Inactive [WGEN] PhoenixTerrainMod V0.8.2 - Now BOBs spawn from saplings[1060]

Discussion in 'Inactive/Unsupported Plugins' started by Matt, Jul 28, 2011.

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    Phoenix Terrain Mod - world generator.

    Version: v0.8.2
    Download at

    Phoenix Terrain Mod is a mod based off of Bucyruss's BiomeTerrainMod. It basically allows you to customize Minecrafts terrain generation to control ore spawns, terrain types, biome size, basically everything. It was continued by R-T-B however he has since discontinued.

    Khorn has decided to continue the mod as Phoenix Terrain Bukkit plugin. Most recently Khorn has partnered with Rebelj12a and to integrate the Phoenix Terrain Community better and provide better support for users of Phoenix Terrain.

    Sponsored by


    Example Images
    Show Spoiler


    What you can control with settings file:
    • Biome sizes.
    • Temperature and moisture limits.
    • Caves generation.
    • World water level.
    • Terrain generation.
    • Tree density.
    • Ores generation.
    • Block replacement.
    • Custom object spawn.
    • Multi world support, config per world.
    How to install:

    Video here

    Step 1: Drop PTMBukkit.jar into the plugin folder.

    Step 2: Modify bukkit.yml in the root folder and add the line

            generator: PhoenixTerrainMod
    Step 3: change the "YOUR_WORLD_NAME" into the name of the world you want to work with.

    Step 4: Save the YML and boot your server.

    Step 5: Go into the newly generated Ini file and adjust accordingly (that is, in your plugins folder look for the new PhoenixTerrainMod folder with corresponding folder to your world and inside the BOB folder & ini file).

    Step 6: Your done!

    Optional Steps:
    These are to follow after Step 6. If you wish to add custom items like the BOB's which are custom style tree's, little island statues, etc, then drop the applicable ones into the Plugins/Phoenix.../"world"/BOB/ folder. World being the name of the world its generating. Once you reboot the server again, it will load those files accordingly and they will generate in your map.

    Additional/Multiverse Steps:
    After you've generated a world via Multiverse. Go into the multiverse folder and look for the worlds.yml. In there, you want to add the below code.
    generator: PhoenixTerrainMod
    To the bottom of the worlds.yml mouthful. This is AFTER you've generated the world, just add it to the bottom line of the entire setup (with proper YML spacing like the rest of the config).

    Settings file:
    This is edited SteelCrow's guide to the PTM settings
    His main post here
    Show Spoiler

    This is my attempt to explain the settings ini file for the PTM (Pheonix Terrain Mod) which is the successor to Bucyruss' terrain mod.

    This guide is accurate as far as I can tell and within my understanding of the settings. I am quite likely in error regarding some things. Feel free to correct me and let me know to update. However, be prepared to be required to provide examples and/or verifications.

    That said, lets begin.

    A quick note about seeds. The seed you use still plays an important part in what your world is like. The settings affect how the seed gets implemented, they do not override or replace the seed. You should generate several worlds with different seeds before deciding whether a set of settings is whast you were trying for or not.

    <All Biome Variables>

    These set the global environmental conditions. Currently they only affect the generation of the world and biomes therein, not the designation overlay that MC uses for weather etc.

    Modifies the size of biomes. Larger values generate larger biomes.
    "This settings affects the average dimension of biomes on a linear scale, so every doubling of this value will quadruple the area of biomes."
    Think of it as sort of a radius multiplier. Setting it to 5 is a huge biome, it'll be a long ways before it changes. 2 to 3 is decent. 100 should be thousands of meters across, maybe tens of thousands.
    The initial 1.5 setting is the normal vanilla biome size setting. Remember that this is a multiplier of the variable sized vanilla biomes.

    Sets the minimum and maximum moisture of the world
    Moisture is a percentage. 1.0 = 100%
    Setting both to the same number or small range will limit the range of biomes generated. (see biome chart) Used to generate only certain biomes types or to exclude biome types by setting the ranges appropriatly when used in conjunction with the tempurature settings

    Sets the minimum and maximum temperature of the world.
    Again a percentage expressed as 1.0 = max temp.
    Used the same way as the moisture settings.

    The tempurture vs moisture biome diagram:

    Those are the default settings. Settings range is -1 to +1. smaller (and neg) numbers mean less chance of snow and ice, higher means greater chance.
    I don't know how accurate this is given that Notch played with the snow and ice regeneration part of the algorithm. Before 1.6.6 the ice wouldn't regenerate, now it will. This may now only set the INITIAL conditions and nothing more. I haven't had the chance to test it yet.
    There is also a sort of biome overlay in MC that PTM attempts to adapt. Untested at this time.

    <Swamp Biome Variables>

    Places a strip of mud or clay (size is dependent on the swampSize setting number) around the edge and below surface water. This will only occur in swampland biomes. The muddySwamp setting takes priority over the claySwamps setting.

    <Desert Biome Variables>

    Will remove all water from desert and ice desert biomes.
    If you set your temperature and moisture settings to generate a desert world, making waterlessDeserts:true will result in the only surface water being in notch ponds. Setting notch ponds to false will result in the only water being in underground lakes and streams.

    Will remove all dirt from the surface of deserts. This setting was introduced because changing some terrain generation settings will cause dirt to erroneously appear on the surface of desert biomes.

    Will turn on the ability to let dirt appear on the surface. This setting occurs after removeSurfaceDirtFromDesert so turning both on will cause dirt to appear in your desert biomes.

    Sets the frequency at which dirt will appear in the desert. The setting corresponds to the average number of chunks before a dirt block will appear. Example: setting desertDirtFrequency:100 means that, on average, you will encounter one dirt block every 100 chunks in the game.

    <Cave Variables>

    This controls the odds that a given chunk will host a single cave and/or the start of a cave system.

    The number of times the cave generation algorithm will attempt to create single caves and cave systems in the given chunk. This value is larger because the likelihood for the cave generation algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower random numbers. With an input of 40 (default) the randomizer will result in an average random result of 5 to 6. This can be turned off by setting the "even cave distribution" setting (below) to true.

    Setting this to true will turn off the randomizer for cave frequency (above). Do note that if you turn this on you will probably want to adjust the cave frequency down to avoid long load times at world creation.

    Sets the minimum and maximum altitudes at which caves will be generated. These values are used in a randomizer that trends towards lower numbers so that caves become more frequent the closer you get to the bottom of the map. Setting even cave distribution (above) to true will turn off this randomizer and use a flat random number generator that will create an even density of caves at all altitudes.

    The odds that the cave generation algorithm will generate a single cavern without an accompanying cave system. Note that whenever the algorithm generates an individual cave it will also attempt to generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system will actually be created).

    The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of the cave generation algorithm (see cave frequency setting above). Note that setting this value too high with an accompanying high cave frequency value can cause extremely long world generation time.

    This can be set to create an additional chance that a cave system pocket (a higher than normal density of cave systems) being started in a given chunk. Normally, a cave pocket will only be attempted if an individual cave is generated, but this will allow more cave pockets to be generated in addition to the individual cave trigger.

    The minimum and maximum size that a cave system pocket can be. This modifies/overrides the cave system frequency setting (above) when triggered.


    <Terrain Variables>
    Sets the water level of the world. Also depends on there being water to lower. See the moisture settings.

    If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.

    This is supposed to control height of the land. Has been 'broken' in the past. A high number will give you very sharp cliffs and high plateaus. It's easy to have the land end up at the max height level by accident. Experiment in small increments. Also it's dependant on the world seed used.

    If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.

    May be 'broken'. Seems to control the underwater slope/roundness to the bottom of the oceans. A high number will result in sudden sharp plunges to max depth. (good for underwater worlds) High numbers will effectively remove all beaches and shoals.

    Be aware this can affect 'valleys' as well. It may in some circumstances raise land if negative.

    Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.

    Think of this as how often a horizontal line is fractured. That's not accurate as far as what is happening but it does let you grasp the nature of what this does. The higher the number the more fractures. Think of it as continents being smashed into smaller bits. Increase for archipelagos decrease for continents. (not accurate, but allows you to grasp the general function)

    Negative fractureHorizontal should stretch out terrain features and make for smoother, flatter terrain.

    Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically. Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.

    This controls how often the vertical 'line' fractures. As the vertical height limits the number of visible fractures this setting doesn't always seem to effect much change. This is the setting that will give you plateaus and floating islands and the overhangs, undercuts and arches. A setting about 5 should get you floating islands.

    Negative fractureVertical values should smooth out terrain features such as the sides of things like hills and cliffs.

    Can sometimes create lag when it generates a massive underground vault near bedrock. Especially with large cave complexes.

    Fracture is applied near the begining of the terrain generation and affects the basic shape and nature of the land.

    Hard to explain, but think of these as terrain chaos settings. The larger the values the more chaotic/volatile landscape generation becomes. Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
    Another way to think of them is the amount of noise added to the general terrain shape.

    Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. Values should be between 0 and 1 and sum to some number equal to or less than 1. An example would be to set volatility1 to something high and volatility2 to some negative number. Then adjust volatilityWeight1 to a small number (say 0.1) and volatilityWeight2 to a larger number (0.85). This should result is mostly calm/flat landscape with the occasional chunk of terrain floating or jutting into the air.

    Volatility is applied near the end of the terrain generation and essentially affects the roughness of the base terrain.

    If you want flat land with rare but violent cliffs, you would have low horizontal fracture, and one volatility at 0 and the other one high, like 5+ (or more!) with a low weight, like .05 or something. Remember the weights may add up to no more than 1. I assume the unused % of the weigh allows the seed to generate nuetrally with no application of either volatility..

    Removes the bedrock form the bottom of the map.
    Turns the bedrock layer into a single, flat layer one block thick.
    Turns all bedrock into Obsidian


    <Replace Variables>
    Attempts to replace all surface stone with its nearest non-stone neighbor block type (dirt, grass, sand, gravel, or clay). If it cannot find a suitable neighbor block to duplicate, then it will default to Sand in Desert biome types and Grass in all others.

    Will replace blocks after any generation. Use block Ids to select blocks.

    Replace any gravel to sand.
    ReplacedBlocks :13=12,17=20
    Gravel to sand and wood to glass.

    <Cactus&Tree Variables>
    Use Bob objects during world generation
    Untested. Not sure myself.
    determines whether vanilla trees spawn or not.
    Sets the global, starting tree density for all biomes. Increasing the value increases the density of trees in all biomes.
    Sets the tree density in each biome individually. Large negative values are used to prevent trees from spawning at all.
    (untested that the variable range is between 1-8, with -20 guaranteeing no trees spawn.)
    (untested; tree density rates are bypassed by the bob object placement of bob trees)
    These settings adjust the creation variables for cacti.

    <Lava Pool Variables>
    The levels at which any caves are filled with lava (initialy the bottom 10 layers near bedrock)

    <Underground Lake Variables>
    Enables underground lakes.
    Allows underground lakes to spawn in the air.
    These settings adjust the creation variables for underground lakes.

    < Above Ground Variables>
    Pretty self-explanitory.
    Frequency is the number of times, per chunk, that the game will try to make a placement.
    Rarity is the odds (out of 100) that the game will actually make each placement.
    The above settings mean that yellow flowers will occur twice per chunk. (2x100%)
    Roses will show up on average once per two chunks (1x50%)
    Brown mushrooms once per four chunks (1x25%)
    Red mushrooms about once every seven chunks (1x13%)
    Reeds, ten per chunk (10x100%)
    Pumpkins, once per thirty-three chunks. (1x3%)
    Remember that the spawn requirements must also be met. So if there's no dirt next to water the reeds will not spawn all 10, only what can.
    Pumpkin settings are for a pumpkin patch (So I believe, haven't tested).
    <Above/Below Ground Variables>
    Changes the water source spawning algorithm to a flat distribution. Normally, water sources are distributed with a higher frequency toward the bottom of the map.
    Water and lava sources are the single source blocks that create waterfalls and lavafalls, both above and below ground.
    The numbers seem high to me, but I think there are spawn conditions that result in the majority of the placement attempts being aborted. I've never seen a single water source placed in a cave ceiling or be buried in a wall. I assume then that they need to have the placement location open on one side with a minimum volume of air to spawn. So while the above settings seem like waterfalls will happen fifty times per chunk (50x100%) they actually occur far less frequently.

    Setting it to true will remove those surface ponds of lava and water.
    <Below Ground Variables>
    These 'ore' deposit settings are all alike and will be explained together. The initial settings are the vanilla MC settings.
    "Frequency is the number of times, per chunk, that the game will try to make a deposit.
    Rarity is the odds (out of 100) that the game will actually make a deposit."
    Using the Lapis as an example; What it means is that the world generator is always going to try to place one deposit of lapis per chunk (DepositFrequency). Each try has 100% chance of happening (DepositRarity). And that placement will be from 1 to 7 blocks of Lapis (DepositSize).
    So in a single chunk these settings can spawn anywhere from 1 to 7 blocks of Lapis.
    If the Deposit Frequency was changed to 5, it could spawn anywhere from 5 to 35 blocks of Lapis. This is PER CHUNK. 35 Lapis in a single chunk is one lapis in every 5x5x5 block in the 16 layers available with these settings. And it will occur like that in each and every chunk in the world. There would be far more lapis around than you would ever be likely to use.
    I personally don't like simply increasing these settings as it makes the survival game far too easy. However coupled with the additional three sets of settings for each ore can make for interesting distribution patterns.
    There are four deposit setting per ore. What this allows [with a little creativity] is multiple variations in the sizes and locations of ores.
    For example;
    These two settings will produce iron as normal, plus because of the use of the rarity2 (etc) settings, it will once per 100 chunks (on average) produce an additional iron deposit of between 1 to 30 blocks. A 'vein' of iron ore per se., deep down.
    Another example;
    These will produce some unusual effects.
    Set one will produce the usual vanilla distribution of gold. There will always be two deposits of 1-8 gold per chunk.
    Set two will deposit a single grouping of 1-16 gold just below sea level, but only once in every 20 chunks. It's likely that some of it will be replaced with ocean so you'll often find these lying in the deeper areas of water, when you don't find them in caves or solid rock. Keep in mind that if you drop your sea level they can be exposed on the surface.
    Set three will usually, but not always manage to deposit a regular sized deposit of gold high up on mountains. There has to be a mountain high enough there for this to happen. But if there is this set will probably place one there.
    Set four will produce an 'gold ore rich' layer across the entire world (as each setting affects every chunk in the world) it'll place 1-2 gold in the two layers allowed about 5 times per chunk. a single 16x16 layer is 256 blocks in total. So it'll be 1-20 gold in that layer. But it'll be wherever there is stone crossing those layers.
    Because all four different settings were used all four will occur together. Keep that in mind as these four together will produce anywhere from 10-60 gold per chunk. In vanilla there is usually only 2-16. So using all four together can lead to excessive amounts of ores.
    A word of caution. When determining deposit sizes remember to leave room for everything else. Stone, dirt, sand, water, the other deposits, etc. It's easy to go overboard with random settings and overload the chunks. You can essentially overwork and freeze the program with too many deposits and a lot of large deposits as it'll try to fit it all into the single chunk.
    Making ten deposits of 200 blocks of ore per chunk can fill about 15 layers of each and every chunk with that ore.
    Also a lot of deposits attempts will most certainly slow down chunk generation. Expect a great deal of lag and crashes may occur if you set these excessively.

    • /ptm - available commands
    • /ptm reload - reload configuration for your world.
    • /ptm biome - show what biome in your location.
    • /ptm list [page] - List bob plugins for this world
    • /ptm spawn BOBName - Spawn bob to specified place
    More screenshots from setting share thread:

    Show Spoiler







    Known bugs:
    • Above ground objects regen wrong some times. (Mainly trees)
    -fix: bo2 all biome
    -fix: bo2 half spawn
    - Added grow from sapling
    - Added spawn command.
    - Added DefaultSettings.ini on start
    - Added Default BOBPlugins folder on start
    - Added BOB list command for world
    - Fix custom objects biomes.
    - Fix dungeon settings.
    - Add check command.
    - Add waterBlock settings - block id of sea water.
    - Add ceilingBedrock settings - bedrock on top layer.
    - Add disableNotchHeightControl - when enabled terrain generate on full map,
    without height factor.
    - Add CustomHeightControl - list of custom height factor, 17 double entries, each entire control of 7 blocks height from down. Positive entry - better chance of spawn blocks, negative - smaller.
    - Forgot to add copying from old folders to new, sorry.
    - Add reload and biome commands.
    - Better replacement, some fix with plugin init.
    - Fix underground lakes.
    - Remove oldgen.
    - Fix flowing bug.
    - Fix replacement.
    - Some code clean up.
    - Fix regen and may be wrong generation after restart.
    - Convert older bukkit version to be a plugin.
    External links:
    Original authors: R-T-B, Bucyrus

    Bukkit version author: Khorn
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    Yes? Default.config was used, and a new map generated. This then creates a folder named after my world in the plugin directory, which uses its own file, as, of course, you know :) I assumed that that file was meant to assist in generating chunks later as the map expands, since it seems to be a copy of what default was configured to at initial creation.
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    Ah found this ..
    For quick fix - change waterGravelDepositFrequency to 0 and waterSandDepositFrequency to 4 (or more) for any biomes config ..
    I will fix this default settings in next version ..

    Also what you mean with performance ?
    Any special ?
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    Will make those changes, thanks.

    Game just seems very choppy, freezes constantly (duration: about 5-10 seconds) when new chunks are generated. This does not happen with default minecraft (notch) map generation. This is the first time I'm using PTM so perhaps this has always been true of the plugin, which I guess is simply more complex and thus laggier than notch's script. At least once chunks have been generated the first time they will not freeze when being unloaded/reloaded.

    Edit: just discovered a village in the middle of the ocean. No land whatsoever, it's just 100% water and then buildings essentially floating. This seems like a bug.
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    Khorn do you have a support irc channel or anything where we can chat with you?
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    Hmm i will try to more profile this .. but in my comp it work not so bed.

    Also can you make "/ptm biome" in this village and say here output ?

    Write in thread or PM me please ..
    Not much time for IRC ...

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    Unfortunately no. That map has been erased :( If it occurs again I will do as you request. I have a cartograph of it, though. It mostly looks like it's been submerged.

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    Again thanks man ... This village stay on sand or dirt ?
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    One last thing (sorry to be a bother): is snow supposed to show up in Taiga (or other biomes)? I know it does not in 1.8.1 vanilla (although I did have snow on a map once, a week ago...), but I thought PTM might have it re-enabled. As it stands I have not yet seen it, even when forcing taiga to generate (and double checking with /ptm biome that it did indeed do so) and raising snow thresh to 0.8.
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    so is this 1185 compatible yet .__.?
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    I'm trying to set this up for my server soon, but need help. Basically I want it to generate the world so that 'groundlevel' is at about 100, with normal cave generation below. Can anyone help me with settings for that, i can't seem to get it to work just by raising WaterLevel: to 100
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    I don't think it will ever be. Khorn's working with 1191+

    Edit: reproduced sunken city effect. This time nearer the coast. See image. "Desert Biome."

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    I had some similar results. I dropped sea level to 16, amongst a few other changes in the config.ini. I had mineshafts spawning above ground. Easy enough to turn Map Objects to false.

    I made no changes to default biome configs, and I got no errors. Hope it helps.

    <Possible modes : Normal, TerrainTest, NotGenerate>
    <Start Biome Variables :>
    <Old biome generator works only with old terrain generator!>
    <Swamp Biome Variables>
    <Desert Biome Variables>
    <Start Terrain Variables :>
    <Map objects (Strongholds, Villages, Mineshafts:>
    <Replace Variables>
    <Start BOB Objects Variables :>
    <Underground Lake Variables>
    <Cave Variables>
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    Hmm i can add snow but here is problem with temperature detection ..
    Now block temperature = biome temperature. And as you know now snow biomes in 1.8 ..

    Play with BiomeSurfaceAdd in biomes settings - 1.0 value greatly increase groundlevel for biome

    Thanks man .. problem is Notch default village generator dont check water and etc .. only biomes ..

    I think i can fix this today.

    Thanks you too ..
    Same error with default Mineshafts generator ..
    Hopefully fix today.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    I'm also seeing the gravel instead of sand, as well as exposed stone and caves -- everywhere. I'm using vanilla PTM settings on new world. I'm also seeing instances of standing water walls:

    Also, I'm getting client side lag spikes when terrain generates. The server its running on has a Xeon 8 core, 16 GB (8 for the mc server), and SSD. It doesn't blink. However, when new terrain generates, clients get a huge lag spike.
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    Aye, this is what I mentioned happening to me as well about a page back (described by me as "choppiness" or "freezing"). It's incredibly annoying and makes the game basically unplayable unless you simply do not leave already-generated areas.
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    For clarity --- server is hosted remotely, client is my machine.
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    Will this be updated to 1185 soon?
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    Looks like its a network lag -- I don't see blips for cpu or memory, but there are no packets sent during the lag spike -- and client side prediction (boat movement) gets crazy).

    Also, swampland biomes are all under 2 blocks of water. (looks like a lake with trees in teh middle)
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    My head explode with this lag hunting ..
    I think it is not my bug .. Finally i check it with forcegen plugin .. it generate 256 chunks at 2-3 sec on my home computer.
    Also here 0.9.1 version with small fixes ..
    Still villages on water and etc ...

    About swamp - if you dont want this : edit BiomeSurfaceAdd to positive value in swamp biome config.
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    Idk, the lag spikes are definitely dependent on whether I have PTM installed.

    As for 0.9.1, I'll wait until ice/snow and water-villages are fixed. Those are the largest and most noticeble issues for me. Thanks for working on getting these implemented, Khorn. :)

    Now that I think about it, wouldn't it make sense to begin working on 1.9 PR2 compatibility rather than to continue improving for 1.8.1 (let's face it, it DOES work, although with a few bugs), given that a) 1.9 breaks terrain generation for 1.8.1 maps (again) and, likely, PTM and b) 1.9 official is probably just around the corner?
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    I have to agree, focusing on 1.9 would be priority now. Judging by this being the 'final pre-release' we could see 1.9 as early as next week.
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    Like I said, there is little noticeable hit on the server, but a very large one for the client. Makes me think something about the terrain gen is delaying another process -- perhaps one dealing with network client updates?
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    Hmm may you try to change waterSourceDepositFrequency to 0 and lavaSourceDepositFrequency to 0 in all biomes and post here how much effectively this ?
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    does this currently support 1.8?
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    Does the PTM already include / will it include separate options to turn off Notch villages and mineshafts?

    I do like the idea of the mineshafts and strongholds etc. but I think the villages look awful, so that would be awesome. :)
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    Khorn, this solves the lag problem completely. Unfortunately, it comes at the price of removing waterfalls, etc. The good news is you've found the problem, though! I hope it can be fixed for the 1.9 release! :)

    Another issue are half-trees forming. I can include a screenshot of this too if you'd like, but basically it's an issue where about 5% of trees are forming with only half the intended leaves. It manifests as exactly one full side of the tree being barren, as if someone came by and cleaved the tree in two, and looks very artificial/unnatural, especially given that the trunk is totally exposed along its entire length on the barren side.
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    Yeap beta version.

    In next version ( this night or yesterday i think )

    Hmm i have idea to remake it without lags..
    but it will be like previous version, lava and water will be flow after generation.

    Also about about trees .. i know it .. old bug....
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    Looking forward to the next build, Khorn.
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    As I understand it there are bugs w/ Notches code for terrain generation. Could some of these issues be related to that? Also, I'm not even gonna bother with this build of PTM. I'm holding out for 1.9 since that seems to be so close now. This entire 1.8.x build has just been garbage. Notch should've waited until 1.9 and never released it.
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    In the meantime, if you can't live without waterfalls, get WorldBorder and pregenerate your world. (there's a fill option that generates all the chunks inside your chosen border). Then, your waterfalls will have flown wherever they need to go, and that should take care of your lag problem. You can then just remove the border if you like. Seems to work for me. Now I've got to tone my config down a bit, because it's so busy it takes a long time to draw.

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