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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 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!
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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:

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:!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.
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Ice Spikes

There has been some confusion on how to get Ice Spikes in WorldPainter-generated worlds, so here are some tips.

Firstly, obviously you could place them directly using a Custom Object Layer with some ice spike schematics which you exported from Minecraft using WorldEdit. For accuracy don't forget to include the buried portion. Set the Y offset to a negative value in the object settings to bury it in the ground.

But it's also possible to have Minecraft generate them when first loading the map. Minecraft generates ice spikes under these conditions:

* Snow blocks (block ID 80) on the surface
* Without regular snow (block ID 78) on them!
* Biome is "Ice Plains Spikes"
* Chunk marked to be populated

You can get the snow blocks either by defining a Custom Terrain Type or a Custom Ground Cover Layer with block ID 80. Don't use WorldPainters built-in Deep Snow terrain type, as that has regular snow on top which will prevent the spikes from forming. And don't use the Frost layer in the same area, as that will also put snow on top of the blocks!

To get the biome, select the Biomes layer, then select the Ice Plains biome (right hand side, second row from the bottom), then select the "variant" checkbox, turning it into Ice Plains Spikes. Paint the biome in the location of the snow blocks.

To get Minecraft to actually generate the spikes, either paint the Populate layer in the area of the snow blocks / ice plains spikes biome, or check the "allow Minecraft to populate the entire terrain" opion on the Export screen (Other Layers tab).
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Some Advice For Preventing Minecraft Crashes

We've been debugging some of the crashes people have been experiencing, and have identified one major factor: Minecraft 1.7 does not handle Void well. Specifically, it crashes in certain circumstances when populating a chunk if a neighbouring chunk has Void in it (columns with no blocks whatsoever, including any bedrock).

Our recommendation for worlds meant for Minecraft 1.7 is to avoid the following:

* Any use of the Void border. The Water or Lava borders should be fine, or no border at all.
* If you absolutely need a Void border you could also try a very wide Void border (at least 256), but you need to make sure not to stray from the edges of the map so that Minecraft never loads any chunks beyond the border.
* Any use of the Void layer close to the edge of the map, if you're not using a border. Using the Void layer further than a chunk's width (16 blocks) away from the edge should be fine. The same goes for lowering the terrain height all the way to zero and enabling "bottomless world", which also results in void.
* If you do use the Void border and/or the Void layer, do not use Populate anywhere near the border, or the Void layer, and do not enable "allow Minecraft to populate the entire terrain"!

Please let us know if you have followed this advice yet still experience crashes in Minecraft! Or if you experience crashes and you think none of the above applies to your world.
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Did you know...?

Many people don't know about the Biomes Viewer tool, and the way you can use it to create WorldPainter worlds, or start Minecraft maps in surroundings of your liking, so we thought we would write a little about it. Please feel free to disseminate this knowledge on YouTube etc. as much as possible!

The Biomes Viewer

The Biomes Viewer is a tool located in the Tools menu of WorldPainter. It opens a new window, which will show you a view of the biomes Minecraft will generate for a particular seed and world type. You can change the Minecraft version (1.1, 1.6 or 1.7) and/or the world type (Default or Large Biomes) using the drop down list in the toolbar on the top left, and the seed in the field next to it.

To display the biomes it needs access to a Minecraft installation of the correct version (it actually invokes Minecraft code to calculate the biomes). If you have that version installed in the default location, WorldPainter should find it automatically; if not, it will ask you to specify the location of the minecraft.jar file (actually called 1.6.4.jar, 1.7.2.jar, etc. for the new launcher).

You can drag the map around with the middle or right mouse button, and you can zoom in and out by scrolling the scroll wheel.

Creating WorldPainter Worlds

You can use the Biomes Viewer to create new WorldPainter worlds. This has two advantages: it allows you to choose the surroundings of your world when you leave the WorldPainter-generated part, and it allows you to create irregularly shaped worlds.

To do this, first find the seed, world type and location (by dragging the map with the middle or right mouse button) where you want to create your world (it can be anywhere; it doesn't have to be in the middle). Then, select the tiles which you want to be part of the WorldPainter world. To select tiles, left-click to select or deselect individual tiles, or left-click-and-drag to flip the selection of a rectangular area of tiles. It doesn't have to be a rectangular (or even a contiguous!) selection.

When you're satisfied with your selection, click on "Create world" in the toolbar on the bottom left. You will be taken to the regular New World screen, where you can configure the terrain settings to your liking. When you click Create, the new world will be created in the shape and location you selected. When you Export this world, it will be in same surroundings as displayed in the Biomes Viewer, once you leave the WorldPainter-generated part!

Please note: there is currently a bug which means that in some circumstances the world type is not set correctly on the new world, so when you Export the world, double check whether the world type is set to same choice you made in the Biomes Viewer. This bug will be fixed in the next release.

Creating Minecraft Maps

You can also skip creating a WorldPainter world altogether and create a Minecraft map directly, with the seed and world type selected in the Biomes Viewer, and the spawn point set to the location of the white cross. This allows you to pick the biome and surroundings where you want to play manually, but let Minecraft generate all its own terrain.

To do this, just select a seed, world type and location (by dragging the map with the middle or right mouse button) and click on "Play here" in the toolbar on the bottom. WorldPainter will ask you for a name for the new map, and then create it in your Minecraft saves directory (which should be in its default location, otherwise WorldPainter won't be able to find it). When you next start Minecraft, the new map will show up under Singleplayer. You can also export it to a server and turn it into a Multiplayer map just like you can do with any other Singleplayer map.

Note that the spawn point is not exact. For some reason Minecraft sometimes likes to spawn you quite a way away, possibly in water. Just swim to the surface and look around if that happens, the location you chose should never be far away.
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We just released version 1.6.7 of WorldPainter, which fixes two bugs, one new and one old:

* Bug fix: fix an error while importing a map that was caused by encountering a Dirt or Sand block with an unknown data value. Such blocks will now be counted as regular Dirt or Sand blocks (with a data value of zero)
* Bug fix: make changing the colour and/or name of custom terrain types work again

You will be offered the new version automatically when you next start WorldPainter, or you can download it from Please let us know if you encounter any additional problems, and please +1, share and enjoy!
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We just released version 1.8.2 of WorldPainter, a minor release which nonetheless includes two oft requested and long awaited features:

* The Grass terrain type (which is the default terrain type) now generates the new flowers and double high plants of Minecraft 1.7. It generates as many flowers and as much grass as previously, but anywhere it previously generated a dandelion or poppy it can now generate any flower (including double high ones), and anywhere it previously generated tall grass or ferns it can now also generate double high grass or ferns
* Zoom support has been added to the 3D view. Note that it is a simple zoom; i.e. it just enlarges the pixels. No additional detail will be visible when zooming in. You can zoom in or out by pressing the - or + buttons on the keyboard, by scrolling the mouse wheel or by using the new toolbar buttons. Reset the zoom with the toolbar button or the 0 key on the keyboard. You can zoom a maximum of three levels in either direction. Note that zooming out large worlds will cost a lot of memory and performance!

You will be offered the new version automatically when you next start WorldPainter, or you can download it from Let us know what you think of the changes, or if you encounter any problems, and please +1, share and enjoy!
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We just released version 1.8.0 of WorldPainter. It doesn't have that much new, but we thought it just tipped the balance into increasing the minor version. Here's what's new:

* A new feature has been added: Annotations. They allow you to add lines (both straight and free form) and text to the map view as guides or reminders. It has the following properties:
- Activate by selecting the Annotations layer button. An options panel will be displayed which allows you to select a tool and a colour.
- The Pencil tool allows you to draw lines and to erase annotations
+ It uses the shape and size of the brush. By reducing the brush radius all the way to zero you can draw single pixel lines
+ Click one with the Pencil tool to draw a single point
+ Click and drag with the left mouse button to draw a free form line
+ Press Shift while clicking with the left mouse button to draw a straight line from the last point you drew
+ Press Ctrl and Shift while clicking with the left mouse button to draw a straight line from the last point you drew, snapped to the nearest 45 degree angle
+ Press Ctrl and drag with the left mouse button to draw a straight free form line, snapped to the nearest 45 degree angle
+ You can do all of the above with the right mouse button instead of the left to erase annotations instead of drawing. You might want to use a larger brush size for that
- The Text tool allows you to draw text
+ Select it and left click where you want to place the text
+ A dialog box will appear allowing you to enter the text you want to draw, as well as select a font, font size, bold and/or italics, and angle (allowing you to draw the text on its side or upside down)
+ The text may have multiple lines
+ Note that if you select a different angle than zero degrees, the text will be rotated around the point where you clicked. In other words, if for instance you selected 180 degrees, the text will be placed above and to the left of where you clicked
- The colour palette determines the colour of any lines or text you draw
- You can erase annotations by right clicking with the Pencil tool (use a larger brush size for convenience)
- The Annotations layer is mainly meant for creating guides and reminders for the world creation process, not for actual exporting to the Minecraft map. However, it is possible to do that by checking the "export the annotations" checkbox on the Other Layers tab of the Export or Dimension Properties screens. The annotations will be exported as coloured wool on top of the landscape
* The height map import dialog has been slightly improved:
- The settings on the Terrain tab can now be saved as defaults, so you don't have to keep changing them if you use the same settings a lot
- It once again supports importing RGB ("colour") images. Note that only the red channel will be used!
- It now properly supports 16-bit height maps (height maps with 65536 discrete values per pixel, instead of 256). Such height maps can be used in two ways:
+ Creating worlds higher than 256 blocks. WorldPainter automatically chooses this mode if the highest value in the image is below 2048. Otherwise WorldPainter chooses the next mode by default:
+ "High resolution" world creation: a world with a normal 256 world height, but with additional resolution to the height information, resulting in better looking Smooth Snow (which will be turned on by default, as opposed to normal "low res" height maps), and smoother terrain operations. The additional resolution does not show up in Minecraft (other than in the Smooth Snow), but it makes editing the world after importing the height map work better
- Note that it does not support scaling for grey scale images with alpha channels. Remove the alpha channel from such images using a program such as GIMP or PhotoShop in order to be able to scale it in WorldPainter
* Bug fix: tile entities (chests, signs, etc.) from schematics are now correctly placed, even if the schematic has a non-zero offset
- Note that there is a bug in WorldEdit causing it not to include paintings or item frames in exported schematics. They will be lost, but there is nothing WorldPainter can do about that unfortunately
- There are a few known bugs which will be fixed in the future:
+ Severed heads aren't supported; both the rotation and the type of head will be lost
+ Rail track corners aren't rotated properly

You will be offered the new version automatically when you next start WorldPainter, or you can download it from Please let us know if you encounter any problems, and please +1, share and enjoy!
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Very Nice =D thx
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We just released version 1.7.1 of WorldPainter, which has a few minor improvements and bug fixes:

* Made the terrain type menu on the brush filter panel shorter by breaking off the stained clays and the custom terrain types into their own sub menus
* The default "ocean" and "land" seeds have changed to seeds which work with Minecraft 1.7's new biome algorithm (but therefore are no longer correct for Minecraft 1.6). Note that Minecraft 1.7 has no large oceans any more, so even the default "ocean" seed will only result in a relatively small ocean around the origin (the nearest land is approximately 1700 blocks away)
* Made several small usability improvements and bug fixes to the Biomes Viewer
* Bug fix: actually use the custom terrain colours, when configured, in the editor

You will be offered the new version automatically when you next start WorldPainter, or you can download it from Let us know if you encounter any additional problems, and please +1, share and enjoy!
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We just released version 1.7.0 of WorldPainter! This is the Minecraft 1.7 compatibility release, with support for the new biomes, terrains, block types, etc. The only thing it lacks is a Savanna terrain type / tree layer; those will be added in another release in the near future. Here's an overview of what's new:

* Added support for Minecraft 1.7 biomes in various places:
  - The Biomes layer
  - The Biomes Viewer tool
  - Because there are so many biomes now the Biomes panel has been refactored. Instead of having buttons for all biomes there are, it has buttons for the base biomes (to which have been added Birch Forest, Roofed Forest, Mega Taiga, Mega Spruce Taiga, Savanna, Mesa, Stone Beach, Cold Beach and Cold Taiga) and checkboxes for a number of options ("hills/shore", "edge/plateau", "M", "F" and "variant"). The "variant" option is for things like Flower Forest, Extreme Hills+, Mesa (Bryce) and Ice Plains Spikes
* Various changes were made to the Custom and Automatic Biomes support:
  - The legacy biomes support (where WorldPainter would calculate the biomes according to the Minecraft seed) has been removed
  - Custom Biomes is now always enabled (and therefore the option has been removed). Note that if you export a world to the MCRegion (Minecraft 1.1 and earlier) format the biome information will not be exported and therefore be ignored!
  - Automatic Biomes have been refactored and work differently. It is no longer an option; instead it is always available. New worlds are initialised to have automatic biomes everywhere, which you can override by painting biomes manually with the Biomes layer. To reset to Automatic Biomes, right-click with the Biomes layer (it doesn't matter which biome you have selected), or use the Global Operations tool to reset it everywhere. Automatic Biomes will now no longer overwrite your manual changes whenever you edit the terrain or the layers
  - Existing worlds may have Automatic Biomes enabled if it was disabled, or disabled if it was enabled, depending on exactly which options were enabled previously. WorldPainter will warn you when it does this. For more information, including how to disable or reenable Automatic Biomes, see this web page:
* The colour schemes have been updated and expanded for Minecraft 1.7:
  - The new Minecraft 1.7 block types have been added to the colour schemes
  - The "default" colour scheme has been altered to more accurately represent the actual colours in Minecraft. You can change the colour scheme from the View menu
  - Some more colour schemes have been added, corresponding to popular texture packs: DokuDark, DokuHigh and DokuLight (DokuCraft), Misa (Realistic) and Sphax (PureBDCraft)
  - With thanks to mikeprimm from Dynmap!
* The terrain types were also updated for Minecraft 1.7:
  - Added new terrain types for the new Minecraft 1.7 biomes. The simple terrain types (which consist of a single block type throughout) added are: Permadirt (Dirt on which grass won't grow), Podzol, Red Sand, Hardened Clay and all sixteen colours of Stained Clay. When Importing a Minecraft map WorldPainter will now use these new terrain types
  - In addition, two new complex terrain types have been added: Mesa and Red Desert. Mesa consist of random horizontal layers of Hardened Clay, Red Sand and White, Yellow, Orange, Light Grey, Red and Brown Stained Clay. The layers vary up and down randomly and on top are many dead shrubs. The associated Automatic Biome is Mesa. The second complex terrain type is Red Desert, which is very similar to Desert, except that it places Red Sand, has fewer cactuses and the associated Automatic Biome is also Mesa
  - The Terrains panel has changed to accomodate the new terrain types. Dirt has been replaced with Permadirt (the idea is that if you are placing Dirt manually you most likely want it to stay Dirt). Podzol, Red Sand and Hardened Clay have been added, as well as Mesa and Red Desert. Resources has been removed. An extra More Terrains panel has been added, which can be opened with the new + button on the Terrains panel, and which contains all the Stained Clays
* You can now donate bitcoins! If you find WorldPainter fun or useful, or you make money with it, please consider donating an amount of your choice. The bitcoin address for donations is: 1NK8PFYFetTiWReujPsQXDcarXKJuYtqgF
* WorldPainter now targets Minecraft 1.7 in principle. While the map format has not changed and it can still generate Minecraft 1.6 compatible maps in principle, you have to make sure yourself not to use any block types or biomes which Minecraft 1.6 does not support, if you are targeting Minecraft 1.6. Note that Automatic Biomes (which is used by default on new worlds) will choose biomes which Minecraft 1.6 does not support, so you will have to paint the biomes manually. See here for more information: WorldPainter 1.6.7 will also remain available
* Bug fix: some small zoom related bugs were fixed in tile selection screens

Let us know what you think of the new features! A lot has changed so there are likely to be bugs; do let us know if you encounter any. And we're curious to know what you'll think of the Mesa terrain type, and of the changes to the way Automatic Biomes work. You'll be offered the new version automatically when you next start WorldPainter, or you can download it from the first post. Please +1, share and enjoy!
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An interactive, graphical map generator for the popular indy game Minecraft.
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.