New Map Generator - Planetoids - V1.75 Now up
Posted 21 November 2010 - 02:25 AM
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.
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
Posted 21 November 2010 - 02:27 AM
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
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.
Posted 21 November 2010 - 02:29 AM
Posted 21 November 2010 - 02:38 AM
Posted 21 November 2010 - 03:30 AM
thanks for working on this.
What's beneath all the water btw?
and what happens when i reach the edge? (ungenerated portion of map)
Posted 21 November 2010 - 03:37 AM
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)
Posted 21 November 2010 - 04:14 AM
I had about the same time.
Posted 21 November 2010 - 04:43 AM
Posted 21 November 2010 - 04:49 AM
Posted 21 November 2010 - 05:04 AM
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.
Posted 21 November 2010 - 05:11 AM
You listenin' Pig?
Posted 21 November 2010 - 06:43 AM
Posted 21 November 2010 - 06:53 AM
Are Sand planets stable?
Posted 21 November 2010 - 06:55 AM
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.
Posted 21 November 2010 - 06:59 AM
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)