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We just released version 2.2 of WorldPainter, which adds some oft-requested features: importing height maps into existing worlds, and importing images as layer or terrain masks! We've also added support for Minecraft 1.9 and fixed a few bugs. Here are the details:

 * Added support for the new 1.9 block types
   + New terrain type: Grass Path
   + New plant types for Custom Plant layers: Chorus Flower, Beetroots and Nether Wart
 * Height maps can now be imported into existing worlds, and into other dimensions than the surface
   + Select Edit -> Import -> Height map into current dimension... to do so
   + You can adjust the scale and offset to import the height map into the desired location in your existing world
   + The "create new tiles" option, selected by default, causes WorldPainter to create new tiles automatically for the new land, if necessary
 * Image masks can now be imported to set the terrain type, or any layer of your choosing
   + Select Edit -> Import -> Mask as terrain or layer... to do so
   + Select an image, then select the target to apply it to (the terrain or a layer), then select the mapping (the method with which the image values should be translated to terrain or layer values)
   + WorldPainter will automatically let you select only targets and mappings which make sense for the image type and the selected target
   + For most layers, and for setting the terrain, you need a (real) grey scale (8 or 16 bit) or black and white (1 bit) image. A colour/RGB image which happens to contain only shades of grey is not a grey scale image and won't work!
   + The available mappings are:
     - One to one - this sets the layer value to the exact value from the image and can be used for the terrain, for discrete layers such as Biomes, and for continuous layers, allowing you to create masks which will directly set terrain or layer values
       o Targets for which the image contains values which are too high will not be selectable
       o For setting the terrain, the value should be an index from this page: http://www.worldpainter.net/trac/wiki/Scripting/TerrainTypeValues        o For the Biomes layer, the value should be a Minecraft biome ID from this page: http://minecraft.gamepedia.com/Biome#Biome_IDs, or 255 for Automatic Biomes
       o Continuous layers support values from 0 (0%) to 15 (100%)
     - Full range - this maps the full range of the grey scale values (0 to 255 for 8 bit, 0 to 65535 for 16 bit) to the full range of the selected layer (0% to 100%)
     - Threshold - this sets on/off layers (such as Frost, Cave/Tunnel layers, Custom Ground Cover layers, etc.) only in those places where the image value is equal to or higher than the threshold you select
     - Dither - this uses the full grey scale range (0 to 255 for 8 bit, 0 to 65535 for 16 bit) to dither on/off layers
   + The Annotations layer supports importing colour images with an alpha mask
     - Where the image is transparent the annotation will not be set
     - Otherwise the annotation will be set to the closest colour
     - No dithering is applied
 * Support the Minecraft 1.9 jar for calculating the Minecraft biomes
 * Worlds can now be exported as a high res (16-bit) height map. Choose File -> Export -> Export as high resolution height map... to do so. This allows you to scale it outside of WorldPainter and create a new world from the scaled height map without losing WorldPainter's high internal precision which allows smooth editing, Smooth Snow to work, etc.. Note that this is not available if the world is higher than 256 blocks
 * Bug fix: correct the default ordering of Custom Ground Cover layers so that thicker layers once again export before thinner layers
 * Bug fix: make exporting the 3D view as an image work again on Mac OS X

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 or have any ideas or suggestions, and please +1, share and enjoy!
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We just released version 2.1.5 of WorldPainter, which fixes a few bugs and has some nice little new features for custom objects and layers:

* It is now possible to change the order in which Custom Layers are exported, as well as to temporarily disable a layer so that it is not exported. You can do this on the new "Custom Layers" tab on the Export screen
* A new property has been added to Custom Objects: "extend foundation". When set, any solid blocks on the lowest layer of a Custom Object will be extended downwards towards the ground (or the first solid block) if it ends up floating in the air. This way you can give objects "legs", "roots" or "foundations" which will automatically be extended by WorldPainter to sit on the ground. The new setting is on the individual object settings screen, and by default it is turned off. You can change it for a number of objects at once by selecting multiple objects and pressing the Edit button next to the list
* The status bar now shows the slope of the land beneath the cursor in degrees, next to the height
* Slight startup optimisation (no longer hangs while scanning for Minecraft jars)
* Bug fix: the digital signature of version 2.1.4 was invalid because the certificate had expired, causing warnings and errors. Sorry about that! From version 2.1.5 the digital signature is once again valid
* Bug fix: plant layers no longer obliterate what is already there
* Bug fix: newly created worlds abide by the default "cover steep terrain" setting set in the Preferences
* Bug fix: the Custom Plants layer will now place dead shrubs on sand and hardened clay
* Bug fix: an error would occur when trying to run a script in WorldPainter which did not have a descriptor comment block at the start. This has been fixed; a descriptor is no longer required for simple scripts without parameters

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!
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We just released version 2.1.3 of WorldPainter, which adds a few small features and fixes some bugs, one rather nasty: the intensity sliders on the Caverns and Chasms, Resources and Other Layers tabs of the Dimension Properties screen would not keep their value, but creep slowly to the right. This has now been fixed: but PLEASE NOTE: if you use any of the "... layer anywhere" options on the Dimension Properties screen you should check your worlds and fix the intensities if necessary! Sorry about that.

Here is the full change log for this release:

* Annotations have been added to the brush filter "only on" and "except on" settings, in a separate submenu. You can either choose any annotations, or a particular colour. PLEASE NOTE: Annotations are displayed on top of everything else, which will make it seem as though nothing is happening when you paint "only on" an annotation. Hide the annotations using the "show" checkbox on the Annotations panel to see the effects
* The Merge world dialog has been slightly rearranged and reworked to make it clearer that "merge biomes only" always merges the entire Surface dimension and disregards any tile selection
* Bug fix: the intensity sliders for the "... layer everywhere" settings in the Dimension Properties no longer slowly wander to the right
* Bug fix: fix wpscript to make loading worlds from before version 2.0 work again

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!
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We just released version 2.1.1 of WorldPainter, a small amendment of the previous release with the following points:

* WorldPainter now remembers the ten most recently used worlds; you can open them from File -> Recently used Worlds
* The Minecraft world border is now displayed in the editor as a red dashed line. By default the border is very far away (thirty million blocks in each direction) and you will never see it, but you can adjust it on the Dimension Properties screen
* The image on the button of the currently selected brush is now rotated according to the current brush rotation

You will be offered the new version automatically when you next start WorldPainter (except please note: if you upgraded to 2.1.1 yesterday evening (UTC) you may have received a version which does not check for updates!), or you can download it from www.worldpainter.net. Let us know if you encounter any problems and please +1, share and enjoy!
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WorldPainter

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Bug Fix Release!

We just released version 2.0.1 of WorldPainter, which fixes a number of bugs. The main one is a nasty bug that stopped the brush filter settings from working correctly, but a few other bugs have been fixed as well:

* Bug fix: make "reset terrain type to default" operation on Global Operations screen work again
* Bug fix: make brush filters work correctly again, instead of reflecting tile 0,0 any time the painted area was completely contained in one tile
* Bug fix: don't crash with NullPointerExceptions while adding custom objects. The cause of the bug is not yet known, but a workaround has been implemented so that the problem is silently logged. It is possible that as a result the 3D preview will remain empty or incomplete. Please let the author know if that happens!
* Bug fix: don't try to flood fill or let the user enter text if she has not selected a paint yet (which was causing error messages)
* Bug fix: fix some problems that caused errors when selecting or first using brushes in some circumstances
* Bug fix: don't cause an additional exception when handling an exception with an empty stack trace

You will be offered the new version automatically when you next start WorldPainter (except please note: an early build had the update check disabled; if you downloaded WorldPainter on 13 September you may have to download and install this update manually!), or you can download it from www.worldpainter.net. Let us know if you still encounter any problems and please +1, share and enjoy!
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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!
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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!
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WorldPainter

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We just released version 2.1.4 of WorldPainter, which fixes a few bugs and doubles the number of custom terrain slots, a popular request.

* 24 additional custom terrain slots have been added, for a total of 48 possible custom terrain types
* Remember previously used directories better by working around a bug in Java on Windows
* Change the language of the donation page to English
* Bug fix: allow complete removal of layer with rotated brush, instead of leaving 1% behind
* Bug fix: allow selection of Roofed Forest M (157) biome

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!
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We just released version 2.1.2 of WorldPainter, which adds just one new feature:

* It is now possible to Import and Merge the Nether and End dimensions!
+ The Import Minecraft Map screen now has checkboxes, checked by default but only enabled for the dimensions the selected map actually has, indicating whether you want to import the Nether and/or End dimensions. You must always import the Surface dimension
+ Similarly the Merge screen now has checkboxes indicating which dimensions you want to Merge, also enabled only for the dimensions actually present. Here you are allowed to skip merging the Surface dimension
+ Any dimensions you chose not to Merge are copied unchanged from the existing map
+ WorldPainter remembers which dimension(s) you chose to Merge the previous time, in the .world file
+ If you make a tile selection on the Merge screen you can only merge that dimension

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!
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Excuse me, I know you're all very busy, but I just got WorldPainter and would like to know if it's possible to fill the 'Void', or if it's stuck there. Google offered no real results, so I figured it'd be best to just ask here. Thanks!
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We just released version 2.1.0 of WorldPainter, which fixes a few bugs and adds a few nice features. Here are the changes:

* The menu items have been slightly renamed and rearranged. File -> Import is now called "Import new World" to make it clearer that you are creating a new World instead of importing something into the current World. Importing Layers has been moved to Edit -> Import
* It is now possible to import multiple custom items (layers, terrains and biomes) at once from an existing .world file! Select Edit -> Import -> "Custom items from existing world", select an existing .world file, select the Custom Layers, Custom Terrains and/or Custom Biomes you wish to import from it and hit OK
* It is now possible to import multiple custom terrains at once from the Edit -> Import -> "Custom Terrain(s) from File(s)..." menu item. They are automatically assigned to the first available free custom terrain slots. If you select more custom terrain files than there are free slots an error will be given
* The Minecraft world border can now be configured from the Dimension Properties and Export screens, next to where the WorldPainter border is configured. A future update will also show the Minecraft border in the editor
* The Read Only layer is now always enabled, even for non-imported worlds. This makes it easier to Export a map and then repeatedly Merge changes and additions from the same .world file to the generated map. You can use the Read Only layer in that workflow to mark the areas which have not changes and should not be merged, protecting existing structures and speeding up the Merge
* When you select Merge for a world created in WorldPainter (and not imported from Minecraft), the warning that it is not an imported world is now only shown the first time. Once you have Merged it once you are no longer bothered with that warning
* WorldPainter now remembers with which map a world was last Merged and preselects that map when you select Merge again
* Bug fix: make the wpscript command work again
* Bug fix: don't export floating Resources in Void borders

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

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New Release!

We just released version 2.0.0 of WorldPainter. This is a massive release with lots of changes. One major change is that it now requires Java 8! Another major change is that there are now different painting tools: Spray Paint, Pencil, Flood Fill and Text, each of which can paint with any type of "paint" (layers, terrain types, annotation colours or biomes). This does mean that you now have to explicitly select a tool each time, instead of just selecting a paint. Popups help remind you of this the first three times you start the program.

Here follows a detailed description of the changes:

Java 8!

* WorldPainter now requires Java 8! Download Java 8 from Oracle here: http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html
* The 32-bit version no longer works on 64-bit Windows. If you have 64-bit Windows, make sure to have 64-bit Java installed and to download the 64-bit version of WorldPainter. You can download 64-bit Java here by choosing "Windows x64" (the .exe variant): http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html

New Painting Tools!

The way of painting layers, terrain and biomes has been changed. You now have a set of powerful new general painting tools, which can paint with any terrain, layer or biome you select

* This means that instead of just selecting a layer or terrain in order to paint it, you must now select the "paint" (a layer, a terrain, a biome or an annotation colour) from one of the palettes and a painting tool from the top row of the tool box. For the old behaviour, select the Spray Paint tool (the top left button in the tool box, or Alt+r)
* The new painting tools are powerful and flexible. They are:
  * The Spray Paint tool. This tool works exactly like the old way of painting layers, terrain and biomes. It applies the selected "paint" to the world in the shape of the current brush continuously as long as you hold down the mouse button
    * On/off layers (like Frost) and discrete layers (like Biomes and Annotations) are dithered

  * The Pencil. This is a line drawing tool which paints continuous lines of the selected "paint" by applying the current brush along a line
    * Paint freehand lines by clicking and dragging the mouse
    * Paint dots by clicking and releasing the mouse
    * Draw straight lines from the previously painted dot or line-end, by holding Shift while clicking the mouse
    * Constrain the lines to 45 degree angles by holding Ctrl while clicking. This works for freehand line drawing (Ctrl + drag) as well as for straight lines (Ctrl + Shift + click)
    * On/off layers (like Frost) and discrete layers (like Biomes and Annotations) are NOT dithered; they are applied where the brush intensity is 75% or higher

  * The Fill tool. This tool will fill whole areas of the world with the selected "paint"
    * For layers the area that is filled is bounded by the area where the selected layer already exists at the same or higher intensity. The area is filled to the currently selected intensity. In other words you first paint the edges of the area you want to fill using the other tools, leaving no gaps, and then fill in the area
    * For terrain types the area that is filled is the contiguous area with the same terrain type as where you clicked. In other words the terrain type you click on is replaced with the selected terrain type
    * Biomes and annotations work the same as terrain types; the contiguous area with the same biome or annotation colour where you clicked is replaced

  * The Text tool. This allows you to draw text on the world with any font, size and orientation. It's primarily an annotation tool which makes the most sense to use with the colours on the Annotations panel, but it works with any selected layer, terrain or biome as well, if you wish
    * The text can be rotated in 90 degree steps

* All these tools (including Fill and Text) support performing the inverse operation by right-clicking instead of left-clicking. Layers are removed, biomes are reset to automatic and terrain is reset according to the Default Terrain settings of the Dimension Properties
* The workspace layout will be reset once (the default as well as those for specific world files)
* Callouts will appear upon starting the program, drawing your attention to the fact that you must now select a tool first. They will disappear as you make the selection(s), and will only be shown the first three times you run the program

3D Previews by Dynmap!

All custom layer settings screens, and object settings screens, now have previews provided by dynmap (except the layers which already had a more useful preview)

* The layer settings screens show what one tile would look like in-game with the layer applied using the current settings, providing a way to evaluate those settings. A drop down list provides a few different patterns for the layer to be distributed in the preview.
* The view can be rotated and zoomed using the buttons on the screen and the mouse wheel, and panned using the mouse

Other Changes!

* The Custom Object Layer has received some improvements:
  * It now supports bo3 objects! The support is basic; advanced features such as branches and block checks are not supported. However, random blocks are supported, as are tile entities (chests, etc.)!
  * It now has a sparseness setting with which you can control the overall density of the layer. The setting controls per how many blocks the layer will attempt to place an object (the actual number of placed objects may be fewer if objects cannot be placed, for instance due to inappropriate underground or intersecting another object). The configured value corresponds to a layer intensity of 50% (the default). The effective values at 1% and 100% intensity are also displayed

* The Custom Caves/Tunnels Layer can now place other layers on the tunnel floors!
  * The layer settings screen has a new Floor Layers tab, on which you can add and configure layers, either existing ones or new ones
  * These layers will be rendered on the floor of any caves/tunnels created by the Caves/Tunnels Layer
  * You have limited control over where and how intensely these layers are applied: you can set a base intensity as a percentage, and you can specify a random variation which is added to the base intensity. In addition you can specify a minimum and maximum height at which the layer should be applied

* The map can now be shifted horizontally!
  * The map can only be shifted by whole tiles (in other words in steps of 128 blocks)
  * The new operation can be found next to the Rotate operation in the toolbar and looks like a cross with four arrows. It is also in the Edit menu, underneath the existing Rotate item
  * It affects the currently showing dimension, and by default also the corresponding ceiling or surface dimension, although that can be turned off
  * The Rotate operation used to affect all dimensions, but that has been changed to be consistent with the new Shift operation
  * Rotate and Shift operations destroy all undo and redo information and therefore they cannot be undone!

* If you use half slabs as a custom terrain type, WorldPainter will automatically combine it with double slabs of the same type to make smoother terrain
  * This is great for creating, for instance, smooth cobblestone or stone slab roads (easily made with the new Pencil tool) which you can walk without having to jump
  * The requirements are the same as for Smooth Snow: the world must either be hand crafted, or created from a high resolution (16-bit) height map. Worlds created from 8-bit height maps won't have the extra precision needed, although you can create it by using the Smooth tool along the path of the area where you want to apply this feature

* The tile selection screen and the biomes viewer now show the grid, to make selection of specific tiles or regions easier
* The tile selection screen in addition now shows the border and/or bedrock wall, to better judge how the tiles fit into the surrounding Minecraft-generated land
* There are now two new performance settings on a new Performance tab of the Preferences screen
  * The first setting controls the hardware acceleration scheme used for painting the editor. Experiment with it to determine which scheme performs best on your computer. Note that you need to restart WorldPainter for the change to take effect
  * The second setting concerns the way the overlay image is scaled and painted. There are different ways and which one performs best depends on many factors, such as the size and type of the image, how much regular and video RAM you have, your video driver and Java version, etc., etc. If you have problems with the overlay image, try experimenting with this setting
  * Note that both these settings are provided on a best effort basis! Since Java is a cross platform framework which isolates the code from the hardware it is impossible to exert tight control over these things. WorldPainter tries to guide and hint the Java runtime to use the configured settings, but there is no guarantee that they will take effect, or that it will make a difference. The only way to find out what works is to try them all
  * Note that the Undo setting has also been moved to this new tab

* WorldPainter now keeps a log of major actions performed on a world, which you can review by selecting "View world history..." from the View menu. It logs things such as when the world was created or imported, exported or merged, expanded or contracted, etc.
* The merge process now preserves non-standard content from the existing level.dat file, such as for instance block ID mappings stored there by mods.
* When importing existing Minecraft maps the chunks that have to be added around the edges to make up whole tiles are handled a little more elegantly: instead of being marked "read only" they are marked "not present" and are not displayed in the editor and are not Exported or Merged
* When importing existing Minecraft maps biomes which match what WorldPainter's automatic biome would be are imported as automatic (so that they automatically change appropriately when editing the world)
* The brush images on the brush buttons are no longer rotated when the brush rotation is changed, since it took too much time with many custom brushes. Instead the brush outline will show an arrow indicating the original top of the brush
* Added support for the Minecraft 1.8.8 jar file for calculating biomes

Bug Fixes!

* Bug fix: don't change floating red sand to chiseled sandstone
* Bug fix: use correct data value for goodies chest so that it shows again in-game

You will be offered the new version automatically when you next start WorldPainter, or you can download it from www.worldpainter.net. A huge amount has changed, so there is much potential for bugs and other problems. It may be prudent to back up any important worlds you're working on before editing them with this new version. Also remember that worlds created or edited with version 2.0.0 cannot be loaded by older versions any more! Please let us know if you encounter any problems, and give us feedback on the new features, and please +1, share and enjoy! :)
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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!
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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.