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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    I just posted Worldmaker version 2.12 up to the website. This one mostly just has a bunch of bugfixes. It should be much faster than it used to be and offsets and centering should actually work now.


    Let me know if anyone finds any issues in it. I expect we will update this again, but it may a bit. I have a bunch of half-finished generators I'd like to publish (including a reworked Golden Tunnels), but there's a game project I'd like to get finished first.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    Thanks for the heads up that the site went down. There was an issue there I needed to address, but it's back up now.


    Also, for folks still following this thread, I expect to put up a new version soon. Isabirch has made a large number of fixes to map offsets and some bug fixes for specific maps types as well.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    I just put up a new version (2.11) on http://www.startreegames.com/WorldMaker/


    Isabirch added a set of options for the command line version to control stone planetoid materials at a pretty fine level. I added a somewhat coarser version of the same to the GUI.


    Hope you have fun with it.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    It seems like it might help if I gave a few more details on how the Dungeon Adventure maps work.


    The generator works by linking maps with dungeons. The last map in the sequence will never have a dungeon, and some of the others might not, depending on which map type they are. The different maps were originally intended for different positions in the sequence. They can be grouped into three different categories.


    First, there's the desert map. This map was intended as the first map in every dungeon adventure sequence, and it's the only one that really has no resources. There is sand that the player can collect, and this is definitely helpful for getting through some of the trap rooms, but there's no wood, stone, or metal to craft with. You can start with other map types to make things easier. Starting with the desert makes things harder because you have to go into the dungeon without food, weapons, or torches.


    Second, there are the "middle maps". These are GiantTree, PipeMaze, BlockGarden, ArchCity, and HighHouse. These were intended to be middle maps in the sequence. They have some resources and also can contain a dungeon. These aren't all the same difficulty though. GiantTree, BlockGarden, and HighHouse all have wood and generally all have stone also (HighHouse sometimes won't, depending on the style of house you get). HighHouse is probably the easiest of these to establish a base in, since it comes with beds. ArchCity is very resource rich, and should probably show up later, as it can help players get through harder dungeons - there are facilities and materials for both potion crafting and enchanting, along with pre-built safe sleeping areas. PipeMaze is by far the hardest map. If you turn on natural mob spawning, the pipe maze itself will fill up with monsters and just finding the dungeon entrance is challenging.


    Finally, there are 3 maps that will never have dungeons: Attractor Points, Islands, and Sky Ribbon. These were intended as "reward" maps that the player would get to after completing the last dungeon. If you use these in the beginning or middle of a sequence they'll just have a portal to the next world with no dungeon.


    Regarding the "unbeatable" difficulty at level 100, my experience trying a level 100 dungeon solo in a starting desert map was that I couldn't get more than 3 or 4 rooms in before something killed me. A group of organized players with armor, weapons, and torches might have an easier time of it. If a group of players hit level 100 dungeon difficulty after several other maps, particularly if ArchCity is one of them, they likely have a chance.


    Honestly, with the changes I made, if you turn on natural mob spawning even level 0 dungeons should have some difficulty to them. If your players still find it too easy, maybe turn it up to 20 to see if that's a better starting point.


    Oh, and the treasure quality does scale with dungeon difficulty. At level 0 you get wooden swords and leather armor, at level 100 you sometimes get diamond equipment (and need it). Lower level treasures can still show up at higher difficulty levels though, just to keep thing interesting.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    Rathburn, we'll take a look at the Primordial Desert generator again, but sometimes on small maps the caves just don't have enough space to connect to the volcanos. Were you generating a size 16 map? Generally if the map is 32 or larger they should connect.


    Ayla, dungeon difficulty is done on a per-room basis. The difficulty you set in the options will be the difficulty level for the first room on the first map, and each room after that in the first dungeon will have a difficulty level 1 higher (this is simplifying a little - side paths that lead to treasure are a bit harder than the main path). The difficulty level mostly only makes a difference when you go up by increments of 10 or so though.


    Each consecutive map in a sequence will have a dungeon that starts with a difficulty level 15 higher than the previous one.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    GuNxSworD, I posted previous versions of Worldmaker in the forum you recommend, and people there kept suggesting that this fit better in this forum. Sort of a shame there's no goof way to cross-post, as it's honestly not a perfect fit for either board. It's a tool, sure, but it makes maps.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    I just published Worldmaker 2.1 to our website. There's now an option for all world types to toggle natural mob generation.


    We've also added a difficulty option for Dungeon Adventure. The default value of 0 is what it used in previous versions. If you put it up to 100, the dungeon becomes more or less impossible :>


    AS a small bonus, I added in 3 more dungeon room types as well. Those should make the dungeons slightly harder even without changing the base difficulty. Hope you folks have fun with it :)

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    Dungeon difficulty actually makes a lot of sense as a n option. The starting difficulty is just a number internally anyway. I'll see if we can add that in.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    Ayla, the dungeons are designed to be more difficult for the later maps. So the first or or two maps will have lit dungeons, but the later maps should have dark dungeon with more monsters.


    I'll admit I was unsure of the decision to set DoMobSpawn to false for that generator, but we'd received a fair bit of feedback o the early dungeons being too difficult. I could see make that a settable option in the future.

    Posted in: Maps
  • 1

    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    I just posted a new version to our website.


    Worldmaker 2.02 now has compatibility with Forge versions 1.7.10 through 1.8.9. Note that for 1.7.10, since Forge does not distinguish between items and blocks, items from mods you load will show up along with blocks in the block pickers in the GUI. You should avoid setting items as blocks, as that will probably make your map fail to load.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    IceyCraft, you may have better luck trying the generators with the default settings the first time you use each. The options we put in make it very flexible, so if you pick options at random you can make the generator take a long time or produce confusing results.


    Also, try out Vastwood maybe. I have a suspicion you might like it.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    Melusane, we've just put up a version 2.01 on startreegames.com . This one fixes an issue we'd had with planetoid spacing when the cube shape was used and has a minor balance fix for ore distribution. It should fix your the problem you ran into.

    Posted in: Maps
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    posted a message on Worldmaker 2.0 - Map generator to make Planetoids, Vastwood, Mystical Islands and more!

    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.


    This version 2.0 release has a huge number of changes, including:

    1. Custom options for all generators. The command line version has slightly more options, but the GUI also has several custom options for each generator.
    2. Two new generators, Mystical Islands and Woolpocalypse. Mystical Islands is an improved version of my old generator with the same name. I won't spoil what Woolpocalypse is - you'll have to play it and see ;)
    3. Forge compatibility. You can now import a level.dat file from a Minecraft save with Forge mods to have the generator apply those mods to the map it creates, and several generators include an option to generate worlds with custom blocks imported from mods.
    4. Completely reworked UI. The UI now has generator options and is in general more friendly.
    5. Lots of bug fixes and performance improvements.

    There's more than that. Try it and find out. We'll also follow this post with full documentation of the new options for the command line version.


    Generators available in this release:


    Mystical Islands
    An archipelago of magical islands, floating in the sky and hidden in underwater bubbles. Different ores can be found at different altitudes, so you'll have to travel between them to find resources.
    Mystical Islands Screenshot

    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 mushrooms, 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.


    The Vastwood


    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.


    Planetoids map


    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.


    Primordial Desert Map


    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.


    Dungeon Adventure dungeon

    Woolpocalypse
    A peaceful land of rolling grassy hills with scattered trees and sheep. What could possibly go wrong?
    Woolpocalypse Screenshot

    Compatibility:
    We've tested the command line version with Mono, and it should work anywhere you can get Mono to run. The GUI version only works on Windows.

    Oh, one other thing: if you're on Windows 10 and one of the first people to download you might get blocked by Smart Screen when you try to run this (you'll get the message "Windows protected your PC"). You can get around this by right-clicking the file, selecting "Properties" and checking the "Unblock" box in the bottom right.


    Downloads:

    GUI Version

    Command Line Version

    Posted in: Maps
  • 0

    posted a message on Worldmaker - V 1.1 - New Vastwood and Hallowen Hills World Generators

    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.

    Posted in: Minecraft Tools
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