I grabbed the source from 31stCenturyMatt's program Minecraft Retro Biomes (found here) modified it to change any chunk into any biome. I needed to take a map (my Pokemon map actually), convert the entire map into one biome (Forest), then change some select chunks into Desert and Ice Plains.
I call it BiomeEdit. It works similarly to Minecraft Retro Biomes, but it doesn't have anything to do with pre-1.8, seeds, or combining new biomes anymore. It reads a list of chunk ranges from biomes.txt and sets those chunks to a given biome.
If biomes.txt includes the line "default=4" (or any other biome id), it'll set the rest of the world to that biome as well. Otherwise, it'll only change the biome for the chunks you specify.
It now also allows global replacement of biomes in a world. You can, for example, replace all tundra biomes in a world with forest biomes. Due to how this program works, it is not advisable to set a default biome or to set any chunks to a specific biome while using the replacement function.
This is because the order of biome changes are unpredictable, so a chunk may be changed by the replacement filter, and then changed by the chunk-range filter, or it could be the other way around.
Through the command line, it also supports loading a specific biome file instead of biomes.txt, automatically starting the conversion, and automatically closing the program when it finishes.
The included readme.txt file has details on program usage, command line usage, and tips for gathering chunk coordinates.
Thanks to 31stCenturyMatt for the source code to his program, I've been wanting to write a tool like this but I didn't want to write the backend for reading the region files.
I don't take credit for any part of the program except my additions, and it still belongs to 31stCenturyMatt. I figured somebody might find my fork of it useful, so that's why I'm sharing it.
AS WITH MINECRAFT RETRO BIOMES, PLEASE BACK UP YOUR WORLD BEFORE YOU MODIFY IT WITH THIS PROGRAM. if the program crashes or is closed partway through the conversion, corruption is easily possible, especially if you interrupt it during a region save.
v6: Fixed the crashing issue (when chunks are missing Biome data) v5:Added a forcesave=true option in biomes.txt v4:Fixed the "not modified, not saving" problem v3: Added "replace" function v2: Added a readme.txt, allowed drag-and-drop, various UI tweaks v1: Initial release
I used it to get an area with all biomes, so I could compare them. Fun fact: the hell biome will actually cause pigmen, ghasts, and other nether creatures to spawn in the overworld - and they do so in large quantities, at least in my superflat world during daytime (likely because it ignores the sun and thus becomes the only area to spawn non-passives). Also, it has the same plant colors as deserts, and even the same sky color and lack of rain.
The unused Sky biome (or is it used for The End?) is also a bit buggy (what a surprise :P), causing the sky to turn black if you enter it. It uses the same grass color as ocean and river biomes, although it can't rain there.
How do I change biomes,it only makes forest.What are the Id's too.
The new version includes a readme.txt that lists all biome IDs. Inside biomes.txt either change/add default=<id> to change the entire world to that biome (i.e. default=2 to make the whole world a desert), or change the biome=4 part of another line to change those chunks (i.e. x=0 z=0 biome=6 to set that chunk to swampland).
Be aware that making an entire map a desert biome won't spawn sand everywhere, or making it a jungle biome won't spawn dense trees everywhere, it only changes leaf/grass color, precipitation (rain, snow, or nothing), whether water will freeze, etc. The actual blocks won't change.
Be aware that making an entire map a desert biome won't spawn sand everywhere, or making it a jungle biome won't spawn dense trees everywhere, it only changes leaf/grass color, precipitation (rain, snow, or nothing), whether water will freeze, etc. The actual blocks won't change.
so default 5 will make my entire map a snow world like it used to be when i started playing it in alpha... along time ago.
so default 5 will make my entire map a snow world like it used to be when i started playing it in alpha... along time ago.
Either 5 (taiga) or 12 (Ice Plains, i.e. tundra) will work. There isn't much of a difference between them other than the blocks that are generated, except wolves are more common in taigas.
Either 5 (taiga) or 12 (Ice Plains, i.e. tundra) will work. There isn't much of a difference between them other than the blocks that are generated, except wolves are more common in taigas.
thank you now my custom map is back on track. it might get release in the next ...ugh forever. but thank you this gives me motivation since now the map will now longer be a desert. by the way the map is all of MGS1 so it needs snow.
Thank you, i have been looking for this. The UI could use some help but it works well after figuring out the text file.
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Thank you so much for this tool. I recently returned to minecraft to find out that my really old map was taken over by snow/ice biomes (after being converted). The rapidly spreading ice is just ridiculous but this solved the problem. I appreciate you posting this!
Just to clarify, how (if at all) does this interact with chunks that have not yet been generated?
That is:
A: Consider the situation where you set the biome on all existing chunks (either manually or by using the "default" option), and then someone explores beyond those limits far enough that Minecraft generates new chunks. Will those new chunks be affected in any way by the biomes of the existing chunks? Or will they generate with random biomes according to the seed, as normal? (I would expect the latter, but I want to be clear.)
B: If you specify the coordinates of a chunk which has not been generated yet, and specify a biome for that chunk, what happens when someone explores far enough to cause that chunk to be generated? Will Minecraft use that biome when generating the chunk? Or will it be generated with a random biome according to the seed, as normal? Or will Minecraft choke on the "partially present chunk" and possibly even crash? Or will BiomeEdit error out on even trying to do this in the first place?
I have a huge world to build, with some fairly specific biome and terrain requirements, and being able to specify biome values in advance and have Minecraft generate chunks in those locations with those biomes would be a great advantage. I don't hold much hope that that's actually in any way possible, however.
A: Consider the situation where you set the biome on all existing chunks (either manually or by using the "default" option), and then someone explores beyond those limits far enough that Minecraft generates new chunks. Will those new chunks be affected in any way by the biomes of the existing chunks? Or will they generate with random biomes according to the seed, as normal? (I would expect the latter, but I want to be clear.)
It can only modify chunks that have already been generated; chunks generated afterward will be whatever biome is created from the random seed.
B: If you specify the coordinates of a chunk which has not been generated yet, and specify a biome for that chunk, what happens when someone explores far enough to cause that chunk to be generated? Will Minecraft use that biome when generating the chunk? Or will it be generated with a random biome according to the seed, as normal? Or will Minecraft choke on the "partially present chunk" and possibly even crash? Or will BiomeEdit error out on even trying to do this in the first place?
Right now BiomeEdit will just crash if it tries to read from a chunk that doesn't exist yet. Also the chunk won't be created by BiomeEdit, and the chunk will again be whatever biome is created from the random seed when it finally is generated by Minecraft.
It's so awesome! If you change the entire Map to "Sky", then you have a black sky and only endermen are spawning. So you can make an adventure-map that takes place in the end without forcing the player to enter a portal (poorly there is still sun, moon and stars but still^^). if you make it to "hell" then you get a normal world that looks like desert biome (dry and brown) but with nether animals spawning.
I call it BiomeEdit. It works similarly to Minecraft Retro Biomes, but it doesn't have anything to do with pre-1.8, seeds, or combining new biomes anymore. It reads a list of chunk ranges from biomes.txt and sets those chunks to a given biome.
If biomes.txt includes the line "default=4" (or any other biome id), it'll set the rest of the world to that biome as well. Otherwise, it'll only change the biome for the chunks you specify.
It now also allows global replacement of biomes in a world. You can, for example, replace all tundra biomes in a world with forest biomes. Due to how this program works, it is not advisable to set a default biome or to set any chunks to a specific biome while using the replacement function.
This is because the order of biome changes are unpredictable, so a chunk may be changed by the replacement filter, and then changed by the chunk-range filter, or it could be the other way around.
Through the command line, it also supports loading a specific biome file instead of biomes.txt, automatically starting the conversion, and automatically closing the program when it finishes.
The included readme.txt file has details on program usage, command line usage, and tips for gathering chunk coordinates.
Thanks to 31stCenturyMatt for the source code to his program, I've been wanting to write a tool like this but I didn't want to write the backend for reading the region files.
I don't take credit for any part of the program except my additions, and it still belongs to 31stCenturyMatt. I figured somebody might find my fork of it useful, so that's why I'm sharing it.
AS WITH MINECRAFT RETRO BIOMES, PLEASE BACK UP YOUR WORLD BEFORE YOU MODIFY IT WITH THIS PROGRAM. if the program crashes or is closed partway through the conversion, corruption is easily possible, especially if you interrupt it during a region save.
Download (includes source):
http://s.americansf....t/BiomeEdit.zip
Changelog:
v6: Fixed the crashing issue (when chunks are missing Biome data)
v5:Added a forcesave=true option in biomes.txt
v4:Fixed the "not modified, not saving" problem
v3: Added "replace" function
v2: Added a readme.txt, allowed drag-and-drop, various UI tweaks
v1: Initial release
I used it to get an area with all biomes, so I could compare them. Fun fact: the hell biome will actually cause pigmen, ghasts, and other nether creatures to spawn in the overworld - and they do so in large quantities, at least in my superflat world during daytime (likely because it ignores the sun and thus becomes the only area to spawn non-passives). Also, it has the same plant colors as deserts, and even the same sky color and lack of rain.
The unused Sky biome (or is it used for The End?) is also a bit buggy (what a surprise :P), causing the sky to turn black if you enter it. It uses the same grass color as ocean and river biomes, although it can't rain there.
My name is not derived of the same orgin as his.
The new version includes a readme.txt that lists all biome IDs. Inside biomes.txt either change/add default=<id> to change the entire world to that biome (i.e. default=2 to make the whole world a desert), or change the biome=4 part of another line to change those chunks (i.e. x=0 z=0 biome=6 to set that chunk to swampland).
To make the whole map a desert, the only line in biomes.txt should be:
default=2
You can use any biome, of course. Biome IDs can be found in the readme.txt in the zip file, or in this thread: http://www.minecraftforum.net/topic/1042149-minecraft-retro-biomes/
Be aware that making an entire map a desert biome won't spawn sand everywhere, or making it a jungle biome won't spawn dense trees everywhere, it only changes leaf/grass color, precipitation (rain, snow, or nothing), whether water will freeze, etc. The actual blocks won't change.
so default 5 will make my entire map a snow world like it used to be when i started playing it in alpha... along time ago.
Either 5 (taiga) or 12 (Ice Plains, i.e. tundra) will work. There isn't much of a difference between them other than the blocks that are generated, except wolves are more common in taigas.
thank you now my custom map is back on track. it might get release in the next ...ugh forever. but thank you this gives me motivation since now the map will now longer be a desert. by the way the map is all of MGS1 so it needs snow.
now it's time to play around with it and see what i can do =D
That is:
A: Consider the situation where you set the biome on all existing chunks (either manually or by using the "default" option), and then someone explores beyond those limits far enough that Minecraft generates new chunks. Will those new chunks be affected in any way by the biomes of the existing chunks? Or will they generate with random biomes according to the seed, as normal? (I would expect the latter, but I want to be clear.)
B: If you specify the coordinates of a chunk which has not been generated yet, and specify a biome for that chunk, what happens when someone explores far enough to cause that chunk to be generated? Will Minecraft use that biome when generating the chunk? Or will it be generated with a random biome according to the seed, as normal? Or will Minecraft choke on the "partially present chunk" and possibly even crash? Or will BiomeEdit error out on even trying to do this in the first place?
I have a huge world to build, with some fairly specific biome and terrain requirements, and being able to specify biome values in advance and have Minecraft generate chunks in those locations with those biomes would be a great advantage. I don't hold much hope that that's actually in any way possible, however.
It can only modify chunks that have already been generated; chunks generated afterward will be whatever biome is created from the random seed.
Right now BiomeEdit will just crash if it tries to read from a chunk that doesn't exist yet. Also the chunk won't be created by BiomeEdit, and the chunk will again be whatever biome is created from the random seed when it finally is generated by Minecraft.
Huh, never thought of doing that. Interesting!
Since it can only read Anvil (1.2) files, and biomes weren't stored in the map files themselves until 1.2, this only works on 1.2 worlds.