Worldmaker is a program that generates Minecraft worlds that are radically different form what Minecraft itself makes. You pick a generator type, a world size in chunks, and maybe set some options, then Worldmaker will generate a new world that will be available the next time you launch Minecraft.
Version 1.2 release notes:
Improved performance of Prordial Desert, and fixed a crash bug.
Removed Halloween Hills (it may come back next year)
Version 1.1 release notes:
Two new generators: Vastwood and Halloween Hills
Updates to Primordial Desert and Dungeon Adventure: better chest items, more dungeon styles, and animals have been added.
Huge performance improvements (this is due to work by Isabirch, who rewrote half the code in the thing to make it better)
Various bug fixes
Generators available in this release:
Vastwood
This generator makes a forest of giant trees, big enough to build houses in or play squirrel if you feel like it. It also adds in a nice winding river, some giant mshrooms, and a few other bits you'll have to find. There's not much room left for mining, so a lot of the resources can be found in the different sorts of trees instead. This map has a custom nether as well, but reaching it might be a bit tricky. Be careful of forest fires.
Halloween Hills
This is a bonus generator that will only be avilable for a limited time. A ghoulish pumpkin-strewn wasteland scattered with haunted houses. Perfect for any Halloween server!
Planetoids
This generator makes a map made of hundreds (or thousands) of little planets. There are tree planets - spheres of wood surrounded by leaves, earth planets with grass on top, stone planets - each with a layer of stone surrounding an inner ore, and several more. If you make it to the nether, it's made up of its own nether planets. You always start on a planetoid you can mine by hand, and you can get around by building bridges - or jumping.
Primordial Desert
This generator makes a desert of sand dunes with a small number of oases with water and a few trees. Resources are scarce on the surface, but there are volcanoes to mine, ruins to explore, and complex underground cave systems to find ores in. This is a relatively difficult map to survive in, but some people think it's more fun that way.
Dungeon Adventure
This generator starts you in a canyon leading to a randomly generated (and dangerous) dungeon. If you can make it to the end, a portal will take you to a tunnel in the nether that leads to a different world entirely. Each new world has its own dungeon, and the world types the dungeons lead to won't be the same each time you run it. Each map has four worlds linked by dungeons and portals, and right now there are nine different world types that they might be chosen from. The dungeons are fun for players out for adventure, but the worlds themselves are designed to also be interesting for those who want an interesting place to build too.
For people who've seen these before, we've made a lot of changes that might make you want to try out this new version:
Maps now automatically save to your Minecraft maps folder, wherever is appropriate for your OS.
UI version means people who don't want to mess with command lines don't have to.
Planetoids now includes new blocks added up to 1.8.7, including crops and vegetables. (Some blocks are only in nether planetoids.)
Tested to work on Windows, OSX, and Linux. (OSX and Linux users will need Mono, and only the command line version works on OSX.)
Various other compatibility changes and bug fixes.
If you look closely at those, you'll notice we have a website now too, complete with news on Worldmaker and our other projects, and a tip jar if you want to encourage us to keep doing this.
Oh, and since I'm going to post this on the Reddit Minecraft board too, I'm /u/grejis there.
This looks nice. Is it compatible with dungeonpack, betterdungeons and roguelike dungeons?
This shouldn't have any problems with those mods, but I expect they won't make any difference. This isn't exactly a "mod" in the traditional sense - this makes a map entirely on its own and then sticks it in Minecraft's saves folder. The dungeons this generates have nothing to do with Minecraft's dungeons. These are much more complex - more like Zelda dungeons.
i would love to have these as biomes that randomly spawn in my world.....but i would not want any one of these to be the ENTIRE world, you shold make these into biomes that i can find in my regular world and i would be alll over it
i would love to have these as biomes that randomly spawn in my world.....but i would not want any one of these to be the ENTIRE world, you shold make these into biomes that i can find in my regular world and i would be alll over it
Sadly Norton deleted it for a reputation-type virus.
Oh wow - we hadn't tested this with Norton AV. I'll see if I can put up a new version where it won't do that tonight. I'm thinking that maybe signing the app might make a difference, but I'll do a bit of research.
i would love to have these as biomes that randomly spawn in my world.....but i would not want any one of these to be the ENTIRE world, you shold make these into biomes that i can find in my regular world and i would be alll over it
I've actually made a variant that works sort of like that. It's more like it generates a normal world with more interesting stuff scattered around in it. That one still needs a bit of polish, but I expect we'll have it out in the next month or so. We've also been looking at making this work with the Win10 edition and maybe PE.
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SEIBAI, you are alive, sooo happy to see that. My friend tried to message you many times, but you hadnt logged on in 2 years or something. I (admits to being a bit creepy) even found you on skype and facebook after he asked me to but no reaction there either. (I can explain how in a message if you would like me to, just in case you want to prevent people from being able to in the future. didnt hack anything or so.)
Anyways, ever since the day you left these forums, the entire section of World Generator Tools has been pretty much dead. The only other really popular world generators are WorldPainter, which doesnt generate anything itself actually, I mean, without the user having to draw it and work it out into something actually playable. And TerrainControl, which is a Plugin much rather than an actual world generator tool. And thats it. Your Map Generators were pretty much unique. Team Melanistic actually managed to work up to something similar months ago, but it didnt even get to any level near this. And you never released the source. So it was really hard for anybody actually to achieve anything similar (tho I also doubt that more than a handfull of people actually tried at all). The entire branch of World Generator Tools has so much more to offer and nobody to have worked within that ever since 2012 or whenever you disappeared (Besides my two previous mentions which I dont really count as WorldGenerators, or at least not as WorldGenerator Tools).
Now that you are updating your old generators, will you also update your old Forest Generator? I loved the look on it, with those high trees, relatively flat terrain, and the amount of flat puddles on the ground, which made it look brilliant. With the variety of wood types (6) Minecraft provides these days, and the additional ground materials, + vines, + lilypads, your generator could really be modified into being a brilliant forest generator.
And besides that, what about the mystical island generator? I mean, forests are possible with WorldPainter, good forests actually, as well as with TerrainControl. But that kind of generator? Nothing else can do that. Will you update those?
By the way, the OP talks of you as "we", I guess this means you have a small coding team now of people that work with you on these? Do you still recruit people?
@Users: the original Generators can be found here:
But most of the download links are down (I still have most of these on my hard drive but I wont upload anything unless Seibai gives me permission to do so). Keep in mind, Seibai hasnt been spotted in over 2 years, tho he is a legend on these forums. (an almost forgotten legend actually). None of the 12 year old MCreator Minigameserver kiddies actually will know anything about his work, but the actual pro gamers that have been around since 2010 2011 (for me its end of 2011 I think, tho I never really saw it necessary to sign up, because I wasnt really interested in actually joining an online community back then) do remember. The North remembers, well thats not the right line, but you get the point of it.
Anyways, sorry for that wall of text Seibai. I was just simply so overwhelmed when I saw that 1.8 thread "Planetoids, Primordial [...]" show up on the "latest threads" page. I first thought, well somebody stole Seibais concepts and put them into a mod (because this is the modding section not the tools section). But then I read the name of the thread author, and wow... Nostalgia man, nostalgia. Thumbs up man, you are awesome!
_Mike out
//EDIT: Alright, I figured out the "we" thing. The credits of the tool say two names ending on Birch, which is your last name, so I guess you made this with your wife. (If you wouldnt want people to know you would have simply put your MC name and her Gamer name (if she has one) there, or at least thats what I think).
Besides that, I have a few small suggestions. It would be great if you could add a parameter related to how far apart the planets are supposed to be (I mean for it to be configurable). What also would be great would be some kind of vanilla spawn chest, similar to the "Bonus Chest" placed right next to the player when opening a singleplayer world. I didnt play a variety of enough maps yet to check if it can happen, but I take that for in case a player spawns on a stone island, which is pretty hard to escape without any pickaxe or anything. Thats why I wanted to suggest that. I, so far, only spawned on grass islands (and my bro spawned on a desert one). I am not sure how those are distributed tho. From what I have seen, players always spawn on the same X and Z, and only different Y coordinates (my bro and I spawned pretty much on Planetoids that were on top of each other).
Also I was not yet able to find Redstone, Gold, Emerald, Lapis and Diamonds. I bet some of those are in the nether. But I am not entirely sure. Diamonds need to be found in the overworld, tho, because without them no nether portal. Maybe I simply didnt check enough planetoids yet... (about 35 stone ones so far, only coal, gravel, lava and iron). Long text short summary: Parameter for Planetoid distance, Spawn chest, ore rebalancing maybe?
(also what about Prismarine and Mesa, so, layered stained clay planetoids?)
Curufea, it looks like in order to get this white listed by AV companies, we'll need to get a cert for our domain and sign the app with it. That was already on the to-do list, but this certainly moves it up a bit. That's likely to be one of the next things I work on for it.
Mike, it was great to read your comment. It's really encouraging to know that there are still people who remember what I did before, and I'm happy you're so enthusiastic about it. Don't worry about the security stuff - I actually do penetration testing as my day job, so I know what to worry about and not. The reality is that you can always find just about anyone, and I'm not so much trying to hide.
I hadn't really thought of this as a tool, but that makes sense, and I'll probably cross-link to the tools section later.
We're definitely planning to update the other old generators and fold them in to this one. A few of them might end up coming after we add compatibility with the Win 10 edition though. I hadn't really planned to redo the forest generator, since it hadn't been as popular before, but now I'll see what I can do.
Also, bingo on the "we" meaning. My wife is actually setting up to post here herself right now...
Besides that, I have a few small suggestions. It would be great if you could add a parameter related to how far apart the planets are supposed to be (I mean for it to be configurable). What also would be great would be some kind of vanilla spawn chest, similar to the "Bonus Chest" placed right next to the player when opening a singleplayer world. I didnt play a variety of enough maps yet to check if it can happen, but I take that for in case a player spawns on a stone island, which is pretty hard to escape without any pickaxe or anything. Thats why I wanted to suggest that. I, so far, only spawned on grass islands (and my bro spawned on a desert one). I am not sure how those are distributed tho. From what I have seen, players always spawn on the same X and Z, and only different Y coordinates (my bro and I spawned pretty much on Planetoids that were on top of each other).
Also I was not yet able to find Redstone, Gold, Emerald, Lapis and Diamonds. I bet some of those are in the nether. But I am not entirely sure. Diamonds need to be found in the overworld, tho, because without them no nether portal. Maybe I simply didnt check enough planetoids yet... (about 35 stone ones so far, only coal, gravel, lava and iron). Long text short summary: Parameter for Planetoid distance, Spawn chest, ore rebalancing maybe?
(also what about Prismarine and Mesa, so, layered stained clay planetoids?)
The initial spawn point is set to always be either on a dirt or a tree planetoid, though after the first login spawning is probably up to Minecraft's engine. So at least one person should always start on something they can mine without tools.
Request for planetoid distance parameter noted, for when we implement advanced options. (Yeah, long list of stuff we want to do that hasn't happened yet.)
Redstone, gold, emerald, and diamonds should all be available in regular world planetoids. You may not have looked hard enough yet; they are rather rare. Rarity is one of those things I already thought might be tweakable in the advanced options whenever they happen.
Lapis is available in the nether. Prismarine and red sand/sandstone, we might add. Stained clay you should be able to make yourself from materials available. There's no obsidian yet, either, so you'll need to use buckets with lava and water to build a nether portal.
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Could I suggest one more thing for the Planetoids? I so far wasnt able to find any sugarcane, as no planet seems to fit those parameters... perhaps having a chance of glass planets being small "biospheres" could solve the problem, as in, grass, lake, flowers and sugar canes inside those? Just saying. Because at the moment its impossible to get an enchantment table, unless you managed to hide a villager planetoid somewhere made of bookshelfes (hollow with a villager inside) (that was merely a joke, I dont want that kind of planetoid ^^).
Besides that, minutes ago I finally found my first redstone planet. Felt really rewarding. This generator tool literally got me back to playing Minecraft survival.
_Mike out
//EDIT: Now that I thought about it... same with Cocoa Beans. Perhaps have Jungle Tree Balls have a chance to have a small hole in the middle that can spawn them?
i would love to have these as biomes that randomly spawn in my world.....but i would not want any one of these to be the ENTIRE world, you shold make these into biomes that i can find in my regular world and i would be alll over it
The point of this is that it is not a biome mod. Instead of generating things via mod, this generates via external tool and without adding any new blocks, only using what vanilla gives. Now, the twist is, that this is configurable. Okay, right now only a bit. But the old versions had a whole bunch of parameters, and I think they will add a few more options to all of the map types (as well as new map types). This is just alot different from your usual biome mods. It does stuff that would be really hard to generate using mods, being for example the different "playmaps" in the Dungeon Adventure Generator (or at least thats how it was originally called). Or the Deserts with their unique underground ruins, cave systems, oasis, amazing dunes and so on (originally had parameters that could be set to achieve different sizes and so on on dunes, not sure if it had any other parameters besides worldborder type). Things like this are hard in vanilla, and to actually be able to play there immediately, you would have to make minecraft generate only those, which would prove to be quite difficult as vanilla files would have to be modified, which is really annoying to update. What makes these generators so great is that they always work. Even the old Forest Generator still works if you know how to port the map to the latest version of minecraft. Thats why this concept is brilliant. Mods require lots of updating work, and as Mojang frequently throw stones at the modders by just changing how things work internally and therefore making updating hard, this, in my opinion, has a brighter future than any mods that could be compared to this (well, of course only if Seibai doesnt again disappear for another 2-3 years or even more).
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Alright, after having played quite a while ingame now, I got to actually see all of the gameplay options that this provides, and its brilliant (the Planetoids I am talking about, only one I played so far (well, I did play all of the old generators except for the flatmap one, but I am talking about generators of the new tool now). Here is my actual feedback:
- The gameplay feeling is the same as it used to be back then, it feels wonderful, and its always exciting to mine and find new stuff.
- Most of the design of the planetoids did not change at all.
- Its awesome you integrated the nether (you already did back then, but I never got to enter it back then (due to the generator not supporting multiplayer in the way that multiplayer has its own save file for the nether. Or at least back then it didnt work to use the Nether of a SP map in MP).
Now, what I think is a bit dull, is stuff like
- planetoids being made only of a single material. Glowstone Planetoids for example, they dont really have much of a use. I could imagine that the vanilla game provides a whole bunch of blocks that could be put there.
-> Materials to put inside glowstone planetoids, like, for example, idkcobwebssomethingwhatever (same with the endstone ones, soulsand ones, netherrack ones, aaand so on)
- Havent found Quartz in the Nether so far (and neither in the overworld), so I guess none of the Nether planets get to generate an Ore interior.
-> I would suggest having netherrack planets given a chance of spawning with Quartz ore inside of them
- The Lapis Block planetoids are a no-go. People want to work for their resources, not just find them hoarded already.
-> I would suggest adding lapis ore as stone planet interior, but in the nether only.
- which brings me to ore planets. I love the fact that all ores can be found in planets and how when a planet has an ore, it only has that ore. I dislike, tho, that the planets only have that little of a surface, and that really huge planets can be generated with valuable ores such as Diamond inside of them. Found my 2nd and 3rd Diamond planet today, and one of them was huge.
-> I would suggest to make valuable ores only spawn in smaller planets, as in, put a limit on what size of planet an ore can spawn in. Also it would be great to at least sometimes have a planet that is made of stone only.
- leading us to something that only bothers me a bit personally, being that the stone surface of those is not thick enough in my opinion.
-> I would suggest bringing in some variation to the thickness of the stone crust, resulting in small planets being possible to, when crust on maximum thickness, only be made of stone. I find it rather annoying to go on a mining tour, come home with my pockets full of ores, but not have any cobble to make stone with to build my base tower with (as stonebricks) where I want to store the stuff. You see, the point I am trying to make is: right now its too easy to find out what kind of planet a stone one is. Simply break 1-3 blocks, and busted. Coal and iron ones, as well as gravel ones, simply get ignored (after the first 2 hours of gameplay in which people collect a proper stock of that). So, not only does it actually require the player to crack open the planetoid he is checking out, but also it does actually provide him with decent amounts of stone from doing so, resulting in the player having more material to build with, because nobody really likes the kind of gameplay of just standing around farming stone, on a cobblestone generator for example.
- Lack of Sugar Cane, Cocoa Bean and Nether Wart
-> (nether wart) I would suggest generating Nether Warts on Soulsand Planetoids with about the same chance as generating crops on a grass planet
-> (sugar cane and cocoa bean) (already put a proper description of my suggestion regarding those a few posts above)
- Lack of some mobs
-> Pigmen dont happen
-> Blazes dont happen
-> never seen a slime so far (require swamp biome)
-> never seen a magma cube so far
-> idea: putting mob spawners into hollow planetoids made of something like cobblestone and mossy cobblestone mixed up wildly, or something. Might be quite complicated...
But Seibai & Isabirch, dont take these personally or anything. All these generators are great, they are brilliant, this is what got me back into actually playing Minecraft in Survival Mode again! Also its just feedback, I dont try to push you two into like, just add what I want. I dont talk for the community, can only talk for myself (and my team perhaps, sometimes).
I am waiting to see what you will do next with this. You got me checking Minecraftforum every like, 30 minutes, seeing if one of you two made a new post here, perhaps announcing the release of a new update, or posting a picture of a new feature, or ... Okay I admit it, I'm a fanboy :c
_Mike out
Mike, I don't see anything to take personally in what you wrote. I do see some good feedback. It will be a week or two before we can release an updated version, though; in part because I'm trying to do some more work on the back end at the moment.
Greengrex, thank you, and I hope you'll let us know if you have any additional feedback!
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I am using the generator tool for the first time now to generate Primordial desert. I am not entirely sure if I missed something, but back when I first used it, it sure did not have a nether generator built in, as far as I know. Right now, it seems to be generating the nether. Did I miss something? As in, did you add a Nether for the Desert Generator, too? And if so, is there any picture of it? (I mean, of course I will try to enter the nether within a reasonable period of time, but in case there is no actual nether to be generated by the tool for that map, you could take this as a bug report)
Alright, small update: I started "playing" the primordial desert map, and found out its unplayable.
The traps in the dungeons are constantly triggered by mobs (I dont know how this can be avoided, probably making their direct surroundings lit, but that would give away their positions. So, the problem is there, but I dont know if it can be solved. Or how.
The chest dungeon rooms dont have chests.
Upon spawning, it is therefore impossible to obtain food, settle at an oasis, and survive the first night.
the only way to obtain food is by either growing crops from seeds in an oasis (and potatos and carrots dropped by zombies), or by killing zombies for their rotten flesh, which is not a proper food source, as it immobilizes the player for 30 seconds (because if he moves within that time, it drains so much hunger that it wasnt worth it).
it is impossible to find an oasis in the short given amount of time before the player starves
it is impossible to survive the first night due to monsters literally spawning everywhere on the map, including the caves, the dungeons and the surface (okay, well it in fact is possible to survive, but its very hard and drains the player's hunger because he needs to aquire materials to build a small house to hide in)
Being unable to obtain any food results in being unable to achieve anything except for very low amounts of resources, like sand, cacti, mobdrops (obtaining them drains hunger tho), and sandstone (crafted from sand or obtained from a creeper that exploded ->) which can also get the player cobblestone and stone slabs
The nether is pretty much an exact copy of the overworld gameplay, being the exact same type of map and therefore being very pointless to enter (considering the view there is bad, the light there is low, the mobs there are more dangerous and always spawn, etc.)
The dungeons are too repetitive. I am well aware it isnt that easy to add more variety, like more possible rooms and corridor and trap types to them, but right now, they dont provide any gameplay considering their lack of chests and constant holes in the floor made from traps having been triggered by mobs.
The main problem I see is to actually get hands on a small pool of USEFUL resources that can be used in order to settle down and explore without permanently starving. This could be done in multiple ways:
Adding chests back to the dungeons
Providing the player with a spawn chest with a few useful items, like 4 food items and two wood logs for example.
Raise the amount of oasis generated (I am against this as it would make it too easy)
Adding some kind of overworld dungeon (hut) with like, dry preplanted crops some of which have grown out already, but with very low resources in total (being made of something pretty useless, like cracked stonebricks for example, and smooth sandstone or whatever), eventually also including a chest with something
honestly I have no idea how this could be implemented without looking too repetitive and cheap.
probably generating some desperate chickens roaming the spawning area, that can be killed?
I dont think this would help much at all, tho. I love hardcore worlds, but this is impossible.
The entire problem is essentially the implementation of hunger to Minecraft and the lack of loot in the map. This worked well before beta 1.8, but afterwards ... meh
I hope you take this as good, constructive feedback. I will try the dungeon adventure generator next, and see how that one plays. If you would like to stay in a more direct touch with me, for example through Skype, feel free to send me a pm with your contact data. I could playtest dev builds and so on for you, and provide advise to balance it out to give a proper gameplay to the users of this
I think that currently Primordial Desert generates the same map in the nether as in the overworld. It's probably a side effect of combining all of the generators into a single program, and it might be something we should change eventually.
Chests have been a frequent problem; hopefully the backend work I'm doing will make it a lot easier to get them right in the future. We might increase the frequency of oases on larger maps. We'll look into ways of making hunger less of a problem, though; "unplayable" or even just "not fun to play" is definitely not our goal! I also have to admit that the desert is the one we spent least time on checking.
BTW, depending on what type of dungeon you generate, you may run into a shadow bug in one area. It's a stinker, quite challenging to kill, but shouldn't do more than make it look wierd.
Oh wow - we hadn't tested this with Norton AV. I'll see if I can put up a new version where it won't do that tonight. I'm thinking that maybe signing the app might make a difference, but I'll do a bit of research.
I got around it by just letting it go through and ignoring the warnings. Works fine - great stuff as always
Rollback Post to RevisionRollBack
"This is my timey wimey detector. Goes ding when there's stuff."
Huge Update! - Version 2.0 is out!
I started a new thread for it here.
Worldmaker is a program that generates Minecraft worlds that are radically different form what Minecraft itself makes. You pick a generator type, a world size in chunks, and maybe set some options, then Worldmaker will generate a new world that will be available the next time you launch Minecraft.
Version 1.2 release notes:
Version 1.1 release notes:
Generators available in this release:
Vastwood
This generator makes a forest of giant trees, big enough to build houses in or play squirrel if you feel like it. It also adds in a nice winding river, some giant mshrooms, and a few other bits you'll have to find. There's not much room left for mining, so a lot of the resources can be found in the different sorts of trees instead. This map has a custom nether as well, but reaching it might be a bit tricky. Be careful of forest fires.
Halloween Hills
This is a bonus generator that will only be avilable for a limited time. A ghoulish pumpkin-strewn wasteland scattered with haunted houses. Perfect for any Halloween server!
Planetoids
This generator makes a map made of hundreds (or thousands) of little planets. There are tree planets - spheres of wood surrounded by leaves, earth planets with grass on top, stone planets - each with a layer of stone surrounding an inner ore, and several more. If you make it to the nether, it's made up of its own nether planets. You always start on a planetoid you can mine by hand, and you can get around by building bridges - or jumping.
Primordial Desert
This generator makes a desert of sand dunes with a small number of oases with water and a few trees. Resources are scarce on the surface, but there are volcanoes to mine, ruins to explore, and complex underground cave systems to find ores in. This is a relatively difficult map to survive in, but some people think it's more fun that way.
Dungeon Adventure
This generator starts you in a canyon leading to a randomly generated (and dangerous) dungeon. If you can make it to the end, a portal will take you to a tunnel in the nether that leads to a different world entirely. Each new world has its own dungeon, and the world types the dungeons lead to won't be the same each time you run it. Each map has four worlds linked by dungeons and portals, and right now there are nine different world types that they might be chosen from. The dungeons are fun for players out for adventure, but the worlds themselves are designed to also be interesting for those who want an interesting place to build too.
For people who've seen these before, we've made a lot of changes that might make you want to try out this new version:
Downloads:
GUI Version
Command Line Version
If you look closely at those, you'll notice we have a website now too, complete with news on Worldmaker and our other projects, and a tip jar if you want to encourage us to keep doing this.
Oh, and since I'm going to post this on the Reddit Minecraft board too, I'm /u/grejis there.
I make map generators
This shouldn't have any problems with those mods, but I expect they won't make any difference. This isn't exactly a "mod" in the traditional sense - this makes a map entirely on its own and then sticks it in Minecraft's saves folder. The dungeons this generates have nothing to do with Minecraft's dungeons. These are much more complex - more like Zelda dungeons.
I make map generators
Here are a few more screen shots that show off some of the Dungeon Adventure worlds. There are a bunch of others I'm not showing here too
I make map generators
Excellent! I've enjoyed all the generators you made for previous versions.
Sadly Norton deleted it for a reputation-type virus.
i would love to have these as biomes that randomly spawn in my world.....but i would not want any one of these to be the ENTIRE world, you shold make these into biomes that i can find in my regular world and i would be alll over it
Yeah that would be a great idea.
Where might one find previous versions?
Oh wow - we hadn't tested this with Norton AV. I'll see if I can put up a new version where it won't do that tonight. I'm thinking that maybe signing the app might make a difference, but I'll do a bit of research.
I've actually made a variant that works sort of like that. It's more like it generates a normal world with more interesting stuff scattered around in it. That one still needs a bit of polish, but I expect we'll have it out in the next month or so. We've also been looking at making this work with the Win10 edition and maybe PE.
I make map generators
SEIBAI, you are alive, sooo happy to see that. My friend tried to message you many times, but you hadnt logged on in 2 years or something. I (admits to being a bit creepy) even found you on skype and facebook after he asked me to but no reaction there either. (I can explain how in a message if you would like me to, just in case you want to prevent people from being able to in the future. didnt hack anything or so.)
Anyways, ever since the day you left these forums, the entire section of World Generator Tools has been pretty much dead. The only other really popular world generators are WorldPainter, which doesnt generate anything itself actually, I mean, without the user having to draw it and work it out into something actually playable. And TerrainControl, which is a Plugin much rather than an actual world generator tool. And thats it. Your Map Generators were pretty much unique. Team Melanistic actually managed to work up to something similar months ago, but it didnt even get to any level near this. And you never released the source. So it was really hard for anybody actually to achieve anything similar (tho I also doubt that more than a handfull of people actually tried at all). The entire branch of World Generator Tools has so much more to offer and nobody to have worked within that ever since 2012 or whenever you disappeared (Besides my two previous mentions which I dont really count as WorldGenerators, or at least not as WorldGenerator Tools).
Now that you are updating your old generators, will you also update your old Forest Generator? I loved the look on it, with those high trees, relatively flat terrain, and the amount of flat puddles on the ground, which made it look brilliant. With the variety of wood types (6) Minecraft provides these days, and the additional ground materials, + vines, + lilypads, your generator could really be modified into being a brilliant forest generator.
And besides that, what about the mystical island generator? I mean, forests are possible with WorldPainter, good forests actually, as well as with TerrainControl. But that kind of generator? Nothing else can do that. Will you update those?
By the way, the OP talks of you as "we", I guess this means you have a small coding team now of people that work with you on these? Do you still recruit people?
@Users: the original Generators can be found here:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/1261152-list-of-map-generators-ive-made
But most of the download links are down (I still have most of these on my hard drive but I wont upload anything unless Seibai gives me permission to do so). Keep in mind, Seibai hasnt been spotted in over 2 years, tho he is a legend on these forums. (an almost forgotten legend actually). None of the 12 year old MCreator Minigameserver kiddies actually will know anything about his work, but the actual pro gamers that have been around since 2010 2011 (for me its end of 2011 I think, tho I never really saw it necessary to sign up, because I wasnt really interested in actually joining an online community back then) do remember. The North remembers, well thats not the right line, but you get the point of it.
Anyways, sorry for that wall of text Seibai. I was just simply so overwhelmed when I saw that 1.8 thread "Planetoids, Primordial [...]" show up on the "latest threads" page. I first thought, well somebody stole Seibais concepts and put them into a mod (because this is the modding section not the tools section). But then I read the name of the thread author, and wow... Nostalgia man, nostalgia. Thumbs up man, you are awesome!
_Mike out
//EDIT: Alright, I figured out the "we" thing. The credits of the tool say two names ending on Birch, which is your last name, so I guess you made this with your wife. (If you wouldnt want people to know you would have simply put your MC name and her Gamer name (if she has one) there, or at least thats what I think).
Besides that, I have a few small suggestions. It would be great if you could add a parameter related to how far apart the planets are supposed to be (I mean for it to be configurable). What also would be great would be some kind of vanilla spawn chest, similar to the "Bonus Chest" placed right next to the player when opening a singleplayer world. I didnt play a variety of enough maps yet to check if it can happen, but I take that for in case a player spawns on a stone island, which is pretty hard to escape without any pickaxe or anything. Thats why I wanted to suggest that. I, so far, only spawned on grass islands (and my bro spawned on a desert one). I am not sure how those are distributed tho. From what I have seen, players always spawn on the same X and Z, and only different Y coordinates (my bro and I spawned pretty much on Planetoids that were on top of each other).
Also I was not yet able to find Redstone, Gold, Emerald, Lapis and Diamonds. I bet some of those are in the nether. But I am not entirely sure. Diamonds need to be found in the overworld, tho, because without them no nether portal. Maybe I simply didnt check enough planetoids yet... (about 35 stone ones so far, only coal, gravel, lava and iron). Long text short summary: Parameter for Planetoid distance, Spawn chest, ore rebalancing maybe?
(also what about Prismarine and Mesa, so, layered stained clay planetoids?)
Curufea, it looks like in order to get this white listed by AV companies, we'll need to get a cert for our domain and sign the app with it. That was already on the to-do list, but this certainly moves it up a bit. That's likely to be one of the next things I work on for it.
Mike, it was great to read your comment. It's really encouraging to know that there are still people who remember what I did before, and I'm happy you're so enthusiastic about it. Don't worry about the security stuff - I actually do penetration testing as my day job, so I know what to worry about and not. The reality is that you can always find just about anyone, and I'm not so much trying to hide.
I hadn't really thought of this as a tool, but that makes sense, and I'll probably cross-link to the tools section later.
We're definitely planning to update the other old generators and fold them in to this one. A few of them might end up coming after we add compatibility with the Win 10 edition though. I hadn't really planned to redo the forest generator, since it hadn't been as popular before, but now I'll see what I can do.
Also, bingo on the "we" meaning. My wife is actually setting up to post here herself right now...
I make map generators
The initial spawn point is set to always be either on a dirt or a tree planetoid, though after the first login spawning is probably up to Minecraft's engine. So at least one person should always start on something they can mine without tools.
Request for planetoid distance parameter noted, for when we implement advanced options. (Yeah, long list of stuff we want to do that hasn't happened yet.)
Redstone, gold, emerald, and diamonds should all be available in regular world planetoids. You may not have looked hard enough yet; they are rather rare. Rarity is one of those things I already thought might be tweakable in the advanced options whenever they happen.
Lapis is available in the nether. Prismarine and red sand/sandstone, we might add. Stained clay you should be able to make yourself from materials available. There's no obsidian yet, either, so you'll need to use buckets with lava and water to build a nether portal.
Could I suggest one more thing for the Planetoids? I so far wasnt able to find any sugarcane, as no planet seems to fit those parameters... perhaps having a chance of glass planets being small "biospheres" could solve the problem, as in, grass, lake, flowers and sugar canes inside those? Just saying. Because at the moment its impossible to get an enchantment table, unless you managed to hide a villager planetoid somewhere made of bookshelfes (hollow with a villager inside)
(that was merely a joke, I dont want that kind of planetoid ^^).
Besides that, minutes ago I finally found my first redstone planet. Felt really rewarding. This generator tool literally got me back to playing Minecraft survival.
_Mike out
//EDIT: Now that I thought about it... same with Cocoa Beans. Perhaps have Jungle Tree Balls have a chance to have a small hole in the middle that can spawn them?
The point of this is that it is not a biome mod. Instead of generating things via mod, this generates via external tool and without adding any new blocks, only using what vanilla gives. Now, the twist is, that this is configurable. Okay, right now only a bit. But the old versions had a whole bunch of parameters, and I think they will add a few more options to all of the map types (as well as new map types). This is just alot different from your usual biome mods. It does stuff that would be really hard to generate using mods, being for example the different "playmaps" in the Dungeon Adventure Generator (or at least thats how it was originally called). Or the Deserts with their unique underground ruins, cave systems, oasis, amazing dunes and so on (originally had parameters that could be set to achieve different sizes and so on on dunes, not sure if it had any other parameters besides worldborder type). Things like this are hard in vanilla, and to actually be able to play there immediately, you would have to make minecraft generate only those, which would prove to be quite difficult as vanilla files would have to be modified, which is really annoying to update. What makes these generators so great is that they always work. Even the old Forest Generator still works if you know how to port the map to the latest version of minecraft. Thats why this concept is brilliant. Mods require lots of updating work, and as Mojang frequently throw stones at the modders by just changing how things work internally and therefore making updating hard, this, in my opinion, has a brighter future than any mods that could be compared to this (well, of course only if Seibai doesnt again disappear for another 2-3 years or even more).
Maybe it would, but Seibai is not a modder and ... I wont give that entire text again. Just read what I answered "007kingifrit".
Sry for double post. Also Hika, you asked about the original ones.Here you go (but most download links are broken afaik).
I had been wanting to add more planetoid types anyway.
Now, what I think is a bit dull, is stuff like - planetoids being made only of a single material. Glowstone Planetoids for example, they dont really have much of a use. I could imagine that the vanilla game provides a whole bunch of blocks that could be put there. -> Materials to put inside glowstone planetoids, like, for example, idkcobwebssomethingwhatever (same with the endstone ones, soulsand ones, netherrack ones, aaand so on)
- Havent found Quartz in the Nether so far (and neither in the overworld), so I guess none of the Nether planets get to generate an Ore interior. -> I would suggest having netherrack planets given a chance of spawning with Quartz ore inside of them
- The Lapis Block planetoids are a no-go. People want to work for their resources, not just find them hoarded already. -> I would suggest adding lapis ore as stone planet interior, but in the nether only.
- which brings me to ore planets. I love the fact that all ores can be found in planets and how when a planet has an ore, it only has that ore. I dislike, tho, that the planets only have that little of a surface, and that really huge planets can be generated with valuable ores such as Diamond inside of them. Found my 2nd and 3rd Diamond planet today, and one of them was huge. -> I would suggest to make valuable ores only spawn in smaller planets, as in, put a limit on what size of planet an ore can spawn in. Also it would be great to at least sometimes have a planet that is made of stone only.
- leading us to something that only bothers me a bit personally, being that the stone surface of those is not thick enough in my opinion. -> I would suggest bringing in some variation to the thickness of the stone crust, resulting in small planets being possible to, when crust on maximum thickness, only be made of stone. I find it rather annoying to go on a mining tour, come home with my pockets full of ores, but not have any cobble to make stone with to build my base tower with (as stonebricks) where I want to store the stuff. You see, the point I am trying to make is: right now its too easy to find out what kind of planet a stone one is. Simply break 1-3 blocks, and busted. Coal and iron ones, as well as gravel ones, simply get ignored (after the first 2 hours of gameplay in which people collect a proper stock of that). So, not only does it actually require the player to crack open the planetoid he is checking out, but also it does actually provide him with decent amounts of stone from doing so, resulting in the player having more material to build with, because nobody really likes the kind of gameplay of just standing around farming stone, on a cobblestone generator for example.
- Lack of Sugar Cane, Cocoa Bean and Nether Wart -> (nether wart) I would suggest generating Nether Warts on Soulsand Planetoids with about the same chance as generating crops on a grass planet -> (sugar cane and cocoa bean) (already put a proper description of my suggestion regarding those a few posts above)
- Lack of some mobs -> Pigmen dont happen -> Blazes dont happen -> never seen a slime so far (require swamp biome) -> never seen a magma cube so far -> idea: putting mob spawners into hollow planetoids made of something like cobblestone and mossy cobblestone mixed up wildly, or something. Might be quite complicated...
But Seibai & Isabirch, dont take these personally or anything. All these generators are great, they are brilliant, this is what got me back into actually playing Minecraft in Survival Mode again! Also its just feedback, I dont try to push you two into like, just add what I want. I dont talk for the community, can only talk for myself (and my team perhaps, sometimes). I am waiting to see what you will do next with this. You got me checking Minecraftforum every like, 30 minutes, seeing if one of you two made a new post here, perhaps announcing the release of a new update, or posting a picture of a new feature, or ... Okay I admit it, I'm a fanboy :c
_Mike out
Mike, I don't see anything to take personally in what you wrote. I do see some good feedback.
It will be a week or two before we can release an updated version, though; in part because I'm trying to do some more work on the back end at the moment.
Greengrex, thank you, and I hope you'll let us know if you have any additional feedback!
I am using the generator tool for the first time now to generate Primordial desert. I am not entirely sure if I missed something, but back when I first used it, it sure did not have a nether generator built in, as far as I know. Right now, it seems to be generating the nether. Did I miss something? As in, did you add a Nether for the Desert Generator, too? And if so, is there any picture of it? (I mean, of course I will try to enter the nether within a reasonable period of time, but in case there is no actual nether to be generated by the tool for that map, you could take this as a bug report)
Alright, small update: I started "playing" the primordial desert map, and found out its unplayable.
The main problem I see is to actually get hands on a small pool of USEFUL resources that can be used in order to settle down and explore without permanently starving. This could be done in multiple ways:
The entire problem is essentially the implementation of hunger to Minecraft and the lack of loot in the map. This worked well before beta 1.8, but afterwards ... meh
I hope you take this as good, constructive feedback. I will try the dungeon adventure generator next, and see how that one plays. If you would like to stay in a more direct touch with me, for example through Skype, feel free to send me a pm with your contact data. I could playtest dev builds and so on for you, and provide advise to balance it out to give a proper gameplay to the users of this
_Mike out
I think that currently Primordial Desert generates the same map in the nether as in the overworld. It's probably a side effect of combining all of the generators into a single program, and it might be something we should change eventually.
Chests have been a frequent problem; hopefully the backend work I'm doing will make it a lot easier to get them right in the future. We might increase the frequency of oases on larger maps. We'll look into ways of making hunger less of a problem, though; "unplayable" or even just "not fun to play" is definitely not our goal! I also have to admit that the desert is the one we spent least time on checking.
BTW, depending on what type of dungeon you generate, you may run into a shadow bug in one area. It's a stinker, quite challenging to kill, but shouldn't do more than make it look wierd.
I got around it by just letting it go through and ignoring the warnings. Works fine - great stuff as always