Profile

Cover photo
33 followers|9,209 views
AboutPostsPhotosVideos

Stream

WorldPainter

Shared publicly  - 
 
We just released version 1.11.0 of WorldPainter. This is a big release, with lots of cool new stuff!

Maps can now have ceilings!

* The ceilings are separate dimensions which you can customise as desired and which will be rendered upside down over the surface, allowing you to create covered/dark/cavernous maps with full control over the floor (and the ceiling)
* Add a ceiling with the Edit -> Add Ceiling to Surface..., Add Ceiling to Nether... and Add Ceiling to End... options
* Once added, the corresponding "Remove ..." menu items become active, allowing you to remove them again. Removing the Nether or End will also remove its ceiling, if any; you can't have a ceiling without a surface
* You can quickly switch to and from the ceiling of the current dimension by pressing Ctrl+C or ⌘+C
* Wherever the ceiling intersects the surface a black cross-hatch pattern will be drawn to make it clear where the two dimensions meet and the map will be solid. Wherever the two intersect the solid blocks from the surface dimension will take precedence
* You can use any kind of layer, above or below the surface, on the ceiling that you want. They will be rendered upside down. Of course many Minecraft blocks such as plants, snow, etc. require a block beneath them; those will not be exported (Minecraft would remove them anyway). Unsupported sand will have the lowest block changed to sandstone so that it doesn't fall down
* You can lower the entire ceiling for a lower total map height (but less space, obviously). To do so, switch to the ceiling dimension from the View menu, open the Dimension Properties (Ctrl+P, toolbar button or Edit menu) and adjust the "Ceiling height" setting downwards
* Minecraft will spawn you on top of the world instead of inside it (even though WorldPainter sets the spawn point inside). You'll want to use creative mode so you can dig down to the surface through the bedrock that caps the map, or enable the "bottomless world" option for the ceiling dimension so that there is no bedrock
* You can use this to create an upside down map: fill the surface completely with Void, add a ceiling and paint your terrain, layers, etc. on there. Remember that it will be dark though!

Easier re-use of Custom Materials!

* Instead of having to configure each custom material separately, every place where a custom material is used now shows a list of existing custom materials, with a button to Add a new material and a button to Edit the selected material
* When you Edit a custom material, it applies to every place where that material is used!
* In addition, the custom material edit screen now has buttons to Save the material to a file or to Load the material from a file. This allows for exchanging materials between worlds, etc.
* The list of available custom materials also includes the Custom Terrain Types, and you can select from existing Custom Materials for Custom Terrain Types

Minecraft 1.8!

* WorldPainter now tells Minecraft that the map is already lighted, causing it to be loaded much quicker
* There is a new terrain type called "Stone Mix", which consists of a mix of Stone, Granite, Diorite and Andesite, in approximately the same proportions as in Minecraft-generated maps
* The default underground material for new worlds is now Stone Mix instead of Stone
* For solid stone of the new types, the terrain types Granite, Diorite and Andesite have been added
* In addition a terrain type for Red Sandstone has been added
* Custom Object Layers can correctly rotate and mirror the new blocks
* The new Hardcore game type can now be selected on the Export screen

More useful grid view!

* When the grid is enabled (grid icon in toolbar, or View -> Configure View...), WorldPainter now shows coordinate labels along the top and left view edges so it's easier to see at a glance where you are
* Region borders have a dashed instead of dotted line so it's easier to see where they are. This aids in creating or exporting maps one region at a time. Note that this is only enabled if the grid size is a power to two so that there is actually a grid line at each region border
* The tile selection windows (on the Export screen, the Merge screen and the Add/Remove Tiles screen) now have the grid enabled so it's easier to know exactly which tiles you are selecting

Various other changes!

* The "fill with layer" operation of the Global Operations tool now leaves the existing layer alone; the layer is added wherever the filter allows it, but the layer is not removed where it already exists. To get the old behaviour, manually remove the layer first with the "remove a layer" operation
* It is now possible to remove previously added Nether and End dimensions from WorldPainter worlds, using the actions in the Edit menu
* Improved the Custom Plants layer configuration screen so that the layout is better and things don't jump around when enabling or disabling plants
* The difficulty can now be set on the Export screen. For the Hardcore game type is is locked to Hard
* The scripting engine now checks that you don't forget to use go(), hopefully helping beginners to avoid making this mistake

Bug fixes!

* Bug fix: the Merge process no longer leaves carrots and potatoes to exist under water
* Bug fix: the Merge process no longer leaves top halves of double-high plants, cactuses or sugar canes in the map if the bottom half got removed for some reason (flooding, for instance)
* Bug fix: fix the Custom Plants layer type so that specifying the maturity of plants (the "growth") works correctly for the lowest and highest values
* Bug fix: when merging with a map which is substantially higher than the world being merged, don't omit the above ground portion from the world being merged

You will be offered the new version automatically when you next start WorldPainter, or you can download it from www.worldpainter.net. A lot has changed so there are likely to be bugs; please let us know if you encounter any problems or have any questions, and please +1, share and enjoy!
1
Add a comment...

WorldPainter

Shared publicly  - 
 
We just released version 1.10.6 of WorldPainter, a minor release which fixes some cosmetic issues, and which introduces a ready-made wpscript command line tool:

* Added wpscript command line tool, which is added to the PATH so that it is automatically available on the command line, to make it easier to run WorldPainter scripts without having to write your own script launcher first
* Upgraded JIDE docking framework to latest version
* The Linux dep and rpm packages now install WorldPainter in the applications menu (in the Games categorie) so it is easier to find after installation
* Bug fix: restore some missing libraries for better look and feel on Linux, and for dark look and feels

The new version will be offered to you automatically when you next start WorldPainter, or you can download it from www.worldpainter.net. Let us know if you encounter any problems and please +1, share and enjoy!
1
Add a comment...

WorldPainter

Shared publicly  - 
 
We just released version 1.10.4 of WorldPainter; a maintenance release in which a few bugs are fixed:

* Support 1.8.1 jar for biome calculations
* When loading the custom brushes at start-up, if there is a problem with one, just skip it instead of giving an error message. An error will be logged in the log file (%APPDATA%\WorldPainter\logfile0.txt on Windows)
* Bug fix: make the Biomes Viewer work with Minecraft 1.8
* Bug fix: don't crash if Exporting a world takes less than one second
* Bug fix: don't crash when saving a world, or performing other operations on it, of which the maximum height has been changed from 256 or below to higher, or vice versa

You will be offered the new version automatically when you next start WorldPainter, or you can download it from www.worldpainter.net. Let us know if you encounter any problems and please +1, share and enjoy!
1
Googolplex Gaming's profile photo
 
I know this is asking a lot, but you should re-code the java. With java 7, I can't downgrade java or open your app.

It would be nice if you could update to java 7!
Add a comment...

WorldPainter

Shared publicly  - 
 
We just released version 1.10.0 of WorldPainter. It contains many small improvements and bug fixes, and one major new feature: the Custom Plants layer. There is no specific support for version 1.8 of Minecraft yet, but generated maps will work fine with 1.8 and you can use WorldPainter's custom terrain/material/layer/etc. features to add 1.8 blocks by using the right block IDs.

Custom Plant Layers

Added a new custom layer type: Custom Plants layers. They allow you to create layers with a custom mix of any type of plant (single or double height), crop or sapling. At any stage (or range of stages) of growth. For crops it can automatically turn the grass or dirt underneath it to tilled dirt, to create fields of crops easily. The layer is a binary (on/off, like Frost) layer instead of an intensity based layer such as custom object layers, giving you full control over where plants will occur. Layer present => plant present (unless the terrain type doesn't allow it of course).

Other Changes and Bug Fixes

One of the bug fixes has consequences for existing worlds, so read this carefully:

IMPORTANT! Read this:

A bug has been fixed in the random noise generator which will cause version 1.10 to export existing worlds slightly differently. The shapes of various randomly generated phenomena will not match up precisely with previously exported versions:

* Chasms and Caverns
* Resources
* Random Underground Pockets layers
* Random variation in Custom Caves/Tunnels layers and Custom Ground Cover layers
* The shapes of the hills on newly added tiles

The differences are small, but if precise continuity with an existing world is important, for instance because you want to re-export part of an existing map, or add new tiles to an existing map, you should be aware of this issue, and consider using version 1.9.3 (which will remain available) to do the work.

* Added Quartz to the Resources layer. For the surface dimension, and for existing worlds, it is set to 0‰ by default (in other words: no quartz). For newly added Nether dimensions it will be set to 6‰, which is the approximate frequency of quartz in Minecraft. For existing worlds with a Nether you will need to set the frequency manually, if you want there to be quartz in it
* Introducing the scripting engine. For now it supports exporting worlds, creating worlds from height maps, and applying height maps as layers or terrain types (something which isn't possible in the GUI). Note that the scripting engine is for advanced users, and is unsupported. You can find more information on this web page: http://www.worldpainter.net/trac/wiki/Scripting
* Renamed block ID 95 to "Stained Glass" (it was named "Locked Chest", which it used to be in the 2011 April Fools edition of Minecraft)
* The way region boundary fixups are performed has changed. Instead of at the end of the export they are now done during the export (as much as possible), making the time remaining estimate more reliable and hopefully preventing some hangs and crashes when exporting very large worlds. It is possible that exporting large worlds with extensive Custom Object Layer usage may be slightly slower.
* The maximum offset of the image overlay has been increased to 999,999, to be consistent with the height map import functionality.
* Bug fix: when creating a new world from an offset height map, or from a tile selection, scroll to it in the editor when first displayed.
* Bug fix: fix garbage trails behind the brush due to the brush being drawn off-centre, by working around a docking framework bug.
* Bug fix: fix a long standing bug in the random noise generator.
* Bug fix: resources with a low occurrence are now exported (at the correct frequency) even when the layer is painted at less than 50% intensity. Note that the intensity response of the Resources layer has changed slightly as a result. At 1% intensity, the resource frequency will be about 1/8th of the configured value; at 50% it will be exactly the configured value (like it is now) and at 100% it will be twice the configured value.
* Bug fix: the Chasms and Caverns layers now take the actual top layer depth into account (chasms and caverns never protrude into the top layer), instead of assuming a top layer depth of three blocks; they will still stay at least three blocks beneath the surface though (if "break the surface" is not selected of course).
* Bug fix: don't crash when exporting custom objects with tile entities (chests, etc.) that end up below bedrock or above the map limit.

You will be offered the new version automatically when you next start WorldPainter, or you can download it from www.worldpainter.net. Please let us know if you encounter any problems, and please +1, share and enjoy!
1
Add a comment...

WorldPainter

Shared publicly  - 
 
We just released version 1.9.1 of WorldPainter, which fixes a number of bugs introduced in version 1.9.0, most importantly making exporting the world as an image work again, and fixing the collapsing status bar fields when starting WorldPainter by loading a .world file problem:

* Improve the handling of the occurrences colum on the Custom Material editing screen. It now tries its best to keep the proportions of the other materials the same as you add, remove or change the occurrence of materials. In addition, the restriction on removing, or changing the occurrence of, the first row has been removed
* Give a clear error message when trying to run on Java 6 on Linux
* Error handling during loading of configuration, loading of Minecraft jars and importing of corrupted Minecraft maps has been made a bit more robust. WorldPainter will try to continue if it can instead of giving an error message
* Bug fix: make exporting the world as an image work again
* Bug fix: prevent collapse of status bar fields when starting WorldPainter by opening a .world file
* Bug fix: make changing the contour line separation work again
* Bug fix: don't crash when adding material to a Custom Material for which the total of the occurrences of all rows but the first is more than 900
* Bug fix: don't try to extend vines down into the void, causing errors during Export or Merge

You will be offered the new version automatically when you next start WorldPainter, or you can download it from www.worldpainter.net. Let us know if you encounter any additional problems and please +1, share and enjoy!
1
dylan d's profile photo
dylan d
 
hey there is a glitch or something happening where every time i open this program i install it each time 
Add a comment...

WorldPainter

Shared publicly  - 
 
We just released version 1.9.0 of WorldPainter. This is quite a big release; in fact we considered making it version 2.0.0, but since the actual functionality hasn't changed that much we decided not to. Most of the changes are in how it works, not what it does.

Tile Based Painting

The biggest change in this release is that the editor now does tile based painting. That is, instead of keeping an image of the entire map in memory, it divides the image in tiles which it only creates when needed. This results in a big performance improvement, especially when zooming out on large worlds. It also allows you to create larger maps with the same amount of memory since it doesn't lose memory to a huge image. And it fixes the problem on some systems where the lower half of large maps would be corrupted on the screen. All in all, working on large maps should be much more pleasant with this version.

Visual Themes

The visual style of the application can be changed to a number of different looks from the Preferences screen, including two dark themes.

Bulk Modifications To Existing Maps

Some basic bulk modifications are now available for existing maps: you can remove trees and/or other vegetation, remove man made structures, remove resources/ores and fill in caves. The options are on the Merge screen.
You can control where these modifications will be performed using the Read-Only layer and/or the tile selection on the Merge screen. Only chunks on selected tiles (if there is a tile selection) which are not marked read only are affected.
The modifications are performed before the WorldPainter layers are applied, so you can use them to replace trees or ores, etc.

Other Changes

* Performance improvements:
* Creating large new worlds now takes advantage of multiple cores, significantly speeding up the process for multicore CPU's
* The performance of the Export process has been improved. Exports should be noticeably quicker
* The editor now displays the configured border, and if it can find a compatible Minecraft.jar file also the Minecraft biomes outside the border, so you can better judge how the map integrates into the Minecraft world:
* The border, if any, is separated from the map by a dotted line so you can see where the map ends and the border begins
* The biomes outside the border are shown in faded colours to distinguish them from the generated portion of the map
* The scrollbars only allow scrolling within the area of the actual WorldPainter world, but you can get to the surrounding areas by panning the map with the middle mouse button or the space bar
* The status bar will tell you when the mouse is over the border, or over the Minecraft generated area outside the border
* Some Custom Material/Custom Terrain related changes:
* Custom Materials/Custom Terrains can now consist of layers in addition to blobs or noise, so you can make your own Mesa-like custom terrain types. The layers can repeat, or not, and can have random variation applied to them as well as be angled away from the horizontal
* The Custom Material screen now shows a preview of the material so you can better judge the settings
* The Custom Underground Pockets layer has been improved; instead of a simple material it is now possible to configure either a custom (mixed) material, or a terrain type, allowing you to use things like Mesa which aren't possible to do with a mixed material. Note that you can set the occurrence to 1000‰ to completely replace the underground material. This can be used to locally replicate the "keep steep terrain covered" effect without enabling it for the entire map
* Custom layers are now saved with the world even if they aren't currently in use, so that they are still there when you next load the world
* Some new ways of working with Automatic Biomes have been added:
* There is a new Auto Biomes submenu under Biomes in the "only on" and "except on" menus on the Brush Settings panel. It allows you to filter on a particular automatic biome, or on all automatic biomes.
* The same applies to the Global Operations screen. If you want to apply an operation to all biomes of a specific type, manual and auto, you'll have to perform the operation twice: once for the manual biome and once for the auto biome.
* A new "make automatic biomes permanent" option has been added to the Global Operations screen, which will fix all the automatic biomes and make them manual biomes. Of course after this operation the biomes will not be automatically updated any more as you edit the world; you become fully responsible yourself for editing the biomes as needed.
* The zoom level is now restricted between 6% and 6400%
* Extended block ID's are now supported for schematics
* Incomplete double high plants are more thoroughly removed, however they came to be, to prevent invisible but breakable blocks
* Unknown blocks are treated as being fully transparent during lighting calculations, which should create fewer visible lighting bugs
* When exporting custom objects, if unknown tile entities are encountered these are now exported instead of causing an error. PLEASE NOTE: WorldPainter can't verify that the corresponding block still exists; if it doesn't, the map could cause Minecraft to crash!
* The Minecraft 1.7.9 jar file is now supported for the Biomes Viewer
* The Minecraft jars are now only scanned once, when the program is started. If you upgrade Minecraft or otherwise change something that would affect a Minecraft jar that WorldPainter might use, you should restart WorldPainter or risk getting errors
* Some small cosmetic changes:
* Biome ID's are more prominently displayed on the status bar and the Biomes palette
* Layer intensity is shown as a percentage on the status bar to correspond to the intensity slider setting used when painting it
* "Show" and "Solo" labels added above the checkboxes on the layer palettes to make it more clear what they do
* Unknown block types are shown in cyan instead of black to differentiate them from for instance Bedrock or Obsidian

Bug Fixes

* Don't respond to Alt+left mouse button drag for panning the map. The correct way to pan the map is to press the middle mouse button (mouse wheel) or the space bar
* Round all values below 128 up to 128 for the width and height on the New World screen
* Fixed an error that occurred when annotating text that was too long
* Properly place rotated multi line text
* Don't allow selection of non-existent tiles on Merge and Export screens
* Prevent an error that sometimes occured when exporting resources on maps which go all the way up to the maximum height
* Prevent an error that occured when setting a layer factor higher than 100% in the settings of a Combined Layer

You will be offered the new version automatically when you next start WorldPainter, or you can download it from www.worldpainter.net. There have been many fundamental changes in this release, meaning lots of potential for bugs to have crept in. Please let us know if you encounter any, or just what you think of this new release, and please +1, share and enjoy!
1
Add a comment...

WorldPainter

Shared publicly  - 
 
We just released version 1.8.4 of WorldPainter, which mainly adds better docking of tool panels and palettes and the possibility to create hollow spaces underground with schematics by replacing a particular block type (magenta wool by default) with air, in addition to a number of smaller changes and bug fixes. Here is an overview:

Improved docking of tool panels and palettes

The tool panels and palettes now use the JIDE Docking Framework for much improved management and organisation:

* When a world is saved WorldPainter will remember the workspace layout (in its own settings, not in the .world file, so they will not travel with the file) and will restore it when you load the world again
* You can also set the default workspace layout from the menu: View -> Save workspace layout
* By default custom layer palettes are tabbed with the regular Layers palette, and the custom brush palettes are tabbed with the regular Brushes palette, but you can drag them away and create your own layout of panes and/or tabs for optimum convenience
* Panels can be moved and docked in various places by dragging the title bar (which will move all the tabs), or by dragging the individual tabs
* Panels can be floated by clicking the float icon on their titlebar, or by dragging them onto the editor, or out of the window. They can be unfloated by clicking the unfloat icon
* Panels can be set to autohide by clicking the pin icon
* Panels can be dragged onto a workspace edge to create a new pane, onto the titlebar of an existing pane to add a tab, or in between panes to insert a new pane between the existing ones
* If you want to move all tabs but one to a new pane it's easier to first drag the entire pane to a new location, and then drag only the one tab which you wish to remain in its original location back
* If you mess up the layout or lose a panel you can restore to factory defaults from the menu: View -> Reset workspace layout

Place air blocks with schematics

It is now possible to replace a particular block type in custom objects with air when placing the object:

* The Edit Object Attributes screen now has a new checkbox called "replace with air". If you select it you can then specify a block ID and data value
* By default the block ID is set to 35 and the data value to 2, which is Magenta Wool, but you can use any block type you want
* For objects where this option is active, any blocks in the object with the specified ID and data value will be replaced with air when the object is rendered
* Note that for the collision calculations the original block type is used
* One way to use this is to create dungeons or other hollow spaces underground with schematics, something which was not previously possible. Just replace the air blocks with magenta wool blocks before exporting the schematic, and activate the "replace with air" option in WorldPainter
* Another way to use this is to expand the "collision envelope" of objects, in other words increase the guaranteed distance from other objects, by placing a few Magenta Wool blocks as a buffer around the outside of the object, which will collide with solid blocks, but rendered as air

Smaller changes and bug fixes

* The default export settings (world type, game mode, etc.) can now be configured on the Preferences screen (Edit menu)
* Worlds created from height maps now inherit more default settings from the Preferences screen (such as the default export settings and the default border, surface layer depth, bottomless world and layer configuration settings)
* Bedrock walls are now solid bedrock (instead of being hollow in the middle), to avoid triggering a bug in Minecraft
* Bug fix: don't export custom terrains with incorrect biome ID's, causing Minecraft to crash. Unfortunately such worlds will have to be reexported to fix the biomes
* Bug fix: the Grass terrain type should no longer render empty but breakable blocks on top of some tall grass blocks
* Bug fix: when importing a height map don't turn pixels with value 0 into void (unless requested)
* Bug fix: when importing a height map correctly initialise the default water level to the stored defaults
* Bug fix: remove tile entity data for tile entities (chests, etc.) which did not end up in the exported map (because they were replaced by something else, for instance) to prevent Minecraft crashes

You will be offered the new version automatically when you next start WorldPainter, or you can download it from www.worldpainter.net. Please letlet us know what you think of the changes (especially the new docking framework) or if you encounter any problems, and please +1, share and enjoy!
1
Noah Goble's profile photo
 
Hi, I keep getting this crash whenever I view or walk in a jungle on any world made with worldpainter

Here's the entire crash report
---- Minecraft Crash Report ----
// Daisy, daisy...

Time: 5/30/14 3:40 PM
Description: Tesselating block model

java.lang.ArrayIndexOutOfBoundsException: 7
at apo.a(SourceFile:156)
at apo.f(SourceFile:172)
at cbt.a(SourceFile:1016)
at ccf.a(SourceFile:301)
at ccf.a(SourceFile:131)
at ccf.b(SourceFile:61)
at cbt.a(SourceFile:225)
at cba.b(SourceFile:1004)
at cab.a(SourceFile:163)
at can.a(SourceFile:1467)
at cag.a(SourceFile:1150)
at cag.a(SourceFile:1105)
at cag.b(SourceFile:955)
at bjs.ah(SourceFile:870)
at bjs.f(SourceFile:797)
at net.minecraft.client.main.Main.main(SourceFile:121)


A detailed walkthrough of the error, its code path and all known details is as follows:
--------------------------------------------------------------------------------------- -- Head --
Stacktrace:
at apo.a(SourceFile:156)
at apo.f(SourceFile:172)
at cbt.a(SourceFile:1016)
at ccf.a(SourceFile:301)
at ccf.a(SourceFile:131)

-- Block model being tesselated --
Details:
Block type: ID #175 (tile.doublePlant // apo)
Block data value: Unknown
Block location: World: (-27,71,46), Chunk: (at 5,4,14 in -2,2; contains blocks -32,0,32 to -17,255,47), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Using AO: false
Model: flower_paeonia_bottom
Stacktrace:
at ccf.b(SourceFile:61)
at cbt.a(SourceFile:225)

-- Block being tesselated --
Details:
Block type: ID #175 (tile.doublePlant // apo)
Block data value: 8 / 0x8 / 0b1000
Block location: World: (-27,71,46), Chunk: (at 5,4,14 in -2,2; contains blocks -32,0,32 to -17,255,47), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at cba.b(SourceFile:1004)
at cab.a(SourceFile:163)

-- Chunk being rebuilt --
Details:
Renderchunk location: -32, 64, 32
Stacktrace:
at can.a(SourceFile:1467)
at cag.a(SourceFile:1150)
at cag.a(SourceFile:1105)

-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bzw['guywholikespie2'/0, l='MpServer', x=-0.75, y=70.00, z=5.86]]
Chunk stats: MultiplayerChunkCache: 35, 35
Level seed: 0
Level generator: ID 02 - largeBiomes, ver 0. Features enabled: false
Level generator options: 
Level spawn location: 0.00,68.00,0.00 - World: (0,68,0), Chunk: (at 0,4,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 908 game time, 908 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 8 total; [bzw['guywholikespie2'/0, l='MpServer', x=-0.75, y=70.00, z=5.86], abx['Zombie'/2674, l='MpServer', x=-44.50, y=64.00, z=-34.50], abk['Skeleton'/2820, l='MpServer', x=-38.53, y=68.00, z=1.88], abx['Zombie'/4390, l='MpServer', x=-26.34, y=65.00, z=-37.50], abk['Skeleton'/5127, l='MpServer', x=14.50, y=77.00, z=40.50], abx['Zombie'/3565, l='MpServer', x=18.78, y=67.25, z=-53.25], abk['Skeleton'/3503, l='MpServer', x=-30.50, y=66.00, z=-19.50], abs['Spider'/4511, l='MpServer', x=30.50, y=72.00, z=-5.50]]
Retry entities: 0 total; []
Server brand: vanilla
Server type: Integrated singleplayer server
Stacktrace:
at bwb.a(SourceFile:307)
at bjs.b(SourceFile:2127)
at bjs.f(SourceFile:806)
at net.minecraft.client.main.Main.main(SourceFile:121)

-- System Details --
Details:
Minecraft Version: 14w21b
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.8.0, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 121354824 bytes (115 MB) / 240500736 bytes (229 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 99
Launched Version: 14w21b
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics Family GL version 3.0.0 - Build 8.15.10.2321, Intel
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.

Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (UK)
Profiler Position: N/A (disabled)
Anisotropic Filtering: Off (1)
Add a comment...
In their circles
2 people
Have them in circles
33 people
Scott Garrity's profile photo
Goksin Bavbek's profile photo
Victoria Baker's profile photo
Jason Res's profile photo
Zidan Arsa's profile photo
Dobie Wollert (AkiraYasha)'s profile photo
ITzZUBERDOG's profile photo
Jack Bisby's profile photo
Justis Root's profile photo

Communities

WorldPainter

Shared publicly  - 
 
We just released version 1.10.5 of WorldPainter, a relatively minor release with a few small but eagerly awaited changes:

* It is now possible to enable both "only on" and "except on" at the same time in the brush options. This includes the Global Operations screen, and filters created in the scripting engine. The "except on" setting takes precedence; in other words: if a location matches both the "only on" and "except on" filters the operation will not be applied.
* If there are more than fifteen custom layers configured, split them into submenus by palette in the "only on" and "except on" menus to try and prevent the menu from becoming so long that it doesn't fit on the screen.
* Support Minecraft 1.8.3 jar for biome calculations
* Ignore invalid Minecraft profiles created by OptiFine mod while finding Minecraft jars. Will prevent errors for people trying to open the Biomes Viewer with OptiFine installed

You will be offered the new version automatically when you next start WorldPainter, or you can download it from the www.worldpainter.net. This is the first release with the new build system we introduced to be able to put the source code up on GitHub, so there are some slight changes. Let us know if it causes trouble or if you experience any other problems, and please +1, share and enjoy!
1
Add a comment...

WorldPainter

Shared publicly  - 
 
We just released version 1.10.3 of WorldPainter, a minor release that adds Lily Pad support to the new Custom Plants Layer, and adds support for the 1.8 Minecraft jar for the biome calculations. Full support for the 1.8 blocks and features will come later.

You will be offered the new version automatically when you next start WorldPainter, or you can download it from www.worldpainter.net. Let us know if you encounter any problems, and please +1, share and enjoy!
1
Add a comment...

WorldPainter

Shared publicly  - 
 
Trails bug workaround!

I discovered a workaround for the bug that's causing the brush to be drawn off centre, causing visible garbage trails and confusion. When this happens, resizing the WorldPainter window should fix it. If it is maximised, restore it then maximise it again. If it is windowed, do the reverse. You can also try resizing the dock on the left of the screen by dragging the right edge of it.

The problem has something to do with the dock being resized while loading a world, for instance because it needs to make room to display tabs if the world being loaded has custom layers. I'm still hunting for the actual bug (which may be in JIDE, an external library I'm using for the docks), but this workaround consistently fixes it for me. Let me know if it does not work for you!
1
Add a comment...

WorldPainter

Shared publicly  - 
 
Did you know that in the latest version you can place the spawn point outside the boundaries of the map? It means you will spawn in Minecraft generated land. This way you can give the player the illusion of being in a normal Minecraft map, until they discover the manually generated part(s).

The easiest way to achieve a result like this is to create your new world from the Biomes Viewer: open the Biomes Viewer (from the Tools menu), select your desired seed and world type (small or large biomes), select the tiles you want to generate (select by clicking or dragging with the left mouse button; zoom with the scroll wheel and pan by dragging with the middle or right mouse button) and select "Create world" at the bottom of the screen.
1
Add a comment...

WorldPainter

Shared publicly  - 
 
Please vote! Your help needed!

We identified a bug in Minecraft 1.7 which causes it to crash on many WorldPainter worlds. Specifically it crashes when using the Void layer or a Void border, in combination with the Populate layer or approaching the edge of the map.

We reported the bug to Mojang; here is the link:

https://bugs.mojang.com/browse/MC-46082

Mojang has accepted the bug report (after some initial delay). It's a good first step, but they aren't doing much about it yet. The bug isn't even assigned to anyone. So let's try and bring it to their attention by having as many people vote for it as we can.

To vote for it you need an account on their bug tracker, which is free and easy to set up. Go here to do that: https://bugs.mojang.com/secure/Signup!default.jspa. Once you have an account go to the bug and vote for it by clicking on the "vote for this issue" link on the top right of the page.

Please only vote, don't comment! We don't want to annoy them with useless "me too" comments. They know how to reproduce the problem so they don't need any more crash logs etc. Only comment if you have some genuinely new information to add.
1
Add a comment...
People
In their circles
2 people
Have them in circles
33 people
Scott Garrity's profile photo
Goksin Bavbek's profile photo
Victoria Baker's profile photo
Jason Res's profile photo
Zidan Arsa's profile photo
Dobie Wollert (AkiraYasha)'s profile photo
ITzZUBERDOG's profile photo
Jack Bisby's profile photo
Justis Root's profile photo
Communities
Story
Tagline
An interactive, graphical map generator for the popular indy game Minecraft.
Introduction
WorldPainter is a program which allows you to "paint" maps for Minecraft, using tools similar to those of real paint programs. Sculpt and mould the terrain, paint materials, snow and ice, trees and caves, and much more.