As I already posted here - I didn't use his work, I wrote it myself from scratch.
You should put this in the OP, and you should also give credit to him for using his ideas.
edit: I don't mean to attack you or anything, they are very good generators, and you've obviously put alot of work into them, but you should definitely credit him for the idea
Thanks a ton for the reply, it helped a lot... approximately how many tunnels and chains do you think would be in a 320x320 chunk world? I started generating quite awhile ago, and it is on tunnel 252 chain 27 right now.
Thanks a ton for the reply, it helped a lot... approximately how many tunnels and chains do you think would be in a 320x320 chunk world? I started generating quite awhile ago, and it is on tunnel 252 chain 27 right now.
You can calculate it yourself. 100% tunnel density is 1 tunnels for 10 chunks of a map. 320x320=102400 chunks=10240 tunnels. If you set tunnels density to 90%, then the overall tunnel count will be: (10240/100)*90=9216 tunnels (+- 5%). Also at that high number of tunnels the chains won't have every tunnel. If a program can't place a tunnel after 1000 tries, then it finishes current tunnel chain and goes to the next one. Honestly I don't even know, will a program be able to create such massive map.
You can calculate it yourself. 100% tunnel density is 1 tunnels for 10 chunks of a map. 320x320=102400 chunks=10240 tunnels. If you set tunnels density to 90%, then the overall tunnel count will be: (10240/100)*90=9216 tunnels (+- 5%). Also at that high number of tunnels the chains won't have every tunnel. If a program can't place a tunnel after 1000 tries, then it finishes current tunnel chain and goes to the next one. Honestly I don't even know, will a program be able to create such massive map.
Well, I stopped it at 500 tunnels, started taking over ten minutes a tunnel... I then made a 100x100 chunk mapp, and that took approximately a half an hour. The program works great by the way :smile.gif: A few of my friends are playing on my server, and I made an excruciating lack of much of light... one friggin tree, over a hundred creepers... one issue though was that we spawned on top of the bedrock ceiling, and I had to make a tunnel through one of the sunholes. maybe you could set it so that around the spawn point it creates a sort of hole to the world? because without plugins it's a bit hard to get inside the tunnels. Everyone was impressed though :smile.gif:
one issue though was that we spawned on top of the bedrock ceiling, and I had to make a tunnel through one of the sunholes. maybe you could set it so that around the spawn point it creates a sort of hole to the world? because without plugins it's a bit hard to get inside the tunnels. Everyone was impressed though :smile.gif:
Hm, that is interesting. As I know - you can't spawn on top of the bedrock, because the bedrock is a highest block on a map and a spawn point can't be above that block. You could relocate a spawn point when you were editing a map.
There is another option - I suppose you run a generated map on a multiplayer server. In that case a server itself couldn't find a good spawn point (it's like spawning in a cave underground in singleplayer mode) and the server pushed players above the bedrock.
It would be nice if you could give me settings.txt file, which program generates in a map directory. Then I can generate the same map myself and look for the results. Or if you don't trust me and my program you can just give me every setting, that was changed/set in the program, including SID.
A few things desperately need in Golden Tunnels... Sand, and ores... I found VERY few ores, anywhere, and fixed it with a regen. tool, but still, not a stitch of sand or clay, anywhere...
A few things desperately need in Golden Tunnels... Sand, and ores... I found VERY few ores, anywhere, and fixed it with a regen. tool, but still, not a stitch of sand or clay, anywhere...
About sand: I've missed that, I'm sory. I will do sand generation (with cacti) along with snow generation, but I can't tell when. I've already added this problem in ToDo list, but now I'm working on a BioSphere generator.
About ores: I think there is enough ores on a map (at least when I was testing it). Also there is a chance to spawn multiply ores in tunnel intersection areas. I was planning to calculate ore count in each chunk and fill lacking chunks with ores, but I had no time to implement it. This problem is also in my ToDo list.
Another generation you could add is a normal'ish looking world, but just with more spectacular generation, (example the ability to choose mountain heights) also valleys would be cool.
I will add this feature last, because of incompatibility of Notch's land generation algorithm with Delphi. It is hard, but I think it's possible.
It would be nice if you could give me settings.txt file, which program generates in a map directory. Then I can generate the same map myself and look for the results. Or if you don't trust me and my program you can just give me every setting, that was changed/set in the program, including SID.
I dunno if this is what you wanted, but here it is.
Any chance of removing the 1024 chunk generation limit? This program would be exactly what I needed if I could generate say, 4500x5800 chunks.
That is a weird request. Can you tell me, why do you need such a huge map? Because I don't see any reason...
Also such large map would consist out of 140x181 fully generated region files, wich is about 100Gb of space. The only map, wich can be generated that way, is Flatmap, so I'm little lost...
I've just generated this map and you seems to contradict yourself. In previous post you said that you generated a 100x100 chunks map, but in this settings file I see, that this map is 50x50 chunks. Also you mentioned later, that there is a lack of resourses, but right near a spawn point there is a huge diamond deposit and some coal deposits.
There is 1 possibility: you gave me wrong settings.txt file.
I've just generated this map and you seems to contradict yourself. In previous post you said that you generated a 100x100 chunks map, but in this settings file I see, that this map is 50x50 chunks. Also you mentioned later, that there is a lack of resourses, but right near a spawn point there is a huge diamond deposit and some coal deposits.
There is 1 possibility: you gave me wrong settings.txt file.
weird... I gave the right settings, but forgot that I used a 50x50... are the ores consistently generated the same?
weird... I gave the right settings, but forgot that I used a 50x50... are the ores consistently generated the same?
Yes. If you enter the same settings (or load settings.txt file), you should have exact same map (at least it was that case when I tested Golden Tunnels generator), but I didn't tested it on different computers.
Anyway I decided to finish all of the features in my existing generators, after I make a BioSphere, so I'll test it.
download, mouse is hovering over the program... it dissapears, norton thinks it's a virus. it doesn't say anythng about why it thinks its a virus, it just deletes it, i click to go to the page where norton describes the virus, the whole page is in japanese.
that stupid security thing detects false posotives on just about anything, it deletes mechwarrior 4 on a regular basis :/
looks great, and I can't wait to try it out once norton stops deleting it...
tricked it by turning norton off until it was downloaded yay.....
or not, norton didn't even tell me that time FUUUUUUUUUU
I think you should delete norton itself for this actions. :smile.gif:
I've posted it earlier, but special for you (and all who ask) I've run some tests to compare my program with Seibai's generators. I've downloaded Planetoids, Golden Tunnels and Flatmap generators.
Let's begin with Flatmap generator.
I generated 128x128 chunks map using my program and Seibai's Flatmap generator. My program took 128 seconds to finish generation, but Seibai's generator took 274 seconds to finish.
Also there are some limitations in Seibai's generator, such as:
1. His generator can't change the altitude of the map.
2. His generator can't change the material of the map.
3. His generator always generates a wall around a map (more about that further).
Next is a Planetiods generator.
I generated 64x64 chunks map with the following settings:
- Minimum planet radius 5
- Maximum planet radius 15
- Distance between planets 5
- Density maximum (80% in my program, 5000 in Seibai's)
- Map type "Lava below" (so that light calculations are more complicated)
The reluts are: my program took 59 seconds to finish generation, but Seibai's generator took 402 seconds to finish.
Also there are some limitations in Seibai's generator, such as:
1. His generator always creates lava (and water) at level 64, wich is not very good. My generator has an option for this case.
2. His generator incorrectly calculates light. You can see that on weird shadows on lava. If you load this map in MCEdit and tell it to relight all chunks, you could see, that all the shadows are gone. This means that when you enter this map, minecraft will start to relight the world and this will affect the performance of you computer.
3. His generator always creates a wall of bedrock around a map, which the user may not want (more about that further).
4. If you want to generate a big map (such as 256x256 chunks), you won't be able to do that, because when Seibai's generator begins to work, it allocates space in memory for all map. For example: 128x128 chunks map allocates about 1Gb of memory space.
5. Generator save the map in old format (with many files and folders). This is not so important, but really annoying, especially when you copy the map.
And the last, but not least is Golden Tunnels generator.
I generated 32x32 chunks map with standard settings.
First I used Seibai's Golden Tunnels generator to see, how many tunnels it will generate. It generated about 31 tunnels. It is about 30% density in my program (in perfect conditions), so I entered 40% density. Also I generated 80% density map, using my program.
The results are:
- 40% density. My program took 83 seconds to generate this map and there was 28 tunnels, but Seibai's generator took 263 seconds and there was 31 tunnel.
- 80% density. My program took 140 seconds to generate this map and there was 52 tunnels.
Here are some disadvantages of Seibai's Golden Tunnels generator:
1. His generator creates much less tunnels on a map.
2. His generator doesn't have the following settings: light source density; tunnel density; tunnel radii (in both axis, wich allow my program to create ellipsoid tunnels); generate seperate tunnels, generate sunholes (wich is a feature of my generator).
3. If you want to generate a big map (such as 256x256 chunks), you won't be able to do that, because when Seibai's generator begins to work, it allocates space in memory for all map.
3. Generator saves the map in old format.
Now let's have a look at options, that Seibai's generators don't have. Here are the list:
1. My generator can create different types of border with many settings (in version 0.5.4.0. there is 4 types of border).
2. My generator can create not only a square map, but also a rectangle maps.
3. My generator have a SID option along with creating a settings.txt file, wich allow it to generate exact same map with same parameters. For example you don't need to save all the maps you've generate, you need to save only a settings file and when you need this map, just load a file and generate exact same map again.
P.S. In addition to these options, I will implement much more.
P.P.S. If you don't belive the results, you can test it yourself.
As I already posted here - I didn't use his work, I wrote it myself from scratch.
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!
You should put this in the OP, and you should also give credit to him for using his ideas.
edit: I don't mean to attack you or anything, they are very good generators, and you've obviously put alot of work into them, but you should definitely credit him for the idea
You can calculate it yourself. 100% tunnel density is 1 tunnels for 10 chunks of a map. 320x320=102400 chunks=10240 tunnels. If you set tunnels density to 90%, then the overall tunnel count will be: (10240/100)*90=9216 tunnels (+- 5%). Also at that high number of tunnels the chains won't have every tunnel. If a program can't place a tunnel after 1000 tries, then it finishes current tunnel chain and goes to the next one. Honestly I don't even know, will a program be able to create such massive map.
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!
Well, I stopped it at 500 tunnels, started taking over ten minutes a tunnel... I then made a 100x100 chunk mapp, and that took approximately a half an hour. The program works great by the way :smile.gif: A few of my friends are playing on my server, and I made an excruciating lack of much of light... one friggin tree, over a hundred creepers... one issue though was that we spawned on top of the bedrock ceiling, and I had to make a tunnel through one of the sunholes. maybe you could set it so that around the spawn point it creates a sort of hole to the world? because without plugins it's a bit hard to get inside the tunnels. Everyone was impressed though :smile.gif:
Hm, that is interesting. As I know - you can't spawn on top of the bedrock, because the bedrock is a highest block on a map and a spawn point can't be above that block. You could relocate a spawn point when you were editing a map.
There is another option - I suppose you run a generated map on a multiplayer server. In that case a server itself couldn't find a good spawn point (it's like spawning in a cave underground in singleplayer mode) and the server pushed players above the bedrock.
It would be nice if you could give me settings.txt file, which program generates in a map directory. Then I can generate the same map myself and look for the results. Or if you don't trust me and my program you can just give me every setting, that was changed/set in the program, including SID.
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!
By the way: I may change this in future updates, but not before I release a BioSphere generator.
I'm still waiting a response from Risugami, but I probably can figure it out myself.
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!
About sand: I've missed that, I'm sory. I will do sand generation (with cacti) along with snow generation, but I can't tell when. I've already added this problem in ToDo list, but now I'm working on a BioSphere generator.
About ores: I think there is enough ores on a map (at least when I was testing it). Also there is a chance to spawn multiply ores in tunnel intersection areas. I was planning to calculate ore count in each chunk and fill lacking chunks with ores, but I had no time to implement it. This problem is also in my ToDo list.
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!
I will add this feature last, because of incompatibility of Notch's land generation algorithm with Delphi. It is hard, but I think it's possible.
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!
I dunno if this is what you wanted, but here it is.
That is a weird request. Can you tell me, why do you need such a huge map? Because I don't see any reason...
Also such large map would consist out of 140x181 fully generated region files, wich is about 100Gb of space. The only map, wich can be generated that way, is Flatmap, so I'm little lost...
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!
I've just generated this map and you seems to contradict yourself. In previous post you said that you generated a 100x100 chunks map, but in this settings file I see, that this map is 50x50 chunks. Also you mentioned later, that there is a lack of resourses, but right near a spawn point there is a huge diamond deposit and some coal deposits.
There is 1 possibility: you gave me wrong settings.txt file.
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!
weird... I gave the right settings, but forgot that I used a 50x50... are the ores consistently generated the same?
Yes. If you enter the same settings (or load settings.txt file), you should have exact same map (at least it was that case when I tested Golden Tunnels generator), but I didn't tested it on different computers.
Anyway I decided to finish all of the features in my existing generators, after I make a BioSphere, so I'll test it.
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!
all done and decent map making speed too
I think you should delete norton itself for this actions. :smile.gif:
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!
please make it mac
I've posted it earlier, but special for you (and all who ask) I've run some tests to compare my program with Seibai's generators. I've downloaded Planetoids, Golden Tunnels and Flatmap generators.
Let's begin with Flatmap generator.
I generated 128x128 chunks map using my program and Seibai's Flatmap generator. My program took 128 seconds to finish generation, but Seibai's generator took 274 seconds to finish.
Also there are some limitations in Seibai's generator, such as:
1. His generator can't change the altitude of the map.
2. His generator can't change the material of the map.
3. His generator always generates a wall around a map (more about that further).
Next is a Planetiods generator.
I generated 64x64 chunks map with the following settings:
- Minimum planet radius 5
- Maximum planet radius 15
- Distance between planets 5
- Density maximum (80% in my program, 5000 in Seibai's)
- Map type "Lava below" (so that light calculations are more complicated)
The reluts are: my program took 59 seconds to finish generation, but Seibai's generator took 402 seconds to finish.
Also there are some limitations in Seibai's generator, such as:
1. His generator always creates lava (and water) at level 64, wich is not very good. My generator has an option for this case.
2. His generator incorrectly calculates light. You can see that on weird shadows on lava. If you load this map in MCEdit and tell it to relight all chunks, you could see, that all the shadows are gone. This means that when you enter this map, minecraft will start to relight the world and this will affect the performance of you computer.
3. His generator always creates a wall of bedrock around a map, which the user may not want (more about that further).
4. If you want to generate a big map (such as 256x256 chunks), you won't be able to do that, because when Seibai's generator begins to work, it allocates space in memory for all map. For example: 128x128 chunks map allocates about 1Gb of memory space.
5. Generator save the map in old format (with many files and folders). This is not so important, but really annoying, especially when you copy the map.
And the last, but not least is Golden Tunnels generator.
I generated 32x32 chunks map with standard settings.
First I used Seibai's Golden Tunnels generator to see, how many tunnels it will generate. It generated about 31 tunnels. It is about 30% density in my program (in perfect conditions), so I entered 40% density. Also I generated 80% density map, using my program.
The results are:
- 40% density. My program took 83 seconds to generate this map and there was 28 tunnels, but Seibai's generator took 263 seconds and there was 31 tunnel.
- 80% density. My program took 140 seconds to generate this map and there was 52 tunnels.
Here are some disadvantages of Seibai's Golden Tunnels generator:
1. His generator creates much less tunnels on a map.
2. His generator doesn't have the following settings: light source density; tunnel density; tunnel radii (in both axis, wich allow my program to create ellipsoid tunnels); generate seperate tunnels, generate sunholes (wich is a feature of my generator).
3. If you want to generate a big map (such as 256x256 chunks), you won't be able to do that, because when Seibai's generator begins to work, it allocates space in memory for all map.
3. Generator saves the map in old format.
Now let's have a look at options, that Seibai's generators don't have. Here are the list:
1. My generator can create different types of border with many settings (in version 0.5.4.0. there is 4 types of border).
2. My generator can create not only a square map, but also a rectangle maps.
3. My generator have a SID option along with creating a settings.txt file, wich allow it to generate exact same map with same parameters. For example you don't need to save all the maps you've generate, you need to save only a settings file and when you need this map, just load a file and generate exact same map again.
P.S. In addition to these options, I will implement much more.
P.P.S. If you don't belive the results, you can test it yourself.
(╮°-°)╮┳━━┳ Взял стол. ( ╯°□°)╯ ┻━━┻ и поднял его силой мысли!