Ahh, I just sent you a PM. I haven't played with Minecraft much recently, don't have the desire to World Paint like I used to. You should post a request in the maps and map discussion forum. There are a lot of people using World Painter these days so I'm sure someone would take up your request.
I have a quick question about height settings and vanilla Minecraft.
I read in the notes about Worldpainter that if I want really high mountain peaks I should set terrain to 16 and water to 20. My question is this:
If I do that, what do I need to do to avoid having a super high "cliff" of water/land from vanilla Minecraft - since the default vanilla water is at 62 - surrounding my created world? Or is there no way around that?
Thanks!
Maybe you could start off with a custom superflat map and import into Minecraft.
The last adventure map I created was 2000x2000. A few people mentioned it's size (45 meg) but most people didn't seems to mind. So what's getting too big?
Would you consider a 90-100 meg adventure map too large?
that setting only takes effect when a brand new world is created. if you had a level.dat file, that takes precedence and it will use the settings inside the level.dat file.
so try it again with a brand new world.
I've tried it and it produces a new world folder, is that what you mean?
There also a generator-setting= and I've tried adding AMPLIFIED there but no luck.
I have a question I'm hoping for some help with. I'm trying to use the land generator to generate an amplified terrain type. I see in the server.properties file there is a level-type= field which was set to default. I changed it to read level-type=AMPLIFIED but after running the generator the resulting landscape is still default.
I'm not sure what I'm doing wrong, or if the functionality for amplified terrain is available. Can anyone help?
That most likely means that the chest contents, etc. didn't get exported and aren't actually in the schematics. If the data is in the schematics WorldPainter should export them correctly. Could you send me them so I can make sure?
I sent you a PM with a link to the full schematic set. I've checked it myself and if I place one of the schematics using MCedit the chest contents and the spawners remain intact. I've tried using the schematics on two different world files with the same result. Thanks for taking a look.
BTW- the dungeons are filled with lime wool which I delete after the export.
I've been playing around with building a set of vanilla like dungeon schematics. Problem is once the export is done the chests are empty and the spawners are blank/spawn pigs.
Gimp is a free image editor, and one of the best. I use it for all kinds of things World Painter related.
If you want to use WP for making brushes, you need to set the map height to 1 and then use the void brush to void everything at or below 1 after you have painted your brush.
I'm trying to add vanilla dungeons to a map using objects. I'm also adding caves using BO2s and want the dungeons to intersect the caves without being torn apart by the cave generation.
Is there a way to cause a certain group of objects to generate last, or determine the order in which objects are placed?
Just wondering if there was anyway to put the occurrence for underground layers below zero? I would like to make ores a bit more difficult to find.
Probably not, but you could try using a texture with the resource layer. Find or make a texture that's 50/50 black/white and you'll cut the ore count in half, and so on.
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Cheers,
Rahz
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Maybe you could start off with a custom superflat map and import into Minecraft.
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Would you consider a 90-100 meg adventure map too large?
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I've tried it and it produces a new world folder, is that what you mean?
There also a generator-setting= and I've tried adding AMPLIFIED there but no luck.
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I'm not sure what I'm doing wrong, or if the functionality for amplified terrain is available. Can anyone help?
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I sent you a PM with a link to the full schematic set. I've checked it myself and if I place one of the schematics using MCedit the chest contents and the spawners remain intact. I've tried using the schematics on two different world files with the same result. Thanks for taking a look.
BTW- the dungeons are filled with lime wool which I delete after the export.
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Any chance this will change?
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If you want to use WP for making brushes, you need to set the map height to 1 and then use the void brush to void everything at or below 1 after you have painted your brush.
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nbtoolkit replace -w "(path)" -a 00 -d 35:5
and
nbtoolkit replace -w "(path)" -a 00 -d 35
Neither one works (I'm guessing obviously). Can someone help me correct my command line?
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Is there a way to cause a certain group of objects to generate last, or determine the order in which objects are placed?
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Probably not, but you could try using a texture with the resource layer. Find or make a texture that's 50/50 black/white and you'll cut the ore count in half, and so on.