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Mskitten87

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Posts posted by Mskitten87

  1. 3 hours ago, Jugginator said:

     

    Second thought make sure the map is made with 12,288 as the size not a flat 12,000 if that was the map size. Can try just a fresh map without any mods and see if it still happens.

    Yeah it is 12288 It stops always at the same mark sadly.

  2. Hello posting this incase anyone has an idea this is a windows dedicated server. i'm trying to run the visitmap command then render but at 20-25% i get the below error. does anyone have an idea how to bypass it?

     

    2021-06-28T15:05:24 1121.596 ERR Exception in thread GenerateChunks:
    2021-06-28T15:05:24 1121.596 EXC Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
    ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
      at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <567df3e0919241ba98db88bec4c6696f>:0 
      at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 
      at (wrapper dynamic-method) WorldDecoratorBlocksFromBiome.WorldDecoratorBlocksFromBiome.decoratePrefabs_Patch2(WorldDecoratorBlocksFromBiome,World,Chunk,Chunk,Chunk,Chunk,GameRandom)
      at WorldDecoratorBlocksFromBiome.DecorateChunkOverlapping (World _world, Chunk _chunk, Chunk cXp1Z, Chunk cXZp1, Chunk cXp1Zp1, System.Int32 seed) [0x00210] in <858b342e2ec84f598a70e52b667e9627>:0 
      at ChunkProviderGenerateWorld.tryToDecorate (Chunk _chunk) [0x000ca] in <858b342e2ec84f598a70e52b667e9627>:0 
      at ChunkProviderGenerateWorld.updateDecorationsWherePossible (Chunk chunk) [0x00053] in <858b342e2ec84f598a70e52b667e9627>:0 
      at ChunkProviderGenerateWorld.GenerateSingleChunk (ChunkCluster cc, System.Int64 key, System.Boolean _forceRebuild) [0x0018e] in <858b342e2ec84f598a70e52b667e9627>:0 
      at ChunkProviderGenerateWorld.thread_GenerateChunks (ThreadManager+ThreadInfo _threadInfo) [0x0003a] in <858b342e2ec84f598a70e52b667e9627>:0 
      at ThreadManager.myThreadInvoke (System.Object _threadInfo) [0x0005d] in <858b342e2ec84f598a70e52b667e9627>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    Logger:masterLogException(Exception)
    Logger:Exception(Exception)
    Log:Exception(Exception)
    ThreadManager:myThreadInvoke(Object)
    System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
    System.Threading.ThreadPoolWorkQueue:Dispatch()
    System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
     
    (Filename: <567df3e0919241ba98db88bec4c6696f> Line: 0)
    2021-06-28T15:05:24 1121.600 INF Exited thread GenerateChunks
    
     

     

  3. 24 minutes ago, KingSlayerGM said:

    Thanks for reporting I am going to check whats wrong.

    yes, there is a limit in pixel size when loading an image. Normally I told KG to ignore the limit but in one part of the code I forgot. I am gonna fix it.

    I think its already done mine is generating with pixel limits  just fine

  4. On 6/26/2021 at 10:27 AM, KingSlayerGM said:

    The cumminity heightmap download feature is ready for its first release :)
    I still want to try to improve generation of roads though. I think I can release KG11 tomorrow night :)

     

    @scallipus what's the optimal water level for the hm you submitted? It doesn't see to be the default 43...

    nice cant wait to see it released today! been dying for some rivers lol

  5. so i have spent the last 2 days going through trying to get all the DF Ores to spawn in all biomes i have the boulder rocks working but how do i go about getting it so they also spawn under the map/generate? trying to add it so each biome has all above/under but am having a hard time doing the under the world one.

  6. yes

     

    first install valmod - then COMPOPACK

     

    (dont use the rwgmixer.xml from valmod when u want to use the CP)

     

    The CP needs the CP-rwgmixer.xml to work correctly.

     

    ty is there a way to say without screwing it up as i am good at that it seems to make the towns pretty large and full with buildings like 400x900 but with every prefab in guild generated? vs say. way city/corn are set up i like but i dislike whole wasteland effect and trying for like a full forest/snow bio generated without the burning/plains/desert/waste. i still get it. maybe i was doing it wrong before but i removed them from biomes and putem in the no to list but still got them.

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