OldBiomes
Description
As its name says, OldBiomes aims to the servers that were already existing prior the beta 1.8 version. When the beta 1.8 version came, the biome system was rewriten, using fractal instead of temperature and humidity like it did before. The server then had two choices: - To create a new map - To have incoherences in the map, like a desert... under some snow, a tundra considered as a desert or some boats the server users created blocked by ice.
The 1.2 introduced a really awaited feature with the Anvil format: The biomes are now stored in the map files, and not generated dinamically with the seed. It's here that OldBiomes takes it function: It use the legit beta 1.7.3 biome generation code for each block collumn in the selected radius and for each, save the correct biome.
Please verify your worldseed is correct in your level.dat! If the worldseed isn't the one the world generated with, incorrect biomes will spawn according to your seed!
ScreenShots
Case of a "snow desert": Before we used OldBiomes

After we used OldBiomes:

And, about the precision of the biome algorithm: Before the use of OldBiomes:

After the use of OldBiomes:

Commands
/OldBiomes <length> (alias: /ob) : Use OldBiomes in a square, with the player in the center and the length parameter the length of the square. You need to disconnect then reconnect to see the changes.
/Unfreeze <length> Unfreeze the Y-top block for each collumn in the selected radius. If length is more than 2000, may be very RAM-consuming and may take some time.
Changelog
1.0: Added unfreeze command.
ToDo
- Use with worldedit selection.
- Verbosity settings
An unfreeze command, similar to "replace SNOW AIR" and replaceICE STILL_WATER" on worldedit but checking the biomes and just doing for the y-most block.Made in 1.0.
Bugs
- Lack of precision of the percent counter (don't go up to 100% when length is less than 500)
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Posted Sep 8, 2012@WaferMouse
I'll try to release it today. It'll probably be done in an hour but the diffusion will probably be in 9 hours.
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Posted Sep 7, 2012@gael75014
No, I think it happened because I used a plugin to generate the chunks required for MCMerge AFTER I did the biome fix. Or... something like that. It was very late at night :)
The biome differences aren't a deal breaker, it's on the border so some weirdness is expected. Take your time, study is important.
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Posted Sep 3, 2012@WaferMouse
It doesn't. I only used taiga as a snowbiome, as an exemple. About the bad biomes : if retro biome also use the legit biome code, it means it's not forcibly a bad biome but a block sized biome, and that my plugin won't help you more.
I'll try to add the X/Z selection as soon as possible, but need to go to school as of the 4th september. Also, maybe it's because of mcmerge, if it only smooth the world. If you're running a server, maybe you'll be interrested in 173generator, discovered it a month ago and perfectly work for me.
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Posted Aug 25, 2012Also, does it use the same biome assignments that Retro Biomes does? Like this: http://pastebin.com/6mqrcVuV
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Posted Aug 25, 2012Hi!
I wondered whether you would consider adding command variants to perform the operations on a rectangle based on two sets of XZ coordinates? I have a world that I used Retro Biomes and MCMerge on but there's still some bad biomes and leftover snow to get rid of, and it's some pretty large, linear areas.
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Posted Aug 14, 2012AWESOME