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TopoMC now supports the use of MCEdit schematics in place of randomly selected terrain for certain landcover types. This is beta code, and can be modified or removed at a later date. For now, though, feel free to play with it and see what you think!
What are schematics?
Schematics are essentially pre-built chunks of Minecraft worlds, usually created or modified with tools like MCEdit. MCEdit can be found at http://davidvierra.com/mcedit/download.html.
Why would I want to use this feature?
If you've ever wanted to generate a post-apocalypse-looking realistic world for Minecraft, now you can. It looks crazy right now, but with the right schematics on the right terrain, it could look awesome.
How do I use the feature?
To use the schematic feature, add "--enable-schematics" to the ./GetRegion.py command.
The following landcover types support schematics, and have example files:
- 21: developed/open-space - "OpenSpace.schematic"
- 22: developed/low-intensity - "Neighborhood.schematic"
- 23: developed/medium-intensity - "School.schematic"
- 24: developed/high-intensity - "Apartments.schematic"
- 25: commercial-industrial-transportation - "Commercial.schematic"
- 82: crops - "Farm.schematic"
The example schematics demonstrate some of the capabilities of the concept. Some useful tips to keep in mind when designing schematics for TopoMC:
Make sure sizes are uniform and regular
Landcover types can come together like puzzle pieces. Having all of the schematics the same size with regular road and street-light placement helps the maintain the impression of a consistent world. Also, larger schematics repeat less often and look better.
Minimize the use of water
The elevation under the schematics is not flattened, so water in schematics runs the risk of inundating local terrain.
Do not use end stone
End stone is used by TopoMC as a placeholder for stone for terrain generation and ore placement. Any end stone found in schematics will be converted into stone or possibly ore by the software.