RFT Dimensions freezes server after changing the config
Ocaff opened this issue ยท 13 comments
So, me and my friend tried to make the config so that it has a 100% chance of picking the specific parts we add with dimlets. but after changing the config, the unrealized dimension will load up to 99%, and then freeze the server. (It also freezes singleplayer)
Anyone know how to fix this?
0.95 did'nt seem to freeze. so im guessing thats as close to a 100% ill get :p but yeah, then i know that 100% (1.0) is freezing the game.
Configuration file
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dimletconstruction
#--------------------------------------------------------------------------------------------------------#
Dimlet construction related settings
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dimletconstruction {
# Maximum RF storage that the dimlet workbench can hold
I:dimletWorkbenchMaxRF=32000
# RF that the dimlet workbench needs for extracting one dimlet
I:dimletWorkbenchRFPerOperation=200
# RF per tick that the the dimlet workbench can receive
I:dimletWorkbenchRFPerTick=80
# Amount of ticks needed to fully absorb a biome essence
I:maxBiomeAbsorbtion=5000
# Amount of blocks needed to fully absorb material essence
I:maxBlockAbsorbtion=128
# Amount of ticks needed to fully absorb a feature essence
I:maxFeatureAbsorbtion=5000
# Amount of liquid blocks needed to fully absorb liquid essence
I:maxLiquidAbsorbtion=128
# Amount of injections needed to get a fully absorbed mob essence
I:maxMobInjections=10
# Amount of ticks needed to fully absorb a terrain essence
I:maxTerrainAbsorbtion=5000
# Amount of ticks needed to absorb the correct time
I:maxTimeAbsorbtion=10
}
##########################################################################################################
dimlets
#--------------------------------------------------------------------------------------------------------#
Dimlet related settings
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dimlets {
# Rarity factor for level 0
D:level0=500.0
# Rarity factor for level 1
D:level1=250.0
# Rarity factor for level 2
D:level2=150.0
# Rarity factor for level 3
D:level3=90.0
# Rarity factor for level 4
D:level4=40.0
# Rarity factor for level 5
D:level5=20.0
# Rarity factor for level 6
D:level6=1.0
}
##########################################################################################################
general
#--------------------------------------------------------------------------------------------------------#
Dimension related settings
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general {
# Behaviour when sleeping in an RFTools dimension: 0 = do nothing, 1 = explode, 2 = set spawn
I:bedBehaviour=0
# How much stronger mobs should be if spawned in a dimension with the brutal mobs dimlet
D:brutalMobsFactor=5.0
# If this is enabled then the dimension builder needs a correct owner before you can create dimensions with it
B:dimensionBuilderNeedsOwner=false
# If this is enabled the /rftdim safedel <id> command will also delete the DIM<id> folder. If false then this has to be done manually
B:dimensionFolderIsDeletedWithSafeDel=true
# RF per tick/per block for the dimension screen module
I:dimensionRFPerTick=6
# How much of the tick cost of the world is applied to the PFG cost, as a ratio from 0 to 1
D:dynamicPhaseCostAmount=0.05000000074505806
# If this is enabled then a dimension editor can delete a dimension that is owned by the same player as the dimension editor's player. This works by sending over a block of TNT
B:editorCanDeleteDimensions=false
# Enable the dimension builder recipe.
B:enableDimensionBuilderRecipe=true
# Enable dynamic scaling of the Phase Field Generator cost based on world tick cost
B:enableDynamicPhaseCost=false
# The chance that you get a dimlet parcel when killing an enderman. Set to 0 to disable
D:endermanDimletPartDrop=0.019999999552965164
# The maximum amount of dimensions per player. This requires that dimensions are build with an owned builder (dimensionBuilderNeedsOwner must be set). -1 means no maximum
I:maxDimensionsPerPlayer=-1
# The maximum amount of dimlet parts you get out of a dimlet parcel
I:maxParcelContents=6
# The minimum amount of dimlet parts you get out of a dimlet parcel
I:minParcelContents=3
# If this is enabled (non-craftable) owner dimlets are required to construct dimension tabs. This is useful on servers where you want to limit the amount of dimensions a player can make
B:ownerDimletsNeeded=false
# If this is enabled then regular players can delete their own dimensions using the /rftdim safedel <id> command
B:playersCanDeleteDimensions=false
# Randomize the seed when the dimension is created
B:randomizeSeed=false
# If this flag is true the player will respawn in the rftools dimension when he dies (unless power runs out)
B:respawnRfToolsDimension=false
# The RFTools dimension provider id (-1 means try to find one automatically)
I:rftoolsProviderId=-1
# Dimension to respawn in after you get kicked out of an RFTools dimension
I:spawnDimension=0
# How much stronger mobs should be if spawned in a dimension with the strong mobs dimlet
D:strongMobsFactor=2.0
# Set this to true if you want to make sure RFTools can only create void dimensions
B:voidOnly=false
}
##########################################################################################################
machines
#--------------------------------------------------------------------------------------------------------#
Machine related settings
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machines {
# Maximum RF storage that the dimension builder can hold
I:dimensionBuilderMaxRF=10000000
# RF per tick that the dimension builder can receive
I:dimensionBuilderRFPerTick=50000
# Maximum RF storage that the dimension editor can hold
I:dimensionEditorMaxRF=5000000
# RF per tick that the dimension editor can receive
I:dimensionEditorRFPerTick=50000
# Maximum RF storage that the dimlet workbench can hold
I:dimletWorkbenchMaxRF=32000
# RF that the dimlet workbench needs for extracting one dimlet
I:dimletWorkbenchRFPerOperation=200
# RF per tick that the the dimlet workbench can receive
I:dimletWorkbenchRFPerTick=80
# Maximum RF storage that the energy extractor can hold
I:energyExtractorMaxRF=50000
# RF per tick that the energy extractor can send
I:energyExtractorRFPerTick=1000
}
##########################################################################################################
mobs
#--------------------------------------------------------------------------------------------------------#
Mob related settings
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mobs {
I:Bat.chance=10
I:Bat.maxentity=20
I:Bat.maxgroup=8
I:Bat.mingroup=8
I:Blaze.chance=20
I:Blaze.maxentity=20
I:Blaze.maxgroup=4
I:Blaze.mingroup=2
I:CaveSpider.chance=100
I:CaveSpider.maxentity=60
I:CaveSpider.maxgroup=8
I:CaveSpider.mingroup=8
I:Chicken.chance=10
I:Chicken.maxentity=40
I:Chicken.maxgroup=4
I:Chicken.mingroup=3
I:Cow.chance=10
I:Cow.maxentity=40
I:Cow.maxgroup=4
I:Cow.mingroup=3
I:Creeper.chance=100
I:Creeper.maxentity=60
I:Creeper.maxgroup=8
I:Creeper.mingroup=8
I:EnderDragon.chance=4
I:EnderDragon.maxentity=4
I:EnderDragon.maxgroup=2
I:EnderDragon.mingroup=1
I:Enderman.chance=20
I:Enderman.maxentity=20
I:Enderman.maxgroup=4
I:Enderman.mingroup=2
I:Endermite.chance=6
I:Endermite.maxentity=10
I:Endermite.maxgroup=4
I:Endermite.mingroup=2
I:EntityHorse.chance=10
I:EntityHorse.maxentity=40
I:EntityHorse.maxgroup=4
I:EntityHorse.mingroup=3
I:Ghast.chance=20
I:Ghast.maxentity=20
I:Ghast.maxgroup=4
I:Ghast.mingroup=2
I:Guardian.chance=8
I:Guardian.maxentity=7
I:Guardian.maxgroup=3
I:Guardian.mingroup=1
I:LavaSlime.chance=50
I:LavaSlime.maxentity=30
I:LavaSlime.maxgroup=4
I:LavaSlime.mingroup=2
I:MushroomCow.chance=10
I:MushroomCow.maxentity=40
I:MushroomCow.maxgroup=4
I:MushroomCow.mingroup=3
I:Ozelot.chance=5
I:Ozelot.maxentity=20
I:Ozelot.maxgroup=3
I:Ozelot.mingroup=2
I:Pig.chance=10
I:Pig.maxentity=40
I:Pig.maxgroup=4
I:Pig.mingroup=3
I:PigZombie.chance=20
I:PigZombie.maxentity=10
I:PigZombie.maxgroup=4
I:PigZombie.mingroup=2
I:Rabbit.chance=10
I:Rabbit.maxentity=20
I:Rabbit.maxgroup=4
I:Rabbit.mingroup=3
I:Sheep.chance=10
I:Sheep.maxentity=40
I:Sheep.maxgroup=4
I:Sheep.mingroup=3
I:Silverfish.chance=6
I:Silverfish.maxentity=10
I:Silverfish.maxgroup=4
I:Silverfish.mingroup=2
I:Skeleton.chance=100
I:Skeleton.maxentity=60
I:Skeleton.maxgroup=8
I:Skeleton.mingroup=8
I:Slime.chance=50
I:Slime.maxentity=30
I:Slime.maxgroup=4
I:Slime.mingroup=2
I:SnowMan.chance=50
I:SnowMan.maxentity=30
I:SnowMan.maxgroup=4
I:SnowMan.mingroup=2
I:Spider.chance=100
I:Spider.maxentity=60
I:Spider.maxgroup=8
I:Spider.mingroup=8
I:Squid.chance=10
I:Squid.maxentity=40
I:Squid.maxgroup=4
I:Squid.mingroup=3
I:Villager.chance=10
I:Villager.maxentity=20
I:Villager.maxgroup=4
I:Villager.mingroup=3
I:VillagerGolem.chance=20
I:VillagerGolem.maxentity=6
I:VillagerGolem.maxgroup=2
I:VillagerGolem.mingroup=1
I:Witch.chance=10
I:Witch.maxentity=20
I:Witch.maxgroup=1
I:Witch.mingroup=1
I:WitherBoss.chance=5
I:WitherBoss.maxentity=5
I:WitherBoss.maxgroup=2
I:WitherBoss.mingroup=1
I:Wolf.chance=10
I:Wolf.maxentity=20
I:Wolf.maxgroup=4
I:Wolf.mingroup=3
I:Zombie.chance=100
I:Zombie.maxentity=60
I:Zombie.maxgroup=8
I:Zombie.mingroup=8
I:default.chance=6
I:default.maxentity=10
I:default.maxgroup=3
I:default.mingroup=1
}
##########################################################################################################
power
#--------------------------------------------------------------------------------------------------------#
Power related settings
##########################################################################################################
power {
# If the dimension turns out to be more expensive after creation you get a factor of the actual cost extra to the RF/tick maintenance cost. If this is 0 there is no such cost. If this is 1 then you get the full cost
D:afterCreationCostFactor=0.10000000149011612
# Difficulty level for the dimension system. -1 means dimensions don't consume power. 0 means that you will not get killed but kicked out of the dimension when it runs out of power. 1 means certain death
I:difficulty=1
# The internal RF buffer for every dimension
I:dimensionPower=40000000
# The zero level at which power warning signs are starting to happen. This is only used for lighting level. No other debuffs occur at this level.
I:dimensionPowerWarn0=6000000
# The first level at which power warning signs are starting to happen
I:dimensionPowerWarn1=4000000
# The second level at which power warning signs are starting to become worse
I:dimensionPowerWarn2=1000000
# The third level at which power warning signs are starting to be very bad
I:dimensionPowerWarn3=500000
# The level at which the teleportation system will consider a destination to be dangerous
I:dimensionPowerWarnTP=500000
# If this flag is true RFTools will freeze all entities and machines in a dimension when the power runs out
B:freezeUnpoweredDimension=true
# Percentage to add or subtract to the maintenance cost of all dimlets (100 would double the cost, -100 would set the cost to almost zero (complete zero is not allowed))
D:maintenanceCostPercentage=0.0
# Bonus dimlets can never get the maintenance cost of a dimension below this percentage of the nominal cost without bonus dimlets
I:minimumCostPercentage=10
# RF per tick that the phased field generator item will consume
I:phasedFieldConsumePerTick=100
# If true you will get some debufs when the PFG is in use. If false there will be no debufs
B:phasedFieldGeneratorDebuf=true
# In this range the PFG will keep entities active (set to 0 to disable this feature)
I:phasedFieldGeneratorRange=5
# Maximum RF storage that the phased field generator item can hold
I:phasedFieldMaxRF=1000000
# RF per tick that the phased field generator item can receive
I:phasedFieldRFPerTick=1000
# If this flag is true all spawns will be disabled in an unpowered dimension
B:preventSpawnUnpoweredDimension=true
}
##########################################################################################################
worldgen
#--------------------------------------------------------------------------------------------------------#
Worldgen related settings
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worldgen {
# The height of the bedrock layer that is generated at the bottom of some world types. Set to 0 to disable this and get default bedrock generation
I:bedrockLayer=1
# Maximum height of the caverns. 0=64, 1=128, 2=196, 3=256
I:cavernHeightLimit=1
# The chance that you get a dimlet parcel in a dungeon chest
I:dimletParcelRarity=2
# The chance for a dungeon to spawn in a chunk. Higher numbers mean less chance (1 in 'dungeonChance' chance)
I:dungeonChance=200
# The maximum number of random dimlets that can be generated in rftools dungeons (set to 0 to disable this)
I:enableDimletsInRFToolsDungeons=2
# If true then item frames in rftools dungeons will contain dimlets. Otherwise they will contain dimlet parts
B:enableDimletsInRFToolsFrames=true
# Set this to true if you want terrains with dimlet 'normal' to generate like the overworld (i.e. amplified if the overworld is amplified)
B:normalTerrainInheritsOverworld=false
# Maximum y level for dimensional shard ores
I:oreMaximumHeight=40
# Maximum number of veins for dimensional shard ores
I:oreMaximumVeinCount=3
# Maximum vein size of dimensional shard ores
I:oreMaximumVeinSize=8
# Minimum y level for dimensional shard ores
I:oreMinimumHeight=2
# Minimum vein size of dimensional shard ores
I:oreMinimumVeinSize=5
# The chance that a non-stone block is selected for the main terrain
D:randomBaseBlockChance=0.30000001192092896
# The chance that a random biome controller is selected
D:randomControllerChance=0.4000000059604645
# The chance that an effect gets randomly selected in worldgen (poison, regeneration, ...)
D:randomEffectChance=0.10000000149011612
# The chance that extra specific mobs will spawn
D:randomExtraMobsChance=1.0000000000000000
# The chance that every specific feature gets randomly selected in worldgen (tendrils, caves, lakes, oregen, ...)
D:randomFeatureChance=1.0000000000000000
# The chance that random blocks are selected for landscape features (tendrils, canyons, ...)
D:randomFeatureMaterialChance=0.4000000059604645
# The chance that random fluid liquids are selected for lakes
D:randomLakeFluidChance=0.20000000298023224
# The chance that a non-water block is selected for oceans and seas
D:randomOceanLiquidChance=0.20000000298023224
# The chance that random fluid liquids are selected for liquid orbs
D:randomOrbFluidChance=0.20000000298023224
# The chance that random blocks are selected for extra oregen feature
D:randomOregenMaterialChance=0.20000000298023224
# The chance that special sky features are selected
D:randomSpecialSkyChance=0.5
# The chance that default time features are selected
D:randomSpecialTimeChance=0.5
# The chance that every specific structure gets randomly selected in worldgen (village, nether fortress, ...)
D:randomStructureChance=1.0000000000000000
# The chance that default weather features are selected
D:randomWeatherChance=0.800000011920929
# The chance for a volcano to spawn in a chunk (with the volcano feature dimlet). Higher numbers mean less chance (1 in 'volcanoChance' chance)
I:volcanoChance=60
}
Sorry for the wall of text, but i have no idea how to shorten it. this is the config.
The chance that extra specific mobs will spawn
D:randomExtraMobsChance=1.0000000000000000
The chance that every specific feature gets randomly selected in worldgen (tendrils, caves, lakes, oregen, ...)
D:randomFeatureChance=1.0000000000000000
I'll check this out later but it is likely that my calculations can't handle 100% chance
WHat number would you suggest trying to get the highest possible chance of getting what we want?
@Ocaff Maybe like 0.99?
Well it would be different. The value above isn't as floating point isn't that accurate
Ill try that and get back to you then. the reason i tried with so many 9's was because we wanted to try and keep the amount of numbers the same as in the default config.