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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    Matt

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    Phoenix Terrain Mod - world generator.

    Version: v0.8.2
    Download at dev.bukkit.org

    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 Mine-RP.net to integrate the Phoenix Terrain Community better and provide better support for users of Phoenix Terrain.

    Sponsored by

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    Example Images
    Show Spoiler

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    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

    Code:
    worlds:
        your_world_name:
            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.
    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.

    biomeSize:1.5
    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.

    minMoisture:0.0
    maxMoisture:1.0
    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

    minTemperature:0.0
    maxTemperature:1.0
    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:
    http://i.imgur.com/RgidT.jpg

    snowThreshold:0.5
    iceThreshold:0.5
    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>

    muddySwamps:false
    claySwamps:false
    swampSize:2
    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>

    waterlessDeserts:false
    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.

    removeSurfaceDirtFromDesert:false
    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.

    desertDirt:false
    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.

    desertDirtFrequency:0
    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>

    caveRarity:7
    This controls the odds that a given chunk will host a single cave and/or the start of a cave system.

    caveFrequency:40
    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.

    evenCaveDistribution:false
    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.

    caveMinAltitude:8
    caveMaxAltitude:128
    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.

    individualCaveRarity:25
    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).

    caveSystemFrequency:1
    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.

    caveSystemPocketChance:0
    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.

    caveSystemPocketMinSize:0
    caveSystemPocketMaxSize:4
    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>
    waterLevel:64
    Sets the water level of the world. Also depends on there being water to lower. See the moisture settings.

    maxAverageHeight:0.0
    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.

    maxAverageDepth:0.0
    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.

    fractureHorizontal:0.0
    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.

    fractureVertical:0.0
    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.

    volatility1:0.0
    volatility2:0.0
    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.

    volatilityWeight1:0.5
    volatilityWeight2:0.45
    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..

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

    -----------------------------------------------

    <Replace Variables>
    removeSurfaceStone:false
    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.

    ReplacedBlocks:None
    Will replace blocks after any generation. Use block Ids to select blocks.
    Example:

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

    -----------------------------------------------
    <Cactus&Tree Variables>
    customObjects:true
    Use Bob objects during world generation
    objectSpawnRatio:2
    Untested. Not sure myself.
    notchBiomeTrees:true
    determines whether vanilla trees spawn or not.
    globalTreeDensity:0
    Sets the global, starting tree density for all biomes. Increasing the value increases the density of trees in all biomes.
    rainforestTreeDensity:5
    swamplandTreeDensity:0
    seasonalforestTreeDensity:2
    forestTreeDensity:5
    savannaTreeDensity:0
    shrublandTreeDensity:0
    taigaTreeDensity:5
    desertTreeDensity:-20
    plainsTreeDensity:-20
    iceDesertTreeDensity:-20
    tundraTreeDensity:-20
    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)
    globalCactusDensity:0
    desertCactusDensity:10
    cactusDepositRarity:100
    cactusDepositMinAltitude:0
    cactusDepositMaxAltitude:128
    These settings adjust the creation variables for cacti.
    -----------------------------------------------

    <Lava Pool Variables>
    lavaLevelMin:0
    lavaLevelMax:10
    The levels at which any caves are filled with lava (initialy the bottom 10 layers near bedrock)

    -----------------------------------------------
    <Underground Lake Variables>
    undergroundLakes:false
    Enables underground lakes.
    undergroundLakesInAir:false
    Allows underground lakes to spawn in the air.
    undergroundLakeFrequency:2
    undergroundLakeRarity:5
    undergroundLakeMinSize:40
    undergroundLakeMaxSize:60
    undergroundLakeMinAltitude:0
    undergroundLakeMaxAltitude:50
    These settings adjust the creation variables for underground lakes.

    -----------------------------------------------
    < Above Ground Variables>
    flowerDepositRarity:100
    flowerDepositFrequency:2
    flowerDepositMinAltitude:0
    flowerDepositMaxAltitude:128
    roseDepositRarity:50
    roseDepositFrequency:1
    roseDepositMinAltitude:0
    roseDepositMaxAltitude:128
    brownMushroomDepositRarity:25
    brownMushroomDepositFrequency:1
    brownMushroomDepositMinAltitude:0
    brownMushroomDepositMaxAltitude:128
    redMushroomDepositRarity:13
    redMushroomDepositFrequency:1
    redMushroomDepositMinAltitude:0
    redMushroomDepositMaxAltitude:128
    reedDepositRarity:100
    reedDepositFrequency:10
    reedDepositMinAltitude:0
    reedDepositMaxAltitude:128
    pumpkinDepositRarity:3
    pumpkinDepositFrequency:1
    pumpkinDepositMinAltitude:0
    pumpkinDepositMaxAltitude:128
    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>
    evenWaterSourceDistribution:false
    evenLavaSourceDistribution:false
    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.
    waterSourceDepositRarity:100
    waterSourceDepositFrequency:50
    waterSourceDepositMinAltitude:8
    waterSourceDepositMaxAltitude:128
    lavaSourceDepositRarity:100
    lavaSourceDepositFrequency:20
    lavaSourceDepositMinAltitude:8
    lavaSourceDepositMaxAltitude:128
    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.

    disableNotchPonds:false
    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.
    dirtDeposit1
    gravelDeposit1
    clayDepositRarity1
    coalDepositRarity1
    ironDepositRarity1
    goldDepositRarity1
    redstoneDepositRarity1
    diamondDepositRarity1
    lapislazuliDepositRarity1:100
    lapislazuliDepositFrequency1:1
    lapislazuliDepositSize1:7
    lapislazuliDepositMinAltitude1:0
    lapislazuliDepositMaxAltitude1:16
    "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.
    lapislazuliDepositRarity1:100
    ...
    lapislazuliDepositRarity2:0
    ...
    lapislazuliDepositRarity3:0
    ...
    lapislazuliDepositRarity4:0
    ...
    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;
    Code:
    ironDepositRarity1:100
    
    ironDepositFrequency1:20
    
    ironDepositSize1:8
    
    ironDepositMinAltitude1:0
    
    ironDepositMaxAltitude1:64
    
    ironDepositRarity2:1
    
    ironDepositFrequency2:1
    
    ironDepositSize2:30
    
    ironDepositMinAltitude2:10
    
    ironDepositMaxAltitude2:30
    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;
    Code:
    goldDepositRarity1:100
    
    goldDepositFrequency1:2
    
    goldDepositSize1:8
    
    goldDepositMinAltitude1:0
    
    goldDepositMaxAltitude1:32
    
    goldDepositRarity2:5
    
    goldDepositFrequency2:1
    
    goldDepositSize2:16
    
    goldDepositMinAltitude2:50
    
    goldDepositMaxAltitude2:60
    
    goldDepositRarity3:75
    
    goldDepositFrequency3:1
    
    goldDepositSize3:8
    
    goldDepositMinAltitude3:100
    
    goldDepositMaxAltitude3:110
    
    goldDepositRarity4:50
    
    goldDepositFrequency4:10
    
    goldDepositSize4:2
    
    goldDepositMinAltitude4:75
    
    goldDepositMaxAltitude4:76
    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.
    -----------------------------------------------



    Commands:
    • /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

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    Known bugs:
    • Above ground objects regen wrong some times. (Mainly trees)
    Changelog:
    [0.8.1]
    -fix: bo2 all biome
    -fix: bo2 half spawn
    - Added grow from sapling
    Code:
    customTreeMinTime:60
    customTreeMaxTime:600
    [0.8]
    - Added spawn command.
    - Added DefaultSettings.ini on start
    - Added Default BOBPlugins folder on start
    - Added BOB list command for world
    [0.7.1]
    - Fix custom objects biomes.
    [0.7]
    - 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.
    [0.6.7]
    - Forgot to add copying from old folders to new, sorry.
    [0.6.6]
    - Add reload and biome commands.
    [0.6.5]
    - Better replacement, some fix with plugin init.
    [0.6.4]
    - Fix underground lakes.
    [0.6.3]
    - Remove oldgen.
    [0.6.2]
    - Fix flowing bug.
    [0.6.1]
    - Fix replacement.
    [0.6]
    - Some code clean up.
    - Fix regen and may be wrong generation after restart.
    [0.5]
    - Convert older bukkit version to be a plugin.
    External links:
    Original authors: R-T-B, Bucyrus

    Bukkit version author: Khorn
     
  2. Offline

    Khorn

    Hmm in your MV config Desert world did not use PTM generator...

    About linux server ..
    May i see server.log ?
    Yeap .. dont use 0.8.2 .. use last 0.9.6

    Did you use last version ?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 18, 2016
  3. Offline

    MilkmanWes

    from download to those results in 15 minutes, when i said fresh i meant hot off the griddle fresh

    Also, i can zip the whole server folder up and send it if you want to see it.

    edit: and any further attempts to log into the server get me kicked off with the same results

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 18, 2016
  4. Offline

    Gicon


    Yeah, thanks.. I was hoping I made it back in time to remove that question.. another product of trying to work on the server at 11pm.. Thanks for the help.. sorry I blatantly missed it and added useless crap to the thread.

    when you go to download from the bukkitdev.. it lists the last release version.. make sure you select files on top and then download the latest beta version. :D Hope that's useful for you.. I made the mistake of downloading .8.2 and wondering what the hell everyone was talking about with teh .9.1

    **edit: and I had the EXACT same issues you're having.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 18, 2016
  5. Offline

    Khorn

    Hmm may i see your server.log ?

    Oh ... Matt past link to 0.8.2 ... i did not see that :(

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 18, 2016
  6. Offline

    MilkmanWes

    I will try what the above poster mentioned since the correct version is cleverly disguised. If that fails I will get you the logs. Will reset for the new attempt so the logs on it are pure to that attempt. Thanks.
     
  7. Offline

    Gicon

    Best of luck MilkmanWes! I also run on linux (not ubuntu though) and i'm not having any issues at all! I hope that is what fixes you up mate.
     
  8. Offline

    Guarana_SUI

    Is it possible to add your own objects (MCedit shematics) to a specific Biome so they will generate automaticly


    for example: pyramides in the desert
     
  9. Offline

    stendon

    yes, the 0.8.2. where do i put the BOBPlugins folder because i only put the jar and i did add the bukkit.yml file
     
  10. Offline

    mdraw

    PTM supports BOBs, so yes.
     
  11. Offline

    Vorna

    Can I have a specific Cord Generate an iron block on a time interval? So, player mines the iron block. walks away. 6 mins later, an iron ore spawns there.
     
  12. Offline

    enenra

    There are other plugins that do this. Not really something to do with WGEN IMO. :)

    @Khorn
    Isn't it now possible to have the height limit higher in multiplayer as well? Meaning: 256 and more blocks high maps. Am I remembering something wrong or is that true - and if it is true, would it be possible to add an option to the settings file to define the height of a map? Also, possibly long term, support the various height with the terrain generation - after all, the existing 128 one often doesn't scale well to double that height or more.
     
  13. Offline

    Khorn

    Height limit is still not usable in 1.8 ..
    Too many hardcoded "128" .. so maybe in 1.9
     
  14. Offline

    SabbyKat

    Right!

    So I've spent about... 5 days now trying to make this all work, tweaking things, ore deposit rates, etc etc.

    Yet... every single time I get a certain weird bug, where I DO NOT alter the height of the map (that is, the fracture, average height/depth, etc variables) where suddenly, biomes begin to spawn MUCH taller then before.

    Example: I was working on the plains biome, which generated about 64-68 height on average. I changed the cave variables, ravine variables, and lake variables, uploaded the code, deleted old world, made the new world... and suddenly all biomes are generating from 78-110 height! All of them, all across the biomes, all biome types.

    I've even modified the average biome height/depth to a variable of -5.0 and it still has this issue, amongst altering everything else possible with no effect.

    I have also erased both world-based 'default settings' and the global settings, with no change, yet deleting the biome specific settings fixes the issue... which is perplexing, as they have no control over the height beyond volatility, which I've altered to be a flat 0.0-0.1 to test if they were the problem x.x
     
  15. Offline

    mdraw

    Problem with forests. See attached image. Afaik this did not happen in previous PTM builds (at least pre-bo2 "fix") and affects only BOBs. It should be obvious to see what's going wrong, but to make it more clear note that BOB trees are generating in strangely uniform square rings radiating from the spawn point. Also, in the next build, would it be possible to allow us individual control over biomesize on a per biome basis rather than via global setting? I'd love to have one huge ocean (roughly the size of two biomes) without affecting the size of my other biomes. As it stands I only rarely get oceans of appreciable size to generate and, when I do, they're still not quite large enough for my liking.

    And, as usual, snow in Taiga would be great....

    [​IMG]
     
  16. Offline

    Glaze

  17. Offline

    Drexl

    @Khorn sorry, the pastebin link I gave for my MV config was after I removed the generator tag because I was starting over (again). It WAS in there, I hadn't forgotten it. As for the server config, I'll start over and try to generator a new world and then edit this post with the log later.
     
  18. Offline

    Khorn

    Hmm may i see your last config ?
    Not quite sure what you mean...
    Also did you use this variables from biomes configs?
    Code:
    BiomeSurfaceAdd:
    BiomeVolatilityAdd:
    
     
  19. Offline

    Werzieq

    I cannot generate a multiverse world with these settings :/
     
  20. Offline

    Isocadia

    Uhm, could someone please tell me whether what I'm saying now is correct:

    1. In 9.6, configs are not loaded from the DefaultSettings, but from their respective biome config?
    2. If I want to use this with multiverse, I first edit bukkit.yml to point to the PTM, then I generate the world and then I add it to the multiverse worlds file ( after I imported it into multiverse )?
    3. This plugin will be compatible with heigher world limits in 1.9?

    And lastly, if I use inception to create a world overlap, has anybody tried that to see if strange things are happening or is it safe to use?
     
  21. Offline

    SabbyKat

    I erased the configs to remedy the issue for the third time.

    The biome volatility add, and Surface add were stock settings, with some volatility nerfed to 0.0 to remove it as a 'variable' for issues, with absolutely no effect on the issue (recreating worlds with fresh settings of course).

    Surfaceadd I assume(d) only reduces the water/snaky lakes that appear in biomes.
     
  22. Offline

    Khorn

    Did you use pre generator plugin ? Like "forcegen" or etc ?

    1) if you create new world and PTM cant find configs for that - PTM copy all settings from defaults ..
    Defaults needed only for that...
    2) If you want to use PTM in first world ( "world" by default ) - you need edit bukkit.yml anyway
    else if you use MultiVerse and want use PTM to second worlds - only say MV about PTM generator
    3) I hope yes ...

    May i see your PhoenixTerrainModSettings.ini file ?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 18, 2016
  23. Offline

    mdraw

    I have a few plugins but no forcegen. Chat Colors, Doors Open Doors (double door fix), Custom Difficulty, Eternal Wolf, FireLord, SheepFeed, Worldborder (possibly this?), WeatherRestricter.

    This "forest ring" bug appears on every map and is unique to the latest build as far as I can tell. I can disable some or all of my plugins and retest, I suppose, although in previous builds of PTM I never experienced the problem despite using all the same plugins then as I do now.

    Edit: possibly the issue is my use of the fill function of WB to obtain these maps. Will forests generate evenly if I do not do this? Strange though, because I never had this issue before.
     
  24. Offline

    SabbyKat

    As explained, I erased it. I can however recreate it to the best of my abilities.

    I also noticed that 'defaultbiomeconfig' folder in the main PTM folder, is empty after wiping the folder and recreating, but the world specific biomeconfig folder, is populated correctly if that helps any.

    I've attached the config to as best as I remember (attached the defaultsettings.ini too, as I modified this alongside the world-specific one, as I was uncertain if I needed to do so, and well, I was trouble shooting this issue :p).

    Also note, I did heavily modify biome specific information. Ore rates, drop frequencies, etc etc. 'Size' was kept at around 0.7-0.8 as from my observations, it simple designated how much land would be water.

    Volatility was kept at 0.0 during this issue, as I wanted to avoid any wonky issues until I was ready to modify volatility bit by bit to get the desire feel for each biome.

    Default config
    Show Spoiler


    <Possible modes : Normal, TerrainTest, NotGenerate, OnlyBiome>
    Mode:Normal

    <Old Biome Generator Variables>

    <This generator works only with old terrain generator!>
    oldBiomeGenerator:false
    oldBiomeSize:8
    minMoisture:0.0
    maxMoisture:1.0
    minTemperature:0.0
    maxTemperature:1.0
    snowThreshold:0.5
    iceThreshold:0.5

    <Biome Generator Variables>
    biomeSize:8
    landSize:4
    riversEnabled:true
    CustomBiomes:

    <Swamp Biome Variables>
    muddySwamps:false
    claySwamps:false
    swampSize:2

    <Desert Biome Variables>
    waterlessDeserts:false
    desertDirt:false
    desertDirtFrequency:0

    <Terrain Generator Variables>
    oldTerrainGenerator:false
    waterLevel:64
    waterBlock:9
    maxAverageHeight:0.1
    maxAverageDepth:0.1
    fractureHorizontal:0.0
    fractureVertical:0.0
    volatility1:0.1
    volatility2:0.1
    volatilityWeight1:0.4
    volatilityWeight2:0.45
    disableBedrock:false
    ceilingBedrock:false
    flatBedrock:true
    bedrockobsidian:false
    disableNotchHeightControl:false
    CustomHeightControl:0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0

    <Map objects>
    StrongholdsEnabled:true
    VillagesEnabled:true
    MineshaftsEnabled:true

    <Replace Variables>
    removeSurfaceStone:false
    ReplacedBlocks:None

    <BOB Objects Variables>
    customObjects:true
    objectSpawnRatio:2
    denyObjectsUnderFill:false
    customTreeMinTime:60
    customTreeMaxTime:600

    <Underground Lake Variables>
    undergroundLakes:true
    undergroundLakesInAir:false
    undergroundLakeFrequency:1
    undergroundLakeRarity:1
    undergroundLakeMinSize:12
    undergroundLakeMaxSize:120
    undergroundLakeMinAltitude:0
    undergroundLakeMaxAltitude:60

    <Cave Variables>
    caveRarity:2
    caveFrequency:30
    caveMinAltitude:8
    caveMaxAltitude:128
    individualCaveRarity:25
    caveSystemFrequency:1
    caveSystemPocketChance:1
    caveSystemPocketMinSize:1
    caveSystemPocketMaxSize:4
    evenCaveDistribution:true

    <Canyon Variables>
    canyonRarity:1
    canyonMinAltitude:4
    canyonMaxAltitude:62
    canyonMinLength:31
    canyonMaxLength:280
    canyonDepth:4.0


    World-specific config.

    Show Spoiler


    <Possible modes : Normal, TerrainTest, NotGenerate, OnlyBiome>
    Mode:Normal

    <Old Biome Generator Variables>

    <This generator works only with old terrain generator!>
    oldBiomeGenerator:false
    oldBiomeSize:8
    minMoisture:0.0
    maxMoisture:1.0
    minTemperature:0.0
    maxTemperature:1.0
    snowThreshold:0.5
    iceThreshold:0.5

    <Biome Generator Variables>
    biomeSize:8
    landSize:4
    riversEnabled:true
    CustomBiomes:

    <Swamp Biome Variables>
    muddySwamps:false
    claySwamps:false
    swampSize:2

    <Desert Biome Variables>
    waterlessDeserts:false
    desertDirt:false
    desertDirtFrequency:0

    <Terrain Generator Variables>
    oldTerrainGenerator:false
    waterLevel:64
    waterBlock:9
    maxAverageHeight:0.1
    maxAverageDepth:0.1
    fractureHorizontal:0.0
    fractureVertical:0.0
    volatility1:0.1
    volatility2:0.1
    volatilityWeight1:0.4
    volatilityWeight2:0.45
    disableBedrock:false
    ceilingBedrock:false
    flatBedrock:true
    bedrockobsidian:false
    disableNotchHeightControl:false
    CustomHeightControl:0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0

    <Map objects>
    StrongholdsEnabled:true
    VillagesEnabled:true
    MineshaftsEnabled:true

    <Replace Variables>
    removeSurfaceStone:false
    ReplacedBlocks:None

    <BOB Objects Variables>
    customObjects:true
    objectSpawnRatio:2
    denyObjectsUnderFill:false
    customTreeMinTime:60
    customTreeMaxTime:600

    <Underground Lake Variables>
    undergroundLakes:true
    undergroundLakesInAir:false
    undergroundLakeFrequency:1
    undergroundLakeRarity:1
    undergroundLakeMinSize:12
    undergroundLakeMaxSize:120
    undergroundLakeMinAltitude:0
    undergroundLakeMaxAltitude:60

    <Cave Variables>
    caveRarity:2
    caveFrequency:30
    caveMinAltitude:8
    caveMaxAltitude:128
    individualCaveRarity:25
    caveSystemFrequency:1
    caveSystemPocketChance:1
    caveSystemPocketMinSize:1
    caveSystemPocketMaxSize:4
    evenCaveDistribution:true

    <Canyon Variables>
    canyonRarity:1
    canyonMinAltitude:4
    canyonMaxAltitude:62
    canyonMinLength:31
    canyonMaxLength:280
    canyonDepth:4.0
     
  25. Offline

    Isocadia

    The first question was more aimed at which default configs were used, cause right now I'm using v9.6, and I was wondering whether that version used the DefaultSettings file, or the DesertSettings etc in another folder? I think it's the per biome settings file, but I'm not sure :p

    2. That cleared up everything, thanks.
    3. I hope so too :D
     
  26. Offline

    gael

    Each time I try to use this plugin (0.8.2 version), I get that:
    2011-10-16 12:26:14 [INFO] Starting minecraft server version Beta 1.8.1
    2011-10-16 12:26:14 [INFO] Loading properties
    2011-10-16 12:26:14 [INFO] Starting Minecraft server on *:25565
    2011-10-16 12:26:14 [WARNING] **** SERVER IS RUNNING IN OFFLINE/INSECURE MODE!
    2011-10-16 12:26:14 [WARNING] The server will make no attempt to authenticate usernames. Beware.
    2011-10-16 12:26:14 [WARNING] While this makes the game possible to play without internet access, it also opens up the ability for hackers to connect with any username they choose.
    2011-10-16 12:26:14 [WARNING] To change this, set "online-mode" to "true" in the server.settings file.
    2011-10-16 12:26:14 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-1126-g35eac7a-b1317jnks (MC: 1.8.1)
    2011-10-16 12:26:14 [INFO] [Permissions] (Phoenix) was Initialized.
    2011-10-16 12:26:16 [INFO] DataSourcePool [MinecartManiaCore] autoCommit[false] transIsolation[SERIALIZABLE] min[2] max[20]
    2011-10-16 12:26:17 [INFO] SubClassFactory parent ClassLoader [org.bukkit.plugin.java.PluginClassLoader]
    2011-10-16 12:26:17 [INFO] Entities enhanced[0] subclassed[2]
    2011-10-16 12:26:18 [INFO] DataSourcePool [MinecartManiaSignCommands] autoCommit[false] transIsolation[SERIALIZABLE] min[2] max[20]
    2011-10-16 12:26:18 [INFO] SubClassFactory parent ClassLoader [org.bukkit.plugin.java.PluginClassLoader]
    2011-10-16 12:26:18 [INFO] Entities enhanced[0] subclassed[2]
    2011-10-16 12:26:18 [INFO] ControllerBlock: 1.18 by Hell_Fire
    2011-10-16 12:26:18 [INFO] ControllerBlock: Using IRON_BLOCK (42) as ControllerBlock, loaded 0 disallowed types from config
    2011-10-16 12:26:18 [INFO] PhoenixTerrainMod v0.8.2 is now enabled
    2011-10-16 12:26:19 [INFO] Spout 1.0.6.449 has been initialized
    2011-10-16 12:26:19 [INFO] Preparing level "world"
    2011-10-16 12:26:19 [INFO] Default game type: 0
    2011-10-16 12:26:19 [INFO] Preparing start region for level 0 (Seed: 8706501741994619740)
    2011-10-16 12:26:20 [INFO] Preparing spawn area: 40%
    2011-10-16 12:26:21 [INFO] Version: 91
    2011-10-16 12:26:21 [INFO] [NarrowtuxLib] v0.8.11 by [narrowtux] enabled.
    2011-10-16 12:26:21 [INFO] [NarrowtuxLib] Payment method found (iConomy version: 5)
    2011-10-16 12:26:21 [INFO] [HELP] 46 extra help entries loaded from files: iconomy(1), elevator(16), measure(7), MyHome_orig - Copie(9), iconomy bank(13)
    2011-10-16 12:26:21 [INFO] [HELP] Permissions enabled using: Permissions v2.7.4
    2011-10-16 12:26:21 [INFO] [HELP] 0.3.2 enabled
    2011-10-16 12:26:21 [INFO] [ecoCreature] 0.0.5f (Cheatin' Death & Cheap Spawners!) enabled.
    2011-10-16 12:26:21 [INFO] [IOBookcase] version 1.32 by lonelydime is enabled!
    2011-10-16 12:26:22 [INFO] [Residence] Successfully linked with iConomy! Version: 5.0
    2011-10-16 12:26:22 [INFO] [Residence] Loaded...
    2011-10-16 12:26:22 [INFO] [Residence] Enabled! Version 2.4.2 by bekvon
    2011-10-16 12:26:22 [INFO] [pathogenPlayerLives] Loading Pathogen playerLives...
    2011-10-16 12:26:22 [INFO] [pathogenPlayerLives] Loading config...
    2011-10-16 12:26:22 [INFO] [pathogenPlayerLives] Saving config...
    2011-10-16 12:26:22 [INFO] [pathogenPlayerLives] Done loading Pathogen playerLives.
    2011-10-16 12:26:22 [INFO] [pathogenPlayerLives] Successfully linked with Permissions
    2011-10-16 12:26:22 [INFO] CraftBukkitUpToDate version 2.6.6 is enabled!
    2011-10-16 12:26:22 [INFO] [Permissions] version [2.7.4] (Phoenix) loaded
    2011-10-16 12:26:23 [INFO] CButD: CraftBukkit is up to Date
    2011-10-16 12:26:23 [INFO] [iConomy] Logging is currently disabled.
    2011-10-16 12:26:24 [INFO] [iConomy] v5.0 (Eruanna) loaded.
    2011-10-16 12:26:24 [INFO] [iConomy] Developed by: [Nijikokun]
    2011-10-16 12:26:24 [INFO] [pathogenPlayerLives] Successfully linked with iConomy 5
    2011-10-16 12:26:24 [INFO] [iConomy] hooked into Permissions.
    2011-10-16 12:26:24 [INFO] MeasuringTape v0.9 by DiddiZ enabled
    2011-10-16 12:26:24 [INFO] Appleseed: ShowErrorsInClient=true
    2011-10-16 12:26:24 [INFO] Appleseed: DropInterval=3600 seconds
    2011-10-16 12:26:24 [INFO] Appleseed: WandItem=wood_hoe
    2011-10-16 12:26:24 [INFO] Appleseed: FertilizerItem=bone_meal
    2011-10-16 12:26:24 [INFO] Appleseed: MinimumTreeDistance=disabled
    2011-10-16 12:26:24 [INFO] Appleseed: TreeTypes=(apple,cocoa_beans,golden_apple)
    2011-10-16 12:26:24 [INFO] Appleseed: Permissions 2.7.4 found
    2011-10-16 12:26:24 [INFO] Appleseed: 2 trees loaded in world world.
    2011-10-16 12:26:24 [INFO] Appleseed version 0.6.0 is enabled!
    2011-10-16 12:26:24 [INFO] DropBonus v2.5 has been enabled.
    2011-10-16 12:26:24 [INFO] ResidenceSigns v0.2 enabled.
    2011-10-16 12:26:24 [INFO] ChairCraft 1.2.6 is enabled.
    2011-10-16 12:26:24 [INFO] [Jail] Loaded 1 jail zones.
    2011-10-16 12:26:24 [INFO] [Jail] Loaded 1 prisoners.
    2011-10-16 12:26:24 [INFO] [Jail] Loaded 4 cells.
    2011-10-16 12:26:24 [INFO] [AdminPanel] Version 1.3 by MuisYa has been enabled.
    2011-10-16 12:26:24 [INFO] ControllerBlock: Enabling full redstone check
    2011-10-16 12:26:24 [INFO] ControllerBlock: Events registered
    2011-10-16 12:26:25 [INFO] MoveCraft 0.6.9 Beta plugin enabled
    2011-10-16 12:26:25 [INFO] [LocalShops] Loaded with 0 shop(s)
    2011-10-16 12:26:25 [INFO] [LocalShops] Version 3.1.1 is enabled: c6761540-dc0d-4840-bcd1-5674b64f0803
    2011-10-16 12:26:25 [INFO] [LocalShops] Starting NotificationThread with Timer of 300 seconds
    2011-10-16 12:26:25 [INFO] [LocalShops][Economy] BOSEconomy not found.
    2011-10-16 12:26:25 [INFO] [LocalShops][Economy] Essentials Economy not found.
    2011-10-16 12:26:25 [INFO] [LocalShops][Economy] iConomy 4 not found.
    2011-10-16 12:26:25 [INFO] [LocalShops][Economy] iConomy 5 hooked.
    2011-10-16 12:26:25 [INFO] [LocalShops][Economy] iConomy 5 found: Loaded
    2011-10-16 12:26:25 [INFO] [LocalShops][Permission] Permissions (Phoenix) hooked.
    2011-10-16 12:26:25 [INFO] [LocalShops][Permission] Permissions (Phoenix) found: Loaded
    2011-10-16 12:26:25 [INFO] [LocalShops][Permission] Local Fallback Permissions found: Loaded
    2011-10-16 12:26:25 [INFO] ChunkRegenerate version 1.1 is enabled with permissions!
    2011-10-16 12:26:25 [INFO] [AngryWolves] version 0.8.5 is enabled
    2011-10-16 12:26:25 [INFO] Growbie version 2.4 enabled.
    2011-10-16 12:26:25 [INFO] FireFix version 1.3.1 enabled.
    2011-10-16 12:26:25 [INFO] [Tele++] initializing version [1.3.4]
    2011-10-16 12:26:25 [INFO] [Tele++] 'Help' support enabled
    2011-10-16 12:26:25 [INFO] [Tele++] version [1.3.4] loaded
    2011-10-16 12:26:25 [INFO] [HealthBar] Loading..
    2011-10-16 12:26:25 [INFO] [HealthBar] Loaded up plugin... Version 0.7.
    2011-10-16 12:26:25 [INFO] [MyHome] 22 homes loaded
    2011-10-16 12:26:25 [INFO] [MyHome] Permissions enabled using: Permissions v2.7.4
    2011-10-16 12:26:25 [INFO] [MyHome] Help plugin support enabled.
    2011-10-16 12:26:25 [INFO] [MyHome] MyHome 2.0 enabled
    2011-10-16 12:26:25 [INFO] [Showcase] Registered type [basic] (0 items loaded)
    2011-10-16 12:26:25 [INFO] [Showcase] Registered type [finite] (12 items loaded)
    2011-10-16 12:26:25 [INFO] [Showcase] Registered type [infinite] (0 items loaded)
    2011-10-16 12:26:25 [INFO] [Showcase] Registered type [exchange] (0 items loaded)
    2011-10-16 12:26:25 [INFO] [Showcase] Registered type [tutorial] (0 items loaded)
    2011-10-16 12:26:25 [INFO] [Showcase] version 0.7.7.11 has been enabled.
    2011-10-16 12:26:26 [INFO] Elevators version 1.4.3 is enabled and linked to Permissions! 1 elevator in world "world" loaded.
    2011-10-16 12:26:26 [INFO] [Multiverse-Core] - Version 2.0-b279 Enabled - By Rigby and fernferret
    2011-10-16 12:26:26 [INFO] [Multiverse-Core] - Attached to Permissions
    2011-10-16 12:26:26 [INFO] [AllPay] - Version 3.0 - hooked into iConomy 5 for Multiverse-Core v2.0-b279
    2011-10-16 12:26:26 [INFO] [Multiverse-Core] - Multiverse Config -- Loaded
    2011-10-16 12:26:26 [INFO] [Multiverse-Core] - World Config -- Loaded
    2011-10-16 12:26:26 [INFO] Preparing start region for level 1 (Seed: 4372810488288591817)
    2011-10-16 12:26:27 [INFO] Preparing spawn area for netherworld, 56%
    2011-10-16 12:26:28 [INFO] 0 elevators in world "netherworld" loaded.
    2011-10-16 12:26:28 [INFO] Appleseed: 0 trees loaded in world netherworld.
    2011-10-16 12:26:28 [INFO] [Multiverse-Core] Loading World & Settings - 'netherworld' - NETHER
    2011-10-16 12:26:30 [INFO] PhoenixTerrainMod: settings for 'taru' loaded
    2011-10-16 12:26:30 [INFO] PhoenixTerrainMod: enabled for 'taru'
    2011-10-16 12:26:30 [SEVERE] Could not pass event WORLD_INIT to PhoenixTerrainMod
    java.lang.NoClassDefFoundError: net/minecraft/server/NoiseGeneratorOctaves2
    at com.Khorn.PTMBukkit.Generator.BiomeManagerPTM.<init>(BiomeManagerPTM.java:25)
    at com.Khorn.PTMBukkit.PTMPlugin.WorldInit(PTMPlugin.java:143)
    at com.Khorn.PTMBukkit.Listeners.PTMWorldListener.onWorldInit(PTMWorldListener.java:20)
    at org.bukkit.plugin.java.JavaPluginLoader$57.execute(JavaPluginLoader.java:656)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:339)
    at org.bukkit.craftbukkit.CraftServer.createWorld(CraftServer.java:530)
    at org.bukkit.Bukkit.createWorld(Bukkit.java:154)
    at org.bukkit.WorldCreator.createWorld(WorldCreator.java:191)
    at org.bukkit.craftbukkit.CraftServer.createWorld(CraftServer.java:476)
    at com.onarandombox.utils.WorldManager.addWorld(WorldManager.java:99)
    at com.onarandombox.utils.WorldManager.loadWorlds(WorldManager.java:384)
    at com.onarandombox.MultiverseCore.MultiverseCore.onEnable(MultiverseCore.java:137)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:170)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:957)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:280)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:171)
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:154)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:297)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:284)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:152)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:348)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    Caused by: java.lang.ClassNotFoundException: net.minecraft.server.NoiseGeneratorOctaves2
    at java.net.URLClassLoader$1.run(URLClassLoader.java:217)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:36)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:24)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
    ... 23 more
    2011-10-16 12:26:30 [INFO] Preparing start region for level 2 (Seed: 4395171320875496010)
    2011-10-16 12:26:31 [INFO] Preparing spawn area for taru, 56%
    2011-10-16 12:26:32 [INFO] 0 elevators in world "taru" loaded.
    2011-10-16 12:26:32 [INFO] Appleseed: 0 trees loaded in world taru.
    2011-10-16 12:26:32 [INFO] [Multiverse-Core] Loading World & Settings - 'taru' - NORMAL & Custom Generator: PhoenixTerrainMod
    2011-10-16 12:26:32 [INFO] [Multiverse-Core] 2 - World(s) loaded.
    2011-10-16 12:26:32 [INFO] [HeroBounty] HeroBounty version 1.8.0 enabled.
    2011-10-16 12:26:32 [INFO] [HeroBounty] Permissions 2.7.4 found.
    2011-10-16 12:26:32 [INFO] [HeroBounty] Payment method found (iConomy version: 5)
    2011-10-16 12:26:32 [INFO] [Minecart Mania] Debug mode switched to NORMAL
    2011-10-16 12:26:32 [INFO] The automatic update-Check only work every 6 hours, the last check was 110 minutes ago.
    2011-10-16 12:26:33 [INFO] [Minecart Mania] MinecartManiaCore version 1.2.8 is enabled!
    2011-10-16 12:26:33 [INFO] [SpeedMeter]: SpeedMeter 0.2.0 enabled
    2011-10-16 12:26:33 [INFO] [WhoAreYou] Using Permissions for user permissions
    2011-10-16 12:26:33 [INFO] [WhoAreYou] Version 0.3 enabled!
    2011-10-16 12:26:33 [INFO] HigherExplosives: Using Permissions plugin that looks like version 2.7.4
    2011-10-16 12:26:33 [WARNING] HigherExplosives 2.0: Found a configuration file for a different version (1.5.2). Going to try using it anyway.
    2011-10-16 12:26:33 [WARNING] HigherExplosives 2.0: Found a configuration file for a different version (1.5.2). Going to try using it anyway.
    2011-10-16 12:26:33 [WARNING] HigherExplosives 2.0: Found a configuration file for a different version (1.5.2). Going to try using it anyway.
    2011-10-16 12:26:33 [WARNING] HigherExplosives 2.0: Found a configuration file for a different version (1.5.2). Going to try using it anyway.
    2011-10-16 12:26:33 [INFO] HigherExplosives 2.0 primed and ready
    2011-10-16 12:26:33 [SEVERE] Error occurred while enabling Cookbook v1.4.6 (Is it up to date?): tried to access field net.minecraft.server.ItemStack.damage from class com.fullwall.cookbook.Cookbook
    java.lang.IllegalAccessError: tried to access field net.minecraft.server.ItemStack.damage from class com.fullwall.cookbook.Cookbook
    at com.fullwall.cookbook.Cookbook.populateRecipes(Cookbook.java:367)
    at com.fullwall.cookbook.Cookbook.onEnable(Cookbook.java:55)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:170)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:957)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:280)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:171)
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:154)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:297)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:284)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:152)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:348)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    2011-10-16 12:26:33 [INFO] noEnderman version 0.2 is enabled.
    2011-10-16 12:26:33 [INFO] SpoutWallet v1.4.1 is now enabled!
    2011-10-16 12:26:33 [INFO] [SpoutWallet] Payment method found (iConomy version: 5)
    2011-10-16 12:26:33 [INFO] [BBROTHER] ------------------------------------
    2011-10-16 12:26:33 [INFO] [BBROTHER] Hello, and thank you for using the TESTING version of BigBrother!
    2011-10-16 12:26:33 [INFO] [BBROTHER] Please note that, since this is far from complete, there will be many bugs.
    2011-10-16 12:26:33 [INFO] [BBROTHER] IF YOU FIND ANY BUGS, PLEASE REPORT THEM ON http://bugs.nexisonline.net/bb
    2011-10-16 12:26:33 [INFO] [BBROTHER] Please stay tuned in irc.7chan.org #bigbrother for updates and build notifications.
    2011-10-16 12:26:33 [INFO] [BBROTHER] ------------------------------------
    2011-10-16 12:26:33 [INFO] [BBROTHER] BBData MySQL Driver r1 loaded!
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #1 - BrokenBlock
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #2 - PlacedBlock
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #3 - DestroySignText
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #4 - Teleport
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #5 - DeltaChest
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #6 - Command
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #7 - Chat
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #8 - Disconnect
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #9 - Login
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #10 - DoorOpen
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #11 - ButtonPress
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #12 - LeverSwitch
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #13 - CreateSignText
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #14 - LeafDecay
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #15 - FlintAndSteel
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #16 - TNTExplosion
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #17 - CreeperExplosion
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #18 - MiscExplosion
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #19 - ChestOpen
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #20 - BlockBurn
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #21 - Flow
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #22 - DropItem
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #23 - PickupItem
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #24 - SignDestroyed
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #25 - Heartbeat
    2011-10-16 12:26:33 [INFO] [BBROTHER] Action #26 - BlockPistoned
    2011-10-16 12:26:34 [INFO] [BBROTHER] Permissions enabled using: Permissions v2.7.4
    2011-10-16 12:26:34 [INFO] [BBROTHER] 'Help' support enabled
    2011-10-16 12:26:34 [INFO] [BBROTHER] BigBrother 1.11.0-SNAPSHOT (build #679) enabled!
    2011-10-16 12:26:34 [INFO] [Minecart Mania] MinecartManiaChestControl version 1.2.5 is enabled!
    2011-10-16 12:26:34 [INFO] [SortInventory] Permissions3/SuperpermBridge is detected. Permissions v2.7.4
    2011-10-16 12:26:34 [INFO] [SortInventory] OBS. More than one permission system detected. The test sequence is: PermissionsBukkit, Permissions/PermissionsBridges, PermissionsEx
    2011-10-16 12:26:34 [INFO] [SortInventory] Spout is detected.
    2011-10-16 12:26:34 [INFO] [SortInventory] SortInventory version 1.4 is enabled!
    2011-10-16 12:26:34 [INFO] [SpoutFlight] Found and will use plugin Permissions v2.7.4
    2011-10-16 12:26:34 [INFO] [SpoutFlight] version 0.11 is now enabled.
    2011-10-16 12:26:34 [INFO] [PlayerEditor] PlayerEditor v0.9.2 is intializing
    2011-10-16 12:26:34 [INFO] [PlayerEditor] SQLite Initializing
    2011-10-16 12:26:34 [INFO] [PlayerEditor] PlayerEditor v0.9.2 is finished initializing.
    2011-10-16 12:26:34 [SEVERE] Error occurred while enabling MinecartManiaAutomations v1.2.2 (Is it up to date?): com.afforess.minecartmaniacore.debug.MinecartManiaLogger.info(Ljava/lang/String;)V
    java.lang.NoSuchMethodError: com.afforess.minecartmaniacore.debug.MinecartManiaLogger.info(Ljava/lang/String;)V
    at com.afforess.minecartmaniaautomations.MinecartManiaAutomations.onEnable(MinecartManiaAutomations.java:20)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:170)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:957)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:280)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:171)
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:154)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:297)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:284)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:152)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:348)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    2011-10-16 12:26:34 [SEVERE] Error occurred while enabling MinecartManiaAdminControls v1.2.7 (Is it up to date?): com.afforess.minecartmaniacore.debug.MinecartManiaLogger.log(Ljava/lang/String;)V
    java.lang.NoSuchMethodError: com.afforess.minecartmaniacore.debug.MinecartManiaLogger.log(Ljava/lang/String;)V
    at com.afforess.minecartmaniaadmincontrols.permissions.PermissionManager.<init>(PermissionManager.java:25)
    at com.afforess.minecartmaniaadmincontrols.MinecartManiaAdminControls.onEnable(MinecartManiaAdminControls.java:36)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:170)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:957)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:280)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:171)
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:154)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:297)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:284)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:152)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:348)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    2011-10-16 12:26:35 [SEVERE] Error occurred while enabling MinecartManiaSignCommands v1.2.8 (Is it up to date?): com.afforess.minecartmaniacore.debug.MinecartManiaLogger.debug(Ljava/lang/String;)V
    java.lang.NoSuchMethodError: com.afforess.minecartmaniacore.debug.MinecartManiaLogger.debug(Ljava/lang/String;)V
    at com.afforess.minecartmaniasigncommands.SignCommandsSettingParser.isUpToDate(SignCommandsSettingParser.java:33)
    at com.afforess.minecartmaniacore.config.MinecartManiaConfigurationParser.read(MinecartManiaConfigurationParser.java:47)
    at com.afforess.minecartmaniasigncommands.MinecartManiaSignCommands.onEnable(MinecartManiaSignCommands.java:44)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:170)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:957)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:280)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:171)
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:154)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:297)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:284)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:152)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:348)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    2011-10-16 12:26:35 [INFO] [JukeBukkit] Enabled
    2011-10-16 12:26:35 [SEVERE] Error occurred while enabling MinecartManiaStation v1.2.5 (Is it up to date?): com.afforess.minecartmaniacore.debug.MinecartManiaLogger.debug(Ljava/lang/String;)V
    java.lang.NoSuchMethodError: com.afforess.minecartmaniacore.debug.MinecartManiaLogger.debug(Ljava/lang/String;)V
    at com.afforess.minecartmaniastation.StationSettingParser.isUpToDate(StationSettingParser.java:33)
    at com.afforess.minecartmaniacore.config.MinecartManiaConfigurationParser.read(MinecartManiaConfigurationParser.java:47)
    at com.afforess.minecartmaniastation.MinecartManiaStation.onEnable(MinecartManiaStation.java:28)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:170)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:957)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:280)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:171)
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:154)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:297)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:284)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:152)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:348)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    2011-10-16 12:26:35 [INFO] [elRegions]elRegions v1.2 is enabled!
    2011-10-16 12:26:35 [INFO] [elRegions] Payment method found (iConomy version: 5)
    2011-10-16 12:26:35 [INFO] Server permissions file permissions.yml is empty, ignoring it
    2011-10-16 12:26:35 [INFO] Done (1.580s)! For help, type "help" or "?"
    2011-10-16 12:26:35 [INFO] New max size: 484
    2011-10-16 12:26:35 [INFO] New max size: 784
    2011-10-16 12:26:35 [INFO] ControllerBlock: Loaded v4 data - 20 ControllerBlocks loaded
    2011-10-16 12:26:38 [INFO] [BBROTHER] Removed 0 records older than 720h00m00s in 0h00m00s.

    And, after that, can't connect, getting



    2011-10-16 12:20:28 [INFO] root [/81.65.231.213:57725] logged in with entity id 657 at ([taru] -559.9231923266553, 128.00734690934183, -65.30915313781546)
    2011-10-16 12:20:28 [INFO] Loaded world: taru
    2011-10-16 12:20:29 [INFO] Disconnecting root [/81.65.231.213:57725]: Internal server error
    2011-10-16 12:20:29 [WARNING] Failed to handle packet: java.lang.NullPointerException
    java.lang.NullPointerException
    at com.Khorn.PTMBukkit.Generator.ChunkProviderPTM.generate(ChunkProviderPTM.java:404)
    at org.bukkit.craftbukkit.generator.CustomChunkGenerator.getOrCreateChunk(CustomChunkGenerator.java:31)
    at net.minecraft.server.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:72)
    at net.minecraft.server.PlayerInstance.<init>(PlayerInstance.java:31)
    at net.minecraft.server.PlayerManager.a(PlayerManager.java:45)
    at net.minecraft.server.PlayerManager.addPlayer(PlayerManager.java:84)
    at net.minecraft.server.ServerConfigurationManager.c(ServerConfigurationManager.java:139)
    at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:121)
    at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:80)
    at net.minecraft.server.Packet1Login.a(SourceFile:59)
    at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
    at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:46)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:94)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:471)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    2011-10-16 12:20:29 [INFO] root lost connection: disconnect.endOfStream


    Does anyone know how to fix it? (I use RB#1317)
    Thanks in advance.
     
  27. Offline

    KnurlDeSilex

    Okay, I found out that resource values ​​can be changed in the biomes setting files ... The problem is that there is not supported by anything less than 1!! This is weird! Maybe in the next version will at least 0.1 or -1?? Please!
     
  28. Offline

    Zuber

    Hey guys, I want to make little floatings islands for my server.

    There is my config :

    Code:
    <Possible modes : Normal, TerrainTest, NotGenerate, OnlyBiome>
    Mode:Normal
    
    <Biome Generator Variables>
    
    <Old biome generator works only with old terrain generator!>
    oldBiomeGenerator:false
    oldBiomeSize:6.0
    biomeSize:3
    landSize:5
    riversEnabled:true
    minMoisture:0.3
    maxMoisture:1.0
    minTemperature:0.4
    maxTemperature:1.0
    snowThreshold:0.01
    iceThreshold:0.01
    
    <Swamp Biome Variables>
    muddySwamps:false
    claySwamps:true
    swampSize:3
    
    <Desert Biome Variables>
    waterlessDeserts:false
    desertDirt:false
    desertDirtFrequency:0
    
    <Terrain Generator Variables>
    oldTerrainGenerator:false
    waterLevel:0
    waterBlock:-1
    maxAverageHeight:0.1
    maxAverageDepth:0.1
    fractureHorizontal:0.0
    fractureVertical:0.0
    volatility1:50.0
    volatility2:0.0
    volatilityWeight1:0.5
    volatilityWeight2:0.5
    disableBedrock:true
    ceilingBedrock:false
    flatBedrock:false
    bedrockobsidian:false
    disableNotchHeightControl:false
    CustomHeightControl:0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
    
    <Map objects>
    StrongholdsEnabled:true
    VillagesEnabled:false
    MineshaftsEnabled:false
    
    <Replace Variables>
    removeSurfaceStone:false
    ReplacedBlocks:None
    
    <BOB Objects Variables>
    customObjects:true
    objectSpawnRatio:1
    denyObjectsUnderFill:false
    customTreeMinTime:60
    customTreeMaxTime:600
    
    <Underground Lake Variables>
    undergroundLakes:true
    undergroundLakesInAir:true
    undergroundLakeFrequency:2
    undergroundLakeRarity:5
    undergroundLakeMinSize:40
    undergroundLakeMaxSize:60
    undergroundLakeMinAltitude:0
    undergroundLakeMaxAltitude:50
    
    <Cave Variables>
    caveRarity:7
    caveFrequency:40
    caveMinAltitude:8
    caveMaxAltitude:128
    individualCaveRarity:25
    caveSystemFrequency:1
    caveSystemPocketChance:0
    caveSystemPocketMinSize:0
    caveSystemPocketMaxSize:4
    evenCaveDistribution:false
    
    <Canyon Variables>
    canyonRarity:1
    canyonMinAltitude:20
    canyonMaxAltitude:68
    canyonMinLength:84
    canyonMaxLength:85
    canyonDepth:3.0
    
    But my island are too bigs, to large, they come too high and too far down :(
    How can I solve that ? With which config ?
     
  29. Offline

    SabbyKat

    ok well volatility at FIFTY is kind of insane :p

    try this for settings:

    waterLevel:64
    maxAverageHeight:7.0
    maxAverageDepth:-0.3
    fractureHorizontal:0.4
    fractureVertical:8.0
    volatility1:0.5
    volatility2:0.5
    volatilityWeight1:0.1
    volatilityWeight2:0.1

    This is a world I utilized a while ago, and created what you're asking (though there is land below - if you don't wish land, that would be different).

    Also, Khorn, I found the issue.

    It is biome surface (since there's a point in the config AND each biome, I didn't account for both, but just tinkered with it and got the change).

    The issue is, biome surface also dictates how torn up biomes are by random lakes, as well as biome height! I find this very silly.

    Is there any chance you could modify the water-content of biomes and height of biomes, into two distinct settings? as I really want a 65-69 height plains, but at that, over 50-80% of the biome is devoured by bloody sporadic mini oceans/lakes! :(

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 18, 2016
  30. Offline

    Zuber



    THX VERY MUCH GUY ! :D

    But ... the problem is : I want ONLY floating island. But with your config, there is a "normal" ground under the islands, and I want only the void ... How can I do that ?
     
  31. Offline

    SabbyKat

    Only the void? Hmm... I was tinkering with a setting to create 'spires' that floated over the void with no oceans or bedrock - just gaping chasms about 50-120 wide between spires. Lemme try to recall this...

    1.8 changed a lot of the code it seems, so it's hard to get this right. But I remember it had something to do with water level, the 'remove bedrock' function, and average depth and vertical fracturing. I'm gonna go tinker with this myself for a moment if my server stops freezing from this plugin, so I can actually generate a single world *sigh*
     

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