don't think you can even open a save in MCEdit while it is being used by the game, or you get an error or can't save. Also, it may be using the settings in level.dat instead, similar to how the player data in it overrides the player.dat file in singleplayer (this is why if you move a player in MCEdit you have to move the generic "player" as well); you probably should change both of them.

    Also, you can analyze an area in MCEdit to see if more ore has actually been generated, comparing it to before (for example, select a 100x100 area, bedrock to sky, with one corner at 0,0 and the other at 100, 100 (just select the 0,0 block and use the "nudge" buttons above the bottom to resize it, then go to that area in-game to load the chunks; this last may also be your issue because only chunks loaded by a player will be repopulated).

    Also, be sure to save after repopulating chunks; I've noticed that if you do so and quit MCEdit doesn't prompt to save changes and doesn't save.

    It actually did repopulate but there is 0 iron ore in any chunks still. Do you know of a way to edit the level.dat so I can change the settings from within there?
    Posted in: Recent Updates and Snapshots
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    posted a message on any new or old commands to respawn ore in 1.8?
    Quote from TheMasterCaver»

    Yes; it shows new blocks added since 1.5 as "future block" with a missing texture but can copy them, even find/replace if you manually put the ID in (block IDs are still numeric in the save files; metadata is also still the same even though the game no longer uses it internally); items (editing) might be more problematic but you can still copy stuff. I just tested it as well by copying a dungeon from a 1.8 world, then pasted it into another world, then loaded it in 1.8 and the items in the chests were there (MCEdit did throw an error when I tried to edit an item ID; "TypeError: Expected unicode, got int" but you should only have to copy stuff).

    Also, if you are just repopulating chunks you only need to click on the "chunk control" button (rightmost button at the bottom), then Ctrl+A to select all chunks, then on the left-hand menu click "repopulate".

    In any event, you always want to make a backup first before doing anything; you can also use MCEdit to analyze the world to see just much much of each ore is present (among other things, making veins bigger increases the size in a nonlinear fashion; dirt/gravel/stones are set to 33 but are very often twice the size or more, likely because the size is like a radius for a distorted spherical blob of blocks; for comparison, you can use the values I show in this thread).

    got everything done right and increased the chance of iron and gold to 10 size and 10 count and I still dont see any in the world. coal is at 15 size and 17 count and its everywhere. I can tell it worked though because I saw new coal

    does the server constantly check the server.properties for generation settings? what I'm thinking could have happened is its did repopulate but it's using the old settings from when the world was first created and never checked the server properties again?
    Posted in: Recent Updates and Snapshots
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    posted a message on any new or old commands to respawn ore in 1.8?
    Quote from TheMasterCaver»

    Based on those you really did go too far; reducing the number and increasing the range makes it much harder to find anything (the fact that diamond normally has a range of only 16 means it isn't as hard to find as the per-chunk ore counts suggest, when compared to ores like iron, when mining within its range).

    That said, you can use MCEdit to repopulate chunks, which will regenerate ores and other features; they will generate differently if you change the settings (otherwise, ores generate the same way so regenerating chunks only makes new ores if you filled in what was mined with stone). To change the preset you can use NBTExplorer to directly edit the generatorOptions tag in level.dat (or does the server save it elsewhere? I assume you got the preset used from somewhere), which stores it in the same format as the preset code shown. Note that existing chunks will have somewhat more ores (depending on the new settings) than new chunks, including new ores in the walls of existing mines and previously mined-out caves (making it easy to harvest them); trees and other features will also be regenerated so you might end up with trees and stuff in places you don't want them to be; any stone (smooth or its variants) used in building will also be replaced with ores, so you probably want to test this first.

    does MCEdit even work for 1.8 worlds?
    Posted in: Recent Updates and Snapshots
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    posted a message on any new or old commands to respawn ore in 1.8?
    Quote from RedAbsol0»

    No. Because a larger portion of users use redstone than you obviously think.

    But seriously a command to reload ores is OP. You either have to stick with it or make a new world.
    Also it's impossible.

    As a server admin, it's kind of a joke to use the rationality that it is "OP" when I could easily spawn 1000 of every ore in a minute if I wanted to.
    Quote from nathanisnathan»

    Out of interest what were your settings for ore? ... If you can be bothered to post them.


    {"coordinateScale"\:684.412,"heightScale"\:6000.0,"lowerLimitScale"\:212.22534,"upperLimitScale"\:282.6338,"depthNoiseScaleX"\:200.0,"depthNoiseScaleZ"\:200.0,"depthNoiseScaleExponent"\:0.5,"mainNoiseScaleX"\:80.0,"mainNoiseScaleY"\:160.0,"mainNoiseScaleZ"\:80.0,"baseSize"\:8.5,"stretchY"\:10.219226,"biomeDepthWeight"\:1.0,"biomeDepthOffset"\:0.0,"biomeScaleWeight"\:4.077465,"biomeScaleOffset"\:0.0,"seaLevel"\:49,"useCaves"\:true,"useDungeons"\:true,"dungeonChance"\:100,"useStrongholds"\:true,"useVillages"\:true,"useMineShafts"\:true,"useTemples"\:true,"useMonuments"\:true,"useRavines"\:true,"useWaterLakes"\:true,"waterLakeChance"\:7,"useLavaLakes"\:true,"lavaLakeChance"\:16,"useLavaOceans"\:false,"fixedBiome"\:-1,"biomeSize"\:5,"riverSize"\:5,"dirtSize"\:33,"dirtCount"\:10,"dirtMinHeight"\:0,"dirtMaxHeight"\:256,"gravelSize"\:33,"gravelCount"\:8,"gravelMinHeight"\:0,"gravelMaxHeight"\:256,"graniteSize"\:33,"graniteCount"\:10,"graniteMinHeight"\:0,"graniteMaxHeight"\:80,"dioriteSize"\:33,"dioriteCount"\:10,"dioriteMinHeight"\:0,"dioriteMaxHeight"\:80,"andesiteSize"\:33,"andesiteCount"\:10,"andesiteMinHeight"\:0,"andesiteMaxHeight"\:80,"coalSize"\:17,"coalCount"\:15,"coalMinHeight"\:0,"coalMaxHeight"\:255,"ironSize"\:2,"ironCount"\:9,"ironMinHeight"\:0,"ironMaxHeight"\:255,"goldSize"\:3,"goldCount"\:7,"goldMinHeight"\:0,"goldMaxHeight"\:255,"redstoneSize"\:18,"redstoneCount"\:20,"redstoneMinHeight"\:0,"redstoneMaxHeight"\:255,"diamondSize"\:2,"diamondCount"\:3,"diamondMinHeight"\:0,"diamondMaxHeight"\:240,"lapisSize"\:5,"lapisCount"\:5,"lapisCenterHeight"\:0,"lapisSpread"\:255}

    This is my generation settings
    Posted in: Recent Updates and Snapshots
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    posted a message on any new or old commands to respawn ore in 1.8?
    Quote from RedAbsol0»

    Sorry, but you either have to make a new world or stick to the new one. A command to reload ore is OP and useless for 90% of users.

    isnt that the case with almost every new command block command in this update?
    Posted in: Recent Updates and Snapshots
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    posted a message on any new or old commands to respawn ore in 1.8?
    we started a custom world and I accidentally made ore way too rare. we have built quite a bit already so restarting a new world is the last thing we want to do
    Posted in: Recent Updates and Snapshots
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    posted a message on using the world size from the Xbox 360 version, what is the comparable world size in 1.8?
    using the world size from the Xbox 360 version, what is the comparable world size in 1.8?
    Posted in: Recent Updates and Snapshots
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    posted a message on [1.8] I am disappointed.
    Quote from trollsack
    Ok guys, I get that they did a lot of optimizations to modders. However, 9 months is just way too long.

    oh ok my programmer, I guess you know how long all this work should take. It's a good thing you're their manager to make sure they know that the work they did took to long.

    Oh, wait, you're just some pointless kid who no one would ever care about your opinion on how long this update took.
    Posted in: Recent Updates and Snapshots
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    posted a message on Is Minecraft a rip off of lego?
    yeah, except for the part where they are nothing alike. minecraft has 1 basic building block, the Cube. Lego has 0 shapes that are a cube. The closest you can get to a cube is a 2x2 brick with a 2x2 plate on top of it.

    I definitely think it would be cool if minecraft had different shaped building blocks though!
    Posted in: Discussion
  • 0

    posted a message on Is Minecraft a rip off of lego?
    double post
    Posted in: Discussion
  • 6

    posted a message on Snapshot 14w19a Ready for Testing
    Quote from mxrider619

    I'm getting a bit tired of waiting here... I know plenty of mods/mod coders that add features waaay faster to their things, and they don't even get paid. And some of them work alone. In their spare time..
    damn it, how do I remove upvotes? upvoted this clown on accident...
    Posted in: Minecraft News
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    posted a message on Snapshot 14w17a Ready for Testing!

    This is going to be AWESOME. Plugin API and customization! YES.

    What do you mean plugin api? I haven't seen any info on this yet.
    Posted in: Minecraft News
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    in the 1.6.4 version. would it be a problem to add in the config configurable IDs for achievements? Or have a version of the mod without them?
    Posted in: Minecraft Mods
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    posted a message on server command to change config file for all clients?
    say I have a mod and I need to change something about the config of the mod. instead of manually giving out the new config to everyone, can I type in a server command to change the config for everyone?
    Posted in: Mods Discussion
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    posted a message on Pixelmon 8.1.2 (12th Nov 2020)
    Another development. after testing a bit more and installing crafting guide (NEI alternative since pixelmon doesn't work with NEI) I found out that the apricorns exist to make pokeballs. when you check what these apricorns make, they craft random items instead of pokeballs. the pokeball parts look like they SHOULD exist around the 8300 id range or so

    Besides a few discs, the pokeball parts and whole pokeballs just don't exist.

    so...

    1: Apricorns make random items
    2: Pokeball parts don't seem to exist. (besides a few discs)
    3: Pokeball parts range seems to be 8306-8325. No clue what the ID's of the pokeballs should be. (the only way I can tell what the parts are is because I can see what apricorns craft into in crafting guide mod. but I can't seem to tell what those parts create.

    Edit:

    Well. I have found out that it's Chocolate's Better Dungeons that is what's causing this problem. Why does it seem like the config file for pixelmon doesn't work? This would be very easy to fix if I could just change the IDs of the pokeballs and parts...

    Edit 2:

    Fixed the problem by adding a replacing the 8 with 22 on all the IDs in the pixelmon config. they ids dont match what they are in the game but they work now so whatever.
    Posted in: Minecraft Mods
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