Minecraft 1.2.5, with Optifine Multicore and Single Player Commands (of course).
I had my home selected, and typed //outline glass to make sure of my selection ( don't have CUI) and got this:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7cf3a456 --------
Generated 23/04/12 4:56 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_14, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 4650 version 2.1.8784, ATI Technologies Inc.
java.lang.ClassCastException: xj cannot be cast to sn
at ajq.a(SourceFile:32)
at ajq.a(SourceFile:17)
at ach.a(SourceFile:129)
at ach.a(SourceFile:122)
at l.a(RenderGlobal.java:465)
at lr.a(EntityRenderer.java:1272)
at lr.b(EntityRenderer.java:1010)
at net.minecraft.client.Minecraft.x(SourceFile:752)
at net.minecraft.client.Minecraft.run(SourceFile:671)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT bbd76457 ----------
EDIT: After writing this crash report, I go back to that world. The house is actually outlined in glass. So I re-select it and do //outline wood and think, It will likely crash again, because it's changing the same number of blocks. Well, it doesn't crash.
Minecraft 1.2.5, with Optifine Multicore and Single Player Commands (of course).
I had my home selected, and typed //outline glass to make sure of my selection ( don't have CUI) and got this:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 7cf3a456 --------
Generated 23/04/12 4:56 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_14, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 4650 version 2.1.8784, ATI Technologies Inc.
java.lang.ClassCastException: xj cannot be cast to sn
at ajq.a(SourceFile:32)
at ajq.a(SourceFile:17)
at ach.a(SourceFile:129)
at ach.a(SourceFile:122)
at l.a(RenderGlobal.java:465)
at lr.a(EntityRenderer.java:1272)
at lr.b(EntityRenderer.java:1010)
at net.minecraft.client.Minecraft.x(SourceFile:752)
at net.minecraft.client.Minecraft.run(SourceFile:671)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT bbd76457 ----------
EDIT: After writing this crash report, I go back to that world. The house is actually outlined in glass. So I re-select it and do //outline wood and think, It will likely crash again, because it's changing the same number of blocks. Well, it doesn't crash.
I've noticed that, in many cases, the lighting calculations are more of a problem than the block calculations. This becomes especially apparent when you're changing to or from glass/air, and far above the ground (more air blocks' lighting values to change, all the way down). There isn't anything you can do that I know of, except changing only a few at a time when there are lots of lighting calculations involved (although working at night might help).
A really cool command, I think, would be a hollow-out command.
Let's say you made a 16x16x16 (163) cube, completely solid. You select the entire cube with the wand, and use the hollow-out command. By default, it would hollow out the entirety of it, leaving only a single block thick as the outer layer. An argument to edit the thickness could be implemented.
I have no idea how difficult it would be to implement code-wise, but could you imagine hollowing out a mountain in an extreme hills biome, and simply adding a door onto the side to get in?
Rollback Post to RevisionRollBack
I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
I dont get this.I got the single player commands in.But I click the sk8 link..I click download..and it leads up to bukkit.And its the same like I use for world edit for my multiplayer server......So weres the one for single?
I dont get this.I got the single player commands in.But I click the sk8 link..I click download..and it leads up to bukkit.And its the same like I use for world edit for my multiplayer server......So weres the one for single?
I've been using WorldEdit for a while now, and almost everything I've built was created using it. But I've noticed there are a lot of useful commands and additions that would make using WE much better. I'm not sure if this is the best place to post ideas, or even if you (sk89q) are still active in this thread, but I suppose if I find a better place, I can copy-paste my ideas (some of them have been suggested by other people) there.
//corners [block]: puts a block of the designated type at all 8 corners of the region. If no block is specified, glass is used, This shows the region area, without taking a long time to load for large regions. //frame [block]: Like corners, but also places blocks all along the edges (not the sides like outline). //flip [direction]: The region is reversed. For example, if one points/types North (or South) North becomes South, and vice versa, Pumpkins, torches, stairs, etc. are reversed, if possible. //reflect [direction]: Like flip, but it creates a reversed copy of the region next to it. This isn't neccesary with flip, but would be very useful for creating symetrical buildings. //rotate [ccw/cw] [degree]: Fairly self explanatory, rotates the region (and all the blocks in it). Applicable blocks, like pistons and rails, are also rotated. This would work best for square regions, but other shapes should work too, //roll [direction]: Like rotate (could be combined in the same command), but it rotates "vertically". //stretch [direction] [direction] [direction] [amount] [amount] [amount]: As I detailed in my post on page 17. this would "expand" each block into multiple blocks of the same type, preserving its location relative to the blocks around it. In effect, the object in the region becomes bigger, but less "resolute". //line [block]: After this command is used, the player clicks on two blocks to complete the command. A line is automatically drawn between the two blocks out of the blocks specified. //fillin [player/block] [block] :This one is a little more complicated, and I'm not sure how possible it is. It would be like the paint bucket feature in most image editing programs. Either the location of a specific kind of block, or the location of the player is used. Every air block within the region touching that location is turned into the specified kind of block, as well as any air blocks (within the region) touching those blocks, and so on. This does not go through any blocks, so boundaries can be made, and one can fill up, say, a large triangle they built, or fill in an oddly shaped wall frame.
I've been using WorldEdit for a while now, and almost everything I've built was created using it. But I've noticed there are a lot of useful commands and additions that would make using WE much better. I'm not sure if this is the best place to post ideas, or even if you (sk89q) are still active in this thread, but I suppose if I find a better place, I can copy-paste my ideas (some of them have been suggested by other people) there...
Nice suggestions. Hopefully, sk89q still read this thread.
I think some are already there (maybe not the way you wish to have it); //flip and //rotate can be done with the clipboard commands (copy selection first). //fill is there too, maybe different from what you describe.
I wish WE will remain as useful as it always been, even with the new MC 1.3 (with the cheat menu) which I didn't try yet.
Without this powerful tool, I would not be able to achieve my beloved project! Long live WE!!
Nice suggestions. Hopefully, sk89q still read this thread.
I think some are already there (maybe not the way you wish to have it); //flip and //rotate can be done with the clipboard commands (copy selection first). //fill is there too, maybe different from what you describe.
I wish WE will remain as useful as it always been, even with the new MC 1.3 (with the cheat menu) which I didn't try yet.
Without this powerful tool, I would not be able to achieve my beloved project! Long live WE!!
//fill is similar to what I described, and //fillr even more so, but with its hemispherical shape, it is more adept at filling in holes than walls and structures. It is good to know I can use the clipboard to rotate objects (it works with rotatable objects, like torches, too), but //flip and //reflect cannot be achieved through rotation, and the current system can't do anything like //roll (as far as I know). Thanks for pointing that out.
WE is for 1.3 with SPC, and (I assume) Bukkit, but Sk89q hasn't done anything with this thread since, presumably, 1.7 beta.
WorldEdit is for all versions, as long as you have a way to run it.
Right in the first post:
WorldEdit is not a regular "mod" -- it comes as a reusuable library and is compatible for all Minecraft versions as long as you have something to run WorldEdit. For single player, this is Single Player Commands. WorldEdit comes with Single Player Commands, however, you can update WorldEdit separately.
Minecraft 1.2.5, with Optifine Multicore and Single Player Commands (of course).
I had my home selected, and typed //outline glass to make sure of my selection ( don't have CUI) and got this:
EDIT: After writing this crash report, I go back to that world. The house is actually outlined in glass. So I re-select it and do //outline wood and think, It will likely crash again, because it's changing the same number of blocks. Well, it doesn't crash.
but this **** on single player is awful.
Read the documentation and you should be able to achieve your goal.
WE command list: http://wiki.sk89q.com/wiki/WorldEdit/Reference
Specific selection tools: http://wiki.sk89q.com/wiki/WorldEdit/Selection (that's how you will build square buildings. You should consider 2 other commands too: //walls and //outline). Good Luck!
I've noticed that, in many cases, the lighting calculations are more of a problem than the block calculations. This becomes especially apparent when you're changing to or from glass/air, and far above the ground (more air blocks' lighting values to change, all the way down). There isn't anything you can do that I know of, except changing only a few at a time when there are lots of lighting calculations involved (although working at night might help).
Pipes
Let's say you made a 16x16x16 (163) cube, completely solid. You select the entire cube with the wand, and use the hollow-out command. By default, it would hollow out the entirety of it, leaving only a single block thick as the outer layer. An argument to edit the thickness could be implemented.
I have no idea how difficult it would be to implement code-wise, but could you imagine hollowing out a mountain in an extreme hills biome, and simply adding a door onto the side to get in?
Go download Redlever Now!
If you want to use Worldedit in singleplayer, use singfleplayer command (spc), WE is included with it;
http://www.minecraftforum.net/topic/94310-125-single-player-commands-v322-official-download/
Otherwise, if you want to use it in multiplayer, use Bukkit;
http://bukkit.org/ and http://www.minecraftwiki.net/wiki/Bukkit
Info about Worldedit: http://wiki.sk89q.com/wiki/WorldEdit
WE command list: http://wiki.sk89q.com/wiki/WorldEdit/Reference (extra informations are provided if you clic each blue sections (History, Selection, Region operations, etc.)
//corners [block]: puts a block of the designated type at all 8 corners of the region. If no block is specified, glass is used, This shows the region area, without taking a long time to load for large regions.
//frame [block]: Like corners, but also places blocks all along the edges (not the sides like outline).
//flip [direction]: The region is reversed. For example, if one points/types North (or South) North becomes South, and vice versa, Pumpkins, torches, stairs, etc. are reversed, if possible.
//reflect [direction]: Like flip, but it creates a reversed copy of the region next to it. This isn't neccesary with flip, but would be very useful for creating symetrical buildings.
//rotate [ccw/cw] [degree]: Fairly self explanatory, rotates the region (and all the blocks in it). Applicable blocks, like pistons and rails, are also rotated. This would work best for square regions, but other shapes should work too,
//roll [direction]: Like rotate (could be combined in the same command), but it rotates "vertically".
//stretch [direction] [direction] [direction] [amount] [amount] [amount]: As I detailed in my post on page 17. this would "expand" each block into multiple blocks of the same type, preserving its location relative to the blocks around it. In effect, the object in the region becomes bigger, but less "resolute".
//line [block]: After this command is used, the player clicks on two blocks to complete the command. A line is automatically drawn between the two blocks out of the blocks specified.
//fillin [player/block] [block] :This one is a little more complicated, and I'm not sure how possible it is. It would be like the paint bucket feature in most image editing programs. Either the location of a specific kind of block, or the location of the player is used. Every air block within the region touching that location is turned into the specified kind of block, as well as any air blocks (within the region) touching those blocks, and so on. This does not go through any blocks, so boundaries can be made, and one can fill up, say, a large triangle they built, or fill in an oddly shaped wall frame.
I'll add more when I have more time.
Pipes
Nice suggestions. Hopefully, sk89q still read this thread.
I think some are already there (maybe not the way you wish to have it);
//flip and //rotate can be done with the clipboard commands (copy selection first).
//fill is there too, maybe different from what you describe.
I wish WE will remain as useful as it always been, even with the new MC 1.3 (with the cheat menu) which I didn't try yet.
Without this powerful tool, I would not be able to achieve my beloved project! Long live WE!!
//fill is similar to what I described, and //fillr even more so, but with its hemispherical shape, it is more adept at filling in holes than walls and structures. It is good to know I can use the clipboard to rotate objects (it works with rotatable objects, like torches, too), but //flip and //reflect cannot be achieved through rotation, and the current system can't do anything like //roll (as far as I know). Thanks for pointing that out.
Pipes
bloopede dooo
WE is for 1.3 with SPC, and (I assume) Bukkit, but Sk89q hasn't done anything with this thread since, presumably, 1.7 beta.
Pipes
WorldEdit is for all versions, as long as you have a way to run it.
Right in the first post: