WeatherMan
WeatherMan
WeatherMan allows you to change biomes and repopulate areas ingame with commands, magic-wand and a sign, controlled by redstone power. WorldEdit selections and WorldGuard regions supported.
Video
Features
- Change biomes (you can use: commands, wands, signs, WorldEdit selections and WorldGuard regions)
- Repopulate area according to biome that was previously changed
- Control weather locally: for player, for region, for biome and for whole world.
- Grow trees or cut them off using special wands
- Control biome changing (toggle two biomes) with sign controlled by redstone power.
- Check biome in a your location or inform you about biome changing while you traveling
- Preventing snow-forming and ice-forming in defined biomes.
Why do I want it?
If you need to change biomes, grow new forest, or going to allow your players to do it - you must install WeatherMan :) If you need to "curse" any player with unstoppable rain you can find this plugin useful too.
How Do I Install It?
Just copy it in your Plugins folder.
How to use it?
- Install
- Use command /wm set biome:<biome> radius:<radius> to change biome around you
- Use command /wm set biome:<biome> to change biome at area selected using WorldEdit
- Use command /wm set biome:<biome> region:<region name> to change biome at WorldGuard region defined by name
- Use command /wm replace biome:<biome> fill:true to change biome in your location to new one
- Use command /wm give [biome | woodcutter | depopulator | forester] to obtain all or specified wand.
- Use command /wm wand to enable wand mode (define biome and radius with commands /wm wand biome:<biome> radius:<radius> tree:<tree type> Right-click with magic wand and you'll shoot the snowball that will change the biome around the hit-point, remove or grow trees.
- Create sign with [biome] in second line, radius value in third, and biome names in first and forth lines. You can set word "replace" in third line if you need to replace the full biome. Now you can use redstone power to toggle between two biomes.
Commands
General commands:
- /wm help - display help and command list
- /wm check - check biome in player location
- /wm info - toggle walk-info mode (inform player when he moves from one biome to another)
- /wm list [tree | biome name mask] - list avaliable biome types (or tree types)
- /wm wand [biome:<biome> radius:<radius> tree:<tree> - toggles wand mode or configure wand parameters
- /wm give <biome | woodcutter | depopulator | forester> - give defined wand (brush)
Terramorphing commands
- /wm set|replace|populate <parameters...> - set biome in area, replace biome in area, repopulate area. More info about this commands you can find here.
Weather commands (console not supported yet)
- /wth player <player> <rain|clear|remove> - set personal player weather to rain, clear or remove settings
- /wth region <region> <rain|clear|remove> - set weather in region to rain, clear or remove settings
- /wth biome <biome> <rain|clear|remove> - set weather in biome to rain, clear or remove settings
- /wth world <world> <rain|clear|remove> - set weather in biome to rain, clear or remove settings
- /wth <player|region|biome|world> - list the players, regions, biomes, worlds where weather states are changed
Local time commands
- /wtm player [<player> <HH:MM|day|night|remove>] — configure player personal time
- /wtm region [<region> <HH:MM|day|night|remove>] — configure local region time
- /wtm biome [<biome> <HH:MM|day|night|remove>] — configure local biome time
- /wtm world [<world> <HH:MM|day|night|remove>] — configure local world time
How to revert back to original biomes
If you need to set back an original biomes at defined area, you can use "original" biome type with commands /wm set, /wm replace, /wm biome (and use wand to change biomes). Command /wm replace source:<source biome> biome:<target biome> supporting "original" only as biome parameter (<target biome>).
WeatherMan translation
It is possible to use language files to translate WeatherMan messages.
Available translations (included to plugin, you just need to setup language variable at config.yml): english, dutch, french, german, polish, romanian, russian, spanish, ukrainian.
- English - default (sorry for my english! Helped By matthew_cowley)
- Russian (Русский)
- Ukrainian (Українська) - translated by duckman, Rangars Team. Thank you very much, duckman!
- German (Deutsch) - translated by PinguinAman. Thank you very much, PinguinAman!
- Spanish (Español) - translated by Indeleble, Antica RP Server. Thank you very much, Indeleble!
- French (Français) - 50toto50. Thank you very much, 50toto50!
- Romanian (Română) - kaZep, b-Zone
- Dutch (Nederland) - translated by Martin1704, renzo12y, tommyvanaarde. Thank you very much guys!
I will be very thankful if you can help me to translate WeatherMan to other language and join me at translation project.
Permissions
- weatherman.basic - allows to use commands /wm help, /wm check, /wm list
- weatherman.cmdbiome - allows to use command /wm set and /wm fill
- weatherman.sign - allows to create [biome] signs
- weatherman.wandbiome - allows to use wand and commands /wm wand, /wm radius, /wm biome
- weatherman.config - allows to setup plugin with command /wm cfg
- weatherman.weather - allows to use local weather command /wth
- weatherman.time - allows to use local time command /wtm
Source code
Update checker and bStats
WeatherMan includes two features that use your server internet connection. First one is bStats, that used to collect information about the plugin (versions of plugin, of Java.. etc.) and second is update checker, checks new releases of plugin after WeatherMan startup and every half hour. This feature is using API provided by dev.bukkit.org. If you don't like this features you can easy disable it. To disable update checker you need to set parameter "version-check" to "false" in config.yml. Obtain more information about bStats and learn how to switch off it, you can read here.
Dev Builds
Dev builds available at CricleCI.
Note: Dev builds are unsupported and not tested and not approved by BukkitDev team.
Like this plugin?
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Patreon:
Or just buy this plugin on SpigotMc.
@Forerunner343i
I really don't know what will be with ores :)
How it works with naturals: 1. Scans area and removes trees, grass, etc. 2. Mark chunk as unrepopulated and it automatically will repopulated by minecraft.
My question is, will it work on inhabited chunks ? As an example, if I have built a stonebrick house and a log/plank house, then I use the repopulate command (but not depopulate before). Will it look for existing ores and natural blocks (grass, leaves...) and delete them before repopulating, or will it base on the actual terrain ?
What I'd like to do is :
(Simply said, does it have this ability ? : Generator named X generates the chunks. Let's say it's a flat plain biome at y=64. Populator creates, as a consequence, trees at 64. Then the admin decides to make a huge circle cliff at y=80. Using WeatherMan, will the trees be placed also on this manually edited terrain (y=80), or does it read in the Generator algorythm to find where the terrain would have been at generation, and thus creates trees not at y=80 but at y=64 ? Hope you understand the process I'm trying to explain ;)
I'm gonna try this as soon as the plugin is updated. Now, asking your experience as developer of this plugin, do you think it'll work ?
Nicely
Another TC user here in the same situation as Forerunner343i, interested in using the repopulation feature to add new things to existing areas. With TC this could mean adding a new dungeon type or implementing a new block added by Mojang. My personal use for it would be in areas that players don't inhabit so any crossover is unlikely.
Can't wait to test this out, hopefully it goes through TC's settings and adds anything in the custom biomes resource queues without any problems.
@fromgate
In fact, I'll explain you why I want this plugin, and you'll understand that this is actually not an issue for me [if it repopulate areas with sometimes undesirable results] :)
I'm using Terraincontrol to generate my world and populate the chunks; as well as GiantCaves to populate it. But both plugins act at the same time, which results in giant caves not being populated with my bo3 objects (TerrainControl function). That way, I'd be able to get the caves generated at first start, then using the Repopulation tool, I'd get the custom objects and ores to be spawned by TerrainControl in my [previously populated] giant caves
That's why it must be the perfect plugin ! ;) Thanks, bye
@Forerunner343i
Hello! Version 1.0.0 was uploaded yesterday. But we need wait sometime (usually about 2-3 days) for approval.
Repopulation too must not corrupt map. But... it will repopulate areas.And sometimes it could be undesirable.
Here is example. I repopulated a large area (circle, radius 500) and when returns to my Testville - area where I performing tests of my plugins), I find that it was covered by jungle trees:
http://dev.bukkit.org/bukkit-plugins/weatherman/images/3-weather-man-v1-0-0-repopulator/
Some natural blocks used in building was lost (trees, leaves) but all stone blocks was not lost).
P.S. You can find "previous" state of this area on this video: http://dev.bukkit.org/bukkit-plugins/weatherman/images/3-weather-man-v1-0-0-repopulator/
http://youtu.be/o6HlHeOFQqY
@fromgate Definitely impatient to try out this last update (1.0.0)... as I'm mainly interested by the Repopulation tool. How long will it take to get uplaoded on bukkit ?
(I'm running a dev version of my server now, so I don't care if it actually corrupts the map, I just wanna try it out)
Nicely
v1.0.0
@DerekZil
I think it must :)
Will the new version work for 1.5.2?
Awesome! Epic!
@fromgate
Thank you for this quick response :) Im gonna try to use smaller areas and to my thing in more steps, would have been just epic to do this in one single step.
@deleted_8873967 Hello, WeatherMan includes a queue, that created to optimize biome changing process in huge areas. But... I think it not effective when areas are really huge. I will think how to made this queue more effective, but I cannot predict result. When you working with such sizes - raidius 2000 - you working with numbers of chunks that's loading into server memory, than saving to disk...
Well, very nice plugin, but having issues when using radius 5000, or even 2000. Maybe my server is not powerful enough. Is there maybe an option to run your plugin kinda a-sync?
@CommodoreAlpha
There's a method provided by craftbukkit (not Bukkit API) that allows to get "original" biome from the world data. But this method could return different values at different versions of minecraft. For example if you creating world using 1.6, after upgrading to 1.7 you will find that original biome values was changed.
@fromgate
I kinda have a question as to how this plugin works. I've always known that it offered the (awesome) feature of allowing you to revert a biome back to its original state. How exactly does the plugin do this? I don't see a file where it saves biome/region information, so I'm not sure how you accomplish this.
@NikoKun
Minecraft 1.7.3 will add Twitch.tv support and bugfix. It will be fully compatible with 1.7.2 servers, so don't worry about 1.7.3 compatibility. Every plugin that works at 1.7.2 will work at 1.7.3 too.
Nice to see updates from so many plugins. Although it's kinda sad so much work is going into 1.7.2, when 1.7.3 is seeing a pre-release tomorrow, and probably an official update next week.
The whole Minecon thing sorta made 1.7.2 a buggy update that really no one should be supporting. :/ I'm really surprised Craftbukkit decided to even bother with 1.7.2, since it will be outdated so quickly.
v0.5.5 Uploaded, waiting for approval...
@TheStriker095
Hello, I'm working on update and planning to upload updated version today or tomorrow
Can we get an early update for the developmental 1.7.2 CB updates?
The following error pop's up when executing /wm check assuming it is not able to get the original biome, which may run into issues later on.
http://pastebin.com/8MsgAUM8