I'm running Mac OS 10.5.8 and whenever I try to open MCEdit, it doesn't start. I checked the Console and it says: "osascript: display dialog 'Could not find Python2.6. Check your system configuration and try again.': No such file or directory"
I've been using MCEdit to plan out structures I want to actually build in a world and was wondering if there was a way to take a schematic and get a list of how many blocks of each type are needed to build it from scratch? I mean I can count them manually but some of the things are just really big and that would be terribly unpleasant to do >.>
I used MCedit to edit the level file for my multiplayer server, but now when I try to log in, the server overloads and the lag in game is unbearable.
I did not edit the files while I had minecraft running or the server running. I tried to place portal blocks to experiment if I could make a bigger nether portal than usual. After realizing something was wrong, I closed it all again and opened MCedit and removed the portal, but upon loading the game it does the exact same thing. I tried replacing the level file with a backed up one; didn't work. I tried replacing the whole world folder with a backed up version; didn't work. I am in the process of replacing my whole .minecraft folder with a backup, but any help is appreciated.
Will MCEdit work on ymod maps? Those maps use beta 1.2_02 linear chunks like vanilla Minecraft but extend either 256/ 512 or 1024 blocks instead of 128, depending on how you make the map.
* And perhaps more importantly; does MCEdit or will it eventually work with the newer height mod 'Cubic Chunks' maps? This is a 3D Chunks mod that raises the game map vertical size to 4096 blocks! It uses (16x16x16) sized chunks.
Cubic Chunks works with the current version of Minecraft beta 1.7.3 and is being actively developed and supported by Robinton and uses ModLoader. I believe this sort of mod & map type is the future of Minecraft, especially for building those epic 1:1 Large Scale Reproductions and things like that.
If MCEdit does not currently support these maps then I sincerely hope that you will consider working with Robinton to add some sort of basic support. This would have a huge impact on the future of High-Map support and usage for all of us! Thanks for reading my plea. :smile.gif:
btw: I have now added info regarding the Cubic Chunks mod to my Higher Map thread/tutorial:
[EDIT] Robinton has agreed to try and make ymod maps convertible to his current and supported 3D Chunk maps. If this is accomplished then it might not be as necessary to work on direct support for ymod maps with your software. But it will make your support of 3D chunk maps that much more valuable! :smile.gif:
Robinton has detailed some more info on how his maps work: Here and here.
so does this tool work with MC-Extended world?
cause so far, all the MC-Extended world that I opened in MCEdit gives a MalformedChunk Error
is there a way for us MC-Extend user?
For the love of God, I will kiss you if add functionality to hold SHIFT to add to the current selection. I have a hilly forest and I need to add a layer of tall grass under the trees and without it, this process is tedious as hell. If you need help figuring out functionality, this is what I'd do.
There's more to it than that. I'd have to rewrite every single editing operation to work in terms of an irregular selection.
I've searched around for this but couldn't find one...
I have a large mountain made of stone, but want it to be filled with ores and caverns. Is there any downloadable filter that adds ore and caverns with a similar code to normal ore in non-edited terrain? (So and so chance of replacing stone with coal up to layer 128, so and so change of replacing stone with diamond up to layer 16, etc.)
Technically, it can be done by turning off the "TerrainPopulated" bit on those chunks to make Minecraft repopulate them. I just need to put in a way to do it.
great tool, just a question : I deleted a chunk on my map but when playing again on the map, the chunk doesn't regenerate and I have a big hole on my map :sad.gif:
Anyone can help me ? :smile.gif:
Thanks
Use the Chunk Control tool to completely delete chunks. Minecraft will regenerate them later.
Okay, does anyone know if it is possible to choose the direction of placed pistons with MCEdit?? I need to place a very large amount, so I don't want to do it by hand but when I do it it places in one direction only
You should do precision building in Minecraft, then use the Clone tool in MCEdit to place a large number of whatever you built. Clone is pretty good about copying everything.
I'm running Mac OS 10.5.8 and whenever I try to open MCEdit, it doesn't start. I checked the Console and it says: "osascript: display dialog 'Could not find Python2.6. Check your system configuration and try again.': No such file or directory"
Any way to fix this?
Download the latest stable or testing version again. I had to tweak the startup script a bit. Make sure you install python2.6 and numpy since you're on 10.5.
I used MCedit to edit the level file for my multiplayer server, but now when I try to log in, the server overloads and the lag in game is unbearable.
I did not edit the files while I had minecraft running or the server running. I tried to place portal blocks to experiment if I could make a bigger nether portal than usual. After realizing something was wrong, I closed it all again and opened MCedit and removed the portal, but upon loading the game it does the exact same thing. I tried replacing the level file with a backed up one; didn't work. I tried replacing the whole world folder with a backed up version; didn't work. I am in the process of replacing my whole .minecraft folder with a backup, but any help is appreciated.
I am using stable 15 and Beta 1.7.3.
Instead of "replacing the whole world folder", what you should do is explicitly grab the world folder and put it somewhere else before you copy the backup into place. This eliminates the possibility of "leftovers" from the corrupted world getting into the clean one.
You should tell us exactly what edits you did. It's possible to edit your map into a very laggy state by using the wrong block IDs.
so does this tool work with MC-Extended world?
cause so far, all the MC-Extended world that I opened in MCEdit gives a MalformedChunk Error
is there a way for us MC-Extend user?
P.S. I'm on a Mac OS X and on stable15
Doesn't work with MC-Extended. The chunk format changes drastically (uint16-array, RLE, ...) whenever extended block IDs are used.
* And perhaps more importantly; does MCEdit or will it eventually work with the newer height mod 'Cubic Chunks' maps? This is a 3D Chunks mod that raises the game map vertical size to 4096 blocks! It uses (16x16x16) sized chunks.
Robinton has detailed some more info on how his maps work: Here and here.
I didn't know someone was working on another height mod! Thanks, I'll keep an eye on this. FYI, MCEdit only works with the ymod from 1.2_01. The later ymod uses a variable chunk height that MCEdit can't deal with.
im a bit confused, are you able to remove chunks completely so that it reloads and repopulates them the next time you log on? I tried "delete blocks" and "delete entities" options but im unsure if it worked
Edit: nvm figured it out after i reloaded the program i was able to go to the chunk control option (seemed bugged the first time)
I didn't know someone was working on another height mod! Thanks, I'll keep an eye on this. FYI, MCEdit only works with the ymod from 1.2_01. The later ymod uses a variable chunk height that MCEdit can't deal with.
Great! So there is hope for the future. :smile.gif:
And thanks for the info regarding ymod! I'll try to add that to my Higher Map thread. I'm assuming it's the v0.1 ymod that MCEdit is compatible with and the v0.1.5 ymod that MCEdit is not compatible with.
- Actually; are you referring to the map stretching option that ymod allows? Because the first version is the one that had it but it was removed in the 0.1.5 bug-fix version. Is it possible that MCEdit works with any ymod map so long as it didn't use the stretch option? Or is perhaps under a certain height? < fingers crossed >
EDIT 1: You can find an intermediate bug fix release, v0.1.5, at http://www.mediafire...1m8n9wy2b33t2mx, this removes the stretching, fixes the lighting problem and makes a special chunk appear at (0,0). Hopefully no other bugs are introduced!
----------------------------------
[EDIT] I have learned some more about how Cubic Chunks maps are set up. Hopefully this helps:
It uses 3D chunks (16x16x16) above and below the normal map space (1-128) and synchronizes with the same coordinate system as the normal maps (improving compatibility) but increases the total map height to 4096 blocks.
Essentially; from where level 0 currently is on a map the new map rises to around level 2048 and goes down to level -2048. Robinton told me that it actually wouldn't be too difficult to extend the vertical to virtually infinite at some point, but first wants to make sure everything else is solid, like a terrain solution etc.
Sea level is still at level 64 etc. The mod auto-converts chunks in a normal map being played into the extended cubic chunks format. The bedrock is removed from the normal worlds and replaced with regular stone. The new bottom of the map has a bunch of lava at the bottom with 8 layers of scattered bedrock above it, but this is around 2000 blocks down.
* The author is currently coding a map converter that will convert a map from the 3D chunks format back to the normal format, and possibly also to the ymod format. This is to insure that people can return their maps to vanilla minecraft if need be. Anything outside of the 0-128 would be erased though, unless they also saved to the ymod format which could theoretically preserve everything in the cubic map.
I am getting a runtime error, on Linux (specifically Ubuntu).
dlmarti@home:~/MCEdit-stable15-linux$ ./mcedit.sh
RuntimeError: Bad magic number in .pyc file
I am not a big python guy, but from what I understand this is an error indicating that the byte code was not compiled for my machine. I tried several older version of Ubuntu with the same results.
Anyone else seeing this issue?
Rollback Post to RevisionRollBack
2011-05-26 18:47:08 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Calm down server, its not that the system time changed, your just still buggy as hell.
THANKYOUTHANKYOUTHANKYOU!!!! I don't care that I'm being stupid with the thankfullness, but this program saved my friend and me from a terrible corruption!
Somehow our SMP world got corrupted, after days of work on it.. we thought there was no hope.
Then, when I was salvaging what I could from the world with MCEdit, I stumbled upon the fantastic Repair Region tool!
We just can't thank you guys who made this enough for making MCEdit! If you didn't have that Repair Region tool, we would have had to make a whole new world, and paste in the schematics of the stuff we wanted to keep (not fun..)!
Well, a chunk probably got deleted in the process.. but WE DON'T CARE! Our world is back!!
Yack! I finally figured out that yatima released a version of ymod for Minecraft 1.3_01 as well! He never updated his OP or thread title to reflect that before he dropped off the edge of the earth...
Is ymod version 0.1.9 for Minecraft 1.3_01 the version that MCEdit is NOT compatible with? And does that mean that MCEdit IS compatible with ymod 0.1 and/or 0.1.5 which were for 1.2_02? Are the ymod maps made by each version different in structure?
I especially ask because Robinton has completed a Map Converterfor use with his Cubic Chunks mod; to either pre-convert a normal map into Cubic Chunks format or to convert a cubic chunks map back into a vanilla minecraft map (minus everything outside of 0-128 of course), and he is now trying to add ymod map conversion onto the tool.
If you know anything about how the ymod maps work could you please give Robinton a hand with this or any info you can to help him accomplish this? I know he would greatly appreciate it as well would the rest of us. :smile.gif:
[EDIT] The save converter has been updated to convert ymod maps now. Hopefully there aren't too many bugs. :wink.gif: [/Edit]
btw: Robinton has posted his current terrain generation Source Code for Download so that anyone who is able can assist with improving it. :smile.gif:
[EDIT] Map Converter link & Terrain Source Code Links updated to Stable links
Yack! I finally figured out that yatima released a version of ymod for Minecraft 1.3_01 as well! He never updated his OP or thread title to reflect that before he dropped off the edge of the earth...
Is ymod version 0.1.9 for Minecraft 1.3_01 the version that MCEdit is NOT compatible with? And does that mean that MCEdit IS compatible with ymod 0.1 and/or 0.1.5 which were for 1.2_02? Are the ymod maps made by each version different in structure?
I especially ask because Robinton has completed a map converter for use with his Cubic Chunks mod; to either pre-convert a normal map into Cubic Chunks format or to convert a cubic chunks map back into a vanilla minecraft map (minus everything outside of 0-128 of course), and he is now trying to add ymod map conversion onto the tool.
If you know anything about how the ymod maps work could you please give Robinton a hand with this or any info you can to help him accomplish this? I know he would greatly appreciate it as well would the rest of us. :smile.gif:
btw: Robinton has posted his current terrain generation code for download so that anyone who is able can assist with improving it. :smile.gif:
Notch just mentioned a height increase in the upcoming patch. What he said hints that it's similar to the 1.2_01 version of yMod. yMod has a "ChunkHeight" property in level.dat, the Blocks/Data/Light/SkyLight arrays are resized to fit, and a new NBT tag type 11 is added for the type TAG_IntArray to store the HeightMap array. I'd have to find an old yMod level or dig into my code to double-check on that, but I wouldn't be surprised if 1.8 worlds work with MCEdit without any changes.
Any way to fix this?
I did not edit the files while I had minecraft running or the server running. I tried to place portal blocks to experiment if I could make a bigger nether portal than usual. After realizing something was wrong, I closed it all again and opened MCedit and removed the portal, but upon loading the game it does the exact same thing. I tried replacing the level file with a backed up one; didn't work. I tried replacing the whole world folder with a backed up version; didn't work. I am in the process of replacing my whole .minecraft folder with a backup, but any help is appreciated.
I am using stable 15 and Beta 1.7.3.
MCEdit does not work in OSX Lion because X11 is not supported. Is there some way around this?
PLEASE HELP!
Will MCEdit work on ymod maps? Those maps use beta 1.2_02 linear chunks like vanilla Minecraft but extend either 256/ 512 or 1024 blocks instead of 128, depending on how you make the map.* And perhaps more importantly; does MCEdit or will it eventually work with the newer height mod 'Cubic Chunks' maps? This is a 3D Chunks mod that raises the game map vertical size to 4096 blocks! It uses (16x16x16) sized chunks.
Cubic Chunks works with the current version of Minecraft beta 1.7.3 and is being actively developed and supported by Robinton and uses ModLoader. I believe this sort of mod & map type is the future of Minecraft, especially for building those epic 1:1 Large Scale Reproductions and things like that.
If MCEdit does not currently support these maps then I sincerely hope that you will consider working with Robinton to add some sort of basic support. This would have a huge impact on the future of High-Map support and usage for all of us! Thanks for reading my plea. :smile.gif:
btw: I have now added info regarding the Cubic Chunks mod to my Higher Map thread/tutorial:
+ How to have a Higher map ( 256 / 512 / 1024 / 4096 ) instead of 128 +
[EDIT] Robinton has agreed to try and make ymod maps convertible to his current and supported 3D Chunk maps. If this is accomplished then it might not be as necessary to work on direct support for ymod maps with your software. But it will make your support of 3D chunk maps that much more valuable! :smile.gif:
Robinton has detailed some more info on how his maps work: Here and here.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
cause so far, all the MC-Extended world that I opened in MCEdit gives a MalformedChunk Error
is there a way for us MC-Extend user?
P.S. I'm on a Mac OS X and on stable15
There's more to it than that. I'd have to rewrite every single editing operation to work in terms of an irregular selection.
Technically, it can be done by turning off the "TerrainPopulated" bit on those chunks to make Minecraft repopulate them. I just need to put in a way to do it.
How about ./mcedit.sh or python -O MCEditData/mcedit.pyo ?
Use the Chunk Control tool to completely delete chunks. Minecraft will regenerate them later.
You should do precision building in Minecraft, then use the Clone tool in MCEdit to place a large number of whatever you built. Clone is pretty good about copying everything.
Hey, thanks for that! What's the command to tell the AUR package manager to install it?
Download the latest stable or testing version again. I had to tweak the startup script a bit. Make sure you install python2.6 and numpy since you're on 10.5.
Instead of "replacing the whole world folder", what you should do is explicitly grab the world folder and put it somewhere else before you copy the backup into place. This eliminates the possibility of "leftovers" from the corrupted world getting into the clean one.
You should tell us exactly what edits you did. It's possible to edit your map into a very laggy state by using the wrong block IDs.
Doesn't work with MC-Extended. The chunk format changes drastically (uint16-array, RLE, ...) whenever extended block IDs are used.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
I didn't know someone was working on another height mod! Thanks, I'll keep an eye on this. FYI, MCEdit only works with the ymod from 1.2_01. The later ymod uses a variable chunk height that MCEdit can't deal with.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
1:Awesome
2:Awesome
3:Awesome Hint: Choose Awesome.
Edit: nvm figured it out after i reloaded the program i was able to go to the chunk control option (seemed bugged the first time)
Great! So there is hope for the future. :smile.gif:
And thanks for the info regarding ymod! I'll try to add that to my Higher Map thread. I'm assuming it's the v0.1 ymod that MCEdit is compatible with and the v0.1.5 ymod that MCEdit is not compatible with.
- Actually; are you referring to the map stretching option that ymod allows? Because the first version is the one that had it but it was removed in the 0.1.5 bug-fix version. Is it possible that MCEdit works with any ymod map so long as it didn't use the stretch option? Or is perhaps under a certain height? < fingers crossed >
----------------------------------
[EDIT] I have learned some more about how Cubic Chunks maps are set up. Hopefully this helps:
It uses 3D chunks (16x16x16) above and below the normal map space (1-128) and synchronizes with the same coordinate system as the normal maps (improving compatibility) but increases the total map height to 4096 blocks.
Essentially; from where level 0 currently is on a map the new map rises to around level 2048 and goes down to level -2048. Robinton told me that it actually wouldn't be too difficult to extend the vertical to virtually infinite at some point, but first wants to make sure everything else is solid, like a terrain solution etc.
Sea level is still at level 64 etc. The mod auto-converts chunks in a normal map being played into the extended cubic chunks format. The bedrock is removed from the normal worlds and replaced with regular stone. The new bottom of the map has a bunch of lava at the bottom with 8 layers of scattered bedrock above it, but this is around 2000 blocks down.
* The author is currently coding a map converter that will convert a map from the 3D chunks format back to the normal format, and possibly also to the ymod format. This is to insure that people can return their maps to vanilla minecraft if need be. Anything outside of the 0-128 would be erased though, unless they also saved to the ymod format which could theoretically preserve everything in the cubic map.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
I am not a big python guy, but from what I understand this is an error indicating that the byte code was not compiled for my machine. I tried several older version of Ubuntu with the same results.
Anyone else seeing this issue?
Calm down server, its not that the system time changed, your just still buggy as hell.
Somehow our SMP world got corrupted, after days of work on it.. we thought there was no hope.
Then, when I was salvaging what I could from the world with MCEdit, I stumbled upon the fantastic Repair Region tool!
We just can't thank you guys who made this enough for making MCEdit! If you didn't have that Repair Region tool, we would have had to make a whole new world, and paste in the schematics of the stuff we wanted to keep (not fun..)!
Well, a chunk probably got deleted in the process.. but WE DON'T CARE! Our world is back!!
For you:
(They're rarer than diamonds :smile.gif:)
-Josh (GooseMonkey97)
This tool is really, truly amazing.
Yack! I finally figured out that yatima released a version of ymod for Minecraft 1.3_01 as well! He never updated his OP or thread title to reflect that before he dropped off the edge of the earth...
Is ymod version 0.1.9 for Minecraft 1.3_01 the version that MCEdit is NOT compatible with? And does that mean that MCEdit IS compatible with ymod 0.1 and/or 0.1.5 which were for 1.2_02? Are the ymod maps made by each version different in structure?
I especially ask because Robinton has completed a Map Converter for use with his Cubic Chunks mod; to either pre-convert a normal map into Cubic Chunks format or to convert a cubic chunks map back into a vanilla minecraft map (minus everything outside of 0-128 of course), and he is now trying to add ymod map conversion onto the tool.
If you know anything about how the ymod maps work could you please give Robinton a hand with this or any info you can to help him accomplish this? I know he would greatly appreciate it as well would the rest of us. :smile.gif:
[EDIT] The save converter has been updated to convert ymod maps now. Hopefully there aren't too many bugs. :wink.gif: [/Edit]
btw: Robinton has posted his current terrain generation Source Code for Download so that anyone who is able can assist with improving it. :smile.gif:
[EDIT] Map Converter link & Terrain Source Code Links updated to Stable links
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Check your system's python version using python -V, then download the correct MCEdit version. Install numpy, pyopengl, and pygame as needed.
Notch just mentioned a height increase in the upcoming patch. What he said hints that it's similar to the 1.2_01 version of yMod. yMod has a "ChunkHeight" property in level.dat, the Blocks/Data/Light/SkyLight arrays are resized to fit, and a new NBT tag type 11 is added for the type TAG_IntArray to store the HeightMap array. I'd have to find an old yMod level or dig into my code to double-check on that, but I wouldn't be surprised if 1.8 worlds work with MCEdit without any changes.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum