The latest jar writes chunks in the new format. Unfortunately my site ran out of funds and is down at the moment...might have to wait a bit for DNS to start resolving, again.
First: How would I assure that no snow be placed in generating the map?
If you put flag-populated as the last item in layered-terrain(...), then Minecraft won't try to alter the generated map sections, so just don't include any snow in your terrain definition and you should be good.
Quote from Sigma »
Second: How would I generate a giant mountain reaching from the bottom of the map to the top of the map?
Would make you a nice boring (but pretty tall) mountain range. If you only want mountains in certain areas you can try multiplying different noise functions together, like....
Really nice tool. Is there any way to put custom objects in to map generation? Like custom trees etc.
Arrr, good question! This is a feature I've been thinking about for a long time. How would you like to define your objects? And how would you specify their placement?
The simplest way I can think would be to define an object using a 3D bitmap and then using density functions like the ones used to place trees to define where they end up being placed on the map. An alternative to bitmaps would be to use something similar to the 3D layer system for defining stamp content. This might even allow you to define a generic stamp type that can be instantiated with different seeds.
I've also been turning around in the back of my head (and these thoughts predate Minecraft by several years) ways to allow generating continuous structures like roads and bridges, and maybe even cities. I would want this to be designed so that the structures could potentially repeat infinitely and without having to 'look around' during generation. I have a pretty good idea already of how the generation would work - the hard part is figuring out how best to represent it in a user-written script.
The 'height' of the map will always be 128 blocks, though. I'm not sure what you mean by "23600x4100x70". The horizontal dimensions will be determined by the coordinates you provide at export-time. If you want something else to fill that 70 blocks above the bedrock then add another layer:
Hi, first off I would like to say this is a wonderful tool. I really enjoy toying with it and seeing the drastic changes it can make. I was wondering does anyone know of a way to make a structure like these geysers floating in the air?
I am trying to create a generator that creates a map similar to the old game called Netstorm. I have the floating islands down, but I was wondering if anyone know how to make these geyser out of obsidian. They wouldn't have the water effect in them of course, just the outer shell of it. Thanks for anyone who has any ideas.
Any plugins out there that can change the "Complete chunk" tag that this program has?
It would be great for modded maps and reintroducing new ores by letting MC regenerate the chunk.
Rollback Post to RevisionRollBack
Ad fly eh? Always being sabotaged here, NoScript and AdBlock makes surfing safer.
I am having trouble creating a completely flat map. Using the following scripts (one to generate nothing but water, the second to generate the land mass) I find there's still tons of hills and a sheer drop to the flat land I've created"
I am having trouble creating a completely flat map. Using the following scripts (one to generate nothing but water, the second to generate the land mass) I find there's still tons of hills and a sheer drop to the flat land I've created"
I am having trouble creating a completely flat map. Using the following scripts (one to generate nothing but water, the second to generate the land mass) I find there's still tons of hills and a sheer drop to the flat land I've created"
Has anyone created a script that they think is pretty good and wouldn't mind sharing? I've been toying around with this generator for a couple of days now I just haven't quite gotten the hang of it yet. All I've really been able to do so far is copy some of the example scripts and plug in random numbers hoping for a desired effect, haha.
Also, is there a materials list for the generator that I missed somehow? I tried generating lapis lazuli and sandstone but I'll get an error that says something like "Compile error: Reference to an undefined macro materials.sandstone". I think that means that either I entered in the wrong material ID or maybe it's not implemented in the generator?
I am having trouble creating a completely flat map. Using the following scripts (one to generate nothing but water, the second to generate the land mass) I find there's still tons of hills and a sheer drop to the flat land I've created"
It's back, now. Here's your jar.
If you put flag-populated as the last item in layered-terrain(...), then Minecraft won't try to alter the generated map sections, so just don't include any snow in your terrain definition and you should be good.
Depends what shape you want the mountain to be.
Would make you a nice boring (but pretty tall) mountain range. If you only want mountains in certain areas you can try multiplying different noise functions together, like....
I haven't tested these so I'm not sure exactly how they'd turn out. The ridge( min, max, input ) function can help make things more interesting.
Arrr, good question! This is a feature I've been thinking about for a long time. How would you like to define your objects? And how would you specify their placement?
The simplest way I can think would be to define an object using a 3D bitmap and then using density functions like the ones used to place trees to define where they end up being placed on the map. An alternative to bitmaps would be to use something similar to the 3D layer system for defining stamp content. This might even allow you to define a generic stamp type that can be instantiated with different seeds.
I've also been turning around in the back of my head (and these thoughts predate Minecraft by several years) ways to allow generating continuous structures like roads and bridges, and maybe even cities. I would want this to be designed so that the structures could potentially repeat infinitely and without having to 'look around' during generation. I have a pretty good idea already of how the generation would work - the hard part is figuring out how best to represent it in a user-written script.
I generated some chunks with the latest version of TMCMG just now and the latest version of Minecraft loaded them fine.
I'm looking for a final L x W x H of 23600x4100x70 (blocks) with a single layer of bedrock at the bottom.
There's a bunch in the scripts folder in the git repository.
aeiou asked for something similar earlier in this thread.
The 'height' of the map will always be 128 blocks, though. I'm not sure what you mean by "23600x4100x70". The horizontal dimensions will be determined by the coordinates you provide at export-time. If you want something else to fill that 70 blocks above the bedrock then add another layer:
I am trying to create a generator that creates a map similar to the old game called Netstorm. I have the floating islands down, but I was wondering if anyone know how to make these geyser out of obsidian. They wouldn't have the water effect in them of course, just the outer shell of it. Thanks for anyone who has any ideas.
It would be great for modded maps and reintroducing new ores by letting MC regenerate the chunk.
in other words, it doesn't work as advertized, or something screwed up with how minecraft uses the coordinates system
I just double clicked it. Worked on OS X.
Sounds like you tried to generate it on top of another map.
No, I did just the script mentioned above and this was the result: http://cl.ly/173a2Z3I083O222I3W1i
I did an output of -800 -200 800 200 and should NOT have any sheer cliffs like those.
Also, is there a materials list for the generator that I missed somehow? I tried generating lapis lazuli and sandstone but I'll get an error that says something like "Compile error: Reference to an undefined macro materials.sandstone". I think that means that either I entered in the wrong material ID or maybe it's not implemented in the generator?
Yes you should. You're at the very edge of the map, where the TPMMG map ends and Minecraft starts generating regular land.
That's a load of crap. Even the TOGoS wiki says it builds the map on export to the coordinates you specify.