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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    NVX

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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

    Features:
    • 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

    Changelog:
    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.


    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.

    This post has been edited 6 times. It was last edited by NVX Mar 31, 2012.
    Rwembee likes this.
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    Justin The Cynical

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    FWIW, I'm using CreativeGates and CleanroomGenerator without issue. I added Cleanroom in my bukkit.yml so it's set as the world gen before CGates is loaded.
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    NVX

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    If you set it in bukkit.yml as well as in Multiverse, it should prevent that issue from occuring - if it happens again please definitely let me know as that would be a different issue than the one I described above if its specified in bukkit.yml too.
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    HereInPlainSight

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    CreativeGates has worked out the various bugs I was previously experiencing in its latest versions. Which is great, because it's a great plugin. Now I do kinda have fun running up to mountains in my clean room, //chunk, //expand, //regen! I level mountains. :p
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    riolu447

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    Well I have given up for now.... Attempting to use multiverse and cleanroom generator cause so many errors and made dc fail so bad i just uninstalled them...DC is the most important plugins on our server because without it we wouldn't be able to do half the things we can now... I'm hoping this will get worked out soon or I'll try DC own "Cleanroom Generator" type feature when he adds it....

    Thanks for all of the help anyway!
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    Justin The Cynical

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    Well, I've not run into the issue as described.

    I was running CRG within MV until I found the post about adding it to the bukkit.yml, so I moved it to the bukkit.yml. To verify, I went into my creative world and flew along to force generate new chunks with no problems what so ever.

    BTW, thank you for making this plugin, it's great!
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    niugnip

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    How can i do so?
    Still getting this stupid bug :(

    Fixed

    This post has been edited 2 times. It was last edited by niugnip Oct 18, 2011.
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    Psithief

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    Spout loads before Multiverse, is it also interfering?

    Nevermind, it appears while I did edit the bukkit.yml to include it I must have forgotten to restart the server.

    Reference for this that follow:
    bukkit.yml, add
    worlds:
    world:
    generator: CleanroomGenerator:.
    where 'world' is your world folder.

    This post has been edited 1 time. It was last edited by Psithief Oct 25, 2011.
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    Nox13last

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    I want to generate a sort of cavernous world (one completely full with netherrack, possibly sandwiched with bedrock ala Nether) However, for some reason, it will not generate above layer 64. If I specify that I want 128 layers of netherrack, it will give me 64 layers. If I specify that I want 127 layers, I will get 64 layers. So on.

    /mvcreate worldname normal -g CleanroomGenerator:128,netherrack - Fails
    /mvcreate worldname normal -g CleanroomGenerator:127,netherrack,1,bedrock - Fails.


    Logistically, it's awful, I know. But even if I add enough space on top to spawn, nothing happens. Besides, I could /world in and /tppos 0 1000 0. The logistical ramifications of a full world aside, I can't even generate above layer 64 for any reason.

    This post has been edited 1 time. It was last edited by Nox13last Oct 26, 2011.
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    thunderbird321

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    When I use this is works for about a 400x400 area and then goes back to making a normal, un-flat world
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    majow

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    read some pages back at my problem. I had the exact same thing happening, there is some plugin other than multiverse handling your world generation
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    NVX

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    And rightfully so. Worlds have 128 layers in total, that means layers exist from 0 through to 127 giving 128 total layers. By default unless a "." is specified at the beginning of the generator id, layer 0 is prefilled with bedrock. As such, in both cases you are trying to make 129 layers total, which minecraft can not handle.

    Try "127,netherrack" or "126,netherrack,1,bedrock" and see if that gives you your desired effect, or prefix the generator id with a "." such as ".128,netherrack" if you wish to disable the auto-layer0 bedrock.

    If the generatorid is invalid rather than crashing the server/etc, it reverts to the default generatorid which is the slightly more graceful option in my opinion, although perhaps yelling more in the console is in order.

    Let me know if you're still having issues with those generator ids.
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    NVX

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    Which plugin, can you recall? Would like to keep a list of known WGEN-unfriendly plugins.
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    majow

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    This post has been edited 1 time. It was last edited by majow Oct 30, 2011.
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    riolu447

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    We finally moved my server off of default commands and onto essentials and it made a "world" of difference :p.

    But really cleanroom generator works perfectly now to create a stable building environment for my server's creative world!

    Thanks!! We love your plugin NVX!!

    This post has been edited 1 time. It was last edited by riolu447 Nov 1, 2011.
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    NVX

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    Terrible pun.......

    Good to hear! :) If you've got any feature requests that are within scope of a WGEN let me know!
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    NVX

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    riolu447

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    Yeah I have an unfortunate habit of making not so punny puns.

    Thanks again!
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    mrvertigo27

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    I really hate to do this to you but im afraid you may end up regretting that choice in the near future as well. Essentials has many more conflicts than your old plugin and even breaks some of its competitors plugins for reasons unknown to me. unfixed conflicts abound, i had a problem with rampant wildfires on my server and from my research essentials was the cause. I beg you before you and your users get hooked on annother unsuitable choice check out commandbook its made by the worldguard/worldedit people and is top notch.
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    riolu447

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    So far the only issues we have had with essentials is it's inability to disable creeper and enderman block damage like it says it can do in the config. Other than that it works great for us and has many more commands than DC and Command Book. So I guess I will look into commandbook but idk if we will switch or not.

    This post has been edited 2 times. It was last edited by riolu447 Nov 2, 2011.
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    jonassm

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    I get Major lagg, ( Client ) when i generate a new world.
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    NVX

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    Nobody else has experienced such issues - do you get the same lag when you generate a new world without using CleanroomGenerator as the WGEN? If so, then your best bet is to ask in a more general thread.

    If it is WGEN specific, please provide more details on your setup of the client and server including specs and other plugins/mods.
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    Devilius

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    is there a way to change the way chunks generate on an already generated world? if so, what's the command?
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    NVX

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    You can, but not easily, and it wouldn't affect already-generated chunks, so you'd have a mismatched world, it also requires a server restart.

    The easiest way is to remove it from multiverse, then re-import after restarting the server and specify the generator during import. If it's for your default world then you must edit bukkit.yml to make the change.
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    Devilius

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    It doesn't matter it doesn't affect already generated chunks, my problem is that i have the endless ocean bug, when i want rolling hills, and having to drain, lay grass, then make then hills is a pain.so now I have bukkit.yml but I can't figure the exact sequence... Could explain it to ne more precisely? Sorry to bother you, but I'm just not the best with plugins...

    This post has been edited 2 times. It was last edited by Devilius Nov 14, 2011.
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    NVX

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    Check out http://forums.bukkit.org/threads/wg...layer-chunk-generator-1337.24791/#post-458159
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    riolu447

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    so based on my problems default commands and this plugin should you add DC to the list of incompatible plugins? btw still loving the plugin, I'm about to make a world for redstone only and pray that data values work instead of block names... xD
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    riolu447

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    so a few feature requests:
    • in game commands for generating patches of land as a cleanroom without making a whole world
    • the ability to have variation in layers, (ex. layer randomly generates terrain that is say 30% stone, 50% grass, 20% sand. I know world edit can do things similar to this)
    • make it so you can use data values instead of block names.
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    ZzDOMINATIONzZ

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    Love the plugin, amazing job :)
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    NVX

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    The first in my opinion is out of scope of the plugin, the second - how specifically would it be implemented? Feel free to post on the Issue tracker at https://github.com/nvx/CleanroomGenerator/issues with details.

    Data values I have added to the issue tracker, but I have to figure out how to do it first - if you know how, I'll definitely add it!

    I've also got populators on the todo list for when I can think of a clever way to add it in a generic manor to use any available populator, rather than having to implement all within CR directly.
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    NVX

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    Thanks! Good to hear you like it!

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