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XxNyssaXx

[Working as Intended] Ravine troubles

6 posts in this topic

hope this is in the right place and i didn't miss another topic elsewhere, i promise i looked at the bug list and used the search bar...

dont eat me kitty T_T lol

 

 

 

Have you read, understood, and followed all of the rules listed in large text at the top of the support forum? (Yes/No):

Yes

Answering "no" to the above question will result in your post being deleted.

 

TFC Version #: 0.79.21.741Forge Version #: 10.13.4.1448Please note that an actual number must be provided for both of the above fields.Simply saying "current" or "latest" will result in your post being locked, due to the fact that in a large number of cases, users who say they are using the "latest" or "current" version are actually using an outdated version. SSP/SMP (SinglePlayer/MultiPlayer):  SMPDescription:  So, Im not a huge fan of ravines. but i believe them to be a necessary evil, so i did not want to completely disable them. so i opened up the newly created config and set the ravineRarity down to 10. well, once i booted up the game and walked around a short distance, i found more of them than i have ever seen on one map. i pulled up voxel map, and this is what i see.

post-5249-0-19421600-1438818092_thumb.pn

seems i made them more common than ever by LOWERING the probability. here is my servers config file

# Configuration filecave-ins {# Set this to false to disable cave-ins. [default: true]B:enableCaveIns=true# Set this to false to make cave-ins drop the ore item instead of destroy it. [default: true]B:enableCaveInsDestroyOre=false# This number is a 1 in X chance that when you mine a block, a collapse will occur. [range: 1 ~ 1000, default: 10]I:initialCollapseRatio=10# This is the minimum number of solid blocks that must be over a section in order for it to collapse. [range: 0 ~ 256, default: 1]I:minimumRockLoad=1# This number is the likelihood for each block to propagate the collapse farther. [range: 1 ~ 100, default: 55]I:propogateCollapseChance=55}"color anvil rule 0" {# [range: 0 ~ 255, default: 36]I:Blue=36# [range: 0 ~ 255, default: 28]I:Green=28# [range: 0 ~ 255, default: 237]I:Red=237}"color anvil rule 1" {# [range: 0 ~ 255, default: 34]I:Blue=34# [range: 0 ~ 255, default: 101]I:Green=101# [range: 0 ~ 255, default: 242]I:Red=242}"color anvil rule 2" {# [range: 0 ~ 255, default: 49]I:Blue=49# [range: 0 ~ 255, default: 148]I:Green=148# [range: 0 ~ 255, default: 247]I:Red=247}"color fertilizer" {# [range: 0 ~ 255, default: 200]I:Alpha=200# [range: 0 ~ 255, default: 0]I:Blue=0# [range: 0 ~ 255, default: 255]I:Green=255# [range: 0 ~ 255, default: 255]I:Red=255}"color nutrient a" {# [range: 0 ~ 255, default: 200]I:Alpha=200# [range: 0 ~ 255, default: 36]I:Blue=36# [range: 0 ~ 255, default: 28]I:Green=28# [range: 0 ~ 255, default: 237]I:Red=237}"color nutrient b" {# [range: 0 ~ 255, default: 200]I:Alpha=200# [range: 0 ~ 255, default: 34]I:Blue=34# [range: 0 ~ 255, default: 101]I:Green=101# [range: 0 ~ 255, default: 242]I:Red=242}"color nutrient c" {# [range: 0 ~ 255, default: 200]I:Alpha=200# [range: 0 ~ 255, default: 49]I:Blue=49# [range: 0 ~ 255, default: 148]I:Green=148# [range: 0 ~ 255, default: 247]I:Red=247}crops {# This is a global multiplier for the rate at which crops will grow. Increase to make crops grow faster. [range: 0.01 ~ 100.0, default: 1.0]S:cropGrowthModifier=1.0# Set to true to enable crop death from old age. [default: false]B:enableCropsDie=false}"food decay" {# If a food item has not been ticked for >= this number of days than when it is ticked for the first time, only a small amount of decay will occur. [range: 1 ~ 12000, default: 24]I:decayProtectionDays=24# This is a global multiplier for food decay. Unlike FoodDecayRate which only modifies the base decay and not the environmental effect upon decay, this multiplier will multiply against the entire amount. Set to 0 to turn decay off. [range: 0.01 ~ 100.0, default: 1.0]S:foodDecayMultiplier=1.0# This number causes base decay to equal 50% gain per day. If you wish to change, I recommend you look up a y-root calculator 1.0170378966055869517978300569768^24 = 1.5 [range: 1.0 ~ 2.0, default: 1.0170379]S:foodDecayRate=1.0170379# Set this to false if you want food to auto decay when a chunk is loaded instead of limiting decay when a chunk has been unloaded for a long period. [default: true]B:useDecayProtection=true}general {# If true, then the side of a grass block which has another grass block adjacent and one block lower than it will show as completely grass. [default: true]B:enableBetterGrass=true# Set this to true if you want to turn on debug mode which is useful for bug hunting. [default: false]B:enableDebugMode=false# Set this to false to disable powder keg explosions. [default: true]B:enablePowderKegs=true# Should sides of detailed blocks be considered solid? [default: true]B:enableSolidDetailed=true# Maximum count of removed sub-blocks on one side for the detailed block side to still be solid. [range: 0 ~ 64, default: 12]I:maxRemovedSolidDetailed=12# Set this to true if you don't like onions. [default: false]B:onionsAreGross=false# Valid position strings are: bottomleft, left, topleft, bottomright, right, topright [default: bottomleft]S:quiverHUDPosition=bottomleft}materials {# The metal units provided by a single piece of normal ore. [range: 1 ~ 250, default: 25]I:normalOreUnits=25# The metal units provided by a single piece of poor ore. [range: 1 ~ 150, default: 15]I:poorOreUnits=15# The metal units provided by a single piece of rich ore [range: 1 ~ 350, default: 35]I:richOreUnits=35# The metal units provided by a single piece of small ore or nugget. [range: 1 ~ 100, default: 10]I:smallOreUnits=10}"overworked chunks" {# Set this to false to disable the overworking of chunks when using a gold pan or sluice. [default: true]B:enableOverworkingChunks=true# The overworked cap for filling a gold pan in a specific chunk. Both filling a gold pan or using a sluice in the chunk count towards this value. [range: 1 ~ 500, default: 50]I:goldPanLimit=50# The overworked cap for a sluice scanning one soil unit in a specific chunk. Both filling a gold pan or using a sluice in the chunk count towards this value [range: 1 ~ 3000, default: 300]I:sluiceLimit=300}player {# The maximum achievable health pool total. [range: 1000 ~ 50000, default: 3000]I:healthGainCap=3000# The rate of Health Gain per experience level. Set to 0 to turn off. [range: 0 ~ 100, default: 20]I:healthGainRate=20}server {# For every X number of ticks provided here, when there are no players online the server will only progress by 1 tick. (Default: 100) Time advances 100 times slower than normal. Setting this to 0 will turn this feature off. [range: 0 ~ 2147483647, default: 100]I:simSpeedNoPlayers=100}"spawn protection" {# The maximum number of months of spawn protection that can accumulate. [range: 0 ~ 120, default: 10]I:maxProtectionMonths=10# The minimum number of hours of protection that must be accumulated in a chunk in order to bypass the buffer and prevent hostile mob spawning. [range: 0 ~ 2304, default: 24]I:protectionBuffer=24# The number of hours of protection gained in the 5x5 chunk area for spending 1 hour in that chunk. [range: 0 ~ 24, default: 8]I:protectionGain=8}time {# This is a global multiplier for the gestation period of animals, as well as how long it takes for them to reach adulthood. Decrease for faster times. [range: 0.01 ~ 100.0, default: 1.0]S:animalTimeMultiplier=1.0# This is the number of hours that the bloomery should burn before being completed. [range: 1.0 ~ 2304.0, default: 14.4]S:bloomeryBurnTime=14.4# This is the number of hours that the charcoal pit should burn before being completed. [range: 1.0 ~ 2304.0, default: 18.0]S:charcoalPitBurnTime=18.0# This determines how much fuel is used over time from oil lamps. Setting this higher will make fuel last longer. A mult of 1 = 250 hours, 4 = 1000 hours, 8 = 2000 hours. [range: 1 ~ 50, default: 8]I:oilLampFuelMult=8# This is the number of hours that the pit kiln should burn before being completed. [range: 1.0 ~ 2304.0, default: 8.0]S:pitKilnBurnTime=8.0# This is a global multiplier for the number of days required before a sapling can grow into a tree. Decrease for faster sapling growth. [range: 0.01 ~ 100.0, default: 1.0]S:saplingTimerMultiplier=1.0# This is a global multiplier for the rate at which items cool down. Increase to make items cool down faster. [range: 0.01 ~ 100.0, default: 1.0]S:tempDecreaseMultiplier=1.0# This is a global multiplier for the rate at which items heat up. Increase to make items heat up faster. [range: 0.01 ~ 100.0, default: 1.0]S:tempIncreaseMultiplier=1.0# This is how many in-game hours torches will last before burning out. Set to 0 for infinitely burning torches. [range: 0 ~ 2304, default: 48]I:torchBurnTime=48# This is how many days are in a year. Keep this to multiples of 12. [range: 0 ~ 12000, default: 96]I:yearLength=96}"world generation" {# Controls the chance of a lava fissure generating, smaller value is higher chance, more fissures. Set to 0 to disable lava fissures. [range: 0 ~ 1000, default: 25]I:lavaFissureRarity=25# Controls the chance of a ravine generating, smaller value is higher chance, more ravines. Set to 0 to disable ravines. [range: 0 ~ 1000, default: 100]I:ravineRarity=10# Controls the chance of a water fissure generating, smaller value is higher chance, more fissures. Set to 0 to disable water fissures. [range: 0 ~ 1000, default: 90]I:waterFissureRarity=90}

Have you deleted your config files or are using default configs and are still able to reproduce this bug? (Yes/No):  Yes, but this report is concerning the config, so i dont know if this counts for meDo you have any mods other than Forge and TFC installed? (Yes/No): YesIf yes, which mods?

Voxel map (client side only) (all of the following are tfc addons)Decorations v1.0.18Leather water sac v 3.6.879

Merchants v1.0.33

cellars v1.08

fastcraft v1.21If you have Optifine or Cauldron installed, can you still reproduce the bug after uninstalling them? (Yes/No):  Not using them Pastebin.com link of the Crash Report:

 

no crash to report

Edited by XxNyssaXx
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Did you read the config description?

 

"# Controls the chance of a ravine generating, smaller value is higher chance, more ravines. Set to 0 to disable ravines. [range: 0 ~ 1000, default: 100]"

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hope this is in the right place and i didnt miss another topic elsewhere, i promise i looked at the bug list and used the search bar...

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Yes, this was the right place. However that config option is working exactly as it states in the description, as you can see in my above post. The rarity is for 1 in X, not X in 100.

 

1/10 is a larger number than 1/1000 and therefore a setting of 10 will spawn more ravines than a setting of 1000.

Edited by Kittychanley
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woops, and that second comment auto sent, i tried to post that when i originally made the post, but it wouldn't let it. sorry though, i completely dirped on that, i was apparently a bit dyslexic when reading the config. all those options can be dizzying >.< thanks for the quick reply. god i feel stupid now...

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It's alright, we all make silly mistakes sometimes and that doesn't make us stupid. :) If you ever have any questions about something like the configs where it can be a bit overwhelming, you are more than welcome to create a post asking for help, or hop into IRC.

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