Realistic Terrain Generation

Realistic Terrain Generation

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BattleTowers conflict config RTG rc2

SvEgiiVEteR opened this issue ยท 9 comments

commented

using
RPG-1.7.10-0.5.0-RC-2.jar
breaks config file BattleTowers.cfg

biomespawnallowed {
B:=true
}
there has to be like this:

biomespawnallowed {
B:DesertHills=true
B:Ocean=true

because a broken config is not generated map. crash.
RPG-1.7.10-0.4 all ok

log
http://pastebin.ubuntu.com/14666383/

PS
I have another problem, but it seems you have solved it in RC3?
179e762
or am I mistaken?
CC+BOP+ RTG
creating a new world and 127 files in a folder saves\map\region\

commented

I set a new version RTG-1.7.10-0.5.0.jar. the problem remained the world is not generated with BattleTowers-1.7.10.jar...
the fix would not be? RTG-1.7.10-0.4.0.jar worked
http://hastebin.com/ihegoyukem.coffee

commented

This is the method that BattleTowers uses to generate the config option:

private boolean getIsBiomeAllowed(BiomeGenBase target)
{
    if (biomesMap.containsKey(target.biomeName))
    {
        return biomesMap.get(target.biomeName);
    }

    Configuration config = AS_BattleTowersCore.instance.configuration;
    config.load();
    boolean result = config.get("BiomeSpawnAllowed", target.biomeName, true).getBoolean(true);
    config.save();
    biomesMap.put(target.biomeName, result);
    return result;
}

It looks like it takes a biome as its only argument, searches the biome map for a biome, but for some reason it's not finding it.

@Team-RTG/readers Any idea why this would've worked in 0.4 and not in 0.5?

commented

Looks to me that the issue is that getIsBiomeAllowed() isn't even getting called now, so the problem is upstream. That code will leave a line in the config for every biome it's called for.

I believe it's searching its own biome map, something internal to BattleTowers. The name is coming out of the BiomeGenBase object.

commented

@AtomicStryker Any idea what might be happening here? We just recently updated RTG from 0.4 to 0.5, which was a pretty massive update for us, so any insight you could give would go a long way towards helping us track this one down.

commented

Well, Battletowers is reading the BiomeGenBase.biomeName field. The only reason why the config would be "empy" like that is when the field has an empty string. Check your biomes, there is atleast one with such a symptom. Of course, i should be checking the validity of that field (seeing as the config crashes when it writes an invalid value) but since this has literally never happened before ... i'd rather you fix the biome.

commented

An empty biome name came up affecting the WorldChunkManager. I papered it over and never got around to looking at what's empty.

commented

Just been debugging this one by dumping biome IDs of the biomes that are getting returned from the biomeCache here, and there are definitely biomes being returned that don't have biome names, but there doesn't seem to be any pattern to the nameless biomes from world to world. Deep Ocean, for example... sometimes it gets pulled from the cache with a name, and sometimes it doesn't. What's really confusing me though is... we're using vanilla biomes... and all of the vanilla biomes have biomeNames... so... how on earth could it be losing its name?

commented

Yep, that's exactly what it was.

Fixed in 3e4a874 and will be in the 0.5.1 release.

commented

Is it Realistic biomes that don't set their name from their source biomes?