{"id":20724956,"url":"https://github.com/impiaaa/myworldgen","last_synced_at":"2025-04-23T18:07:21.512Z","repository":{"id":13347755,"uuid":"16034964","full_name":"impiaaa/MyWorldGen","owner":"impiaaa","description":"MyWorldGen, a mod for Minecraft. 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Uninviting?\nOr perhaps, is it just not exciting? Worry no longer\\! MyWorldGen\nrevolutionizes Minecraft world generation. Rather than introducing new\nbiomes, or trying to make up strange-looking hard-coded structures,\nMyWorldGen relies on *you* to populate your world. All you have to do is\nput some schematic files into your .minecraft/worldgen folder, and\nthey'll start showing up in your single-player worlds. You can also\ninstall it onto a server, and have custom worldgen for your own\ncommunity\\!\n\n[Source \u0026 issue tracker](https://github.com/impiaaa/MyWorldGen)  \n[Forum thread](http://www.minecraftforum.net/topic/1902599-)  \n[CurseForge mod\npage](https://www.curseforge.com/minecraft/mc-mods/myworldgen)  \n[CurseForge project\npage](https://minecraft.curseforge.com/projects/myworldgen)  \n\n## Screenshots\n\nThese are screens of some examples that come with the mod, generating in\nthe world.\n\n![](https://media-elerium.cursecdn.com/attachments/10/354/09_-_zwwGYKj.jpg)\n\n![](https://media-elerium.cursecdn.com/attachments/10/369/02_-_90NAo0y.jpg)\n\n![An underground crypt, with\nloot\\!](https://media-elerium.cursecdn.com/attachments/10/365/04_-_N5hYXC5.jpg)\n\n![Fully mod compatible\\! Here's a graveyard I made showing up in a\nBiomes O' Plenty\nforest.](https://media-elerium.cursecdn.com/attachments/10/363/05_-_Ng4mdxF.jpg)\n\n![It appears I've stumbled upon an abandoned power plant. The batbox\nstill has some power left in\nit.](https://media-elerium.cursecdn.com/attachments/10/358/07_-_IiXmq4Z.jpg)\n\n[More\nscreenshots](http://minecraft.curseforge.com/projects/myworldgen/images)\n\n## Instructions\n\nSo, you want to make your own world generation? Well, that's easy\\! If\nyou already have a schematic ready, you can go ahead and drop it into\nyour .minecraft/worldgen folder. Otherwise, all you have to do is build\nsomething in a creative world, and use the \"Schematic save wand\" in the\n\"MyWorldGen\" creative tab to save the schematic to the correct\ndirectory.\n\n### ![](https://i.imgur.com/uKHDkWW.png)Save wand\n\nThe save wand uses a rectangular selection method, which you should be\nfamiliar with if you've ever used WorldEdit or MCEdit. Right click\n(activate) the first corner block, and the wand will glow to let you\nknow that it's holding a selection point, as well as show a blue box\naround the selection area. Activate the opposite corner block, and a\nsave dialog will show up. See \"advanced\" below for an explanation of all\nof the buttons, but you can just type in a name and leave everything at\ndefaults.\n\n### ![](https://i.imgur.com/OdmnVv3.png)Load wand\n\nTo verify that you've saved it correctly, you can use the load wand to\nplace a schematic into the world. Just right-click on a block and choose\na file to load.\n\n### Anchor blocks\n\nThere are two types of special blocks that determine how a structure is\nplaced into the world, both found in the \"MyWorldGen\" creative tab. The\nfirst are anchor blocks. Anchor blocks will only allow a structure to be\nplaced into the world if they all match blocks already in the world.\n\n![](https://i.imgur.com/kMb4n1R.png)Ground anchor: Matches the \"top\nblock\" of the current biome. That's usually grass, but is sand for\ndesert biomes and mycelium for mushroom biomes.\n\n![](https://i.imgur.com/YXmYmLo.png)Air anchor: Matches any\n\"replaceable\" block, except for liquid. That includes air, tall grass,\nferns, dead shrubs, and fallen snow.\n\n![](https://i.imgur.com/JCEEgRe.png)Stone anchor: Matches any block with\nthe \"rock\" material. That includes stone, ores, netherrack, and end\nstone — basically anything that is mined with a pickaxe.\n\n![](https://i.imgur.com/L0d0Rtp.png)![](https://i.imgur.com/0485kEY.png)Lava\nand water anchors: Matches either flowing or still blocks.\n\nWood, dirt, sand, and leaves anchors: Matches their respective material\ntypes.\n\nInventory anchor: This special anchor will only match any of the 9\nblocks that you place in its inventory. For example, an inventory anchor\ncontaining a stone block and a grass block will only allow the structure\nto appear with either a stone block or a grass block in that place.\n\n\u003cspan class=\"underline\"\u003eTry to use at least one anchor block for all of\nyour builds\u003c/span\u003e, otherwise the mod will just put it down somewhere on\nthe surface, which may not be what you want. Don't use too many anchor\nblocks either though, because that will make it harder to find a place\nfor\\!\n\nOnce placed in the world, anchor blocks will act like ignore blocks.\n\n### ![](https://i.imgur.com/FQNJFuP.png)Ignore blocks\n\nWhen placing a schematic into the world, all world blocks within the\nrectangular region will be replaced, even if they are air blocks. If you\nwant to preserve the existing block in a part of your structure, use an\nignore block. Generally though it will only really matter for\noddly-shaped underground structures.\n\n### External tools\n\nNow, when I say schematic file, I actually mean schematic file. It's the\nsame kind used by MCEdit, WorldEdit, and many others\\! That means you\ndon't even have to use Minecraft to make your own world generation\\! In\nfact, there are whole databases of schematic files for you to download\nfor free:\n\n[Minecraft Schematics.com](http://www.minecraft-schematics.com/)  \n[Minecraft-Schematics.net](http://www.minecraft-schematics.net/)  \n[Planet Minecraft](http://www.planetminecraft.com/)\n\nPlus, with the wands, this mod could be used just for a rudimentary copy\n\u0026 paste for your creative builds.\n\n## Advanced\n\nIn addition to the standard schematic NBT format (described\n[here](http://minecraft.gamepedia.com/Schematic_file_format)),\nMyWorldGen adds a few optional NBT tags for itself. You can add or edit\nthese with any NBT editor; I've been using NBTExplorer with Mono.\n\n  - randomWeight (integer, default 10): The bigger, the more likely it\n    will show up, and the less likely others will.\n  - chestType (string, default dungeonChest): Identifies what type of\n    chest loot to use for chests. If the field exists and is blank,\n    chests will retain their contents. Possible values include\n    mineshaftCorridor, pyramidDesertyChest, pyramidJungleChest,\n    pyramidJungleDispenser, strongholdCorridor, strongholdLibrary,\n    strongholdCrossing, villageBlacksmith, and bonusChest.\n  - excludeBiomes (list of strings, no default): A list of biomes that\n    this structure will *not* generate in. This tag is not allowed\n    alongside onlyIncludeBiomes.\n  - onlyIncludeBiomes (list of strings, no default): A list of biomes\n    that this structure will *only* generate in. This tag is not allowed\n    alongside excludeBiomes.\n  - lockRotation (boolean, default false): Rotating blocks isn't very\n    reliable in Minecraft, so if you really care that your structure\n    looks perfect, this flag will make it always face the same\n    direction.\n  - generateSpawners (boolean, default true): When this is on, all\n    spawner blocks will get a random dungeon mob when placed in the\n    world. When off, it keeps the mob specified in the tile.\n  - fuzzyMatching (boolean, default false): This enables an alternate\n    method for finding structure spawn locations. Instead of trying to\n    find locations that match all anchors, it will choose a single\n    anchor at random and then find an appropriate spot for that. It's\n    much faster and ensures more guaranteed spawns, but it's gets\n    somewhat uglier results.\n  - terrainSmoothing (boolean, default false): This option really only\n    makes sense with fuzzyMatching also turned on. When an anchor block\n    is placed in the world, regardless of whether it matches that spot,\n    it will fill the space around it to match. For example, mismatching\n    ground anchors will fill any air beneath it with dirt.\n  - MWGIDMap: Because the block IDs can be reconfigured, this allows for\n    compatibility across installs. Don't touch unless you know what\n    you're doing\\!\n\nIf you're unsure about how these work, take a look at the included or\ngenerated schematics for examples.\n\n## Questions \u003csup\u003ethat I'm sure somebody will ask\u003c/sup\u003e\n\n  - \"Hasn't this been done before?\" Yes (many times), but I wanted to do\n    it myself. I wanted to make something that was accessible,\n    extendable, and compatible.\n  - \"Mod packs?\" This mod is open source, so I can't really stop you\n    from doing anything with it. I'd appreciate it if you linked back\n    here, though. Also, let me know if you do\\!\n  - \"Why aren't modded blocks rotating properly?\" Ask the mod author to\n    implement rotateBlock the same way Forge does with vanilla blocks.\n  - \"Torches are popping off\\!\" That's a limitation of Forge's block\n    rotation. It forces a block update, making invalid block\n    configurations resolve themselves. I might implement custom rotation\n    some day.\n\n## Changelog\n\n### 1.4.1\n\n  - \\[1.9\\] Fixed crash when holding something in off-hand\n  - Fix MWG blocks breaking in water (changed material type to \"iron\")\n  - Improved schematic world placement (Block updates are all done at\n    once so that no more updates are done than are necessary. Also, the\n    load wand places facing *away* from you now.)\n  - Added a simple guard against infinite recursion\n  - Improve support for schematics without anchors\n  - \\[1.9\\] Fix ignore block collision weirdness\n\n### 1.4\n\n  - Implement fuzzy matching and terrain smoothing\n  - More detailed save want GUI\n  - Revamped resource pack handling (requires json index; allows\n    setting/overriding spawn parameters in the json)\n  - Added a selection box for the save wand\n  - Updated some of the included schematics to use the new fuzzy\n    matching system (as usual, delete or move your worldgen folder to\n    see them)\n\n### 1.3.4\n\n  - Fixed some crashes\n\n### 1.3.3\n\n  - Built on 1.7.10, but it should still work with 1.7.2\n  - Rotation lock (NBT tag \"lockRotation\")\n  - Respect a world's \"generate structures\" setting\n  - Lossless/as generated switch for the load anchor\n  - Various small fixes, see\n    \u003chttps://github.com/impiaaa/MyWorldGen/commits/1.7\u003e\n\n### 1.3.2\n\n  - Fixed dedicated server crash\n  - Fixed issue with saving \u0026 loading metadata\n\n### 1.3.1\n\n  - Fixed entity saving\n  - Fixed anchor blocks not being recognized in some circumstances\n  - Fixed wands having a stack size of 0 (resulted in some inventory\n    glitches)\n  - Moved some wand logic server-side (some functionality may be\n    missing, though it's much more reliable)\n  - Fixed mineshaft entrance schematic\n\n### 1.3\n\n  - 1.7 support\\!\n  - Fixed loading the mod on a dedicated server. **Note**: There is now\n    a config option enableItemsAndBlocks that **MUST** be turned off if\n    you want Forge clients **without** the mod installed to be able to\n    connect.)\n  - Lots of internal changes and fixes for MC 1.7. Some MWG v1.2\n    schematics might not be compatible.\n  - Added support for OpenBlocks donation station ;-)\n\n### 1.2\n\n  - Updated to latest Forge\n  - Changed some things to prepare for 1.7\n  - Added an inventory anchor: matches any blocks in any of the 9 slots\n\n### 1.1\n\n  - Updated to 1.6.3 (pre-release)\n  - Added wood, dirt, sand, and leaves anchors\n  - Added dedicated creative tab\n\n### 1.0\n\n  - Improved world generation algorithm, and made it configurable\n  - Added support for resource packs; it looks for schematics in\n    assets/myworldgen/worldgen inside all packs.\n  - Added some more example schematics; if you're upgrading, either\n    delete/move your worldgen directory, or extract them yourself from\n    the jar.\n  - Slightly improved placement of schematics without anchors\n  - Added an mcmod.info file\n\n## Donate\n\nAny and all help is appreciated to keep development going\\!\n\n[![](https://api.flattr.com/button/flattr-badge-large.png)](https://flattr.com/submit/auto?user_id=impiaaa\u0026url=http://www.minecraftforum.net/topic/1902599-)[![](https://www.paypalobjects.com/en_US/i/btn/btn_donate_SM.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_donations\u0026business=UHDDACLRN2T46\u0026lc=US\u0026item_name=MyWorldGen\u0026currency_code=USD\u0026bn=PP-DonationsBF:btn_donate_SM.gif:NonHosted)\n\n## Signature\n\n    [url=http://www.minecraftforum.net/topic/1902599-][img]http://media-elerium.cursecdn.com/attachments/10/373/pack.png[/img][/url]\n\n-----\n\nPlanned features include non-ignoring anchor blocks and anchor-to-anchor\nblocks for complex structures. While this mod should work fine on a\nForge server, I might want to make a version for Bukkit someday, though\nit will be limited.\n\nShare your schematics and resource packs below\\! I'd also like to hear\nabout any bugs, crashes, or feedback.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fimpiaaa%2Fmyworldgen","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fimpiaaa%2Fmyworldgen","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fimpiaaa%2Fmyworldgen/lists"}