CleanroomGenerator
This plugin can be used by world managers such as MultiVerse (version 2.0+) as a Custom Chunk Generator to create customisable flat clean room style worlds.
Your world manager must support Custom Chunk Generation or this will not work. MultiVerse only supports it in version 2.0 and later.
Example usage with MultiVerse: /mvcreate cleanroom normal -g CleanroomGenerator:64|stone
This will create a new world named "cleanroom" with the layer 0 as bedrock and layers 1-64 as stone, thus giving 65 total layers (including bedrock). Block ids are also valid in place of block names.
You can also specify multiple layers such as: /mvcreate cleanroom normal -g CleanroomGenerator:10|stone|20|dirt|1|grass
This would create a new world named "cleanroom" with layer 0 as bedrock, layers 1-10 as stone, layers 11-30 as dirt, and layer 31 as grass thus giving 32 total layers (including bedrock).
If the generator id is prefixed with a "." character, layer0 will not be generated as bedrock by default, allowing you to create space maps, or have a different block at layer0. For space maps, the spawn is set to y=64 to allow some falling before damage is taken. Fly mods are recommended for this sort of map.
If the generator id is prefixed with a "^" character, the first layer will be generated at y=-64 rather than y=0. Note this can be combined with the previous option in any order, eg "^." or ".^" are the same.
Some more examples:
/mvcreate cleanroom normal -g CleanroomGenerator: - Creates a map with only layer0 as bedrock.
/mvcreate cleanroom normal -g CleanroomGenerator:. - Creates an empty 'space' map.
/mvcreate cleanroom normal -g CleanroomGenerator - Creates a map with layer0 as bedrock, followed by 64 stone (default when no generator id is specified).
/mvcreate cleanroom noraml -g CleanroomGenerator:1|minecraft:grass_block[snowy=true] - Creates a map with bedrock followed by snowy grass (this is an example of the modern format)
More examples can be found at the Wiki
Features:
- Customisable height and block types of cleanroom.
- Support for multiple layers.
- Commands like WorldEdit's regen will regenerate the correct blocks.
- World sizes are not restricted as is the case with mcedited cleanroom maps.
- Only generates chunks as required.
- Able to create infinite space maps (using "." as the generator id to skip generation of the bedrock).
- Supports arbitrary height worlds (to within what CraftBukkit/Minecraft supports) - tldr: Supports 128-height and 256-hight worlds.
- Supports modern block naming and data values like minecraft:grass_block[snowy=true]
Version 1.0.0 and earlier of this plugin used a comma (,) as a separator and a colon (:) to specify block data values. 1.1.0 and above use a | to avoid conflicting with modern block names and do not support block data values in favour of the modern block naming format.
Known Conflicting Plugins:
Any plugin which calls createWorld itself rather than letting your world manager plugin call it (with the appropriate parameters to specify WGEN) will cause issues. The following are known to cause conflicts, please let me know if you find any other plugins causing issues, or if any listed have been updated to no longer cause issues with custom WGENs.
- Creative Gates
I accept pull requests on GitHub. For bug or feature requests, please use the GitHub Issues Tracker for this project.
Pre-genning is fine, but you still need to keep the CleanroomGenerator plugin loaded as you cant generate every chunk. If it was loaded and non-cleanroom chunks were made, then you have a conflicting plugin like ButtonWarp or Creative Gates that is calling createWorld() itself before your world manager is able to do it.
using 24/7 something you need only once isn't logical ;] it's a waste of resources...
especially since i now have a problem with my map - here's a render in c10t http://ds.mycraft.pl/epiczek.png and the map "really" looks like this http://94.23.90.46:8123/ :/ cleanroom + 3rd party pre-gen = bad idea...
Eh - so they'd rather have bloat on the plugins they -need- to run 24/7 than installing a plugin once, then removing it after it's generated? That's rather backwards logic. Forcing chunks to generate is not a feature I will be implementing into this plugin.
@ Neo_Vortex i tried and got something like this http://94.23.90.46:8123/# :/ besides that, nobody wants to have "yet another plugin" 24/7 on they're servers when they need it only once at the beginning to generate a world
your solution: Use this in conjunction with WorldBorder to pre-generate. Done.
Hi @chlitto - you're probably better off using a plugin such as the one you mentioned - I've got the UNIX mentality - write one tool to do one job, and do it well. Force generating chunks doesn't really make sense to be in a WGEN plugin - as it can be used with more than one generator, etc.
If there's a specific reason feature that could only be accomplished by implementing that in this plugin and not using another plugin externally, let me know and we can go from there. :)
could you add an option to pre-generate a whole map? something like this http://forums.bukkit.org/threads/admn-misc-forcegenchunks-v1-4-force-generate-map-chunks-1000-1060.30238/ but it doesn't work with your plugin :/
PS i don't see a button for submitting requests on your github page