Is there a way to change what block the "shell" of resource planetoids are made of? Like, adding a chance for the normally stone shell to be a form of marble added by a mod. If not, then i guess this counts as a suggestion for that.
Is there a way to change what block the "shell" of resource planetoids are made of? Like, adding a chance for the normally stone shell to be a form of marble added by a mod. If not, then i guess this counts as a suggestion for that.
Sounds fun. I'll see what I can do with that. I'm not quite sure whether you want each planetoid's shell to be a single material or whether you want random substitutions within the shell of each planetoid, but I intend to try to set it up so you can do whatever you want.
Isabirch added a set of options for the command line version to control stone planetoid materials at a pretty fine level. I added a somewhat coarser version of the same to the GUI.
In the command line version, there are four options for how to select stone planetoid shell materials.
Single material - This option allows you to enter any one block to replace the stone for the shells of all stone planetoids. You can use any block the generator knows about. See previous documentation for how to use mods' custom blocks.
Single material per shell - This option allows you to choose a set of possible materials to form the shells of stone planetoids. Each planetoid will have only one shell material. Each material is assigned a probability weight, similar to other options - if all materials are assigned the same probability weight, they will have equal probability, and a higher weight increases the probability.
Mottled shells - This option allows you to choose a set of possible materials to form the shells of stone planetoids. Each planetoid will include all of the selected materials, with their proportions determined by their weighted probability.
Custom - This option allows you to combine the previous options by defining a set of shell "styles", with each style having its own weighted probability. Each style consists of one or more block types with their weighted probabilities determining their frequency. Essentially it allows you to define multiple mottled and/or solid shell material sets, and set how common each combination is.
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Hell yeah, nice to see you are working on this again, and the new feature is pretty useful! If you want me to beta-test some additional features you might add in the near future, don't hesitate! I'm here and still checking my news feed on a daily basis. Everytime someone comments here, I see it and I check it out.
I am trying to make a planetoids map that has x = 0 and z = 0 as its dead center, but I'm confused. In your post above it says:
"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."
So I did that, and I ended up with files centered around -16,-16.mca. Then I tried it again with some smaller maps to try out what gives, and if I choose -8 as an offset for a 16 chunk map (as adviced above) I get files in the -4,-5 range. What do I put there to make the coordinates xz 0 the exact center of the map, because this confuses me to no end!
Sorry about that! It looks like I was trying to simplify some calculations, and ended up messing up map offsets. We'll try to get that fixed and out to you ASAP.
Sorry about that! It looks like I was trying to simplify some calculations, and ended up messing up map offsets. We'll try to get that fixed and out to you ASAP.
Question - I'm not getting a response when I'm going to the website, so I was wondering if there was somewhere else Worldmaker is hosted, as I really want to try this out in more recent versions. I remember playing Planetoids back in 1.2.5 and want to try it in a newer version!
Edit: Nevermind, the site works. My internet seems to have issues sometimes, so I ended up using a proxy to navigate to the site and it works, so IDK what's wrong on my end.
For those without the benefit of proxies, it'd be great if there was some other way to get this worldgen. It seems really cool, and not having access to it because of a 403 error is horrible.
Thanks for the heads up that the site went down. There was an issue there I needed to address, but it's back up now.
Also, for folks still following this thread, I expect to put up a new version soon. Isabirch has made a large number of fixes to map offsets and some bug fixes for specific maps types as well.
I just posted Worldmaker version 2.12 up to the website. This one mostly just has a bunch of bugfixes. It should be much faster than it used to be and offsets and centering should actually work now.
Let me know if anyone finds any issues in it. I expect we will update this again, but it may a bit. I have a bunch of half-finished generators I'd like to publish (including a reworked Golden Tunnels), but there's a game project I'd like to get finished first.
It seems that the import of Forge ore data is broken in recent versions.
Worldmaker shows no available ores from level.dat which was generated by Forge (1.12.2-14.23.2.2651) and Immersive Engineering (0.12-80).
Hey, I wonder if it is possible to add a 4th map type to planetoids. Right now if I make a water map, the nether also has water. It is kind of, well, weird! Would it be possible to add an option that makes the dim0 a water map and dim-1 a lava map? That would be awesome! Thanks a lot!
Hey, I wonder if it is possible to add a 4th map type to planetoids. Right now if I make a water map, the nether also has water. It is kind of, well, weird! Would it be possible to add an option that makes the dim0 a water map and dim-1 a lava map? That would be awesome! Thanks a lot!
There is actually an easy way to do this already.
Step 1: Create a water map.
Step 2: Move the water map into a backup folder.
Step 3: Inside the folder of the water map, delete the contents of "dim-1".
Step 4: Create a lava map using the same name.
Step 5: Inside the lava map folder, grab the "dim-1" folder's contents and move them into the "dim-1" folder of the water map in your backup folder.
Step 6: Delete the lava map from your saves folder.
Step 7: Bring back the water map from the backup folder.
Step 8: ???
Step 9: Profit
Your map should now be water for overworld and lava for nether.
@SellswordMike, I alreade 'fixed' my map with another workaround, which doesn't result in 2 maps being generated with different seeds, but that was not my point. I am thinking that maybe more people would like to use this option, so if Seibai would consider this that would be great. If not, also fine ofcourse, as it is and will always be his decision what he adds and what he doesn't. Thank you for your tip though!
Is there a way to change what block the "shell" of resource planetoids are made of? Like, adding a chance for the normally stone shell to be a form of marble added by a mod. If not, then i guess this counts as a suggestion for that.
[insert meaningful text here]
Sounds fun. I'll see what I can do with that. I'm not quite sure whether you want each planetoid's shell to be a single material or whether you want random substitutions within the shell of each planetoid, but I intend to try to set it up so you can do whatever you want.
I just put up a new version (2.11) on http://www.startreegames.com/WorldMaker/
Isabirch added a set of options for the command line version to control stone planetoid materials at a pretty fine level. I added a somewhat coarser version of the same to the GUI.
Hope you have fun with it.
I make map generators
Using the stone planetoid shell options
In the command line version, there are four options for how to select stone planetoid shell materials.
Hell yeah, nice to see you are working on this again, and the new feature is pretty useful! If you want me to beta-test some additional features you might add in the near future, don't hesitate!
I'm here and still checking my news feed on a daily basis. Everytime someone comments here, I see it and I check it out.
I am trying to make a planetoids map that has x = 0 and z = 0 as its dead center, but I'm confused. In your post above it says:
"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."
So I did that, and I ended up with files centered around -16,-16.mca. Then I tried it again with some smaller maps to try out what gives, and if I choose -8 as an offset for a 16 chunk map (as adviced above) I get files in the -4,-5 range. What do I put there to make the coordinates xz 0 the exact center of the map, because this confuses me to no end!
Sorry about that! It looks like I was trying to simplify some calculations, and ended up messing up map offsets. We'll try to get that fixed and out to you ASAP.
Aw thanks, that would be amazing!
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Curse PremiumQuestion - I'm not getting a response when I'm going to the website, so I was wondering if there was somewhere else Worldmaker is hosted, as I really want to try this out in more recent versions. I remember playing Planetoids back in 1.2.5 and want to try it in a newer version!
Edit: Nevermind, the site works. My internet seems to have issues sometimes, so I ended up using a proxy to navigate to the site and it works, so IDK what's wrong on my end.
For those without the benefit of proxies, it'd be great if there was some other way to get this worldgen. It seems really cool, and not having access to it because of a 403 error is horrible.
Thanks for the heads up that the site went down. There was an issue there I needed to address, but it's back up now.
Also, for folks still following this thread, I expect to put up a new version soon. Isabirch has made a large number of fixes to map offsets and some bug fixes for specific maps types as well.
I make map generators
Have you considered creating a generator similar to the golden tunnels generator from 2010? I ask because the planetoids and mystical islands
remind me of projects from the same heritage as the golden tunnels.
Mystical Islands was always one of my favorites. I'd so love to see that one getting improved.
I just posted Worldmaker version 2.12 up to the website. This one mostly just has a bunch of bugfixes. It should be much faster than it used to be and offsets and centering should actually work now.
Let me know if anyone finds any issues in it. I expect we will update this again, but it may a bit. I have a bunch of half-finished generators I'd like to publish (including a reworked Golden Tunnels), but there's a game project I'd like to get finished first.
I make map generators
When I Save and Quit to title the game freezes for some reason. I have no idea why.
Specs should be fine but have them anyway:
Nvidia GeForce GTX 750 Ti
Intel Core i5-4570
Windows 10 Pro 64-bit
8192MB RAM
DirectX12
It seems that the import of Forge ore data is broken in recent versions.
Worldmaker shows no available ores from level.dat which was generated by Forge (1.12.2-14.23.2.2651) and Immersive Engineering (0.12-80).
this is beautiful, perfect and amazing! thank you so much for this!!!!
Hey, I wonder if it is possible to add a 4th map type to planetoids. Right now if I make a water map, the nether also has water. It is kind of, well, weird! Would it be possible to add an option that makes the dim0 a water map and dim-1 a lava map? That would be awesome! Thanks a lot!
There is actually an easy way to do this already.
Step 1: Create a water map.
Step 2: Move the water map into a backup folder.
Step 3: Inside the folder of the water map, delete the contents of "dim-1".
Step 4: Create a lava map using the same name.
Step 5: Inside the lava map folder, grab the "dim-1" folder's contents and move them into the "dim-1" folder of the water map in your backup folder.
Step 6: Delete the lava map from your saves folder.
Step 7: Bring back the water map from the backup folder.
Step 8: ???
Step 9: Profit
Your map should now be water for overworld and lava for nether.
@SellswordMike, I alreade 'fixed' my map with another workaround, which doesn't result in 2 maps being generated with different seeds, but that was not my point. I am thinking that maybe more people would like to use this option, so if Seibai would consider this that would be great. If not, also fine ofcourse, as it is and will always be his decision what he adds and what he doesn't. Thank you for your tip though!