Works fine for me. I dig 3x3 tunnel at bedrock, hit a different deposit of something every 35 linear blocks or so.Anyone else got problems with random mining? I dug down from my base and then went in 3 directions but nothing but endless stone... Are there no underground ores in nitrogen worlds?
Either make a smaller map, or alter the start bat file in the NitroGen folder to make Java use more RAM. I have 16GB so I give it 12GB to work with like this:My Nitrogen World Generator periodically just freezes on stage 2/3 of output randomly??
2020-10-16T14:20:18 77066.557 INF Time: 1284.29m FPS: 22.77 Heap: 3975.0MB Max: 4139.8MB Chunks: 255 CGO: 29 Ply: 1 Zom: 3 Ent: 5 (185) Items: 2 CO: 1 RSS: 6056.6MB
2020-10-16T14:20:29 77076.800 WRN No chunk for position -1944, 54, 2096, can not add childs to pos -1944, 54, 2095! Block bed01
2020-10-16T14:20:29 77076.800 WRN No chunk for position -1940, 54, 2096, can not add childs to pos -1940, 54, 2095! Block bed01
2020-10-16T14:20:33 77081.268 INF 77071.92 SleeperVolume -1964, 53, 2019. Spawning at -1954, 55, 2021, group 'sleeperHordeStageGS89', class zombieCheerleader, count 4
2020-10-16T14:20:33 77081.385 INF 77072.04 SleeperVolume -1964, 53, 2019. Spawning at -1958, 55, 2022, group 'sleeperHordeStageGS89', class zombieNurseFeral, count 4
2020-10-16T14:20:48 77096.560 INF Time: 1284.79m FPS: 21.98 Heap: 3999.4MB Max: 4139.8MB Chunks: 255 CGO: 39 Ply: 1 Zom: 2 Ent: 6 (195) Items: 2 CO: 1 RSS: 6056.6MB
2020-10-16T14:20:51 77099.345 ERR Exception in thread GenerateChunks:
2020-10-16T14:20:51 77099.346 EXC Object reference not set to an instance of an object
NullReferenceException: Object reference not set to an instance of an object
at GameManager.ChangeBlocks (System.String persistentPlayerId, System.Collections.Generic.List`1[T] _blocksToChange) [0x0065f] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at GameManager.SetBlocksRPC (System.Collections.Generic.List`1[T] _changes) [0x00000] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at World.SetBlockRPC (Vector3i _blockPos, BlockValue _blockValue) [0x0001a] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at BlockLiquidv2.ChangeToAir (WorldBase _world, Vector3i _blockPos) [0x00036] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at BlockLiquidv2.UpdateTick (WorldBase world, System.Int32 _clrIdx, Vector3i _blockPos, BlockValue _blockValue, System.Boolean _bRandomTick, System.UInt64 _ticksIfLoaded, GameRandom _rnd) [0x00102] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at BlockLiquidv2.OnBlockAdded (WorldBase world, Chunk _chunk, Vector3i _blockPos, BlockValue _blockValue) [0x00069] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at Chunk.SetBlock (WorldBase _world, System.Int32 x, System.Int32 y, System.Int32 z, System.Int32 _clrIdx, BlockValue _blockValue, System.Boolean _fireBlockAddedChangedEvents) [0x00082] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at Chunk.SetBlock (WorldBase _world, System.Int32 x, System.Int32 y, System.Int32 z, BlockValue _blockValue, System.Boolean _fireBlockAddedChangedEvents) [0x00000] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at Prefab.CopyBlocksIntoChunkNoEntities (World _world, Chunk _chunk, Vector3i _prefabTargetPos, GameRandom _random, System.Boolean _bForceOverwriteBlocks) [0x0065c] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at PrefabInstance.CopyIntoChunk (World _world, Chunk _chunk, GameRandom _random, System.Boolean _bForceOverwriteBlocks) [0x00000] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at DynamicPrefabDecorator.DecorateChunk (World _world, Chunk _chunk, System.Boolean _bForceOverwriteBlocks) [0x0003c] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at DynamicPrefabDecorator.DecorateChunk (World _world, Chunk _chunk) [0x00000] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at ChunkProviderGenerateWorld.GenerateSingleChunk (ChunkCluster cc, System.Int64 key, System.Boolean _forceRebuild) [0x000fd] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at ChunkProviderGenerateWorld.thread_GenerateChunks (ThreadManager+ThreadInfo _threadInfo) [0x0003a] in <9f04a0ee08f84f3794a7468a839f2bb0>:0
at ThreadManager.myThreadInvoke (System.Object _threadInfo) [0x0005d] in <9f04a0ee08f84f3794a7468a839f2bb0>: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: <9f04a0ee08f84f3794a7468a839f2bb0> Line: 0)
2020-10-16T14:20:51 77099.358 INF Exited thread GenerateChunks
If the map has the one coordinate in spawnpoints.xml in own folder then you have selected "one spawn point"First of all, absolutely amazed by the quality of these generated maps! Kudos.
Question: I ticked the "random start location" option in my new map, but every time I start a new game I end up in the same placeIs there a bug with this option or am I not doing it right?
Did you name them the same?If you delete your first save and start a new one, you land in the same spot. If you keep your first save and start a new one it generates a new starting location. Guess that's the trick
Good afternoon, I have problems with the generated maps, I am honest I know that part of the problem is my computer since I only have 8gb of ram and my video card is a GTX 1050 with 2gb of ram, with the maps that I have in the game ( Pregen01, 02 and 03) I can play without problems, the detail is with the maps that I have generated with Nitrogen, of course I have created only 6 and 8k maps, I still understand that the 8k maps need a minimum of 8gb of ram and it is recommended 16 (as I have read in other forums). Now, I have tried to play in the 6k maps that I have generated, I can play them the first time, but when I exit and return to the game I can no longer play them, the game always closes, I do not know if it is because of the pc I have or the maps I have to generate them with less requirements. I attach an image of how I generate the maps, if someone can help me with this problem because the truth is I would like to be able to play the maps that I generate. In advance thanks for the help and the apologies for the text that this and using the google translate
View attachment 15788
Thanx for you help, I will try to do it like that, it is a pain that has to be with the graphics at a minimum, because if I had noticed that with the graphics at a minimum if I ran the map, but when the resolution went up, everything broke, hahahaHi Chrsnosdark
I also have 8gb of ram on my pc and I play the map I made with Compopack + Nitrogen without many problems.
In the City trader option set it to nothing and in Custom towns set it to 1 of each type.
I do not know what configuration you have in the game, but try to play to the minimum and you will be fine.
Regards
Yes there is issues with water rotations and metas. The research vessel was omitted from the cp46 to fix and should be back in cp47.I think that my issues involves this specific POI, which looks like a fishing boat or some kind of dredge, and the dock.
You can see the outline of the lake it is on and where one chunk ends loading, and then fails to load further.
I was able to backtrack my character out far enough from it to go around, and even go to other unexplored areas without issue.
[EDIT] The POI is xcostum_research_vessel(by_Pille) , I have the same issue in a new single player world, god/invisible mode let me fly there without falling through. And clipping into the ground you do go under water. I'll see if there is any difference in the most recent compopack.
View attachment 15802
Curious. I've never needed more than 12GB. I've even monitored the actual memory use vs. commit and it doesn't go over 10, with NitroGen and Compopack. Do you use anything else that requires altering the NitroGen files? Have you tried it with a lower setting for Roads? It seems you're saying that you have 64GB...is that all physical memory? Have you tried -Xmx60GB to see what happens?
How strange. I generated a 16kx16k map just loaded with cities, including loads of roads and 2 double highways each direction and it generated fine in 12GB, if slowly. The game, unfortunately, couldn't run that map for very long in 16GB of total physical RAM. Once I got to about 20% of the map explored it was no longer playable. I'm just not up for upgrading during this whole covid thing but once it's over I'll likely go to at least 32 if the prices aren't ridiculous.yes, I do have 64gb physical ram.![]()
not gonna try using 60 of it for java. nope nope nope.
I didn't want lower settings for roads, I was trying for very large cities, and many of them. Also had the new highways turned on.
It got up to around 20gb usage I believe for that ginormous map (90 min to gen. 8k takes about 3. avg for 16k is 45-60)