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!
Is there any way to use WP to change biomes on an already existing map? Say like import the world into WP, paint new biomes, and export it back out?
Yes, you can do that, and exactly the way you state, except you Merge it with the original map at the end instead of Exporting, selecting the "only change the biomes option".
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!
Is it possible to remove Minecraft generated trees on an existing map where the terrain has been lowered below sea level? World Painter imports the map and exports it after modifying the terrain, but I can't find a way to take out the trees. My apologies if this has been asked already.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/21/2011
Posts:
200
Minecraft:
Trevady
Member Details
I’m trying to make a custom survival map for 1.13. every time I try to populate the map and load it up in a snapshot the populated area is either default generation and not the custom map or is the map but it’s floating over water like an ocean. It’s super frustrating because I want things like ocean monuments, dungeons, strongholds, etc. The only was I’ve found to make it work is don’t populate it, but I want those structures to spawn? I feel like I’m missing something here. What can be done?
Hi, I am not an experienced world painter user, but I cannot find what I am searching for:
I want to make a specific selection using the edit selection tool and I'm wondering why I can't just drag the area to select just like any brush tool?
I also find a suggestion from another user that I think it would be really useful: if there could be a "lasso" type tool to select an area, that would be very awesome.
But if someone can explain to me the edit selection tool properly. Thank you!
Hi, I am not an experienced world painter user, but I cannot find what I am searching for:
I want to make a specific selection using the edit selection tool and I'm wondering why I can't just drag the area to select just like any brush tool?
I also find a suggestion from another user that I think it would be really useful: if there could be a "lasso" type tool to select an area, that would be very awesome.
But if someone can explain to me the edit selection tool properly. Thank you!
I've been answered in the official forum (Worldpainter subreddit) by Captain_Chaos. Thanks!
Is it possible to remove Minecraft generated trees on an existing map where the terrain has been lowered below sea level? World Painter imports the map and exports it after modifying the terrain, but I can't find a way to take out the trees. My apologies if this has been asked already.
There is an option on the Merge screen to remove trees from the existing map. It will remove trees from all chunks not marked read-only, so if there are areas where you want to make changes but not remove trees you could do it in two stages.
Hi, I'm working on a map and having problem with merging a part that contains underground caves. The map was build from scratch with world painter. Then, I exported it to minecraft. I used mcedit to copy some parts I had build earlier and exported it back to world painter to add terrains. I painted my structures with read-only layer so it is protected and I add modifications that went well. I wanted to add a cave layer on my icy region. But for some unknown reasons, these caves doesn't appear once I merge the map to minecraft (If I exported this to a new minecraft map, it works).
What is wrong with it?
here is a picture of the icy land with the cave layer:
I got to say that my 2 cave layers were imported from a file. I created those layers in a smaller world so I can easily verify the results. I exported the layers to a file when I was satisfied with them. And then, I imported them in the world I'm working on.
I just released version 2.5.2 of WorldPainter, which has a quite a bit of new stuff and a few bugs fixes:
An option has been added to the Merge operation for merging the underground portion of the world in addition to the overground
Previously the underground would always be copied unchanged from the existing map
By enabling this option WorldPainter will attempt to merge the underground portion as well, attempting to keep existing caves, resources and structures and adding new caves, resources and structures from your world. This allows you to, for instance, add manually created Cave/Tunnel layers to the map
If you don't want the resources, caves, etc. from the existing map to remain, use the already existing "Below ground" options for the existing map on the Merge screen to remove them
Added support for custom world types/generators. This enables you to, for example, easily create maps for the Biomes O' Plenty mod and other custom Minecraft world generators. To use, set the world type to Custom on the Export screen, and press the [...] button to set the generator name to store in the level.dat file, for example BIOMESOP for Biomes O' Plenty
It is now possible to create thick smooth snow layers by creating a Custom Ground Cover layer with the material set to "Snow (7)" (block ID 78 and data value 7)
It will place a mixture of Snow Blocks and Snow to create a layer that is as thick as you specify and smoothly follows the terrain, the variation setting of the layer, and the layer's edge shape
For nice smooth results, set the edge shape to Smooth and the width high, for example 10
For nice clean edges paint it with a solid brush at 100%, but experiment with rougher edges as well to see the effect
Note that it will not affect the biome, nor place snow on trees, etc.. To do that, paint Frost in the same location as well. If you want the Frost to overlap your deep snow layer exactly, use the Global Operations tool to paint it "only on" your deep snow layer
A rare behavioural change that may affect existing worlds: snow blocks (block ID 80) are now considered "insubstantial", meaning they will not block the placement of custom objects or other layers. This allows realistic deep snow layers that will not block the placement of trees, and will bury their lower trunks in a deep layer of snow. If you use snow blocks in your world in the same location as other layers, this change may affect the Export result
A "fit to dimension" button has been added to the image overlay settings on the Configure View screen (Ctrl+V or View menu) which will automatically set the scale and offset so that the image overlay exactly covers (as best as possible) the current dimension
A new advanced setting, org.pepsoft.worldpainter.smoothGroundCover, has been added which will add a "smooth" option to the Custom Ground Cover layer settings, allowing mod blocks that have snow-like variable height support to be exported with varying heights, just like smooth snow as exported by the Frost layer. See https://www.worldpainter.net/trac/wiki/AdvancedSettings for details
A new advanced setting, org.pepsoft.worldpainter.insubstantialBlocks, has been added which allows you to mark mod blocks as "insubstantial", meaning that they will not block the placement of solid blocks. You can use this for example to mark leaf blocks from mods as insubstantial, so that they won't block the placement of modded trees and allow their canopies to overlap just like vanilla leaf blocks allow. See https://www.worldpainter.net/trac/wiki/AdvancedSettings for details
Bug fix: resources placed by the Resources layer no longer bleed through steep slopes covered by the "keep steep terrain covered" setting
A few small bug fixes and improvements
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 just released version 2.5.3 of WorldPainter which fixes a major bug that was introduced in the previous version, which turned the terrain underneath the new thick smooth snow layers into red wool. Sorry about that!
In addition, I changed the material you have to select in order to trigger it. It is now "Snow (7)" (block ID 78 and data value 7). This leaves it possible to place thin snow blocks without triggering the thick snow layer support if you so desire, and you are unlikely to want to place 78:7 as-is, since that looks the same as the Snow Block (block ID 80).
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 ) problems and please enjoy!
I'm having an issue since 2.5.2/2.5.3 : frost layer (basic or made from the new mechanic) doesn't cover snow blocks anymore.
Yes that's right, that's a consequence of Snow Blocks being considered "insubstantial" now. I didn't consider this result. I'll see if there's something I can do about it.
You mean when you are using Snow Blocks as the terrain type? Or when placing Snow Blocks as a Custom Ground Cover layer?
Also, I don't know if this is an error, but you said for 2.5.3 that "It is now "Snow (7)" (block ID 78 and data value 7)", but it what already the case in 2.5.2 right ?
No, in 2.5.2 it was block ID 78 and data value 0 (so just "78: Snow").
I just released version 2.5.4, which has exactly one change:
Addressed an unintended consequence of Snow Blocks (block ID 80) now being considered insubstantial. It caused the Frost layer no longer to place Snow (block ID 78) on Snow Blocks. Frost will now once again place Snow on Snow Blocks.
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!
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 created WorldPainter. For support, please visit the WorldPainter subreddit.
New release!
I just released version 2.4.8 of WorldPainter, a small functional release which adds one feature: autosave:
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 created WorldPainter. For support, please visit the WorldPainter subreddit.
New release!
I just released version 2.5.0 of WorldPainter, which adds two oft-requested pieces of functionality:
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 created WorldPainter. For support, please visit the WorldPainter subreddit.
Is there any way to use WP to change biomes on an already existing map? Say like import the world into WP, paint new biomes, and export it back out?
Yes, you can do that, and exactly the way you state, except you Merge it with the original map at the end instead of Exporting, selecting the "only change the biomes option".
I created WorldPainter. For support, please visit the WorldPainter subreddit.
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.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Support Moved To Reddit!
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 created WorldPainter. For support, please visit the WorldPainter subreddit.
New Release!
I just released version 2.5.1 of WorldPainter, which contains the following changes:
You will be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Please enjoy!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Is it possible to remove Minecraft generated trees on an existing map where the terrain has been lowered below sea level? World Painter imports the map and exports it after modifying the terrain, but I can't find a way to take out the trees. My apologies if this has been asked already.
I’m trying to make a custom survival map for 1.13. every time I try to populate the map and load it up in a snapshot the populated area is either default generation and not the custom map or is the map but it’s floating over water like an ocean. It’s super frustrating because I want things like ocean monuments, dungeons, strongholds, etc. The only was I’ve found to make it work is don’t populate it, but I want those structures to spawn? I feel like I’m missing something here. What can be done?
Hi, I am not an experienced world painter user, but I cannot find what I am searching for:
I want to make a specific selection using the edit selection tool and I'm wondering why I can't just drag the area to select just like any brush tool?
I also find a suggestion from another user that I think it would be really useful: if there could be a "lasso" type tool to select an area, that would be very awesome.
But if someone can explain to me the edit selection tool properly. Thank you!
I've been answered in the official forum (Worldpainter subreddit) by Captain_Chaos. Thanks!
There is an option on the Merge screen to remove trees from the existing map. It will remove trees from all chunks not marked read-only, so if there are areas where you want to make changes but not remove trees you could do it in two stages.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Hi, I'm working on a map and having problem with merging a part that contains underground caves. The map was build from scratch with world painter. Then, I exported it to minecraft. I used mcedit to copy some parts I had build earlier and exported it back to world painter to add terrains. I painted my structures with read-only layer so it is protected and I add modifications that went well. I wanted to add a cave layer on my icy region. But for some unknown reasons, these caves doesn't appear once I merge the map to minecraft (If I exported this to a new minecraft map, it works).
What is wrong with it?
here is a picture of the icy land with the cave layer:
I got to say that my 2 cave layers were imported from a file. I created those layers in a smaller world so I can easily verify the results. I exported the layers to a file when I was satisfied with them. And then, I imported them in the world I'm working on.
New release!
I just released version 2.5.2 of WorldPainter, which has a quite a bit of new stuff and a few bugs fixes:
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 created WorldPainter. For support, please visit the WorldPainter subreddit.
Bug fix release!
I just released version 2.5.3 of WorldPainter which fixes a major bug that was introduced in the previous version, which turned the terrain underneath the new thick smooth snow layers into red wool. Sorry about that!
In addition, I changed the material you have to select in order to trigger it. It is now "Snow (7)" (block ID 78 and data value 7). This leaves it possible to place thin snow blocks without triggering the thick snow layer support if you so desire, and you are unlikely to want to place 78:7 as-is, since that looks the same as the Snow Block (block ID 80).
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 ) problems and please enjoy!
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Please keep it in English in this thread! Thank you.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Yes that's right, that's a consequence of Snow Blocks being considered "insubstantial" now. I didn't consider this result. I'll see if there's something I can do about it.
You mean when you are using Snow Blocks as the terrain type? Or when placing Snow Blocks as a Custom Ground Cover layer?
No, in 2.5.2 it was block ID 78 and data value 0 (so just "78: Snow").
I created WorldPainter. For support, please visit the WorldPainter subreddit.
New release!
I just released version 2.5.4, which has exactly one change:
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 created WorldPainter. For support, please visit the WorldPainter subreddit.