I just released version 2.4.4 of WorldPainter. This is a minor functional and quality release which fixes some problems and usability issues:
The usability of the Complex Custom Material editor has been improved. Instead of continually adjusting the occurrences so that they add up to 1000‰, which made it extremely difficult to set them to exact values since they would be changed from under you continually, that redistribution is now done when saving the material, in such a way that their proportions stay the same (so it will not affect the result)
WorldPainter can now be started in safe mode. In this mode it will not load plugins or custom brushes; not change the visual theme or graphics acceleration method; not load the background image; etc.. This may allow it to start successfully if a problem with one of these is causing normal startup to fail. Functionality may be limited; this mode is not intended for doing work, but for diagnosing problems and changing preferences. To start WorldPainter in safe mode, use the new "WorldPainter (Safe Mode)" start menu entry, or on the command line add the parameter "--safe"
An advanced setting has been added to specify the Minecraft installation directory, if you have it installed in a non-standard location. See here for details
For unknown reasons, initialising the Minecraft runtime in order to be able to load .nbt files sometimes failed, causing an error when trying to add custom objects to a Custom Object Layer. This failure should now happen silently so that you can continue normally (but without .nbt support)
A workaround has been implemented for a bug in the JIDE docking framework that prevented WorldPainter from starting on Mac OS X with Java 10 installed
If you have been getting crashes while trying to start WorldPainter on Java 10 on a Mac, or when trying to add custom objects to a Custom Object layer, please upgrade and let me know if you're still having the problem! You will automatically be offered this new version when you next start WorldPainter, or you can download it from the first post. Please enjoy!
Got the same problem. But, if you just leave it to its error spamming business then it will export the map eventually. I also have a few other issues I didn't have on previous versions such as the brush size resizing itself up again when I reduce the size of the brush...
It could be cause I still use Mavericks OS X 10.9.5. and world painter is developed for newer versions of OS X.
I just released version 2.4.5 of WorldPainter, which (hopefully) fixes a few bugs. Hopefully, because two of them are on Mac OS X, which I don't have so I can't reproduce the bug or test the fix. So if you're on a Mac, please let me know if these problems are now fixed!
On Mac OS X with Java 10, lock the visual theme to Metal to work around a bug in a support library. To use other visual themes, downgrade Java to version 9, or wait for a new release of WorldPainter with the fixed support library (it is not yet known when this will be released)
Bug fix: fix a recurring error message while Exporting a world on Mac OS X
Bug fix: fix a problem with the scrollbar range being too small when zoomed out, making it difficult to scroll to the entire extent of the world
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Please let me know if you still encounter any problems, and enjoy!
Hi! I'm creating a map for upcoming 1.13 version using Custom Biomes feature for the new ocean biomes. When I export the map for Minecraft and open it with Minecraft 1.12.2 the map seems OK (without the new biomes, but with my terrain). But if I open it with the last snapshot of 1.13 the world is generated from zero, using the seed.
I wonder if 1.13 can only upgrade valid 1.12.2 maps. If you remove those custom biomes (quickest way is Global Operations -> reset biomes to automatic), and any other aspect you may have added (mod blocks?) which aren't valid for 1.12.2, does 1.13 open the generated map correctly?
I just released version 2.4.6 of WorldPainter, which fixes a bug introduced in version 2.4.4, namely that when creating or editing a Custom Terrain, the thicknesses of the layers of a layered material were also being normalised to add up to 1000. It should only do that for noise or blob-type materials. This has been fixed. Sorry about that!
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any additional trouble and please enjoy!
I found the problem. This error (world regenerating with the vanilla seed) happens when I export any world with the "Allow Minecraft to populate the entire terrain" checked and open it with the snapshots of 1.13. If I left that unchecked, the terrain generate successfully.
That's good to know! Unfortunately there's not much WorldPainter can do about that. The way it flags that a chunk should be populated is correct for version 1.12.2. Presumably version 1.13 will also regenerate the chunks around the edges of an existing 1.12.2 map, which will also have that flag set.
This flag has changed in 1.13 and become much more complicated. It will be a while until I have reverse engineered it and can provide full 1.13 support in WorldPainter.
I just released version 2.4.8 of WorldPainter, a small functional release which adds one feature: autosave:
An autosave mechanism has been implemented:
WorldPainter will autosave the world every five minutes (if it has changed, and after ten seconds of inactivity)
If WorldPainter is not shut down correctly, it will load the autosaved world automatically the next time it is started
You can disable the autosave mechanism on the Preferences screen if you wish. You can also configure the guard time (the time you have to be inactive before it will autosave) and interval (the minimum time between autosaves) there
The autosave is stored separately from your .world file, in the WorldPainter config directory
WorldPainter keeps a copy of the previous three autosaves in the same directory, which you could manually recover if your autosaved changes somehow get lost or overwritten
You will be offered this new release automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems and please enjoy!
I just released version 2.5.0 of WorldPainter, which adds two oft-requested pieces of functionality:
It is now possible to duplicate existing Custom Layers by right-clicking on their button and selecting "Duplicate...". This will open a copy of the layer in question with the same settings as the original, which you can then modify and save as a new layer. Make sure to give it a different name and colour to avoid confusion
Layered custom materials can now be relative to the terrain, or to the top of the ground cover, when used in Custom Ground Cover Layers. A new "layers relative to" setting has been added to the Edit Layer Settings screen which is only active for layered materials and has the following choices:
Bedrock - this is the old behaviour where the layers start at height 0
Terrain - the bottom most layer of the layered material will be placed on top of the terrain - this is the new default for Custom Ground Cover Layers
Top of ground cover - the top most layer of the layered material will be placed at the top of the ground cover. If the Custom Ground Cover Layer has sloping edges then the layered material will slope down with it
Only one instance of WorldPainter can now be running at a time. If you try to start a second instance, the first one will be brought to the foreground instead. This is to prevent problems with the new autosave mechanism
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Let me know if you encounter any problems and please enjoy!
I have an idea : when you use Populate layers ( or when you use ''Allow Minecraft to populate the entire terrain ), you have a option : There are lakes ( or not ) There are lava lakes ( or not )
Unfortunately that is not possible, as it is Minecraft placing the lakes, not WorldPainter. The only way to prevent it (if you want to use Populate) is by setting the world type to Superflat on the Export screen and entering a Superflat preset which generates the things you want, but not lakes. It's not too hard; there are Superflat preset generators online that can help you with the preset.
Providing WorldPainter support and answering many different questions in one thread is not very convenient. I have therefore decided to start using the WorldPainter subreddit as the official support forum.
I will still announce new releases here, but I will be here a lot less from now on. I may or may not still answer questions, but please come to the subreddit to ask your questions, and please direct others there as well! Thanks in advance for your help!
I just released version 2.5.1 of WorldPainter, which contains the following changes:
Layered custom materials can now also be relative to the terrain when used as a Custom Terrain and when used as the underground material
The setting for this has been added to the Dimension Properties screen (and thus also the Export screen) in the form of the "Layered materials relative to" listboxes at the end of the first two lines on the General tab, which allow you to choose between Bedrock (the default, and old behaviour) and Terrain
There is only one setting for the entire surface; you cannot have some layered Custom Terrains be relative to the terrain and others relative to bedrock. If that's what you need then you can use Custom Ground Cover Layers with a negative thickness for the areas where you need the surface to be layered relative to the terrain (see release 2.5.0)
"Relative to terrain" means that the pattern will be rendered as the topmost part of the terrain, following the shape of the terrain. The topmost layer of the pattern will be the surface block; the next layer one block down, etc.
This does not affect the top layer minimum and maximum depth settings. If the pattern is higher than the top layer thickness then the lower part will not be used; if it is smaller then either the pattern will be repeated (if "repeat" is set) or the lowermost block will be repeated down
For the underground material the meaning is exactly the same. The pattern will be rendered relative to the terrain, but since the underground material does not actually extend all the way up to the terrain, the top part of the pattern will be replaced with the surface terrain type
Autosaves will not be performed while exporting or merging, or while already in a save dialog. In addition, the autosave popup will no longer steal the keyboard focus
Having multiple simultaneous instances of WorldPainter running is once again allowed, but for all but the first instance autosave will be disabled! You will be warned of this by a popup at the startup of additional instances
Bug fix: fix the behaviour of the "solo" checkboxes which are supposed to show only that layer and hide all others, but which were malfunctioning when the mouse hovered over any of the other "solo" checkboxes
Bug fix: the support library which caused problems on Java 10 on Mac OS X and Linux has been fixed, so the workaround which locked the visual theme has been removed
Bug fix: fill in the outside edges of an imported map with Minecraft biomes correctly, instead of displaying those missing chunks as Void
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Please enjoy!