Worldmaker is a program that generates Minecraft worlds that are radically different form what Minecraft itself makes. You pick a generator type, a world size in chunks, and maybe set some options, then Worldmaker will generate a new world that will be available the next time you launch Minecraft.
This version 2.0 release has a huge number of changes, including:
Custom options for all generators. The command line version has slightly more options, but the GUI also has several custom options for each generator.
Two new generators, Mystical Islands and Woolpocalypse. Mystical Islands is an improved version of my old generator with the same name. I won't spoil what Woolpocalypse is - you'll have to play it and see
Forge compatibility. You can now import a level.dat file from a Minecraft save with Forge mods to have the generator apply those mods to the map it creates, and several generators include an option to generate worlds with custom blocks imported from mods.
Completely reworked UI. The UI now has generator options and is in general more friendly.
Lots of bug fixes and performance improvements.
There's more than that. Try it and find out. We'll also follow this post with full documentation of the new options for the command line version.
Generators available in this release:
Mystical Islands
An archipelago of magical islands, floating in the sky and hidden in underwater bubbles. Different ores can be found at different altitudes, so you'll have to travel between them to find resources.
Vastwood
This generator makes a forest of giant trees, big enough to build houses in or play squirrel if you feel like it. It also adds in a nice winding river, some giant mushrooms, and a few other bits you'll have to find. There's not much room left for mining, so a lot of the resources can be found in the different sorts of trees instead. This map has a custom nether as well, but reaching it might be a bit tricky. Be careful of forest fires.
Planetoids
This generator makes a map made of hundreds (or thousands) of little planets. There are tree planets - spheres of wood surrounded by leaves, earth planets with grass on top, stone planets - each with a layer of stone surrounding an inner ore, and several more. If you make it to the nether, it's made up of its own nether planets. You always start on a planetoid you can mine by hand, and you can get around by building bridges - or jumping.
Primordial Desert
This generator makes a desert of sand dunes with a small number of oases with water and a few trees. Resources are scarce on the surface, but there are volcanoes to mine, ruins to explore, and complex underground cave systems to find ores in. This is a relatively difficult map to survive in, but some people think it's more fun that way.
Dungeon Adventure
This generator starts you in a canyon leading to a randomly generated (and dangerous) dungeon. If you can make it to the end, a portal will take you to a tunnel in the nether that leads to a different world entirely. Each new world has its own dungeon, and the world types the dungeons lead to won't be the same each time you run it. Each map has four worlds linked by dungeons and portals, and right now there are nine different world types that they might be chosen from. The dungeons are fun for players out for adventure, but the worlds themselves are designed to also be interesting for those who want an interesting place to build too.
Woolpocalypse
A peaceful land of rolling grassy hills with scattered trees and sheep. What could possibly go wrong?
Compatibility:
We've tested the command line version with Mono, and it should work anywhere you can get Mono to run. The GUI version only works on Windows.
Oh, one other thing: if you're on Windows 10 and one of the first people to download you might get blocked by Smart Screen when you try to run this (you'll get the message "Windows protected your PC"). You can get around this by right-clicking the file, selecting "Properties" and checking the "Unblock" box in the bottom right.
Command line user guide
-----------------------
This is a brief description of all options available in Worldmaker 2.0, organized in the order they would be encountered in the command line version. In general, in the command line version, if the default value for a Yes/No question is not specified, it defaults to No. Spoiler blocks are used here to collapse the text for those who don't want to read all of it.
1. General options
1.1. Forge mods configuration
This permits use of blocks added by Forge mods in other configuration options (see boundary configuration & various generator specific options), and also enables a specific set of Forge mods for the map that is produced. In order to use this feature, you will need to:
A) Create a normal Minecraft map with the Forge mods enabled that you will want in the Worldmaker map.
Either copy the path to the level.dat file for the save you created in A and paste it into Worldmaker as "the path to forge mod example level.dat"; or copy the level.dat file to Worldmaker's location and hit Enter. For now, if you enter a location that does not contain a level.dat file, it will crash Worldmaker.
Once this is done, any blocks specified in the mods used for the example file will be available for use in Worldmaker.
1.2. Boundary configuration
1.2.1. Boundary width
This is the width in chunks between the edge of the generated map and the surrounding area which Minecraft will populate with its default map creation algorithms. The default is 16; if you do not want to see the default map algorithm terrain, you can set this to be equal to or greater than your view distance. (A chunk is 16 blocks wide.)
1.2.2. Boundary material
The boundary is actually a solid mass of a single block. Typically this block is air; however with this option you can set it to be whatever you want - bedrock, dirt, or a modded material (see 1.1 Forge mods configuration.)
1.2.2.1. Block value entry
Here and in every other case, when you enter a block value, it is divided into two parts: first the id of the block, and second its extra data. The id may be entered either as a string ("minecraft:air") or as an integer id (0). The extra data varies depending on the block id, so at present Worldmaker only supports extra data entry by integer id. Please note that not all block states are represented by the extra data value; for example the chorus plant does not have any extra data, even though it has block states representing which directions are connected; these block states are created and used while Minecraft is running, and cannot be affected by Worldmaker. Invalid block ids default to air.
1.3. Map offsets
The map offsets option is offered for two reasons.
First, it allows centering a map around the origin. For example, for a map of size 64, enter -32 for both the x offset and the z offset in order to center it. However, offsets must be integers; it will not accept an offset of -9.5 in order to center a map of size 19; we advise using even numbers for maps you wish to center.
Second, with carefully selected map sizes and offsets, multiple Worldmaker maps may be easily combined by choosing map sizes, boundary widths, and offsets that result in no single region file containing data for more than one map. For example, two variants of Planetoids could be combined, assuming a boundary width of 16 and a map size of 32 for both of them, by giving one an offset of 0,0 and the other an offset of -48,0, and then copying the files from the region folder of the second to the first before loading either in Minecraft.
** Please note, this feature is experimental! If something is missing or misplaced when using this option, please let us know the details so we can fix it. **
2. Map size
The map size option has not actually changed from previous versions of Worldmaker, though it now appears after the general options. Size is in chunks, and is the edge length of each side; at present all generators except Dungeon Adventure create a square map. (Dungeon Adventure creates a rectangular map, divided into subareas, and does not allow selection of map or submap size at this time.)
3. Planetoids specific options
3.1. Map type
This actually refers to the floor of the map. Sky, water, and lava will result in the lowest few blocks of the map being comprised of air, water, and lava respectively. Water and lava options will also create a layer of bedrock at the bottom of the map, making it more difficult to fall into the void. This option was present in previous versions. The default is sky.
3.2. Planetoid shape
Worldmaker 2.0 adds five new options for planetoid shapes. Essentially, planetoids may be cubes, diamonds, or spheres; the other three options allow the same shapes with different radii along each axis: sphere -> ellipsoid, cube -> rectangular prism, diamond -> stretched diamond. At present a given Worldmaker map may only contain one of these shapes. The default is sphere, which was the only possibility in previous versions.
3.3. Planetoid radii
Planetoids may now be as large or small as you choose - and in the case of the ellipsoid, rectangular prism, and stretched diamond, the planetoid radii may have different constraints in each of the three axes. Radii are in blocks and must be integers. A radius of 0 is valid, and will, if chosen, result in a "planetoid" consisting of a single block. Maximum radii must be at least as large as their corresponding minimums. Maximum radii are calculated and listed in the command line UI for each axis independently if using one of the stretchy shapes, otherwise the minimum value is used. Default minimum is 4; default maximum is 15.
3.4. Planetoid gap
By adjusting the minimum distance between planetoids, you can adjust how dense planetoids are. Distances are in blocks. Negative values are valid, although not recommended, and may result in intersecting planetoids. Default is 4.
3.5. Planetoid type probability
There are 7 types of planetoids: Grass, Vessel (hollow glass with possible water inside), TreeBall, Stone (with ore inside), LightStone (Glowstone), Sand, and SupportedSand (with clay beneath the sand). In general we use weighted probabilities for randomized choices; that means you don't need to worry about making probabilities add up to 100. To disable a type, give it a weight of 0. (Giving every type a weight of 0 will crash Worldmaker - and even if it didn't, there would be no planetoids in the resulting map. Also, there must be at least one Grass or Treeball planetoid, so at least one of those types must be non-zero.) To make every type equally likely, give them all the same non-zero value. Negative values are invalid. The default for each type is listed in the UI for this option.
3.6. Planetoid ores
These options affect only the blocks contained in the interior of stone planetoids.
3.6.1. Ore selection
Enter a list of options for "ores" contained in stone planetoids. These need not be ores; they can be bookshelves, blood, or any other block that Worldmaker knows about (see section 1.1 Forge mods configuration, section 1.2.2.1 Block value entry). Duplicate blocks are ignored. Default values are each of the default ores in turn. Enter a block type of END or DONE to end ore type entry; this may be used to either end the list prematurely, or to add additional blocks.
3.6.2. Ore probabilities and maximum radii
Once the list of possible ore values is completed, Worldmaker will ask for the probability ("relative weight") and maximum radii of each type.
As with planetoid types, a weight of 0 will disable that ore option. (Useful, for instance, if you mistyped a block in the ore selection list and wound up with air in the list.) Probabilities do not need to add up to 100. Default values are listed for each ore; for custom ores default values are 0.
The maximum radii are targets, not guaranteed amounts; the actual maximum is randomly chosen up to the specified maximum, and then limited to fit inside the containing planetoid. Values must be integers; as with planetoid size, 0 is valid, but negative values are not. Default is 15 (matching the default maximum planetoid radius). A larger value will make the practical maximum radii more common; a smaller one will decrease the amount of that ore available in a single planetoid and increase the amount of stone it contains.
4. Primordial Desert specific options
4.1. Dune arrangement
This is a set of numbers that affect the shape of the dunes. Values are positive integers in blocks. The defaults are randomized values selected from a range that we expect to produce reasonable results.
4.2. Feature frequency
For each of the major features of Primordial Desert (volcanoes, oases, ruin entrances) Worldmaker supports density configuration. This number is number of features per (square) block: so for one volcano in a 100x100 block area, enter 0.0001, or 1e-4. Defaults are listed in the UI. Increased oasis density will generally make the map easier.
4.3. Ores
Ore selection for Primordial Desert is divided into three categories: active volcanoes, extinct volcanoes, and subterranean (caves). For each category, Worldmaker first asks for the full list of possibilities, and then for their weights (and in the case of caves, for their frequency once selected). A weight of 0 will disable an ore option; weights are positive integers, and do not need to add up to 100. Defaults are listed in the UI.
4.4. Surface materials
Primordial Desert permits the specification of a single block for the following purposes:
4.4.1. Oasis floor
This is the material found underneath the water of the oasis.
4.4.2. Dunes
Makes up the sand dunes.
4.4.3. Trees
4.4.3.1. Log
This is the "wood" part of the tree.
4.4.3.2. Leaf
This is the "leaf" part of the tree.
5. Dungeon Adventure specific options
This generator does not support the standard size option.
5.1. Adventure Sequence
If this configuration option is skipped, Worldmaker will produce a 4-submap sequence, beginning with the desert canyon submap. The remaining submaps will be selected randomly from specified sets. This is consistent with how Worldmaker behaved in previous versions.
5.1.1. Number
A submap sequence must contain at least 2 submaps; the default is 4.
5.1.2. Submap selection
For each submap in the sequence, select a submap from the list displayed. As of Worldmaker 2.0, there are 9 options, listed as 0-8. There are no constraints on which submap may be selected for any position in the sequence, although the Desert (canyon) submap is recommended only as the initial submap.
6. Vastwood specific options
6.1. Tree fruit materials
Worldmaker permits modifying the primary material used for each Vastwood tree variety's fruits; nether versions count as separate varieties. See section 1.1 Forge mods configuration and 1.2.2.1 Block value entry for more information on using mod-provided blocks and entering values.
7. Mystical Islands specific options
Aka StarSea and perhaps other names we've forgotten.
7.1. Water Depth
The original version of this generator allowed map types of Air, Water, and Half-and-half. This has been redesigned to allow specification of water depth. A depth of 0 will result in no water, equivalent to the past Air option. A depth equal to map height (256) will result in the equivalent of the past Water option. A depth of half map height (128) will result in the equivalent of the past half-and-half option. Any integer value from 0 to map height (256) inclusive is valid. Default is 128.
7.2. Include Stars
Answering "N" to this option will result in lava and glowstone "stars" not being present.
7.3. Include Lamps
Answering "N" to this option will result in the removal of the lamp structures on the islands.
7.4. Center Lamps
"Y" will result in a lamp being guaranteed to be in the center of the island. "N" will result in somewhat more random positioning.
7.5. Island scale multiplier
All axes of the islands will be multiplied by this decimal value: a multiplier of 2.0 will result in islands with roughly 8 times as much material. The value is limited to a maximum that will guarantee that all islands will fit within the map. Values less than 1.0 are valid and will result in smaller islands. Stars are not directly affected by this value, but may be more common with higher multipliers as there are more large gaps between islands.
8. Woolpocalypse specific options
8.1. Safe world
Default is N. Figure it out for yourselves; explaining this option would be a significant spoiler.
9. World name
This is the savefile name and the world name that will be displayed in Minecraft's save selection menu. It is requested after any generator specific options are chosen.
10. Save to current location
While Worldmaker does make every effort to detect a Minecraft save file location, there may be times when you want to put it somewhere else; for now, the options are to save at the detected location, or in the same folder that Worldmaker is running from.
Hi Melusane, thank you for letting us know about this. It looks like the problem is that there aren't enough cube planetoids being created and I'm looking into why that is. For now a workaround might be to set a smaller gap between them (I'd recommend 0) and/or reduce the size of the planetoids, as a cube planetoid has roughly twice the volume of a sphere planetoid, and/or increase the map size.
Woolpocalypse unfortunately can be very laggy, and perhaps ought to be avoided unless it's being run on a good computer.
Melusane, we've just put up a version 2.01 on startreegames.com . This one fixes an issue we'd had with planetoid spacing when the cube shape was used and has a minor balance fix for ore distribution. It should fix your the problem you ran into.
IceyCraft, you may have better luck trying the generators with the default settings the first time you use each. The options we put in make it very flexible, so if you pick options at random you can make the generator take a long time or produce confusing results.
Also, try out Vastwood maybe. I have a suspicion you might like it.
I used to use the Primordial Desert generator way back in the Beta days of Minecraft, and I loved it. I'm looking forward to using it now, but for some reason the Worldmaker executable crashes whenever I try to import a modded world's level.dat. It's a 1.7.10 modpack, Another Way to Start on the Curse launcher, which is fairly large.. Is there some limit to how large of a modpack the generator can support, or does it simply not work with 1.7.10 packs? Or is it because of the file structure that the Curse Client uses for minecraft that's making it unable to find the related data?
I used to use the Primordial Desert generator way back in the Beta days of Minecraft, and I loved it. I'm looking forward to using it now, but for some reason the Worldmaker executable crashes whenever I try to import a modded world's level.dat. It's a 1.7.10 modpack, Another Way to Start on the Curse launcher, which is fairly large.. Is there some limit to how large of a modpack the generator can support, or does it simply not work with 1.7.10 packs? Or is it because of the file structure that the Curse Client uses for minecraft that's making it unable to find the related data?
Is there any chance you could send us the level.dat file in question? I don't know for sure yet, but I expect it's a different file format than what Forge for 1.8 uses.
Sure, where can I send it to? I also tested it after converting the modpack to a normal minecraft installation, and using a couple of other modpacks, but to no success.
Worldmaker 2.02 now has compatibility with Forge versions 1.7.10 through 1.8.9. Note that for 1.7.10, since Forge does not distinguish between items and blocks, items from mods you load will show up along with blocks in the block pickers in the GUI. You should avoid setting items as blocks, as that will probably make your map fail to load.
I have made a dungeon adventure map to add to my small server, and thus far I got it to work pretty well, except for 1 major thing: Mobs spawning. Which kind of breaks the adventure a lot.
How I got it to work: I decided against creating all kinds of portals with the portal locations given by the console, and uploaded the map in two parts, world_dungeon with level.dat and region, and world_dungeon_nether with level.dat and dim-1. By naming the nether counterpart of the map exactly the same with _nether behind it makes it so that MultiVerse NetherPortals links the two together automatically. Very handy.
Now for the two things that I have found so far that 'kill' the mobs. First of all the map is made with the gamerule DoMobSpawn as false, and second of all most rooms that have spawners are so well lit up with glowstone that there isn't a single spot with a lightlevel low enough to spawn anything (tested with NEI spawn overlay).
Maybe I am doing something wrong, so I hope this info helps you help me fix these issues, because with a lot of mobs a dungeon advenure will become a real dungeon adventure!
Ayla, the dungeons are designed to be more difficult for the later maps. So the first or or two maps will have lit dungeons, but the later maps should have dark dungeon with more monsters.
I'll admit I was unsure of the decision to set DoMobSpawn to false for that generator, but we'd received a fair bit of feedback o the early dungeons being too difficult. I could see make that a settable option in the future.
Well, I don't wanna be picky but would it be possible to make that a bit configurable? Like choosing a level and choosing wheter this level is uniform or grandiented? Because I moved through the first dungeon and got only 1 or 2 silverfish, and in the second one there was a room with 4 or 5 zombie spawners but none of them worked! I wanted to add it to my server as an extra challenge for daredevils, and so far the only real danger is the lava! Aside from that they look amazing!!!!
Dungeon difficulty actually makes a lot of sense as a n option. The starting difficulty is just a number internally anyway. I'll see if we can add that in.
I just published Worldmaker 2.1 to our website. There's now an option for all world types to toggle natural mob generation.
We've also added a difficulty option for Dungeon Adventure. The default value of 0 is what it used in previous versions. If you put it up to 100, the dungeon becomes more or less impossible :>
AS a small bonus, I added in 3 more dungeon room types as well. Those should make the dungeons slightly harder even without changing the base difficulty. Hope you folks have fun with it
Worldmaker is a program that generates Minecraft worlds that are radically different form what Minecraft itself makes. You pick a generator type, a world size in chunks, and maybe set some options, then Worldmaker will generate a new world that will be available the next time you launch Minecraft.
This version 2.0 release has a huge number of changes, including:
There's more than that. Try it and find out. We'll also follow this post with full documentation of the new options for the command line version.
Generators available in this release:
Mystical Islands
An archipelago of magical islands, floating in the sky and hidden in underwater bubbles. Different ores can be found at different altitudes, so you'll have to travel between them to find resources.
Vastwood
This generator makes a forest of giant trees, big enough to build houses in or play squirrel if you feel like it. It also adds in a nice winding river, some giant mushrooms, and a few other bits you'll have to find. There's not much room left for mining, so a lot of the resources can be found in the different sorts of trees instead. This map has a custom nether as well, but reaching it might be a bit tricky. Be careful of forest fires.
Planetoids
This generator makes a map made of hundreds (or thousands) of little planets. There are tree planets - spheres of wood surrounded by leaves, earth planets with grass on top, stone planets - each with a layer of stone surrounding an inner ore, and several more. If you make it to the nether, it's made up of its own nether planets. You always start on a planetoid you can mine by hand, and you can get around by building bridges - or jumping.
Primordial Desert
This generator makes a desert of sand dunes with a small number of oases with water and a few trees. Resources are scarce on the surface, but there are volcanoes to mine, ruins to explore, and complex underground cave systems to find ores in. This is a relatively difficult map to survive in, but some people think it's more fun that way.
Dungeon Adventure
This generator starts you in a canyon leading to a randomly generated (and dangerous) dungeon. If you can make it to the end, a portal will take you to a tunnel in the nether that leads to a different world entirely. Each new world has its own dungeon, and the world types the dungeons lead to won't be the same each time you run it. Each map has four worlds linked by dungeons and portals, and right now there are nine different world types that they might be chosen from. The dungeons are fun for players out for adventure, but the worlds themselves are designed to also be interesting for those who want an interesting place to build too.
Woolpocalypse
A peaceful land of rolling grassy hills with scattered trees and sheep. What could possibly go wrong?
Compatibility:
We've tested the command line version with Mono, and it should work anywhere you can get Mono to run. The GUI version only works on Windows.
Oh, one other thing: if you're on Windows 10 and one of the first people to download you might get blocked by Smart Screen when you try to run this (you'll get the message "Windows protected your PC"). You can get around this by right-clicking the file, selecting "Properties" and checking the "Unblock" box in the bottom right.
Downloads:
GUI Version
Command Line Version
I make map generators
Command line user guide
-----------------------
This is a brief description of all options available in Worldmaker 2.0, organized in the order they would be encountered in the command line version. In general, in the command line version, if the default value for a Yes/No question is not specified, it defaults to No. Spoiler blocks are used here to collapse the text for those who don't want to read all of it.
1. General options
1.1. Forge mods configuration
This permits use of blocks added by Forge mods in other configuration options (see boundary configuration & various generator specific options), and also enables a specific set of Forge mods for the map that is produced. In order to use this feature, you will need to:
A) Create a normal Minecraft map with the Forge mods enabled that you will want in the Worldmaker map.
Either copy the path to the level.dat file for the save you created in A and paste it into Worldmaker as "the path to forge mod example level.dat"; or copy the level.dat file to Worldmaker's location and hit Enter. For now, if you enter a location that does not contain a level.dat file, it will crash Worldmaker.
Once this is done, any blocks specified in the mods used for the example file will be available for use in Worldmaker.
1.2. Boundary configuration
1.2.1. Boundary width
This is the width in chunks between the edge of the generated map and the surrounding area which Minecraft will populate with its default map creation algorithms. The default is 16; if you do not want to see the default map algorithm terrain, you can set this to be equal to or greater than your view distance. (A chunk is 16 blocks wide.)
1.2.2. Boundary material
The boundary is actually a solid mass of a single block. Typically this block is air; however with this option you can set it to be whatever you want - bedrock, dirt, or a modded material (see 1.1 Forge mods configuration.)
1.2.2.1. Block value entry
Here and in every other case, when you enter a block value, it is divided into two parts: first the id of the block, and second its extra data. The id may be entered either as a string ("minecraft:air") or as an integer id (0). The extra data varies depending on the block id, so at present Worldmaker only supports extra data entry by integer id. Please note that not all block states are represented by the extra data value; for example the chorus plant does not have any extra data, even though it has block states representing which directions are connected; these block states are created and used while Minecraft is running, and cannot be affected by Worldmaker. Invalid block ids default to air.
1.3. Map offsets
The map offsets option is offered for two reasons.
First, it allows centering a map around the origin. For example, for a map of size 64, enter -32 for both the x offset and the z offset in order to center it. However, offsets must be integers; it will not accept an offset of -9.5 in order to center a map of size 19; we advise using even numbers for maps you wish to center.
Second, with carefully selected map sizes and offsets, multiple Worldmaker maps may be easily combined by choosing map sizes, boundary widths, and offsets that result in no single region file containing data for more than one map. For example, two variants of Planetoids could be combined, assuming a boundary width of 16 and a map size of 32 for both of them, by giving one an offset of 0,0 and the other an offset of -48,0, and then copying the files from the region folder of the second to the first before loading either in Minecraft.
** Please note, this feature is experimental! If something is missing or misplaced when using this option, please let us know the details so we can fix it. **
2. Map size
The map size option has not actually changed from previous versions of Worldmaker, though it now appears after the general options. Size is in chunks, and is the edge length of each side; at present all generators except Dungeon Adventure create a square map. (Dungeon Adventure creates a rectangular map, divided into subareas, and does not allow selection of map or submap size at this time.)
3. Planetoids specific options
3.1. Map type
This actually refers to the floor of the map. Sky, water, and lava will result in the lowest few blocks of the map being comprised of air, water, and lava respectively. Water and lava options will also create a layer of bedrock at the bottom of the map, making it more difficult to fall into the void. This option was present in previous versions. The default is sky.
3.2. Planetoid shape
Worldmaker 2.0 adds five new options for planetoid shapes. Essentially, planetoids may be cubes, diamonds, or spheres; the other three options allow the same shapes with different radii along each axis: sphere -> ellipsoid, cube -> rectangular prism, diamond -> stretched diamond. At present a given Worldmaker map may only contain one of these shapes. The default is sphere, which was the only possibility in previous versions.
3.3. Planetoid radii
Planetoids may now be as large or small as you choose - and in the case of the ellipsoid, rectangular prism, and stretched diamond, the planetoid radii may have different constraints in each of the three axes. Radii are in blocks and must be integers. A radius of 0 is valid, and will, if chosen, result in a "planetoid" consisting of a single block. Maximum radii must be at least as large as their corresponding minimums. Maximum radii are calculated and listed in the command line UI for each axis independently if using one of the stretchy shapes, otherwise the minimum value is used. Default minimum is 4; default maximum is 15.
3.4. Planetoid gap
By adjusting the minimum distance between planetoids, you can adjust how dense planetoids are. Distances are in blocks. Negative values are valid, although not recommended, and may result in intersecting planetoids. Default is 4.
3.5. Planetoid type probability
There are 7 types of planetoids: Grass, Vessel (hollow glass with possible water inside), TreeBall, Stone (with ore inside), LightStone (Glowstone), Sand, and SupportedSand (with clay beneath the sand). In general we use weighted probabilities for randomized choices; that means you don't need to worry about making probabilities add up to 100. To disable a type, give it a weight of 0. (Giving every type a weight of 0 will crash Worldmaker - and even if it didn't, there would be no planetoids in the resulting map. Also, there must be at least one Grass or Treeball planetoid, so at least one of those types must be non-zero.) To make every type equally likely, give them all the same non-zero value. Negative values are invalid. The default for each type is listed in the UI for this option.
3.6. Planetoid ores
These options affect only the blocks contained in the interior of stone planetoids.
3.6.1. Ore selection
Enter a list of options for "ores" contained in stone planetoids. These need not be ores; they can be bookshelves, blood, or any other block that Worldmaker knows about (see section 1.1 Forge mods configuration, section 1.2.2.1 Block value entry). Duplicate blocks are ignored. Default values are each of the default ores in turn. Enter a block type of END or DONE to end ore type entry; this may be used to either end the list prematurely, or to add additional blocks.
3.6.2. Ore probabilities and maximum radii
Once the list of possible ore values is completed, Worldmaker will ask for the probability ("relative weight") and maximum radii of each type.
As with planetoid types, a weight of 0 will disable that ore option. (Useful, for instance, if you mistyped a block in the ore selection list and wound up with air in the list.) Probabilities do not need to add up to 100. Default values are listed for each ore; for custom ores default values are 0.
The maximum radii are targets, not guaranteed amounts; the actual maximum is randomly chosen up to the specified maximum, and then limited to fit inside the containing planetoid. Values must be integers; as with planetoid size, 0 is valid, but negative values are not. Default is 15 (matching the default maximum planetoid radius). A larger value will make the practical maximum radii more common; a smaller one will decrease the amount of that ore available in a single planetoid and increase the amount of stone it contains.
4. Primordial Desert specific options
4.1. Dune arrangement
This is a set of numbers that affect the shape of the dunes. Values are positive integers in blocks. The defaults are randomized values selected from a range that we expect to produce reasonable results.
4.2. Feature frequency
For each of the major features of Primordial Desert (volcanoes, oases, ruin entrances) Worldmaker supports density configuration. This number is number of features per (square) block: so for one volcano in a 100x100 block area, enter 0.0001, or 1e-4. Defaults are listed in the UI. Increased oasis density will generally make the map easier.
4.3. Ores
Ore selection for Primordial Desert is divided into three categories: active volcanoes, extinct volcanoes, and subterranean (caves). For each category, Worldmaker first asks for the full list of possibilities, and then for their weights (and in the case of caves, for their frequency once selected). A weight of 0 will disable an ore option; weights are positive integers, and do not need to add up to 100. Defaults are listed in the UI.
4.4. Surface materials
Primordial Desert permits the specification of a single block for the following purposes:
4.4.1. Oasis floor
This is the material found underneath the water of the oasis.
4.4.2. Dunes
Makes up the sand dunes.
4.4.3. Trees
4.4.3.1. Log
This is the "wood" part of the tree.
4.4.3.2. Leaf
This is the "leaf" part of the tree.
5. Dungeon Adventure specific options
This generator does not support the standard size option.
5.1. Adventure Sequence
If this configuration option is skipped, Worldmaker will produce a 4-submap sequence, beginning with the desert canyon submap. The remaining submaps will be selected randomly from specified sets. This is consistent with how Worldmaker behaved in previous versions.
5.1.1. Number
A submap sequence must contain at least 2 submaps; the default is 4.
5.1.2. Submap selection
For each submap in the sequence, select a submap from the list displayed. As of Worldmaker 2.0, there are 9 options, listed as 0-8. There are no constraints on which submap may be selected for any position in the sequence, although the Desert (canyon) submap is recommended only as the initial submap.
6. Vastwood specific options
6.1. Tree fruit materials
Worldmaker permits modifying the primary material used for each Vastwood tree variety's fruits; nether versions count as separate varieties. See section 1.1 Forge mods configuration and 1.2.2.1 Block value entry for more information on using mod-provided blocks and entering values.
7. Mystical Islands specific options
Aka StarSea and perhaps other names we've forgotten.
7.1. Water Depth
The original version of this generator allowed map types of Air, Water, and Half-and-half. This has been redesigned to allow specification of water depth. A depth of 0 will result in no water, equivalent to the past Air option. A depth equal to map height (256) will result in the equivalent of the past Water option. A depth of half map height (128) will result in the equivalent of the past half-and-half option. Any integer value from 0 to map height (256) inclusive is valid. Default is 128.
7.2. Include Stars
Answering "N" to this option will result in lava and glowstone "stars" not being present.
7.3. Include Lamps
Answering "N" to this option will result in the removal of the lamp structures on the islands.
7.4. Center Lamps
"Y" will result in a lamp being guaranteed to be in the center of the island. "N" will result in somewhat more random positioning.
7.5. Island scale multiplier
All axes of the islands will be multiplied by this decimal value: a multiplier of 2.0 will result in islands with roughly 8 times as much material. The value is limited to a maximum that will guarantee that all islands will fit within the map. Values less than 1.0 are valid and will result in smaller islands. Stars are not directly affected by this value, but may be more common with higher multipliers as there are more large gaps between islands.
8. Woolpocalypse specific options
8.1. Safe world
Default is N. Figure it out for yourselves; explaining this option would be a significant spoiler.
9. World name
This is the savefile name and the world name that will be displayed in Minecraft's save selection menu. It is requested after any generator specific options are chosen.
10. Save to current location
While Worldmaker does make every effort to detect a Minecraft save file location, there may be times when you want to put it somewhere else; for now, the options are to save at the detected location, or in the same folder that Worldmaker is running from.
Hi Melusane, thank you for letting us know about this. It looks like the problem is that there aren't enough cube planetoids being created and I'm looking into why that is. For now a workaround might be to set a smaller gap between them (I'd recommend 0) and/or reduce the size of the planetoids, as a cube planetoid has roughly twice the volume of a sphere planetoid, and/or increase the map size.
Woolpocalypse unfortunately can be very laggy, and perhaps ought to be avoided unless it's being run on a good computer.
Melusane, we've just put up a version 2.01 on startreegames.com . This one fixes an issue we'd had with planetoid spacing when the cube shape was used and has a minor balance fix for ore distribution. It should fix your the problem you ran into.
I make map generators
Hey Guys...Would Be Pleased If You Put This In The Post...But Here Is My Guide On This Program...I Am On OSX....But:
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
IceyCraft, you may have better luck trying the generators with the default settings the first time you use each. The options we put in make it very flexible, so if you pick options at random you can make the generator take a long time or produce confusing results.
Also, try out Vastwood maybe. I have a suspicion you might like it.
I make map generators
I used to use the Primordial Desert generator way back in the Beta days of Minecraft, and I loved it. I'm looking forward to using it now, but for some reason the Worldmaker executable crashes whenever I try to import a modded world's level.dat. It's a 1.7.10 modpack, Another Way to Start on the Curse launcher, which is fairly large.. Is there some limit to how large of a modpack the generator can support, or does it simply not work with 1.7.10 packs? Or is it because of the file structure that the Curse Client uses for minecraft that's making it unable to find the related data?
Is there any chance you could send us the level.dat file in question? I don't know for sure yet, but I expect it's a different file format than what Forge for 1.8 uses.
Sure, where can I send it to? I also tested it after converting the modpack to a normal minecraft installation, and using a couple of other modpacks, but to no success.
There's an email address on our website. Could you please also include a screenshot of the options you're trying to use?
The email has been sent, level.dat and screenshot included. I hope it is of some help!
Thanks! I can tell already that it is in fact a difference in file format; I intend to see what I can do to make this format work too.
I just posted a new version to our website.
Worldmaker 2.02 now has compatibility with Forge versions 1.7.10 through 1.8.9. Note that for 1.7.10, since Forge does not distinguish between items and blocks, items from mods you load will show up along with blocks in the block pickers in the GUI. You should avoid setting items as blocks, as that will probably make your map fail to load.
I make map generators
I have made a dungeon adventure map to add to my small server, and thus far I got it to work pretty well, except for 1 major thing: Mobs spawning. Which kind of breaks the adventure a lot.
How I got it to work: I decided against creating all kinds of portals with the portal locations given by the console, and uploaded the map in two parts, world_dungeon with level.dat and region, and world_dungeon_nether with level.dat and dim-1. By naming the nether counterpart of the map exactly the same with _nether behind it makes it so that MultiVerse NetherPortals links the two together automatically. Very handy.
Now for the two things that I have found so far that 'kill' the mobs. First of all the map is made with the gamerule DoMobSpawn as false, and second of all most rooms that have spawners are so well lit up with glowstone that there isn't a single spot with a lightlevel low enough to spawn anything (tested with NEI spawn overlay).
Maybe I am doing something wrong, so I hope this info helps you help me fix these issues, because with a lot of mobs a dungeon advenure will become a real dungeon adventure!
Ayla, the dungeons are designed to be more difficult for the later maps. So the first or or two maps will have lit dungeons, but the later maps should have dark dungeon with more monsters.
I'll admit I was unsure of the decision to set DoMobSpawn to false for that generator, but we'd received a fair bit of feedback o the early dungeons being too difficult. I could see make that a settable option in the future.
I make map generators
Well, I don't wanna be picky but would it be possible to make that a bit configurable? Like choosing a level and choosing wheter this level is uniform or grandiented? Because I moved through the first dungeon and got only 1 or 2 silverfish, and in the second one there was a room with 4 or 5 zombie spawners but none of them worked! I wanted to add it to my server as an extra challenge for daredevils, and so far the only real danger is the lava! Aside from that they look amazing!!!!
Dungeon difficulty actually makes a lot of sense as a n option. The starting difficulty is just a number internally anyway. I'll see if we can add that in.
I make map generators
That would be great! I can't wait to see and try that feature!
Awesome application dude! trying it out now. Btw, you're on the wrong board. I think there's a thread that's for mapping applications.
EDIT:
Yup, here it is http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools
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I just published Worldmaker 2.1 to our website. There's now an option for all world types to toggle natural mob generation.
We've also added a difficulty option for Dungeon Adventure. The default value of 0 is what it used in previous versions. If you put it up to 100, the dungeon becomes more or less impossible :>
AS a small bonus, I added in 3 more dungeon room types as well. Those should make the dungeons slightly harder even without changing the base difficulty. Hope you folks have fun with it
I make map generators