I've changed the link to an updated version. this one includes gravel and lets you control planet size. The default radius values are the same as the original generator.
Warning: max planet size (r=60) in an open sky world causes Minecraft to crash for me.
Getting this to work on Mac would be tricky, as it's written in .Net. If anyone can give me pointers for building Mono on Mac I'd be willing to give it a try though.
2 things. The download link doesn't work for me, not sure why, and there needs to be an option to replace the water at the bottom of the map with Lava >:biggrin.gif:
OMG. I landed on a dirt planet, made it to another dirt planet, THEN HAD TO TOWER UP TO A STONE PLANET THEN BRIDGE TO A TREE PLANET. Guess what happened >_> The stone planet is COMPLETELY made up of redstone. I was pretty much like: FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Is that supposed to be intentional?
Thanks for this! It's probably very difficult to port to Linux or Mac ... instead, could you please post some World maps for us non-Windows people to check out?
The stone planets are all filled with an "ore" of some sort, with the probability of each "ore" type based on how common they are in normal Minecraft maps (baed on data from Cartograph). This means coal-filled stone planets are the most common. Any given planet will be entirely filled with a single type of ore. They're sort of like piñatas :smile.gif:
There are two exceptions to that rule: both lava and gravel can also occur, each with the same likelihood as diamond.
I expect I'll set it up to work out the actual block data in 16x16 chunk sections as part of the next revision, so it shouldn't need more than 16 MB of RAM to work. I calculate the planetoid positions before building the actual blocks / extra data, so it shouldn't affect the layout at all to do that.
That said, I expect the next version of this will be sometime around weekend after next. (heading home for Thanksgiving)
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Here's a sample of an open sky map:
A different map at night:
And one with water below:
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"Oh come on, feathers are pointless anyways. Be a man, use your sword!" --Azurik
"Frikken sharks with frikken lasers attached to their frikken heads." --Enjay
"Frik yeah!" --Xeos in reply to Enjay
Why does it take longer for these maps to load then a normal map?? I have to wait like 1 minutes just for the frames to be even playable.
For open sky, it's because Minecraft doesn't normally have to deal with a map that spans the entire height of the world (all 128 blocks). Most maps you can only see the top half, and it seems to be optimized for that.
For water below, it's similar, but more a matter of the number of blocks visible. I've also noticed that having a large number of leaves in the visible chunks slows stuff down (maybe for the auto-destroy check?)
Ah. I'm guessing it isn't a good idea to make 128 chunk maps? It completely messed up my computer for a while after I closed the cmd because it was taking too long.
1 gigabyte of memory usage? Holy **** lol. Thank god for having 4 gigs of it. Actually now its at 1.5 gb. o_o
Edit: 2gb and counting (of RAM usage). And I'm still using Chrome with no issues. On a laptop.
Still I adore this idea and I'm very excited to use it. Thanks for making this.
Warning: max planet size (r=60) in an open sky world causes Minecraft to crash for me.
I make map generators
I make map generators
http://dl.dropbox.com/u/10412815/Hosted ... 1.5%29.zip
> 256 chunks took me 4 1/2 mins :biggrin.gif:
16x16 doesnt count, for me it took 40 seconds. And I have a cruddy computer.
I can only generate a 128x128 world (yes that's chunks) because it takes up an entire GB of memory doing that.
I'm loving the mod. I may make a video with it sometime later. Next week after I get started on my LP :biggrin.gif:
I do Minecraft Let's Plays as well as other random stuff.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
Is that supposed to be intentional?
Thanks :smile.gif:
There are two exceptions to that rule: both lava and gravel can also occur, each with the same likelihood as diamond.
I make map generators
I expect I'll set it up to work out the actual block data in 16x16 chunk sections as part of the next revision, so it shouldn't need more than 16 MB of RAM to work. I calculate the planetoid positions before building the actual blocks / extra data, so it shouldn't affect the layout at all to do that.
That said, I expect the next version of this will be sometime around weekend after next. (heading home for Thanksgiving)
I make map generators
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
"Frikken sharks with frikken lasers attached to their frikken heads." --Enjay
"Frik yeah!" --Xeos in reply to Enjay
I'm working on setting up download links to a couple of sample maps.
I make map generators
For open sky, it's because Minecraft doesn't normally have to deal with a map that spans the entire height of the world (all 128 blocks). Most maps you can only see the top half, and it seems to be optimized for that.
For water below, it's similar, but more a matter of the number of blocks visible. I've also noticed that having a large number of leaves in the visible chunks slows stuff down (maybe for the auto-destroy check?)
I make map generators
Edit: 2gb and counting (of RAM usage). And I'm still using Chrome with no issues. On a laptop.
Still I adore this idea and I'm very excited to use it. Thanks for making this.