WorldGenerationControl
** NOTE: This no longer works as of 1.4+, and /destroyAndRegenerateArea is broken as of 1.2+. I may get around to rewriting this at some point, but no promises. Patches are welcome! See GitHub. **
WorldGenerationControl 2.6
Formerly ForceGenChunks
Which is a dumb name so I changed it
This is a very simple plugin to allow you to pre-generate a region of your world. It does not affect already generated regions. As of 2.0, it can also repair lighting of existing regions.
Features
- Generate arbitrary regions by coordinates
- Queue multiple generations
- Various speed settings to control lag vs generation time
- Works on a live server
- Doesn't lock up the server (unless you use the /allAtOnce option)
- Low ram usage, works fine on servers with 1gig of memory.
- Generates trees & ore, not just land
- Can generate valid lighting
- Can force regenerate lighting on existing chunks, to fix light issues.
Bugs/Quirks
- Generating land takes a lot of CPU - nothing the plugin can do to prevent that! If you don't want to lag a live server, use the /slow or /veryslow modes.
- Designed for servers with at least 1gig of memory allocated to them (-Xmx1024M). Servers with lower memory limits may encounter heap exceptions. If you have less than 1gig of memory, try using /slow or /veryslow modes.
Commands
The /genregion (or /generateregion) command can be entered by any server op, the server console, or anyone with the appropriate permission (see below).
The syntax is:
/genregion WorldName StartX StartZ EndX EndZ
For circles (/generatecircularregion or /gencircle):
/gencircle Radius [WorldName xCenter zCenter]
The world and center coordinates for the circle command are [optional] if you are a player (not the console). It will default to your current/world position.
All coordinates are in normal, in-game coordinates - but will be adjusted to the nearest chunk boundary (inclusive).
Options
All commands can have options applied to them like so:
/gencircle 1600 MyWorld 0 0 /fast /lighting
Options are not case sensitive. The available options are:
- /allAtOnce - Don't pause between steps, generate everything requested all at once. This will make the server basically unusable until the generation completes, but get the job done fastest. Very useful in conjunction with /onlyWhenEmpty
- /veryFast, /fast, /slow, /verySlow - Adjust speed. Has no effect if /allAtOnce specified. Normally the plugin will cause mild lag while generating usually doing around 700ms of work per three seconds (depending on the server CPU). Raising the speed with fast or veryfast will cause more lag but speed up the generation, slow or veryslow will reduce lag while increasing generation times. Veryfast will cause a lot of lag. Veryslow will cause almost no lag, but will take something like 10x longer.
- /forceKeepUp - Force the server to 'keep up' with garbage collection and chunk saving. In particular, 1.9 Has a new async chunk saver, which appears to be rate limited, meaning it may not keep up with fast generations. This option forces the chunks to be saved immediately, rather than on a separate thread. You should use this option if you notice the plugin spending a lot of time "waiting for the server to catch up" and don't mind the minor increase in CPU usage caused by forcing it to keep up. /allAtOnce mode will always use this option.
- /lighting:none - Skip generating light data for loaded chunks. See Notes on Lighting below.
- /lighting:force - Reset and regenerate lighting for all chunks we pass over, even if they already have lighting data. Useful for fixing areas with corrupt lighting.
- /verbose - Print detailed timing info while generating. Doubles the amount of spam the plugin prints!
- /quitAfter - Shutdown the server once this (and any other pending generations) are complete. See the Using in a Script section below.
- /onlyWhenEmpty - Only do generating when the server is empty. The plugin will pause generation and wait until players leave, allowing you to generate lots of land without worrying at all about the extra CPU. You can use this in conjunction with /allAtOnce to have the server use 100% when it is empty towards generating land, without causing any lag when players are online.
- /destroyAndRegenerateArea - As the name says, this will delete and destroy all land in the area given, generating new land instead. I cannot stress enough how this will delete your world (or the specified area of it at least), so please understand what you're doing and make backups!
Permissions
Permissions are optional. Server ops and the server console can always use generation commands. However, if you have permissions installed, the following permissions are used:
- worldgenerationcontrol.generate - Allows user to queue generations. Implicitly grants worldgenerationcontrol.statusupdates
- worldgenerationcontrol.statusupdates - Allows user to see generation progress messages. These can be quite spammy, explicitly removing this permission will cause only the server console to see these messages.
Examples
/genregion OurBeautifulWorld -50 -50 50 50
Would generate from -50,-50 to 50,50 in game coordinates. Simple!
/genregion "Bob and Sam's \"Awesome\" World" -50 -50 50 50
The same command for world: Bob and Sam's "Awesome" World. Quotes can be placed around world names with spaces, world names with actual quotes in them can be escaped with backlashes.
/gencircle 1000 /fast /verbose /lighting
Would generate a 1000 block radius circle around the issuing player, using the /fast speed setting, with verbose output, with lighting!
/gencircle 1000 MyWorld 100 100 /veryslow
Would generate a 1000 block radius centered in MyWorld at 100x, 100z, using the veryslow speed setting so as not to cause lag.
/gencircle 10000 MyWorld 100 100 /allAtOnce /onlyWhenEmpty
Would generate a HEUG circle centered at MyWorld 100,100 at max possible speed, but pause the generation when players join. Useful if you want your server to use 100% on generating when it would otherwise be idle.
Notes on Lighting
By default, minecraft only generates lighting info for a chunk when it is first approached by a player. This is fine, but if you want to generate an external map with something like Minecraft Overviewer, it means the areas players haven't visited will only have 'fast' lighting, with pitch black shadows.
To fix this, by default, WorldGenerationControl forces new chunks to have lighting info, as if a player were nearby. This shouldn't cause any problems, but takes about 8% more CPU-time. You can skip this step with /lighting:none -- the chunks will still be lit when a player wanders by, so this is only an issue for external tools as mentioned above.
There is also /lighting:force, which will force-generate lighting for all chunks it passes over (even those already generated and with proper lighting), which is useful for making Minecraft recalculate the lighting in areas with glitched shadows.
Using in a Script
The /quitAfter option lets this plugin be used as part of a script. For example, some users like to generate maps for a lot of random seeds to share with the community or post on /r/minecraft for delicious karma. Because Bukkit/java freaks out when EOF is encountered in input, the proper way to do this would be something like:
echo "gencircle 1000 TestWorld 0 0 /allatonce /quitafter" | cat - /dev/full | java -jar craftbukkit-0.0.1-SNAPSHOT.jar --nojline
Download
https://github.com/downloads/Nephyrin/WorldGenerationControl/WorldGenerationControl_v2.6.jar
Source
https://github.com/Nephyrin/WorldGenerationControl
ChangeLog
-
2.6
- Updated to work with 1.0.1 / 1.1 builds.
-
2.5
- /forceKeepUp now keeps up on garbage collection as well
- Renamed /forceSave to /forceKeepUp to reflect that it also keeps up on garbage collection.
- When the server is floating at >80% memory for too long, try invoking a GC. This fixes the issue where the default Java GC options would have it float at 80% memory forever as long as nothing forced it to catch up.
- Cleaned up /verbose output a little.
- Check if we have <200Megs free in addition to <20% free, prevents out of memory errors on 512Meg ram servers (which this plugin doesn't technically support)
-
2.4
- Add /forceSave workaround for 1.9's AsyncChunkLoader silliness.
- /allAtOnce now implies /forceSave
- Make the memory limit a little more conservative to ensure we don't hit GC overhead errors on low memory servers
- Once the memory limit has been hit, wait for ram to decrease below the limit by at least 10% before resuming
- Tweak the NextTickList bug workaround - instead of flushing the list, just ensure it stays below a threshold. Should fix the minor lag spikes from the fix.
- Minor optimizations
-
2.3 - Death to Memory Issues edition
- Includes a fix for CraftBukkit's poor NextTickList handling, allowing high generation speeds on low memory servers
- Invokes the GC directly when running close to memory limits to prevent GC Overhead errors
- Takes a break if memory usage gets unacceptably high to let the server catch up.
-
2.2
- Lighting now talks directly to CraftBukkit and is now approximately 115 times faster. Yep.
- Because lighting has gone from taking up 92% of processing time to a trivial amount, the plugin no longer splits lighting/generating/saving into separate steps.
- Because lighting is now very fast, /lighting is now the default. It can still be disabled with /lighting:none
- /lighting:extreme is now named /lighting:force, and only eats a little bit more CPU.
- Added /destroyAndRegenerateArea - which regenerates all chunks in the region. Beware!
- Removed /lightExisting, lighting is now only done as-needed either way, and /lighting:force can be used to try and fix corrupt light areas.
- Fixed /gencircle being centered incorrectly when called by a player without coordinates
- Improved accuracy of some fuzzy math logic to ensure only requested areas are generated
- Added /onlyWhenEmpty - this causes the plugin to only do its work when the server is empty, pausing and resuming as needed when players join/leave.
- Minor speed/overhead improvements
-
2.1
- Fixed issue with /allAtOnce being too aggressive on lighting, causing memory issues on low-memory servers.
- allAtOnce mode now returns into the server briefly between ticks, allowing other commands (such as /cancelgen) to be run.
-
2.0
- Name changed to WorldGenerationControl from ForceGenChunks
- Large rewrite
- Supports Minecraft 1.8's lighting methods
- Added options: lighting, speed, verbose, quitafter
- Added permissions support
- Normal speed is much, much less laggy. Speed options provide control over lag during generation.
- No longer trusts server to cleanup chunks, manages process through lighting step and cleans up chunks directly. maxLoadedChunks removed as a result, even on high speed settings the plugin will never load more than 1024 chunks into memory.
- Cleaned up and improved status messages.
- Use block coordinates instead of chunk coordinates
- Support queueing multiple generations
- Better in-plugin API for other plugins to interact with this one.
- Other things I likely forgot
-
1.4
- Added progress % to generating status messages.
-
1.3
- Added support for quotes and spaces in worldnames via quotes and escape sequences.
- To generate for map: Bob's "Wonderful" Funland
- /forcegen "Bob's \"Wonderful\" Funland" -10 -10 10 10
- Fixed the "Invalid world name" error message giving the wrong world name for /forcegencircle commands.
- Separated generation and cleanup phases - plugin now prints a message when generation is complete, and a second message later when cleanup is complete.
- New generations can be started even if cleanup isn't done, the remaining cleanup will just be merged with the new task's cleanup.
- Removed warnings about players being in the world, with above changes there is no harm in them being there.
- Added some colors to plugin messages. Pretty.
- Plugin messages now show who did what.
- Tested with recommended builds 1000 and 1060.
-
1.2
- Added /forcegencircle
- Players who use the command now see the progress, not just the 'generation started' message.
- A few minor text tweaks.
-
1.1
- Wait for chunks to unload, instead of assuming our unload requests succeed. Fixes a 'leak' of loaded chunks in large generations, chunks that never unload until a reboot.
- Add a optional maxLoadedChunks argument to /forcegen, setting this higher reduces the time spent waiting for old chunks to unload, but causes more chunks to reside in ram, increasing memory usage.
- Added /cancelforcegen, to cancel generation in progress.
-
1.0
- Release
I recommend PreGenerator
WorldBorder is a nice and up-to-date alternative to this plugin.
@stephsss
This no longer works as of 1.4 as you noted. I've updated the warning at the top of the page.
If someone wants to take a shot at un-breaking it, patches are welcome on GitHub. I may get around to re-writing this (its generation method is a bit crufty) at some point, but I've been very busy lately.
The only other plugin I'm aware of that can do something similar is WorldBorder
craftbukkit-1.4.7-R1.0.jar plugins WorldGenerationControl, WorldEdit, Craftconomy3, TagAPI, mcjobs, BattleNight, Vault, PermissionsEx, WorldGuard, ColoredTablist, dynmap, Announcer, CoreProtect, Modifyworld, GriefPrevention, Votifier, MobArena, CommunityBridge, Essentials, ChatManager, EssentialsProtect, EssentialsSpawn, EssentialsAntiBuild, ChestShop, EssentialsChat
error
genregion World -50 -50 50 50
10:47:52 [WARNING] Unexpected exception while parsing console command "genregion World -50 -50 50 50" org.bukkit.command.CommandException: Unhandled exception executing command 'genregion' in plugin WorldGenerationControl v2.6 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:46) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:186) at org.bukkit.craftbukkit.v1_4_R1.CraftServer.dispatchCommand(CraftServer.java:514) at org.bukkit.craftbukkit.v1_4_R1.CraftServer.dispatchServerCommand(CraftServer.java:506) at net.minecraft.server.v1_4_R1.DedicatedServer.al(DedicatedServer.java:260) at net.minecraft.server.v1_4_R1.DedicatedServer.r(DedicatedServer.java:225) at net.minecraft.server.v1_4_R1.MinecraftServer.q(MinecraftServer.java:494) at net.minecraft.server.v1_4_R1.MinecraftServer.run(MinecraftServer.java:427) at net.minecraft.server.v1_4_R1.ThreadServerApplication.run(SourceFile:849) Caused by: java.lang.NoClassDefFoundError: org/bukkit/craftbukkit/CraftWorld at net.pointysoftware.worldgenerationcontrol.WorldGenerationControl$GenerationRegion.<init>(WorldGenerationControl.java:129) at net.pointysoftware.worldgenerationcontrol.WorldGenerationControl.onCommand(WorldGenerationControl.java:906) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:44) ... 8 more
Is there an update coming? is there another plugin like this one that works?
thanks
@JrCool
This was my favorite worldgen plugin back in the day, but WorldBorder has replaced it. You don't have to set a border; it's great for world generation too.
Is there any chance in hell of this getting updated to the latest build?
does anyone know of a way to have this work on 1.4.6 or of a similar one that does?
Please update!!
Anybody knows an alternative?
Works fine (i think) on my 1.4.2 server, but i can't use it together with NoLagg (in default settings). Thinks it's caused by NoLagg because it contains a sort of chunk-load/-unload feature that messes up with the one WGC uses. Works like a charm using circlegen with +50 radius together with dynmap (1.1 'HEAD' build) to explore new parts in a perfect circle every 5 minutes.
Any problems known? After a rec.build is out i will pregenerate a chosen seed with it and i don't want to render 3 days useless files
EDIT : will break with 1.4.5-R0.3 release
Is this screwed for 1.4.2?
Is there any way to get this to use more CPU when generating? On my server, since generation is a one time thing, I wouldn't mind shutting everything down and giving it all 8 cores, but as it currently works, java barely uses 10% of one core, which means terrain generation is painfully slow (even with allAtOnce).
Is this a limitation of java or bukkit, or could this possibly be a user error?
@KBKWilliamsson
Because this program uses whatever terrain generator Minecraft is using to generate your world, it will work with large biomes, terrain control, or any other generation algorithm.
@KDMinecraftServer
You could use a script to sequentially generate small regions, and basically do the generation management yourself.
I really can't use this because my server auto restarts every 12 hours. If you could save the generations and re-load them when the plugin starts up again that would be great.
This has been awesome for my server, however, does it support large biomes? If not it's the first time with a new world I cannot use it, that would be a sad, sad, day :3
@Nephyrin
Thanks for getting back to me so fast, though I think I did something wrong.
My Map
That is what I got. I wanted to generate land with a radius of 3000 from the points of 0,0 and after it generated I got that strip at the top?
I don't remember the specific command I used but I think I used "/genregion minecraft -3000 -3000 3000 3000"
minecraft being the name of my world, however I'm not 100% sure on the command as it took 4 hours to generate on /allatonce
Have you ever seen anything like that or is it strictly user error? (very likely haha)
edit also I should not that everything apart from the strip at the top was generated already from exploration.
EDIT 2: I'm doing a re-full render with Dynmap and I think it's going to fix it.
@tdbruce34
Yes, this plugin just forces land to generate, once you've done so you don't need to keep it around.
That said, when its not doing a generation, the plugin does literally nothing, so there's little harm in keeping it installed, either.
If I used this to generate some terrain on my server is it required to keep it installed in order to keep things working or could I, if I wanted to, remove it after my server had saved or I had created a backup after confirming that it all generated well? Not that I don't want to keep it installed but if it were to conflict with one of my other plugins would I be able to removed it once it has "done it's job" to say?
so.. earlier today we started noticing a great amount of lag being caused by exploring.
my searching led me here, and im really glad you are intending to update this for 1.4. we are currrently in building mode on our server in our own wait for 1.4. I am definatly hopeing that you can get this updated.
I am hopeing that it also can support custom terrain generators like oh Terrain Control, or multiworld setups.
I will be keeping a keen eye on this mod.
@Nephyrin
Thank you! That works well enough to use for now. I generated a 1000 x 1000 block area a couple of times and there were still some dark shadows showing up, but with much lower frequency. The handful of dark shadows I encountered on the surface of the world were trivial 1x1 tiles that occurred in shaded areas. A couple of caves were partially blacked out, but for the most part the lighting was ideal, and I can now generate a usable 1.3 world :) thanks again!
@getiron
2.6 wont be able to properly fix lighting on minecraft 1.2+, /lighting:none should prevent it from trying.
This *experimental* build from git should have proper lighting, but still-broken /destroyAndRegenerateArea, let me know if it seems to do the trick: http://nemu.pointysoftware.net/sink/WorldGenerationControl_2.7pre2.jar
I have to do a bigger rewrite of this plugin to do fully-progressive chunk loading to fix the weird bugs in newer versions, but am holding out until MC 1.4 to do so. (But, of course, patches are welcome)