Tropic
Tropic
is a wgen plugin i was working for some time now and with the new jungle biomes being out i decided to complete it. So what does Tropic do? Well it generates a world that is fully covered with a thick rainforest. The Terrain has some nice hills/beaches, but also pretty high mountains. The Generator features a lot of unique BlockPopulators for a individual look:
- 3 Different, fully custom tree types featuring generated world-trees
- Lakes and small creeks
- "Glowshrooms"
- Bushes and all other foliage that can be found in minecraft
- All ores/lava/gravel/etc you need
- Custom caves
Screenshots: https://imgur.com/a/5XFQA
Also thanks alot to @codename_B for allowing me to use his BlockPopulators.
And as always, feedback and suggestions are always welcome, hope you like it.
1.2.3-R0.2 is required, this plugin won't work with earlier craftbukkit versions!
WARNING:
As the structures that are generated by this plugin are pretty huge and the bukkit server doesn't really support multi threading for wgens, the generation is pretty slow. Also i had to split the population of the chucks into two steps, otherwise the server would crash. This results in you seenig only the base terrain after world creation, the foliage is generated later. I hope to fix this in future releases, but for now you should know that you shouldn't run this plugin on a large live server while people are playing. Use a plugin like Worldborder.
COMMANDS
/tropic <worldname> <seed>
Creates a new Tropic world and ports you in the world. If there already is a world with the given name, you will just be ported in the world.
PERMISSIONS
tropic.command
Gives access to the /tropic command
HOW TO USE WITH A MULTIWORLD MANAGER
For Pinapp see: Link
For Multiverse see: Link
For My Worlds see: Link
The tutorials above were written for my other wgen plugin nordic, but it works the same way for Tropic
Any others multiworld manager that supports generators should provide information on how to do it. Everything you need from Nordic apart from the .jar file is the Generatorname, which is Tropic
bukkit.yml
you have to add the following to your bukkit.yml file if you aren't using pinapp or a similar plugin:
worlds: yourworldname: generator: Tropic
Any news for an update?
(T.T) i really wished this for 1.1, i cant update my server, cuz i would loose tomany mods, but i gues there isnt a way to port tropic to 1.1 ?
This plugin is very nice, but:
- I created a world ( i have 4 other worlds) if i use the Tropic world the TPS are going down even if players are mining or building in this tropic world - Sometimes if i tp to that world, ill fall in avoid and the server crash.
I think it needs a lot of changes, but nice idea really :) Thanks
Help Me! whenever i go to make a wokr i type: "/tropic sammerchiz 909" (sammerchiz is just a random name for my world) and it says an internal error has occurred. Help!?
I *accidently used* /t for towny commands (which is the prefered plugin for a 't' command shortcut, and ended up generating a tropic world called bigtree 'ironically' its a town on my server. Anyway it crashed the server generating this tropic world via that command, though the error actually had more to do with multiverse
I actually didn't want the generator setup like that, so I really hate plugins using a common 'alias' especially when they are the type of plugin that doesn't need any alias for only one command it provides!.. you didn't even mention that on this page you only mentioned the tropic command.. that really annoyed me(only cus it crashed the server and it wasn't something I had intended to do). I've made a note to remove that 't' alias from your generator plugin in future.
Anyway
"As the structures that are generated by this plugin are pretty huge and the bukkit server doesn't really support multi threading for wgens, the generation is pretty slow. "
I see what you mean by this, setting it up the way I initially intended through multiverse worked (no above error), however it really is beast as everyone dropped connection while this was pre generating. Sadly even after it finished I can't help but think the time it took to generate wasn't worth it, it seemed to have still been lagging the server even after it had generated a big area that I had explored.
Didn't even have nolagg on the server as i had read someone else having problems with it and your generator and I don't need it much anyway.
So after all that, I didn't like the massive custom made big trees (probably one of the things causing terrain generation to be so slow though the vines did help make it look a bit better) Also didn't like all of the lillypads everywhere, it just seemed unnecessary, I'm quiet happy with just plain water, and nice lakes/water lagoon areas.. which actually your generator was good at, only when you see tons lilly pads everywhere, and especially on the edge of waterfall, it kinda detracts. I can't help but feel the massive trees and all the custom block generators would be better as options for the generator, would prefere mountains with the normal jungle tree biomes on that instaed to give more height that the big custom trees.
Also the tops of the trees seem a little cut off and flat, like they need one more smaller block layer of tree blocks on top.
Don't suppose more islands? with more beaches /cliffs then jungle..
Looks really good otherwise, gonna go try it now.
@Megalanias
I agree, this with Nordic/ bit of normal terrain type generation like hills, would be nice, Nordic got a bit boring and actually had a lack of trees, was kinda expecting tall forest areas from looking at the bukkit dev screenshot :D
Could you please remove the /t (and /n on Nordic) shortcuts? They interfere with Towny, and well, cause unexpected results rather than just making a new town, you get a new tropical world.
@TobyG123
Bukkit.yml: http://pastie.org/3622480
you rly should mix nordic,tropic and something for the normal terrain, would make it a very fantastic generator !!! xD
Very nice... Looks like I "have" to add another custom jungle world to the server - but I guess I can get away with calling the other "rainforest" :)
@s1mpl3x
Wow, that looks pretty awesome so far. That chest is naturally generated then? If so, what kind of stuff does it have inside of it?
Additionally, what do you think of my sapling suggestion? As I said, it's probably far outside the goals of the plugin, but I think it would be kind of neat (though I would understand if you didn't want to implement it).
Also, I was thinking about the idea of dungeons (inspired by my recent watching of the Yogscast's Aether videos), and I was wondering if you could maybe add some custom dungeons to the generator? They would be fairly rare, but quite expansive, maybe with labyrinths like the Aether's silver dungeons or something. And there could be traps, too; so maybe there would be random stone pressure plate activated piston traps that would drop you into lava, or fire arrows at you from dispensers. For the "final" room, maybe you could have some sort of obstacle course with lava underneath, and skeletons spawning from mob spawners shooting arrows at you; then there would be a chest at the end with some awesome loot, like a few diamond blocks or something along those lines. It would probably be very difficult to program, but I think that this would be amazing.
The surface terrain is awesome, beautiful in fact.
The below grade populators need work. I would add DIRT to the underground populators, as well as increase the GRAVEL population parameters.
I would also recommend a SAND populator that works the same as the "Populator_Ores" but instead of a max y, I would set a min y.
I spent about 8 hours, digging shafts at various depths. I also worldedited out 12 chunks, of all the dirt/logs/gravel/grass/stone/etc, just to look at the ore distributions. I really think there are FAR too many single blocks, and not enough groups of ores.
You can WE out all the logs/leaves/dirt/etc in a few chunks and get a good view of what is going on.
Hi there, thanks for your feedback, I'm currently working on a better cave/underground system for both, nordic and tropic. here is a small preview, still a long way to go, but I hope to integrate it into both wgens in the next days: PREVIEW
@Hoot215 I never ever touch the BlockPhysics, I would guess NoLagg is unfriendly to wgens plugins again.. the lag is actually caused by the delayed populators and since they generate structures that are far bigger that one chunk, so you get a process that keeps it self alive for (up to) forever: Chunk A calls populator X, X requests a block that is outside of "his" chunk, all the populatos are called again for the request chunk and so on... as i said before, let it do its thing for some time, then just restart the server and you should be good to go
@Adium_Rhodan Glad you like it so far, and yes the sand is really rare if you think of the glass demand :/ well i'll change it as you said in the next days and release it along with the new undergound stuff. On the tree distance, i tried to optimize it, althought the output wasn't worth the additional processing time..
This is probably far outside the goals of the plugin, but I was wondering if you could implement a way to grow the gigantic tropical trees, much like you can grow giant jungle trees by making a 2x2 square of saplings. An idea for this might be a simple 3x3 square of (jungle) saplings, being able to only right click in the centre (with bonemeal) to make it have slightly better performance (though this isn't really important anyway, as people don't really use bonemeal very often).
Also I did notice that my server froze up (twice) for more than a minute when I was simply walking around in the tropic. I didn't wait patiently for the server to un-freeze, I simply killed Java (which was probably a mistake, looking back on it). This may actually be because of WorldBorder, because I installed it at the same time as Tropic, but I didn't test furthur to find out. I just thought that you might want to know of this issue. I know that this plugin can cause performance drops, but this seems a bit extreme.
EDIT: Actually one of my users just informed me that he used the TreeFeller ability in McMMO at the time of the crash. The freeze wasn't caused by Tropic at all. Sorry about that.
EDIT 2: Also, I stated above that I acknowledged the lag, but it seems that this plugin is hooking into the BlockPhysicsEvent? I don't really see why that would be needed. Accordingly to NoLagg, this plugin's BlockPhysicsEvent is taking up about 100ms every 10 ticks, which is insane. Why is this plugin performing actions on the BlockPhysicsEvent? Also, the console is constantly spammed with messages like this:
Heya,
I've played a bit on one of your maps and a big issue I found was the supply with sand. As you know s1mpl3x, we plan to use this wgen for a server, people will need a lot of sand for glass and potions but the beaches currently can't supply the demand, they are usually just 3 blocks broad and only 1 thick. I'd suggest to increase the broadness of the beaches to 5 blocks or more and make them 5 blocks deep with a bottom layer or two of sandstone underneath. Also, including pockets of sand and/or sandstone into the ground like dirt and gravel already is in vanilla wgen would help a lot, especially as getting sand this way doesn't damage the surface. Another small issue is, as VariousArtist said, the density of the canopy. I did get attacked by mobs during daylight which is nice but it's still easy to avoid them because the gaps between the huge trees are rather big. That's only a minor point though. Also, some of the leaves in the ground vegetation and the huge trees are unsupported. As soon as you break one leave you start decaying a couple. It's not really damaging the aesthetics of the remaining vegetation though.
I do agree with the caves being rather boring but others said it before so I'll not go into detail.
A last issue is the client performance when playing on one of your maps. It seems to be more resource intensive than normal vanilla maps. I'm not sure if there is any way to address this problem, reducing the number of hanging vines might help though, they hugely increase the amount of rendered items.
But overall I do have to say, it's a very amazing wgen. I especially love the small lakes and rivers. The stone cliffs encasing the lakes look fantastic, rivers on different heights with waterflow along them is just brilliant and looks much, much better than Mojang's boring flat rivers. I started building a house inside on of the huge trees and it looks wonderful so far and it's great fun to build it. If you address some of the issues that keep us from using it for a server, especially the sand supply, I think a map generated with Tropic can have a great future in a SMP environment.
Greetings from MadRealms
Very nice plugin. Thank you! Can you please add a config to it, to customize the big trees? I'd like to customize the the height of the tress and thickness of the branches.
This sounds right up my alley. I'll give it a shot :)
This is incredibly amazing. Honestly. The only downside is the lag, though, but I don't suppose you can do much about that, right?
Heyho, great plugin, super awsome worlds... But the Caves are very draggy.
This World with ne Vanilla Caves and mineshafts would be nice. possible?
Edit: It looks very well in combination with the Giant Caves Plugin.