Meta World Type
About the Modification
Meta World Type introduces a unique world type that appears in the new world creation menu. Its key feature is delegating terrain generation to other world types and even dimensions, distributing them across separate regions within a single world. This allows you to travel on foot between standard zones, amplified landscapes, Twilight Forest territories, and many other areas without leaving the regular world.
The world is divided into a grid of regions with configurable length and width dimensions. Each region is randomly selected from a predefined list of available world types or dimensions for generation.
It's important to note that the modification itself doesn't generate content - it only redirects generation requests to other generators based on world coordinates.
For server usage, you need to set the world generator as MetaWorldType in the server configuration.
Generation Configuration
When loading a world with Meta World Type, a list of available generators is output to the log. For example:
[com.kpabr.GeneratorSplicer.SplicedWorldType:getChunkGenerator:68]: worldtype 4: owg.world.WorldTypeOWG@c444117 , 4 ; OWG
[20:21:58] [Server thread/INFO] [STDOUT]: [com.kpabr.GeneratorSplicer.SplicedWorldType:getChunkGenerator:68]: worldtype 5: ttftcuts.atg.ATGWorldType@17e992f7 , 5 ; ATG
[20:21:58] [Server thread/INFO] [STDOUT]: [com.kpabr.GeneratorSplicedWorldType:getChunkGenerator:68]: worldtype 9: biomesoplenty.common.world.WorldTypeBOP@7c36f936 , 9 ; BIOMESOP
[20:21:59] [Server thread/INFO] [STDOUT]: [com.kpabr.GeneratorSplicer.ChunkProviderSpliced:<init>:255]: Dimension: 20, Name: thebetweenlands.world.WorldProviderBetweenlands
[20:21:59] [Server thread/INFO] [STDOUT]: [com.kpabr.GeneratorSplicer.ChunkProviderSpliced:<init>:255]: Dimension: 7, Name: twilightforest.world.WorldProviderTwilightForest
[20:21:59] [Server thread/INFO] [STDOUT]: [com.kpabr.GeneratorSplicer.ChunkProviderSpliced:<init>:255]: Dimension: -127, Name: net.tropicraft.world.WorldProviderTropicraft
Valid generator names are the last string in each message: OWG, ATG, BIOMESOP, thebetweenlands.world.WorldProviderBetweenlands, twilightforest.world.WorldProviderTwilightForest, net.tropicraft.world.WorldProviderTropicraft.
Built-in options from vanilla are also available: DEFAULT, AMPLIFIED, LARGE_BIOMES, FLAT, DEFAULT_1_1, HELL, and END.
Each configuration line must end with a spawn probability in n/1 format. The @ character separates the generator name from the probability, so AMPLIFIED@0.25 gives each region approximately 25% chance to be amplified terrain. Noise is used instead of random numbers, so identical entries in the list are more likely to appear next to each other. It's recommended that the sum of all probabilities equals 1.
Generator types can optionally include custom generation strings separated by +. For example, the OWG mod allows setting generator strings like INFDEV#1 to select specific terrain generators. If you want 10% chance for snowy infdev and 20% for regular infdev, use entries OWG+INFDEV#1@0.1 and OWG+INFDEV#0@0.2. The generator string must come before the spawn probability.
The first entry in the list is also used for the world spawn point. It must be a world type, not a dimension, so DEFAULT, BIOMESOP, HELL, and ATG are suitable, but Twilight Forest is not. If you want the first entry to appear only at the spawn point, set its spawn probability to 0.
Questions and Answers
Help! RAM usage is higher!
Due to implementation specifics, the mod uses more server-side RAM compared to base Forge. Newer Java versions like 17 or 21 practically eliminate this mod's memory usage (and improve performance in general). Yes, you can install modern Java on Forge 1.7.10 using lwjgl3ify, which significantly reduces memory usage compared to Java 8.
RTG is broken
Yes, original RTG won't have populators when generated by this mod (meaning no trees, ores, etc.). I have a fixed version on GitHub that addresses this issue. RTG changes its decorator depending on neighboring chunks. It checks that all neighbors are loaded, which doesn't happen with this mod. My fix makes it load all other chunks on demand, which can cause server freezes up to 30 seconds when entering an RTG region. This isn't an ideal solution, but at least the lag occurs mostly once per region as it generates a large number of chunks at once.
Betweenlands is broken
Honestly, I forgot exactly what I did to fix this issue, but I have a fixed version on GitHub. Custom Betweenlands shaders and music won't work in Betweenlands chunks in the regular world. The populator doesn't seem to work fully, and mobs hardly spawn. I'll try to fix this in the future.
Tropicraft is broken
It should work now after fixing a bug, but I have an updated version on GitHub that fixes several unrelated bugs and contains features not present in the last official Tropicraft release for 1.7.10. But regular Tropicraft should work normally.
Mystcraft is broken
I know, it would be really cool if it worked with my mod. I might work on it someday.
Twilight Forest is broken
Use the GTNH fork. Note that you cannot use the magic map in the regular world (I tried to allow it but it just corrupts nearby chunks), and you can only earn achievements while in the TF dimension.
Biomes O Plenty is broken
BOP only generates about 5% of its biomes for some reason when created by this mod? I'm planning to fix this.
Why a million forks and not just mixins to the mods?
Because I'm lazy. I hope to convert all my fixes to mixins before the first stable release. No promises.
The borders between regions are quite ugly and sharp, any plans to smooth border regions like 1.19 does?
That sounds like a lot of work, something even Mojang couldn't do smoothly, and something I wouldn't use as I like the sharp borders.
Why 1.7.10, it's ten years old, outdated and abandoned, nobody uses it, and please port to 1.30, when ETA, and there's no soydium, and no Create, and and and and and
Because I play it. The code is open source, if you want to port it to modern Minecraft, you're more than welcome. Advice: if you care about your sanity, don't. World generation has changed significantly across versions, and this mod relies on weird erratic behavior of every corner. If you do want to port it, memorizing all of Minecraft's world generation code is a probable prerequisite.
Do you have Discord or IRC?
I have a thread in the #mods room on the Legacy Modding discord. No IRC room but I'm 'rrogalski' on libera and OFTC. Or just use GitHub issues, I don't care.