Seibai said there are 9 map types Random Adventure can generate, but after generating and playing all the way through maybe 8 or 9 RandomAdventure worlds I've still found only 7 map types in total. Maybe it's just dumb luck on my part?
(By the way, I take back what I said about tree roots in the dungeons; I guess the wood is just meant to serve as another form of obstacle, which is easy enough to get through.)
Yes, there is currently a great deal of luck involved. 8 or 9 worlds, though, is an unexpectedly large number to have not found all of them in, though.
There are different maps possible at each position of the map:
- First map, 1 possibility.
- Second map, 3 possibilities.
- Third map, 2 possibilities.
- Fourth map, 3 possibilities.
Specifically the names we use for the maps available at each position are:
- First map: Canyon
- Second map: High House, Block Garden, Giant Tree
- Third map: Pipe Maze, Arch City
- Fourth map: Sky Ribbons, Attractor Points (alpine map), Island
I... may have accidentally stopped one of the third map options from generating in the last patch version. We'll release a fix for that ASAP. If you're using Worldmaker 1.2, and not counting the initial zone, then there are only 7 map types.
Just posted a new version - v1.3 is now available on the site. The only change in this one (I think) is that the Pipe Maze is available in the Dungeon Adventure map again.
I've had a problem with the Nether on a 100 chunk desert map I generated with 1.1. When I went through my portal all I could see was void in every direction. I built a few bridges, and when I reached the map's x- and y-axes I could barely make out the outline of what appeared to be the normal nether generation in the distance. I figured that the nether desert map should have generated with one corner at the origin, so my best guess is it didn't generate at all. (I am aware of the 256-block-wide moats.) In my previous map, the nether desert generated like it should have, though a large strip of it appeared to be missing at first. (I think I made that one with the previous version.) A more minor problem I've noticed: on crafted maps some chunks of the Worldmaker maps don't look right.
Primordial Desert was never intended to generate a nether map, so older versions of Worldmaker simply produced a void for the nether map. The most recent version should correctly skip generating a nether map for Primordial Desert, so it will generate normally when you enter it.
By "crafted maps", do you mean the map items? If so, we don't have any direct control over what they show currently - and never will if you craft them yourself in game. We'll look into it if you give us more details, though.
At this point, we're intending to implement support for mod-added blocks for Forge mods. What other mods add custom blocks that you would want Worldmaker to handle?
This isn't mod-related, but it'd be cool if a later version of Worldmaker made a desert map for the nether (as some earlier version did). To make it more different from the overworld, the map could be made of nether materials, or at least have nether items in the chests.
A couple other suggestions: it'd be awesome if the desert could take full advantage of the 256 world height (I'm aware the original desert generator was made back when it was only 128). In Vastwood, I'd like it if the ground level were a little higher because now it's so low I get the void fog effect that turns the horizon black.
Vastwood doesn't have acacia or jungle trees, does it? I'd love to see gigantic versions of those too.
This isn't mod-related, but it'd be cool if a later version of Worldmaker made a desert map for the nether (as some earlier version did). To make it more different from the overworld, the map could be made of nether materials, or at least have nether items in the chests.
I could definitely see adding this as an option. I won't make any guarantees just now, but I can take a look.
A couple other suggestions: it'd be awesome if the desert could take full advantage of the 256 world height (I'm aware the original desert generator was made back when it was only 128). In Vastwood, I'd like it if the ground level were a little higher because now it's so low I get the void fog effect that turns the horizon black.
I'm pretty sure the desert does use the full height - it just goes down more than it used to instead of up more. I can check again though. For Vastwood, I agree that it would be good to have the ground higher. I'll see if I can do that without making the trees too much shorter.
Vastwood doesn't have acacia or jungle trees, does it? I'd love to see gigantic versions of those too.
Vastwood uses 3 of the log types already. I'm not sure I could add another tree type without making it look less "balanced", but I might play with that later.
If you want to replicate what earlier versions of Worldmaker would have done for the desert's nether: After the generator has finished running a desert map, and before you open it in Minecraft, open the save location, copy the region folder, and paste it into the DIM-1 folder. (Yes, it is a bit cheap - that's why we took it out of Worldmaker.) If a nether version of the desert returns, it will at least use different materials somehow.
Thanks again Seibai and Isabirch. It was interesting that the nether desert had all the hostile overworld mobs, and the only nether mobs were wither skeletons. I guess that had to do with the biome remaining Desert.
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Sorry for my inactivity lately, I've been too busy with my server and a different server I'm staff on, and my Job also took alot of my time. Havent been able to do any testing lately because of that. Regarding the Nether, why dont you make an option in the generator. Vanilla Nether, No nether, or just another Desert world as nether? This way you could add your idea of a custom nether desert with nether blocks later, and still provide the players with nether options right now already.
It would be really cool if you could get your old mystical islands in here
It's on our todo list. We need to update it to include things that didn't exist when it was first made - like food. Unfortunately it may be a while due to technical issues.
Hey, still pretty new to the boards. I mostly just pop into the Seeds forum once in a while when I find something cool in Amidst. I've used your WorldMaker program periodically when I'm looking for something new and I LOVE the new Vastwood option. I've been playing a co-op map with my roommate and it's just a lot of fun. We're having some trouble finding gravel to get survival access to the Nether, but I'm going to keep looking a bit before I give up.
I did encounter one bug with the Vastwood world generation -- randomly, it would attempt to place a block below acceptable build height, throw an error, and then freeze. I ended up having to shut it down in the Task Manager both times when that happened. Bit of a bummer, as I'd really wanted to make a massive 256x256 chunk Vastwood.
Anyway, I love this program and I'll be keeping up on this.
bratrstvoN0DKane, I haven't seen the bug you're talking about. Without knowing how to reproduce it, it's hard for me to fix it. What build of Minecraft are you on? If you're running 1.9, we haven't tested with that very much, so that could be part of why we haven't seen that issue.
I did encounter one bug with the Vastwood world generation -- randomly, it would attempt to place a block below acceptable build height, throw an error, and then freeze. I ended up having to shut it down in the Task Manager both times when that happened. Bit of a bummer, as I'd really wanted to make a massive 256x256 chunk Vastwood.
I've spotted that same bug myself. I have a fix coded that should go out with our next update.
We are getting closer to having the next release ready. We're going to call it a 2.0, since it should have a new GUI (for the GUI version), new options, one or two more generators, and likely Forge compatibility.
At this point we're just hunting down and fixing a few bugs that have been found in testing (some by Mike). This part always takes longer than I expect, but I do think we just about have it. Just a few minutes ago I finally figured out what was breaking our random seed fixing for the Mystical Islands map, which is probably the trickiest issue we had left.
Seibai said there are 9 map types Random Adventure can generate, but after generating and playing all the way through maybe 8 or 9 RandomAdventure worlds I've still found only 7 map types in total. Maybe it's just dumb luck on my part?
(By the way, I take back what I said about tree roots in the dungeons; I guess the wood is just meant to serve as another form of obstacle, which is easy enough to get through.)
Yes, there is currently a great deal of luck involved. 8 or 9 worlds, though, is an unexpectedly large number to have not found all of them in, though.
There are different maps possible at each position of the map:
- First map, 1 possibility.
- Second map, 3 possibilities.
- Third map, 2 possibilities.
- Fourth map, 3 possibilities.
Specifically the names we use for the maps available at each position are:
- First map: Canyon
- Second map: High House, Block Garden, Giant Tree
- Third map: Pipe Maze, Arch City
- Fourth map: Sky Ribbons, Attractor Points (alpine map), Island
I... may have accidentally stopped one of the third map options from generating in the last patch version. We'll release a fix for that ASAP. If you're using Worldmaker 1.2, and not counting the initial zone, then there are only 7 map types.
Just posted a new version - v1.3 is now available on the site. The only change in this one (I think) is that the Pipe Maze is available in the Dungeon Adventure map again.
I make map generators
Minecraft always says that when it's loading a world. Does that message stay up for more than a couple of seconds?
I make map generators
I've had a problem with the Nether on a 100 chunk desert map I generated with 1.1. When I went through my portal all I could see was void in every direction. I built a few bridges, and when I reached the map's x- and y-axes I could barely make out the outline of what appeared to be the normal nether generation in the distance. I figured that the nether desert map should have generated with one corner at the origin, so my best guess is it didn't generate at all. (I am aware of the 256-block-wide moats.) In my previous map, the nether desert generated like it should have, though a large strip of it appeared to be missing at first. (I think I made that one with the previous version.) A more minor problem I've noticed: on crafted maps some chunks of the Worldmaker maps don't look right.
Any possible explanations?
Primordial Desert was never intended to generate a nether map, so older versions of Worldmaker simply produced a void for the nether map. The most recent version should correctly skip generating a nether map for Primordial Desert, so it will generate normally when you enter it.
By "crafted maps", do you mean the map items? If so, we don't have any direct control over what they show currently - and never will if you craft them yourself in game. We'll look into it if you give us more details, though.
At this point, we're intending to implement support for mod-added blocks for Forge mods. What other mods add custom blocks that you would want Worldmaker to handle?
This isn't mod-related, but it'd be cool if a later version of Worldmaker made a desert map for the nether (as some earlier version did). To make it more different from the overworld, the map could be made of nether materials, or at least have nether items in the chests.
A couple other suggestions: it'd be awesome if the desert could take full advantage of the 256 world height (I'm aware the original desert generator was made back when it was only 128). In Vastwood, I'd like it if the ground level were a little higher because now it's so low I get the void fog effect that turns the horizon black.
Vastwood doesn't have acacia or jungle trees, does it? I'd love to see gigantic versions of those too.
I could definitely see adding this as an option. I won't make any guarantees just now, but I can take a look.
I'm pretty sure the desert does use the full height - it just goes down more than it used to instead of up more. I can check again though. For Vastwood, I agree that it would be good to have the ground higher. I'll see if I can do that without making the trees too much shorter.
Vastwood uses 3 of the log types already. I'm not sure I could add another tree type without making it look less "balanced", but I might play with that later.
I make map generators
If you want to replicate what earlier versions of Worldmaker would have done for the desert's nether: After the generator has finished running a desert map, and before you open it in Minecraft, open the save location, copy the region folder, and paste it into the DIM-1 folder. (Yes, it is a bit cheap - that's why we took it out of Worldmaker.) If a nether version of the desert returns, it will at least use different materials somehow.
Thanks again Seibai and Isabirch. It was interesting that the nether desert had all the hostile overworld mobs, and the only nether mobs were wither skeletons. I guess that had to do with the biome remaining Desert.
Sorry for my inactivity lately, I've been too busy with my server and a different server I'm staff on, and my Job also took alot of my time. Havent been able to do any testing lately because of that. Regarding the Nether, why dont you make an option in the generator. Vanilla Nether, No nether, or just another Desert world as nether? This way you could add your idea of a custom nether desert with nether blocks later, and still provide the players with nether options right now already.
_Mike out
It would be really cool if you could get your old mystical islands in here
It's on our todo list. We need to update it to include things that didn't exist when it was first made - like food. Unfortunately it may be a while due to technical issues.
Hey, still pretty new to the boards. I mostly just pop into the Seeds forum once in a while when I find something cool in Amidst. I've used your WorldMaker program periodically when I'm looking for something new and I LOVE the new Vastwood option. I've been playing a co-op map with my roommate and it's just a lot of fun. We're having some trouble finding gravel to get survival access to the Nether, but I'm going to keep looking a bit before I give up.
I did encounter one bug with the Vastwood world generation -- randomly, it would attempt to place a block below acceptable build height, throw an error, and then freeze. I ended up having to shut it down in the Task Manager both times when that happened. Bit of a bummer, as I'd really wanted to make a massive 256x256 chunk Vastwood.
Anyway, I love this program and I'll be keeping up on this.
bratrstvoN0DKane, I haven't seen the bug you're talking about. Without knowing how to reproduce it, it's hard for me to fix it. What build of Minecraft are you on? If you're running 1.9, we haven't tested with that very much, so that could be part of why we haven't seen that issue.
I've spotted that same bug myself. I have a fix coded that should go out with our next update.
We are getting closer to having the next release ready. We're going to call it a 2.0, since it should have a new GUI (for the GUI version), new options, one or two more generators, and likely Forge compatibility.
I make map generators
Just thought I'd mention: There's other ways to set fires - try checking out some of the trees' fruits instead.
Are you getting close to releasing next version? I've got plenty of patience, but I was just wondering given it's been over 2 months since last post.
I'm in contact with them, They're alive and working on it. Cant tell you what they are working on, tho.
At this point we're just hunting down and fixing a few bugs that have been found in testing (some by Mike). This part always takes longer than I expect, but I do think we just about have it. Just a few minutes ago I finally figured out what was breaking our random seed fixing for the Mystical Islands map, which is probably the trickiest issue we had left.
I make map generators