More conical and bell-shaped peaks with slopes that descend right down to the waterline.
Taller and more massive mountains that merge together to form high ranges.
With a more negative vertical and horizontal fracture, shorelines are smoother, mountainsides are smoother and more uniform, smaller hills merge and produce round-shouldered plateaus.
Valleys are longer, deeper, and more defined. They often separate lengthy mountain chains.
For seeds with low inherent height/volatility variability (vanilla map has mostly low rolling hills or extensive flat areas) use a slightly higher pair of volatilities: 2.7 to 3.0 low, 3.2 to 3.6 high. Tested seeds that meet this description include "fourwind" and "Atticus"
For seeds with average/moderate/severe height variability (vanilla map already has large and/or abrupt outcroppings, dramatic crags, epic overhangs, mountains, and floating land masses) use a lower set of volatilities and lower max height: 1.0 to 2.0 low volatility value, 1.3 to 2.2 high volatility value.
The key to rounded and smooth transition between hills and base terrain is to minimize the DIFFERENCE in volatility or height between chunks, and give ALL chunks a volatility boost to raise hills high, and give them a broad smooth apex on which to build towers/castles. A negative horizontal fracture helps a bit with this but can cause a problem described below.
Note that the vanilla Minecraft terrain generation algorithm has changed significantly since Beta 1.2, with more dramatic transitions between chunks (stepoffs, cliffs, massive jutting rocks) and greater inherent volatility overall (more rolling landscape than flat areas). This can make it hard to get the result you want with the Terra Nova settings. The biggest problem you will see is extensive broad cliffs pushed up against the skybox. Keep rolling back the negative horizontal fracture, volatility, and height until you stop seeing "skybox plateau" in the centre of land masses and start seeing individual conical mountains again. You can use the weakest settings, and still get a pleasant and striking mountain map using almost any seed.
An isolated extremely bizarre spire or overhang in an otherwise natural looking rolling landscape is the result of the underlying seed, not the settings.
Seeds with lots of desert may benefit from more aggressive settings because sand is a notoriously self-leveling substrate for noise. You can get massive conical mountainous dunes and sloping ridges that look great, especially at night when they cast a deep shadow.
Finally, the sloping contour of the mountains typically extends past the water table and you could probably lower the water level to 56-60 and still have bell-shaped mountains sloping toward the seas. If you want to lower it any further, consider also increasing max depth by 0.1 for each 1 m lower you want the water level to go.
This is odd, I did occasionally get such islands but not with anything like that frequency. After a little tweaking I'm currently using these settings:
Which is much more consistent in island-size. If you want to make sure the settings are applied properly, the seed 1086663359 generates this map:
I forget which island you spawn on, but they're fairly close together.
These islands are perfect for what I need, but I can't seem to replicate them. I'm using your settings and that seed, but my islands are very mountainous while yours are much more gentle. What should I do to fix this?
I am putting this and "Dave's Floating WaterWorld" on my server.
I don't want to get in trouble for advertising, so if you want the IP, just PM me.
Rollback Post to RevisionRollBack
If this post helped, please click the little green plus in the bottom-right corner of this post, to give me a bit more of a reputation. I am not just asking for it unfairly, only click it if I helped.
These islands are perfect for what I need, but I can't seem to replicate them. I'm using your settings and that seed, but my islands are very mountainous while yours are much more gentle. What should I do to fix this?
It's that random 4.0 volatility setting. Lower it to 0.5-1.2 and see if that improves the contours of your islands. Some seeds are going to give you fits anyway - no matter how gentle your settings, you will still get an unacceptable amount of jutting garbage. Seeds that seem to behave themselves: fourwind, Atticus, worstseedever, -1160876426418401878
I've used all of the above with Jack and Shoa and gotten excellent, server-friendly results. Atticus is a snow map btw so if you're looking for Pirates of the Caribbean, it's not a good seed to use.
FWIW, I love the baseline Jack's Islands code and find it gives me the occasional 5x5x7 floating "capsule" of land high in the sky. I use MCEdit to paste an entire dungeon in some, and other hidden treasures on/in others. Players on our server love exploring the oceans and discovering these treasure capsules.
I think Shoa is probably closer to what you want to use then. It gives larger islands but they are also gently sloping. You could try playing with avgMaxHeight and avgMaxDepth to get the right amount of land:water ratio.
A little tweak (like 0.05 - 0.1) to horizontal fracture might also change the way islands behave.
An island is basically just a local peak above the water (valley). Horizontal fracture determines the density of peaks/valleys per chunk. Reducing horizontal fracture reduces the density of peaks/valleys per chunk, and playing with heights and depths lets you determine how much of the peaks shows above the water, and how deep the valleys go. You can lower horizontal fracture a small amount and get chunk-sized peaks, or suppress horizontal fracture a little more and have peaks run together and form a multichunk-sized island continent.
Because horizontal fracture also affects the slopes and degree of fluidity between peaks and valleys, if you set it too dramatically low, the height of the land will tend to "average out" and be less fluid. You may start to see more abrupt shorelines and flatter, less sloping interiors. Increase horizontal fracture until you get sloping shores again. Fudging with volatility a little bit may also help increase the fluidity and sloping behaviour of the interior. It will tend to make more dramatic mountains independent of avgMaxHeight though. Perhaps this is desirable. One variant on TerraNova suppresses avgMaxHeight severely, but creates massive rounded mountains through high native volatilities alone.
In case you don't see the pm, you can use it for what ever you want (with credit of course). I made it so people just like you can use it for fun things! :smile.gif: I hope your server does well, I'd even be interested in checking it out. :biggrin.gif:
Hey, so i've been struggling with this mod for quite a while now and i still can't figure out how to make it work at all let alone do what i want lol.
Anyway, since i've just about given up on figuring it out for now, can someone please do me a HUGE favor and create a world that's pretty much just ocean but with rare large islands, with a jungley terrain.
It's very much appreciated!!
P.S. is there anything special about using this mod on a mac vs. windows??
and i'm gonna need at least 65 blocks of space above sea level
Hey, so i've been struggling with this mod for quite a while now and i still can't figure out how to make it work at all let alone do what i want lol.
Anyway, since i've just about given up on figuring it out for now, can someone please do me a HUGE favor and create a world that's pretty much just ocean but with rare large islands, with a jungley terrain.
It's very much appreciated!!
P.S. is there anything special about using this mod on a mac vs. windows??
and i'm gonna need at least 65 blocks of space above sea level
Hi,
Yes, you can get more than 65 blocks of space above sea level with this mod, by lowering the sea level.
The installation directions are different for PC vs Mac, but once it's installed and working, you use it the same. If you're more specific about what problem you're having with installation, you may be about to get someone to help you (best place for that is probably the main PTM thread). There's no ready source for documentation now that the website's down (and the wiki along with it). If you'd rather download a map that someone has already made, try Wessexstock's thread. Hope this helps!
Probably need to use a flatter seed. These settings should give you mostly rolling hill islands with a few mountains, but not this prominent. Sometimes the seed will have a locally very high elevation or volatility value that just sticks out like a sore thumb. You can see this in many seeds as a clump of bizarre cliffy mountains occupying several square chunks.
Also try reducing maxAvgHeight to -2 or -2.25, keep pushing it until you find some areas with "punched-in" centres where the elevated parts of the island appear to sink down under the water instead of forming a central raised area. At that point, back off and revert maxAvgHeight to the last known value before you started seeing the punched-in centres. That should give you some rather flat islands.
-------------------------------------------------------------------------------
Don't use negative values for volatilityWeight1 or 2.
About volatility and volatility weights:
Volatility is a single property governing the amount of noise in a region. The map seed makes a region, and decides how tall the chunks in the region will be using height data you put in, and height data from the seed. It then decides how noisy the chunk or region is using a volatility function. Volatility1 and Volatility2 are two different values to plug into the volatility "equation" at different places on the map. The weights describe the percent of the time you want the volatility "equation" for a chunk to use value 1, or value 2.
For instance let's say volatility = Height * (x + n) where Height is the baseline height determined by the seed; X = the baseline volatility factor determined by the seed; and n = the value you assigned to volatility1 or volatility2.
If you set volatility1 to -1.5 and volatility2 to 2, and weight1 to 0.5 and weight2 to 0.3, here's what will happen.
50% of the time a chunk/region is generated, its volatility will be reduced by 1.5 and the chunk/region will be less noisy than usual;
30% it would be increased by 2 and have more noise than usual;
and the remaining 20% of the time, it would be unaffected and simply use the default value of volatility it gets for that position in the map seed (which may be inherently calm, or inherently noisy/rough).
This is a gross oversimplification. Other things affect the chunk height besides the seed and the volatility (for instance, avgMaxHeight and avgMaxDepth among others). But this illustrates how volatility tends to behave and what values are considered legitimate.
So what does high volatility look like?
You can see for yourself by making a test map using a known seed, and increasing the volatility values to say 2, or 5, and making them happen 100% of the time. Note what happens to the hills, valleys, coastlines, and islands you saw in the baseline map. Now you can reverse this and make Volatility values strongly negative. Compare it to the baseline map and to the high-positive-volatility map. See how various land formations change in either direction.
Volatility is not linear, it may change dramatically with very small steps.
Sukaipīku:
(Thumbs up if you can figure out what that means w/o a translator)
Flat lands with High peaks and mountains, arches hanging over valleys, vast forests, and the occasional floating island make this map have just the right amount of surrealism.
Hey I have been messing around with the code trying to get massive underground lakes to come up sort of like in this video
he has posted his settings but they are way out of date and when i try to use them i cant seem to find an underground lake at all much less a massive one does anyone else know some settings for huge lakes underground and where it leaves the above ground completely normal?
Theses are the settings he posted and they are for the BiomeTerrainMod as well not PTM
I was wondering if anybody has come up with settings that are still realistic (no floating stuff or anything) and not too crazy, but more interesting and nicer looking than minecraft's default terrain generation. That, and MUCH bigger biomes, since the default size is just pathetic. I would love to use settings like that since I am trying to get my world as realistic and nice as possible :smile.gif:
I was wondering if anybody has come up with settings that are still realistic (no floating stuff or anything) and not too crazy, but more interesting and nicer looking than minecraft's default terrain generation. That, and MUCH bigger biomes, since the default size is just pathetic. I would love to use settings like that since I am trying to get my world as realistic and nice as possible :smile.gif:
I really like Crunkatog's Terra Nova settings. I've tried it on a couple of different seeds and gotten lovely, realistic results every time. If the biomes are too small for you, just increase the biome size setting.
Or for something a little more cliffy and volatile, try my Big Sky Countrysettings, which lowers the sea to make the mountains higher. The terrain generation algorithm has changed a bit since I made those settings, making them much more volatile, so you might try lowering both volatilities and possibly also horizontal fracture.
I really like Crunkatog's Terra Nova settings. I've tried it on a couple of different seeds and gotten lovely, realistic results every time. If the biomes are too small for you, just increase the biome size setting.
Or for something a little more cliffy and volatile, try my Big Sky Countrysettings, which lowers the sea to make the mountains higher. The terrain generation algorithm has changed a bit since I made those settings, making them much more volatile, so you might try lowering both volatilities and possibly also horizontal fracture.
Those Terra Nova screenshots look really nice! I especially love the last picture with the long, deep valleys. I will definitely try those settings, thanks :smile.gif:
More conical and bell-shaped peaks with slopes that descend right down to the waterline.
Taller and more massive mountains that merge together to form high ranges.
With a more negative vertical and horizontal fracture, shorelines are smoother, mountainsides are smoother and more uniform, smaller hills merge and produce round-shouldered plateaus.
Valleys are longer, deeper, and more defined. They often separate lengthy mountain chains.
The nuts n' bolts:
For seeds with low inherent height/volatility variability (vanilla map has mostly low rolling hills or extensive flat areas) use a slightly higher pair of volatilities: 2.7 to 3.0 low, 3.2 to 3.6 high. Tested seeds that meet this description include "fourwind" and "Atticus"
For seeds with average/moderate/severe height variability (vanilla map already has large and/or abrupt outcroppings, dramatic crags, epic overhangs, mountains, and floating land masses) use a lower set of volatilities and lower max height: 1.0 to 2.0 low volatility value, 1.3 to 2.2 high volatility value.
The key to rounded and smooth transition between hills and base terrain is to minimize the DIFFERENCE in volatility or height between chunks, and give ALL chunks a volatility boost to raise hills high, and give them a broad smooth apex on which to build towers/castles. A negative horizontal fracture helps a bit with this but can cause a problem described below.
Note that the vanilla Minecraft terrain generation algorithm has changed significantly since Beta 1.2, with more dramatic transitions between chunks (stepoffs, cliffs, massive jutting rocks) and greater inherent volatility overall (more rolling landscape than flat areas). This can make it hard to get the result you want with the Terra Nova settings. The biggest problem you will see is extensive broad cliffs pushed up against the skybox. Keep rolling back the negative horizontal fracture, volatility, and height until you stop seeing "skybox plateau" in the centre of land masses and start seeing individual conical mountains again. You can use the weakest settings, and still get a pleasant and striking mountain map using almost any seed.
An isolated extremely bizarre spire or overhang in an otherwise natural looking rolling landscape is the result of the underlying seed, not the settings.
Seeds with lots of desert may benefit from more aggressive settings because sand is a notoriously self-leveling substrate for noise. You can get massive conical mountainous dunes and sloping ridges that look great, especially at night when they cast a deep shadow.
Finally, the sloping contour of the mountains typically extends past the water table and you could probably lower the water level to 56-60 and still have bell-shaped mountains sloping toward the seas. If you want to lower it any further, consider also increasing max depth by 0.1 for each 1 m lower you want the water level to go.
I am putting this and "Dave's Floating WaterWorld" on my server.
I don't want to get in trouble for advertising, so if you want the IP, just PM me.
If this post helped, please click the little green plus in the bottom-right corner of this post, to give me a bit more of a reputation. I am not just asking for it unfairly, only click it if I helped.
It's that random 4.0 volatility setting. Lower it to 0.5-1.2 and see if that improves the contours of your islands. Some seeds are going to give you fits anyway - no matter how gentle your settings, you will still get an unacceptable amount of jutting garbage. Seeds that seem to behave themselves: fourwind, Atticus, worstseedever, -1160876426418401878
I've used all of the above with Jack and Shoa and gotten excellent, server-friendly results. Atticus is a snow map btw so if you're looking for Pirates of the Caribbean, it's not a good seed to use.
FWIW, I love the baseline Jack's Islands code and find it gives me the occasional 5x5x7 floating "capsule" of land high in the sky. I use MCEdit to paste an entire dungeon in some, and other hidden treasures on/in others. Players on our server love exploring the oceans and discovering these treasure capsules.
I think Shoa is probably closer to what you want to use then. It gives larger islands but they are also gently sloping. You could try playing with avgMaxHeight and avgMaxDepth to get the right amount of land:water ratio.
A little tweak (like 0.05 - 0.1) to horizontal fracture might also change the way islands behave.
An island is basically just a local peak above the water (valley). Horizontal fracture determines the density of peaks/valleys per chunk. Reducing horizontal fracture reduces the density of peaks/valleys per chunk, and playing with heights and depths lets you determine how much of the peaks shows above the water, and how deep the valleys go. You can lower horizontal fracture a small amount and get chunk-sized peaks, or suppress horizontal fracture a little more and have peaks run together and form a multichunk-sized island continent.
Because horizontal fracture also affects the slopes and degree of fluidity between peaks and valleys, if you set it too dramatically low, the height of the land will tend to "average out" and be less fluid. You may start to see more abrupt shorelines and flatter, less sloping interiors. Increase horizontal fracture until you get sloping shores again. Fudging with volatility a little bit may also help increase the fluidity and sloping behaviour of the interior. It will tend to make more dramatic mountains independent of avgMaxHeight though. Perhaps this is desirable. One variant on TerraNova suppresses avgMaxHeight severely, but creates massive rounded mountains through high native volatilities alone.
Thank you very much! :smile.gif: It means a lot.
In case you don't see the pm, you can use it for what ever you want (with credit of course). I made it so people just like you can use it for fun things! :smile.gif: I hope your server does well, I'd even be interested in checking it out. :biggrin.gif:
Anyway, since i've just about given up on figuring it out for now, can someone please do me a HUGE favor and create a world that's pretty much just ocean but with rare large islands, with a jungley terrain.
It's very much appreciated!!
P.S. is there anything special about using this mod on a mac vs. windows??
and i'm gonna need at least 65 blocks of space above sea level
Hi,
Yes, you can get more than 65 blocks of space above sea level with this mod, by lowering the sea level.
The installation directions are different for PC vs Mac, but once it's installed and working, you use it the same. If you're more specific about what problem you're having with installation, you may be about to get someone to help you (best place for that is probably the main PTM thread). There's no ready source for documentation now that the website's down (and the wiki along with it). If you'd rather download a map that someone has already made, try Wessexstock's thread. Hope this helps!
Probably need to use a flatter seed. These settings should give you mostly rolling hill islands with a few mountains, but not this prominent. Sometimes the seed will have a locally very high elevation or volatility value that just sticks out like a sore thumb. You can see this in many seeds as a clump of bizarre cliffy mountains occupying several square chunks.
Also try reducing maxAvgHeight to -2 or -2.25, keep pushing it until you find some areas with "punched-in" centres where the elevated parts of the island appear to sink down under the water instead of forming a central raised area. At that point, back off and revert maxAvgHeight to the last known value before you started seeing the punched-in centres. That should give you some rather flat islands.
-------------------------------------------------------------------------------
Don't use negative values for volatilityWeight1 or 2.
About volatility and volatility weights:
Volatility is a single property governing the amount of noise in a region. The map seed makes a region, and decides how tall the chunks in the region will be using height data you put in, and height data from the seed. It then decides how noisy the chunk or region is using a volatility function. Volatility1 and Volatility2 are two different values to plug into the volatility "equation" at different places on the map. The weights describe the percent of the time you want the volatility "equation" for a chunk to use value 1, or value 2.
For instance let's say volatility = Height * (x + n) where Height is the baseline height determined by the seed; X = the baseline volatility factor determined by the seed; and n = the value you assigned to volatility1 or volatility2.
If you set volatility1 to -1.5 and volatility2 to 2, and weight1 to 0.5 and weight2 to 0.3, here's what will happen.
50% of the time a chunk/region is generated, its volatility will be reduced by 1.5 and the chunk/region will be less noisy than usual;
30% it would be increased by 2 and have more noise than usual;
and the remaining 20% of the time, it would be unaffected and simply use the default value of volatility it gets for that position in the map seed (which may be inherently calm, or inherently noisy/rough).
This is a gross oversimplification. Other things affect the chunk height besides the seed and the volatility (for instance, avgMaxHeight and avgMaxDepth among others). But this illustrates how volatility tends to behave and what values are considered legitimate.
So what does high volatility look like?
You can see for yourself by making a test map using a known seed, and increasing the volatility values to say 2, or 5, and making them happen 100% of the time. Note what happens to the hills, valleys, coastlines, and islands you saw in the baseline map. Now you can reverse this and make Volatility values strongly negative. Compare it to the baseline map and to the high-positive-volatility map. See how various land formations change in either direction.
Volatility is not linear, it may change dramatically with very small steps.
You could try, but it might not work because Minecraft needs a place to spawn the player. It won't let you spawn in 61 m of water and drown.
(Thumbs up if you can figure out what that means w/o a translator)
Flat lands with High peaks and mountains, arches hanging over valleys, vast forests, and the occasional floating island make this map have just the right amount of surrealism.
he has posted his settings but they are way out of date and when i try to use them i cant seem to find an underground lake at all much less a massive one does anyone else know some settings for huge lakes underground and where it leaves the above ground completely normal?
Theses are the settings he posted and they are for the BiomeTerrainMod as well not PTM
I really like Crunkatog's Terra Nova settings. I've tried it on a couple of different seeds and gotten lovely, realistic results every time. If the biomes are too small for you, just increase the biome size setting.
Or for something a little more cliffy and volatile, try my Big Sky Countrysettings, which lowers the sea to make the mountains higher. The terrain generation algorithm has changed a bit since I made those settings, making them much more volatile, so you might try lowering both volatilities and possibly also horizontal fracture.
Those Terra Nova screenshots look really nice! I especially love the last picture with the long, deep valleys. I will definitely try those settings, thanks :smile.gif: