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.
@Melonking
I've not tried it, but by looking at Carbon's features it should be compatible.
Yes I will definitely be supporting this on Sponge.
@Toorgmot That post is by a retired staff member and all the links are dead in the OP of the link you posted. Please see here: http://dl.bukkit.org/dmca/notification.txt Feel free to correct me if I'm wrong but the bukkit website no longer offers links to CraftBukkit.
https://forums.bukkit.org/threads/craftbukkit-for-minecraft-1-8-1-now-available.37832/
1.8.1 bukkit release. I am really looking forward to the real estate plugin!
If this was used in conjunction with this http://www.spigotmc.org/resources/carbon.1258/ would the new ores spawn naturally? Or does this have a completely separate ore spawn system.
Also you plan to support this on Sponge correct?
@iT5Ace
I'm quite certain it will not! And what is this Bukkit 1.8 you speak of?
Does anyone know if the " IslandCraft-1.0.0-beta for CB 1.7.9-R0.2 Aug 02, 2014" runs stably with bukkit 1.8?
Just a quick update. I've been hesitant to work on the project these last couple weeks as the future of Bukkit is not looking bright. At this point in time, the most likely progression is that I will port IslandCraft to Forge. But I'm going to give the whole situation a while to sort itself out before I make a final decision and start committing time to it. Thank you for your patience!
@Jax_Macky
Wither skeletons only spawn in nether fortresses. I do not think they'll generate in the overworld. You would probably see magma cubes, though they're a rarer spawn.
DB per world is a great suggestion. I would have to make it optional though as people using real database servers (rather than SQLite) would want to have it in a single database.
@thelastlokean
I'll wait and see which direction Terrain Control decides to take given the current situation. They do have forge support but it's a bit primitive and doesn't play well with other Forge mods.
Any specific features of acidisland you are interested in?
@hoqhuuep
- Removing the data base on restart/reset noted. May have been part of my initial world gen issues during testing as well. - Non Nether World Gen (netherrack, soul sand ect) Comfirmed. As well as Comfirmed Zombie Pigmen and Ghast spawning on those "plains' type islands. Where are the Wither Skelie's? lol - Adjusting my work flow for creating a NEW server/island world after initial testing of configs, so not to break the database. - Suggestion: Seperate DB's for each named world in config. For ease of seperation.
Thanks for THAT "not alot of time" anwser. It always amazes me the extra mile you Dev's take in sorting out problems for us noobs.
Thanks for all the help... I'm not certain what was causing the issue... I fixed it by backing up my plugins folder, just the jars, then clearing my server, and starting over fresh. I had done so many things that its hard to be certain what the issue was.
Anyways, do look into acidisland for ideas to add to islandcraft, I think they have a lot of good ideas. I asked on the acidisland page about integration with islandcraft, because I believe acidisland creates a blank ocean, and requires an admin to add islands manually...
@Jax_Macky @thelastlokean
I haven't got a lot of time to read all your posts carefully right now, so I'll give a quick answer to a few things and provide more detail later when I have time to look into things.
I can think of a few things that could cause the generation to break, but I'll answer that one later. You should only need to delete IslandCraft.db if you're resetting the world, definitely not every time you restart the server! There is a caveat here if you're doing multiple IslandCraft worlds you would have to reset them all at once, unless you're knowledgeable enough to edit the SQLite database manually to remove all the islands from only one world.
With ocean-size 256 your islands will be a good 256 blocks apart. In previous versions the 2 configuration variables were island-size and island-separation, so the size of the ocean between islands was at least "island-separation - island-size". In the current version I've changed it so that the size of the ocean is ocean-size and the distance between the centers of 2 adjacent islands will be "island-size + ocean-size".
Unfortunately, when Minecraft generates the "Nether" biome in the normal world, it doesn't generate netherack and lava and all that good stuff. Same with the "End" biome, it doesn't generate endstone. Instead it generates something that looks more like plains, fairly flat with grass. You'll get zombie pigman, ghasts spawning in the "Nether" biome and endermen spawning in the "End" biome but you won't get the cool terrain generation you might expect. The custom terrain of those worlds isn't actually controlled by the biomes.
I hadn't heard of acidisland, I like the sound of linked islands with the nether! I'll take a look.
Jax_Macky, because of the way islands are stored in IslandCraft.db, you cannot rename an IslandCraft world (e.g. from "world_islandcraft" to "world") without consequences. So either you have to create the IslandCraft world as "world" initially, or you can change level-name in server.properties to "world_islandcraft" to make it the default world.
Yes you are doing the configuration correctly for multiple IslandCraft worlds. But as mentioned, unfortunately the "Nether" biome will not have the effect you desire.
hoqhuuep, Quote from the config "# You can change the world name here or even add more than one world" Does that mean each new world name added, would have it's own set of island gens ? Like this : http://pastebin.com/pYMSZgQg
@thelastlokean
Just for testing purposes, I have a two world set up. A main world, and an Island world. From the main world (random generated at server start) I use: /mv create world_islandcraft NORMAL, then mvtp to the island world. Then to remove the world, I use the /mv delete world_ islandcraft. Once I am happy, I'll delete the main world, rename the island world to main world, and adjust the configs for islandcraft to reflect the new world name.
The world name used in the islandcraft config is the world name used for island world creation. I think if you change the world name to YourIslandWorld in the config, then you would have to create a world called YourIslandWorld for the IslandCraft plugin to take hold.
So any other worlds in the directory should'nt matter.
Are you using the default world gens, or did you modify them in the config ?
I am actully going to nerf the nether all together, in hopes for Nether type Islands.
I've been actually deleting the world within an ftp client, with the server stopped.
The only thing I can think of is it is loading from another world I have in my main directory called riverworld, which it kind of looks like is occurring, based on the map. Even though it doesn't make sense to me, I will try to move the folder for riverworld completely off of the server space. Maybe it can't also have the name 'world' in it?
@nether ideas, some thoughts There are a few mods that already use a different nether. I was going to mention acidisland in this thread anyway, as I like some of there features! Along with turning the water into acid (not sure how I feel about that), it has a scoreboard calculating island value based on blocks, a unique island nether system where all nether portals lead to the same island in the nether-world and a bunch of other semi-cool island related stuff. Could maybe take a look at how they setup the nether. I think it would be awesome to have an island nether, of islands in lava or islands floating above lava... But I don't like the all portals leading to one portal thing. I would like to change the nether from 1:7 ratio to a 1:1 ratio, just to easily setup world borders. In my mind it would be super cool if the islands were laid out in the same location/orientation, just made of different materials so the nether would be a parallel dimension.
hoqhuuep, Nice chatting with ya last night. I am trying to add a Nether type Island into the config, but so far I have not had any luck. Is there an absolute requirement of param's ? I have noticed that all the IslandGeneratorAlpha lines have atleast 7 entries including the . Trying to research some more on my own, but any help would great.
@thelastlokean
By deleting, do you mean, /mv delete [world name] ? Or actually deleting the world folder itself ? I ran into that same similar problem your having, but using Multiverse to delete the world instead of manually , problem was fixed. Assuming of course your using MV.
Lately I've been getting some strange results... I start a new world, by deleting the old 'world' and deleting the old 'islandcraft.db' I will launch the server just fine. I pregenerate say 1000x1000 blocks, just to test, I need to restart the server between pregeneration and dynmap or dynmap won't render. Works fine, but if I pregenerate/explore new land it does not use islandcraft, or if it does its not working right...Let me show:
Link to Image
Do I need to delete islandcraft.db every time I restart the server if I want to explore new areas? It would seem I might need to or is something else happening here?
I feel that it mus be islandcraft or subterranea making this result simply because of all the strange lakes/rivers... I did install and then remove Terrain Control, I was sure to remove the folder and main jar file. I do have about 50% of the possible islands set to oceans and I have about 200 of them in the list, I also have it set to use islandcraft on the world 'world'. Island Size: 224 Ocean Size: 256. So the islands should be a good 32 blocks apart...
Thanks for the quick reply. Ya it would be great if you could find a way. I love BoP and having all those biomes as islands would be amazing.
@antikx
Great question! Unfortunately, currently you can only add vanilla biomes to the config. I will consider how I can fix this as it would be great for it to be compatible with Biomes o' Plenty, Terrain Control and other mods with custom biomes!
I'm currently using Cauldron and Island Craft and it works great. I'm wondering, if I use the Biomes o' Plenty mod as well, can I add the BoP biomes to the config file?
Terrain control didnt work. At least not in the generation stage, but I can install it post generation and use it to populate schematics that have been converted into BO2/BO3 files.
I also have objects successfully populating. If you ever want to put schematics into a world I recommend populating your objects AFTER you populate the world. You do this bye adding them to resource database in TerrainControl. Then you use weatherman to repopulate the world. This will allow you to populate entities in generated caves, islands, etc
It allows you to have control over terrain loading priorities to an extent. However, it only works for finite worlds and requires the space to be explored multiple times (time consuming). But for setting up a super awesome rpg world it is totally worth it!
I can easily go on without IslandCraft being compatible with Terrain Control! I would much rather have a few more options built into IslandCraft! Maybe the future of islandcraft can include a way to change the sea level to 128, it certainly seems it would be possible. Another Idea that could really add a lot to islandcraft in my opinion, would be a randomness variable in island size.