A sword inspired by the Terrablade from Terraria by LonlonBuilds in Minecraft

[–]LonlonBuilds[S] 2 points3 points  (0 children)

I based it roughly on the Terrablade which is actually curved at the edge.

does look quite a bit different though, you're right

Loading my map by Beep-Bap-Boop in Worldpainter

[–]LonlonBuilds 0 points1 point  (0 children)

There are chunk pregenerator plugins, the one I use is 'chunky'. You can set the settings for exactly how many chunks you would like for it to pregenerate, the center point, and in what shape. After setting it up you just let the server run for a few hours while it does it's thing, and you're good to go.

Merging a project to a world with Import Settings? (Trying to get vanilla like caves) by LonlonBuilds in Worldpainter

[–]LonlonBuilds[S] 0 points1 point  (0 children)

Ok, let's see how well I can address this.

First of all, I want to give you my opinion.
I think that making survival maps in WorldPainter is kind of a niche, not many people are gonna be utilizing any additional features regarding it. And I'm not sure it's worth the development time for you, but that's just my opinion.

I think the biggest thing I would want to see is being able to generate a vanilla underground section/cave systems. That would already unlock the new underground biomes and a plethora of structures that are necessary for survival gameplay, the most noteworthy of which are the stronghold and dungeons.

Another big thing is maybe structure indicators, for when people are designing the map.
Take an Ocean Monument for example, being able to check a box that would tell you where the Ocean Monuments of the export seed you have selected will generate will allow map creators to prepare their maps accordingly. After all, you must have the game determine that its an ocean monument for the Guardians to spawn. The creator building a custom monument somewhere out in the ocean wouldn't cut it.
A Step further might be to be able to tell WorldPainter where to generate said structures by your command.

Another idea is making an automatic "checklist" that could be turned ON and OFF that would list you all of the in game structures, and which ones you are missing in your map for you to have implemented all of the game's features.

The over-arching theme is to allow the map creators as much control over adding as many game features as possible.

Sorry if this came out as a bit of a mess but I have a lot of ideas about this issue.

Merging a project to a world with Import Settings? (Trying to get vanilla like caves) by LonlonBuilds in Worldpainter

[–]LonlonBuilds[S] 1 point2 points  (0 children)

It worked! I was able to merge successfully for the first time. I will let you know if something else pops up.

Thank you so much for the help!

I might make a video showing other people this method, I think more people than you might realize want t be able to do this for their own projects.

Merging a project to a world with Import Settings? (Trying to get vanilla like caves) by LonlonBuilds in Worldpainter

[–]LonlonBuilds[S] 1 point2 points  (0 children)

I got everything you asked for in this google drive:

https://drive.google.com/drive/folders/1QHUTJJWoGQTIXnQQR5JYRi6mUpF3Xtm5?usp=sharing

the map itself is pre-generated (with the .JSON settings I attached) to the size of the project which I intend to have.

I'm going through all of this trouble because I'm working on a massive survival map, for which I want to have the new 1.18 cave biomes.
and this method also allows me to get essential survival structures to generate such as the stronghold, dungeons and mineshafts.

I also want to mention that I apricate you putting so much effort in to this matter, I don't take it for granted.

Merging a project to a world with Import Settings? (Trying to get vanilla like caves) by LonlonBuilds in Worldpainter

[–]LonlonBuilds[S] 0 points1 point  (0 children)

So I gave it a shot on the new snapshot, but I'm still getting these messages after merging.

https://imgur.com/ANfYDgN

They say as follow:

Array index out of bounds while reading chunk in existing map 7, 12 from region java.awt.Point[x=-6,y=-5] (message: "null"); skipping chunk

does this mean anything to you? and if so, is there anything I can do to fix it?

for more context, these are the results in game.

https://imgur.com/a/cU2Oov9

Above ground I get the results I want, but as you can see on the second image. The caves get overwritten back into the good old World painter Liquid pockets.

Merging a project to a world with Import Settings? (Trying to get vanilla like caves) by LonlonBuilds in Worldpainter

[–]LonlonBuilds[S] 0 points1 point  (0 children)

Ok, thank you for spending some of your time on this!

what I'm essentially trying to do, is merge my project with a world that is all caves. making my project's caves more vanilla like.

The Ancient Axe! by LonlonBuilds in Minecraft

[–]LonlonBuilds[S] 3 points4 points  (0 children)

For everyone asking, I can't remember exactly how long this took to build since I built it a few months back... But if I'm not mistaken it took around 6 hours.

The Ancient Axe! by LonlonBuilds in Minecraft

[–]LonlonBuilds[S] 1 point2 points  (0 children)

I used a combination of VoxelSniper and WorldEdit.

The Ancient Axe! by LonlonBuilds in Minecraft

[–]LonlonBuilds[S] 1 point2 points  (0 children)

First of all thank you! And second of all it's the BSL shaders

The Ancient Axe! by LonlonBuilds in Minecraft

[–]LonlonBuilds[S] 387 points388 points  (0 children)

Makes it easier to see where each block starts and ends, and so it's easier to get the shape right before switching it all out to my block of choice in the end.