• 0

    posted a message on TheMasterCaver's World

    I got an interesting crash report while flying through a mega tree plains in my world that I can't seem to get passed.


    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(

    Time: 8/4/20 8:25 PM
    Description: Ticking memory connection

    java.lang.NullPointerException
    at WorldGenOre.genRubyOre(WorldGenOre.java:345)
    at BiomeGenRockyMountains.a(BiomeGenRockyMountains.java:48)
    at ChunkProviderTMCW.a(ChunkProviderTMCW.java:1287)
    at ChunkProviderServerFix.a(ChunkProviderServerFix.java:66)
    at adr.a(Chunk.java:1007)
    at jr.c(SourceFile:105)
    at jq.<init>(SourceFile:29)
    at jp.a(PlayerManager.java:73)
    at jp.d(PlayerManager.java:192)
    at hn.d(SourceFile:197)
    at ka.a(NetServerHandler.java:276)
    at eu.a(SourceFile:136)
    at cn.b(SourceFile:64)
    at ka.e(NetServerHandler.java:46)
    at kd.b(SourceFile:37)
    at blc.b(SourceFile:84)
    at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:672)
    at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:562)
    at bkz.s(SourceFile:124)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:461)
    at hi.run(SourceFile:583)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at WorldGenOre.genRubyOre(WorldGenOre.java:345)
    at BiomeGenRockyMountains.a(BiomeGenRockyMountains.java:48)
    at ChunkProviderTMCW.a(ChunkProviderTMCW.java:1287)
    at ChunkProviderServerFix.a(ChunkProviderServerFix.java:66)
    at adr.a(Chunk.java:1007)
    at jr.c(SourceFile:105)
    at jq.<init>(SourceFile:29)
    at jp.a(PlayerManager.java:73)
    at jp.d(PlayerManager.java:192)
    at hn.d(SourceFile:197)
    at ka.a(NetServerHandler.java:276)
    at eu.a(SourceFile:136)
    at cn.b(SourceFile:64)
    at ka.e(NetServerHandler.java:46)

    -- Ticking connection --
    Details:
    Connection: [email protected]
    Stacktrace:
    at kd.b(SourceFile:37)
    at blc.b(SourceFile:84)
    at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:672)
    at net.minecraft.server.MinecraftServer.s(MinecraftServer.java:562)
    at bkz.s(SourceFile:124)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:461)
    at hi.run(SourceFile:583)

    -- System Details --
    Details:
    Minecraft Version: 1.6.4
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_51, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 163326000 bytes (155 MB) / 402653184 bytes (384 MB) up to 2147483648 bytes (2048 MB)
    JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
    AABB Pool Size: 3188 (178528 bytes; 0 MB) allocated, 2292 (128352 bytes; 0 MB) used
    Suspicious classes: ParticleRenderer, GuiIngameTMCW, GuiInventoryTMCW, ...]
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 565 (31640 bytes; 0 MB) allocated, 426 (23856 bytes; 0 MB) used
    Player Count: 1 / 8; [jv['FruitVegetables'/1, l='The New Start 2', x=10095.89, y=117.37, z=10561.04]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Very likely; Jar signature invalidated

    Posted in: Minecraft Mods
  • 0

    posted a message on The "Not So Seecret Saturday" Mod for Alpha 1.1.2_01 - "weekly" updates starting where Notch left off! [1.1.10_01]

    I am unable to update to 1.1.9 no matter if I delete 1.1.8.

    Posted in: Minecraft Mods
  • 0

    posted a message on TheMasterCaver's First World
    Quote from TheMasterCaver»

    I've decided to release my "World1" mod which I use to play this world on, which is mainly a bugfix/optimization mod, fixing many of the bugs that plagued older versions, such as lighting glitches, and even bugs which still affect the latest versions, like smooth lighting (these are all the things I've talked about being added in the next release for TMCW):

    https://www.dropbox.com/s/k73ameapyc4qru8/world1_custom_client.zip?dl=0

    Some screenshots:

    Fancy at 8 chunks in a jungle:


    16 chunks; FPS would be higher if it wasn't busily updating all the vines growing (vanilla is worse due to all the decaying leaves, which I fixed; this is why the temporarily removed big oak trees in 1.7-1.8. Unlike TMCW, I did not add extra logs but instead inhibit block updates that trigger decay checks during world generation, so jungle and especially big oak trees will still decay if you trigger a block update by breaking leaves or logs). Note also that only 512 MB of memory has been allocated, and less than half of that is actually being used:


    Also, this is the game output log from creating a new world, showing how quickly it generated; the Nether and End, as well as switching dimensions, are also much faster than vanilla (I reduced block checks for portals by 90% by taking advantage of the fact that a portal is 2x3 blocks and the obsidian at the top and bottom can also be detected for a total of 2x5):

    Video settings; many of these are self-explanatory, except for "culling", which is "Off", "Advanced OpenGL", or "Height Based", the last option hides chunks underground when you are above ground and vice-versa (may cause occasional unrendered areas to be visible but may run better than Advanced OpenGL, which is highly system-dependent). "Fast Render" uses a faster method to send chunks to the GPU but does not work past a few thousand blocks (chunks start to jitter due to floating point errors, but most players will likely never go far enough out to see this):


    "Gamma Offset" adjusts a factor I apply to the light table calculations to smoothen the transition between total darkness and higher levels - yes, dark caves are pitch black so you better make sure you always have light sources on hand! "Chunk Update time" controls how much frametime can be taken up by chunk updates (it does however many can be done within the allotted time, with a minimum of one), "AO Fix Mode" controls a correction for MC-138211 (it should look like the examples given, the default seems to work with NVIDIA GPUs), and many of the other settings have "Default"/"Fast"/"Fancy" settings, with grass also having a "Full Side" option which works like Optifine's "better grass" (top texture used on sides, including when there is snow on top. This also affects items). "Lava Mix Particles" controls the steam that arises when water flows over lava:


    Zoom function (LCRTL by default):




    16 chunk render distance (note that "Far" in vanilla 1.6.4 is limited to 10 chunks), with fog turned off so you can see how chunks render in a circle, reducing the amount that needs to be rendered (fog normally hides the corners anyway):


    Fog distance set to minimum (0.0); the default, seen in the screenshots above, is 0.8 while it can be set as high as 0.9 before being disabled:


    This is what smooth lighting is supposed to look like:

    (https://bugs.mojang.com/browse/MC-43968)


    (https://bugs.mojang.com/browse/MC-68129)


    (https://bugs.mojang.com/browse/MC-138211)

    This is what lit redstone ore is supposed to look like with smooth lighting (vanilla doesn't apply it to any block that emits light), I also fixed vanilla bugs that cause them to "save" light and/or let light through:


    (note that not absolutely every issue has been fixed; stairs and slabs are problematic since they are light-opaque blocks and the game has to read neighboring light levels when taking the light level of a face adjacent to them)

    I also added smooth lighting to water - a feature only in Bedrock as of now:



    A look down a ravine; note the absence of any lighting glitches (vanilla has not only black spots but phantom light where water flows over lava, caused by light not being updated in "lazy chunks" and trapping light inside the obsidian) and the total blackness of the unlit areas (regardless of monitor settings it is impossible to see anything in the dark. You also can't hack the gamma setting in options.txt, which wouldn't work anyway since I explicitly set a sky/block light level of 0/0 to pure black):


    There is also an interesting debug feature - the suffocation overlay doesn't appear in Creative mode so you can easily see underground, sort of like Spectator, though you can't move without teleporting, and the bottom of the world (against y=0) doesn't render:




    Note that this also makes some modifications to game mechanics but it can be played on as more or less vanilla; I added rail blocks, cobweb blocks, and compressed mossy cobblestone so I can compact their respective materials while caving (all of these get broken back down for permanent storage so the world download should not have any non-vanilla blocks/items; unlike TMCW they do not appear in statistics and they can be broken down by mining them with any tool or placing them in water, which was done to avoid stats from being affected). There are also some changes to regional difficulty (inhabited time starts at 50% of the maximum, with regional difficulty starting at 0.375-0.5 on Normal, and up to 0.75-1 depending on moon phase. Effects like spiders with potion effects occur on all difficulties, only zombies breaking doors is limited to Hard). Witches, cave spiders, and giants also naturally spawn (cave spiders below sea level while giants above sea level) and zombies spawn with more weapons (all iron and diamond tools except for hoes).

    Ironically, perhaps the biggest changes to game mechanics have no impact whatsoever on my playstyle - try to make an iron farm and you'll see what I mean (you must kill them with direct melee combat - that's not even just "recently hit" as most mobs require to drop XP and rare drops - and spawn chunks have been removed. Other mobs that drop mineral resources also require a player kill to drop them and Looting only works on a melee weapon, as originally intended. Mobs also only spawn in 25% of chunks per spawn cycle (this is more than fast enough for normal player movement. Passive mobs also spawn every 10 seconds instead of 20 to help offset their low base spawn rate, and ocelots, which are on the hostile mob spawn list but are passive mobs, have a separate mob cap) and only despawn based on horizontal distance, and if you try to go above the Nether ceiling in Survival you'll be killed by void damage (not that bedrock can be broken in any manner as I added a check to prevent it from being replaced at the lowest level of data access, which were already quite limited in 1.6).

    All of these are also things I've talked about being added to TMCW, which itself is close to a major update (not TMCWv5 but TMCWv4.5, which is TMCWv4 + World1; I've finished merging them and just need to test it); as far as World1 goes, while I've been playing on it with no issues, aside from minor rendering issues and tweaking things, I can't say for sure if it is free of major bugs (I only discovered some bugs after I ran it outside of MCP, one of which caused an "IllegalAccessError", which worked within MCP but apparently it didn't reobfuscate it properly). Notably, despite being mainly an optimization/bugfix mod "World1" is significantly larger than any version of TMCW, 1053 KB vs 866 KB for TMCWv4, the latter including not just the mod itself but additional utilities (of course, the next updates to TMCW will be far larger).

    This also cannot be used with Optifine, and most likely any other mod. as I completely replaced many of the classes it modifies, including most of the rendering engine (the original classes aren't used so anything trying to modify or hook into them won't work) and otherwise it includes some of its features, like a zoom function (it literally just lowers the FOV) and the ability to change various settings, if not as comprehensive, e.g. I added a toggle for potion particles so I can turn them off while using Night Vision while testing (I also added custom keybindings so you can change them, this includes LCTRL to zoom and R to toggle the "inventory stats". F4 (fixed) forces a fast relight of chunks, which also automatically happens when you load chunks with the mod for the first time, which adds a "LightUpdated" tag to chunks to indicate whether they have been relit).


    I've tried combining this mod with TMCWv4 and I've gotten this error:



    Exception in thread "main" java.lang.NoSuchFieldError: compMossStone


    20:18:23.597
    at aaf.<init>(CraftingManager.java:153)


    20:18:23.597
    at aaf.<clinit>(CraftingManager.java:11)


    20:18:23.597
    at la.d(SourceFile:100)


    20:18:23.597
    at la.b(SourceFile:79)


    20:18:23.597
    at aqz.<clinit>(Block.java:1481)


    20:18:23.597
    at la.a(SourceFile:122)


    20:18:23.597
    at la.<clinit>(SourceFile:55)


    20:18:23.597
    at atv.<init>(Minecraft.java:212)


    20:18:23.597
    at net.minecraft.client.main.Main.main(SourceFile:83)

    Posted in: Survival Mode
  • 0

    posted a message on TheMasterCaver's World

    How do I stop CaveFinder from generating maps?

    Posted in: Minecraft Mods
  • 0

    posted a message on TheMasterCaver's World

    I found a mineshaft with 800+ rails at 924, 17, -590. The seed is -6992127116659929679 using TMCWv4. The mineshaft also connects to a 2nd smaller shaft with 100+ rails.

    Posted in: Minecraft Mods
  • 0

    posted a message on TheMasterCaver's World
    Quote from TheMasterCaver»

    This probably won't happen, given how much more I want to add (I hadn't spent much time on it in recent months, instead playing on another world, but I'd been including more things to add as I come up with them - the list of things to do is around 100 items long, about a third of everything added so far, where I've probably spent 6 months exclusively working on it instead of playing). Some of them have already been implemented in a separate mod (a modified version of Optifine, which cannot be distributed; I've been considering dropping support for it entirely as many of the changes I've made improve performance more than it does and this would allow me to add in my own settings in place of the ones Optifine added, which are broken because I've overridden its code (Optifine itself also has a bug where it only increases the server view distance above 10 if the render distance is 17 or more. The minimum can also be lowered to 8 with TMCW due to changes to mob (de)spawning); currently I still recommend it for its optimizations and Clear Water, which now only changes the underwater fog as I changed the light opacity of water to be the same as Clear Water, or vanilla 1.13+):

    Complete darkness at a light level of 0 (higher levels are also darker, with the effect diminishing at higher levels so level 15 is unchanged):


    The red areas are completely black, rgb(0,0,0), in the image above and will never have anything visible regardless of brightness or monitor settings (this was on Bright; the brightness setting now has no effect on either the minimum or maximum brightness, only the gamma curve between them. For comparison, in vanilla total "darkness" on Moody is still 5% brightness):


    Lightmaps on Moody and Bright; the Moody lightmap is the same as vanilla except that light level 0 (upper-left corner) is completely black (for higher brightness levels levels above 0 are modified by the formula (level * scale - offset), where scale is (gamma * 0.1 + 1) and offset is (gamma * 0.1):


    Smooth lighting fixes (vanilla has a blocky appearance around corners which is most noticeable in staircases like this; see MC-43968):


    In this case, the shadows around blocks are skewed in vanilla (MC-138211):


    Smooth lighting added to more blocks, including water (a feature exclusive to Bedrock Edition; the performance impact of my implementation is less than smooth lighting on normal blocks in vanilla so I don't know why they haven't added it to Java):





    (only the center block is lit; all light-emitting blocks in vanilla do not have smooth lighting, which I've only omitted form blocks with a light level of 14 or more)

    Lava and glowstone also always visually render with a light level of 15, so even if a black lighting glitch occurs they will always be visibly lit (light glitches should be much less common, and can be fixed by pressing F4, which will force a relight of loaded chunks).

    This is an example of the performance at 20 chunk render distance and maximum settings (with Optifine); even then, it uses less than 512 MB of memory (259/418 MB) and server tick time is only 4.3 ms (50 max); generating a new world took only 3 seconds. Note also that the "vignette" effect was removed from Fancy (one reason I've never used Fancy is because of the darkening around the edges of the screen). Also, Fancy clouds now render faster than Fast clouds in vanilla, and Fancy leaves render 4 times faster with smooth lighting enabled (I removed it from interior faces, with their shading adjusted to give a similar appearance to the darkening from smooth lighting. Note that smooth lighting doesn't actually affect FPS unless chunks are being rendered/updated since the GPU is doing the same stuff, it just changes the brightness levels of each vertex, which are being set in any case). The rendering speed of many other things, from items to text, have also been substantially increased, by a factor of 10 or more in cases (Optifine doesn't affect any of this, only how chunks are rendered overall):


    This shows how fast world generation is - it took only 3 seconds to generate a new world (it will be slower if it happens to be in a biome with big trees or mountains, but even those are several times faster than before, largely due to optimizations to the lighting engine, which took the majority of the time. Cave generation is also about 3 times faster due to using an improved RNG, which also means that every seed is different, unlike before or vanilla, where there are only 2^48 configurations of caves out of 2^64 seeds):

    Some other performance comparisons:

    Some other improvements; ladders now render their back side, making them visible from behind, and can be placed on more blocks, including glass, and are placed more consistently (only on the block you are pointing at, avoiding ladders being placed elsewhere if the block you are pointing at isn't a valid location):




    Water/lava buckets were fixed to prevent "ghost" buckets (appearing to be filled/empty when they aren't) and placed liquid sources (caused by the client and server running the same code, but not exactly in sync).

    Biome colors are smoothed over a larger area, while still being less resource intensive than vanilla since I read directly from the stored data in a chunk (the client isn't allowed to access the biome generator, which has caused issues, even crashes, in vanilla):




    There's also many more bugfixes; for example, I've occasionally noticed that the player's POV jumps after exiting a GUI, which seems to have become worse with an update, which I was able to completely fix with a simple change to the class the game uses to record mouse movement:
    // Fixes a bug where mouse movement in a GUI screen changes the player's POV in-game
    // after closing the GUI by the relative movement inside it.
    public class MouseHelperFix extends MouseHelper


    It should also be noted that I've made more changes that nerf mob farms; for example, mob spawning only spawns mobs in 25% of chunks per spawn cycle, making it 4 times slower per chunk, with the frequency of passive mob spawn cycles doubled (one ever 10 seconds, twice as slow per chunk. For hostile mobs this is still more than enough to keep the mob cap full when flying around and I saw no effect when I tested it in a world I was playing on; this change also significantly reduces the tick time). Mobs that drop resource items, like iron golems and zombie pigmen, also only do so if the player kills them (there really isn't any reason for most mobs to drop anything unless the player kills them, but I did not change most drops). Mobs also can never spawn above the Nether ceiling (the range is fixed to y=1-125), which is also forbidden to players in Survival mode (you'll take damage similar to being in the void).

    There is one change that is an advantage though; the actual height in a column is used instead of the "lc" value (a change made in vanilla in 1.8), which included empty chunk sections so if you ever loaded the topmost section (y=240-255) it would permanently affect spawn rates (the game never deletes sections once they have been loaded; certain lighting glitches occurred due to the server not sending them to the client, which I fixed). This also slightly increases natural spawn rates (e.g. a flat surface at y=65 (ground at y=64) would previously use an lc value of 64 + 16 = 80, now it is 65. Similarly, a deep ravine like this would see a much higher spawn rate at the bottom, without having to be wide enough to have whole empty sections inside).

    Also, you can preview the underground of TMCWv5 with the following utility, which is a basic Java app which shows the locations of caves, mineshafts, and strongholds, including the ability to generate maps of the area, not including strongholds yet (the version for TMCWv4 only printed out locations, and only centered around the origin. A good way to find things is to first run it with a large radius and no "map #" option, then make maps of the areas of interest using a smaller radius (maps are limited to 4096x4096 pixels/blocks, or 2048x2048 blocks when a scale of 2:1 is used):

    https://www.dropbox.com/s/47au3aimek87ui0/CaveFinder.zip

    Note that you can use this without having to install Java if you change the path to point to the runtime the launcher downloads (see the "help" file, the launcher will also show the path to the Java executable, which should be changed to java.exe instead of javaw.exe).

    Here are some examples:
    A 1:1 rendering (50% of original size) of a 3072x3072 block area centered around 0,0 in the seed "12345"; green areas have air at sea level (y=62) and are potentially exposed (this is based on the color scheme that Unmined uses, including the way changes in elevation are displayed):


    A 2:1 rendering (full size) of an 800x800 block area including the giant cave region furthest to the east above near the top-left, with a network cave region near the lower-right and a giant cave near the top-right:


    The same area, but with the altitude limited to y=13 (equivalent to y=20 in vanilla, a good layer to find denser cave systems; you can also see the variation of caves better):


    This was the largest cave found within 8192 blocks of the origin (1 million chunks), with a volume of 680,000 air blocks; compared to TMCWv4 the maximum size of caves and ravines is considerably larger. To put the size of this cave into perspective, it is equivalent to all the caves and ravines in about 970 chunks in 1.6.4 and 1160 chunks in 1.7+ (the area shown is 384x384 blocks or 24x24 chunks, so the single large cave has twice the average volume of a 1.7+ world over the whole area. Even then, a giant cave region is even larger, averaging about 1.25 million air blocks):


    The largest ravine, with a volume of 516,000; I didn't check in an actual world but it probably does go from the surface all the way down to lava level :

    (a depth of 59 for a ravine means that it goes from y=4-62, the number of layers between lava level and sea level, and the maximum depth shown).

    The largest circular room, with a volume of 84,000; these are relatively small compared to other caves, in part because they are much less varied in shape (circular rooms are a single semi-spherical cave segment with half the usual width-height ratio. I haven't added them yet but a discussion in this thread game me the idea to add variants based on generating ravines or other caves in a 360 degree pattern):


    The largest mineshaft, with 408 structure pieces (a 1-4 support long section of corridor, crossing, staircase, or the central room), which makes it about 40 times larger than the smallest mineshafts and 4 times larger than average (a very small mineshaft can be seen in the upper-right corner of the previous image. Vanilla can rarely generate mineshafts with only the central room, but I fixed that a long time ago):


    Will the mineshafts be the same as TMCWv4?

    Posted in: Minecraft Mods
  • 0

    posted a message on TheMasterCaver's World
    Quote from Lonsdale1086»

    Pending the upcoming death of the forums, is there another official location to follow your progress?


    He said he's trying to release TMCWv5 by the 16th.

    Posted in: Minecraft Mods
  • 0

    posted a message on TheMasterCaver's World

    Is there a way to include mesa mineshafts and custom dungeon counter (superflat) to TMCWv4? Just curious.

    Posted in: Minecraft Mods
  • 0

    posted a message on TheMasterCaver's World

    In superflat, I saw about something about dungeons with a count in the upcoming TMCWv5. Is this the same as customized?

    Posted in: Minecraft Mods
  • 0

    posted a message on Mineshafts

    Mineshafts should generate in a way that it doesn't overlap each other. The effects of this is more size variation, up to 800+ rails. There will never be 2 dirt rooms next to each other.

    Posted in: Suggestions
  • 0

    posted a message on TheMasterCaver's World

    I found a abandoned mine with 500+ rails, and today one with 327 rails. You found one with 757, can they get any bigger than that or reach 800?

    Posted in: Minecraft Mods
  • 0

    posted a message on TheMasterCaver's World

    When looking at the log for TMCWv5, I have to ask some questions.


    1. Mineshaft generation in Superflat default chance is 1.0. I can change it to 0.9 or 1.1?


    2. Is this mod going to be compatible with Superflat Caves for TMCWv5?


    3. Can I see photos of the new cave systems?


    4. Finally, will there be mineshaft size variations for superflat since they now generate like Default worlds?

    Posted in: Minecraft Mods
  • 0

    posted a message on I have found 20+ Diamond Armored Mobs this year

    I do use your mod. What's the code to zombies spawning in other weapons? When I do this on my game, they only spawn with the items on the last row. I'm using 1.7.10 to mod my game. The item is a diamond pickaxe.

    Posted in: Discussion
  • 0

    posted a message on TheMasterCaver's World

    I am using a custom version of the mod. I found it in one of your posts, is this why?

    Posted in: Minecraft Mods
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