WorldFeatures
WorldFeatures, A Plugin Inspired by this Reddit post. It automagically builds structures from schematics in a customizable way when the world is created.
Version: 3.03
Plugin name by tmcaffeine
Source (be warned, it still has some code from when I was a noobie)
Description:
Save .schematics to your Created folder in-game or download someone else's .schematics to be generated randomly when new chunks are formed. Each has its own customizable chance to spawn.
A video explaining how to set it up can be found here.
A test of the generation can be found here.
Dependency
You will need WorldEdit.jar in your plugins folder for this to work. You can get it at http://dev.bukkit.org/bukkit-plugins/worldedit/
Permissions:
You will need to use PermissionsBukkit or SuperPermsBridge to use these permissions. If you do not have either, it will default to your OP list.
- WorldFeatures.commands
This permission allows the player to use every command. Use this wisely.
Commands:
/wf <name> Creates a schematic named <name> of the selected cuboid. A cuboid can be selected by holding seeds or a customized item.
/wf copy <name> Copies and pastes this schematic from your Created folder into your ToUse folder. Your world will automatically start generating this structure without needing a reset.
Installation:
Insert WorldFeatures.jar into your plugins folder.
Customizing:
After starting up the server for the first time, a WorldFeatures folder will be made. Inside this will be three things:
- The "Created" folder - this is where the schematics you create in-game will go to.
- The "ToUse" folder - this is where you can place yours or someone else's created schematics. Every .schematic needs a matching .yml. This is explained below.
- "Settings.yml" This is explained below.
The Settings.yml has 2 things right now:
- wandmaterial - number - what should be held when selecting a cuboid for a schematic?
- chunkchance - number between 1 and 100 - chance is explained below.
Individual .ymls for schematics
Each schematic needs its own .yml in the ToUse folder (it should be named <schematicname>.yml). If you are loading a .schematic from elsewhere, copy and paste a .yml and change its name. In each .yml should be these things:
- dontpaste - The IDs of blocks that you do not want to paste from the schematic. The only ID that works right now is "0" to not paste air.
- anywhereminY/anywheremaxY - the minimum and maximum height the structure can spawn at if "place" is set to "anywhere"
- chance - When a chunk is loaded, it checks the chance of the chunk to generate something (by chunkchance in the Settings.yml). If it can, it runs through all the schematics and checks this number for each one. If multiple structures are chosen to generate on one chunk, it will randomly choose one of them to be generated. This means that this "chance" is relative and not an exact amount.
- maxspawns - the maximum amount of times this .schematic can spawn
- basement - if you have blocks that should be below-ground, this is the number of vertical blocks you want underground, so if I had a building of 30 blocks high, and I only wanted 10 to be above-ground, I would put '20' as the "basement".
- biome - can be "none" or any of these values:
- DESERT
- EXTREME_HILLS
- DESERT_HILLS
- FOREST_HILLS
- JUNGLE_HILLS
- TAIGA_HILLS
- SMALL_MOUNTAINS
- MUSHROOM_ISLAND
- MUSHROOM_SHORE
- FROZEN_OCEAN
- FROZEN_RIVER
- HELL
- ICE_MOUNTAINS
- ICE_PLAINS
- FOREST
- OCEAN
- PLAINS
- RAINFOREST
- RIVER
- SAVANNA
- SEASONAL_FOREST
- SHRUBLAND
- SWAMPLAND
- TAIGA
- TUNDRA
- BEACH
- JUNGLE
- randomrotate - should this schematic randomly rotate? Default is true.
- place can be set to any of these values:
- ground - the schematic will stick to the ground and not spawn over water
- anywhere - it can spawn anywhere within the .yml range of min and max
- air - it will only spawn in the air
- underground - it can only spawn underground
Changelog
3.0
- Finally updated!!
- "wandID" turned into "wandmaterial"
- More efficient world creation and .yml saving
- .ymls are different for the schematics as well. To see the difference, simply create a schematic with seeds and the /wf command in game
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Posted Oct 8, 2013@BoyDerAmBlockChillt
Yeah, I didn't have much of a description for it outside of the video, so I understand! TerrainControl does look very good, but it doesn't seem like it supports schematics and is more bulky. If they implemented something like this, that'd be great!
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Posted Oct 8, 2013Ahh no It doesnt sorry I misunderstood but look for TerrainControl its just way more complicated but more customizable
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Posted Oct 8, 2013@BoyDerAmBlockChillt
Ahh, WorldEdit has random schematic generation when the world builds itself?
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Posted Oct 8, 2013Uhm this is already built in WorldEdit itself I think.schematic load, save etc.
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Posted Oct 7, 2013Edit: I have included the source code in the plugin description for anyone that wants to play around with it.
Hello everyone! Real life got the best of me, but I'm back to update this. I lost the source code to this in a computer migration, but I was able to decompile and totally rework it. It has been updated to 1.6.2, and will probably work on 1.6.4 as well (I have yet to test that). I hope some people can find nice use out of it.
I've mainly been working on a java game in my free time (http://cantripsandcooldowns.wordpress.com/), and had I known that this mod was popular, I would have updated it sooner. I apologize, and hope it works well for everyone.
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Posted Jan 19, 2013Sad to see this plugin die. dkramer, if you have a minute, could you please release the source code on github or something? Let the community maintain this for you. I'm willing to update it...
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Posted Dec 5, 2012@Ahmet094
ugh, I hate the update gap, not because of the waiting time for updates cause that is not what I mean. I hate that this is going to get updated for 1.4.5 and skip being compatible for 1.2.5 ever there for it will never be useful for tekkit, cause this would be perfect for my server network :( (www.borgsteamfactory.com/skyway.html)
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Posted Nov 2, 2012UPDATE THIS PLEASE!!!!
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Posted Oct 16, 2012@Ahmet094
How's it going?
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Posted Sep 14, 2012I'm going to update this plugin now :)
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Posted May 14, 2012can you please update this or can someone pick it up?
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Posted Apr 13, 2012PLEASE UPDATE IT :((
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Posted Apr 12, 2012:'( pleas update ill even pay you <3
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Posted Mar 8, 2012I too miss this plugin. but then capture the points just got updated, maybe this one is next!! or maybe not :P
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Posted Feb 2, 2012I would very much like to see this updated.
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Posted Jan 5, 2012@Altobot
I had the same problem with the server crashing and chunks glitching with the SkylandsPlus Plugin and it seems as if it could be fixed but i dont know how... so dkramer could you help us? I will greatly appreciate it!
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Posted Jan 4, 2012-
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Posted Jan 1, 2012Can you please create an example config, featuring all of the options? I can't very well add biomes if I don't know the format.
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Posted Nov 12, 2011Hey guy I got a heavy bug: Im using this plugin in combination with BananaSpace to make things like Space stations and Stuff. I configured everything, but when I reach a certain Chunk the world isnt generating anymore and the Server Crashes without giving an error message. When I come back and got a bit luck a small part of my pattern has spawned. but when I reach ne next Chunk the Server crashes again.
by the way, I cant name my patterns. If I use /wf create Name or something like an error occurs. If I only use /wf create it works, but all my patterns have got the same name. I rename them Manually.
please help!
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Posted Oct 28, 2011@UltiByte
its more like this, if you set your spawn chance for the plugin to 1% and your .schematic's .yml also has a 1% chance of spawning you roughly have a 1 in one hundred chance of having a one in one hundred chance of spawn, I say roughly because if there were only one .schematic with a 1% chance of a 1% of spawning may appear more or less often than expected because you have a 99% chance of a 99% chance of spawning nothing...
its kind of like rolling a 100 sided dye and you only get to roll again if the number 1 comes up and if that number one comes up again i give you a cookie!
the odds change in huge amounts depending on the numbers on the dice (spawn chance) , if I use a fifty sided die the first roll (50 percent chance of spawning something) then my chances of hitting that number 1 the second time has about doubled because im rolling the second die about twice as often. which means more cookies!
or if i wanted to have every one hundred chinks spawn my structure i could set the schematic.yml to 100 and the spawn chance to 1, again every chunk generated is a roll of two separate pairs of dice meaning you could end up with two structures next to each other and no more for hundreds of chunks... The sad reality here is everyone is going to have to play with the plugin to find what suits them best,
I keep saying about because its random, and with all random events you can not count on consistent results.
does this make sense or am i rambling?