Welcome to WorldPainter, a graphical and interactive map painter / generator. Quickly generate expansive, natural looking landscapes, with full manual control over the terrain, using an easy to use and well performing program.
Check out these great examples of both usage and results of WorldPainter. Note that I didn't create these landscapes, or these videos:
Features:
- Custom biome painting
- Create your own custom brushes
- Add custom objects from bo2 files or schematics to the world
- Customise the location and frequency of underground ores and resources
- Add snow and ice
- Easy to use yet flexible and powerful paint-like tools
- Create oceans, landmasses, plains and mountains
- Change the terrain type, add trees and create caverns
→ To download WorldPainter, go to the official website at https://www.worldpainter.net/
→ For support, please use the official WorldPainter subreddit!
Troubleshooting - FAQ - other documentation - support.
You can check the change log here. The installers were created with . WorldPainter is free and open source software, released under the GNU Public License (GPL) version 3. The source code is hosted on GitHub.
It should be pretty self-explanatory, and the rest you should be easily able to find out by clicking around. Don't forget to try all your mouse buttons, and try holding them down! Post in this thread to get support from me or other users of WorldPainter.
The Load and Save functions save the map in WorldPainter format. The Export function exports the map to a Minecraft world. By default it is exported right to your Minecraft saves directory. You can then open the world in Minecraft under Singleplayer.
The Import and Merge functions allow you to import the landscape from an existing map, and then merge any changes you make to the landscape back to the existing map. It is not meant for general purpose map editing! WorldPainter is, and always will be, a map generator, not a map editor. Note that this functionality is dangerous! Use it at your own risk. Please see this post for important information about how these functions work, and their limitations.
This tool is not meant to create ready to run single player maps, it's meant to create server levels and adventure maps. The idea is to create the basic landscape, with your mountain ranges, oceans, forests, snow and ice, lakes, hills, etc. using the tool, and then go in and fill in the details with other tools.
Please donate!
WorldPainter takes a lot of time to create and maintain. Even though it is free, please show your appreciation by donating: or
.
Linking to WorldPainter
If you want to link to WorldPainter from your own site or another forum, I would be honoured! But please don't link directly to the downloads, or upload the files to file sharing sites or host them yourself! Instead, please link people to the official homepage: https://www.worldpainter.net/
Frequently Asked Questions
If you have a question which is not answered on the official Frequently Asked Questions page, please go to the official WorldPainter support subreddit.
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Tl;dr: Not that I know of, but every person's experiences differ. It is conceivable that others have had problems, but I have not, nor have I encountered anyone with significant problems caused by using a MacbookPro instead of a PC.
As for your second question, much of this is up for debate. Personally, for any experimentation I have no issues with modding base classes. In practice, I avoid it as much as possible for any mod I may publish. If I remember correctly, there are various processes that allow you to, essentially, modify base classes without actually modifying the class in your workspace. I believe Pahimar's Let's Mod series has information on setting up your workspace for this.
Tl;dr: It is generally left to opinion, although the majority of people do suggest avoiding editing base classes, for the sake of compatibility. Although incompatibility is not guaranteed, there is a higher likelihood of it occurring.
Finally, in terms of ModLoader versus Forge, it is really up to what you would rather use. ModLoader used to be the primary API used by most, but in recent history it has been primarily replaced by Forge. Additionally, Forge now includes its own version of ModLoader - Forge ModLoader, or FML - which, to my understanding, can be used to accomplish the same processes the the original ModLoader could. Lastly, Forge does have greater compatibility with other mods, since most mod creators utilize it.
Tl;dr: It is your choice, but Forge is the primary API now. For best compatibility, I would suggest it. It also can do what ModLoader does and more. The downside is that Forge has a higher learning curve than ModLoader.
I hope this helps somewhat.
Tl;dr: In the end, it is really your opinion that matters the most. For highest compatibility, I would suggest using Forge and avoiding Base class edits. The operating system you use should not matter. In theory, as long as it can use JDK and has at least some word processing application, you could use Linux or Ubuntu.
Good luck, and Happy Modding!
Edit: Whoops, I did forget to link you to Pahimar's Let's Mod series, found here.
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Edit: This only happens if you go immediately from typing in the percentage box to changing the displacement. If I type, click the area outside of the typing box, and then change the displacement it works fine.
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Not entirely true. There are ways to do this yourself without modifying base classes, but it takes a lot of time, effort, and thinking. I've done it a bit before to make an entity do the reverse and make an area around it entirely dark. The hardest bit isn't lighting up the area around the entity, it's setting the light values back to what they were originally.
Unless you're willing to spend a large amount of time working on this, I would agree with RankShank's suggestion of using the DynamicLightsAPI
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Try changing the following
to
Hopefully that'll help.
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Check out the moveEntity method in Entity.
As for suffocation, that likely has to do with checking if the entity is within a block's bounding box and hurting it if it is. If you can find where this happens and disable it you'll be fine.
Edit: Suffocation would be handled via the attackEntityFrom method. Run a check to see if the damage source is DamageSource.inWall. If it is, then return.
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Hope that helps somewhat