BiomeEdit
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Using BiomeEdit you can easily manage the biomes of your map
Features / Usage
You actually have three modes to replace existing biomes:
- REPLACE the complete biome (it will try to detect the whole biome area and then replace it completely)
- set a ROUND biome area
- set a SQUARE biome area
- use a WorldEdit selection (WE)
- use a WorldGuard region (WG)
Therefore you can use two methods to change/create the biomes:
- use your location -> /biome set ...
- use the location you're pointing at -> /biome brush ...
So for example you could create round jungle biomes with radius 5 at some distant location by just clicking your mouse button after you enabled brush mode with: /biome brush jungle round 5 (to disable brush mode use: /biome brush off) Or you could replace the entire biome you're currently standing in with just: /biome set jungle replace
One cool feature is it's WorldEditCUI integration! As soon as you use /biome info or after you've changed a biome area, the plugin will tell your WorldEditCUI in your client to draw the shape of this area into the air. This way you can check exactly what was changed and where. All you need to do is to install the weCUI Clientside Mod: http://www.minecraftforum.net/topic/885099-12-worldeditcui-worldedit-client-user-interface-v12/page__hl__wecui
What BiomeEdit does NOT
Actually there's no API in Bukkit to regenerate the map itself based on the new biome code you just changed using BiomeEdit! When you regenerate the specific area, the biome code itself will be reset too. As soon as there's a way to get nice jungle where you had a desert, I'll definitely try to add this and let you know!
What BiomeEdit CAN do
BiomeEdit changes the information at what point which biome should be seen by either the client and the server.
So the server:
- will spawn ocelots when you've set jungle biome (despite the fact that there may still be a desert ;-) )
- will or will not create snow plates regarding you've set a taiga biome or not
And the client:
- will show snowfall or rain depending on taiga or another biome
- will colorize the grass and leaves depending on the changed biome
Requirements
- Actually you need at least the latest CraftBukkit Beta (#2060) build from http://dl.bukkit.org/downloads/craftbukkit/ for this to work!
Optional requirements
- WorldEditCUI Client Mod to see what you're doing ;-)
- WorldEdit to use WE selections
- WorldGuard to use WG regions
Permissions
- cnbiome.admin - enables the user to use the /biome command
Command overview
- Main command: /biome OR /be OR /biomeedit
- /biome set <biome> <mode> [radius|regionID] - Sets the biome using the current player location
- /biome brush <biome> <mode> [radius] - Activate biome brush
- /biome brush off - Deactivate biome brush
- /biome info - Gives you informations about the biome you're currently standing in
- /biome list - Lists the servers' available biomes
- /biome modes - Lists the replacement modes
Useful tips
When using BiomeEdit to replace whole biomes, it tries to load all surrounding chunks, but sometimes it can't. But there's a trick: Using the plugin ChunkLoad you can tell bukkit to NOT throw away unused chunks. So you then just need to fly over the whole biome area once and BiomeEdit will work like a charm!
Source & Snapshots
Feel free to contribute or share your thoughts and ideas!
GitHub: http://github.com/DerFlash/BiomeEdit
You can find snapshot builds in the Jenkins.¹
¹ 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.
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Hello,
i have build Version 1.0.2 from the github-quellcode above: http://cube-server.org/files/BiomeEdit-1.0.2-SNAPSHOT.jar This Version works fine with bukkit 1.6.4. My bukkit jar are "craftbukkit.jar" and i make a empty file with the name: "ebean.properties" in the root-directory.
This Version is from July 04, 2013 and add "ensure compatibility with 1.6.1" Use this on your own risk.
@Biggar
Since I have not used this plugin for a while cos I had problems I don't remember exactly how, but BiomeEdit definitly has that function already.
I remember doing a specific command and being able to see (with WorldEdit CUI) the whole shape of the Biome since BE had selected it.
I believe if you type ' /biome modes ' you will see the commands available to do this.
I'm not actually interested in changing any biomes, but I'd love to be able to select whole biomes in WorldEdit in order to put borders around them. Is there any way you could port the detection method to a selection addon for WorldEdit?
@Nfell2009 Well, thanks to you I actually found the the problem. Which is actually pretty strange. I started removing plugin by plugin hoping the error would disappear, but it didn't.
I kept seeing the ebean stuff in the end of the error and I remembered a ebean.properties file I once ut in the root folder to make another error message disappear a while back. In this properties file I put "ebean.search.jars=craftbukkit-1.6.2-R1.0.jar" and thats how it stopped.
Strangely enough the info in the text file caused BiomeEdit not to load and not create a folder in the plugins. I removed the info from the ebean.properties file and I dont even get the old error from that.
I totally don't get what exactly the problem was but I don't have any errors anymore.
@Nfell2009 Thanks again for pointing out it actually does work :). And I hope this can help others if they have the same problem.
@Nfell2009
Thank you for the reply. I am happy to hear that and will install and try it again. Maybe something else was wrong.
@ImonlyI
@JK82NL
I dont get what you guys are on about. I am running Bukkit: http://dl.bukkit.org/downloads/craftbukkit/view/02346_1.6.2-R1.1/
And its working for me.
I updated to Craftbukkit 1.6.2 Beta Build but it seems BiomeEdit is not working anymore.
First thing i did was update Java to the latest version but that did not work.
Here is my error message:
http://pastie.org/8248067
If an update is needed I hope there will be. This plugin far surpasses the //setbiome ability of WorldEdit but it even works greatly together with WorldEdit. I love to use BiomeEdit with the WorldEdit CUI so you can see what biome you are selecting. I am totally missing that now and I need it.
*EDIT* I just noticed there are Dev Builds. I just tried the 1.02 Snapshot for 1.6.1 But I got the same or similar error:
http://pastie.org/8248089
*EDIT*
If this doesn't work on 1.6.2, update please
Does this support modded biomes?
@gustebeast
Ive tried that and its never worked for me.
This plugin on the other hand works great.
Need Update !! Please !!!
Thanks, i Snow al My Server :D
@gustebeast
What you just said there helped me out so much! cheers
@ZeEye
im now playing around with Seasons (and seasonsplusplus) and I am going to try to set it up like:
Biomeedit: Change all biomes to tundra or the other snow-world-thing. (does this affect the newly generated chunks? e.g. will everything be snow-world/tundra?)
SnowControl: Snow melts! there is a change to fall through the snow. snow can accumulate. snow falls through leaves (under trees)
Seasons: Summer: no rain/snow or thunder, crops /plants and trees grow. Winter: a lot of rain/snow and thunder. crops, plant and trees do not grow.
This should do the trick I guess? as long as the plugins don't conflict, which I am most afraid of really.
let me know if there are any server-wide biome-wide season-mods that can do all that :)
I tried to create a ticket but took me to github and had to register, so I just post it here.
I run the RB Build of CB 1.4.7-R1.0 and i keep getting this error:
[WARNING] No Entities found in ClassPath using ClassPathReader [com.avaje.ebeaninternal.server.util.DefaultClassPathReader@19b88891] Classpath Searched[[file:/C:/Users/JK/Desktop/MyCraftBukkit/craftbukkit-1.4.7-R1.0.jar]]
After deleting plugin after plugin the error stopped after removing BiomeEdit. I have no clue what this is.
*EDIT* This was not caused by BiomeEdit. It was actually Minecars. If anyone gets here through google here is the solution to this.
Create a txt file and rename to 'ebean.properties'. Then open it and fill in the name of your craftbukkit.jar file like so:
ebean.search.jars=craftbukkit.jar
*EDIT*
Heh, i get a error on this when in the end.
/be info (trying to calculate biome size,
server crash
Quick question: Would it be possible to change biomes automatically? We are playing around with the idea of making seasons which would mean changing the biomes every week or so.
Would work like this:
A week passes by and the plugin changes every plain, extreme hills, forest, taiga biome to lets say plain. Very green grass etc. After a week it changes the same biomes to something with more yellow/red grass. After another week everything gets changed to taiga and so on. So it cycles through summer -> autumn -> winter -> spring -> summer -> etc.
@Plutonium22
And what do you want to tell us with this? ;-)
BioMan already exist and auto-detect if it have some new biomes !