Minecraft Worlds mod (MCW)

The ultimate world generator

File Details

MCW 1.1.1 for MC 1.8.9

  • R
  • Jun 7, 2016
  • 1.17 MB
  • 14.1K
  • 1.8.9

File Name

MCW 1.1.1 for MC 1.8.9.zip

Supported Versions

  • 1.8.9

MCW 1.1.1

 

A big upgrade for MCW for MC 1.8.9 and a minor upgrade for MC 1.7.10, both versions now have basically the same features. MCW for MC 1.8.9 is now stable and out of beta.

 

- A number of bugfixes for the world creation UI as well as fixes for crashes and bugs when generating worlds. Generating worlds should go much more smoothly now.

 

- Fixed a bug where world generation appeared to be stuck at 100% and the game had to be restarted in order to enter the world.

 

- Better memory management during pre-generation. No more memory build-up when generating lots of worlds in a row.

 

- Fixed lots of bugs for MC 1.8.9 like entity nbt data (signs, chests etc), missing chunks in BO3's, memory problems, pre-generator safe-mode, lots of crashes etc. MCW 1.8.9 is now stable and out of beta. For new features introduced since the last release (1.0.8) see below.

 

MCW 1.1.0

 

Some minor fixes for entities and the Sky World map.

 

- Fixed a bug that caused the Sky World map to crash (the Sky world map is probably the most important example for mini-games).

- The velocityX, velocityY and velocityZ parameters of the Entity() tag now accept negative (-) values so you can launch entities in every direction.

 

MCW 1.0.9

 

A number of bugfixes and all new entity spawning features for BO3's. Entities are things that can move like arrows, fireballs and minecarts but also all kinds of creatures. The Entity() tag can be used to make any entity spawn inside a BO3 and for living entities make them persistent and give them names. Handy for adding villagers, pets, minecarts and persistent mobs to your builds. The Spawner() tag can be used to set timed spawning points for groups of entities like npcs, mobs, minecarts, fireballs, arrows, you name it. This can be used for setting up respawning villagers, mobs for a battle or arena, minecarts for a track and even timed traps with things like arrows and fireballs. The Spawner() tag also allows you to set angle and velocity so you can launch any entity enywhere or make things like fountains that spray experience orbs. The (ops only) console command "/mcw entities" lets you see the entities that can be spawned, this includes entities added by other mods like Twilight Forest Hydra's! So yup, you can spawn pretty much anything in your BO3 now. A despawn timer is included to make entities automatically despawn after a while and keep your server happy.

 

- Fixed several bugs and crashes when generating multiple worlds in quick succession.

 

- Fixed a number of bugs related to BO2's and BO3's trying to spawn out of bounds.

 

- Fixed some bugs that were causing MCPitman's latest Biome Bundle to crash.

 

- Fixed the replaceBelow setting. This means no more giant air filled spaces full of monsters beneath structures! I still have to release a new version of the PG worlds pack where nearly all the BO3's have "ReplaceBelow: DIRT" configured to fix this entirely. If you don't want to wait for that you can do it yourself with notepad++.

 

- Added Entity(x,y,z,entityType,count,entityNameTag) tag for BO3's, works just like the Block() tag and is spawned when the BO3 is spawned in the world. Entities are things like projectiles, minecarts and creatures. Use the /mcw entities console command (ops only) to see a list of available entityTypes. If you have mods installed that add entities (such as custom mobs) those will appear in the list as well and can be spawned. So you can spawn a Twilight Forest Hydra in your basement, no problem :). The entityNameTag parameter is optional.

 

- Added Spawner(x,y,z,EntityType,count,interval,chance,max,despawnTime,velocityX,velocityY,velocityZ,yaw,pitch) tag for BO3's, works just like the Block() tag and is spawned when the BO3 is spawned. Spawners are invisible ingame but can be blocked up with a solid or liquid block (depending on if the entity being spawned can spawn in those blocks) to prevent entities from spawning. A spawner tries to spawn <count> number of <entityType> each <interval> seconds, with each entity having a spawn chance of <chance>%. The spawner can only spawn an entity if there are not more than <max> of the same EntityType in the surrounding chunks (3x3 chunk area centered on the spawner). If an entity is assigned a <despawnTime> in seconds then the entity will automatically be despawned after the specified time. Entities spawned using a Spawner will have the same light level requirements as they do when they normally spawn in the world, so most monsters only spawn in the dark. A spawner will not spawn if the spawn location is blocked by another entity, it can however spawn multiple mobs at once. The last 6 parameters are optional and are set to 0 by default (despawnTime,velocityX,velocityY,velocityZ,yaw,pitch), you only need to add as many of those parameters as you need. So for instance all of these work: "Spawner(0,0,0,Arrow,1,5,100,5)" "Spawner(0,0,0,Arrow,1,5,100,5, 1,0,1)" "Spawner(0,0,0,Arrow,1,5,100,5,1,0,1,180,180)"

 

- The existing mob spawning features that were available using GetModData() still exist but they now also accept any entity name just like Entity() and Spawner(). Some of the previous names for mobs have changed, for instance "dragon" is  now "enderdragon" and "wither" is now "witherboss". A new console command has been introduced to make using GetModData() for MCW entity spawning easier: "/mcw summon <radius>" will now execute any entity spawning ModData() tags inside the given radius in chunks. Handy for ops for spawning entities on command for instance to manually start a battle sequence or when an Entity() has been killed unintentionally and needs to be respawned.