

Visit the New Minecraft Land Generator website!
https://sites.google.com/site/minecraftlandgenerator/
1. World maps - a nice square map looks much better then the wandering strips made by people.
2. Multiplayer - Server Load: generating new terrain when walking around is the biggest stress on minecraft servers, especially when multiple people are doing it at the same time.
3. Singleplayer - similar to server - the game runs faster when its not generating new terrain.
4. Testing settings on mods that change the terrain - like bigger biomes, more water, etc.
5. etc...
Using Bukkit?
You probably want a Bukkit Plugin... Try this: http://forums.bukkit...1-9-1337.30238/
MLG only works with the main world (not plugin-based/multiworld worlds.)


*Thanks to: Mr. P, Mr. Y, Mr. D, Mr. F, and Mr. R!
I also take BitCoin: 1MLGj1AX67y4QBtQ6xuwqrRUCPTBY228aC
Total collected: ฿0.00BTC as of 7/27/2012
(I'll keep developing this project and supporting users as long as there is interest / usefulness, not because of donations or ad-links.)
------------------------------------------------------------
well... MinecraftLandGenerator has been brought back to life.
see the old locked forum here
Also, thanks to Ancient for JNBT 1.1, without this, this program wouldn't exist!
It works with every official Minecraft server released (except for some buggy 1.9 beta pre-releases), and most likely future versions, barring any major changes...
let me know if you have issues!
Click here for example config files, or look down a few posts.
Compatibility:
MLG works with all official minecraft server's.
It also works with Bukkit, on the standard world/nether (but not multiworld).
It works with Biome Terrain Mod / Phoenix Terrain Mod.
It works with every server mod I've tried.
It worked with hmod back in the day.
It works on all Operating Systems as it is written in Java.
NOW WORKS ON WINDOWS XP: SEE THIS POST FOR THE FIX (REQUIRES JAVA 1.7)
Windows 7: YES
Windows Vista: Probably, untested. Who still uses Vista?
Windows XP (32-bit): Yes, but requires Java 7
Windows XP (64-bit): YES
Linux - Ubuntu: Yes
- Ubuntu 11.10: Works with Sun-Java and OpenJDK
- Ubuntu 11.04: Works with Sun-Java and OpenJDK
- Ubuntu 10.10: Works (tested with Sun-Java)
- Ubuntu 10.04LTS: Works
- Older versions, probably.
Linux - Other: Results may vary, BUT SHOULD WORK FINE!
Mac OSX: Yes (Tested with Snow Leopard)
I recommend Java 1.7, if you can install it.
I do not recommend Open Source versions of Java like OpenJDK.
64bit Windows: Install both 32bit and 64bit Java! (this will avoid problems with MLG and other Java programs)
Readme:
Minecraft Land Generator version 1.7.1
Updated October 27, 2012
(BuildID: 1351324293000)
Original Code by Corrodias November 2010
Enhanced Code by Morlok8k Feb. 2011 to Now (or at least to October 27, 2012!)
Additional Code by pr0f1x October 2011
Website: https://sites.google...tlandgenerator/
Forum: http://www.minecraft...land-generator/
Source: https://github.com/M...ftLandGenerator
-----------------------------------------------
This program lets you generate an area of land with your Minecraft SMP server (and is prossibly future-proof for newer versions). You set up your java command line and minecraft server paths in the MinecraftLandGenerator.conf file, set up the server's server.properties file with the name of the world you wish to use, and then run this program.
When a Minecraft server is launched, it automatically generates chunks within a square area of 25x25 chunks (400x400 blocks), centered on the current spawn point (formally 20x20 chunks, 320x320 blocks). When provided X and Z ranges as arguments, this program will launch the server repeatedly, editing the level.dat file between sessions, to generate large amounts of land without players having to explore them. The generated land will have about the X and Z ranges as requested by the arguments, though it will not be exact due to the spawn point typically not on the border of a chunk. (Because of this, MLG by default adds a slight overlap with each pass - 380x380 blocks) You can use the -x and -z switches to override the spawn offset and center the land generation on a different point.
The program makes a backup of level.dat as level_backup.dat before editing, and restores the backup at the end. In the event that a level_backup.dat file already exists, the program will refuse to proceed, leaving the user to determine why the level_backup.dat file exists and whether they would rather restore it or delete it, which must be done manually.
This program is public domain, and the source code is included in the .jar file. (If accidently missing, like in 1.3.0 and 1.4.0, it is always available at Github.)
The JNLP library is included (inside the .jar). It is not public domain. Its license is included, as LICENSE.TXT.
It is also available at: http://jnbt.sourceforge.net/
The "unescape" method/function is also not Public Domain. Its License is the W3C© Software License, and located here: http://www.w3.org/Co...ftware-20021231
Other Public Domain code has been used in this program, and references to sources are included in the comments of Minecraft Land Generator's source code.
-----------------------------------------------
Usage: java -jar MinecraftLandGenerator.jar x z [serverpath] [switches]
Arguments:
x : X range to generate
z : Z range to generate
serverpath : the path to the directory in which the server runs (takes precedence over the config file setting)
Switches:
-verbose : causes the application to output the server's messages to the console
-v : same as -verbose
-w : Ignore [WARNING] and [SEVERE] messages.
-alt : alternate server launch sequence
-a : same as -alt
-nowait : don't pause for anything
-n : same as -nowait
-i# : override the iteration spawn offset increment (default 380) (example: -i100)
-x# : set the X offset to generate land around (example: -x0 or -x1000 or -x-500)
-z# : set the Z offset to generate land around (example: -z0 or -z1000 or -z-500)
Other options:
java -jar MinecraftLandGenerator.jar -update
Checks for and downloads new versions of MLG online.
java -jar MinecraftLandGenerator.jar -printspawn
java -jar MinecraftLandGenerator.jar -ps
Outputs the current world's spawn point coordinates.
java -jar MinecraftLandGenerator.jar -conf
java -jar MinecraftLandGenerator.jar -conf download
Generates or downloads a MinecraftLandGenerator.conf file.
java -jar MinecraftLandGenerator.jar -readme readme.txt
java -jar MinecraftLandGenerator.jar -readme
Generates a readme file using supplied name or the default _MLG_Readme.txt
java -jar MinecraftLandGenerator.jar -downloadfile http://example.com/file.txt
Downloads whatever file from the internet you give it.
java -jar MinecraftLandGenerator.jar -downloadlist list.txt
list.txt (or any other file) contains a URL on each line which will be downloaded.
java -jar MinecraftLandGenerator.jar -version
java -jar MinecraftLandGenerator.jar -help
java -jar MinecraftLandGenerator.jar /?
Prints this message.
When launched with the -conf switch, this application creates a MinecraftLandGenerator.conf file that contains configuration options.
If this file does not exist or does not contain all required properties, the application will not run.
MinecraftLandGenerator.conf properties:
Java : The command line to use to launch the server
ServerPath : The path to the directory in which the server runs (can be overridden by the serverpath argument)
Done_Text : The output from the server that tells us that we are done
Preparing_Text : The output from the server that tells us the percentage
Preparing_Level : The output from the server that tells us the level it is working on
Level-0 : Name of Level 0: The Overworld
Level-1 : Name of Level 1: The Nether
Level-2 : Name of Level 2: The End
Level-3 : Name of Level 3: (Future Level)
Level-4 : Name of Level 4: (Future Level)
Level-5 : Name of Level 5: (Future Level)
Level-6 : Name of Level 6: (Future Level)
Level-7 : Name of Level 7: (Future Level)
Level-8 : Name of Level 8: (Future Level)
Level-9 : Name of Level 9: (Future Level)
WaitSave : Optional: Wait before saving.
-----------------------------------------------
Version History:
Morlok8k:
1.7.1
- Major Code Refactoring
- Updated to JNBT 1.2
- making code ready for a GUI
1.7.0
- Major Code Optimization
- Drastically reduced the amount of time it takes for MLG to expand a world after it has already done so before!
(To do this, I rewrote the Main loop of the program, and add my own Coordinate object)
- Added Resume Functionality
- Updated Time Output yet again.
- Made xx% output nicer by rewriting previous existing line.
- Misc. Tweaks
- Misc. Additions
1.6.3
- Minor Code Optimization
- Finely got on the ball and added the JNBT source and everything (as an internal .zip) to be completely faithful to his license
- Also adding script files internally in the .jar for archive (or offline) purposes. (Manual Extract needed for use)
- Modified output of MLG slightly to show whats the server and whats MLG. (I may do more with this later.)
1.6.2
- Major Code Optimization
- Updated Time Output again. Now says "1 Minute" instead of "1 Minutes".
- Updated Location Code - the center of the square is now truely centered, and it trys to get as close to the given size as possible.
- Added "-nowait" and its shorter version "-n"
- Added currently non-functional RCON code. Will try to make functional in the future.
1.6.11
- Removed End-of-Generation ASCII-Graphic - It didn't really fit with MLG.
- Updated Time Output.
- Changed estimated time remaining to count all runs, not just the last four.
- Added the time it took to complete at the end of generation.
1.6.1
- Added some modifications for scripting (Mainly for a new Initial setup script)
- Changed MLG's Y to Z. Now it matches Minecraft. Y in the game is Height.
- Renamed -y switch to -z. MLG will remain backwards compatible if you use the old -y switch.
- Updated -printspawn to show X,Y,Z
- Added End-of-Generation ASCII-Graphic
- Slightly altered some text output
1.6.05
- MLG displays if the server is converting the Map format, when not in verbose mode. (McRegion -> Anvil, or Chunk-File -> McRegion)
- Minor fixes/edits/typos
- Added link to new MLG website to readme file
1.6.03
- added decoding of escape characters of URL's (so a space is a " " and not "%20")
- added "-downloadlist
" where
is a text file with URL's on each line
1.6.02
- small fix on caculating md5sum where old version didnt pad out to 32chars with zeros on the left side- quick Archive intergity fix after injecting source code into .jar after it compiled.- no new functionality, md5 issue doesnt affect -update on old versions.
1.6.0
- NOW DOES NOT NEED ANY SCRIPT FILES!
- Added the ability to download files from the internet
- Added a switch to download any file off the internet, if needed (useless for most people, but included it in case I wanted it in the future.)
- Added the ability to check what version the .jar is. (Using MD5 hashes, timestamps, and the BuildID file)
- Added "-update" to download new versions of MLG directly from github.
- Updated estimated time. Now shows up on loop 2+ instead of loop 4+.
- Standard % output of the Server should look nicer now.
- Code Refactoring
- Code Formatting
- Code Optimization
- Duplicate sections of code have been turned into Methods/"Functions"
1.5.1
- pr0f1x: Added the "save-all" command to be sent to the server before shutting it down.
- pr0f1x: Added a 40 second wait before shutting down.
- Morlok8k: Made 40 second wait optional.
- Morlok8k: Changed the Dimensions code. (I had assumed it would be DIM-1, DIM-2, etc. but it turned out to be DIM-1 and DIM1. Change reflects Server output of "Level n")
- Morlok8k: Config file is automatically updated to reflect these changes.
- Morlok8k: Cleaned up code.
1.5.0
- Supports Server Beta 1.6.4 (& hopefully future versions as well, while remaining backward compatible.)
- Added "-a","-alt" to use alternate method (a slightly simplier version of 1.3.0's code - pure verbose only)
- Added world specific output for 9 dimensions (DIM-1 is the Nether, DIM-2 through DIM-9 dont exist yet, but if and when they do, you can configure it's text). ("Level 0", the default world, is displayed as the worlds name)
- Updated Config File for these Dimensions.
- Reads and outputs the Seed to the output. (If you had used text for the Seed, Minecraft converts it into a number. This outputs the number.)
- Changed the default 300 blocks to 380. The server now makes a 400x400 square block terrain instead of 320x320. Thus it is faster because there are less loops. To use the old way, use "-i300"
- Added total Percentage done (technically, it displays the % done once the server finishes...)
- Added debugging output vars of conf file (disabled - need to re-compile source to activate)
+ (the goal is to have MLG be configureable, so it can work on any version of the server, past or present.)
*** 1.4.5 (pre 1.5.0) ***
- sorry! I shouldn't release untested code...
*************************
1.4.4
- Added ablilty to ignore [WARNING] and [SEVERE] errors with "-w"
1.4.3
- Fixed "-ps","-printspawn" as I had forgot I had broken it in 1.4.0 - due to config file change.
1.4.2
- No New Features
- Changed non-verbose mode to display server progress on the same line, saving a lot of space.
- This couldn't wait for 1.5.0 ... I (Morlok8k) liked it too much.
1.4.0
- Future Proofing
- Configurble Server Message reading. (If server updates and breaks MLG, you can add the new text!)
- Updated config file, and auto updating from old format.
- Added % of spawn area to non-verbose output.
- Removed datetime stamps from server output in verbose mode
- Other Misc fixes.
1.3.0
- Fixed Problems with Minecraft Beta 1.3 -- Morlok8k
-----------------------------------------------
Corrodias:
1.2.0
- land generation now centers on the spawn point instead of [0, 0]
- the server is launched once before the spawn point is changed, to verify that it can run and to create a world if one doesn't exist
- added -printspawn [-ps] switch to print the current spawn coordinates to the console
- added -x and -y switches to override the X and Y offsets
- added -v switch, does the same as -verbose
- improved status message spacing to make things easier to read
- improved time estimation algorithm: it now averages the last 3 launches
1.1.0
- added MinecraftLandGenerator.conf file to hold the java command line and the server path
- added -conf solo switch to generate a .conf file
- added -verbose switch to output server output to the console (default is to ignore it)
- added -i switch to allow customizing the block increment size (default is 300)
- added instructions output in this version, i think
- improved status message output to include current iteration and total iterations
1.0.0
- initial release
-----------------------------------------------
Notes:
Due to changes in server beta 1.6, it now generates the nether as well as the world at the same time.
However, Since beta 1.9 and Minecraft 1.0, the nether or the end is no longer generated.I recommend using MCEDIT to relight the map after you generate it. This will take a long time, but should fix all those incorrectly dark spots in your level.
NOTE: You may see Minecraft Land Generator on many sites when searching Google.
THIS, THE ABOVE WEBSITE, AND GITHUB (where the downloads are hosted) ARE THE ONLY PLACES I'VE POSTED MLG!!!!
Multiple sites like softpedia and others search the internet and find programs and add them to their sites.
Keywords: minecraft land generator generate generators minecraftlandgenerator landgenerator world chunk chunks map automatically automatic level editor biome terrain mod phoenix MLG BLG bukkit Expand bukkitlandgenerator expand expander bigger big google maps mcedit cartographer mcmap overviewer
1
From what i can see, MCP is only in pre-release for 1.8 (read: available for public testing)
Forge is working mainly on bug fixes for 1.7.10 until FML/Forge stabilizes for 1.8
Large mods will likely wait for these 2 things to be stable/release versions before taking on the massive tasks of updating. Quite a lot happened apparently with 1.8. Rendering changes, block state changes... I don't know enough to know what it all means, but I do know that it makes the tech/magic mods with all their rendering and block updates much more time consuming to update. And who would expect them to do that over and over instead of waiting for something stable so they aint doing it over and over.
1
#Gany's End
"ganysend:endstoneBrick"
"ganysend:enderpearlBlock":0-1
"ganysend:endiumBlock"
#Gany's Nether
"ganysnether:colouredQuartzBlock":0-15
"ganysnether:colouredChiselledQuartzBlock"
"ganysnether:colouredQuartzPillar0":0-3
"ganysnether:colouredQuartzPillar1":0-3
"ganysnether:colouredQuartzPillar2":0-3
"ganysnether:colouredQuartzPillar3":0-3
#Gany's Surface
"ganyssurface:colouredRedstoneBLACK"
"ganyssurface:colouredRedstoneGREEN"
"ganyssurface:colouredRedstoneBROWN"
"ganyssurface:colouredRedstoneBLUE"
"ganyssurface:colouredRedstonePURPLE"
"ganyssurface:colouredRedstoneCYAN"
"ganyssurface:colouredRedstoneLIGHTGREY"
"ganyssurface:colouredRedstoneGREY"
"ganyssurface:colouredRedstonePINK"
"ganyssurface:colouredRedstoneLIME"
"ganyssurface:colouredRedstoneYELLOW"
"ganyssurface:colouredRedstoneLIGHTBLUE"
"ganyssurface:colouredRedstoneMAGENTA"
"ganyssurface:colouredRedstoneORANGE"
"ganyssurface:colouredRedstoneWHITE"
"ganyssurface:colouredRedstoneBlock":0-15
"ganyssurface:charcoalBlock"
"ganyssurface:18Stones":1-8
"ganyssurface:prismarineBlocks":0-2
"ganyssurface:sea_lantern"
"ganyssurface:red_sandstone":0-2
"ganyssurface:brown_mushroom"
"ganyssurface:red_mushroom"
1
#Gany's End
"ganysend:endstoneBrick"
"ganysend:enderpearlBlock":0-1
"ganysend:endiumBlock"
#Gany's Nether
"ganysnether:colouredQuartzBlock":0-15
"ganysnether:colouredChiselledQuartzBlock"
"ganysnether:colouredQuartzPillar0":0-3
"ganysnether:colouredQuartzPillar1":0-3
"ganysnether:colouredQuartzPillar2":0-3
"ganysnether:colouredQuartzPillar3":0-3
#Gany's Surface
"ganyssurface:colouredRedstoneBLACK"
"ganyssurface:colouredRedstoneGREEN"
"ganyssurface:colouredRedstoneBROWN"
"ganyssurface:colouredRedstoneBLUE"
"ganyssurface:colouredRedstonePURPLE"
"ganyssurface:colouredRedstoneCYAN"
"ganyssurface:colouredRedstoneLIGHTGREY"
"ganyssurface:colouredRedstoneGREY"
"ganyssurface:colouredRedstonePINK"
"ganyssurface:colouredRedstoneLIME"
"ganyssurface:colouredRedstoneYELLOW"
"ganyssurface:colouredRedstoneLIGHTBLUE"
"ganyssurface:colouredRedstoneMAGENTA"
"ganyssurface:colouredRedstoneORANGE"
"ganyssurface:colouredRedstoneWHITE"
"ganyssurface:colouredRedstoneBlock":0-15
"ganyssurface:charcoalBlock"
"ganyssurface:18Stones":1-8
"ganyssurface:prismarineBlocks":0-2
"ganyssurface:sea_lantern"
"ganyssurface:red_sandstone":0-2
"ganyssurface:brown_mushroom"
"ganyssurface:red_mushroom"
1
#Gany's End
"ganysend:endstoneBrick"
"ganysend:enderpearlBlock":0-1
"ganysend:endiumBlock"
#Gany's Nether
"ganysnether:colouredQuartzBlock":0-15
"ganysnether:colouredChiselledQuartzBlock"
"ganysnether:colouredQuartzPillar0":0-3
"ganysnether:colouredQuartzPillar1":0-3
"ganysnether:colouredQuartzPillar2":0-3
"ganysnether:colouredQuartzPillar3":0-3
#Gany's Surface
"ganyssurface:colouredRedstoneBLACK"
"ganyssurface:colouredRedstoneGREEN"
"ganyssurface:colouredRedstoneBROWN"
"ganyssurface:colouredRedstoneBLUE"
"ganyssurface:colouredRedstonePURPLE"
"ganyssurface:colouredRedstoneCYAN"
"ganyssurface:colouredRedstoneLIGHTGREY"
"ganyssurface:colouredRedstoneGREY"
"ganyssurface:colouredRedstonePINK"
"ganyssurface:colouredRedstoneLIME"
"ganyssurface:colouredRedstoneYELLOW"
"ganyssurface:colouredRedstoneLIGHTBLUE"
"ganyssurface:colouredRedstoneMAGENTA"
"ganyssurface:colouredRedstoneORANGE"
"ganyssurface:colouredRedstoneWHITE"
"ganyssurface:colouredRedstoneBlock":0-15
"ganyssurface:charcoalBlock"
"ganyssurface:18Stones":1-8
"ganyssurface:prismarineBlocks":0-2
"ganyssurface:sea_lantern"
"ganyssurface:red_sandstone":0-2
"ganyssurface:brown_mushroom"
"ganyssurface:red_mushroom"
1
Playing with the dw20 pack in 1.7 which has thaumic tinkerer/kami and to unlock kami you need ALL the vanilla thaum research and ichor itself comes with some warp. That being said, I've unlocked kami and thus far have seen flux flu once, hunger once, and one other mild effect after about 10 hours of having kami unlocked. Still no eldrich tab as I haven't made any of the forbidden items (liq death, infernal furnace, etc) or eaten any zombie brains to aquire enough non permanent warp to see it.
Warp really freaked me out at 1st, but so far... it aint bad. The only part I've seen people talk about that worries me if I get deeper into warp is eldrich guardian hit squads appearing IN my base. I like to think of my base a a safe zone. For now in preperation the passageways between areas are getting warding stones across them
1
S:schematicDirectory=../schematics <<-- this for the place it has always been created?
S:schematicDirectory=schematics <<-- or even this to place the folder in the config folder itself?
On another subject, is there a way to set Schematica so that if I couldn't manually place a block, Schematica won't either? An example of this is in a skyblock situation one is able to build under the platform they are standing on without risking death by placing something like a 3x1x3 schematic at y -2 then letting schematica place blocks where the player could not. I have enough self restraint to not do this, but apparently my son does not
EDIT: P.S. Thanks for the fast response, and thanks yet again for the awesome mods you create
EDIT2: Just wen't to go download 93 and realized I am using 96 already... So my original question stands, can the default path be a relative one, the one created by Schematica if I were to delete the Schematica.cfg?
1
Here is a screenshot:
That is directly from using his list:
If he doesn't want to fix his problem and only complain about Forge by joining the growing list of ModLoader whiners... then there is no more that can be done to help. Worked for me on a fresh minecraft.jar with a new latest Forge install AND every single mod he listed.
1
This is a problem that only some people are having, THIS POST: Invisible mob and character models with Minecraft Forge is an example. It is the exact problem you are describing. The user in my example fixed the problem with a fresh (force update) install of the minecraft.jar and Forge.
I really don't see CJB or any other modded who has upgraded to Forge completely re-writing their mod for a lesser API.
My son and I play a LAN server game all the time, we have had forge and over 100 mods since 1.3.1. Forge had the problem once in that time, upgrading fixed it. In your case, it looks like yuo need to start over with a CLEAN jar and do a fresh Forge install. As I said, Forge mods prolly won't downgrade, your best bet is to try to fix the issue you and only a small amount of other people are having.
No need to go back and clear the text of your previous posts, people here are generally here to help. If you are only obsessed with a single thing, there is generally no help to be given. And google cache is faster then the edit button most of the time
Deleting old posts via editing is just immature
After retrieving the info from your edited post, i logged into epsilon.oc.tc ... took the following screenshots:
And my title screen:
As you can see, I am using Minecraft 1.4.7 with Forge 6.6.1.528... and those entities I see do not appear to be invisable... So, I only install Forge and not have Bug, people are visible of the version 6.6.1.528. (I just install it without any more mod)
1
This looked wierd... is it minecraftforge-universal-1.4.7-6.6.1.527.zip? I was unaware of a "client" build, all I see listed on the fogre download site is universal since 4.0.0.182 for 1.3.2
And try without OptiFine as JonReed suggested, any difference? I'm using a custom copiled version from another forum user to fix some things. Namely a "Better Fonts" mod patch to OptiFine.
Hey CJB, am I having a derp moment again... Is there a config setting to remember showing either QuickCraft or Classic view when I 1st load Minecraft? Seems to default to QuickCraft. Didn't see a config in the config\cjb folder.
1
Could you provide a list of mods installed? Create a windows command file to start minecraft with:
create in notepad and save that as minecraft_debug.bat or minecraft_debug.cmd in the same folder as minecraft.exe
run it, and copy the text from it to paste here in spoiler tags:
It's prolly some conflict with another mod, with that info we might be able to help