BioMed
Control the biomes of your world!
BioMed enables you to:
- Convert sections of any map to a different biome!
- Convert whole maps to the same biome!
- Good for creative & flat world maps!
- Regenerate map sections with a different look! (Kind of working - see notes.)
- Generate your own mushroom islands! (See notes.)
- Thaw your spawn!
- Freeze your spawn!
- Spawn nether mobs in a normal world!
Instructions
Please read the entire overview before posting bugs/questions. Most reported bugs/questions are already answered here. If your Question is not answered here, try the Troubleshooting page.
Download BioMed.jar and copy it to your plugins directory. The plugin will generate a config file on first run, which you can then edit if desired (in game commands are recommended, however.)
The only parameters that cannot be controlled in-game are in the "options" section. They are:
- allowglobal
- allowop These options control the ability to set global biomes and use commands as op, respectively. They are enabled by default, so you will need to set them to "false" if you do not wish for your players to use them.
In-Dev / Requested
Reworking the command system! Leave a comment with suggestions. Looking into improving quality of some global biomes Looking into time-dependant biome regions (day/night cycles) Remove dependency on WorldEdit for selections (will still integrate if present) Whole-biome replace Free-form selections Brush tool
BioMed "In-Dev" is currently at version 0.7.1, and it is built against Craftbukkit-1.4.7-R1.0.
Latest Build notes:
- No longer requires WorldEdit (small bug introduced in v0.6)
- Global biomes are
currently unavailableJust added!in need of revision. They still work, but you may be disappointed over previous builds.- The commands for changing global biomes are still the same, so see the commands page for details.
- Use the biome "none" in your command to disable the global biome.
- All newly-generated chunks will be 100% the biome you specify. This will cause your global biome to be generated in areas where it wouldn't normally, and can have some weird results. File a ticket for any "buggy" behavior you find.
- BioMed will attempt to update existing chunks to the global biome whenever it is changed. It can only do this for currently loaded chunks, however. I am looking into a way to get around this, but for now be aware that you will have to fix a lot of these "holes" yourself.
- removing the global biome will not affect existing chunks. If you want to restore the default biome in an area, use one of the "clear" commands.
- BioMed will no longer store regions in its config file. On start/reload, any regions found there will be imported and removed from the file.
- User requests are always welcome. As long as the feature is reasonable to implement, I'll try to make it happen.
- I decided to not use the built-in biome API- as is- due to inefficiencies in handling large changes. My version is- in theory- much faster, but may contain bugs, or break with updates. As usual, report any bugs or error messages here for a response. Post a stack trace too for a quicker response. The more info, the better.
- NOTE on using WorldEdit's regen command: If you have a global biome set, all blocks affected by regen will be generated 100% as the global biome. This will allow you to quickly convert sections of an existing map with ease, but it still does not allow "controlled" regeneration on a small scale. I plan on implementing that as soon as I determine a good way to do it.
Commands
Permissions
Bugs
If you find a bug, or are having problems:
- Read what other users are saying, to see if there is a fix or workaround.
- If you cannot find your problem already mentioned, feel free to file a ticket, leave a comment, or PM me. If you don't feel like signing up for curse just to file a bug, you can also PM my bukkit.org account, Karl Marx.
If you are submitting a bug report, I strongly suggest that you include a stack trace as well. What's a stack trace?
@dannytix
Yes, something like what VoxelSniper has would be nice. I disagree though that it's a duplication of effort - neither of you has the combination of features to serve the scenario. They have ease of use but not biome assignment/regen, you have biome assignment and regeneration but not ease of use. The scenario isn't well-served until one of the two of you picks up the other's feature.
I don't know what command history you mean - is this a new feature you haven't documented? Or maybe I just can't find it in all that text. Anyway, I don't think the "regen only the chunk I'm in" solution would scale to my problem. I'm planning to build a 1000-block diameter island, and I'll need to assign and generate every chunk. Since this requested feature isn't available yet (or may not be ever?), my plan is to do the math and use the coordinate slash commands in console, then enter the world and hope for the best. I predict frustration.
@bigscary
I have considered this, but (until now) it has been fairly low on my todo list. If it's what users want, though...
Also, I haven't even looked into whether or not it is possible, but what would you think about this being implemented as an extension to Voxel Sniper, or some similar plugin? I've never used it, but I hear it's quite popular. I see no point in duplicating existing functionality when a simpler solution exists, but it all depends on what people will actually use.
As a sidenote, the simplest version of the BioMed set command only takes one parameter (the biome.) Simply enter "/biome set somebiome" to auto-select the chunk you are standing in. Combine this with the new "command history" feature of 1.2.4 for maximum efficiency!
Or just use WorldEdit selections... ;)
Hi Danny, thanks so much for making this plugin. I plan to use it to build a custom map, so I hope it will work very well for me. To fit my scenario, I want to make a couple of suggestions.
Please consider adding a "wand" mode. To illustrate, I mean something like "/biomewand <biome>" to start, and "/biomewand off" when done. While the biome wand is active, right-clicking a block (even from a distance while flying) would re-generate the chunk containing that block as the specified biome.
This would allow an administrator to fly about placing biomes where he wants without thinking about coordinates and repeatedly using commands with 4 parameters. In my opinion, this would easily push you way overtop the much more complicated WorldEdit for the "generating a custom map" scenario, because currently with WorldEdit building an island or a jungle, for example, is a long, tedious process of painting lots of blocks and then doing your best (and usually failing in the end) to make it look "natural".
You can see an example of what I mean by "right-clicking with tools while flying to regenerate land" in my GriefPrevention plugin. You need to equip a golden shovel, then type /RestoreNature to enter the mode. From there, you just right-click on land to regenerate it (in 1.2, though, the client doesn't update the chunk until you log out and back in).
I think your idea of modifying the biome and regenerating to get the true natural look is a superior approach for my custom natural world building scenario. Thanks!
@Rowtag87
Rainforest is not a real biome, and can't really be used. Blame bukkit for not updating the biome list :P
As to the jungle problem, what biome does the debug screen (hit f3) say you are in? Can I assume you have gotten the other biomes to work then?
Bugreport: If you use Rainforest it sayd there is no Worldedit Region selected.
Also if you use Jungle, there is no Jungle, only a big forest :(
I hope u can update, i really need this :)
@LucidLethargy
Pre-1.2 versions of the plugin hijacked biomes at the lowest possible level, so any new chunks generated with a global biome enabled are going to be that biome, guaranteed.
It's a feature- if you regenerate the pre-existing chunks, they'll turn into taiga too (but you'll lose whatever was built there, of course.)
It has been a pretty busy week for me so far, preventing me from finishing the global biome code; but I hope to have it done sometime this weekend.
I'm working on 1.1 right now and loving this plugin (although it doesn't work great for global, "taiga" seems to spawn a massive forest for some reason.)
Unfortunately for more than one reason I can't revamp my server until this plugin is updated, so I really can't wait until I see this one updated so I can move forward! This plugin really is that great, I'm putting my entire server on hold just so I can get global control over terrain!
Keep up the great work, we really appreciate it!
Soo, does this work for changing a whole map to 1 biome, yet? I have a flatgrass style map that people are building on, but there's ugly swamp areas, and I'd like to just get the whole map's grass, to a nice bright green like normal.. =/
@nightsdawn
It is unlikely that this will happen. Triggering weather is a completely separate system from biomes, so implementing this would be akin to gluing two unrelated plugins together. During early testing of BioMed I used a plugin that allowed me to control weather, but it was on a world-wide basis, as @dadaemon described. I cannot remember the name now, but it should be easy to find if it is still updated.
@nightsdawn
This is probably impossible. As the weather is set world wide. So if your standing in a jungle biome and you set the weather to rain everyone in that world on a biome that supports rain or snow will get rain or snow.
Does this currently or plan to have the ability to control weather of a biome? for instance make it near constantly rain in a jungle biome?
@lubblig
In the dev build I am using of this plugin, not only does it change the color of grass and leaves, and it also changes how the weather affects the biome and looks. It is shaping up to be an amazing plugin :D
@lubblig
ok so being nicer than what i said before, yes, this is apparently now possible and the description outdated. however i still hold to my statement that the description was right above you.
Will this change the colors of grass and leaves etc.? Because in my spawn there are two different types of grass which is really annoying. Will this plugins fix this or not?
Looks cool... investigating :D
Status on update? D:
@SrToE
The plugin already supports using your WorldEdit selections. If WorldEdit supports (useful) deeper integration than that I will look into adding it once 1.2 updates are complete.
Very exciting:
https://github.com/Bukkit/CraftBukkit/commit/6d198be88856379f14f70b8e2d1ace66bd6f1ab7
How about integration in WorldEdit. That would solve all selection problemsand would even offer access to a client gui.
PS: When will soon be? :D
@PenzRules
The recent changes brought by the 1.2 update will solve most of the problems you mentioned. I can't think of any practical alternatives to rectangular selections myself, but I'm open to suggestions.
@GoldenWrapper
Expect an update for 1.2 "soon".