IslandCraft
Overview
IslandCraft changes the biome distribution of the world to create an endless ocean filled with randomly generated islands.
Screenshots
Full size images can be found here.
News
21 June 2017: Updated for 1.12!
5 December 2016: Updated for 1.11!
26 June 2016: Updated for 1.10!
14 May 2016: Updated for 1.9.4!
4 March 2016: Updated for 1.9!
23 February 2016: Released BETA version for Sponge: here!
12 July 2015: Updated for 1.8.7! (Thanks to Empire92!)
10 March 2015: Updated for 1.8.3!
30 January 2015: Updated for 1.8!
8 August 2014: 1.0.0-beta is now available! Please refer to this wiki page and please provide feedback in this forum thread. Thanks!
2 August 2014: Updated this page for 1.0.0-beta release which should be here early next week!
Older news can be found in the News Archive.
Roadmap
Updates will be released within a few weeks of any significant CraftBukkit updates to add compatibility for the new versions. In addition, the following releases are planned.
IslandCraft-1.1.0
- To be released within the next few months
- Rivers
IslandCraft-2.0.0
- To be released within the next 12 months
- More natural distribution of islands (probably API breaking to allow polygonal islands)
IslandCraft-RealEstate-0.1.0-alpha (separate plugin)
- To be released within the next 12 months
- Buy and sell islands
- Grief protection
- Welcome and farewell messages
- Vault, WorldGuard and Dynmap compatibility
Installation
IMPORTANT: As IslandCraft heavily modifies the terrain generation, it can destroy your worlds if you're not careful with the configuration. BACK UP EVERYTHING BEFORE INSTALLING. You have been warned.
Instructions can be found here.
Configuration
IMPORTANT: After changing "ocean" or "island-distribution" you must reset your IslandCraft world. So make sure you get these right before spending much time playing on the world. To reset the IslandCraft world, you need to delete the file "server/plugins/IslandCraft/IslandCraft.db" and the folder "server/world_islandcraft". And then recreate the world using Multiverse or Multiworld.
You can safely add/remove/modify the "island-generators" without needing to reset your world. Islands which have already been generated or partially generated will continue to use whatever settings you had when they were created. Islands in newly explored chunks will adopt the new settings.
Instructions can be found here.
Plugin Developers Guide to the IslandCraft API
DISCLAIMER: Consider the API features of IslandCraft to be in Beta. They have not been thoroughly tested and are subject to change in the future. I would love to hear any feedback you have if you try to use this!
Information for plugin developers who wish to integrate with or modify/extend IslandCraft can be found here.
What happened to the other features?
While in alpha, IslandCraft included some chat and other miscellaneous features. These have all been removed as there are other plugins you can use for this purpose. Going forward, IslandCraft will have a much narrower feature set focusing on just the islands.
The RealEstate features (including Vault, WorldGuard and Dynmap integration) will be making a return in a new separate plugin. Separating these from the terrain generation provides a number of benefits. It helps me to keep them on separate release cycles, so I can release updates for the terrain generation very quickly as new versions come out. It has forced me to create an API so the plugins can cooperate, this will also allow others to make plugins which integrate with IslandCraft.
Public Servers Running IslandCraft
Are you running a public server with IslandCraft? Feel free to advertise in the comments below or on the forums.
Lately I've been playing on Anvil Network's PlunderSeas. A great server which combines IslandCraft with MoveCraft for the ultimate pirating experience!
Also check out The Homestead server, looks like a great community of mature players!
Data Collection
This plugin sends statistics about the usage to http://mcstats.org/plugin/IslandCraft. If you wish to disable this data collection, follow the instructions to server owners for opting-out which can be found here.
More
More information can be found on the IslandCraft wiki.
@thelastlokean
IslandCraft works by replacing only one small part of the terrain generator. Specifically the part which is responsible for distributing the biomes. So yes, it will work with many other generators as most of them only replace the ChunkGenerator (which places the bulk of the blocks in the world) or the BlockPopulators (which make structures like trees, caves and ores).
Terrain Control replaces almost all of the terrain generation. I'm not sure but it's very likely it won't be compatible with IslandCraft as TC also allows you to change the distribution of the biomes. It's worth a shot, but don't get your hopes too high. Certainly the custom biomes from TC will not work. I'm not too sure about BOs, it depends if you can get only that feature without TC's biome distribution.
For the initial prototypes of IslandCraft I was actually using TC as a dependency, but I decided it was a bit too heavy for me to be comfortable using it as a required dependency so I do my own hacks now. I would love for them to work together still (but as an optional dependency rather than required) and I think I know how i could make that work. Let me know if you have any luck, if your don't I'll try to do something.
That is quite excellent to hear! I'll certainly regenerate to take advantage of that, so far I have had mixed results getting BOs to spawn, I'm sure I'll get it figured out sooner or later.
I never thought so many terrain plugins could merge so seamlessly! Subterranea will be awesome for the island plugin, with the deep_ocean floor being 30 down, there are only 30 blocks remaining to fill with caves/ore...
If it works with subterranea, think it would also work with Terrain Control? I'm gonna give it a go and see! Terrain Control seems to be able to influence the world height and a variety of other things, schematic population (with rules), ocean height/volatility, biome types and more. It also needs to be set as the generator in the bukkit.yml.
So from my understanding, islandcraft works 100% outside of whatever the actual generator spits out by just overriding it? If that is the case it should work with nearly any generator, just overriding anything that is in the way of the oceans and islands... Specifically does islandcraft change blocks below the ocean floor that come out of the generator?
@thelastlokean
Glad you've got the hang of the configuration. The way you are adjusting the rarity of some islands is the best way of doing it at the moment, it should not cause any issues :)
Looking forward to hearing how you go with the schematics, let me know if you hit any issues!
I just did a test with Subterranea. It works fine! All I did was:
The 2 plugins seem to work seamlessly together :D
Thanks for the explanation, I'll do some more heavy tweaking on the configuration file!
I really like the effect of turning the default world into OCEAN instead of DEEP_OCEAN, then using a 25+% chance of an island being an ocean. This combined with the hexagonal distribution really helps break the obvious appearance of a pattern. I've also made the musrhroom and flower forests much more rare bye copy-pasting the list a few times and removing them from the copy-pastes. I hope this will not create any issues.
I am pretty sure I figured out a way to populate schematics. Using a combination of weatherman and Terrain Control plugins... With terrain control I should be able to add any listing of rules to the world, then repopulate biomes with weatherman. Unfortunately any schematics you want to use have to be converted into BOs... It could be really nice for adding a variety of ruins, shipwrecks, trees and other cool things to the game. I'll let you know if I get it working...
One other question, would it be compatible with subterranea, or any other way of changing the default sea-level? With so much of the world being ocean, and adding giant caves, there is limited room to mine/explore down below. It would be awesome to have the sea level at 128!
@thelastlokean
A number of your ideas are possible by adjusting the configuration. For example you can get an area of frozen ocean instead of an island using:
com.github.hoqhuuep.islandcraft.core.IslandGeneratorAlpha FROZEN_OCEAN ~ ~ ~ ~ ~ ~ ~ ~
Or an island which is all FOREST_HILLS biome using:
com.github.hoqhuuep.islandcraft.core.IslandGeneratorAlpha FOREST_HILLS ~ ~ ~ ~ ~ OCEAN BEACH RIVER
Basically the first 6 parameters to IslandGeneratorAlpha control which biomes the island will be made of, it'll randomly scatter the 6 over the island. The next 2 parameters are for border biomes, so most of the default islands have a border of ocean on the outside and a border of beach just inside that. The final parameter will be for rivers but is currently unused. You can use a tilde instead of a biome and it'll ignore that one. Play around with it and let me know if you run into issues.
The list of available biomes is here:
https://github.com/hoqhuuep/IslandCraft/blob/master/IslandCraft-Api/src/main/java/com/github/hoqhuuep/islandcraft/api/ICBiome.java
EXTREME_HILLS_EDGE is "Small Mountains".
I don't plan on adding floating islands or custom biomes (e.g. "Mossy Plains" or "Sand Bars") any time soon. I'm just using the vanilla biomes for now.
As far as randomly creating schematics... I don't really have any idea, sorry! If you can point me to some of the broken and not updated plugins, perhaps I can have a look to get a better idea of what you want.
Thanks very much for the quick response! I will definitely use that in the server I'm setting up!
Sorry I got some more ideas, and edited my post... After you replied! I think your islands are great though!
Can you provide any insight onto randomly generating schematics around the world? I have tried a variety of plugins / software and can't make it happen! Obviously lots of plugins manage to place schematics around the world as it is generated, they all seem broken or not updated...
@thelastlokean
Thanks for the suggestion!
You can get this effect in the current version by throwing in some island-generators which only generate ocean. Here is an example config which will have a 25% chance of not generating an island: https://gist.github.com/hoqhuuep/d8d38b9e9e85cf2d3621
Notice how I duplicated the ConstantIslandGenerator to increase the chance of it being picked.
I will consider adding less grid-like island distributions in the future :)
Island Suggestions: Frozen Ocean Areas, Plain ocean areas, Sandbars/sunken islands, Small Mountains, Mountains, Ice Mountains, Grassy/Mossy Plains, Desert Hills, Forest Hills, Jungle Hills... Is all I could come up with for missing island types in an exhaustive brainstorm.
The plain ocean and frozen ocean areas could mix up the grid-pattern effect of the island layout!
I think that would add a lot more realism than rivers and likely be less complex to code, not that rivers wouldn't be awesome..
Running a public server with IslandCraft? Feel free to advertise in the comments below or on the forums.
I've been hanging out on a great server by iT5Ace
Drop by if you'd like to hang out on a server with IslandCraft :)
@iT5Ace
If you have suggestions for new types of islands I would love to hear them! Did you have anything in mind?
I do not expect to have the real-estate plugin ready to release for at least 3-6 months. So don't hold your breath.
Will more types of islands be implemented to the plugin? if so any idea when? and is there a date on the Realestate plugin?
@MaxRet
From Google Translate I think your comment means "I do not understand". Perhaps if you explain more I can help?
@koonkon
I'm sorry but I'm most likely not the best person to help you set up those plugins. I'm not a server owner myself and so I do not have nearly as much experience in setting them up as others. You may get better advice if you try asking on the forums for those plugins.
All I can do is point you to their plugin pages:
http://dev.bukkit.org/bukkit-plugins/worldguard/
http://dev.bukkit.org/bukkit-plugins/factions/
Their forums:
http://forum.enginehub.org/
http://forums.massivecraft.com/
And their wikis:
http://wiki.sk89q.com/wiki/WorldGuard
http://www.massivecraft.com/factions-owner
If anyone else reading this knows some good video tutorials, please feel free to link them here. I do not know any myself. Also if you know any other quality plugins which offer similar functionality, feel free to link them too.
i want video Training
@hoqhuuep
Thank you very much, but I do not know what to do or how to set up WorldGuard or Factions., You will help a little.
ηδΈζ-=
@koonkon
I'm sorry, the translation is not very clear.
I think you may be asking: "Why are the real-estate features being removed? (e.g. only owner of island can cut trees)"
There are a few reasons, I hope you can understand.
1) With the real-estate features included I felt like I could not release any updates until I had finished developing the real-estate features. I am finding the design of the real-estate features to be more complicated than the terrain generation. Therefore, if i remove them from this plugin, I can update the terrain generation without worrying about the state of the real-estate features.
2) It is best if each plugin focuses on one core feature. For IslandCraft this core feature is the terrain generation. This allows server owners to more easily pick and choose the features they want for their server.
3) I will be working on releasing the real-estate features again, but as a separate plugin. In the meantime I suggest using another plugin for this purpose such as WorldGuard or Factions.
If this was not what you were asking, please try to explain differently.
Instruction set must be the owner of the island's trees were cut, please.
Sorry, I use Google Translate.
Yeah ! *grab the release on githb* >:D
@NLerikNL
ETA Early next week if all goes to plan :D