[EDIT] BioMed v0.7.1 - Change those biomes! [1.4.7-R1.0]

Discussion in 'Archived: Plugin Releases' started by Karl Marx, Jan 10, 2012.

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    Hi! Will you continue to update this plugin?
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    Karl Marx

    I am already looking into the changes required for 1.2, and will post a working build as soon as one is ready. It is likely that the bukkit team will add their own API for manipulating biomes soon, however, so I don't want to waste too much time rolling my own versions of everything.

    You're probably going to have a lot more choice in biome plugins really soon...
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    Dear developer :D I am so happy that you are trying to update! Please release a dev version soon :) I need jungles in ma old map <3 and my users are screaming for kitty cats :)

    I will love to see them! can you please update it to 1.2, even when its alot of work :D
    Hahah I willl be sooooo happy!


    have a nice day.
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    Anyone know of an alternative to this plugin if it's not going to be updated?
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    As he said above he will update it. But he waits until Bukkit finishes the Biome API which makes it much easier for Plugin Devs to develope such biome Plugins. When the API is done and this Plugin wont be updated. Then many other Plugins are going to have the Biome-Change ability.
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    Karl Marx

    I spent tonight exploring the 1.2 sources, and I believe I've worked out a solid technique that is simple enough to go ahead with the update, without an official API. I'll just rework it for whatever the bukkit team comes up with later.

    I'll start coding the changes tomorrow- if there's time- and "it'll be done when it's done." I'll post updates here when I have them.
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    Karl Marx

    I always check for updates before starting something new :)

    I've already implemented the new methods for basic biome changes. They're essentially what I would've done anyways, but in a nicer, future-proof package. Unfortunately, they do not provide all of the functionality that I need, so I'll still have to use some "hacky" non-bukkit code anyways. They're also not very efficient, so I may ditch them entirely if I can't find a workaround to the other shortcomings.

    The biggest delay ATM is adjusting to recent changes to the config system. I plan on adding a converter for old BioMed configs, which is honestly going to be the most complicated part of the whole plugin when it's finished.

    Otherwise, progress is moving along nicely. Time allowing, I should have some form of a beta release available by the end of the weekend.
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    Cool. You could probably msg mikeprimm too. He's a really nice guy.

    Anyhow, looking forward to your updated plugin. Got some snowy deserts to fix.
    thappy001 likes this.
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    Karl Marx

    A quick update:

    This weekend was busier than expected, so I was not able to finish converting the plugin as planned. At this point, I have completed functionality for changing/restoring biomes, but not for setting global biomes. Although the back-end mechanics are present, the actual plugin infrastructure (commands, etc.) is not yet complete, so it will likely be another day or two (working time) before a release is made available.
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    Yayyy it's coming soon :D
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    Karl Marx

    Basic functionality is restored (and only a day late!)

    Full details and a download are on the project's main page, here:

    Not everything is working yet, but it provides the most used features, and seems pretty stable. It's at least as good as the alternatives that have popped up in the last few days (depending on your tastes) and should at least perform faster, from the looks of it, (feel free to make as thick of selections as you want! :p ) If you have any problems or suggestions, please share them; and don't forget to read the release notes!
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    Thank you a lot !

    The permissions don't seem to work well (with PEX 19-1).
    The changes/reload PEX permissions file don't seem to affect the access to the commands. The '*' node (and the biomes.* node too) don't work ?
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    looks like a promising plugin :D

    also Mr. Marx, I'm currently writing an essay about you ;)
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    Karl Marx

    All BioMed permissions begin with "biomed", not "biomes". Unless that was a typo, it should solve your problem. Also note that, by default, ops are granted full access, regardless of permissions. This can be disabled in the plugin config.
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    Whooo installing right now
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    Hi Mr. Marx,

    I'm currently having the following issue:

    I was using WorldEdit to make a selection, and your plug in to set the selection to a new biome. In game a message confirmed the biome had been changed, although F3 indicated that I was still standing in the original biome and there was no visual change.

    When I looked in my Terminal window, I found:
    21:11:07 [WARNING] [BioMed] Trying to add region to unsupported world: tradlund
    21:11:51 [WARNING] [BioMed] Trying to add region to unsupported world: tradlund
    21:12:54 [WARNING] [BioMed] Trying to add region to unsupported world: tradlund
    21:15:42 [INFO] CONSOLE: Stopping the server..
    21:15:42 [INFO] Stopping server
    21:15:42 [INFO] [WorldEdit] Disabling WorldEdit v5.2
    21:15:42 [INFO] [BioMed] Disabling BioMed v0.2
    21:15:42 [SEVERE] Error occurred while disabling BioMed v0.2 (Is it up to date?)
    java.lang.ClassCastException: net.minecraft.server.WorldChunkManager cannot be cast to me.karlmarx.biomed.BioMedChunkManager
        at me.karlmarx.biomed.BioMedPlugin.restoreWorld(BioMedPlugin.java:126)
        at me.karlmarx.biomed.BioMedPlugin.onDisable(BioMedPlugin.java:31)
        at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:217)
        at org.bukkit.plugin.java.JavaPluginLoader.disablePlugin(JavaPluginLoader.java:362)
        at org.bukkit.plugin.SimplePluginManager.disablePlugin(SimplePluginManager.java:381)
        at org.bukkit.plugin.SimplePluginManager.disablePlugins(SimplePluginManager.java:374)
        at org.bukkit.craftbukkit.CraftServer.disablePlugins(CraftServer.java:245)
        at net.minecraft.server.MinecraftServer.stop(MinecraftServer.java:402)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:490)
    Any advice? I'm running the most recent version of your plug in, and WorldEdit, and CraftBukkit, all for 1.2.3.
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    Karl Marx


    According to the log, you are running BioMed v0.2. For minecraft 1.2.3, you need to install BioMed v0.3. The error you posted is the result of the recent changes to the bukkit event system, and will go away if you download the "real" most recent version.
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    Damn. I should have noticed that. I could have sworn I downloaded the most recent.
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    Karl Marx

    Don't worry about it- I still get more downloads per day for v0.2 than v0.3.
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    Got the same thing with 0.3.1

    I can change biome but it wont generate new one

    Never mind

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 23, 2016
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    WARING!!!! DO NOT SELECT YOUR HOLE MAP AND TRY TO MAKE IT ALL 1 BIOME.... 24000000 block..... my server is not to happy..... :p
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    Karl Marx

    I am impressed that you even tried that.

    Setting the entire world to the same biome is what I referred to as a "global biome" in older versions of BioMed. It has been removed- temporarily, but it will be included again in the next BioMed release, as soon as I get around to adapting it to 1.2.
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    how do i use it?
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    Karl Marx

    The basics are on the main project page on bukkit-dev:

    Everything is done through commands, which are detailed here:

    Solutions to common problems are found here:

    If you have a specific question, or problem with those documents, however, feel free to post it here or pm me- and make sure you include the craftbukkit/BioMed version you are running (and don't say "latest"!)

    "how do i use it?" isn't going to get you very far...
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    Thank you for the updates. Being able to regenerate a new biome and replacing "dead" grass/trees has been awesome
    Keep up the good work
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    OMG i love you!
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    I can't wait til this is fully updated to 1.2.
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    Is there an option to select a biome and then every newly generated section of the map (from then) has that as biome, but the already generated world is not affected?
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    Karl Marx

    Not currently. I did not have the ambition to tweak the command system last night, but it is a fairly quick fix. I will add it next time I'm working on the project (tonight?)

    To be clear to anyone stumbling across this: it is currently possible to set a static ("global") biome for newly generated chunks. The problem is only in the way that this will also convert existing map sections.

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