This is a simple mod that allows you to pre-generate chunks on a single-player world.
This is useful when
- You want to have chunks pre-generated for use in a multiplayer server
- You want to run an add-in program, such as MCDungeon, to add structures to your world
- You want to edit but with pre-generated terrain first
You need to be in Creative mode, and the server thread will appear to hang while the generation takes place (which is why you can't do it in multiplayer).
To use, install the mod, then set up the area to generate using /worldgen. You can use any of these options to specify a circle or a rectangle area.
/worldgen radius
/worldgen x y radius
/worldgen x1 y1 x2 y2
E.G.
/worldgen 0 0 1000
Finally use /worldgen go
to start the generation. Progress logs will appear in the Minecraft log file and log window (if open). A 1,000 block radius circle will take about 20min to generate but this varies considerably depending on CPU speed, memory, other installed mods, and so on.
I created this mod specifically to pre-gen large worlds for use with MCDungeon. Note that people using Bukkit have a (much better) alternative in WorldBorder and WorldGuard; there do exist script-based solutions for Forge but I could find no Mod-based ones.
You can use Minecraft Land Generator instead, which supports virtually any version and any mod; it only lets you generate square or rectangular regions though, and if you use mods they must be server-side mods since MLG uses the server jar (probably not really an issue since 1.3.1 made singleplayer use a local server. I'm only familiar with jar mods though, not Forge; I've just dropped entire mods I've made, including client-side code, in without issues).
This is a Forge mod -- the latest version of the Forge framework available is currently 1.8. However, when Forge becomes available for 1.10 I'll recompile for that. Sadly, Forge is not as up to date as Bukkit/Spigot.
MLG is definitely another option, and it also handles the 1.10-specific 'chunk populated' flag, which the WorldBorder Bukkit mod doesn't.
My problems with MLG were the constant stop/start of the server with different initial coordinates, the inability to make circular world generation, and the fact that it takes a fair bit longer to work than this mod. However if it suits you, then use this.
This is a Forge mod -- the latest version of the Forge framework available is currently 1.8. However, when Forge becomes available for 1.10 I'll recompile for that. Sadly, Forge is not as up to date as Bukkit/Spigot.
Actually, Forge updated to 1.10.2 nearly a month ago; the oldest version for 1.10.2 is dated June 29:
MLG is definitely another option, and it also handles the 1.10-specific 'chunk populated' flag, which the WorldBorder Bukkit mod doesn't.
I'm not aware of any changes to the chunk NBT format in 1.10; if you mean the "TerrainPopulated" flag it has been present in every version since Alpha and probably even earlier. It would be a long-term issue with WorldBorder if it doesn't handle it properly.
MGL is also pretty fast for me, taking 10-15 seconds to generate each area under 1.6.4, which is about 4 times faster than the time you mentioned (a 1000 block radius is about 12272 chunks; MLG generates about 564 chunks at a time for about 5 minutes total). Although 1.8 and later versions are far slower at generating terrain (up to a minute for me), and heavily modded versions can take a long time to start up (here jar mods have an advantage since there is no need to load it and plug it into the vanilla game, or whatever exactly happens when a Forge mod is loaded), even my most complex mod doesn't make the startup time noticeably faster).
I've been looking at I've been looking at http://files.minecraftforge.net/minecraftforge/ -- seems this hasn't been updated in a year. I should be able to grab the new 1.10 environment, now... if only I had time to work on things ...
There have been some problems in 1.10 with the TerrainPopulated flag not getting set by WorldBorder, whereas before 1.9 it was... this has affected MCDungeon amongst other things. If you're not using external mapgen utilities then this won't affect you, of course.
Everyone has different requirements, so use what works for you. Personally, I prefer being able to generate the chunks interactively without having to restart the server. I'm moving towards Bukkit/Spigot as my preferred platform now as you get thread control in the mods and more control than Forge gives you, though of course you can't modify the UI.
http://www.steveshipway.org/mc/cc-worldgen-1.0.zip (mod version 1.0)
http://www.steveshipway.org/forum/viewtopic.php?f=44&p=17942 (support thread)
This is a simple mod that allows you to pre-generate chunks on a single-player world.
This is useful when
- You want to have chunks pre-generated for use in a multiplayer server
- You want to run an add-in program, such as MCDungeon, to add structures to your world
- You want to edit but with pre-generated terrain first
You need to be in Creative mode, and the server thread will appear to hang while the generation takes place (which is why you can't do it in multiplayer).
To use, install the mod, then set up the area to generate using /worldgen. You can use any of these options to specify a circle or a rectangle area.
/worldgen radius
/worldgen x y radius
/worldgen x1 y1 x2 y2
E.G.
/worldgen 0 0 1000
Finally use /worldgen go
to start the generation. Progress logs will appear in the Minecraft log file and log window (if open). A 1,000 block radius circle will take about 20min to generate but this varies considerably depending on CPU speed, memory, other installed mods, and so on.
I created this mod specifically to pre-gen large worlds for use with MCDungeon. Note that people using Bukkit have a (much better) alternative in WorldBorder and WorldGuard; there do exist script-based solutions for Forge but I could find no Mod-based ones.
Feedback welcome.
Will you update it to 1.10.2?
Always busy. Just like vrad
You can use Minecraft Land Generator instead, which supports virtually any version and any mod; it only lets you generate square or rectangular regions though, and if you use mods they must be server-side mods since MLG uses the server jar (probably not really an issue since 1.3.1 made singleplayer use a local server. I'm only familiar with jar mods though, not Forge; I've just dropped entire mods I've made, including client-side code, in without issues).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
This is a Forge mod -- the latest version of the Forge framework available is currently 1.8. However, when Forge becomes available for 1.10 I'll recompile for that. Sadly, Forge is not as up to date as Bukkit/Spigot.
MLG is definitely another option, and it also handles the 1.10-specific 'chunk populated' flag, which the WorldBorder Bukkit mod doesn't.
My problems with MLG were the constant stop/start of the server with different initial coordinates, the inability to make circular world generation, and the fact that it takes a fair bit longer to work than this mod. However if it suits you, then use this.
Actually, Forge updated to 1.10.2 nearly a month ago; the oldest version for 1.10.2 is dated June 29:
http://files.minecraftforge.net/
I'm not aware of any changes to the chunk NBT format in 1.10; if you mean the "TerrainPopulated" flag it has been present in every version since Alpha and probably even earlier. It would be a long-term issue with WorldBorder if it doesn't handle it properly.
MGL is also pretty fast for me, taking 10-15 seconds to generate each area under 1.6.4, which is about 4 times faster than the time you mentioned (a 1000 block radius is about 12272 chunks; MLG generates about 564 chunks at a time for about 5 minutes total). Although 1.8 and later versions are far slower at generating terrain (up to a minute for me), and heavily modded versions can take a long time to start up (here jar mods have an advantage since there is no need to load it and plug it into the vanilla game, or whatever exactly happens when a Forge mod is loaded), even my most complex mod doesn't make the startup time noticeably faster).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I've been looking at I've been looking at http://files.minecraftforge.net/minecraftforge/ -- seems this hasn't been updated in a year. I should be able to grab the new 1.10 environment, now... if only I had time to work on things ...
There have been some problems in 1.10 with the TerrainPopulated flag not getting set by WorldBorder, whereas before 1.9 it was... this has affected MCDungeon amongst other things. If you're not using external mapgen utilities then this won't affect you, of course.
Everyone has different requirements, so use what works for you. Personally, I prefer being able to generate the chunks interactively without having to restart the server. I'm moving towards Bukkit/Spigot as my preferred platform now as you get thread control in the mods and more control than Forge gives you, though of course you can't modify the UI.
Well ok, then I'll guess I'll try to do it in MGL.
Thanks anyway
Always busy. Just like vrad