this is a really good and simple map creater, i have a few questions though when i try to make a large map it says that there is not enough memory while my cpu has like 600gigs, also can this program have custom biomes?, if so could you please make more that we could download to install. its really good
also can this program have custom biomes?, if so could you please make more that we could download to install. its really good
While I don't know about your memory problem, I do know that you can import BO2 files into world painter, sort of like custom biomes. There are multiple ways to create BO2s which I don't know, but a mod called Terrain Control can get you started. Once you've made the BO2s, put them in an easily accessible place, press the plus button near the layer selector, select "add custom layer", select the BO2 file and paint it like trees, resources, or whatever. If you want to use the existing minecraft biomes, you simply check "custom biomes" before making a world, and uncheck "automatic biomes". Then, just click on the Biomes layer, select the desired option, and it's on your brush!
Additionally, when using it to add to circular worlds, there are patches of a sort of... no-man's land around where the borders of the circular world would be, in which I can't figure out how to place blocks.
Those patches are created with the Void layer and you can remove them by selecting the Void layer and right-clicking (use a solid brush and maximum intensity). Making a circular world larger (while maintaining the ciruclar shape) will most likely never happen, as it would be very complex and not much used.
Hey Captain_Chaos AVG Is Picking Up World Painter When Ever I Install?????
Is that a virus scanner? If so, it sucks. There is no virus in WorldPainter. I would uninstall AVG and install Microsoft Security Essentials, which is free and much better. If you can't or won't do that, you need to find out how to tell AVG to let you install the program (and report it to the manufacturer as a false positive).
This is a great program when i use it on windows but it never works on my mac (MBP Retina 15" OSX 10.8.2) all it does is leave circles everywhere. Can you please fix the OSX version? But the windows one is fantastic.
you should make it where if you want to you can add tekkit ores to the ore field segment
In addition to what Neko_san says, you can also use custom underground pockets layers (from the + button on the layers panel) for this. You just need to find out which block ID and data value to use for the various tekkit ores.
... when i try to make a large map it says that there is not enough memory while my cpu has like 600gigs,
Your "cpu has like 600gigs"? I don't think you really know what you are talking about... If you mean GB by "gigs", then that refers to memory, which has nothing do with the CPU. And nobody has 600 GB of memory, that is a ridiculously large amount. If you mean GHz then that could apply to a CPU, except that once again 600 GHz is a ridiculous speed, nobody has a processor that fast. So either way what you say makes no sense.
If you are using the 32-bit version of WorldPainter you could try installing the 64-bit version (after uninstalling the 32-bit version, and assuming you have 64-bit Windows), which can use more memory. But it's also possible you're just trying to create a ridiculously large map which would never fit in memory.
also can this program have custom biomes?, if so could you please make more that we could download to install.
Assuming that by "custom biomes" you mean custom trees, etc., then as Neko_san points out you can use custom object layers for that. I just wanted to add that WorldPainter also supports schematics for inclusion in custom object layers, not just bo2 files.
Is there a way to stop tall grass from generating? I have an island that is covered in the frost layer and have selected it to export with the funky snow layers but the tall grass messes them up.
Yes, you can set one of the custom terrain types to grass (block ID 2) and use that instead of the Grass terrain type.
Can you add an option to prevent mineshaft from being generated? I let minecraft populate the world and this happen. Floating mineshaft, unnatural mineshaft are everywhere. They don't follow the custom sea level or ground level at all.
im assuming that the NPC village problem is due to minecraft not world painter. it seems to be some sort of bug that affects how the villages, temples, mineshaft ect. are placed. this is unfortunate because its keeping me from being able to finish my map.... hopefully 1.4.4 will fix this issue
im assuming that the NPC village problem is due to minecraft not world painter. it seems to be some sort of bug that affects how the villages, temples, mineshaft ect. are placed. this is unfortunate because its keeping me from being able to finish my map.... hopefully 1.4.4 will fix this issue
You might be right. I had 'generate-structures=false' and mineshaft was still everywhere on the map. I will report this bug.
Is there any way to disable NPC villages from generating?
Assuming that you're talking about in WorldPainter-generated land, I wasn't awars that Minecraft did that at all! It did not use to generate NPC villages in WorldPainter-generated land, but this appears to have changed in version 1.4.
Given that it now does this, the answer to your question is: no, not specifically. Your only option is not to use Populate. I recommend that anyway, most people don't really understand what it does and don't need it.
Can you add an option to prevent mineshaft from being generated? I let minecraft populate the world and this happen. Floating mineshaft, unnatural mineshaft are everywhere. They don't follow the custom sea level or ground level at all.
You might be right. I had 'generate-structures=false' and mineshaft was still everywhere on the map. I will report this bug.
I'm not sure where you set that option. WorldPainter does not have it, so if you are talking about a WorldPainter-generated world I don't think it makes a difference. WorldPainter always generates the map with "generate structures" turned on. But now that that appears to be causing trouble, perhaps I will add an option for it on the Export screen so that you can turn it off.
Given that it now does this, the answer to your question is: no, not specifically. Your only option is not to use Populate. I recommend that anyway, most people don't really understand what it does and don't need it.
I can disable populate, but then it would be a lot of works to make the map look 'natural'. Without Populate, desert would lack cactus, river and beaches would lack clay and gravel, swamp would lack witches, etc. It is a pain to add those in by hand on a huge map; unless there is an easier alternative way. I surely can avoid using Populate, but is there a better way to do it without taking huge amount of time?
I'm not sure where you set that option. WorldPainter does not have it, so if you are talking about a WorldPainter-generated world I don't think it makes a difference. WorldPainter always generates the map with "generate structures" turned on. But now that that appears to be causing trouble, perhaps I will add an option for it on the Export screen so that you can turn it off.
I was talking about generate-structures in server.properties file. The option includes temple, stronghold, mineshaft, and NPC villages. I thought generating mineshaft is controlled by that option, so I came to the conclusion that the feature is broken. However, I posted it here in case anyone else has a solution. Anyway, now you clarified that the cause is within WorldPainter itself, I won't have to report that bug anymore. Thanks for your response.
Hey, I use Ubuntu 12.04 Precision Pangolin and I have tried the 4 installers that you provided the .deb installer, the tar.gz the .sh install and the last one that you said was unsopported. The .sh and Tar.gz installed world painter correctly, but I can't run the porgram. The startup screen pops up for half a second and then closes. I have Open JDK 6 and 7 and I have l even tried tinkering around with the options file, but to no avail. I could not find a video or guide to running it on ubuntu on Youtube. This program looks amazing I hope there is someone on here who could help me, point me to a guide or tell me if I need anything else to run it.
Minecraft has stopped running because it encountered a problem; Exception in server tick loop
This error has been saved to C:\Users\Clancy\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-09_22.53.18-server.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT bd1a243e --------
Generated 9/11/12 10:53 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 319636088 bytes (304 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 7244 (405664 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- Is Modded: Probably not
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: 1289 (72184 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- Player Count: 1 / 8; [ih['SimsIsFun'/1162, l='74th Hunger Games', x=59.50, y=66.62, z=92.50]]
- World 74th Hunger Games Entities: 0 total; []
- World 74th Hunger Games Players: 0 total; []
- World 74th Hunger Games Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Integrated Server
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--- END ERROR REPORT a942770f ----------
So if I make small changes such as putting in trees or grass with saplings or bone meal (more carefully than I can in WorldPainter) and putting in a cornucopia for a Hunger Games map, would they be there?
Would they be where? In WorldPainter? No, like I said, it only imports the landscape. However if you add such things to a map in Minecraft, import that map in WorldPainter, modify the landscape, and merge the changes back to the original map, your changes will survive the merge (although they may become distorted if you make changes in the same area in WorldPainter, and remove the Readonly layer).
That's a legitimate point, you would need Populate for that. However, I think Minecraft will only generate witch huts if "generate structures" is on, so while the next release will allow you to turn that off so that abandoned mines are not generated floating in mid-air, if you do that it will also not create any witch huts...
It's counter to the idea of WorldPainter to let Minecraft generate such things anyway. The whole point of it is to give you full control over all aspects of the map, including which structures are where. It's not really meant for generating unpredictable single player maps, that's what Minecraft is already good at.
However, one way to do it might be to export a witch hut as a schematic, and add them to the world manually by using a custom object layer. I don't know if that will work though. You would need the actual witch herself to come across too of course, and while in theory both schematic files and WorldPainter support that, I haven't tested it. If you try it let me know how it works out.
Hey, I use Ubuntu 12.04 Precision Pangolin and I have tried the 4 installers that you provided the .deb installer, the tar.gz the .sh install and the last one that you said was unsopported. The .sh and Tar.gz installed world painter correctly, but I can't run the porgram.
There must be something wrong with your Java installation. The fact that the splash screen pops up means that it can find Java, but it encounters some kind of error almost right away, apparently before the error reporting mechanism has initialised.
Can you try running it from a command line to see if it prints anything there? Or can you check whether there is a file called logfile0.txt in ~/.worldpainter?
Errors like that usually means that Minecraft has to do too many cascading block updates. It happens when the map has a huge number of touching blocks that cause an avalanche of block updates when one is disturbed. For instance, a huge volume of sugar cane blocks that are too high or on an unsupported block type. Destroying one sugar cane block causes all sugar cane blocks around it to update. If those are illegal, they will be destroyed too, causing yet more block updates. It's probably not sugar cane blocks in your case, but that's just an example, it could be any type of block that does something when an adjacent block updates. Does that ring a bell?
I think it's an excellent idea. You can post your bo2 object by uploading it to a file sharing site and posting the link here (or perhaps the user creations thread would be better).
While I don't know about your memory problem, I do know that you can import BO2 files into world painter, sort of like custom biomes. There are multiple ways to create BO2s which I don't know, but a mod called Terrain Control can get you started. Once you've made the BO2s, put them in an easily accessible place, press the plus button near the layer selector, select "add custom layer", select the BO2 file and paint it like trees, resources, or whatever. If you want to use the existing minecraft biomes, you simply check "custom biomes" before making a world, and uncheck "automatic biomes". Then, just click on the Biomes layer, select the desired option, and it's on your brush!
Something like this will happen some day.
Those patches are created with the Void layer and you can remove them by selecting the Void layer and right-clicking (use a solid brush and maximum intensity). Making a circular world larger (while maintaining the ciruclar shape) will most likely never happen, as it would be very complex and not much used.
Is that a virus scanner? If so, it sucks. There is no virus in WorldPainter. I would uninstall AVG and install Microsoft Security Essentials, which is free and much better. If you can't or won't do that, you need to find out how to tell AVG to let you install the program (and report it to the manufacturer as a false positive).
This is on the troubleshooting page.
In addition to what Neko_san says, you can also use custom underground pockets layers (from the + button on the layers panel) for this. You just need to find out which block ID and data value to use for the various tekkit ores.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Your "cpu has like 600gigs"? I don't think you really know what you are talking about... If you mean GB by "gigs", then that refers to memory, which has nothing do with the CPU. And nobody has 600 GB of memory, that is a ridiculously large amount. If you mean GHz then that could apply to a CPU, except that once again 600 GHz is a ridiculous speed, nobody has a processor that fast. So either way what you say makes no sense.
If you are using the 32-bit version of WorldPainter you could try installing the 64-bit version (after uninstalling the 32-bit version, and assuming you have 64-bit Windows), which can use more memory. But it's also possible you're just trying to create a ridiculously large map which would never fit in memory.
Assuming that by "custom biomes" you mean custom trees, etc., then as Neko_san points out you can use custom object layers for that. I just wanted to add that WorldPainter also supports schematics for inclusion in custom object layers, not just bo2 files.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Yes, you can set one of the custom terrain types to grass (block ID 2) and use that instead of the Grass terrain type.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
You might be right. I had 'generate-structures=false' and mineshaft was still everywhere on the map. I will report this bug.
Assuming that you're talking about in WorldPainter-generated land, I wasn't awars that Minecraft did that at all! It did not use to generate NPC villages in WorldPainter-generated land, but this appears to have changed in version 1.4.
Given that it now does this, the answer to your question is: no, not specifically. Your only option is not to use Populate. I recommend that anyway, most people don't really understand what it does and don't need it.
I just answered this question.
I'm not sure where you set that option. WorldPainter does not have it, so if you are talking about a WorldPainter-generated world I don't think it makes a difference. WorldPainter always generates the map with "generate structures" turned on. But now that that appears to be causing trouble, perhaps I will add an option for it on the Export screen so that you can turn it off.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I can disable populate, but then it would be a lot of works to make the map look 'natural'. Without Populate, desert would lack cactus, river and beaches would lack clay and gravel, swamp would lack witches, etc. It is a pain to add those in by hand on a huge map; unless there is an easier alternative way. I surely can avoid using Populate, but is there a better way to do it without taking huge amount of time?
I was talking about generate-structures in server.properties file. The option includes temple, stronghold, mineshaft, and NPC villages. I thought generating mineshaft is controlled by that option, so I came to the conclusion that the feature is broken. However, I posted it here in case anyone else has a solution. Anyway, now you clarified that the cause is within WorldPainter itself, I won't have to report that bug anymore. Thanks for your response.
but i think somthing like this as a tool would be very nice
-Thanks
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Exception in server tick loop
This error has been saved to C:\Users\Clancy\AppData\Roaming\.minecraft\crash-reports\crash-2012-11-09_22.53.18-server.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT bd1a243e --------
Generated 9/11/12 10:53 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 319636088 bytes (304 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 7244 (405664 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- Is Modded: Probably not
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: 1289 (72184 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- Player Count: 1 / 8; [ih['SimsIsFun'/1162, l='74th Hunger Games', x=59.50, y=66.62, z=92.50]]
- World 74th Hunger Games Entities: 0 total; []
- World 74th Hunger Games Players: 0 total; []
- World 74th Hunger Games Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Integrated Server
java.lang.StackOverflowError
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at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:413)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:410)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:412)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:410)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:412)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:410)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:412)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:410)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:412)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:408)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:410)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:409)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
at aht.a(SourceFile:36)
at xe.m(SourceFile:419)
at xe.h(SourceFile:412)
at xe.f(SourceFile:365)
at xe.e(SourceFile:344)
at aht.c(SourceFile:47)
--- END ERROR REPORT a942770f ----------
Would they be where? In WorldPainter? No, like I said, it only imports the landscape. However if you add such things to a map in Minecraft, import that map in WorldPainter, modify the landscape, and merge the changes back to the original map, your changes will survive the merge (although they may become distorted if you make changes in the same area in WorldPainter, and remove the Readonly layer).
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Why not use the Desert terrain type? That has cactuses and dead shrubs.
Not if you use the Beach terrain type.
That's a legitimate point, you would need Populate for that. However, I think Minecraft will only generate witch huts if "generate structures" is on, so while the next release will allow you to turn that off so that abandoned mines are not generated floating in mid-air, if you do that it will also not create any witch huts...
It's counter to the idea of WorldPainter to let Minecraft generate such things anyway. The whole point of it is to give you full control over all aspects of the map, including which structures are where. It's not really meant for generating unpredictable single player maps, that's what Minecraft is already good at.
However, one way to do it might be to export a witch hut as a schematic, and add them to the world manually by using a custom object layer. I don't know if that will work though. You would need the actual witch herself to come across too of course, and while in theory both schematic files and WorldPainter support that, I haven't tested it. If you try it let me know how it works out.
There must be something wrong with your Java installation. The fact that the splash screen pops up means that it can find Java, but it encounters some kind of error almost right away, apparently before the error reporting mechanism has initialised.
Can you try running it from a command line to see if it prints anything there? Or can you check whether there is a file called logfile0.txt in ~/.worldpainter?
Errors like that usually means that Minecraft has to do too many cascading block updates. It happens when the map has a huge number of touching blocks that cause an avalanche of block updates when one is disturbed. For instance, a huge volume of sugar cane blocks that are too high or on an unsupported block type. Destroying one sugar cane block causes all sugar cane blocks around it to update. If those are illegal, they will be destroyed too, causing yet more block updates. It's probably not sugar cane blocks in your case, but that's just an example, it could be any type of block that does something when an adjacent block updates. Does that ring a bell?
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I think it's an excellent idea. You can post your bo2 object by uploading it to a file sharing site and posting the link here (or perhaps the user creations thread would be better).
This will be added in the near future.
You place them in the custom brushes folder, which you can open from the Tools menu. Check out this page for more information.
I created WorldPainter. For support, please visit the WorldPainter subreddit.