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?
Does this work with 1.2?
I see, this could be used for creating strange terrains. I hope you can make the plugin some better. One chunk can hold several biomes and it would be nice to alter these areas instead of adding chunk-based/selection-based areas to the biome-data. On the top you could write a dynmap plugin to make it easy to locate the biomes. Both things depend on the ability to read the data. The get command does this, it seems. ARe you plaaning to release a client mod for biome-communication (snow/rain in desert fix). How are the chances for a reverse engineered seed-per-chung sendig to teach the client the biomed without the need of a client-mod? And yes. The plugin is nice work. BioMed is an important thing. Hope you'll be adding this features.
I read the troubleshooting page, which is great. But here is something it doesn't explain: I made a map, changed a large area with BioMed and ran regen. I crashed my server, was just too large area. I t did quite much and I continued with set 0 commands. After a while I gave it up, deleted the world-folders and generated a new map with another seed. Now that was funny: A large desert (I wanted this) with many holes in it filled with water. So I deleted the map again and also the BioMed config. This time I got a large ocean with many Biomes. So I realized: In places where Desert was already the Biome there had been the water holes. But now please explain why the Biomed-Settings affect the generation of a new map (with same name).
@G4meM0ment
The plugin requires some fairly trivial processing on load and when you make changes, but I've yet to notice an impact on performance. All storage is done through the standard bukkit config file, which is also pretty light-weight. Storage requirements are based on the number of regions, and are independent of region size (<50 bytes per region.) Ram usage is a little higher, however, at around 1kBi for each chunk that is affected.
@Digitalink2008
I seem to remember there being a world generator plugin a while back that would generate beta 1.7 style worlds, but I can't find it now. Here's one for 1.0.0: http://forums.bukkit.org/threads/wgen-dev-onehundredgenerator-0-1-minecraft-1-0-0-world-generator-1-0-1-r1.53167/
And in regards to your second post, yes it is still true after a reload. Currently, the server never sends biome data to the client, which only needs it for graphical effects anyways. The client instead re-generates all of the biome data on its own from the world seed. There is currently no way to affect biome data on the client, but this appears to be changing in the 1.2 update.
This is a great plugin. I hope you'll be able to update it for MC 1.2 when it comes out because, according to minecraftwiki.net, it will have a whole new biome and I just don't want to sart my server all over again to add it. Until then :)
@Digitalink2008
Oops, just re-read your OP. So graphically it stays unchanged. Is it still true after the client reloads the world? Does the client ask the server for the biome type or does it rely on the local terrain engine for that info?
D.
@dannytix
Ahh i see. Sounds good. I assume things like grass color and such would change dynamically but that tree type and the like would not? Also, i wouldn't expect grass to change to myceeum ( or whatever its called ).
On another note, ever heard of a tool that regenerates terrain using a previous versions logic? Ive found that the regen tool in worldedit is not so useful when the generation algorithms change. :)
Does it take a lot recources? Or does it work with my sql to save recources?
Because with 1.0 a lot of chunks just changed but the terrain stayed.
@G4meM0ment
All changes will disappear without the plugin.
If I changed a biome and deinstall the plugin again, will the biome stay at the current state or rollback?
@Digitalink2008
WorldEdit's regen command will recreate the original terrain, only with different "decorations"; so if the area was originally water, it will still be water. You will have to find an island or some other area that generates with dirt or sand to "redecorate" into a mushroom island instead.
@tustin2121
That is good news. It probably won't make maintaining the current code any easier (actually, it will probably create a lot of work for me up front) but it will eliminate the need for a client mod, which I am happy about.
FYI: https://twitter.com/#!/jeb_/status/167918937474994176
I personally cannot wait to see this happen, and it'll make your life easier, I'm sure. :)
Question for you dannytix,
What would be the end result of taking say, an ocean biome, using your plugin to change it to a mushroom biome, then using World Edit to regen some chunks.
Am i right to think it would generate mooshroom terain? Or in this example would it still regen the ocean blocks?
Thanks, D.
@xMopx
I will support all new biomes as best as I am able. I do not expect adding jungle support to be a problem, but no promises until I get to play with the code.
@dannytix
Are you planning on updating this when Jungle biomes come out for the next minecraft update?
I don't want to reset my server, so I'm planning on transplanting a few jungles into my old map, then setting their biome type using your plugin.
Oh, right, my mistake... Sorry, the next time I will read more.
@Tselan
It appears that the plugin is working, just not in the way that you expect. This plugin does not change the blocks in an area, just the behavior of the area (weather, mobs, etc.) Grass, leaves, and water will also continue to look the same, due to a bandwidth saving feature of minecraft.
Same for me. I download the Bukkit "1.1-R1" and the latest version of BioMed. I clean my BIN folder, remove all plugins except BioMed WorldEdit and I generate a new world. I look for in a swamp in which I stopped. I entered the command /biome get, I had "Swampland," I entered the command /biome set desert, I had "set your chunck's to Desert biome." But nothing happened. And now when I do the command /biome get = "the desert biome IS."
What to do?
@112Pascal111
No, you must keep the plugin running for changes to remain. Minecraft does not ever save the biomes with the other level data, so it has to be recreated every time the world is loaded. The problem you are having in video #3 is exactly why I made this plugin. Since the biome data is recreated by the server whenever the map is loaded, it changes between updates, leading to situations like that.
It is also possible (but unlikely) that another plugin is conflicting with BioMed, causing the strange weather. Are you using another plugin to control the weather in those videos? Otherwise, I see that you are using the "/biome set" command to make changes. This command will only affect the small 16x16 chunk you are standing in. If you are standing near the edge of the chunk when you enter this command, it is possible that you could move just one block and be in a different biome.
In many of your videos there was snow already on the ground, and snow falling in the air, but I did not notice any snow forming on the ground. Snow does not melt on it's own when you change the biome, you must remove it manually. You should clear the snow from an area that you have changed, and see if it comes back. When it does, stand ON the snow that just formed and run /biome get. You should also do the same for the ice. Stand ON a block of ice that has just formed in an area that you think it shouldn't have, and then run /biome get there, not on the shore. I'm going to bet that you just aren't making the areas big enough, like fipil below. If you do those things, and it is still behaving strangely, I would like to come to your server to see for myself, and run some tests. If you can't solve this, and wouldn't mind, PM me your server address and a good time (with time zone.)
As a side note, the "/biome get" command uses a function from bukkit- it is not my code. If it says "forest", then it is guaranteed that the block you are standing on is forest. Also, just because there is snow falling does not mean it is snowing- it could also be rain, due to some graphical bugs that cannot be fixed.
Thx dannytix: "As long as the version of Biomed you are running is compatible with the build of craftbukkit that you update to, then you shouldn't notice any changes other than those caused by the craftbukkit update. If you are updating to the new 1.1-R1 rb of craftbukkit, then you will have to update to BioMed v0.2." My question is. Can i do the following?
->so i can use biome.jar just to change the biome 1 time & then don´t need it anymore?
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