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?
@Danny
Ok then, thanks a lot! When im off the laptop ill get right to it!
@CaptainRalf yes
@Danny:
Oh, I see, so it'd be like;
/biome set-global -w Disidea Desert hills
?
@cyberfreak1201
Make sure you are using the "stop" command to shut down the server, so that it gives plugins the chance to save changes to the config. It should be saving that change right away, though, so I'll have a look at the source and see what I can fix. Until then, you can set the global biome manually. The biome names should be formatted according to this list: https://github.com/dannytix/Bukkit/blob/master/src/main/java/org/bukkit/block/Biome.java Shutdown the server before you make changes, so it doesn't overwrite them.
@TomShloop
What CraftBukkit build / BioMed versions are you running? Check your server log for error messages, and post them as well. I recommend CraftBukkit 1.2.4-R1.0 and BioMed v0.4.
@CaptainRalf
get rid of the square brackets ([ and ]). Also, you only need to use the "-w Disidea" option if you are running this from the server console, or another world.
I am about to sound like a right goof but I am unable to get the global biome command to work, I have recently removed the .Jar and replaced it with the v.04 for 1.2.4, this is what I have been typing;
/biome set-global [-w Disidea] Desert hills
I am pretty sure that I am missing something seeing as nobody else is having this problem in general, it is required that I have World Edit also or am I just missing something?
Thanks in advance!
Ralf
Alright I have a problem... everything acts like it works but it isn't doing anything... I typed /biome get to find that the biome for the chunk was set to ice moutains. I then typed /biome set plains and it said it set the chunk I was in to the biome plains. Well I made it rain and it still snowed... so I typed /biome get to find that the biome never changed.. Please help me..
Hi, the Mod didn´t create a config file, but the Mod itself works! If I restart the server, my chosen Global-Biom is the old one!
So the Mod works (great work :) ) but after restart the world is by default settings… Please fix that……
@bigscary
I did not mean to imply I would not consider adding the feature, only that I would rather write it as an extension of the tools people are already using, if possible. You will be happy to hear that I have already added a stub for "wand" mode in the new command code, and look forward to implementing it once the commands themselves are finished. On a related note, the command code is taking longer than expected, so it may take some time to get the next update out.
@ENERGYLIVEHD
Yes, I've done minor testing on 1.2.4, and v0.4 seems to be working just fine.
@Codex_Arcanum
Yes, the new anvil map format will keep all of your biomes intact.
If I were to change the biomes in an area on an adventure map that I am making, would those changes persist if someone used the map on a vanilla server?
Is it working in 1.2.4 ?
@dannytix
Okay the VoxelSniper guys said they won't add a biome brush because the result won't be perfectly natural terrain, even though when I requested the feature, I said I expected to do manual touch ups.
They also said that it's been requested many times, so clearly they're unwilling to implement it. You would be doing the community a favor and showing the VS guys a thing or two about accomplishing scenarios by adding this feature.
And now you're saying that you won't add it here because you don't think the interface for using the feature will be perfect.
I don't need perfect. I just need a good starting point with my landscape! Please reconsider!
I think this is a great plugin and look to the version in which the Biome Regen has been implemented.
Another feature that I think would make a good addition to this plugin would be a Biome replace. There are a few areas where I want to convert my one entire Biome into another and manually selecting the border is difficult. I would like to select a large area that may have many biomes (Swamps, Desert, Beach, Ocean, ECT.) so that I can get the ENTIRE biome in my selction and then just "/biome replace-selection swamp desert" and convert any Swamps in the selection with a desert leaving all other biomes untouched.
@ENERGYLIVEHD
Any changes you make to your biomes with version 0.3 or later (requiring minecraft 1.2+) will be permanent. You only need to keep BioMed installed to make additional changes, or to use the "global biome" feature.
Hello, Your plugin is amazing, I want to use it on my server to make biggers biomes, but in the before update every update of bukkit or if you remove this plugin from your plugin list, every changed biome will broke your modified biome and it will be regenerated like the original. In the 0.4 it is the same ? Thanks
sorry for my english, i am french
@GermanMataro
What version of Craftbukkit are you running? It looks like the problem is caused by an outdated build of CraftBukkit. I have not yet had the chance to test v0.4 on the latest 1.2.4 CraftBukkit builds, however, so it could also be that your build is too recent.
:( Always is error:
03:13:48 [SEVERE] null
org.bukkit.command.CommandException: Unhandled exception executing command 'biome' in plugin BioMed v0.4
at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42)
at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166)
at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461)
at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818)
at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761)
at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33)
at net.minecraft.server.NetworkManager.b(NetworkManager.java:229)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112)
at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:490)
Caused by: java.lang.NoSuchMethodError: org.bukkit.craftbukkit.block.CraftBlock.biomeToBiomeBase(Lorg/bukkit/block/Biome;)Lnet/minecraft/server/BiomeBase;
at me.karlmarx.biomed.BioMedUtils.setBiomes(BioMedUtils.java:25)
at me.karlmarx.biomed.BioMedCommandExecutor.onCommand(BioMedCommandExecutor.java:131)
at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40)
... 12 more
@bob_thebuilder
Automatically restoring biomes to their beta state would require pillaging code from the old beta server. I may still do this, but it is likely a ways off. You can still manually change the biome of the populated area to "big hills" or something similar, however.
@LucidLethargy
I'm not sure what the problem is... Backup your minecraft.jar, craftbukkit.jar, and world map; then try the update. If it doesn't work, you can always restore :) I just haven't had the time to try it myself, and the bukkit-dev system only allows me to post updates for beta or recommended builds. I'm 95% sure it will still work.
Your suggestion, by the way, sounds like an awesome idea. I am currently mapping out a system for "selectively" replacing biomes, and I think that would be a great extension to it.
Thank you for the update to the global biomes!! Unfortunately I can't make use of it, however, as I am on 1.1 and was waiting to update to 1.2 when this was out. This is entirely Mojang's idiocy that they do not allow us to choose our versions to update to. Would anyone happen to know a safe place to find these versions? I just want to launch my new server (after a few months of being outdated and not having much attendance) but I can't do that without this wonderful mod which thus far has not been tested on 1.2.4 (and I'm not even sure there's a semi-stable bukkit for it yet, is there?)
SUGGESTION: On another note, would it be possible to set a few different biomes for a world? That would be REALLY helpful if possible as it would allow us to make, say, a snow world with frozen oceans and rivers, rather than a bunch of snowy plains! I'll donate if I see this happen as it really is an awesome concept!
can you make a feature so it will automatically change all biomes using the seed because my server world is from 1.6 beta and the populated area is now a snow biome when it was a mountain one in 1.6 beta? if not then you could probably make it use the worldedit selections too.
@bigscary
I meant write it as a natural extension of Voxel Sniper (or some other plugin) giving it that functionality, in much the same way that WorldEdit added biome support. A plugin to a plugin.
The duplication I am referring to is that Voxel Sniper, for example, already has the wand mechanic implemented, as well as brushes and other useful tools. Instead of re-writing and maintaining all of these myself, I thought it would be nice to let "the experts" handle all of that, and I'd just implement the biome specific parts, much like how I piggy-back off of WorldEdit's selection tools now. This is all just an idea, though- it all depends on what kind of extension support the other plugin has. Most of these features aren't too complicated to implement, so I'd probably still have a "BioMed only" way to do things. Integration is just nice for the people who do use those other plugins- they only need to learn one set of tools.
By "command history" I meant "chat history". It is a new feature in Minecraft 1.2.4, but I haven't updated to try it yet. I assume it works like a terminal, where you hit the up arrow on your keyboard to scroll back through things you've already typed. I don't expect anyone to actually use it as I described, though, "maximum efficiency" was just a joke about not using WorldEdit :P