Thank you so much for making this tool. My desert city - which had bordered with a forest back in the beta 1.8 days - became partially a taiga so I'm really relieved that I managed to finally sort that problem out.
The program is quick to download, easy to use and wields immediate results. You have the gratitude of me, and my whole city (even if I'm it's only occupant apart from a couple of pigs and a glitched wolf).
BIG EDIT:
Hello. I may have a problem and I wanted to find it if it could have *something* to do with this mod before turning to the general population for help.
I had used BiomePainter to remove the taiga from what should've been a green forest and for moving my desert city into a rainforest biome. I did not use the ''Populate'' option on any of the chunks while editing them and in fact I had closed and re-opened Minecraft with no problems quite a few times 'till this morning.
I made a screenshot yesterday to show off my stalls and smithy with the Dokucraft texture pack. I didn't mod nor twiddle around with the game apart from changing some of the OptiFine graphics options and the texture pack. Tonight I log back in and notice that there's a cave at the back of the stall pictured on the previous screenshot. A closer inspection revealed that one house and part of a sidewalk had turned into a jungle since I last logged in.
Could this have anything to do with BiomePainter? I can't figure out how it could've happened. I'm playing on 1.2.5.
I had a similar error happen back when I updated my game from beta 1.8 straight to 1.2.5. Took down half of my library. But this...was just so random that it's making me feel a bit insecure about my creations.
Thanks in advance.
Definitely looks like a repopulate problem, or most likely a chunk file got messed up (corrupted) and the game generated a new one. This can happen, even when not using a utility like Biome Painter. Do you have a backup of your world files?
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
I do. I make back-ups whenever I start or finish building something major or install/deinstall a mod, But the last one is a couple of weeks old, in which time a lot of smaller changes has accumulated so I decided to just fix it the traditional way instead of turning to the back-ups for help. If that's what you mean.
I've already chopped down the trees, gathered up the saplings, digged out the dirt, mined away the cobblestone and rebuilt the houses. Once the pavement is done it'll hopefully be as good as new, with some bonus saplings to start a rainforest in a more decent area. I just wanted to know what could've caused the corruption and to make sure that it won't happen again. That rainforest only took out two houses and a shoreline, but if it had occured - for example, on my temple, on my ship or my tediously tended garden I would just rage-quit.
Thank you for replying though.
I'm really sorry to hear about your map. I don't think Biome Painter could be the cause, but I don't know for sure. Without a way for me to test and reproduce a bug it's difficult to figure out where a problem might be. So, I don't think Biome Painter is the problem, I just wish could be more helpful. Sorry I can't think of anything to try.
You don't paint with a biome type, you select the area you want to change the biome for, with either the paint tools or the selection tool, then use the drop down for the biome type you want, then hit the fill button. Everything that is selected will be changed to that biome.
so on my custom map i chose my area that i wanted to be Taiga (so it would snow and snow would cover the ground) and im sitting here after letting my server run all night and theres no snow on the ground... what do? it seems like it doesnt even work, for me at least.
I have a feature request. I noticed the version.dll files in the program folder and then the functionality of selecting the 'Edit Biomes in Selection' to quickly convert biomes to the 1.7.3 version.
I would like a conversion tool for Beta 1.3 biome mapping
Yes I know I would be 'adding biomes' that anvil can't cope with but the time saved fine mapping the biomes vs the time spent converting to anvil recognized biomes would be worth it.
Come to think of it even converting biomes the way the 1.7.3 filter does it, but for the 1.3 mapping would be a godsend.
My 1.3 world is huge. It was mapped out to 4 regions away from 0,0 in every direction. I'd like to return it to it's original biomes with out spending months doing so. Please and thank you.
Behind the Scenes at some of the adaptations for Lost CTM, featuring Biome Painter
Pretty cool, I may grab that map and look around it. But if you're still looking for a way to find chests, Minecraft Xray will highlight chests so you can see them easier. It won't let you edit them (maybe MC Edit does that? Haven't tried) but Xray will make them stand out so you can at least find them and note their coordinates.
The sea level problem (one block difference between old & new areas) is probably due to the map originally being created in an older version of the game. Sometime when the terrain generator was updated, they lowered sea level by one block for some reason. There are a few ways to fix this, easiest way is to select all the old chunks in MC edit and then I think you can lower them by one block with one of the tools, forget which. But if you've already fixed all the border areas then you'd not need to bother with that. Since this is a limited area map, no one is going to care if somewhere out in the ocean the sea levels don't match up, but for a world that you want to keep expanding, it's something that's fairly easy to do.
And lastly, Cartograph G should be able to handle the map for a top down view, get the latest "sorta buggy" version that supports anvil. There doesn't seem to be a link to the buggy version (it may have some lighting issues) in the main post, so here it is http://duponline.net/cartograph_g/download.php?f=cartograph_g_2012_04_08_bins_buggy.rar from a post in the last few pages of the thread.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
I have a feature request. I noticed the version.dll files in the program folder and then the functionality of selecting the 'Edit Biomes in Selection' to quickly convert biomes to the 1.7.3 version.
I would like a conversion tool for Beta 1.3 biome mapping
Yes I know I would be 'adding biomes' that anvil can't cope with but the time saved fine mapping the biomes vs the time spent converting to anvil recognized biomes would be worth it.
Come to think of it even converting biomes the way the 1.7.3 filter does it, but for the 1.3 mapping would be a godsend.
My 1.3 world is huge. It was mapped out to 4 regions away from 0,0 in every direction. I'd like to return it to it's original biomes with out spending months doing so. Please and thank you.
I just want to make sure I understand what you're asking. There's a "Batch fill entire world" option under the "Edit" menu. Are you saying you need "Minecraft 1.3" as an option in addition to the other versions? If so, I'm planning on doing that, but probably won't be able to until the Minecraft Coder Pack is updated. I don't know if you used the new "large biomes" option, but if you try using the biomes for Minecraft 1.2.5 do they look close? Like, do deserts line up with sand and everything? I'm not sure how much biome generation changed has changed between 1.2.5 and 1.3.
Anyhow, 1.3 and 1.3 with large biomes are planned to be options once 1.3 is officially released.
I just want to make sure I understand what you're asking. There's a "Batch fill entire world" option under the "Edit" menu. Are you saying you need "Minecraft 1.3" as an option in addition to the other versions? If so, I'm planning on doing that, but probably won't be able to until the Minecraft Coder Pack is updated. I don't know if you used the new "large biomes" option, but if you try using the biomes for Minecraft 1.2.5 do they look close? Like, do deserts line up with sand and everything? I'm not sure how much biome generation changed has changed between 1.2.5 and 1.3.
Anyhow, 1.3 and 1.3 with large biomes are planned to be options once 1.3 is officially released.
He said beta 1.3, I don't think he means the upcoming 1.3. According to the wiki, biomes were added in alpha 1.2, I didn't think they were in the game that early. Since Biome painter only goes back to beta 1.7.3, I suppose it would be a good feature to add, if possible. Using the same kind of cross matching to apply the beta 1.3 biomes to the current ones should be OK.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
I just want to make sure I understand what you're asking. There's a "Batch fill entire world" option under the "Edit" menu. Are you saying you need "Minecraft 1.3" as an option in addition to the other versions? If so, I'm planning on doing that, but probably won't be able to until the Minecraft Coder Pack is updated. I don't know if you used the new "large biomes" option, but if you try using the biomes for Minecraft 1.2.5 do they look close? Like, do deserts line up with sand and everything? I'm not sure how much biome generation changed has changed between 1.2.5 and 1.3.
Anyhow, 1.3 and 1.3 with large biomes are planned to be options once 1.3 is officially released.
BETA 1.3.01 to Full release 1.25 conversion is requested. The beta 1.7.3 mapping is not always good. Close for some areas and way off in others. One of the main uses for biomepainter is to fix old maps. The biome mapping/worldgen changed every update. Sometimes in minor ways, sometimes dramatically. I can live with the 1.7.3 mapping if I have to, but was hoping that the mapping for beta1.3.01 (etc) could be included.
BETA 1.3.01 to Full release 1.25 conversion is requested. The beta 1.7.3 mapping is not always good. Close for some areas and way off in others. One of the main uses for biomepainter is to fix old maps. The biome mapping/worldgen changed every update. Sometimes in minor ways, sometimes dramatically. I can live with the 1.7.3 mapping if I have to, but was hoping that the mapping for beta1.3.01 (etc) could be included.
Havn't fully read the thread, hope I don't ruffle any feathers with an answered question...
31stCenturyMatt - Are you aware of TerrainControl, the configurable map generator?
In the case of maps created by TerrainControl, custom biomes show up as 'Unknown Biome: X'
X representing the biome's ID number as I've presented them via TerrainControl.
Clearly your program can't take much(if any) more information from what TC provides it, since these new formats aren't Anvil supported.
Here's my request/suggestion -
Just like I can select by Biome on the Anvil formats, can you get it to add to the list: any other custom biome it detects?
If you need clarification on something, please ask, I know this may be pretty vague.
I'm working on updating Skylands to the current version and I know that skylands was made before biomes. This tool made it so I could make the whole map a large forest biome instead of random clusters of jungles/swamps/tundras. I'm hoping it will help the map retain it's original feel. Now the only thing I wish I could find is a program to make all the leaves oak. Thanks for the great program!
I'm working on updating Skylands to the current version and I know that skylands was made before biomes. This tool made it so I could make the whole map a large forest biome instead of random clusters of jungles/swamps/tundras. I'm hoping it will help the map retain it's original feel. Now the only thing I wish I could find is a program to make all the leaves oak. Thanks for the great program!
To switch the leaves, about you could do is use MC Edit to do a global replace for leaves, but I don't know if it can do types of leaves or not, never tried that.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Havn't fully read the thread, hope I don't ruffle any feathers with an answered question...
31stCenturyMatt - Are you aware of TerrainControl, the configurable map generator?
In the case of maps created by TerrainControl, custom biomes show up as 'Unknown Biome: X'
X representing the biome's ID number as I've presented them via TerrainControl.
Clearly your program can't take much(if any) more information from what TC provides it, since these new formats aren't Anvil supported.
Here's my request/suggestion -
Just like I can select by Biome on the Anvil formats, can you get it to add to the list: any other custom biome it detects?
If you need clarification on something, please ask, I know this may be pretty vague.
I'll look into it but in the meantime if you know what number is which custom biome you should be able to add lines to the file Biomes.txt that's with BiomePainter.exe.
Ok, this is a great program and thaaaaanks a lot for making it, but i just wanted to ask a little question. I had generated a map and found a taiga biome, and wanted to get rid of it..so i replaced it with a forest biome using your program, and also used the "Set chunks" option, which seemed to have worked.(When i press f3 over the biome it says forest). However, the snow is still there. Is there ANY way I can get rid of it?
Edit: And also replace the pine trees with normal trees?
Definitely looks like a repopulate problem, or most likely a chunk file got messed up (corrupted) and the game generated a new one. This can happen, even when not using a utility like Biome Painter. Do you have a backup of your world files?
D_B
To tell them how to live is to prevent them living.
I'm really sorry to hear about your map. I don't think Biome Painter could be the cause, but I don't know for sure. Without a way for me to test and reproduce a bug it's difficult to figure out where a problem might be. So, I don't think Biome Painter is the problem, I just wish could be more helpful. Sorry I can't think of anything to try.
Very nice mod tool, great for custom mapping, and excellent for other mods which are reliant on biomes e.g. Forestry bee-breeding.
Very easy and quick to use.
You don't paint with a biome type, you select the area you want to change the biome for, with either the paint tools or the selection tool, then use the drop down for the biome type you want, then hit the fill button. Everything that is selected will be changed to that biome.
Full screen would be nice though.
D_B
To tell them how to live is to prevent them living.
I would like a conversion tool for Beta 1.3 biome mapping
Yes I know I would be 'adding biomes' that anvil can't cope with but the time saved fine mapping the biomes vs the time spent converting to anvil recognized biomes would be worth it.
Come to think of it even converting biomes the way the 1.7.3 filter does it, but for the 1.3 mapping would be a godsend.
My 1.3 world is huge. It was mapped out to 4 regions away from 0,0 in every direction. I'd like to return it to it's original biomes with out spending months doing so. Please and thank you.
Pretty cool, I may grab that map and look around it. But if you're still looking for a way to find chests, Minecraft Xray will highlight chests so you can see them easier. It won't let you edit them (maybe MC Edit does that? Haven't tried) but Xray will make them stand out so you can at least find them and note their coordinates.
The sea level problem (one block difference between old & new areas) is probably due to the map originally being created in an older version of the game. Sometime when the terrain generator was updated, they lowered sea level by one block for some reason. There are a few ways to fix this, easiest way is to select all the old chunks in MC edit and then I think you can lower them by one block with one of the tools, forget which. But if you've already fixed all the border areas then you'd not need to bother with that. Since this is a limited area map, no one is going to care if somewhere out in the ocean the sea levels don't match up, but for a world that you want to keep expanding, it's something that's fairly easy to do.
And lastly, Cartograph G should be able to handle the map for a top down view, get the latest "sorta buggy" version that supports anvil. There doesn't seem to be a link to the buggy version (it may have some lighting issues) in the main post, so here it is http://duponline.net/cartograph_g/download.php?f=cartograph_g_2012_04_08_bins_buggy.rar from a post in the last few pages of the thread.
D_B
To tell them how to live is to prevent them living.
I just want to make sure I understand what you're asking. There's a "Batch fill entire world" option under the "Edit" menu. Are you saying you need "Minecraft 1.3" as an option in addition to the other versions? If so, I'm planning on doing that, but probably won't be able to until the Minecraft Coder Pack is updated. I don't know if you used the new "large biomes" option, but if you try using the biomes for Minecraft 1.2.5 do they look close? Like, do deserts line up with sand and everything? I'm not sure how much biome generation changed has changed between 1.2.5 and 1.3.
Anyhow, 1.3 and 1.3 with large biomes are planned to be options once 1.3 is officially released.
He said beta 1.3, I don't think he means the upcoming 1.3. According to the wiki, biomes were added in alpha 1.2, I didn't think they were in the game that early. Since Biome painter only goes back to beta 1.7.3, I suppose it would be a good feature to add, if possible. Using the same kind of cross matching to apply the beta 1.3 biomes to the current ones should be OK.
D_B
To tell them how to live is to prevent them living.
BETA 1.3.01 to Full release 1.25 conversion is requested. The beta 1.7.3 mapping is not always good. Close for some areas and way off in others. One of the main uses for biomepainter is to fix old maps. The biome mapping/worldgen changed every update. Sometimes in minor ways, sometimes dramatically. I can live with the 1.7.3 mapping if I have to, but was hoping that the mapping for beta1.3.01 (etc) could be included.
I see what you're saying. I'll look into it.
31stCenturyMatt - Are you aware of TerrainControl, the configurable map generator?
In the case of maps created by TerrainControl, custom biomes show up as 'Unknown Biome: X'
X representing the biome's ID number as I've presented them via TerrainControl.
Clearly your program can't take much(if any) more information from what TC provides it, since these new formats aren't Anvil supported.
Here's my request/suggestion -
Just like I can select by Biome on the Anvil formats, can you get it to add to the list: any other custom biome it detects?
If you need clarification on something, please ask, I know this may be pretty vague.
To switch the leaves, about you could do is use MC Edit to do a global replace for leaves, but I don't know if it can do types of leaves or not, never tried that.
D_B
To tell them how to live is to prevent them living.
I'll look into it but in the meantime if you know what number is which custom biome you should be able to add lines to the file Biomes.txt that's with BiomePainter.exe.
I'm sorry to hear that. What's the exact error message?
Edit: And also replace the pine trees with normal trees?