Okay, so I finished making a map for a friend yesterday, and was annoyed by all the water ponds that spawn because of minecraft.
thats when I realized that with customized world presets, you can turn those off. The problem is, I have no idea how you would go about doing that with a world painter world. Any ideas?
The brush images on the brush buttons are no longer rotated when the brush rotation is changed, since it took too much time with many custom brushes. Instead the brush outline will show an arrow indicating the original top of the brush
I would suggest you make it so only the single brush image you select rotates, instead of having none of them rotating in the new version. It would be a good balance between the old method and the new - since even with the aid of the new arrow, it's hard to get a good idea of the rotation of the brush until you place it.
I suggested this a while ago but received no response. What do you think of this? Is it a good/bad/viable idea?
I'm stuck like Chuck here. I keep trying to get resources in my world, but no matter what I do they never spawn.
I've tried using the global operations. I've tried using the resources tool brush. I've even tried using underground pockets. All result in the same, no ores generate. Doesn't seem to matter what percentages I use, tried the defaults, minimums and maximums. Still nothing works. I've spend 4 months building a custom world map for my server and now I can't get it populated with ores no matter what I try.
So, I managed to get this to work with Biomes o' Plenty by making many custom biomes and turning "allow minecraft to decorate everything" on. I still need to do terrains, but whatever.
Then, I tried to import a heightmap, and found that importing a heightmap creates a brand new map. A map without any of the custom biomes I made in the first map.
I've been looking back and forth, and I cannot find a way to copy custom biome settings from one map to another. I also cannot cannot find a way to copy land from one map to another, so I can't put the height map from the imported map into the old map with all the custom biomes I made.
I assume this sort of problem exists with terrain, too. It makes me... hesitant to work with extended block IDs, custom terrains, or anything else that won't carry from one map to another.
Is there a workaround? Something I'm missing? Failing that, is there a description of the .world file format so that I could try to make my own program to nab biomes, terrains, etc from one .world file and put them in another?
I'm stuck like Chuck here. I keep trying to get resources in my world, but no matter what I do they never spawn.
Very strange. It must be something else you're doing, as nobody else has reported this. Some other aspect of the world you've created.
If you create a new world from scratch and export it without changing anything (assuming you haven't changed the default settings in the preferences), does it have resources in it?
If you can't figure it out, send me your .world file and I'll take a look.
Then, I tried to import a heightmap, and found that importing a heightmap creates a brand new map.
Yes, that is correct.
I've been looking back and forth, and I cannot find a way to copy custom biome settings from one map to another. I also cannot cannot find a way to copy land from one map to another, so I can't put the height map from the imported map into the old map with all the custom biomes I made.
Yes I'm afraid neither are possible at the moment, you'll have to re-add the custom biome ids to your imported height map. Sorry about that!
I assume this sort of problem exists with terrain, too. It makes me... hesitant to work with extended block IDs, custom terrains, or anything else that won't carry from one map to another.
Actually custom terrain types and custom layers can be exported to and imported from files, so you can carry those from one map to another (although you'll have to do it one by one). Extended block IDs are just numbers, there is nothing to "carry over", and it was a conscious choice not to make custom biome IDs exportable, since they are so simple and I judged that exporting it from one map and importing it in another would be just as much work as adding it from the scratch in the new map.
It sounds like it would be a good idea to add some sort of "copy from existing world" functionality, so that you could in one go copy all, or a selection of, the custom terrains, custom layers and custom biome ids from an existing .world file to a newly created world. I'll add something like that in the near future.
Failing that, is there a description of the .world file format so that I could try to make my own program to nab biomes, terrains, etc from one .world file and put them in another?
There is no description, but WorldPainter is open source so you can check the code to see how it works, or use it to write your own tool in Java. WorldPainter worlds are serialized Java objects, so their format is extremely complex and really the only feasible way to read and write them is with Java using the WorldPainter code. There is a WorldIO class which is the main entry point for loading and saving worlds.
HI, I'm working on a map and I want to create a section with floating islands, now I have my islands schematics ready, but I was wondering if there would be any way to randomize the height (in other words randomize the y displacement), something like I want this island to spawn anywhere from 10-50 blocks above the ground type thing.
HI, I'm working on a map and I want to create a section with floating islands, now I have my islands schematics ready, but I was wondering if there would be any way to randomize the height (in other words randomize the y displacement), something like I want this island to spawn anywhere from 10-50 blocks above the ground type thing.
Sort of: you can add the same schematic to the layer multiple times, setting the y offset differently for each one.
I don't know if this has been suggested yet but I have an idea for a new tool/custom objects combo. A tool that acts like a stamp which works with custom objects. It would take the size of the object in the schematic file and that would be the maximum size of the tool. You would left click and it would pain the map and when exported the map would contain a single copy of the custom object. This could be used with a series of custom objects to build towns, cities, dungeons, and just objects that you want in the world to appear in a single spot instead of painting an area with a custom object layer and having to 1) hope the painted area is large enough to fit the object and 2) small enough where only one object spawns.
Perhaps this is already possible but I have not seen a way to cause a single object to spawn in the exact same location each export.
I have an issue when creating a world with void borders. That's what happens (in this case with a circular world)... Is it me? A configuration problem?
No, it's a bug. It's been reported before, but I haven't gotten round to fixing it. Sorry about that. I'll do so in the next release.
In the mean time you can work around it by turning off "resources everywhere" in the dimension properties. If you do actually want the resources you'll then have to manually paint the layer everywhere, but you can do that quickly using the "global operations" tool, and then hide the layer by unchecking the "show" checkbox so it doesn't clutter up your view.
I don't know if this has been suggested yet but I have an idea for a new tool/custom objects combo. A tool that acts like a stamp which works with custom objects.
Yes, this is a fairly popular request, but I have resisted it so far because it goes against the philosophy of WorldPainter being only meant for large scale, high level work, and using other tools such as WorldEdit or MCEdit to do the detailed work such as placing individual buildings. However something like this may happen in the future. Don't hold your breath though.
So I was wondering... is it possible to prevent trees from spawning in mid air on steep slopes? For example, when creating a custom object layer of large trees and then putting it on the side of a mountain some trees will spawn with their base in mid air since it is so steep. Like is there a way to customize it so the terrain or the trees conform to the shape of the other? Thanks in advance.
Rollback Post to RevisionRollBack
LIFE IS MORE THAN SURVIVAL! There is also Creative, Hardcore, and Adventure.
P.S. : And what about a feature to put our world into the void (an infinite void border) ?
If you're sure that's necessary (the default void border for circular worlds is wide enough not to be able to see the other side and crossing it would be difficult and dangerous; not to mention that you could use Minecraft's world border setting to prevent people from crossing it), you can set the world type to Superflat and use a preset that will generate only air blocks.
So I was wondering... is it possible to prevent trees from spawning in mid air on steep slopes?
If trees are spawning in mid air on steep slopes that is a symptom that their offsets are misconfigured and you should fix them. WorldPainter places the block pointed to by the offset on the ground at the object's location, so as long as it points to the base of the trunk it can't result in floating trees.
If the slope is very steep you could still have roots sticking out of course; there's nothing WorldPainter can do about that. However you could use the brush filter setting to prevent painting the layer on steep slopes (or remove it from steep slopes if it's already painted there) so WorldPainter won't place trees there.
Yes, this is a fairly popular request, but I have resisted it so far because it goes against the philosophy of WorldPainter being only meant for large scale, high level work, and using other tools such as WorldEdit or MCEdit to do the detailed work such as placing individual buildings. However something like this may happen in the future. Don't hold your breath though.
I feel like using tools in tandem with worldpainter does not work as well as one might think. Perhaps I'm using worldpainter incorrectly and you can correct me but you have a worldpainter map filled with layers, biomes, custom layers, custom biomes, custm objects; you export this map so then you can go in with WorldEdit or MCEdit to add in your buildings cities dungeons what ever you want. This map is now no longer the one you exported from worldpainter as it has deviated from the original generation. To work and edit on this new map while being able to see exactly how these structures are positioned in the map requires you to then import the map back into worldpainter. From my experience you then lose all those layers, objects biomes etc that were once in place and actually visible in worldpainter. If it was possible to during a map merge to update mapwriters data on the map it would solve this problem as you would then be able to see the buildings and changes you made in game.
Okay, so I finished making a map for a friend yesterday, and was annoyed by all the water ponds that spawn because of minecraft.
thats when I realized that with customized world presets, you can turn those off. The problem is, I have no idea how you would go about doing that with a world painter world. Any ideas?
*EDIT: nvm I figured it out
I suggested this a while ago but received no response. What do you think of this? Is it a good/bad/viable idea?
I support this XD
I'm stuck like Chuck here. I keep trying to get resources in my world, but no matter what I do they never spawn.
I've tried using the global operations. I've tried using the resources tool brush. I've even tried using underground pockets. All result in the same, no ores generate. Doesn't seem to matter what percentages I use, tried the defaults, minimums and maximums. Still nothing works. I've spend 4 months building a custom world map for my server and now I can't get it populated with ores no matter what I try.
Any help here?
So, I managed to get this to work with Biomes o' Plenty by making many custom biomes and turning "allow minecraft to decorate everything" on. I still need to do terrains, but whatever.
Then, I tried to import a heightmap, and found that importing a heightmap creates a brand new map. A map without any of the custom biomes I made in the first map.
I've been looking back and forth, and I cannot find a way to copy custom biome settings from one map to another. I also cannot cannot find a way to copy land from one map to another, so I can't put the height map from the imported map into the old map with all the custom biomes I made.
I assume this sort of problem exists with terrain, too. It makes me... hesitant to work with extended block IDs, custom terrains, or anything else that won't carry from one map to another.
Is there a workaround? Something I'm missing? Failing that, is there a description of the .world file format so that I could try to make my own program to nab biomes, terrains, etc from one .world file and put them in another?
It's a popular request so I'll implement this in the next release. Rotating one brush button won't be a performance problem.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Very strange. It must be something else you're doing, as nobody else has reported this. Some other aspect of the world you've created.
If you create a new world from scratch and export it without changing anything (assuming you haven't changed the default settings in the preferences), does it have resources in it?
If you can't figure it out, send me your .world file and I'll take a look.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Yes, that is correct.
Yes I'm afraid neither are possible at the moment, you'll have to re-add the custom biome ids to your imported height map. Sorry about that!
Actually custom terrain types and custom layers can be exported to and imported from files, so you can carry those from one map to another (although you'll have to do it one by one). Extended block IDs are just numbers, there is nothing to "carry over", and it was a conscious choice not to make custom biome IDs exportable, since they are so simple and I judged that exporting it from one map and importing it in another would be just as much work as adding it from the scratch in the new map.
It sounds like it would be a good idea to add some sort of "copy from existing world" functionality, so that you could in one go copy all, or a selection of, the custom terrains, custom layers and custom biome ids from an existing .world file to a newly created world. I'll add something like that in the near future.
There is no description, but WorldPainter is open source so you can check the code to see how it works, or use it to write your own tool in Java. WorldPainter worlds are serialized Java objects, so their format is extremely complex and really the only feasible way to read and write them is with Java using the WorldPainter code. There is a WorldIO class which is the main entry point for loading and saving worlds.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I am inquiring for a friend: "Does world painter work on 32bit?"
LIFE IS MORE THAN SURVIVAL! There is also Creative, Hardcore, and Adventure.
The fact that there is a "Windows 32-bit" download link might be a clue...
He won't be able to create very large worlds though.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
HI, I'm working on a map and I want to create a section with floating islands, now I have my islands schematics ready, but I was wondering if there would be any way to randomize the height (in other words randomize the y displacement), something like I want this island to spawn anywhere from 10-50 blocks above the ground type thing.
Sort of: you can add the same schematic to the layer multiple times, setting the y offset differently for each one.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I don't know if this has been suggested yet but I have an idea for a new tool/custom objects combo. A tool that acts like a stamp which works with custom objects. It would take the size of the object in the schematic file and that would be the maximum size of the tool. You would left click and it would pain the map and when exported the map would contain a single copy of the custom object. This could be used with a series of custom objects to build towns, cities, dungeons, and just objects that you want in the world to appear in a single spot instead of painting an area with a custom object layer and having to 1) hope the painted area is large enough to fit the object and 2) small enough where only one object spawns.
Perhaps this is already possible but I have not seen a way to cause a single object to spawn in the exact same location each export.
No, it's a bug. It's been reported before, but I haven't gotten round to fixing it. Sorry about that. I'll do so in the next release.
In the mean time you can work around it by turning off "resources everywhere" in the dimension properties. If you do actually want the resources you'll then have to manually paint the layer everywhere, but you can do that quickly using the "global operations" tool, and then hide the layer by unchecking the "show" checkbox so it doesn't clutter up your view.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Yes, this is a fairly popular request, but I have resisted it so far because it goes against the philosophy of WorldPainter being only meant for large scale, high level work, and using other tools such as WorldEdit or MCEdit to do the detailed work such as placing individual buildings. However something like this may happen in the future. Don't hold your breath though.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
So I was wondering... is it possible to prevent trees from spawning in mid air on steep slopes? For example, when creating a custom object layer of large trees and then putting it on the side of a mountain some trees will spawn with their base in mid air since it is so steep. Like is there a way to customize it so the terrain or the trees conform to the shape of the other? Thanks in advance.
LIFE IS MORE THAN SURVIVAL! There is also Creative, Hardcore, and Adventure.
If you're sure that's necessary (the default void border for circular worlds is wide enough not to be able to see the other side and crossing it would be difficult and dangerous; not to mention that you could use Minecraft's world border setting to prevent people from crossing it), you can set the world type to Superflat and use a preset that will generate only air blocks.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
If trees are spawning in mid air on steep slopes that is a symptom that their offsets are misconfigured and you should fix them. WorldPainter places the block pointed to by the offset on the ground at the object's location, so as long as it points to the base of the trunk it can't result in floating trees.
If the slope is very steep you could still have roots sticking out of course; there's nothing WorldPainter can do about that. However you could use the brush filter setting to prevent painting the layer on steep slopes (or remove it from steep slopes if it's already painted there) so WorldPainter won't place trees there.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I feel like using tools in tandem with worldpainter does not work as well as one might think. Perhaps I'm using worldpainter incorrectly and you can correct me but you have a worldpainter map filled with layers, biomes, custom layers, custom biomes, custm objects; you export this map so then you can go in with WorldEdit or MCEdit to add in your buildings cities dungeons what ever you want. This map is now no longer the one you exported from worldpainter as it has deviated from the original generation. To work and edit on this new map while being able to see exactly how these structures are positioned in the map requires you to then import the map back into worldpainter. From my experience you then lose all those layers, objects biomes etc that were once in place and actually visible in worldpainter. If it was possible to during a map merge to update mapwriters data on the map it would solve this problem as you would then be able to see the buildings and changes you made in game.
Try View -> Workspace layout -> Reset current and default.
I created WorldPainter. For support, please visit the WorldPainter subreddit.