All that is diamond does not glitter, Not all those who wander are lost; The old that is strong does not Wither, Deep ores are not reached by the frost.
From the nether a fire shall be woken, A torch from the shadows shall spring; Renewed shall be blocks that were broken, The blocky again shall be king.
Fantasy World Generator v1.05 by Silver_Weasel
This mod is attempt by me to make edits to Minecraft World Generator to make it more fantasy-esque. Think, Middle-Earth/Runescape/Elder Scrolls/ and so on. It is not an attempt to do a complete overhaul of the game engine and turn it into an RPG, people have already done that. It is also not an attempt to add 400 new biomes to the game that look somewhat similar and just add variety. People have done that too.
Mod Features
5 New Biomes - I've added in new biomes that are different from the regular Minecraft biomes.
Mirkwood/Evil Jungle - Jungles with a natural canopy overarching, making the world darker. Spiderwebs and such spawn inside of these dark biomes.
Valley - I really don't like the ocean biome, it constantly just gets in the way and makes overhead maps look like an archipelago map with no real ocean, just a bunch of lakes. Instead I replaced oceans with valleys, essentially massive depressions in the ground. They help complement the new...
Mountain - A biome that is essentially Extreme Hills but turned up a Notch (get it? a Notch?)
Marsh - Swamps, but the ground is a mix of soul sand and dirt, and all the trees are dead. Also, twice as many lakes spawn inside of them.
Iceland - A frozen hell, where the actual dirt and grass is replaced with snow blocks. Trees are dead here as well.
Ruins - I've stolen the ruins from my previous mod, Wasteland, and added them in here. I also turned up loot spawning in them so that it's more interesting to find them.
Ruined Walls - Walls that can span anywhere from 5-50 blocks, made of a mix of mossy and regular stone.
New Nature Features - I've added in logs, which are strings of flipped wood blocks, and tree stumps, which are single wood blocks surrounded by dark brown half slabs, just to help break up landscape a little.
Disabled Ravines and Mineshafts - Basically, these things were constantly getting in the way, so I got rid of them. Ravines didn't play with lighting very well and liked to cut into my valleys. Mineshafts would just randomly appear in air, so those were left out as well.
Downloads:
SSP v1.05: http://adf.ly/FmYd4 Note: If you used version 1.0 of this mod and install v1.05 it will may not work with worlds generated in previous versions. If someone could test this it would be appreciated. How to Install: Installing:
Survival Singleplayer:
1. Download Risugami's Modloader
2. Navigate to your .minecraft folder. For me its at: c:\users\<myusername>\AppData\Roaming\.minecraft.
3. Open up your bin folder.
4. Open up the minecraft.jar using a program like winrar.
5. Drag the .class files inside of the FantasyWorldGen folder into your minecraft.jar
6. Drag the modloader files into the minecraft.jar
7. Delete the META-INF folder inside the minecraft.jar
8. Launch Minecraft and start a new world, use the new world type, Fantasy
Compatibility: This mod runs its own world generator and most likely will not add in things that are generated in other mods.
Besides for that, if you have any mods that add things like new mobs or items that don't require world generation, then they should be compatible.
v1.05 -----
Made Mirkwood Murkier
--Added skulls around spider nests
--Added spider spawners in spider nests
--Added chests around spider nests
--Added foliage on the ground of mirkwood
Tweaked Various biome rates
Fixed ruined walls so they wouldn't spawn in the ground
Changed item spawns inside of ruined buildings
Cleaned up Biome Code
Fixed the bug where the generator would replace 'Large Biomes'
What is planned:
SMP Support!
More Biomes
More Ruins
More loot
If you have any suggestions or ideas for this mod, please don't hesitate to tell me
Also, the KRTactics Youtube Account is in fact me! If you see it posting around on videos that's me!
So the mod is adding some more ancient structure's and generation biome stuff to the generator?
We'll I do love the biomes you explained in the OP and I will give the mod a try.
Anyway very nice mod!
Thanks, I hope you enjoy.
-------------
Sorry to anyone who read the thread before it was fully ready to go, I accidentally hit the post button before finishing all my edits. The OP should be good now.
I'm going to go sleep, and hopefully tomorrow I can start on SMP support, which will essentially be a lot of copying and pasting and renaming.
very nice mod, I've only seen the mountains and valleys so far but they are amazing. a couple criticisms I do have the walls seem really boring and out of place I feel if you did something like formivores great wall mod they would be a whole lot better, secondly the loot in the ruins needs to be reduced I found that you could get really high level stuff early on also the chest that sometimes spawn in the ruins yard only have seeds from what I've seen you might want to change it up other than that the mods really awesome.
very nice mod, I've only seen the mountains and valleys so far but they are amazing. a couple criticisms I do have the walls seem really boring and out of place I feel if you did something like formivores great wall mod they would be a whole lot better, secondly the loot in the ruins needs to be reduced I found that you could get really high level stuff early on also the chest that sometimes spawn in the ruins yard only have seeds from what I've seen you might want to change it up other than that the mods really awesome.
just noticed my post count never posting again
Yeah, walls seem to be a bit odd right now, it seems for some reason they only want to spawn inside of hills and the ground, which is weird. It's on the to do list.
Also the chests in the yard was a result of me copying code from my Wasteland Mod, where that was the only way to get seeds because all the grass was dead. I'll add some more stuff like wheat, bonemeal, dirt, and so on in 1.1
Awesome, thanks.
----------------------
So plans for today:
Cleanup the Topic some more
Look into SMP compatibility if possible
Begin work on 1.1 which will include:
-Edits to Ruins, to make them more dynamic
-Better stuff spawning in worse biomes like Evil Forest and Iceland, to give a purpose to exploring them.
-Fix up my biome code so it's not as messy.
Nice idea. I've been looking for something that would give Minecraft a sort of lost world feel without going overboard. Heres what I think so far.
Love the valleys, they look like dried riverbeds and they dont just start and stop randomly. If you filled some of them with water they would make better rivers then the standard minecraft ones. I was kind of expecting the valleys to just be oceans without water, that in itself would be nice as well.
Mirkwood looks great, finaly, theres a forrest I wouldn't be annoyed to spawn in. It is, however, a little thick on the spider webs and a little thin on actual spiders.
The marshlands stick out like a sore thumb. Maybe you could use mycelium (mushroom biome grass) instead of dirt so they are not so glaring. Also, marshlands irl tend to be in low areas but yours always seem to be on top of hills. Maybe just remove the water from a standar ocean biome and put marshlands in there.
The ruins are a bit common and a little bland, the first world I spawned in had six in walking distance. Would be nice to see them spawn more like villages, small clusters of ruins that look like they used to be a town.
Also, forgot to mention, I prefer to play in large biomes, not having that option is a bit of a bummer.
However, I noticed that it replaces the "Large Biomes" worldtype.
I'm guessing this is a bug, just thought I'd mention it in case it is.
I quite like this mod.
Glad you like it, and yes that is a bug, I'm adding it to the todo list. I just completely forgot about Large Biomes and appeared to have overwritten the generation ID.
Nice idea. I've been looking for something that would give Minecraft a sort of lost world feel without going overboard. Heres what I think so far.
Love the valleys, they look like dried riverbeds and they dont just start and stop randomly. If you filled some of them with water they would make better rivers then the standard minecraft ones. I was kind of expecting the valleys to just be oceans without water, that in itself would be nice as well.
Mirkwood looks great, finaly, theres a forrest I wouldn't be annoyed to spawn in. It is, however, a little thick on the spider webs and a little thin on actual spiders.
The marshlands stick out like a sore thumb. Maybe you could use mycelium (mushroom biome grass) instead of dirt so they are not so glaring. Also, marshlands irl tend to be in low areas but yours always seem to be on top of hills. Maybe just remove the water from a standar ocean biome and put marshlands in there.
The ruins are a bit common and a little bland, the first world I spawned in had six in walking distance. Would be nice to see them spawn more like villages, small clusters of ruins that look like they used to be a town.
Valleys - They actually are oceans without water, they are also the most common biome, because they replace oceans I'll think about filling them with water, the problem seems to be that because there are no more oceans, the valleys replace them, and you end up with a lot of random holes in the ground that look cool but if filled with water would just make lakes. I'll have to look into how the game chooses biomes in order to fix that problem.
Mirkwood - Yes, I just realized how silly it was of me to put in a bunch of spider webs and have no spiders. In 1.1 the plan is to add more incentive to go into the worse biomes like Marsh and Mirkwood, by having better loot, and when that happens I'll add spawners to spider web code.
Marshland - After playing around for a while, marshlands do appear to have odd problems that I didn't see when I was testing them solely (when marsh was the only biome that would spawn). I'll start messing with height values and probably reuse valley code to help them.
Ruins - Variety in ruins is definitely in the works, and I want to try and copy village code but make it spawn ruined and broken. I can also turn down ruined house spawning if required.
Thanks for the feedback.
--------------------
For anyone who wants to know some useless facts or wants a quick laugh at Mod Failures:
Before releasing this mod, 147 worlds were generated during the building process by me in order to test out everything.
Nothing ever seems to go to plan, and here are a few of the bugs I had while trying to make the mod:
--------------
This was my first attempt at walls, it's beautiful isn't it? (For anyone wondering, basically whenever I want to add something and make it generate, I have to create a file for it, and usually I just copy one of the smaller world generators, in this case I copied the code that generates pumpkins. Well, I added in the wall code, but forgot to remove the pumpkin code, so this happened.
Same basic deal, except in this case it was the Mirkwood Webs, and I forgot to make it so the webs only spawn when there's a solid block next to them. My fear of spiders really started to kick in, luckily no trees spawned so the ground wasn't ridiculously dark.
Valleys - They actually are oceans without water, they are also the most common biome, because they replace oceans I'll think about filling them with water, the problem seems to be that because there are no more oceans, the valleys replace them, and you end up with a lot of random holes in the ground that look cool but if filled with water would just make lakes. I'll have to look into how the game chooses biomes in order to fix that problem.
Actualy, what I ran into was this.
LIteraly a valley that runs a winding corse for a very long distance (marked valley in f3). I didn't actualy notice your drained ocean valleys until I read your reply and went looking. I dont remember running into anything this river like in minecraft (in shape altleast). Its actualy a nice feature.
Anyway, incase this is some interesting accident of generation the seed is -1279821001101708299 at x -148, y 107, z 56.
Hey, i played your wasteland mod for a long time and loved it. it was a long time ago, and when i saw a new topic in your name i had to come look! Im downloading it now. I love mods that dont add new types of dirt just to have a title with "Hundreds of new blocks!" And im glad you seem to feel the same way, all that does is make for a sad excuse to ruin texturepack users. Fantasy world gen is an odd idea, without the whole fantasy mod thing, But it sounds great. Im going to download, and toast to no more oceans
LIteraly a valley that runs a winding corse for a very long distance (marked valley in f3). I didn't actualy notice your drained ocean valleys until I read your reply and went looking. I dont remember running into anything this river like in minecraft (in shape altleast). Its actualy a nice feature.
Anyway, incase this is some interesting accident of generation the seed is -1279821001101708299 at x -148, y 107, z 56.
I'll investigate, I may have actually replaced the river biome with valleys, which would make sense I suppose. However I agree with you, the minecraft rivers seem a little bit... wonky? That may just be a good seed.
I have been using it for about an hour and a half, and it works great! Lots of loot from the houses, and some great things come from the terrain gen
Those are actually some pretty cool pictures, if I need to flesh out the topic some more I may use them.
-----------------------------
And so we begin the quest for version 1.1! It seems like only yesterday that this mod was released... But it was actually 2 days ago.
First on the change list: I made Fantasy the fourth world generator type so it doesn't override Large Biomes.
Now on to interesting things: I've made Mirkwood more... Murky
I've made it so that skulls spawn next to those spider web things, as well as an occassional chance of Spider Spawners and chests. I was actually planning on having the skulls in version 1.0 but I couldn't figure out how to get them to place, as whenever I did it they wouldn't appear. Now I know. The skulls have a random rotation attached to them as well, and have a 1/5 chance of being a human skull. The chests will be filled with stuff, similar to ruins.
Ok, I have exams this week so development is going to be slow, but I wanted to release my bug fixes, so consider this an early holiday gift or something like that. V1.1 will come later, I've decided to release v1.05 as a mini-patch.
Warning: May not work with worlds generated with previous versions of Fantasy, if someone could test this it would be helpful.
Changelog v1.05 -----
Made Mirkwood Murkier
--Added skulls around spider nests
--Added spider spawners in spider nests
--Added chests around spider nests
--Added foliage on the ground of mirkwood
Tweaked Various biome rates
Fixed ruined walls so they wouldn't spawn in the ground
Changed item spawns inside of ruined buildings
Cleaned up Biome Code
Fixed the bug where the generator would replace 'Large Biomes'
If someone could test the new version and tell me if it breaks old worlds generated using v1.0 I would love them forever.
Since exams are this week I don't expect to get much done, so consider v1.05 the stable version until further notice.
Also, I'm waiting for Mediafire to update but it appears we have 198 downloads, and will probably hit 200 before the day is out, meaning 200 in 2 days which isn't bad at all for a new mod with no advertising
All good with old worlds, works fine. I found an above ground stronghold while looking around, huge library just sitting in a vally by mirkwood. Weird eh?
Not all those who wander are lost;
The old that is strong does not Wither,
Deep ores are not reached by the frost.
From the nether a fire shall be woken,
A torch from the shadows shall spring;
Renewed shall be blocks that were broken,
The blocky again shall be king.
Fantasy World Generator v1.05
by Silver_Weasel
This mod is attempt by me to make edits to Minecraft World Generator to make it more fantasy-esque. Think, Middle-Earth/Runescape/Elder Scrolls/ and so on. It is not an attempt to do a complete overhaul of the game engine and turn it into an RPG, people have already done that. It is also not an attempt to add 400 new biomes to the game that look somewhat similar and just add variety. People have done that too.
Mod Features
5 New Biomes - I've added in new biomes that are different from the regular Minecraft biomes.
Mirkwood/Evil Jungle - Jungles with a natural canopy overarching, making the world darker. Spiderwebs and such spawn inside of these dark biomes.
Valley - I really don't like the ocean biome, it constantly just gets in the way and makes overhead maps look like an archipelago map with no real ocean, just a bunch of lakes. Instead I replaced oceans with valleys, essentially massive depressions in the ground. They help complement the new...
Mountain - A biome that is essentially Extreme Hills but turned up a Notch (get it? a Notch?)
Marsh - Swamps, but the ground is a mix of soul sand and dirt, and all the trees are dead. Also, twice as many lakes spawn inside of them.
Iceland - A frozen hell, where the actual dirt and grass is replaced with snow blocks. Trees are dead here as well.
Ruins - I've stolen the ruins from my previous mod, Wasteland, and added them in here. I also turned up loot spawning in them so that it's more interesting to find them.
Ruined Walls - Walls that can span anywhere from 5-50 blocks, made of a mix of mossy and regular stone.
New Nature Features - I've added in logs, which are strings of flipped wood blocks, and tree stumps, which are single wood blocks surrounded by dark brown half slabs, just to help break up landscape a little.
Disabled Ravines and Mineshafts - Basically, these things were constantly getting in the way, so I got rid of them. Ravines didn't play with lighting very well and liked to cut into my valleys. Mineshafts would just randomly appear in air, so those were left out as well.
Downloads:
SSP v1.05: http://adf.ly/FmYd4
Note: If you used version 1.0 of this mod and install v1.05 it will may not work with worlds generated in previous versions. If someone could test this it would be appreciated.
How to Install:
Installing:
Survival Singleplayer:
1. Download Risugami's Modloader
2. Navigate to your .minecraft folder. For me its at: c:\users\<myusername>\AppData\Roaming\.minecraft.
3. Open up your bin folder.
4. Open up the minecraft.jar using a program like winrar.
5. Drag the .class files inside of the FantasyWorldGen folder into your minecraft.jar
6. Drag the modloader files into the minecraft.jar
7. Delete the META-INF folder inside the minecraft.jar
8. Launch Minecraft and start a new world, use the new world type, Fantasy
Compatibility:
This mod runs its own world generator and most likely will not add in things that are generated in other mods.
Besides for that, if you have any mods that add things like new mobs or items that don't require world generation, then they should be compatible.
Older Versions of the Mod:
v1.0 - http://adf.ly/FiMK4
Changelog -
v1.05
-----
Made Mirkwood Murkier
--Added skulls around spider nests
--Added spider spawners in spider nests
--Added chests around spider nests
--Added foliage on the ground of mirkwood
Tweaked Various biome rates
Fixed ruined walls so they wouldn't spawn in the ground
Changed item spawns inside of ruined buildings
Cleaned up Biome Code
Fixed the bug where the generator would replace 'Large Biomes'
What is planned:
SMP Support!
More Biomes
More Ruins
More loot
If you have any suggestions or ideas for this mod, please don't hesitate to tell me
Also, the KRTactics Youtube Account is in fact me! If you see it posting around on videos that's me!
We'll I do love the biomes you explained in the OP and I will give the mod a try.
Anyway very nice mod!
Thanks, I hope you enjoy.
-------------
Sorry to anyone who read the thread before it was fully ready to go, I accidentally hit the post button before finishing all my edits. The OP should be good now.
I'm going to go sleep, and hopefully tomorrow I can start on SMP support, which will essentially be a lot of copying and pasting and renaming.
just noticed my post count never posting again
Yeah, walls seem to be a bit odd right now, it seems for some reason they only want to spawn inside of hills and the ground, which is weird. It's on the to do list.
Also the chests in the yard was a result of me copying code from my Wasteland Mod, where that was the only way to get seeds because all the grass was dead. I'll add some more stuff like wheat, bonemeal, dirt, and so on in 1.1
Awesome, thanks.
----------------------
So plans for today:
Cleanup the Topic some more
Look into SMP compatibility if possible
Begin work on 1.1 which will include:
-Edits to Ruins, to make them more dynamic
-Better stuff spawning in worse biomes like Evil Forest and Iceland, to give a purpose to exploring them.
-Fix up my biome code so it's not as messy.
I'll use it, if I find anything you should need to know, I'll tell you!
-Trevor, Inthedarkness90
However, I noticed that it replaces the "Large Biomes" worldtype.
I'm guessing this is a bug, just thought I'd mention it in case it is.
I quite like this mod.
Love the valleys, they look like dried riverbeds and they dont just start and stop randomly. If you filled some of them with water they would make better rivers then the standard minecraft ones. I was kind of expecting the valleys to just be oceans without water, that in itself would be nice as well.
Mirkwood looks great, finaly, theres a forrest I wouldn't be annoyed to spawn in. It is, however, a little thick on the spider webs and a little thin on actual spiders.
The marshlands stick out like a sore thumb. Maybe you could use mycelium (mushroom biome grass) instead of dirt so they are not so glaring. Also, marshlands irl tend to be in low areas but yours always seem to be on top of hills. Maybe just remove the water from a standar ocean biome and put marshlands in there.
The ruins are a bit common and a little bland, the first world I spawned in had six in walking distance. Would be nice to see them spawn more like villages, small clusters of ruins that look like they used to be a town.
Also, forgot to mention, I prefer to play in large biomes, not having that option is a bit of a bummer.
Glad you like it, and yes that is a bug, I'm adding it to the todo list. I just completely forgot about Large Biomes and appeared to have overwritten the generation ID.
Thanks for the support, feel free to give any feedback.
Valleys - They actually are oceans without water, they are also the most common biome, because they replace oceans I'll think about filling them with water, the problem seems to be that because there are no more oceans, the valleys replace them, and you end up with a lot of random holes in the ground that look cool but if filled with water would just make lakes. I'll have to look into how the game chooses biomes in order to fix that problem.
Mirkwood - Yes, I just realized how silly it was of me to put in a bunch of spider webs and have no spiders. In 1.1 the plan is to add more incentive to go into the worse biomes like Marsh and Mirkwood, by having better loot, and when that happens I'll add spawners to spider web code.
Marshland - After playing around for a while, marshlands do appear to have odd problems that I didn't see when I was testing them solely (when marsh was the only biome that would spawn). I'll start messing with height values and probably reuse valley code to help them.
Ruins - Variety in ruins is definitely in the works, and I want to try and copy village code but make it spawn ruined and broken. I can also turn down ruined house spawning if required.
Thanks for the feedback.
--------------------
For anyone who wants to know some useless facts or wants a quick laugh at Mod Failures:
Before releasing this mod, 147 worlds were generated during the building process by me in order to test out everything.
Nothing ever seems to go to plan, and here are a few of the bugs I had while trying to make the mod:
--------------
This was my first attempt at walls, it's beautiful isn't it? (For anyone wondering, basically whenever I want to add something and make it generate, I have to create a file for it, and usually I just copy one of the smaller world generators, in this case I copied the code that generates pumpkins. Well, I added in the wall code, but forgot to remove the pumpkin code, so this happened.
Same basic deal, except in this case it was the Mirkwood Webs, and I forgot to make it so the webs only spawn when there's a solid block next to them. My fear of spiders really started to kick in, luckily no trees spawned so the ground wasn't ridiculously dark.
Actualy, what I ran into was this.
LIteraly a valley that runs a winding corse for a very long distance (marked valley in f3). I didn't actualy notice your drained ocean valleys until I read your reply and went looking. I dont remember running into anything this river like in minecraft (in shape altleast). Its actualy a nice feature.
Anyway, incase this is some interesting accident of generation the seed is -1279821001101708299 at x -148, y 107, z 56.
I'll investigate, I may have actually replaced the river biome with valleys, which would make sense I suppose. However I agree with you, the minecraft rivers seem a little bit... wonky? That may just be a good seed.
Those are actually some pretty cool pictures, if I need to flesh out the topic some more I may use them.
-----------------------------
And so we begin the quest for version 1.1! It seems like only yesterday that this mod was released... But it was actually 2 days ago.
First on the change list: I made Fantasy the fourth world generator type so it doesn't override Large Biomes.
Now on to interesting things: I've made Mirkwood more... Murky
I've made it so that skulls spawn next to those spider web things, as well as an occassional chance of Spider Spawners and chests. I was actually planning on having the skulls in version 1.0 but I couldn't figure out how to get them to place, as whenever I did it they wouldn't appear. Now I know. The skulls have a random rotation attached to them as well, and have a 1/5 chance of being a human skull. The chests will be filled with stuff, similar to ruins.
Next up: Walls!
Warning: May not work with worlds generated with previous versions of Fantasy, if someone could test this it would be helpful.
Changelog v1.05
-----
Made Mirkwood Murkier
--Added skulls around spider nests
--Added spider spawners in spider nests
--Added chests around spider nests
--Added foliage on the ground of mirkwood
Tweaked Various biome rates
Fixed ruined walls so they wouldn't spawn in the ground
Changed item spawns inside of ruined buildings
Cleaned up Biome Code
Fixed the bug where the generator would replace 'Large Biomes'
Since exams are this week I don't expect to get much done, so consider v1.05 the stable version until further notice.
Also, I'm waiting for Mediafire to update but it appears we have 198 downloads, and will probably hit 200 before the day is out, meaning 200 in 2 days which isn't bad at all for a new mod with no advertising