173generator
Beta 1.7.3 terrain generator
This plugin generates beta 1.7.3 terrain.
Installation
MCStats
As of version 2.3 this plugin uses MCStats to collect data about the plugin, like how many servers/players use the plugin ect. (More about MCStats)
Disabling MCStats:
Edit file plugins/PluginMetrics/config.yml and change opt-out: false to true
Updating to v2.2 and newer
Configuration
1.5 and earlier: no configuration
Commands
/reload command
/reload command is not supported. Don't use it. It WILL break 173generator (and a lot of other plugins).
FAQ
TODO list
Statistics (MCStats)
Development builds
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.
Source | Development builds
I love this plugin, I used Multiverse to create a beta world and it's wonderful! I used portals to make portals there and back. I love this plugin!
@tinyhacker
I would also like the 1.6.4 generator, as my ability to upgrade my server is dependent on this (Yes, I know of the alternatives. In my case, none of them are better than sticking with 1.6.4.). I really hope Barteks2x finds the time to do it. I will of course help where I can.
This plugin makes me wish I had minecraft back in the betas. (Wistful look). Plus it's perfect for terraforming.
@Tstop
Yes. You can use it like any other generator. If you have multiverse you can set terrain generator for certain worlds to 173generator.
Is there a way to enable this for only certain worlds?
@Klausar
No, but I will add option to enable it (In beta 1.7.3 there was Savanna biomes where new trees will be generated). And There will be option to enable generating jungle trees in rainforest .
@grmds
Will be fixed in next version.
Do the new trees, added in 1.7 generate with this plugin?
@Barteks2x
The top 2 log blocks of normal oak trees as well as big oak trees are generating sideways, Any idea why this is/ can you fix it?
@Barteks2x
Thank you for your answer. If/When you start working on the 1.6.4 generator (or if you know of someone else who does), would you please let us know here?
@timgeel
@Gymnasiast
1.6 generator will be probably implemented in other plugin. Now I'm working on 1.0.0 terrain generator (Updating abandoned OneHundredGenerator plugin).
Cganges from 1.0.0 to 1.6.4 are only new biomes and structures, that's easy to implement.
My server is currently still on Minecraft 1.6 due to the generator changes in 1.7. I really would like to have a 1.6 generator for 1.7+. With that I mean that it should generate the same terrain, i.e. no transition chunks (I really don't want to mess up my world, I'd rather stay with 1.6 if I have to). Since I want it badly, I would certainly help test it if you need it. Also, I feel a donation would be appropriate if you added this feature (or made a separate plug-in for the 1.6 generator).
@grmds
If you want Plains everywhere set experimental biomes to "true" and remove all biomes except "PLAINS" from biome list (it will work with any biome as long as it's one biome). It will change only grass color (and weather, it will rain in in desert).
Currently it's impossible to replace one biome with other (desert -> plains, rainforest -> forest...). It will be added in next version (2.4-*).
@Barteks2x
Hey, so I must be missing something. But, how do I set the world to all be 1 biome? I want it all to be plains. I'm talking specifically about the grass color, not the terrain however.
@Hulipill
There will be no river biome - when plugin generates terrain it "knows" only chunk (16x256x16 blocks) that is currently generated. It's impossible to determine if it is a river or ocean so it will always be ocean (even if there is only onw block of water at ocean level - if water is above/below y = 64 it will not be set to ocean).
Mob spawning - I couldn't find any plugin that would spawn mobs when generating chunks.
Maybe i will add option to use beta 1.7 mob spawning (or make another plugin).
I know that TerrainControl plugin spawns mobs correctly but it uses directly obfuscated MInecraft code (names change every CraftBukkit/Minecraft version).
@Barteks2x
Great, the water detector (Ocean or River) is a must, since it never rains in savanna oceans or deserts. Do you know any plugin I can use to fix the mob spawning? I have seen a few new mobs spawn in plains like horses. Also set any ice blocks to taiga biome, because they're melting.
@Hulipill
Only new mobs will spawn in new biomes.
@Hulipill
In beta 1.7.3 animals spawned like monsters do now but in daylight. Now most of animals you see are spawned when generating terrain. 173generator spawns no mobs to it may cause issues with mob spawning. Maybe using other plugin to control mob spawning will fix it.
Biome detection by humidity/temperature - it was only an experiment, to see how it would work. As a result I got much more accurate biome colors so I decided not to remove it.
Detecting Ocean biome is a good idea. I will add it in 2.4/2.5.
@Hulipill
There wers strongholds, villages etc in previuus version but in 1.7.2 a lot of things have changed.
Before 1.7.2 I was using Java's Reflection to call methods that generated Strongholds/villages/Mineshafts. Some of them needed byte array as parameter (block ID array). As of 1.7.2 byta array is changed to Block array, but Bukkit still uses byte/short array. Convertick one to another would take too much time using Reflection. If I wouldn't use reflection I would have to update my plugin every CraftBukkit release, beacuse package names would change (and even then it would be slower). That's why I decided to remove it.
New wood types - maybe I will add it in one of future versions (configurable) - jungle trees in Rainforest, accacia in Savanna biome and dark oak (rarely) in forest biome.
New ores - the only new ores are quartz ore and emerald ore. Quartz generates in the Nether so it won't be generated by this plugin. Emerald generates only in Extreme Hills biome. There is no extreme hills biome in beta 1.7, it's also hard to detect mountains. I can add it but Emeralds will generate in every biome or only in places where terrain is higher than a apecified value.
Alright, I've read your FAQ, and To Do List. Since there were no Ocean biomes, then maybe you could detect where water blocks are and just set the biome to river or ocean since it completely disables rain in savannas and deserts. I would also suggest to look for someone to help you out with this plugin, it will really work well. The FAQ also answered my question, there were no biome names, they were just determined by temperature and humidity. I will also be very glad if you added support for Strongholds, Villages, Dungeons, Mineshafts, the new ores, and possibly the new wood types or features within a certain biome.
This project has a good start, however, it still has it's flaws. First of all I think that the old 1.7.3 generator terrain was lower, I think this is causing animals to now spawn, or something else causing animals to not spawn. Next, the biome detection and humidity/temperature don't work, the biomes are sometimes out of place, the ocean is almost always a desert, forest, or jungle edge, never just a simple ocean or river. I think that your idea of biome mapping may solve this, but I have a question, will the plugin know the border lines of the old biomes, or determine them by humidity or temperature? Also, is there a way I can fix the animals not spawning? another plugin? This is really bugging me, I hope you can fix these issues because this plugin is amazing, I've always wanted 1.7.3 terrain generation without having an old map, and new terrain generating around it.
@Barteks2x
You said in other post:
"In next version I will add option to use custom biome mapping:
biomeMapping:
#Replace beta 1.7 "rainforest" with jungle
Rainforest: JUNGLE
Swampland: SWAMPLAND
#There is no seasonal forest in current minecraft version
Seasonal Forest: FOREST
#..."
I was referring to the biome mapping you will add in the future version, so it can identify an old biome and replace it with a new biome like seasonal forest is roofed forest, some features will still spawn there, like in jungles Ocelots will spawn, and in swamplands witches will spawm, and abandoned mineshafts or strongholds. Also is the future version going to be called "OldTerrain", is it going to be the next update?
@Hulipill
This biomes are used ONLY for more accurate biome color. They don't change anything else. If you add roofed forest (it is currently listed) it doesn't mean you will see everything you can find in roofed forest biome. This biome will be generated in place where other beta biome would be generated that has simillar temperature and humidity values.