HothGenerator
This world generator creates a real ice world that isn't just normal land covered with snow.
The plugin can actually generate more world types from the star wars movies (Tatooine, Dagobah and Mustafar worlds) but those are not described in detail here. You are left to explore and find all their secrets on your own.
Server for play testing: colonies-playground.com
Other pages
- World lore (Contains spoilers)
- Commands
- Custom schematics
- Custom loot lists
- Custom ore list
- Configuration
- Permissions
- How to create different world types
- How to process lava on Mustafar
- Videos
This generator produces an icy world with a thick ice and snow layer and the occasional snow covered mountain. Hidden below you might find tiny caves where life that once inhabited the surface still survives and perhaps you'll find strange structures left over from some ancient civilization.
It also applies some extra rules to the world:
- Ice block, packed ice blocks and snow blocks drops as blocks
- Water placed in open air or above a certain level instantly freezes
- Lava placed in open air or above a certain level is turned into stone
- snow and ice does not melt
- No rain falls, only snow
- Plants doesn't grow if exposed to the sky
- Grass and mycelium dies under open sky if it can't spread into safety
- Slime does not spawn naturally above the stone layer
- Stay out at night and you will take damage from the cold
All rules are fully optional by editing the advanced options section in the configuration file.
Players can don an environment suit to protect themselves from the environment.
- Simply wear full armour with each piece with a name starting with
Environment
Commands to create a world:
STEP 1: You must add a new world to the HothGenerator configuration. This is done using the /hothaddworld
command.
/hothaddworld worldname type
Where "worldname"
is the name of your world and "type"
is one of hoth
, tatooine
, dagobah
or mustafar
.
STEP 2: Create the actual world.
If you are using the excellent MultiWorld plugin you can create a new world like this:
/mw create worldname plugin:HothGenerator
/mw load worldname
Do note that you should use the nether for the mustafar world. Use plugin_nether
above.
And for Multiverse:
/mv create worldname normal -g HothGenerator
or for a mustafar world:
/mv create worldname nether -g HothGenerator
@netherfoam
Hmm, nope I haven't seen any such plugin.
Going to launch a super hard survival server with this soon :) Custom recipes, no Nether/End, nerfed enchants, hardest difficulty and hardcore mode (Dying = hour ban).
I'm searching for something that lets me create like uh... "Cold nights" or temperature variation. So say the temperature is -15* one day, the next it'd be -20*, the next -17*... etc etc. But if you're outside and it's -25* or more, you start taking damage. Do you know any such plugin with similar mechanics?
@All Okey I've added a Lore page in the links above. You'll find out more about the hoth world there.
WARNING! The page contains spoilers!
Also you may have noticed the "custom ore list" link. This is a feature that has been added to the next release (1.8) and is currently being tested. It is not yet available to the public.
@Wolf314151
The "tower villages" are actually bases. As in research bases, with villagers seemingly probing the ice and digging into it :) Bit like bases in antartica or some futuristic research station on some alien planet. The villagers are not supposed to be seen as native to this world :)
I guess I might have to write up some Lore about the hoth world :P
@orgin_org
Hah apparently I haven't played the mod enough. I haven't really explored the underground, and didnt notice all the things you did under there. Ancient mazes sound great, i'll have to start looking for one.
So the 'lore' built around this mod is that there are small tribes of people, so you wouldn't find one or two people living together in a single home? That makes sense to me :). Perhaps more variance in the tower villages.
My problem with geographic variation may be solved by removing the snow on snow block. I love your ravines mostly, but the mountains are pretty cool too. My only issue is when I look around and its flat in all directions as far as i can see and I know if I settle there, I wont have any variance at all. At the same time, it gives a nice 'wasteland' look to it.
@netherfoam
Not at the moment. But I suppose I could make that configurable. If so then you'll be able to define exactly which ores that generate, how rare each ore is and how large ore veins can be.
@orgin_org
This looks pretty epic. Is it possible we can customize the ore rarity?
@Wolf314151
Igloos doesn't really fit the theme but can be added with the custom schematics option.
I added the ancient mazes to replace mineshafts underrgound, are they not sufficient for this purpose?
There are frozen water everywhere, lakes buried beneath. The surface has been frozen for millions of years. How would frozen rivers and lakes survive as a surface feature in a world where water instantly freezes? Frozen rivers are already present, though I prefer to see them as mere sheers in the ice layer (bit like the icy moons of Jupiter).
I might strip off the snow and snow block layer at places to make it a bit more varied. Would that be enough?
@RDWave
Try the new YOFFSET parameter that I added just for you....
@orgin_org
Iglo's are my only manmade suggestion, http://th02.deviantart.net/fs71/150/i/2011/163/a/a/minecraft_igloo_by_pepness-d3iqsah.png
It could also use some more natural things. Abandoned mineshafts (if you could make it look more ancient than default MC's that would be great). Frozen rivers and lakes as MrTuborgDK suggested would really add to the atmosphere.
But I have to thank you for the option to add custom schematics into the world, thats great :D
Have Or can you fix the Layer -1... -2 ... -3 i Want buildnings half or 1/3 or... down into the ground!
I have some good ids
let players chose flat or terrain maybe hey can type a number to how much down and upp the terrain can go When generate also make config for the 2 types of montains so players can remove and turn on/off all the generated item you made into if they dont like 1 of this stuff!
@Wolf314151
Like what? :) Suggestions are welcome.
@MrTuborgDK
That would be nice. First off this is probably my favorite generation plugin (rivals with the outdated Nordic WorldGen. I do think, it needs more though. Often times I found myself running around in completely flat areas. I like what you did with some random structures but I think it needs more 'stuff'. Still a great plugin, thank you.
I have an ide to the Hoth world...what with Frozen rivers? ;-) that would be nice....
@TheFlannelBeard
I'm using it on 1.4.6 R0.3 server without problems. So yes.
I'll release a "1.4.6." version once worldedit works with 1.4.6. More for show than for any technical reason though.
RDwave, PLEASE, stop spamming this developer. Youre age is showing. He does not care about the complexities of your server and doesnt care about the "its not working, help!" messages.
Report bugs with screenshops or pastebin your logs on SPECIFIC bugs. message him for ideas. Please, youre even annoying ME with all your ranting.
Dev, is this plugin, in its current downloadable stare from the time of this post, compatible with 1.4.6 R0.3 +?
can you also add water spawn type !
meed=need sorry!
I'll start my server meed a new map. but i have made a tree which generates but the tree has roots. but I want roots beneath the surface. but the tree must be over. how can I fix it or can you? have good time but will have map as fast as possible! Good luck
@RDWave
I'm sorry but I don't understand your dialect, so I can't understand most of what you write. And if I can't understand you I can't help you.
Anyway, since you don't want to read the example file I'll quote parts of it here:
Problem 1: A rarity of 1 means that it will try to insert the schematics into _every_ chunk that is generated. That is, it will most likely crash/sink your server unless the schematics is W1xL1.
Problem 2: Random 1 is not below Rarity 1.
Problem 3: The values cannot be fractions, only whole numbers, so no decimals.
It is currently not possible to place schematics partly underground. In type 0 mode it will try to place the schematics on the surface with as little empty space below it as possible. I might add a height offset value in the future.
The matrix data must match the width/length/height values _EXACTLY_. And there must not be any text or other non matrix data inside the matrix block that isn't commented by a "#" as the first char of the line.
If you are unsure on how to create the matrix data in spite of the simple instructions then I suggest that you try the "hothexport" command.
Do note that worldguard/worldedit is broken under the latest bukkit releases (1.4.6 and 1.4.5-1.0).