Inactive [WGEN] PhoenixTerrainMod V0.8.2 - Now BOBs spawn from saplings[1060]

Discussion in 'Inactive/Unsupported Plugins' started by Matt, Jul 28, 2011.

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    Matt

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    Phoenix Terrain Mod - world generator.

    Version: v0.8.2
    Download at dev.bukkit.org

    Phoenix Terrain Mod is a mod based off of Bucyruss's BiomeTerrainMod. It basically allows you to customize Minecrafts terrain generation to control ore spawns, terrain types, biome size, basically everything. It was continued by R-T-B however he has since discontinued.

    Khorn has decided to continue the mod as Phoenix Terrain Bukkit plugin. Most recently Khorn has partnered with Rebelj12a and Mine-RP.net to integrate the Phoenix Terrain Community better and provide better support for users of Phoenix Terrain.

    Sponsored by

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    Example Images
    Show Spoiler

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    What you can control with settings file:
    • Biome sizes.
    • Temperature and moisture limits.
    • Caves generation.
    • World water level.
    • Terrain generation.
    • Tree density.
    • Ores generation.
    • Block replacement.
    • Custom object spawn.
    • Multi world support, config per world.
    How to install:

    Video here



    Step 1: Drop PTMBukkit.jar into the plugin folder.

    Step 2: Modify bukkit.yml in the root folder and add the line

    Code:
    worlds:
        your_world_name:
            generator: PhoenixTerrainMod
    Step 3: change the "YOUR_WORLD_NAME" into the name of the world you want to work with.

    Step 4: Save the YML and boot your server.

    Step 5: Go into the newly generated Ini file and adjust accordingly (that is, in your plugins folder look for the new PhoenixTerrainMod folder with corresponding folder to your world and inside the BOB folder & ini file).

    Step 6: Your done!

    Optional Steps:
    These are to follow after Step 6. If you wish to add custom items like the BOB's which are custom style tree's, little island statues, etc, then drop the applicable ones into the Plugins/Phoenix.../"world"/BOB/ folder. World being the name of the world its generating. Once you reboot the server again, it will load those files accordingly and they will generate in your map.

    Additional/Multiverse Steps:
    After you've generated a world via Multiverse. Go into the multiverse folder and look for the worlds.yml. In there, you want to add the below code.
    Code:
    generator: PhoenixTerrainMod
    To the bottom of the worlds.yml mouthful. This is AFTER you've generated the world, just add it to the bottom line of the entire setup (with proper YML spacing like the rest of the config).

    Settings file:
    This is edited SteelCrow's guide to the PTM settings
    His main post here
    Show Spoiler

    This is my attempt to explain the settings ini file for the PTM (Pheonix Terrain Mod) which is the successor to Bucyruss' terrain mod.

    This guide is accurate as far as I can tell and within my understanding of the settings. I am quite likely in error regarding some things. Feel free to correct me and let me know to update. However, be prepared to be required to provide examples and/or verifications.

    That said, lets begin.

    A quick note about seeds. The seed you use still plays an important part in what your world is like. The settings affect how the seed gets implemented, they do not override or replace the seed. You should generate several worlds with different seeds before deciding whether a set of settings is whast you were trying for or not.

    -----------------------------------------------
    <All Biome Variables>

    These set the global environmental conditions. Currently they only affect the generation of the world and biomes therein, not the designation overlay that MC uses for weather etc.

    biomeSize:1.5
    Modifies the size of biomes. Larger values generate larger biomes.
    "This settings affects the average dimension of biomes on a linear scale, so every doubling of this value will quadruple the area of biomes."
    Think of it as sort of a radius multiplier. Setting it to 5 is a huge biome, it'll be a long ways before it changes. 2 to 3 is decent. 100 should be thousands of meters across, maybe tens of thousands.
    The initial 1.5 setting is the normal vanilla biome size setting. Remember that this is a multiplier of the variable sized vanilla biomes.

    minMoisture:0.0
    maxMoisture:1.0
    Sets the minimum and maximum moisture of the world
    Moisture is a percentage. 1.0 = 100%
    Setting both to the same number or small range will limit the range of biomes generated. (see biome chart) Used to generate only certain biomes types or to exclude biome types by setting the ranges appropriatly when used in conjunction with the tempurature settings

    minTemperature:0.0
    maxTemperature:1.0
    Sets the minimum and maximum temperature of the world.
    Again a percentage expressed as 1.0 = max temp.
    Used the same way as the moisture settings.

    The tempurture vs moisture biome diagram:
    http://i.imgur.com/RgidT.jpg

    snowThreshold:0.5
    iceThreshold:0.5
    Those are the default settings. Settings range is -1 to +1. smaller (and neg) numbers mean less chance of snow and ice, higher means greater chance.
    I don't know how accurate this is given that Notch played with the snow and ice regeneration part of the algorithm. Before 1.6.6 the ice wouldn't regenerate, now it will. This may now only set the INITIAL conditions and nothing more. I haven't had the chance to test it yet.
    There is also a sort of biome overlay in MC that PTM attempts to adapt. Untested at this time.

    -----------------------------------------------
    <Swamp Biome Variables>

    muddySwamps:false
    claySwamps:false
    swampSize:2
    Places a strip of mud or clay (size is dependent on the swampSize setting number) around the edge and below surface water. This will only occur in swampland biomes. The muddySwamp setting takes priority over the claySwamps setting.

    -----------------------------------------------
    <Desert Biome Variables>

    waterlessDeserts:false
    Will remove all water from desert and ice desert biomes.
    If you set your temperature and moisture settings to generate a desert world, making waterlessDeserts:true will result in the only surface water being in notch ponds. Setting notch ponds to false will result in the only water being in underground lakes and streams.

    removeSurfaceDirtFromDesert:false
    Will remove all dirt from the surface of deserts. This setting was introduced because changing some terrain generation settings will cause dirt to erroneously appear on the surface of desert biomes.

    desertDirt:false
    Will turn on the ability to let dirt appear on the surface. This setting occurs after removeSurfaceDirtFromDesert so turning both on will cause dirt to appear in your desert biomes.

    desertDirtFrequency:0
    Sets the frequency at which dirt will appear in the desert. The setting corresponds to the average number of chunks before a dirt block will appear. Example: setting desertDirtFrequency:100 means that, on average, you will encounter one dirt block every 100 chunks in the game.

    -----------------------------------------------
    <Cave Variables>

    caveRarity:7
    This controls the odds that a given chunk will host a single cave and/or the start of a cave system.

    caveFrequency:40
    The number of times the cave generation algorithm will attempt to create single caves and cave systems in the given chunk. This value is larger because the likelihood for the cave generation algorithm to bailout is fairly high and it is used in a randomizer that trends towards lower random numbers. With an input of 40 (default) the randomizer will result in an average random result of 5 to 6. This can be turned off by setting the "even cave distribution" setting (below) to true.

    evenCaveDistribution:false
    Setting this to true will turn off the randomizer for cave frequency (above). Do note that if you turn this on you will probably want to adjust the cave frequency down to avoid long load times at world creation.

    caveMinAltitude:8
    caveMaxAltitude:128
    Sets the minimum and maximum altitudes at which caves will be generated. These values are used in a randomizer that trends towards lower numbers so that caves become more frequent the closer you get to the bottom of the map. Setting even cave distribution (above) to true will turn off this randomizer and use a flat random number generator that will create an even density of caves at all altitudes.

    individualCaveRarity:25
    The odds that the cave generation algorithm will generate a single cavern without an accompanying cave system. Note that whenever the algorithm generates an individual cave it will also attempt to generate a pocket of cave systems in the vicinity (no guarantee of connection or that the cave system will actually be created).

    caveSystemFrequency:1
    The number of times the algorithm will attempt to start a cave system in a given chunk per cycle of the cave generation algorithm (see cave frequency setting above). Note that setting this value too high with an accompanying high cave frequency value can cause extremely long world generation time.

    caveSystemPocketChance:0
    This can be set to create an additional chance that a cave system pocket (a higher than normal density of cave systems) being started in a given chunk. Normally, a cave pocket will only be attempted if an individual cave is generated, but this will allow more cave pockets to be generated in addition to the individual cave trigger.

    caveSystemPocketMinSize:0
    caveSystemPocketMaxSize:4
    The minimum and maximum size that a cave system pocket can be. This modifies/overrides the cave system frequency setting (above) when triggered.

    -----------------------------------------------

    <Terrain Variables>
    waterLevel:64
    Sets the water level of the world. Also depends on there being water to lower. See the moisture settings.

    maxAverageHeight:0.0
    If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation. If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.

    This is supposed to control height of the land. Has been 'broken' in the past. A high number will give you very sharp cliffs and high plateaus. It's easy to have the land end up at the max height level by accident. Experiment in small increments. Also it's dependant on the world seed used.

    maxAverageDepth:0.0
    If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation. If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.

    May be 'broken'. Seems to control the underwater slope/roundness to the bottom of the oceans. A high number will result in sudden sharp plunges to max depth. (good for underwater worlds) High numbers will effectively remove all beaches and shoals.

    Be aware this can affect 'valleys' as well. It may in some circumstances raise land if negative.

    fractureHorizontal:0.0
    Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured horizontally.

    Think of this as how often a horizontal line is fractured. That's not accurate as far as what is happening but it does let you grasp the nature of what this does. The higher the number the more fractures. Think of it as continents being smashed into smaller bits. Increase for archipelagos decrease for continents. (not accurate, but allows you to grasp the general function)

    Negative fractureHorizontal should stretch out terrain features and make for smoother, flatter terrain.

    fractureVertical:0.0
    Can increase (values greater than 0) or decrease (values less than 0) how much the landscape is fractured vertically. Positive values will lead to large cliffs/overhangs, floating islands, and/or a cavern world depending on other settings.

    This controls how often the vertical 'line' fractures. As the vertical height limits the number of visible fractures this setting doesn't always seem to effect much change. This is the setting that will give you plateaus and floating islands and the overhangs, undercuts and arches. A setting about 5 should get you floating islands.

    Negative fractureVertical values should smooth out terrain features such as the sides of things like hills and cliffs.

    Can sometimes create lag when it generates a massive underground vault near bedrock. Especially with large cave complexes.

    Fracture is applied near the begining of the terrain generation and affects the basic shape and nature of the land.

    volatility1:0.0
    volatility2:0.0
    Hard to explain, but think of these as terrain chaos settings. The larger the values the more chaotic/volatile landscape generation becomes. Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
    Another way to think of them is the amount of noise added to the general terrain shape.

    volatilityWeight1:0.5
    volatilityWeight2:0.45
    Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain. Values should be between 0 and 1 and sum to some number equal to or less than 1. An example would be to set volatility1 to something high and volatility2 to some negative number. Then adjust volatilityWeight1 to a small number (say 0.1) and volatilityWeight2 to a larger number (0.85). This should result is mostly calm/flat landscape with the occasional chunk of terrain floating or jutting into the air.

    Volatility is applied near the end of the terrain generation and essentially affects the roughness of the base terrain.

    If you want flat land with rare but violent cliffs, you would have low horizontal fracture, and one volatility at 0 and the other one high, like 5+ (or more!) with a low weight, like .05 or something. Remember the weights may add up to no more than 1. I assume the unused % of the weigh allows the seed to generate nuetrally with no application of either volatility..

    disableBedrock:false
    Removes the bedrock form the bottom of the map.
    flatBedrock:false
    Turns the bedrock layer into a single, flat layer one block thick.
    bedrockObsidian:false
    Turns all bedrock into Obsidian

    -----------------------------------------------

    <Replace Variables>
    removeSurfaceStone:false
    Attempts to replace all surface stone with its nearest non-stone neighbor block type (dirt, grass, sand, gravel, or clay). If it cannot find a suitable neighbor block to duplicate, then it will default to Sand in Desert biome types and Grass in all others.

    ReplacedBlocks:None
    Will replace blocks after any generation. Use block Ids to select blocks.
    Example:

    ReplacedBlocks:13=12
    Replace any gravel to sand.
    ReplacedBlocks :13=12,17=20
    Gravel to sand and wood to glass.

    -----------------------------------------------
    <Cactus&Tree Variables>
    customObjects:true
    Use Bob objects during world generation
    objectSpawnRatio:2
    Untested. Not sure myself.
    notchBiomeTrees:true
    determines whether vanilla trees spawn or not.
    globalTreeDensity:0
    Sets the global, starting tree density for all biomes. Increasing the value increases the density of trees in all biomes.
    rainforestTreeDensity:5
    swamplandTreeDensity:0
    seasonalforestTreeDensity:2
    forestTreeDensity:5
    savannaTreeDensity:0
    shrublandTreeDensity:0
    taigaTreeDensity:5
    desertTreeDensity:-20
    plainsTreeDensity:-20
    iceDesertTreeDensity:-20
    tundraTreeDensity:-20
    Sets the tree density in each biome individually. Large negative values are used to prevent trees from spawning at all.
    (untested that the variable range is between 1-8, with -20 guaranteeing no trees spawn.)
    (untested; tree density rates are bypassed by the bob object placement of bob trees)
    globalCactusDensity:0
    desertCactusDensity:10
    cactusDepositRarity:100
    cactusDepositMinAltitude:0
    cactusDepositMaxAltitude:128
    These settings adjust the creation variables for cacti.
    -----------------------------------------------

    <Lava Pool Variables>
    lavaLevelMin:0
    lavaLevelMax:10
    The levels at which any caves are filled with lava (initialy the bottom 10 layers near bedrock)

    -----------------------------------------------
    <Underground Lake Variables>
    undergroundLakes:false
    Enables underground lakes.
    undergroundLakesInAir:false
    Allows underground lakes to spawn in the air.
    undergroundLakeFrequency:2
    undergroundLakeRarity:5
    undergroundLakeMinSize:40
    undergroundLakeMaxSize:60
    undergroundLakeMinAltitude:0
    undergroundLakeMaxAltitude:50
    These settings adjust the creation variables for underground lakes.

    -----------------------------------------------
    < Above Ground Variables>
    flowerDepositRarity:100
    flowerDepositFrequency:2
    flowerDepositMinAltitude:0
    flowerDepositMaxAltitude:128
    roseDepositRarity:50
    roseDepositFrequency:1
    roseDepositMinAltitude:0
    roseDepositMaxAltitude:128
    brownMushroomDepositRarity:25
    brownMushroomDepositFrequency:1
    brownMushroomDepositMinAltitude:0
    brownMushroomDepositMaxAltitude:128
    redMushroomDepositRarity:13
    redMushroomDepositFrequency:1
    redMushroomDepositMinAltitude:0
    redMushroomDepositMaxAltitude:128
    reedDepositRarity:100
    reedDepositFrequency:10
    reedDepositMinAltitude:0
    reedDepositMaxAltitude:128
    pumpkinDepositRarity:3
    pumpkinDepositFrequency:1
    pumpkinDepositMinAltitude:0
    pumpkinDepositMaxAltitude:128
    Pretty self-explanitory.
    Frequency is the number of times, per chunk, that the game will try to make a placement.
    Rarity is the odds (out of 100) that the game will actually make each placement.
    The above settings mean that yellow flowers will occur twice per chunk. (2x100%)
    Roses will show up on average once per two chunks (1x50%)
    Brown mushrooms once per four chunks (1x25%)
    Red mushrooms about once every seven chunks (1x13%)
    Reeds, ten per chunk (10x100%)
    Pumpkins, once per thirty-three chunks. (1x3%)
    Remember that the spawn requirements must also be met. So if there's no dirt next to water the reeds will not spawn all 10, only what can.
    Pumpkin settings are for a pumpkin patch (So I believe, haven't tested).
    -----------------------------------------------
    <Above/Below Ground Variables>
    evenWaterSourceDistribution:false
    evenLavaSourceDistribution:false
    Changes the water source spawning algorithm to a flat distribution. Normally, water sources are distributed with a higher frequency toward the bottom of the map.
    waterSourceDepositRarity:100
    waterSourceDepositFrequency:50
    waterSourceDepositMinAltitude:8
    waterSourceDepositMaxAltitude:128
    lavaSourceDepositRarity:100
    lavaSourceDepositFrequency:20
    lavaSourceDepositMinAltitude:8
    lavaSourceDepositMaxAltitude:128
    Water and lava sources are the single source blocks that create waterfalls and lavafalls, both above and below ground.
    The numbers seem high to me, but I think there are spawn conditions that result in the majority of the placement attempts being aborted. I've never seen a single water source placed in a cave ceiling or be buried in a wall. I assume then that they need to have the placement location open on one side with a minimum volume of air to spawn. So while the above settings seem like waterfalls will happen fifty times per chunk (50x100%) they actually occur far less frequently.

    disableNotchPonds:false
    Setting it to true will remove those surface ponds of lava and water.
    -----------------------------------------------
    <Below Ground Variables>
    These 'ore' deposit settings are all alike and will be explained together. The initial settings are the vanilla MC settings.
    dirtDeposit1
    gravelDeposit1
    clayDepositRarity1
    coalDepositRarity1
    ironDepositRarity1
    goldDepositRarity1
    redstoneDepositRarity1
    diamondDepositRarity1
    lapislazuliDepositRarity1:100
    lapislazuliDepositFrequency1:1
    lapislazuliDepositSize1:7
    lapislazuliDepositMinAltitude1:0
    lapislazuliDepositMaxAltitude1:16
    "Frequency is the number of times, per chunk, that the game will try to make a deposit.
    Rarity is the odds (out of 100) that the game will actually make a deposit."
    Using the Lapis as an example; What it means is that the world generator is always going to try to place one deposit of lapis per chunk (DepositFrequency). Each try has 100% chance of happening (DepositRarity). And that placement will be from 1 to 7 blocks of Lapis (DepositSize).
    So in a single chunk these settings can spawn anywhere from 1 to 7 blocks of Lapis.
    If the Deposit Frequency was changed to 5, it could spawn anywhere from 5 to 35 blocks of Lapis. This is PER CHUNK. 35 Lapis in a single chunk is one lapis in every 5x5x5 block in the 16 layers available with these settings. And it will occur like that in each and every chunk in the world. There would be far more lapis around than you would ever be likely to use.
    I personally don't like simply increasing these settings as it makes the survival game far too easy. However coupled with the additional three sets of settings for each ore can make for interesting distribution patterns.
    lapislazuliDepositRarity1:100
    ...
    lapislazuliDepositRarity2:0
    ...
    lapislazuliDepositRarity3:0
    ...
    lapislazuliDepositRarity4:0
    ...
    There are four deposit setting per ore. What this allows [with a little creativity] is multiple variations in the sizes and locations of ores.
    ----
    For example;
    Code:
    ironDepositRarity1:100
    
    ironDepositFrequency1:20
    
    ironDepositSize1:8
    
    ironDepositMinAltitude1:0
    
    ironDepositMaxAltitude1:64
    
    ironDepositRarity2:1
    
    ironDepositFrequency2:1
    
    ironDepositSize2:30
    
    ironDepositMinAltitude2:10
    
    ironDepositMaxAltitude2:30
    These two settings will produce iron as normal, plus because of the use of the rarity2 (etc) settings, it will once per 100 chunks (on average) produce an additional iron deposit of between 1 to 30 blocks. A 'vein' of iron ore per se., deep down.
    ----
    Another example;
    Code:
    goldDepositRarity1:100
    
    goldDepositFrequency1:2
    
    goldDepositSize1:8
    
    goldDepositMinAltitude1:0
    
    goldDepositMaxAltitude1:32
    
    goldDepositRarity2:5
    
    goldDepositFrequency2:1
    
    goldDepositSize2:16
    
    goldDepositMinAltitude2:50
    
    goldDepositMaxAltitude2:60
    
    goldDepositRarity3:75
    
    goldDepositFrequency3:1
    
    goldDepositSize3:8
    
    goldDepositMinAltitude3:100
    
    goldDepositMaxAltitude3:110
    
    goldDepositRarity4:50
    
    goldDepositFrequency4:10
    
    goldDepositSize4:2
    
    goldDepositMinAltitude4:75
    
    goldDepositMaxAltitude4:76
    These will produce some unusual effects.
    Set one will produce the usual vanilla distribution of gold. There will always be two deposits of 1-8 gold per chunk.
    Set two will deposit a single grouping of 1-16 gold just below sea level, but only once in every 20 chunks. It's likely that some of it will be replaced with ocean so you'll often find these lying in the deeper areas of water, when you don't find them in caves or solid rock. Keep in mind that if you drop your sea level they can be exposed on the surface.
    Set three will usually, but not always manage to deposit a regular sized deposit of gold high up on mountains. There has to be a mountain high enough there for this to happen. But if there is this set will probably place one there.
    Set four will produce an 'gold ore rich' layer across the entire world (as each setting affects every chunk in the world) it'll place 1-2 gold in the two layers allowed about 5 times per chunk. a single 16x16 layer is 256 blocks in total. So it'll be 1-20 gold in that layer. But it'll be wherever there is stone crossing those layers.
    Because all four different settings were used all four will occur together. Keep that in mind as these four together will produce anywhere from 10-60 gold per chunk. In vanilla there is usually only 2-16. So using all four together can lead to excessive amounts of ores.
    A word of caution. When determining deposit sizes remember to leave room for everything else. Stone, dirt, sand, water, the other deposits, etc. It's easy to go overboard with random settings and overload the chunks. You can essentially overwork and freeze the program with too many deposits and a lot of large deposits as it'll try to fit it all into the single chunk.
    Making ten deposits of 200 blocks of ore per chunk can fill about 15 layers of each and every chunk with that ore.
    Also a lot of deposits attempts will most certainly slow down chunk generation. Expect a great deal of lag and crashes may occur if you set these excessively.
    -----------------------------------------------



    Commands:
    • /ptm - available commands
    • /ptm reload - reload configuration for your world.
    • /ptm biome - show what biome in your location.
    • /ptm list [page] - List bob plugins for this world
    • /ptm spawn BOBName - Spawn bob to specified place
    More screenshots from setting share thread:

    Show Spoiler

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    Known bugs:
    • Above ground objects regen wrong some times. (Mainly trees)
    Changelog:
    [0.8.1]
    -fix: bo2 all biome
    -fix: bo2 half spawn
    - Added grow from sapling
    Code:
    customTreeMinTime:60
    customTreeMaxTime:600
    [0.8]
    - Added spawn command.
    - Added DefaultSettings.ini on start
    - Added Default BOBPlugins folder on start
    - Added BOB list command for world
    [0.7.1]
    - Fix custom objects biomes.
    [0.7]
    - Fix dungeon settings.
    - Add check command.
    - Add waterBlock settings - block id of sea water.
    - Add ceilingBedrock settings - bedrock on top layer.
    - Add disableNotchHeightControl - when enabled terrain generate on full map,
    without height factor.
    - Add CustomHeightControl - list of custom height factor, 17 double entries, each entire control of 7 blocks height from down. Positive entry - better chance of spawn blocks, negative - smaller.
    [0.6.7]
    - Forgot to add copying from old folders to new, sorry.
    [0.6.6]
    - Add reload and biome commands.
    [0.6.5]
    - Better replacement, some fix with plugin init.
    [0.6.4]
    - Fix underground lakes.
    [0.6.3]
    - Remove oldgen.
    [0.6.2]
    - Fix flowing bug.
    [0.6.1]
    - Fix replacement.
    [0.6]
    - Some code clean up.
    - Fix regen and may be wrong generation after restart.
    [0.5]
    - Convert older bukkit version to be a plugin.
    External links:
    Original authors: R-T-B, Bucyrus

    Bukkit version author: Khorn
     
  2. Offline

    OmagaIII

    Would like to know if the generator can change player spawns for SMP? Would love to have players spawn FAR away from one another when they drop into a server for the first time, with say a setting in the config of how far a part as a minimum range modifier. Other than that, I love this generator. It has generated some pretty interesting worlds for me with no hassles. =D =D =D

    I don't want to use commands or anything beyond total and utter random player spawns a million miles apart.
     
  3. Offline

    AFakeman

  4. Offline

    Matt

    I was playing around with this. I created a world filled entirely with large caverns, however it went all the way up to build height. In tweaking and playing around with it i was unable to create a subterranean world that did not go up to build height. I may look into tweaking it so that you can specify a certain cutoff height for generation that would assist in creating this type of world.

    ReplacedBlocks:2=3
    ocean level part of the ini set it to 1.

    Use only bobs and trees created that have no leaves.

    Sky color there is no change implement available.

    for ruins, create a ruins bob that has a low rate of spawn and frequency.

    For oasis same deal make an oasis area that has a low rate of spawn and frequency with the bob editor.

    I suggest setting it at generation, go out and set the spawn

    /setspawn
    /mvsetspawn

    Other plugins accomplish this, such as Multiverse or Random Spawn such as SpawnArea
    http://forums.bukkit.org/threads/tp-spawnarea-v0-1-spawns-players-in-a-set-area-randomly-1060.20408/

    I have in fact done this. It can be daunting but playing around with it and reading the config and instructional file helps.

    I created a world with tall mountains and with those tall mountains and deep oceans i also raised the sea level higher so that it had the smaller islands you are looking for.

    I am planning on having a example package available for download on the new site as soon as it is ready. This package will have several examples of maps as reference and for you to play with.

    In addition once we get a bob repository and level sharing part of the site set up it should become fairly easy to create maps by using other peoples examples.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 18, 2016
  5. Offline

    AFakeman

    What frequency is enough?
     
  6. Offline

    Matt

    the scale is 1-100 i believe you would need to set it per BOB file in the bob editor. Im not sure i have not gotten to play around with the bobs since im on a mac. +5 internets to anyone who would port the editor straight to java :D
     
  7. Offline

    Khorn

    Hey hey...
    About subterrain - screenshot that i showed before - was PTM with subterrain code ..
    But i still thinking how improve that...

    Also i thinking about in game bob editor, may....
     
  8. L'un d'entre vous pourrait-il m'uploader une configuration pour faire en sorte qu'il n'y aie pas de grass de leaves de flower de haute herbes je vous en supplie
    One of you Could m'uploader configuration to ensure that there ale no grass to leavesof grass flower high I beg you
     
  9. Offline

    Matt

    Are we talking something similar to WorldEdit Schematics where you can build it in game, select and area and save it? I would suggest more of a schematic processor from world edit that allows you to import the schematic and output a file that is a bob file for phoenix. I mean the framework is already established with world edit. Why not hook into that? Add a small gui to make little changes and add the different variables available for phoenix and we got it.
     
  10. Offline

    AFakeman

    OMG LOLDUDE it's kinda cool I'm on a Mac too. Maybe use Wine or something.
     
  11. Offline

    Matt

    I tried with winebottler. It works sort of but not really. Had difficulties with it crashing. It needs the .net dependencies to use the program i believe. Like i said its iffy.
     
  12. I love to be ignored
     
  13. Offline

    Khorn

    Sure i want to use WorldEdit framework :)
     
  14. I know that I insist but I really need your help!
     
  15. Offline

    Matt

    I dont understand.... im giong to guess french. I do not understand your translation sorry.
     
  16. Offline

    false_chicken

    Thanks. Ill give it a shot.
     
  17. Offline

    Matt

    Part of the example package ill have a good deal of ini's for worlds that most people are looking for. i.e caverns, oceans, mountains, forests
     
  18. Offline

    AFakeman

    -_-... Grass disappeared exept for one block remaining, and tall grass was remaining, not every leaf block war replaced with air.
     
  19. That looks amazing X_X! Although I think I agree with you about the ceiling.

    Might be an idea to offer an option to choose if you want water or lava underground lakes - although with that in mind, might be an idea to add an option to spawn lightstone in some way as well.

    That looks amazing and I can't wait to use it, thankyou so much - I was worried that I might be asking a little too much requesting an additional world generator.

    Just out of curiosity, did you layer the top with bedrock like the nether, or leave it rock?
     
  20. Offline

    AFakeman

    By unknown reasons block replacement works bad.
     
  21. Offline

    Khorn


    I am still trying find better noise for ceiling...

    Yes lightstone for caves - good idea :)
    You can choose about bedrock on th top layer.


    Tell me more please ...

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 18, 2016
  22. Offline

    tgp1994

    I'm not sure if this bug has been noticed, but as me and a few other users have noticed, config files for some maps will not be generated.

    Why? Because, if the proper amount of 4-space indentations are not included, PTM will not take any notice of the maps. If you insert tab characters, Bukkit will simply fall on the spot in a heart attack.

    I'm not sure if this is on your hands Khorn, parsing the file, or Bukkit, but I really hope it can be fixed...

    Otherwise, excellent mod :cool:
     
  23. Offline

    Khorn

    Yeap i know .. it is Bukkit limitation ...
     
  24. Offline

    AFakeman

    Well... There's not so much to tell... I edited config:
    <Replace Variables>
    removeSurfaceStone:false
    ReplacedBlocks:2=3,8=3
    But grass and water in some places stay anyway. Why?
     
  25. I will wish the pre-configured so that the spawn of the tree made ​​without paper, withoutgrass, without sea. However keep the natural source. with a sea of ​​lava. without flowers and high grass
     
  26. Offline

    Mentioum

    sounds brill to me
     
  27. Offline

    Nodachi

    Ok, any dirt that remains on the surface will "grow" grass. As for the water, you need to change 8 and 9 in order to get all of it.
     
  28. Offline

    Matt

    Looks like you reversed it

    Not sure about having more than one in there. I do believe you need separate lines for each replace.

    i.e.

    Code:
    ReplacedBlocks:8=2
    ReplacedBlocks:3=2
    ReplacedBlocks:9=2
    Also maybe try adding the tallgrass blocks = 0 that might work
     
  29. Offline

    AFakeman

    Nope, it'll grow only if grass block is near.
     
    Matt likes this.
  30. Offline

    Matt

    Well yes, however it will "generate" naturally unless you tell it not to with Phoenix
     
  31. Offline

    AFakeman

    But how to do it if Replace Blocks works bad?
     

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