I've been working on this map generator for a couple weeks now. It makes a random map built out of hundreds of little planets (see images below to get the idea). You can optionally set it to have either water or open sky at the bottom. The map with water is only half as tall, as the MineCraft engine seems to be much more resource-intense for full-height open maps.
I'm really interested in feedback / suggestions, particularly if you have feature requests.
Update - V1.75 now up! Changes:
1. Tweaked ore probabilities
2. Added ability to change planetoid density (the number is actually the number of times the generator can fail to find a good position to put a new planet before it gives up - higehr values will cause there to be more planets that are closer together)
3. Third option for map subtype added (try it and see)
Changes in v1.5:
1. Gravel now present
2. Planet radius controllable
Small warning: max planet radius on open sky causes Minecraft to crash for me, but you can still make much bigger planets. Let me know if you have problems.
Here are a couple of 64x64 chunk sample maps for the Mac / Linux users out there:
To run:
1. Unzip PlanetoidMapGenerator to its own folder
2. Run PlanetoidMapGenerator.exe
3. Enter a folder name, a map side in chunks, and whether you want water below or an open sky map
4. Copy the world folder created to either the "world" folder in your Minecraft folder (for SMP) or the
%appdata%\.minecraft\saves folder.
Note: Using an open sky map for multiplayer is a bad idea just now, since if you fall, you just full forever and don't die. Also while I can run open sky maps fine in single player, I've had some performance issues running them as a server.
If you have water below, there's adminium beneath it (the water is 3 deep so you don't die when you fall in, and you can either mine the bottom of the lowest planetoids or swim up a waterfall to get back up.
There's also an uncrossable adminium wall around the world (though you can escape if you use a portal). If you're willing to let the generator run for a while though , you can make maps big enough that it would take you forever to reach the edge. A 128x128 chunk map is 2 KM to a side, and doesn't take that long to make.
(note: just noticed that it crashes for side lengths of more than 1024 - I'll work on fixing that if people want really huge maps)
Hey, do you think it'll be possible for you to make a VGUI in the future, so you could control the size of the planetoids?
Also, I KNOW this isn't going to happen, but it would be really awsome if you could make some kind of gravity block that makes the planets behave like in SMG. :biggrin.gif:
Started playing... First thought: Freaking neat! Second thought: Ohmigod, underneath all of those leaves... There are logs... Third thought: God, I hope all stone planets don't have LAVA cores! (They didn't... Next one was coal) I use the elevator mod so as soon as I get some redstone and iron my new level is gonna get a whole lot easier... Fantastic Mod.
Another question; What's beyond this wall, does the terrain generate as normal?
Yes, if you can get beyond the wall the world there is generated as normal. That's actually why I started putting walls around the levels my generators make - I wrote a forest generator and there was always lava somewhere around the edge that would set it on fire.
I like limiting the game to the generated map type too.
Hey, do you think it'll be possible for you to make a VGUI in the future, so you could control the size of the planetoids?
It wouldn't be too hard to make a UI that let you set the paremeters for how the planets were generated. I could see doing that as sort of a V2. The paremeters I'm thinking I'd make controllable would be:
1. Min / Max planet size
2. Percentage chance of each planet type occurring
3. Minimum height snow occurs at (right now snow can show up on the top quarter or so of the map, in areas not too near heat sources)
Update again:
I've made an even newer version. It's here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2489424-worldmaker-planetoids-primordial-desert-and
Note: this version is outdated. The latest version of the Planetoids generator can be found here:
http://www.minecraft...125-compatible/
I've been working on this map generator for a couple weeks now. It makes a random map built out of hundreds of little planets (see images below to get the idea). You can optionally set it to have either water or open sky at the bottom. The map with water is only half as tall, as the MineCraft engine seems to be much more resource-intense for full-height open maps.
I'm really interested in feedback / suggestions, particularly if you have feature requests.
Download here:
http://cid-f4a929c20...apGenerator.zip
Here's a sample of an open sky map:
A different map at night:
And one with water below:
Update - V1.75 now up! Changes:
1. Tweaked ore probabilities
2. Added ability to change planetoid density (the number is actually the number of times the generator can fail to find a good position to put a new planet before it gives up - higehr values will cause there to be more planets that are closer together)
3. Third option for map subtype added (try it and see)
Changes in v1.5:
1. Gravel now present
2. Planet radius controllable
Small warning: max planet radius on open sky causes Minecraft to crash for me, but you can still make much bigger planets. Let me know if you have problems.
Here are a couple of 64x64 chunk sample maps for the Mac / Linux users out there:
Open Sky Map
http://cid-f4a929c20...penSkyWorld.zip
Water Map
http://cid-f4a929c20.../WaterWorld.zip
I make map generators
1. Unzip PlanetoidMapGenerator to its own folder
2. Run PlanetoidMapGenerator.exe
3. Enter a folder name, a map side in chunks, and whether you want water below or an open sky map
4. Copy the world folder created to either the "world" folder in your Minecraft folder (for SMP) or the
%appdata%\.minecraft\saves folder.
Note: Using an open sky map for multiplayer is a bad idea just now, since if you fall, you just full forever and don't die. Also while I can run open sky maps fine in single player, I've had some performance issues running them as a server.
I make map generators
you better make it spawn with a hookshot, though
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
You get from planet to planet by building bridges :tongue.gif: You always start on a planet that you can mine by hand.
I make map generators
That said, some of them end up being hidden rather well...
I make map generators
thanks for working on this.
What's beneath all the water btw?
and what happens when i reach the edge? (ungenerated portion of map)
If you have water below, there's adminium beneath it (the water is 3 deep so you don't die when you fall in, and you can either mine the bottom of the lowest planetoids or swim up a waterfall to get back up.
There's also an uncrossable adminium wall around the world (though you can escape if you use a portal). If you're willing to let the generator run for a while though , you can make maps big enough that it would take you forever to reach the edge. A 128x128 chunk map is 2 KM to a side, and doesn't take that long to make.
(note: just noticed that it crashes for side lengths of more than 1024 - I'll work on fixing that if people want really huge maps)
I make map generators
I make map generators
I had about the same time.
Laterz.
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
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Another question; What's beyond this wall, does the terrain generate as normal?
____________________________________________________________________________
BOOMP!
Also, I KNOW this isn't going to happen, but it would be really awsome if you could make some kind of gravity block that makes the planets behave like in SMG. :biggrin.gif:
You listenin' Pig?
Are Sand planets stable? :sad.gif:
Yes, if you can get beyond the wall the world there is generated as normal. That's actually why I started putting walls around the levels my generators make - I wrote a forest generator and there was always lava somewhere around the edge that would set it on fire.
I like limiting the game to the generated map type too.
I make map generators
It wouldn't be too hard to make a UI that let you set the paremeters for how the planets were generated. I could see doing that as sort of a V2. The paremeters I'm thinking I'd make controllable would be:
1. Min / Max planet size
2. Percentage chance of each planet type occurring
3. Minimum height snow occurs at (right now snow can show up on the top quarter or so of the map, in areas not too near heat sources)
I make map generators