AlmostFlatLands
A simple world generator that creates a slightly less boring looking flat world.
Usage
Multiverse can be used to create a almost flat world using the command
/mv create <world_name> NORMAL -g AlmostFlatLands
The worlds section of the bukkit.yml file can also be used, information on that method is available on the wiki.
Config
the default config file looks like this
prevent-spawning: true set-world-type: true world-height: 32 world-biome: PLAINS world-grass-chance: 14 world-flower-chance: 1 world-tree-chance: 15 world-tree-types: - TREE - BIRCH - BIG_TREE
prevent-spawning
When set to true no mobs will be allowed to spawn in worlds created with this generator.
set-world-type
when set to true the worlds created will have their type set to FLAT, this fixes the issue with the void fog but may cause issues with other plugins and is not supported by Bukkit.
world-height
The base height of the world, note that the maximum y value at any point may vary from this by a few blocks.
world-biome
The name of the biome to be set for the world.
world-grass-chance
Controls the amount of long grass in the world, setting this to 100 would mean a long grass block above every grass block.
world-flower-chance
The same as world-grass-chance but for flowers. Note that this chance is the number of remaining blocks once the long grass has been generated.
world-tree-chance
Controls the chance that each chunk will contain a tree, setting this to 100 will mean 1 tree roughly every 16 blocks.
world-tree-types
A list of trees to generate, each tree that is created is picked at random from this list.
Contributing
Contributions to the project are very much welcome, if you have a feature that you want implemented and know a nice way to do it then consider forking the repo and submitting a pull request. These will be accepted as long as the following simple guidelines are followed.
- Do not edit the structure of the pom.xml file, feel free to add a dependency if you need it but the formatting and structure should not be changed.
- If you are exposing a new API method, add a JavaDoc comment to it, but don't over-comment internal code.
- Follow the existing code style, don't antagonise over every space though !
All dependencies that are used are now available from a public Maven repo, so you don't have to worry about building several other projects just to add a simple change any more.
Source Code
Dev Builds
Changes Since Last Release
Download
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
http://bukkit.jacekk.co.uk:8000/job/AlmostFlatLands/
@lANTHONYl
That's what I meant, I guess it would work okay if you generate the whole world.
@wide_load
I have some template worlds premade here. One is a planes world. I changed the world-biome type to PLAINS from TIAGA and imported the world with multiverse. Then used worldborder to fill the world to the desired size. The premade area was indeed plains, because that was how i made it previously. The area outside of that that was filled in with worldborder was tiaga. It did not re-read the config file after i saved it. It needs a server restart for the config file changes to take effect.
@lANTHONYl
The config applies to all worlds, if you edit it all new chunks in existing worlds will use the new settings.
Would be nice if there was an /afl reload command so that changes to the config file are re-read. Currently you need to restart the server before changes are updated. This make creating new worlds based on different configs require you to restart the server before you make each one.
@CommodoreAlpha
It's the TreeType enum from Bukkit so here http://jd.bukkit.org/rb/apidocs/org/bukkit/TreeType.html Not that friendly but you should get it from that :)
Do you know where one could find a list of tree types? (It might also be helpful to list it on the front page.)
@BlueBerryWizard
Like I said before this is not really meant to be used for survival worlds so I won't be adding caves. Sorry.
If there are any changes made you can just replace the plugin and any new terrain will be generated with the updated version.
Wide_Load, want to see my server where I use your plugin and discuss things with me there?
http://minecraft-server-list.com/server/123569/
The main complaints right now from players are that there's a ton of gravel underground but no dirt pockets or caves and that it gets boring digging out so much gravel.
If you update the generator more would it be possible for me to update whilst retaining the already generated land and the generator would only change the land in the regions so far not generated yet?
There are now a number of houses and other things scattered throughout the land that it would be a shame to have deleted upon updating.
It if comes down to it I guess I could copypaste my spawn-area and other important structures and let the rest be wiped out on update.
@nenormalenpichaga
http://dev.bukkit.org/server-mods/multiworld-v-2-0/
This is what I'm using. The command to create the world is a little different from what is suggested by wide_load (who uses Multiverse).
/mw create <world name> [gen] [seed]
So for example to create a world using this plugin you would do: /mw create world_flat_plains plugin:AlmostFlatLands
Then you use the command /goto world_flat_plains and that will send you to the world you just created. You'll have to set up permissions then for the new world.
Can anybody tell me plugin that can make new worlds and 1 teleport plugin to teleport between two worlds cuz i want to use this plugin too. I need it for 1.4.7 version
@BlueBerryWizard
Not necessarily, I'm open to discuss feature suggestions all the time and will work on this more if I think of anything to add.
It has been 10 days since the last file was released on February 10th, 2013. Would I be right to assume there'll be no more updates then to the generator?
@wide_load
So this is where you keep the source code https://github.com/betterphp/AlmostFlatLands ?
I'll look at it after you've added pumpkin & watermelon patches and water/lava and whatever else final updates you intend to add to it then.
@lANTHONYl
Changing the config will not affect existing chunks so that should work :)
Ok, so i'm assuming that worlds generated will reference the values in the config on initial generation and on any subsequent chunk gen. So if i use this for multiple worlds, then i'd have to change the values in the config before i create any additional worlds, then fill them with worldborder. Basically, we can have different setting for different worlds, but we need to be deliberate about it.
@BlueBerryWizard
There is a link in the description, compile it with a java compiler.
@lANTHONYl
Why though? I don't want to have multiple worlds to divide my already small server population over. It also already has ores generation and the config lets you disable or enable each ore that you want.
You're basically asking for a bunch of options we want to be taken away from it so that nobody can have those things. Why not just let them be implemented so people like me and that other guy who requested ores can have them and you yourself can just disable what you don't like?
There are no other world-gens that create an almost flat world + all the ores.
Btw I never requested surface lakes. I actually requested underground lakes with water or lava as in pockets of air underground with water/lava in the bottom. Just saying.
Except for the addition of pumpkin & watermelon patches I haven't requested anything to be modified on the surface.
@wide_load
Where can I get the source file and what would I have to compile it with?
All this talk of heavy modification to what is supposed to be a simple, lightweight almost flat creative world gen is totally off point... There are other world gens that do all the things that are being asked about. Keep AlmostFlatLands basically as is. Maybe add some surface lakes, but if you're talking caves and ores... it's too much. Have a dedicated mining world for people to get their ores from. That way you can reset it as often as needed. This world gen is damn near perfect the way it is :)
@BlueBerryWizard
You would need to edit the source and recompile it.
@wide_load Well how would I edit it myself to add clay & sand in random deposits underground? I imagine if you already added random spawning of various other ores adding it some more wouldn't be very hard. I would probably just have to copypaste part of your code and change a few variables and add it to the config like you have the other ores.
Not sure how I'd edit the plugin itself though. When I open the .jar file in Notepad I see a whole bunch of random characters.