Inactive [WGEN] CleanroomGenerator v1.0.0 - Clean Room flat world multilayer Chunk Generator [1.2.4-R1.0]

Discussion in 'Inactive/Unsupported Plugins' started by NVX, Jul 5, 2011.

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    CleanroomGenerator - Clean Room style flat world Chunk Generator
    Version: v1.0.0

    Find this project on BukkitDev for more information and download links!

    This plugin can be used by world managers such as MultiVerse (version 2.0+) as a Custom Chunk Generator to create customisable flat clean room style worlds.

    Your world manager must support Custom Chunk Generation or this will not work. MultiVerse only supports it in version 2.0 and later.

    Example usage with MultiVerse:
    /mvcreate cleanroom normal -g CleanroomGenerator:64,stone

    This will create a new world named "cleanroom" with the layer 0 as bedrock and layers 1-64 as stone, thus giving 65 total layers (including bedrock). Block ids are also valid in place of block names.

    You can also specify multiple layers such as:
    /mvcreate cleanroom normal -g CleanroomGenerator:10,stone,20,dirt,1,grass

    This would create a new world named "cleanroom" with layer 0 as bedrock, layers 1-10 as stone, layers 11-30 as dirt, and layer 31 as grass thus giving 32 total layers (including bedrock).

    If the generator id is prefixed with a "." character, layer0 will not be generated as bedrock by default, allowing you to create space maps, or have a different block at layer0. For space maps, the spawn is set to y=64 to allow some falling before damage is taken. Fly mods are recommended for this sort of map.

    Some more examples:

    /mvcreate cleanroom normal -g CleanroomGenerator: - Creates a map with only layer0 as bedrock.

    /mvcreate cleanroom normal -g CleanroomGenerator:. - Creates an empty 'space' map.

    /mvcreate cleanroom normal -g CleanroomGenerator - Creates a map with layer0 as bedrock, followed by 64 stone (default when no generator id is specified).

    More examples can be found at the Wiki

    • Customisable height and block types of cleanroom.
    • Support for multiple layers.
    • Commands like WorldEdit's //regen will regenerate the correct blocks.
    • World sizes are not restricted as is the case with mcedited cleanroom maps.
    • Only generates chunks as required.
    • Able to create infinite space maps (using "." as the generator id).
    Known Conflicting Plugins:
    Any plugin which calls createWorld itself rather than letting your world manager plugin call it (with the appropriate parameters to specify WGEN) will cause issues. The following are known to cause conflicts, please let me know if you find any other plugins causing issues, or if any listed have been updated to no longer cause issues with custom WGENs.
    • ButtonWarp
    • Creative Gates
    • Inception
    Downloads on BukkitDev

    Source Code on GitHub and BukkitDev

    Version 1.0.0
    • Updated to use Bukkit 1.2.x API, breaking backwards compatibility with Minecraft 1.1 and earlier, but allows for >128-high maps.
    • Arbitrarily high maps (as long as World.getMaxHeight() is sane).
    • Extended block id support.
    • Data value support (generator id syntax: "height,block[:datavalue]", for example "1,stone,2,wool,1,wool:5,1,35:1" will have 1x Bedrock, 2x White Wool (default data value is 0), 1x Lime Wool, 1x Orange Wool). Note only numeric data values are supported at present.

    Version 0.0.4
    • Added ability to have cleanrooms without layer0 being bedrock. Prefix the generator id with a "." to create one.

    Show Spoiler

    Version 0.0.3
    • Fixed spawn y (height) coordinate sometimes being 0 (silly race condition?)

    Version 0.0.2
    • Added ability to have multiple layers.
    • Minor fixes, optimisations and general code clean up.
    Version 0.0.1
    • Initial Release.
    Rwembee likes this.
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    Am i blind or do you forgot to update the download? Only find v0.0.4 on BukkitDev
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    Neither, it seems that BukkitDev requires manual approval of all new file uploads (see: retarded) - even for approved projects, so have to wait till the new version is approved before it can be downloaded. I've been told that it usually only takes a few hours, or a day at most, so check back later and hopefully it'll be up.

    Edit: Seems to be approved now.
  4. I'm guessing that there still isn't a way to force a specific biome in the worldgen?

    BTW, congrats on the 1.0 release. I know, it's been a stable and solid plugin for a long time, but it's still worth noting as a milestone of sorts. :)
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    Thanks :)
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    Is there a way, to maintain normal minecraft terrain, and just have stone to bedrock, that would make my day
    p.s nice plugin
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    Not with this plugin I'm afraid.
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    In that case, do you take plugin requests?

    you have to admit, it would be excellent for creative worlds :D
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    Unfortunately that particular request is out of the scope of this plugin really. Furthermore it's actually rather difficult to use the built-in chunk generator and populators due to functionality limits in Bukkits API. When the official Minecraft modding API comes out if the default generator and populators are exposed I might add it as a feature if it's possible without too much work.
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    i have a question, is it possible to make a world generate flatland with this plugin, but still contain random veins of minerals and such?
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    any workarounds for this issue by any chance?
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    I might have considered implementing it (and other populators) if the default minecraft block populators (such as the one that populates mineral veins) was exposed by Bukkits API, but since it is not - no.

    Edit: What's your usecase for this feature anyway?
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    im making an entirely custom made world for my server, and i want the land flat for building on but contain ore veins to save me the trouble of making custom ones
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    Sorry, I think someone already asked this and i didn't understand but is there a command to add layers to a world without regenerating it? For example I made a sandstone superflat using this plugin and multiverse but I already started building, now i want to add a layer of glass on layer 256 (highest layer) without losing what iv'e built. Is this Possible?
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    Yes, set the WGEN in Bukkit.yml and/or multiverse's configs with the server stopped, then use WorldEdit to select the the top layer and use //regen on it (or /set glass), any new chunks generated will have the glass already in it.

    The easiest way is to figure out what mcregion files contain your creations, and what ones only contain generated chunks that you haven't built in, then delete the latter ones (make a backup first!) - this should minimise the amount of area you have to update manually with WorldEdit.
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    i got a flatland world on my skyblock world but how can i chance that to a empty world without anything???????

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