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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    You fixed underground lakes!
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    was doing some videos of our server and did one of our terrain

    the encoding aint perfect (im still working out varouse methods etc to deal with fraps giving me 4gig files!) but i thought i would share part 4 on here as its about the terrain (ignore the anti griefer rant at the end)

    @Khorn thank you for the amazing generation plugin!

    im hoping when 1.8 comes out u can port the adventuer stuff over so we can keep the cool customisation and still have the new npc village stuff and with luck more height (512 block height lol 512!?!?)

    helps if i add the video lol

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    I've attempted probably about two dozen times to reload the plugin (All successful), including numerous deletions of the files (.jar and the folder it generates), re-downloading the file, and several server restarts. I still have no config file. It's getting rather irritating.

    Nevermind. Just me not doing things quite as they should have been.
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    am i the only one thats multiverse dosnt have a genrator opition

    how do i copy the the generator thing for multiverse because mine comesomup wioth an error

    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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    read the first post

    failing that look through the six pages all info is here and double posting with giant text will get you know where, tbh my mouse hovered over the report button
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    I have some good news for all you Phoenix Terrain Modders out there.

    As you may already know, RTB, the original creator of Phoenix Terrain Mod for SSP and SMP is no longer supporting PTM for personal irl reasons.

    However the Bukkit plugin will continue. I have spoken with Khorn and he has every intention of continueing bukkit support for Phoenix Terrain Mod. Whether that includes the SSP mod or the SMP I am unsure.

    The good news is, Khorn and I have reached an agreement and partnership regarding the Phoenix Terrain Mod. As an official Sponsor of Phoenix Terrain Mod will be hosting Phoenix Terrain Mod Bukkit plugin's website.

    We will work on implementing better documentation, tutorials, forums and BOB repository in order to improve support for the community and Phoenix Terrain Mod.

    I will keep you updated here however hopefully these changes will help improve your experience with Phoenix Terrain Mod and help the community in general with any issues with the plugin in general.

    Thank you
    poiNt_3D, mrgreaper and Fyrecrypts like this.
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    Can this be used with XCraftGate? I cant run Multiverse with groupmanager and I dont know what plugins to use instead of essentials to cover all the features of essentials. And my bukkit.yml in my server is defaults with noplace
    to put worlds... just the default
        spawn-radius: 16
        permissions-file: permissions.yml
        update-folder: update
        - version
        username: bukkit
        isolation: SERIALIZABLE
        driver: org.sqlite.JDBC
        password: walrus
        url: jdbc:sqlite:{DIR}{NAME}.db
    It sais permissions.yml but Im not using permissions. im using groupManager.
    been running my server for 2 months with the file like that. so. im lost.

    I dont want to overwrite my world or something.


    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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    If I crop out most of my map except our main city, and then regenerate the pre-existent seed with the Pheonix Terrain Mod, will the newly regenerated landscape still match up with the cropped (generated during that same seed before this mod)? I just want to make sure I don't get chunks that are oceans connected to half-mountains like you would if you generated a new seed.
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    Yeah it works without multiverse

    Just add the code beneath the default code

    Also always try it on a test world

    Keep the questions coming I'm going to make sure this is out plain and simple on the site that's coming

    No it will not match up i suggest using world edit to import your city inti a generated ma

    Or if you have time you can use world edit or voxelsniper to make the landscape fit

    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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    Okey, now it worked. Was not reading it correct xD
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    got it again. whew.
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    make sure it is named PhoenixTerrainMod.ini

    If you got it to work in single player it should work in multi.

    Also make sure you run the plugin once, then stop the server, then run it again. There should be a folder and in the folder you should put the world files, i have a post up above that shows the directory concatination as to where everything goes.

    This will be one of the things available on the site a zip file with example files of a setup

    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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    Fantastic news on the continued PTM development/support, and answers some questions I was coming here to consider asking! I bet/hope this leads to slightly more tight support for Bukkit as well. "Standard" PTM bukkit releases had kind of a tendency to lag behind. I assume this thread will remain active for releases of/conversation about the Bukkit releases? Also, will those be continuing to take plugin form, rather than going back to "vanilla" PTM's separate .jar format?
    By the by, it's probably already been noted, but R-T-B has put out his final versions and source code. Just an FYI for anyone who also uses PTM for single-player and didn't notice the update. (Augh, too many acronyms!)
    Also, does anyone know if PTM is known to be incompatible with anything that spawns alternative terrain features, like Nandonalt's reef or tree mods? I am relatively sure I've gotten those working with it before in SSP (or maybe I just didn't have PTM running correctly and that's why they did), but at least this version of PTM seems to muscle them out when they're run in SMP via Itemcraft.
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    Heres the bukkit.yml for thro who want it and havine issues rember USE NOTEPAD++

        spawn-radius: 16
        permissions-file: permissions.yml
        update-folder: update
        - version
        username: bukkit
        isolation: SERIALIZABLE
        driver: org.sqlite.JDBC
        password: walrus
        url: jdbc:sqlite:{DIR}{NAME}.db
            generator: PhoenixTerrainMod
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    Yes it is thread about Bukkit plugin form and i will not do "vanilla" PTM more ( I did it since version 1.3 ... in a varying degree)
    Duno about another spawn plugins but if its adds new populator only - it will work.
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    Darn it. I've managed to confirm this overrides/negates both Nandonalt's More Trees and Reef mods, at least in multiplayer. It's a problem with PTM it seems, not this plugin, as using the vanilla version of the final release shows the same problem. Just bringing it to the table. I don't know for certain if it conflicts in SSP as well.
    Note: This means running these mods through Itemcraft, as they cannot otherwise be run in SMP. I do not know if the conflict is in Itemcraft or in the mods or their Itemcraft plugins. However, other Itemcraft mods that do not require any new terrain to generate seem to work just as well with PTM as without it.
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    Permissions: (Yeti) saving data...
    Permissions: (Yeti) saved all data.
    Permissions: (Yeti) disabled successfully.
    CONSOLE: CraftBookCircuits: Permissions plugin detected! Using Permissions plugin for permissions.
    CONSOLE: WorldEdit: Permissions plugin detected! Using Permissions plugin for permissions.
    CONSOLE: WorldGuard: Permissions plugin detected! Using Permissions plugin for permissions.
    CONSOLE: WorldGuard 5.2.2 disabled.
    CONSOLE: PhoenixTerrainMod v0.6.4 is now disabled
    CONSOLE: This server is running Craftbukkit version git-Bukkit-0.0.0-945-g73697a4-b1000jnks (MC: 1.7.3)
    CONSOLE: MLog clients using java 1.4+ standard logging.
    Permissions: (Yeti) was initialized.
    Permissions: version [3.1.6] (Yeti) loaded
    CONSOLE: PhoenixTerrainMod v0.6.4 is now enabled
    CONSOLE: PhoenixTerrainMod: Error creating world dir
    CONSOLE: BOB Plugin system encountered an error, aborting!
    CONSOLE: PhoenixTerrainMod Bukkit version 0.6.4 Loaded!
    CONSOLE: Loaded Essentials build 2.5.6 by [Zenexer, ementalo, Aelux, Brettflan, KimKandor, snowleo, ceulemans, Xeology]
    CONSOLE: CraftBookMechanisms 101-fe0e96e enabled.
    CONSOLE: CraftBookMechanisms: Permissions plugin detected! Using Permissions plugin for permissions.
    CONSOLE: 1 cauldron recipe(s) loaded
    CONSOLE: CraftBookCircuits 101-fe0e96e enabled.
    CONSOLE: CraftBookCircuits: Permissions plugin detected! Using Permissions plugin for permissions.
    CONSOLE: CraftBookCircuits: Permissions plugin detected! Using Permissions plugin for permissions.
    CONSOLE: CraftBook: Enumerating chunks for self-triggered components...
    CONSOLE: CraftBook: 1250 chunk(s) for 2 world(s) processed (0s elapsed)
    CONSOLE: CraftBookCommon 101-fe0e96e enabled.
    CONSOLE: CraftBookCommon: Permissions plugin detected! Using Permissions plugin for permissions.
    CONSOLE: Initializing c3p0- [built 21-May-2007 15:04:56; debug? true; trace: 10]
    CONSOLE: Loaded EssentialsProtect build 2.5.6 by essentials team
    Jail: Loaded 0 jail zones.
    Jail: Loaded 0 prisoners.
    Jail: Loaded 0 cells.
    CONSOLE: CraftBookVehicles 101-fe0e96e enabled.
    CONSOLE: CraftBookVehicles: Permissions plugin detected! Using Permissions plugin for permissions.
    CONSOLE: WorldEdit 4.6 enabled.
    CONSOLE: WorldEdit: Permissions plugin detected! Using Permissions plugin for permissions.
    CONSOLE: Loaded EssentialsSpawn build 2.5.6 by essentials team
    CONSOLE: Loaded EssentialsXMPP build 2.5.6 by essentials team
    CONSOLE: Loaded EssentialsGeoIP build 2.5.6 by essentials team
    CONSOLE: This product includes GeoLite data created by MaxMind, available from
    CONSOLE: WorldGuard: Permissions plugin detected! Using Permissions plugin for permissions.
    CONSOLE: Loaded EssentialsChat build 2.5.6 by essentials team
    CONSOLE: WorldGuard: (world) Single session is enforced.
    I keep getting a "error creating world dr"
    and BOBplugin errors
    the server is also not making a .yml file
    if it hels i'm also using mcmyadmin
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    Hmm thanks. I will think about it.
  20. Offline


    Make sure your user you are running the server under has write permissions for the plugins folder

    Use chmod or chown on Linux for this
  21. Offline


    I seem to be having some trouble with world generation, I'm getting these 'sliced' tiles that don't belong in the location they're set. Almost like putting a puzzle piece in the wrong place, it's hard to describe but you can see it on the web map.
    Running bukkit 1038 with these mods:
    Show Spoiler

    Armageddon v2.3
    AutoRepair v1.11.4
    BO2Populator v1.0
    BaseBukkitPlugin v1.5
    Bedrock v0.7
    BetterSnow v1.3
    BleedingMobs v2.1
    BukkitCompat vr15A
    BukkitContrib v0.1.7
    BukkitContribEssentials v0.1.3
    Cenotaph v1.6.2
    Citizens v1.0.9
    CommandHelper v3.1.2
    Elevators v1.4.3
    EpicQuest v0.4.3
    Essentials v2.5.6
    EssentialsSpawn v2.5.6
    EssentialsXMPP v2.5.6
    ForeverALoad v0.4
    HeroicDeath v1.8.2.157
    IntelliDoors v1.1.7
    KonseptGate v0.2
    LagMeter v0.1
    Landmarks v0.2
    LibertasLoader v1.2.1
    LivingBuilding v3
    Lockette v1.3.8
    LogBlock v1.24
    MagicCarpet v1.5.6
    MarcoPolo v0.2
    MeasuringTape v0.8d
    MinecartManiaChestControl v1.2.5
    MinecartManiaCore v1.2.8
    MinecartManiaSignCommands v1.2.8
    MinecartManiaStation v1.2.5
    MinecraftViewer v1.0d
    MoveCraft v0.6.9 Final Beta
    MultiInv v2.3.0
    MultiVerse v1.7.2
    Multiverse-Core v2.0-b181
    MyWolf v0.4.8
    NPCQuester v2.3.1
    OtherBlocks v1.81
    Pail v0.3.1
    PaintingSwitch v0.3
    Permissions v2.7.7
    PermissionsBukkit v1.1
    PhoenixTerrainMod v0.5
    PluginsManager v11.07.08
    PorteCoulissante v1.2.1
    Quantum Connectors v0.3.4
    Residence v2.3.7
    RetractableBridge v1.3.6
    Runecraft v0.4
    SignClock v1.7.2
    SlowHealth v3.2.0
    SpawnMob v1.9.6
    SpeedSign v0.8
    Stackable v0.5.1
    Stargate v0.5.5
    Statistician v1.3
    StreetLamps v0.6
    Tables v0.4.1
    War v1.6 (de Gaulle) PREVIEW 4
    WorldEdit v4.6
    WorldGuard v5.2.2
    XSigns v0.7
    ZombieCraft v0.4.2
    dynmap v0.21
    iAuction v3.5
    iConomy v5.01
    lib24time v0.5
    mChat v1.7.8
    mcMMO v1.0.49

    Any suggestions would be very appreciated, my wife is going to kill me if I tell her we need to regen the world.
  22. Offline


    Always back up before starting

    In any case it just sounds like you have not implemented it correctly

    On second thought, you cannot add the generator to an existing map without getting these sliced chunks it may be working but that is to be expected when applying it to an existing map

    New Map needs to be generated as new
  23. Offline


    it was a newly generated map with phoenix, not existing.
  24. Offline


    Ah it might be your settings . Ini or again it wa not implemented correctly at what point did it generate these chunks?

    Did you start out generating fine then they just appeared?

    Keep in mind this is for build 1000 and also chunk errors can be caused by lack of memory improper shutdowns which causes improper saving of the level.

    Your using alot of plugins :confused: so hah may be a possibility

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


    I've played around with this plugin for quite a while and really like a lot of the features, however one very important thing that I need to generate my world is missing. I failed to find anything that would allow you to replace all the dirt that generates with stone, or all the stone that generates with dirt, etc. People have said that I could just use McEdit but I need the world to be huge, about 2500x2500 and I don't want to try to replace hundreds of millions of blocks. It would be really great if you could add a feature that would let you replace blocks with other blocks BEFORE they generate so I dont have to do it manually. Im not sure if there is something like this out there already, but I sure couldnt find it.
  26. Offline


    It is in there but I'm a bit fuzzy on the format it's under

    I believe in a thread I read you have to have to move the blocks around to do a straight replace


    Replace grass with cobblestone
    TouchPro2 likes this.
  27. Offline


    no I noticed it after initial generation, I'd seen it before with just stock generation but it was very rare then, now it's extremely prevalent as you can see in the web map, oddly the maps generated prior to phoenix with phoenix running now are fine, it's just the phoenix gen'd world. The worldsettings.ini is basically stock, I think all I changed really was flat bedrock and fracture horizontal to minimize the little islets I kept getting with standard generation. Any idea in the ini as how I might adjust it to prevent it from recurring in newly explored areas?

    ps: oh and mem shouldn't be the problem, have 8gig and 3gig dedicated to the game, I"ve never gotten near that even during generation.
  28. Offline


    Oh wow, thanks!
  29. Offline


    Then I'd check it with build 1000 again this plugin was made for bukkit build 1000
  30. Offline


    I was under the impression that multiverse 2 didn't work on 1000, and that mv2 was the preferred version for use with phoenix? lol I'm probably annoying you at this point.
  31. Offline


    Hah no problem. I dont know about preferred use? I use the previous build of multiverse on my server with no issues between this one and bukkit. Its just a way to set it up. Although with the cocktail of plugins youve got brewing on your server it will be hard to pinpoint the problem heh. Are you currently running one world? Or multiples?

    Actually i have to thank you, thanks to your post i think i just realized how to make my snow map :D

    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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