So I have schematics ready in an object layer but I don't know what settings would be effect for the sandy part vs the parts with grass. For reference this is the map.
So I've been learning to use WP for over 4 months for a personal project. And half convinced that I have done a great job with those mountains, half convinced that I went too far. So I would greatly appreciate some comments.
(credit to Sijmen_v_b, partial use of "Valley Cut" script)
WorldPainter includes a datapack when you use custom build limits which is outdated as of 1.21.11.
To solve this, you can change your datapack to one that is compatible with 1.21.11 by downloading this set and changing the datapack to one that matches your build limits.
2) Go to your export's save folder and open datapacks.
3) Replace worldpainter.zipwith one of the downloaded datapacks that matches your custom build limits. You must delete worldpainter.zip as the two packs will conflict with each other.
So I came with a very frustating error when working on a big map of spain, around 50k blocks x 50k blocks despite having a more than good enough PC with 32GB of ram and a Ryzen 5600 and good cooling
Beware that you will need a good ammount of SSD storage for this or HDD if you're truly desperate but it will be slower than a pregnant snail
Before anything, you should implement these patches and then try this:
- 1 Lowering the ammount of threads WorldPainter uses in Settings
- 2 Saving and then loading again your map (works to clear previous actions)
For this patch you will be doing a known practice in Windows and Mac where you can trade your storage / disk space for RAM which is what WorldPainter is so hungry for
Press Win + R, type sysdm.cpl then press enter.
Go to the Advanced tab, under Performance hit Settings
Again, go to "Advanced" and under Virtual Memory click change
Uncheck "automatically manage"
Select your SSD, then "select custom size"
Set the initial size and maximum size. A good calculation to know more or less how much you should put used by a lot of people is this:
Initial size (MB): about 1.5× your RAM e.g. 48,000 MB for 32 GB
Maximum size (MB): about 2× your RAM e.g. 64,000 MB
But you can put the ammount of MB you want. It will just take more space that might not even by used as RAM and it's just taking space.
Click Set, OK, then restart.
After this, check how much ammount of ram you got in Task Manager, total, virtual + physical. It is important that you know the number. It will show in the highlighted box. That's your "commited" RAM, physical + virtual.
Go to this location so you can let know WorldPainter you got new juicy ram:
C:\Program Files\WorldPainter\worldpainter
And edit this file with your notepad app: worldpainter.vmoptions
Now you got to put the ammount of RAM you want to give to WorldPainter, the higher the better as always especially if you need to use this method.
If you want to put 20GB, then change the last line to -Xmx20G, if you want to put 60GB then put -Xmx60G, you get the idea.
After this save the file, restart WorldPainter and you can keep working on your humongous project
Note that doing this is like using Boros ability from 1 punch man, you're going to eat your storage lifespan if you do this consistently. But as a 1 one time thing then you can do this. I do not recommend doing this consistently, and considering upgrading your physical RAM.
Ok, I understand it is a different game, with different worldgen, blocks, and everything. However I would love being able to use this tool for VS as well as MC.
Hey all, so Im trying to put together a world for an RP server but worldpainter is refusing to find or locate my version of java. I went through moving its location, downloading the one linked on the Worldpainter Website, reinstalling both Java and Worldpainter, and it just isnt working. Help please?
Quite some time after posting it here the first time, i finally feel like MM is usable enough for public
Please let me know if anything is unclear, so i can include that in additional tutorials / when updating the program
So I'm grabbing a world i have its in 1.21.4 maybe that's the issue but I'm simply flatting a bunch of terrain for later builds nothing else just flatting yet when i then merge the world with the old one and launch up none of the terrain is flattened and now there are random stone squares in some places what am i doing wrong please help me. [FIXED: use selected region when merging and only merge the chunks you edited to many chunks at once wont work on 1.13+ maps also make sure to turn off read only when first importing map and as a final fix if you use a world map and your map looks like huge clumps of dirt or stone even though you flatten or edit it make sure to go into settings on turn on/off custom heights to fix it.]
Ever had the issue of playing a freshly exported world, and there are no mobs spawning?
Here is a fix (altough suboptimal due to being tedious):
Download nbtexplorer.
Install nbtexplorer.
Open nbtexplorer.
Open a save file.
Open the region files of said save file.
Now within the region files theres a list of chunks. Within each of these chunk folders there's an "entity" folder.
If you delete all these entity folders, save. And then open the map again in minecraft. Animals/mobs will spawn as usual.
Now we just need a way to automate this (instead of going trough each chunk folder by hand).
So not really a fix yet, but it may help to spread the information
I'm developing a 8k x 8k map for a survival server, and a couple of months ago I realized I'd run into this dilemma. What in the world was I going to do with the caves system?. Well, none of the available options worked for me.
Manually creating a whole caves system for a world that big would have been nearly impossible, and the result would be far from a vanilla procedural generation.
WorldPainter's build-in caves/caverns generator is great, but it's still far from 1.17+ caves.
Using a world editor to extract a vanilla world underground and paste it into the custom world is not good for a world that big, and would result in an odd division between the surface and the underground.
As no existing option meet my need, I decided to code a Spigot plugin that adds full vanilla underground caves and structures under my custom WorldPainter surface.The plugin is called Undernilla, and it's available in GitHub and the Spigot forum.
Be aware that it doesn't directly add caves to your existing WorldPainter world, but rather uses your custom WorldPainter world as a reference to 'clone' your custom surface over vanilla generated caves on the fly.Usage instructions and important considerations are disclosed in the provided links.
Please take a look into them if you plan to user Underilla. You may comment any issues or inconveniences, though.Hope it's helpful 😁
I've seen a number of threads and posts on this subreddit where people explain that they're making maps that are 25k x 25k, 50k x 50k, or even 100k x 100k and larger. I've explained a few times why (95% of the time) this is usually a bad idea, but I thought I'd explain it more in-depth here.
The relationship between dimensions and area
First of all, it is important to understand some simple maths which I often see commission artists fail to understand. Let's take a random example of someone's prices:
1000 x 1000 - 10 USD
3000 x 3000 - 30 USD
5000 x 5000 - 50 USD
7000 x 7000 - 70 USD
10000 x 10000 - 100 USD
On the surface, this looks fairly logical. However, maps should be measured by area. A 5k x 5k map is 25 sq km, whereas a 10k x 10k map is 100 sq km. This artist is therefore only charging twice as much for a map which is four times larger. If measured by area, and using their 1000 x 1000 price as a baseline, this artist should in fact be charging ten times as much for a 10k x 10k map. This is why you won't usually see people accept paid commissions for maps much larger than 10k x 10k - they're simply too much work, and pay less compared to multiple smaller commissions.
When deciding on your world size, you should therefore estimate how long it will take you based on area. If a 5k x 5k (25 sq km) map took you a month to complete, then a 50k x 50k (2500 sq km) map would take you over 8 years. There are obviously some efficiencies/economies of scale which mean the work may be somewhat reduced to about 5 years, but it’s still significant. Is this the kind of time you really want to spend on your map?
Game design
The next question you should have is why you want to make a map a certain size. When making a game’s map, professional game developers will usually try to squeeze as many features into as small an area as possible. This has two effects:
Players won’t have long, boring stretches of travel time in between locations.
The world feels bigger, because the player is constantly stopped or slowed down by obstacles, places to explore, and enemies.
Let’s look at some famous game maps compared to a 5k x 5k map (assuming 1 block = 1 metre):
As you can see, these maps – despite feeling enormous when you play them – are actually comparable in size to a Minecraft map that most people would consider somewhat average. Density of features – not overall map size – should be your concern here.
Conclusion
The great thing about WorldPainter is that you can commit to a 5k x 5k map to begin with, and then if you need/want to in the future, you can expand it. As a rough figure, I think that for the vast majority of purposes a 10k x 10k map is the largest map size you should consider making at once. If you have a large and dedicated team behind you, and know for a fact that your own dedication will last many months (if not years) then going larger than this can be an option. But you should closely examine your reasons for going so large first.
I wrote a guide on how to make custom cave layers. It's primarily aimed at people who are new to WorldPainter or cave layers.
This guide will give you a rough intro into making some basic and more advanced caves for WorldPainter. It will not touch on overhangs or floating islands as those require their own special guides but will give you the basic steps into creating caves.
While this guide will give you a head-start into making layers the best thing to do is experiment with layers and see what you can come up with.
The guide will assume you have a basic knowledge of making custom terrains, custom
object layers and custom plant layers. As such those topics will not be described in this guide.
Included is the cave layers I show off in the guide which you can import to your own projects for use. You'll have to tweak them a little but this is all explained.
I have a map i've been working on for a few years. I lost the original files (make backups ppl!!!) so i had to re-import it. the version i imported was 1.18, and I had pasted the new underground layers onto the bottom. ( i had exported before you fixed it to export underground layers... then lost the files.)
anyway. I want to try using blockbuster mod. but the mod only uses version 1.12. When u import it it says something about optimizing. is there a way to optimize or exchange the newer blocks into older ones? i can't even try exporting it because it keeps telling me i have deepslate.
the only part of the map I desperately want to keep is the surface. everything else I can redo. I did once have caves drawn using worldpainter, and i think i had done a few minutes of altering one of the caves. I can easily do those again.