can you explain to me or give me a link to understanding the seed values used when you create a new world?
If you'd be so kind?
It's a bit too technical to explain in detail, but it amounts to the same thing as the seed of a Minecraft map: it determines which "random" patterns it uses to generate the hills. If you use the same seed you should get the same pattern. In fact the seed is saved in the generated map as the Minecraft seed as well, so the chunks outside of the generated map will look the same as they would look if the entire level had been created by Minecraft with the same seed.
The only difference is that you can't enter it as text, it has to be a number. I think I will probably change that so you can use text, just like you can with Minecraft.
I just uploaded another little update, with the following changes:
[*:crn9zccj]Set the water level when creating a new map.
[*:crn9zccj]More elaborate export dialog which allows you to change a few settings.
[*:crn9zccj]Option to generate a border around the map when exporting it, wide enough so you can't see any non-generated chunks when you're standing at the edge. The border may be entire empty (void), or it may contain water or lava.
I just uploaded another little update, with the following changes:
[*:1fim51ag]Set the water level when creating a new map.
[*:1fim51ag]More elaborate export dialog which allows you to change a few settings.
[*:1fim51ag]Option to generate a border around the map when exporting it, wide enough so you can't see any non-generated chunks when you're standing at the edge. The border may be entire empty (void), or it may contain water or lava.
New Update Approved The addition of more advanced tools like adding pre-made buildings would be much appreciated like (ADD SKYSCRAPER 99=height 6x6=Squared) and these buildings would have floors and maybe even be lit up? if this is to complicated please message me back im just trying to add helpful input because so far the program is absolutely amazing im just giving my 2 cents
Yeah, it probably always will be. It's a very expensive operation. The best thing is to decrease the radius a bit and it will speed up a lot.
Quote from Matticus »
an issue is that the map generates normally after you walk to a new chunk (but I don't think that's in your control).
You're right, it isn't, but you can add a border around the map in the export settings to prevent people from being able to see, or reach, ungenerated land.
Quote from Matticus »
Otherwise runs well and I really like the flood tool. I feel like the pyramid tool is kind of useless though.
Yeah, it is. It was the first one I wrote and it was meant for testing more than anything else. :-)
I think I will probably keep it, but in a less prominent location. Some kind of "specials" menu or something.
The addition of more advanced tools like adding pre-made buildings would be much appreciated like (ADD SKYSCRAPER 99=height 6x6=Squared) and these buildings would have floors and maybe even be lit up?
Thanks for your suggestion! I probably won't add features as detailed as that, that's not really what the tool is meant for. The idea is to create a landscape using this tool, and then go in with existing map editors and other tools to do the detailed stuff.
Having said that, i will probably have some kind of plugin interface so someone could write a plugin which did something like what you mention if they wanted to.
For Moving Spawn Point INVGRID is what i use, it sets your current postion in game to your spawn and it is also a inventory editor. very powerful programme
I just made this account to say I love tinkering with this as much as minecraft itself. it's tough to get the landmass close to what I'm aiming for without making mistakes, but it's fun to use and I'm looking forward to making something worth venturing in.
I accidentally flooded the whole screen with lava...
I recommend an "Undo" button for dumb people like me...
I may or may not implement undo, but in the mean time you can lower the fluid level by right-clicking instead of left-clicking. It's a pain in the ass to dry up every puddle, but it's better than nothing... ;-)
Quote from CopperWolf7 »
Also, how do I use the .world file in MineCraft?
That is what the Export menu item is for. Copy the directory it creates to your saves directory.
How Do I Load My Own World into Worldpainter. Or how do i convert a folder with my world in it to a .world file...
You can't, unfortunately. This is a map generator, not a map editor, it doesn't load existing Minecraft maps.
The reason is that it keeps much less information in memory than Minecraft does. Basically only the height and type of the landscape, whereas Minecraft loads every block. That is what enables this tool to keep such large landscapes in memory and still perform well.
I may add an import feature which can import the landscape from an existing map (only the height and type of the topmost block though), and/or a merge feature where you can merge an existing map with a generated world.
I understand that this only creates the layer that we can see. What happens when you mine down? does MC generate caverns and ore or will it be sold dirt or stone or something?
I understand that this only creates the layer that we can see. What happens when you mine down? does MC generate caverns and ore or will it be sold dirt or stone or something?
Right now, it is solid stone all the way down. I plan on generating random caverns, with a paint tool allowing you to specify roughly where you want them and how big they should be.
However, there is also the possibility of having Minecraft generate them. Chunks can be marked as "unpopulated". If they are, Minecraft will generate caverns, lava and water lakes, trees and vegetation the first time the chunk is loaded. I may also make this available in the tool, allowing you to mark specific chunks as "unpopulated" so Minecraft will populate them upon loading, while still having manual control over the terrain.
so can you have it mark the layer below as unpopulated so that MC will just auto generate stuff, until you extend your editor to cover dungeons etc?
Or, have an option to either auto generate subterrainian levels or create your own?
:edit:
sorry, reread your post. Can this be an automatic option to basically mark the whole map?
If you'd be so kind?
Thank you... *blush*
I created WorldPainter. For support, please visit the WorldPainter subreddit.
It's a bit too technical to explain in detail, but it amounts to the same thing as the seed of a Minecraft map: it determines which "random" patterns it uses to generate the hills. If you use the same seed you should get the same pattern. In fact the seed is saved in the generated map as the Minecraft seed as well, so the chunks outside of the generated map will look the same as they would look if the entire level had been created by Minecraft with the same seed.
The only difference is that you can't enter it as text, it has to be a number. I think I will probably change that so you can use text, just like you can with Minecraft.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
[*:crn9zccj]Set the water level when creating a new map.
Download here or from the link at the top.[*:crn9zccj]More elaborate export dialog which allows you to change a few settings.
[*:crn9zccj]Option to generate a border around the map when exporting it, wide enough so you can't see any non-generated chunks when you're standing at the edge. The border may be entire empty (void), or it may contain water or lava.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
EDIT:
Smooth tool is a bit sluggish, an issue is that the map generates normally after you walk to a new chunk (but I don't think that's in your control).
Otherwise runs well and I really like the flood tool. I feel like the pyramid tool is kind of useless though.
New Update Approved The addition of more advanced tools like adding pre-made buildings would be much appreciated like (ADD SKYSCRAPER 99=height 6x6=Squared) and these buildings would have floors and maybe even be lit up? if this is to complicated please message me back im just trying to add helpful input because so far the program is absolutely amazing im just giving my 2 cents
Yeah, it probably always will be. It's a very expensive operation. The best thing is to decrease the radius a bit and it will speed up a lot.
You're right, it isn't, but you can add a border around the map in the export settings to prevent people from being able to see, or reach, ungenerated land.
Yeah, it is. It was the first one I wrote and it was meant for testing more than anything else. :-)
I think I will probably keep it, but in a less prominent location. Some kind of "specials" menu or something.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Not yet, but that functionality will definitely be added.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Thanks for your suggestion! I probably won't add features as detailed as that, that's not really what the tool is meant for. The idea is to create a landscape using this tool, and then go in with existing map editors and other tools to do the detailed stuff.
Having said that, i will probably have some kind of plugin interface so someone could write a plugin which did something like what you mention if they wanted to.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I recommend an "Undo" button for dumb people like me...
Also, how do I use the .world file in MineCraft?
Yeah, I'm sure and undo is coming but he mentioned it sucks up alot of memory if I remember correctly.
As for the world file, see this post.
I may or may not implement undo, but in the mean time you can lower the fluid level by right-clicking instead of left-clicking. It's a pain in the ass to dry up every puddle, but it's better than nothing... ;-)
That is what the Export menu item is for. Copy the directory it creates to your saves directory.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
You can't, unfortunately. This is a map generator, not a map editor, it doesn't load existing Minecraft maps.
The reason is that it keeps much less information in memory than Minecraft does. Basically only the height and type of the landscape, whereas Minecraft loads every block. That is what enables this tool to keep such large landscapes in memory and still perform well.
I may add an import feature which can import the landscape from an existing map (only the height and type of the topmost block though), and/or a merge feature where you can merge an existing map with a generated world.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
I am probably showing my noob-ness here.
Right now, it is solid stone all the way down. I plan on generating random caverns, with a paint tool allowing you to specify roughly where you want them and how big they should be.
However, there is also the possibility of having Minecraft generate them. Chunks can be marked as "unpopulated". If they are, Minecraft will generate caverns, lava and water lakes, trees and vegetation the first time the chunk is loaded. I may also make this available in the tool, allowing you to mark specific chunks as "unpopulated" so Minecraft will populate them upon loading, while still having manual control over the terrain.
I created WorldPainter. For support, please visit the WorldPainter subreddit.
Or, have an option to either auto generate subterrainian levels or create your own?
:edit:
sorry, reread your post. Can this be an automatic option to basically mark the whole map?