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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edit: never mind
Biome info works a little better btw for smaller biomes. However, on big ones like oceans and what not. Server go, 100% cpu I'm gonna exploded crash..
@epicbastion
Copy your server.properties file. In the the same server root folder. Then rename it ebean.properties. Erase all the old server data inside ebean.properties. Start your server. You'll still get a warning but no more severe error.
i try’d it and it changed the biome correctly from swamp to taiga.
the air changed and the water. but it still wont snowing
i dont know what to do. no errors and such (:
(snow was enabled via cmdbook /weather snow)
i would love you for any advice to get this working. i want to play the old map and i ever hated it when they changed it so it wouldnt snow anymore.. was a 1.7.3 map
@CubeNation You are saying there is no way to regen the chunks to match the new biome? Couldn't you just call on WorldEdit's //regen or does WorldEdit actually look at the original seed data?
Im a little confused on how to set this up. Say I wanted to edit the biome of a singleplayer world. Where do I install the files to and how do I use it?
Hi, love the plugin, really helpful. one quick thing i get this when i load up the server.
10:50:26 [SEVERE] ebean.properties not found 10:50:26 [WARNING] No Entities found in ClassPath using ClassPathReader [com.avaje.ebeaninternal.server.util.DefaultClassPathReader@5655108e] Classpath Searchedfile:/data/lbm1/cb.jar 10:50:26 [INFO] Classpath search hits in jars[] pkgs[] searchTime[2] 10:50:26 [INFO] DataSourcePool [BiomeEdit] autoCommit[false] transIsolation[SERIALIZABLE] min[2] max[20] 10:50:26 [INFO] SubClassFactory parent ClassLoader [org.bukkit.plugin.java.PluginClassLoader] 10:50:26 [INFO] Entities enhanced[0] subclassed[0]
How would i go about getting rid of this, when I don't have be in the plugin folder it does not appear.
Great plugin. I have chose it over the other ones. However, if you are in flatlands map and you type /biome info, it tries to calculate the biome boundary, which is infinite in a flat map, causing the server to lag horribly and then crash. If you could change that, it would be great.
I think i will keep an eye on these mods. its extremely interesting to be able to add new areas.
Im hoping we will be able in the future to generate super mountain areas. or valleys that go below sealevel *(maybe like natural flatlands with a tiny bit of noise and a river or two, surrounded by supertall mountains. - would end up looking like a giant crater)
@CubeNation Ah, thank you both. That clears up the mixed accounts I've been reading. I'm looking forward to the world customization these plugins allow :)
I. Love. This. I am very impressed with this! I have been wishing for a biome changing tool for ages! Keep up the good work!
@CubeNation
You are correct! It is indeed centered around WorldChunkManager. It is also deep, "hacky", and has broken on several updates :P
To be honest, however, this technique is unnecessary now with anvil, and I have abandoned it; consequently eliminating somewhere around 80% of my code. The code for this has not yet been uploaded to github, (I need to clean it up first,) so I apologize for any confusion.
@aviator1014
I believe what Cubenation said is correct: forcing a regeneration of the full contents of a chunk would replace the modified biome data, undoing any changes. With my old technique of modifying biomes, you could override this, but I am currently trying to get away from using it, and am therefore seeking alternatives. My current builds for 1.2.3 can restore an area to it's original biome data, but I don't think it will change the terrain itself (this is untested.) Either way, none of this is possible using the bukkit api alone, which I believe was the point.
Furthermore, not showing the proper biome colors on the client was a pre-1.2 bug, which is now sort of fixed. 1.2 builds of BioMed reflect this, but I haven't updated the project page, as they're still in testing, and I don't want to confuse 1.1 users. If you scroll down to the "In-dev" section of my page, you will see all of this mentioned. There's still a small bug in craftbukkit that prevents the updates from showing immediately, but I have submitted a patch to fix this, which will hopefully be accepted any day, and should help other projects (like BiomeEdit :) ) as well.
@aviator1014
To be honest, I'm not completely sure what exactly BioMed does.
I've looked at it sources and so far I can tell that it replaces the whole WorldChunkManager with its own to manage the creation of newly generated chunks. I assume it has somewhere a list of "changed biome data" after you've "set" a biome and then the generator just uses this information (instead of the one generated from the seed) for (re)creating new blocks in a chunk. The client otherwise still read the biome informations from the seed directly, so still showed the wrong grass color and snow instead of rain etc...
This is a very deep and "hacky" solution and may break with every update, though very well created and I'm impressed! :-)
But: This whole "getting the info from the seed" has changed since 1.2 with the new Anvil map format. The server AND the client both now get their information about a biome directly from the map data and Bukkit lets us change exatlcy those informations using an API since one of the last updates!
And but: You're right! A mixture of both ideas will be finally be the answer to both: Client/Server side knowledge about the correct biome based on what we've set in the Anvil format AND a ChunkManager which finally respects exactly this instead of having it's own "list". ;-)
There are two ways to go now: Bukkit implementing/fixing/changing the ChunkGenerator to read the correct biome info instead of guessing it from the seed OR doing exactly this with a plugin, like BioMed does. For sure, having a direct API in Bukkit would be great, so there are better chances to not break it again later. BUT though I'd be glad to work with the BioMed Author to create a nice (temporary maybe) solution until then. I'll see if I can get in touch with him.
I don't get this. You say your plugin makes biomes show correct colors and weather, but its not possible to regen an area to look like the new biome. But the maker of BioMed says the opposite, that his plugin lets you regen to create the new biome, but its not possible to make the colors and weather display correctly. Since you are both doing what the other said isn't possible, shouldn't you collaborate to make one plugin that goes all the way?
Thanks for this plugin, there's a bunch of plugins just like this now, but I think this one is the best.
@Sk8Sanctified
I've good news for the hanging issue. I've managed to put the workload into threads as I hoped ;-) It's a bit slower then but the server will go on in this time as if nothing happens. This will be optional anyway, so it's up to the server admin.
For the mobs: Hmm I had the exact opposite. I've added a jungle biome to our map at the spawn and had 250 ocelots in this little area after just some seconds... ;-)
@CubeNation
Yah I believe thats what happened, I was kicked. Then the server was hanging for a long time at very high resource usage on the cpu, so I just restarted it.
Yah I pretty much can't do that command in large biomes, or the server will run at 100% cpu usage until I restart it.
What about the monster spawning issue?? I would really love for my jungles to have ocelots, but once I made 2 biomes into jungles on a certain world. All the monsters seemed to stop spawning in that world other than the ones from mob spawners.. This was a huge problem for me, not having monsters.. No one else is having this issue?
Edit: Very very very strange, doing more test on my test server and now monsters spawn. Maybe I was really sleepy and didn't see any spawn but I was seeing none last night through 3 night cycles
@Royalgamer06
The last one is an error and will be fixed with the next update. actually trying to create a wrapper around the optional worldedit/guard dependency.
But again for the rest of your notes: There is NO error! The "ebean.properties information" just says that some plugin (yes thats for example BiomeEdit) has mysql functions enabled and your server just doesn't have this ebean.properties file. Like the thread said, you may ignore the info or just create an empty file. The information about BiomeEdit below is just [INFO]rmation and you shouldn't even see it without bukkits debug mode enabled. Disable debug mode it in your bukkit.yml...
Please contact the server admin who created this server or check how to configure such things (google helps a lot). For concrete issues - like your last pastie - feel free to use the ticket button at the top. ;-)
@Sk8Sanctified
Sure it crashed the server? Biome info does calculate the biome area first (which can be kind of heavy on huge biomes) and then uses the found borders to display those on the client (if he has WorldEditCUI installed). Sometimes the users get booted of the server in this time, while the server will still finish its work(seems hanging) - but it should NOT crash. How long did you wait?
There are some ideas I have to avoid this (threading, detection algorithm optimization), and I will check and add those asap.
I had /biome info crash the server v.03 :/ no error in log. Also one of my worlds doesn't seem to be spawning monsters anymore, or has drastically changed to where I am unable to find them at night in the wild.