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?
All these things are possible for you now, with some text settings in a mapgen.properties file. (Created in your .minecraft data folder, the same place where your options.txt is) Everything is off by default so there won't be any adverse effect on your existing worlds... Turn on only the features you like! :-D
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.
biomeSize=1.5
This is a number used in the biome generation to determine the size of the biome areas. Larger numbers make larger biomes.
insertHellBlocks=false
This will add blocks from the Nexus into the regular world with the same frequency table as gold.
safetiesOff=false
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=false
This will fill in all water blocks with sand in desert biomes. No more deserts under the ocean. Makes a seriously bleak area.
muddySwamps=false
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=false
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)
--------------------------------------------------------------------------------
You can also set these options for each world separately by using the format:
"world#"."setting"
Example: To get high water in your world 3, set
world3.waterLevel=110
My recommended settings for normal play are:
world5.biomeSize=5.0
world5.safetiesOff=true
world5.dryDeserts=true
world5.muddySwamps=true
world5.biomeTrees=true
* Download terraintweakersp.jar from http://www.shadoware.com/minecraft/terraintweakersp.jar
* Locate your minecraft.jar file. On Windows 7, it's at :
C:\Users\You\AppData\Roaming\.minecraft\bin\minecraft.jar
* Open it in a zip utility such as WinRar.
* Copy all of the files from the terraintweakersp.jar file
(Open it in WinRar or equivalent) to the minecraft.jar file
* DO NOT SKIP: Open the META-INF folder in the minecraft.jar file and
delete MOJANG_C.DSA and MOJANG_C.SF
Change Log:
--------------------------------------------------------------------------------
v1.0: [11/04/2010] Initial Release
v1.1: [11/06/2010] SP version created, added dry desert and muddy swamps
v1.2: [11/07/2010] Added biome based trees
v1.3: [11/09/2010] Added OreVeins mod support (flatBedrock, guaranteeBedrock, alternateOreDistribution, undergroundLakes)
v1.4: [11/09/2019] Fixed redstone
Credits:
--------------------------------------------------------------------------------
CokeFL: Partner in decoding crime. A *huge* help in tracking down what is what.
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.
Bucyruss: Used your SP biome notes as a springboard for my own research, thanks for digging in there so quickly and effectively.
Cadde: Absorbed your OreVeins mod source. Thanks for releasing it for use!
Also I'm experiencing a bug were some buttons won't work (Behind the doors, etc). I'm sure it's your mod because uninstalling it fixes the problem.
Uhhh... Is this the only mod you're running? I won't say I couldn't have bugs, but all my changes are in the chunk generation. I don't touch any of the actual gameplay stuff afaik.
I'l take a look, anyone else able to reproduce this?
Quote from Cronstintein »
Cool mod. Will definitely need to try it out.
EDIT - is this updated to the most recent version? (the post-holloween bugfix one?)
Also I'm experiencing a bug were some buttons won't work (Behind the doors, etc). I'm sure it's your mod because uninstalling it fixes the problem.
Uhhh... Is this the only mod you're running? I won't say I couldn't have bugs, but all my changes are in the chunk generation. I don't touch any of the actual gameplay stuff afaik.
I'l take a look, anyone else able to reproduce this?
I tested it on a vanilla jar, no other mods, not a single texture changed from the original.
Same problem, not a conflict.
Weird right?
To reproduce make a long 2x2 hallway, say 5 long. Put Iron door in the middle, one door button in one side of the door, another on the other. Used to work, has to work. Sometime it does work, but maybe it's direction dependent?
Love your mod though... huge deserts... So what is the maximum biome size? Don't wanna break anything.
Rollback Post to RevisionRollBack
[iapprove] Herp derp derp look a diamond derp herp [DORE]
(Before I begin, I believe a post above me disappeared, what happened?)
Anyway, this mod is great. I'm having trouble with the Swampmud part, as the few times I find it, I generally find the mud in about clumps of 6 blocks, even when increasing biome size, why is this?
The drydesert can work great if you set the water levels fairly high, I've had some interesting results using this. I've had: 1)Clay next to spawn, in massive amounts. 2)Incredibly deep rivers, water holes, and such in deserts. 3)The largest amount of cactii in a concentrated area I'd seen so far.
A question, as well: If I set the insertNetherblocks to true, just how does it insert them? Rarity is like gold, I understand that, but does it get placed underground, randomly, etc.?
I tested it on a vanilla jar, no other mods, not a single texture changed from the original.
Same problem, not a conflict.
Weird right?
To reproduce make a long 2x2 hallway, say 5 long. Put Iron door in the middle, one door button in one side of the door, another on the other. Used to work, has to work. Sometime it does work, but maybe it's direction dependent?
Love your mod though... huge deserts... So what is the maximum biome size? Don't wanna break anything.
Thanks for the info, I'll take a look at it when I have a chance.
And i don't know the maximum biome size. I've run it at 15.0 and it's fine... It's just passed directly to the game engine, so, there is a maximum, but it could be in the hundreds to thousands, depending in the math it's used in. 15.0 makes ridiculously large biomes, as in what i consider to almost be real world analog... I walked for about 5 minutes in one direction, and changed biomes once.
Quote from Nci »
(Before I begin, I believe a post above me disappeared, what happened?)
Anyway, this mod is great. I'm having trouble with the Swampmud part, as the few times I find it, I generally find the mud in about clumps of 6 blocks, even when increasing biome size, why is this?
The drydesert can work great if you set the water levels fairly high, I've had some interesting results using this. I've had: 1)Clay next to spawn, in massive amounts. 2)Incredibly deep rivers, water holes, and such in deserts. 3)The largest amount of cactii in a concentrated area I'd seen so far.
A question, as well: If I set the insertNetherblocks to true, just how does it insert them? Rarity is like gold, I understand that, but does it get placed underground, randomly, etc.?
Thanks in advance.
No idea, I don't run the forum, maybe the person deleted their post?
I've had hit or miss swamp biomes. Sometimes i find huge expanses of them, sometimes it's just a couple of blocks. Mud will spawn in water about 80% of the time when the biome is swamp. Biomes are tracked block by block, so you really can have a swamp that's smaller than a chunk.
Netherblocks are inserted exactly like gold... same rarity, same distribution, same depth, etc... I copied the algorithm exactly and just swapped out block id's... It puts in different stones, depending on the biome you're in... Lightstone being the absolute rarest. This was more for SMP, since the Nether doesn't work there yet, but it's certainly fine to use in SSP.
could yo please guide me to the EXACT place where the file is kept? (Windows XP)
You know the /bin folder were you installed the mods, right? First start minecraft with the terrain mod on it. It will then generate "mapgen.properties" in .minecraft/ (Where saves/, bin/, resources/ are)
EDIT: Also the biome size limit seems to be 20. More will make it generate relatively smaller biomes. Oh god I'm so happy. I will REALLY need to build my hell transportation system. double and a full of to ya!
Rollback Post to RevisionRollBack
[iapprove] Herp derp derp look a diamond derp herp [DORE]
WooHoo! Thanks for this! I can finally get started on my Minecraftian Atlantis, Craftlantis (yes, the name sucks. I just smashed "craft" and "Atlantis" together, and that's what I came up with). It'll be a lot of fun with the biomes too. I created a map yesterday, and started building a treehouse. Now, I'll be able to harvest sand from the desert, to build windows for an underwater city! I'm really looking forward to using this. Thanks again! Mouser X over and out.
Does this support MoreWorlds (for Worlds 6-10?) That would be perfect.
I don't have the More Worlds mod on hand, but since this mod only deals with the terrain generator, it's very unlikely that the CLASS files involved in saving data are going to be effected by this. In other words, in almost all cases, the only time that a mod won't work with another mod, is when those 2 (or more) mods alter the same CLASS files.
So, you can easily answer your own question. Open up this mod in 7zip/WinRAR, and open the More Worlds mod in a separate instance of WinRAR/7zip, and look. Do any of the files have the same file name? If the files have different names from each other, then it's very unlikely that they'll interfere with each other. In this case, install them as normal, and play the game. Try a few things out, and see if there's any adverse effects. If there are, restore from a backed up Minecraft.jar, and try each mod separately. If the adverse effects persist, then figure out from which mod they originate, and tell them in their respective thread what's wrong.
Really though, as far as I can tell, I'd be surprised if there's any conflicts between this and More Worlds. Good luck. Mouser X over and out.
Does this support MoreWorlds (for Worlds 6-10?) That would be perfect.
I don't have the More Worlds mod on hand, but since this mod only deals with the terrain generator, it's very unlikely that the CLASS files involved in saving data are going to be effected by this. In other words, in almost all cases, the only time that a mod won't work with another mod, is when those 2 (or more) mods alter the same CLASS files.
So, you can easily answer your own question. Open up this mod in 7zip/WinRAR, and open the More Worlds mod in a separate instance of WinRAR/7zip, and look. Do any of the files have the same file name? If the files have different names from each other, then it's very unlikely that they'll interfere with each other. In this case, install them as normal, and play the game. Try a few things out, and see if there's any adverse effects. If there are, restore from a backed up Minecraft.jar, and try each mod separately. If the adverse effects persist, then figure out from which mod they originate, and tell them in their respective thread what's wrong.
Really though, as far as I can tell, I'd be surprised if there's any conflicts between this and More Worlds. Good luck. Mouser X over and out.
tl;dr
Have MoreWorlds here, had TTSMP. Worked.
EDIT: okay maybe not... Hold on...
Quote from Wickity »
It does not support MoreWorlds. It might be able to, but I had to rig up world specific support, so the default 5 are hardcoded in.
EDIT: OK, apparently it does work. I'll take a look and make sure there are no hidden issues floating around.
EDIT EDIT: Oh, okay, maybe it does...
Rollback Post to RevisionRollBack
[iapprove] Herp derp derp look a diamond derp herp [DORE]
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?
All these things are possible for you now, with some text settings in a mapgen.properties file. (Created in your .minecraft data folder, the same place where your options.txt is) Everything is off by default so there won't be any adverse effect on your existing worlds... Turn on only the features you like! :-D
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.
biomeSize=1.5
This is a number used in the biome generation to determine the size of the biome areas. Larger numbers make larger biomes.
insertHellBlocks=false
This will add blocks from the Nexus into the regular world with the same frequency table as gold.
safetiesOff=false
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=false
This will fill in all water blocks with sand in desert biomes. No more deserts under the ocean. Makes a seriously bleak area.
muddySwamps=false
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=false
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)
--------------------------------------------------------------------------------
You can also set these options for each world separately by using the format:
"world#"."setting"
Example: To get high water in your world 3, set
world3.waterLevel=110
My recommended settings for normal play are:
world5.biomeSize=5.0
world5.safetiesOff=true
world5.dryDeserts=true
world5.muddySwamps=true
world5.biomeTrees=true
(Click pic for the whole gallery)
Installation Instructions:
--------------------------------------------------------------------------------
* Download terraintweakersp.jar from
http://www.shadoware.com/minecraft/terraintweakersp.jar
* Locate your minecraft.jar file. On Windows 7, it's at :
C:\Users\You\AppData\Roaming\.minecraft\bin\minecraft.jar
* Open it in a zip utility such as WinRar.
* Copy all of the files from the terraintweakersp.jar file
(Open it in WinRar or equivalent) to the minecraft.jar file
* DO NOT SKIP: Open the META-INF folder in the minecraft.jar file and
delete MOJANG_C.DSA and MOJANG_C.SF
Change Log:
--------------------------------------------------------------------------------
v1.0: [11/04/2010] Initial Release
v1.1: [11/06/2010] SP version created, added dry desert and muddy swamps
v1.2: [11/07/2010] Added biome based trees
v1.3: [11/09/2010] Added OreVeins mod support (flatBedrock, guaranteeBedrock, alternateOreDistribution, undergroundLakes)
v1.4: [11/09/2019] Fixed redstone
Credits:
--------------------------------------------------------------------------------
CokeFL: Partner in decoding crime. A *huge* help in tracking down what is what.
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.
Bucyruss: Used your SP biome notes as a springboard for my own research, thanks for digging in there so quickly and effectively.
Cadde: Absorbed your OreVeins mod source. Thanks for releasing it for use!
This'll go great with Aza's arid texture pack for making the desert city I've always wanted to make yet never could/was too lazy to.
One question, though:
Is there a maximum to the biome size?
EDIT - is this updated to the most recent version? (the post-holloween bugfix one?)
Uhhh... Is this the only mod you're running? I won't say I couldn't have bugs, but all my changes are in the chunk generation. I don't touch any of the actual gameplay stuff afaik.
I'l take a look, anyone else able to reproduce this?
Yep, wasn't even written until after that update.
I tested it on a vanilla jar, no other mods, not a single texture changed from the original.
Same problem, not a conflict.
Weird right?
To reproduce make a long 2x2 hallway, say 5 long. Put Iron door in the middle, one door button in one side of the door, another on the other. Used to work, has to work. Sometime it does work, but maybe it's direction dependent?
Love your mod though... huge deserts... So what is the maximum biome size? Don't wanna break anything.
Anyway, this mod is great. I'm having trouble with the Swampmud part, as the few times I find it, I generally find the mud in about clumps of 6 blocks, even when increasing biome size, why is this?
The drydesert can work great if you set the water levels fairly high, I've had some interesting results using this. I've had: 1)Clay next to spawn, in massive amounts. 2)Incredibly deep rivers, water holes, and such in deserts. 3)The largest amount of cactii in a concentrated area I'd seen so far.
A question, as well: If I set the insertNetherblocks to true, just how does it insert them? Rarity is like gold, I understand that, but does it get placed underground, randomly, etc.?
Thanks in advance.
Thanks for the info, I'll take a look at it when I have a chance.
And i don't know the maximum biome size. I've run it at 15.0 and it's fine... It's just passed directly to the game engine, so, there is a maximum, but it could be in the hundreds to thousands, depending in the math it's used in. 15.0 makes ridiculously large biomes, as in what i consider to almost be real world analog... I walked for about 5 minutes in one direction, and changed biomes once.
No idea, I don't run the forum, maybe the person deleted their post?
I've had hit or miss swamp biomes. Sometimes i find huge expanses of them, sometimes it's just a couple of blocks. Mud will spawn in water about 80% of the time when the biome is swamp. Biomes are tracked block by block, so you really can have a swamp that's smaller than a chunk.
Netherblocks are inserted exactly like gold... same rarity, same distribution, same depth, etc... I copied the algorithm exactly and just swapped out block id's... It puts in different stones, depending on the biome you're in... Lightstone being the absolute rarest. This was more for SMP, since the Nether doesn't work there yet, but it's certainly fine to use in SSP.
Dress like your favourite mob with Mob Armor!!
Funny Minecraft JOKES & PICS!!
Knock Knock
Who's there?
Interrupting Creeper
Interrupting Cre. . .
Ssss
Oohh Crap. . .
You know the /bin folder were you installed the mods, right? First start minecraft with the terrain mod on it. It will then generate "mapgen.properties" in .minecraft/ (Where saves/, bin/, resources/ are)
EDIT: Also the biome size limit seems to be 20. More will make it generate relatively smaller biomes. Oh god I'm so happy. I will REALLY need to build my hell transportation system. double and a full of to ya!
Dress like your favourite mob with Mob Armor!!
Funny Minecraft JOKES & PICS!!
Knock Knock
Who's there?
Interrupting Creeper
Interrupting Cre. . .
Ssss
Oohh Crap. . .
Well... there's no biomes pre-halloween, so no?
Dress like your favourite mob with Mob Armor!!
Funny Minecraft JOKES & PICS!!
Knock Knock
Who's there?
Interrupting Creeper
Interrupting Cre. . .
Ssss
Oohh Crap. . .
No you're not
I don't have the More Worlds mod on hand, but since this mod only deals with the terrain generator, it's very unlikely that the CLASS files involved in saving data are going to be effected by this. In other words, in almost all cases, the only time that a mod won't work with another mod, is when those 2 (or more) mods alter the same CLASS files.
So, you can easily answer your own question. Open up this mod in 7zip/WinRAR, and open the More Worlds mod in a separate instance of WinRAR/7zip, and look. Do any of the files have the same file name? If the files have different names from each other, then it's very unlikely that they'll interfere with each other. In this case, install them as normal, and play the game. Try a few things out, and see if there's any adverse effects. If there are, restore from a backed up Minecraft.jar, and try each mod separately. If the adverse effects persist, then figure out from which mod they originate, and tell them in their respective thread what's wrong.
Really though, as far as I can tell, I'd be surprised if there's any conflicts between this and More Worlds. Good luck. Mouser X over and out.
tl;dr
Have MoreWorlds here, had TTSMP. Worked.
EDIT: okay maybe not... Hold on...
EDIT EDIT: Oh, okay, maybe it does...
EDIT: OK, apparently it does work. I'll take a look and make sure there are no hidden issues floating around.