Last night I got frustrated with how shallow the oceans were and how much of a pain it was to edit them deeper with any of the map editors out there. So I decided to take the plunge and hack out a utility to do it for me! Tectonic is a very very simple map preprocessor - meaning it's intended to be used only on new maps. Simply put, it lowers the ocean floors.
Any place where the ocean is only 1 block deep, no changes are made. After that, each "step" deeper becomes two steps deeper. The change is limited only to columns that have water or ice at level 63 (natural ocean) which limits impact of inland ponds and underground water pockets. Only blocks from level 5 (just above bedrock) to level 62 (just below the surface) are affected.
Blocks are the bottom of each column are erased and the whole column is shifted down. This means that diamonds and lava located under the ocean floor are eliminated if the change is great enough, since those are close to the bottom of the columns.
You can run the program on the same map two or three times to create dramatic effects!
The Meaning of Life, the Universe, and Everything.
Quote from Corbiere »
Quote from SpiderRider »
Deeper is one thing, Bigger is another.
Why would you need BIGGER oceans? I spend most of my SSP time reclaiming land...
This is great for making things better. Normally oceans appear to be more like lakes depth-wise.
I do the same thing so I can see your point, but then sometimes the water areas are rather small, and if the boat implementations are coded in, then the waters would be much nicer if they were slightly wider, whilst keeping the land size proportional.
But please don't think I think this thing you made is terrible, it's terrific, if only there were a way to get newer oceans to form with this, because the world I'm currently in, I have things underwater, and I'd rather they not be leveled.
'Course then, I could just go ahead and start a new world...
Hey wow, almost forgot about this thread... shows how much effort I put into it!
There is really no good way, IMHO, to make oceans "bigger" after the map is already generated. I suppose I could try, say, raising sea level and flooding everything... gotta think of a good way to relocate the spawn point first, though, else you'll spawn underwater!
And yeah, I wouldn't call this an "editor" since the changes it makes is predetermined. An actual editor is not out of the question but that's too big a project for me to seriously consider.
Quote from coco_tha_cat »
AMAZING! especially when you run it 10 times in a row! soooooooo deep! good thin i got sdk's rebreather!
I would think you'd get about the same effect after 3-4 runs... after that you're pretty much down to bedrock already! Idea for an improvement, though: "seal" up exposed lava and cave ends with stone, cobble or obsidian as appropriate. I've noticed that after sinking the sea floor there are some oddities left over
Thanks for your interest! As long as they are small things I might entertain other ideas for improvements.
Since it uses the .NET framework it is theoretically possible if someone compiled it to use Mono. This is outside my experience as an amateur programmer (I have only a few months experience with C# but over a decade with other languages). Source is included and it's not exactly a complex program (one function, really) anyone who cares recompile it to a Mac compatible binary is absolutely free to do so.
The update to the map format broke everything and I've not yet gotten around to figuring out the new map format. I may be able to take a look at it this weekend. Until then, there are utilities you can use to convert 1.3 world data back into the older format.
Quote from maestro4202 »
Is there some way to use a seed and generate continents?
You might try this program for generating custom maps.