Want to tweak the settings in the terrain generator, but don't know where to start? Ever wanted to play on a mostly flooded world? How about having the new Nexus blocks mineable as ore in the real world? Muddy swamps? Get tree types based on biomes?
All these things are possible for you now, with some simple additions to your server.properties file.
New Settings (Shown with defaults):
-------------------------------------------------------------------------------- waterLevel=64
This is the first level that will be clear of oceanic water and ice. 74 makes a pretty watery world, 100 makes Wind Waker style worlds. Anything below about 50 makes a water free world.
insertHellBlocks=true
This will add blocks from the Nexus into the regular world with the same frequency table as gold.
safetiesOff=true
This replaces the adminium on the bottom of the map with mineable obsidian, so you can open up holes to the void, if you wish.
dryDeserts=true
This will fill in all water blocks with sand in desert biomes. No more deserts under the ocean. Makes a seriously bleak area.
muddySwamps=true
There's a mud block, there's a swamp biome. The two go together like PB & Chocolate. Except it sucks when you're stuck in it, bad.
biomeTrees=true
Get custom tree types based on biome. Pine trees sprinkled about, and in boreal forests. Shrubs in the shrubland. Tumbleweeds in the desert.
flatBedrock
Moves all Adminium to the bottom level of the map. This "smooths" the level
floor. (From OreVeins/Cadde's Mod)
guaranteeBedrock
Fills holes in the bedrock, so you never have to worry about falling through.
(From OreVeins/Cadde's Mod)
alternateOreDistribution
Uses Cadde's OreVeins Mod ore distribution model. This gives you fewer pockets
of ore in the world,but they are distributed more "realistically". Larger
pockets as you go deeper, etc.
(From OreVeins/Cadde's Mod)
undergroundLakes
Adds pockets of water in the stone.
(From OreVeins/Cadde's Mod)
subterranean=false
Makes the world an underground cave. Gives you a green starting space at
spawn with a few trees, just to get you started with a minimum of tools.
This is a much harder way to play!
Subterranean Specific Settings: ceilingBase: [70] Sets the altitude to build the ceiling around.
Setting this low makes a solid world, top to bottom adminLid: [true] Puts a layer of adminium on top of the world, with
window holes poked in it for skylighting. greenStart: [true] Builds the green starting area. If you don't
like or need it, you can turn it off spawnBaseHeight: [64] The altitude of the bottom the "spawn box".
You can use this to move it way up or down as you like. spawnBoxHeight: [16] The height of the spawn box, in case you want
something cathedral.... or claustrophobic (be sure to
provide enough room for your trees to grow though)
(Click pic for the whole gallery)
Installation Instructions:
--------------------------------------------------------------------------------
nogui is optional in all cases, the memory amounts may be changed, and
additional mods can be loaded by adding them to the classpath variable in
priority order.
--------------------------------------------------------------------------------
Windows Installation:
1 ) Download latest Terrain Tweaker to your server directory from here: http://shadoware.com/minecraft/terraintweaker.jar
2 ) Run your server with the following new command line:
java -Xmx1024M -Xms1024M -cp terraintweaker.jar;minecraft_server.jar net.minecraft.server.MinecraftServer nogui
Change Log:
--------------------------------------------------------------------------------
v1.0: [11/04/2010] Initial Release
v1.1: [11/06/2010] Added muddy swamps and dried up deserts
v1.2: [11/08/2010] Added biome based trees
v1.3: [11/09/2010] Added OreVeins mod support (flatBedrock, guaranteeBedrock, alternateOreDistribution, undergroundLakes)
v1.4: [11/10/2010] Added Fir Trees, compat with v.0.2.4 SMP
v1.5: [11/13/2010] Added Subterranean Mod functionality
v1.6: [11/22/2010] Added Acacia Trees, reduced frequency of massive pine trees
v1.7: [11/24/2010] Updated for SMP 0.2.5
v1.8: [11/30/2010] Updated to Server 0.2.6_02, Fixed sapling bug
v1.9: [12/01/2010] Updated to Server 0.2.7
v1.10:[12/03/2010] Updated to Server 0.2.8
v2.0 :[12/20/2010] Update to Server Beta v.10
v2.1:[01/20/2010] Updated to Server v1.2_01
Thanks:
--------------------------------------------------------------------------------
Chuck: Map Deleter/Pine Tree algorithm. Thanks a ton for supplying the source!
dougbenham: Used tree growing notes to get me started with tree generation.
Cadde: Absorbed your OreVeins mod source. Thanks for releasing it for use!
I'm a little surprised that there's no feedback on this, since it's the first thing to implement some features people were really looking for. Good to know, guess on to the next mod.. :-D
If I were an admin, I'd be all over this. Unfortunately, I am not. Is the method you used suitable to adaptation for SP? I'd really dig one of those wind waker worlds!
I'm a little surprised that there's no feedback on this, since it's the first thing to implement some features people were really looking for. Good to know, guess on to the next mod.. :-D
Its been less then a day..... give it some time. Some people don't check the forums super often or alot of servers are currently in a freeze till the perf fix is out.
sidenote, to make this work with hey0, do I just have to change minecraftserver.jar to minecraft_mod.jar in the command line?
EDIT: Also, is this an addon that will have to be changed often when patches come out? My issue is getting an addon that will not be actively updated later on and screw my server's future terrain generation in the process.
sidenote, to make this work with hey0, do I just have to change minecraftserver.jar to minecraft_mod.jar in the command line?
EDIT: Also, is this an addon that will have to be changed often when patches come out? My issue is getting an addon that will not be actively updated later on and screw my server's future terrain generation in the process.
I plan to keep up on it, and if i don't, I will release the source (which is not even minimally complicated).
I don't know which classes hey0 modifies, but I'll check it out... But, as long as they're not conflicting, then yeah, just point to whichever .jar you're currently using to run the server.
EDIT: Looks to be fine with hey0... I don't think there are any class conflicts. :-D
Quote from Hal9000 »
Where do we input this "command line?" :ohmy.gif:
On your command prompt.. If you're on windows, you can use the typical drag files form my jar to the minecraft_server.jar if you'd prefer, then you don't need any command line magic....
But, wherever you're running your server from now, and giving it the memory requirements, etc.. run my documented line instead.
sidenote, to make this work with hey0, do I just have to change minecraftserver.jar to minecraft_mod.jar in the command line?
EDIT: Also, is this an addon that will have to be changed often when patches come out? My issue is getting an addon that will not be actively updated later on and screw my server's future terrain generation in the process.
I plan to keep up on it, and if i don't, I will release the source (which is not even minimally complicated).
I don't know which classes hey0 modifies, but I'll check it out... But, as long as they're not conflicting, then yeah, just point to whichever .jar you're currently using to run the server.
Quote from Hal9000 »
Where do we input this "command line?" :ohmy.gif:
On your command prompt.. If you're on windows, you can use the typical drag files form my jar to the minecraft_server.jar if you'd prefer, then you don't need any command line magic....
But, wherever you're running your server from now, and giving it the memory requirements, etc.. run my documented line instead.
So, once I drag the files into the server.jar, do I edit the readme to the desired options and than generate a new file..?
So, once I drag the files into the server.jar, do I edit the readme to the desired options and than generate a new file..?
Alternate Windows Installation:
1 ) Download latest Terrain Tweaker to your server directory from here: http://shadoware.com/minecraft/terraintweaker.jar
2 ) Download and install Winrar: http://www.rarlab.com/
3 ) Right click on your minecraft_server.jar and chose "Open with WinRAR Archiver" (DO NOT USE THE .EXE server)
4 ) Right click on your terraintweaker.jar and chose "Open with WinRAR Archiver"
5 ) Drag files from terraintweaker.jar to minecraft_server.jar
This should get you going... You don't need to change the README at all, it's just for reading. The new settings will go in the server.properties file for the generated world... Take a look in the directory you run the server from currently, and you'll see it.
So, once I drag the files into the server.jar, do I edit the readme to the desired options and than generate a new file..?
Alternate Windows Installation:
1 ) Download latest Terrain Tweaker to your server directory from here: http://shadoware.com/minecraft/terraintweaker.jar
2 ) Download and install Winrar: http://www.rarlab.com/
3 ) Right click on your minecraft_server.jar and chose "Open with WinRAR Archiver" (DO NOT USE THE .EXE server)
4 ) Right click on your terraintweaker.jar and chose "Open with WinRAR Archiver"
5 ) Drag files from terraintweaker.jar to minecraft_server.jar
This should get you going... You don't need to change the README at all, it's just for reading. The new settings will go in the server.properties file for the generated world... Take a look in the directory you run the server from currently, and you'll see it.
Ah, thank you! I had everything done BUT the server.properties. Thanks a bundle.
You have to either add them yourself, or run it once. it will add them on first run, but i can't magic them up on your machine. :-) you only need to add the ones that you don't like the defaults for, so if you don't care about anything but the waterLevel, that's all you need to throw in there.
You have to either add them yourself, or run it once. it will add them on first run, but i can't magic them up on your machine. :-) you only need to add the ones that you don't like the defaults for, so if you don't care about anything but the waterLevel, that's all you need to throw in there.
OH. So I add the text "WaterLevel=###"? to the .properties file manually? :ohmy.gif:
I'm at work and can't check here, but does this work with the update released today?
I ran a test server with the new updates and it appears to be working fine. It doesn't look like Notch changed the server code enough to mess up the mod.
Want to tweak the settings in the terrain generator, but don't know where to start? Ever wanted to play on a mostly flooded world? How about having the new Nexus blocks mineable as ore in the real world? Muddy swamps? Get tree types based on biomes?
All these things are possible for you now, with some simple additions to your server.properties file.
New Settings (Shown with defaults):
--------------------------------------------------------------------------------
waterLevel=64
This is the first level that will be clear of oceanic water and ice. 74 makes a pretty watery world, 100 makes Wind Waker style worlds. Anything below about 50 makes a water free world.
insertHellBlocks=true
This will add blocks from the Nexus into the regular world with the same frequency table as gold.
safetiesOff=true
This replaces the adminium on the bottom of the map with mineable obsidian, so you can open up holes to the void, if you wish.
dryDeserts=true
This will fill in all water blocks with sand in desert biomes. No more deserts under the ocean. Makes a seriously bleak area.
muddySwamps=true
There's a mud block, there's a swamp biome. The two go together like PB & Chocolate. Except it sucks when you're stuck in it, bad.
biomeTrees=true
Get custom tree types based on biome. Pine trees sprinkled about, and in boreal forests. Shrubs in the shrubland. Tumbleweeds in the desert.
flatBedrock
Moves all Adminium to the bottom level of the map. This "smooths" the level
floor. (From OreVeins/Cadde's Mod)
guaranteeBedrock
Fills holes in the bedrock, so you never have to worry about falling through.
(From OreVeins/Cadde's Mod)
alternateOreDistribution
Uses Cadde's OreVeins Mod ore distribution model. This gives you fewer pockets
of ore in the world,but they are distributed more "realistically". Larger
pockets as you go deeper, etc.
(From OreVeins/Cadde's Mod)
undergroundLakes
Adds pockets of water in the stone.
(From OreVeins/Cadde's Mod)
subterranean=false
Makes the world an underground cave. Gives you a green starting space at
spawn with a few trees, just to get you started with a minimum of tools.
This is a much harder way to play!
Subterranean Specific Settings:
ceilingBase: [70] Sets the altitude to build the ceiling around.
Setting this low makes a solid world, top to bottom
adminLid: [true] Puts a layer of adminium on top of the world, with
window holes poked in it for skylighting.
greenStart: [true] Builds the green starting area. If you don't
like or need it, you can turn it off
spawnBaseHeight: [64] The altitude of the bottom the "spawn box".
You can use this to move it way up or down as you like.
spawnBoxHeight: [16] The height of the spawn box, in case you want
something cathedral.... or claustrophobic (be sure to
provide enough room for your trees to grow though)
(Click pic for the whole gallery)
Installation Instructions:
--------------------------------------------------------------------------------
nogui is optional in all cases, the memory amounts may be changed, and
additional mods can be loaded by adding them to the classpath variable in
priority order.
--------------------------------------------------------------------------------
Windows Installation:
1 ) Download latest Terrain Tweaker to your server directory from here:
http://shadoware.com/minecraft/terraintweaker.jar
2 ) Run your server with the following new command line:
java -Xmx1024M -Xms1024M -cp terraintweaker.jar;minecraft_server.jar net.minecraft.server.MinecraftServer nogui
Linux/OSX/Cygwin Installation:
1 ) cd server_directory
2 ) wget http://shadoware.com/minecraft/terraintweaker.jar
3 ) java -Xmx1024M -Xms1024M -cp terraintweaker.jar:minecraft_server.jar net.minecraft.server.MinecraftServer nogui
Change Log:
--------------------------------------------------------------------------------
v1.0: [11/04/2010] Initial Release
v1.1: [11/06/2010] Added muddy swamps and dried up deserts
v1.2: [11/08/2010] Added biome based trees
v1.3: [11/09/2010] Added OreVeins mod support (flatBedrock, guaranteeBedrock, alternateOreDistribution, undergroundLakes)
v1.4: [11/10/2010] Added Fir Trees, compat with v.0.2.4 SMP
v1.5: [11/13/2010] Added Subterranean Mod functionality
v1.6: [11/22/2010] Added Acacia Trees, reduced frequency of massive pine trees
v1.7: [11/24/2010] Updated for SMP 0.2.5
v1.8: [11/30/2010] Updated to Server 0.2.6_02, Fixed sapling bug
v1.9: [12/01/2010] Updated to Server 0.2.7
v1.10:[12/03/2010] Updated to Server 0.2.8
v2.0 :[12/20/2010] Update to Server Beta v.10
v2.1:[01/20/2010] Updated to Server v1.2_01
Authors:
--------------------------------------------------------------------------------
Wickity: [email protected]
CokeFL
Thanks:
--------------------------------------------------------------------------------
Chuck: Map Deleter/Pine Tree algorithm. Thanks a ton for supplying the source!
dougbenham: Used tree growing notes to get me started with tree generation.
Cadde: Absorbed your OreVeins mod source. Thanks for releasing it for use!
Its been less then a day..... give it some time. Some people don't check the forums super often or alot of servers are currently in a freeze till the perf fix is out.
sidenote, to make this work with hey0, do I just have to change minecraftserver.jar to minecraft_mod.jar in the command line?
EDIT: Also, is this an addon that will have to be changed often when patches come out? My issue is getting an addon that will not be actively updated later on and screw my server's future terrain generation in the process.
I plan to keep up on it, and if i don't, I will release the source (which is not even minimally complicated).
I don't know which classes hey0 modifies, but I'll check it out... But, as long as they're not conflicting, then yeah, just point to whichever .jar you're currently using to run the server.
EDIT: Looks to be fine with hey0... I don't think there are any class conflicts. :-D
On your command prompt.. If you're on windows, you can use the typical drag files form my jar to the minecraft_server.jar if you'd prefer, then you don't need any command line magic....
But, wherever you're running your server from now, and giving it the memory requirements, etc.. run my documented line instead.
So, once I drag the files into the server.jar, do I edit the readme to the desired options and than generate a new file..?
This should get you going... You don't need to change the README at all, it's just for reading. The new settings will go in the server.properties file for the generated world... Take a look in the directory you run the server from currently, and you'll see it.
Ah, thank you! I had everything done BUT the server.properties. Thanks a bundle.
No problems. Let me know what you think. Post pics! :-D
Oh boy, sorry to be a bother again, but none of the new options were found in the server.properties file. ._.
OH. So I add the text "WaterLevel=###"? to the .properties file manually? :ohmy.gif:
Ah, okay. I'll try this now. ^^
It might work with the wrong casing, but i don't know. *shrug* I'm using Notch's property loader, so whatever the regular behavior is in that case.
I ran a test server with the new updates and it appears to be working fine. It doesn't look like Notch changed the server code enough to mess up the mod.