Inactive [WGEN/FIX] SkylandsPlus+ v0.3.1 - More Trees / Mobs in Skylands [1060]

Discussion in 'Inactive/Unsupported Plugins' started by Jacek, Aug 14, 2011.

  1. Offline

    Jacek

    SkylandsPlus+ - More Trees / Mobs in Skylands
    Version: 0.3

    This is now here: http://dev.bukkit.org/server-mods/skylandsplus/

    Description

    This plugin will add more trees to your skylands worlds, in snowy areas the trees found in the Taiga biome are used, in all other areas a mix of the other types is used similar to the Forest biome. All passive mobs and wild grass can now be found too, making skylands worlds overall more playable in survival mode.


    Download (source included in jar file)

    http://bukkit.jacekk.co.uk/SkylandsPlus/SkylandsPlus.jar


    Screenshots

    [​IMG]

    [​IMG]


    Config File

    The config file is split into three sections.

    tree-gen
    Code:
    tree-gen:
        grass:
            gen: true
            prob: 3
        snow:
            gen: true
            prob: 5
        tall-grass:
            gen: true
            prob: 4
    
    The gen setting in each of the sub sections (grass, snow, tall-grass) controls weather that generation will happen. So to disable trees in snow areas set gen: false for the snow block. The prob setting is the probability that each grass block in the chunk will grow a tree (or have tall grass on it), this is a number between 0 and 100. A setting of 4 will give a very dense forest.

    ore-gen
    Code:
    ore-gen:
        coal:
            gen: true
            prob: 1
        redstone:
            gen: true
            prob: 1
        diamond:
            gen: true
            prob: 1
        gold:
            gen: true
            prob: 5
        lapis:
            gen: true
            prob: 5
        iron:
            gen: true
            prob: 2
    
    This section is very similar to the tree-gen section, except it applies to ore. The prob setting here refers to the change that each stone block in the chunk will grow an ore vain. For now this is a number between 0 and 100 and acts in the same was a the tree-gen setting, but this may change as even a setting of 0.5 would pretty much replace all the stone.

    mob-spawns
    Code:
    mob-spawns:
        chicken:
            spawn: true
            prob: 10
        slime:
            spawn: false
            prob: 10
        wolf:
            spawn: true
            prob: 10
        zombie:
            spawn: true
            prob: 10
        cow:
            spawn: true
            prob: 10
        sheep:
            spawn: true
            prob: 10
        spider:
            spawn: true
            prob: 10
        creeper:
            spawn: true
            prob: 10
        skeleton:
            spawn: true
            prob: 10
        giant:
            spawn: false
            prob: 0
        pig:
            spawn: true
            prob: 10
    
    This section controls the mobs that will naturally spawn, the prob setting in this section controls the percentage (of all mobs that are set to spawn) of that mob. This should be a number between 0 and 100 and the sum of these values for mobs that will spawn should be at least close to 100. If you set it so that the total probability is less than 100 less mobs will span on average. All hostile mobs will not burn in the light, but it looks weird when skeletons spawn next to pigs so it is best to either have skylands fully hostile or fully passive.


    Planned Changes
    • Make ore generation do something.
    • Add commands to populate existing worlds.
    • Bridges ?
    Know Bugs / Incompatiblities
    • And plugin that is used to spawn mobs, when chickens are spawned in skylands works you will get the configured distribution of mobs instead. This is just because of how this plugin works (by adding more mobs when ever the chickens spawn) and will never be fixed.
    Changelog

    Version 0.3.1
    • Removed a message left over from debugging.
    • Added some code to handle commands.
    Version 0.3
    • Weather is now blocked in skylands worlds (it didn't work right anyway).
    version 0.2
    • Added config file with options for tree densities, mob spawning and ore generation (not used yet).
    • All mobs can now be spawned (with configurable probabilities).
    • Hostile mobs will not burn (even if spawned with /spawnmob).
    Version 0.1.1
    • Now loads on statup, so it will catch all worlds.
    • Logs a message at startup to show which worlds have the tree populater applied to them,
    Version 0.1
    • Initial release.

    Okay, update. This does not seem to work at all on my public server, but it works on my local server, which is an exact copy of the public server... so I'm going to bed and will look again tomorrow, most likely I installed in wrong, it's VERY late.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 18, 2016
    MistaGhost, vongriva, Juze and 3 others like this.
  2. Offline

    Cosmic Break

    it works on my test server! would be nice if this could cause hostile mobs to spawn as well
     
  3. Offline

    Jacek

    Well that is good, I guess the moral of the story is don't try to install a plugin you just made at 3AM.

    I can add hostile mobs, but Skylands is always bright so they would just catch fire. I guess I can make it configurable.

    Okay, to clarify. There actually was a problem, on my main server the plugin loaded after world generation. I find it very odd that this would happen on one sever but not the other, but it was easy to fix by adding load: startup to the plugin.yml file.

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

    feildmaster Retired Staff

    pretty cool.
     
  5. Offline

    Jacek

    Thanks ;)

    Lots of trees seems to be a good solution to the "performs well, looks ugly" problem :D
     
  6. Offline

    feildmaster Retired Staff

    Oh yeah, looks very good.
     
  7. Offline

    Cosmic Break

    oh well what about wolves, squid,slime,monster,giant?
     
  8. Offline

    Jacek

    I will make it configurable, but all of skylands is too high for natural slimes and there is not much water for squids.

    I also imagine any giants would fall off almost straight away ;)
     
  9. Offline

    Lolmewn Retired Staff

    Totally true :p
     
  10. Offline

    Cosmic Break

    ok, well wolves and monster would be nice.
     
  11. Offline

    Jacek

    Okay, well configurable everything is on the list of planned changes, in fact I will do it now. Check back in about half an hour :D
     
  12. Offline

    fffizzz

    how about adding diamond ore to the map so people can actually do something useful? :)
     
  13. Offline

    Jacek

    That's a good idea ! I will add more of all Ore (will also be configurable)

    Got any other ideas ? I was thinking of custom trees, and possible ones made of random materials very rarely.

    Added lots of config options, including mob spawning and tree density.

    I had the idea of random bridges between islands too, if anyone know how that could be done efficiently please let me know !

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

    Avous

    @Jacek

    Call me stupid but how do you make it create the skylands. i want this for multiworld
     
  15. Offline

    Jacek

    If you have Multiverse installed you can use the command
    Code:
    /mv create world_name skylands
    then to do to it
    Code:
    /mv tp world_name
    This plugin does not create the world or provide a way to go to skylands, it just looks for skylands worlds at startup and adds the populator to them to create the various features.

    I recommend Multiverse though, I use it on my public server and have had no problems so far.
     
    Avous likes this.
  16. Offline

    Cosmic Break

    this plugin works great! i havent seen any errors so far!
     
  17. Offline

    Avous

    very awesome! will this still work if i uninstall mv and use travel portals to get there? or does mv flag it as a skylands world?
     
  18. Offline

    Jacek

    I think it would still work since skylands is built in to the game. But you may as well leave it installed since you can configure certain groups to be allowed into certain worlds and stuff like that. You should be able to use any portal plugin to go between worlds, personally I use CreativeGates.

    Good news :D

    It doesn't really do anything that complicated so the only errors are likely to be my typos ;)

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

    BattleGroundxx

    does this work with Dreamland? (plugin)
    and what about skylands that has already been generated?
     
  20. Offline

    Jacek

    It will work with any skylands world that is created by any plugin. And the ones already generated will have the mobs, but the tress will only be added to new chunks. I am thinking of adding a "/addtrees" command though to add trees to existing worlds since most people have them created already.
     
  21. Offline

    BattleGroundxx

    that waould help alot cuz on my server skylands is pretty boring but this plugin looks interesting!
     
  22. Offline

    Jacek

    It just looks nicer :) There is still a lack of sand for glass which I am trying to thing of somethign for.

    I will add the commands in the next version.
     
  23. Offline

    oxide7

    So I need a separate mod to generate the actual skylands right?
    Do you know if you can add or if there is a setting to make the skylands the default (or one and only) map in use for my server?
     
  24. Offline

    Jacek

    I think Multiverse can do that, or you can add a worlds option to your bukkit.yml somehow. You do need a separate plugin to create the skylands world, all this does is add the trees and mobs.
     
  25. Offline

    BattleGroundxx

    as in quick soil in the aether mod just put sand where quicksoil would be in the mod!
     
  26. Offline

    Jacek

    Yeah I thought about that, or sand islands. To be honest I am a little hesitant to sink too much time into adding big new stuff like that with 1.8 coming out in 2 weeks ish, I imagine somethign will be happening to skylands in that update.

    I would love to try and add bridges between the some of the islands too, but that would be basically impossible.
     
  27. Offline

    BattleGroundxx

    ya well if 1.8 does have skylands then you could add to it with this plugin and sand islands would be hard cause sand is affected by gravity so going on these islands to collect sand would be suicide
     
  28. Offline

    Jacek

    Sand islands with sandstone bases :)
     
    BattleGroundxx likes this.
  29. Offline

    BattleGroundxx

    thats sounds like a good idea but yet how much time (approx) take?
     
  30. Offline

    Jacek

    Well if I make them small enough to fit in a single chunk it would take no time at all, because they could just be put in the empty chunks where I don’t have to worry about how they join on to the current terrain.
     

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