Hey guys. I run a server on 1.10.2 and use the forge launcher. The only mod I have installed is Dynmap so players can see a map in a browser so vanilla is the only client required to join.
When I attempt to edit my world using MCedit I get this error:
An error occurred while opening J:/Minecraft/world/level.dat
'utf8' codec can't decode byte 0xc0 in position 8: invalid start byte
Traceback (most recent call last):
File "mcedit2\editorapp.py", line 700, in loadFile (self is a MCEditApp)
File "mcedit2\editorsession.py", line 201, in __init__ (self is a EditorSession)
File "mceditlib\worldeditor.py", line 233, in __init__ (self is a WorldEditor)
File "mceditlib\findadapter.py", line 62, in findAdapter
File "mceditlib\anvil\adapter.py", line 463, in __init__ (self is a AnvilWorldAdapter)
File "mceditlib\anvil\adapter.py", line 530, in loadMetadata (self is a AnvilWorldAdapter)
File "src\mceditlib\nbt.pyx", line 569, in mceditlib.nbt.load (src/mceditlib/nbt.c:12098)
File "src\mceditlib\nbt.pyx", line 662, in mceditlib.nbt.load_compound (src/mceditlib/nbt.c:12976)
File "src\mceditlib\nbt.pyx", line 669, in mceditlib.nbt.load_named (src/mceditlib/nbt.c:13053)
File "src\mceditlib\nbt.pyx", line 786, in mceditlib.nbt.load_tag (src/mceditlib/nbt.c:14277)
File "src\mceditlib\nbt.pyx", line 662, in mceditlib.nbt.load_compound (src/mceditlib/nbt.c:12976)
File "src\mceditlib\nbt.pyx", line 669, in mceditlib.nbt.load_named (src/mceditlib/nbt.c:13053)
File "src\mceditlib\nbt.pyx", line 786, in mceditlib.nbt.load_tag (src/mceditlib/nbt.c:14277)
File "src\mceditlib\nbt.pyx", line 662, in mceditlib.nbt.load_compound (src/mceditlib/nbt.c:12976)
File "src\mceditlib\nbt.pyx", line 668, in mceditlib.nbt.load_named (src/mceditlib/nbt.c:13041)
File "src\mceditlib\nbt.pyx", line 709, in mceditlib.nbt.load_name (src/mceditlib/nbt.c:13470)
UnicodeDecodeError: 'utf8' codec can't decode byte 0xc0 in position 8: invalid start byte
Not sure what to do since the world plays fine on the server.
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Join Date:
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hello, I have read a bunch, watch a bunch of videos, and read a few pages of this thread.....
my issues???
Ihave a hp laptop... i5 quad processor..... I have run many intensive programs with no problem... I get an average of 80 fps during playing of minecraft...
but, mcedit is unusable... it takes forever to move... the lag is not tolerable...3-10 seconds between clicking and moving.. traveling in a straight iine is kinda ok, sometimes... the chunks arent loading fast enuf, but thats ok, (tolerable?)..
but when turning, or trying to select blocks or entities, there are very long delays...
what am I doing wrong... I have tried 32 bit and 64 bit....
my main goal is to look around my map and locate some spawners... currently, I have 500 hours and only found two spider spawners, approx 1000 blocks away from spawn point....
my eyes are bad. (going blind, uggh).. but, I had hoped that I could use mcedit or something else to help me locate a couple things nearby...
thanks
bill
i would also appreciate seeing more videos of ver 2, and english please... not sure why, (maybe because English isnt the most popular language?), but most videos that I am finding are different languages... they are kinda cool, but it would be nice if I could understand what they are sayin'..
Is there any goddamn reason that the moment I open MCedit 2 for the first time in my life it has to treat me to an extremely illegitimate overhead map view of my Better Than Wolves world and FORCING me to accidentally cheat?
Rollback Post to RevisionRollBack
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map.Until we meet again...
Along with many other different filters and I absolutely cannot get it to work. My spawners always come out as pig spawners no matter what I do. I'm using MCEdit 1.5.4.1.
Edit: So I've had a bit more time to work with it now and it looks like it will only work properly if I load up in minecraft. Create a spawner for whatever mob. Save game. Load up the save in mcedit and copy the spawner I made and paste it into other schematics. If I just create a spawner using the fill brush and edit it, it won't work. Once I have pasted a working spawner in I can change it to whatever mob I want with the double click menu and it works fine. Same thing for chests. If I paint in a chest, it's not there when I load up the schematic. I have to copy paste out of a schematic I made by placing the chest in game first.
I am still having issues. I am having to copy paste off of one schematic where I got spawners working. I can change mob type fine after that but I can't copy paste the same spawner I just edited to a new location. I am also unable to properly set spawner properties such as number of mobs that spawn i the area at once and spawn distance etc without the program throwing an error. I can export a structure from within minecraft to a schematic just fine and the spawners work but I am unable to adjust properties still if I do it that way and cannot efficiently edit files due to not being able to fly through walls and find hidden areas in the schematics that need editing as well.
That is a heck of a process just to change the entity type on a spawner and when I did try doing it that way I got to step 5 and when I loaded my world the spawners were pig spawners instead of whatever mob they were supposed to be. I had to use creative mode to set spawners and rightclick them with spawn eggs to set them. Save my world and load it in mcedit. Then my spawners would work correctly.
It's a very frustrating system when your trying to edit as many schematics as I am. The only process I've gotten to work is taking and exporting a single block selection of a mob spawner from my working save and doing the same for a chest. I then load up the schematic I want to edit in mcedit. Import the schematic of the working spawner and double click to change the mob type. Same with chests. Then when it comes to editing the NBT data to change the properties of the spawner it's extremely hit and miss. I have gotten it to work one time after pasting a spawner in. Most the time I get an error when I try to use texelelfs which is usually about key value missing. I have two other filters for editing the spawner properties. One of them just flat doesn't seem to do anything. The other one I can select the spawner and change the value and then when I try to view to make sure it set the value mcedit crashes. I have already checked my filters folder and tried installing fresh and still have the same issues.
I can load up my world save and paste a schematic into it and reload the world in game, edit the structure in creative and set the spawners how I want, save, and reload in mcedit and then export the structure to a new schematic and it works fine. However doing that way is much slower because of not being able to fly through walls, not being able to see hidden areas, and having to light up dark areas so I can see to edit what I want then take all the lights back out cause I don't want them there in the final schematic.
Version 1.5.5.0 is out, download is Here as usual. This build should fix most of the 1.11 issues people are experiencing. Let us know on github if there is anything else we missed.
Changelog:
### New
* Added ability for filters to use the file chooser to load/save files and disable error notifications
* Added basic minecraft version detection
### Bug Fixes
* Fixed crashes when hovering over a spawner containing invalid entity data
* Fixed crashes when adding NBT TAG_List
* Fixed various issues concerning entities in MC 1.11 (Paintings, Item Frames, etc)
* Fixed bug concerning BO2 files making them not importable and MCEdit crashing
* Fixed missing NBT tag decleration in the nbt explorer
* Fixed ZipSchematic has no attribute 'materials' error when converting worlds
* Fixed rare waypoint issue causing some worlds to not open properly
* Fixed create shop filter not functioning properly under 1.11
* Added a couple missing pocket definitions
### Changed
* Mouse is no longer captured behind dialog boxes. (From Nomadictype)
* Added exception handling to splash file saving process
* Reworked spawner creation and handling
I'm glad that mcedit-unified is still being updated. Thanks for the prompt updates, too!
Just one question that the website doesn't make explicitly clear: What is the most recent version of Minecraft for which it is fully compatible? (I define compatible as in for which it supports *all* the blocks and mobs). I get the impression that it is probably 1.11, but I'm not sure if it is just in the process of being fully 1.11 compatible, or if it is already there.
As a side note, I decided to update the wiki page for editors, since according to it the unified project was listed as only being up-to-date as far as 1.8 (and being version 1.4). I just changed that to 1.10 since it seems fairly clear that it supports that far at least, but if it fully supports the current Minecraft, we might as well let people know that it does. I'm sure there are plenty of people out there for whom the wiki page is the first place they look for info regarding editors.
Hello! I got a question! Well, I like amplified worlds, yet I like playing in modded Minecraft. As you can guess, my computer pays a high toll. Thus, I would like to use MCEdit to change that. I created a vanilla world where I build a house on the highest mountain I could find in Amplified. Now, I want to cut all the parts of the world [where I first spawned, the places I had to travel to find the "perfect spot" for my house] that I don't need and just have a small piece of the world where my house is and then re-open the vanilla world in a modded Minecraft version [to generate new biomes etc etc]. How can I do that? Can someone guide me? Thanks in advanced!
Is there a tutorial anywhere for getting MCEdit to recognize and properly light mod blocks? The grasses and bushes from Biomes O'Plenty are showing up as pitch black for any chunk I've used MCEdit to alter, and they don't relight properly unless I destroy the block. Anyone else find a fix for this?
I am trying to use MCEdit to change one of my survival worlds to creative, and by now the level.dat file would show that the world is already in creative mode with cheats on (and it even says that in the singleplayer world menu) but when I load the world it's still in survival mode. Can someone help me?
Hey guys. I run a server on 1.10.2 and use the forge launcher. The only mod I have installed is Dynmap so players can see a map in a browser so vanilla is the only client required to join.
When I attempt to edit my world using MCedit I get this error:
Not sure what to do since the world plays fine on the server.
hello, I have read a bunch, watch a bunch of videos, and read a few pages of this thread.....
my issues???
Ihave a hp laptop... i5 quad processor..... I have run many intensive programs with no problem... I get an average of 80 fps during playing of minecraft...
but, mcedit is unusable... it takes forever to move... the lag is not tolerable...3-10 seconds between clicking and moving.. traveling in a straight iine is kinda ok, sometimes... the chunks arent loading fast enuf, but thats ok, (tolerable?)..
but when turning, or trying to select blocks or entities, there are very long delays...
what am I doing wrong... I have tried 32 bit and 64 bit....
my main goal is to look around my map and locate some spawners... currently, I have 500 hours and only found two spider spawners, approx 1000 blocks away from spawn point....
my eyes are bad. (going blind, uggh).. but, I had hoped that I could use mcedit or something else to help me locate a couple things nearby...
thanks
bill
i would also appreciate seeing more videos of ver 2, and english please... not sure why, (maybe because English isnt the most popular language?), but most videos that I am finding are different languages... they are kinda cool, but it would be nice if I could understand what they are sayin'..
thanks
bill
hello. I have an hp laptop.. I think it is an i5 with 8gb ram.....the mcedit is ver 2 beta 6 I couldnt find any that werent beta....
I tried to attach a screen shot of the sysinfo for my puter... let me know if you want/need any more info...
thanks
ok, I'll be willing to discuss this with anyone... thanks for the link.. I will check it out...
thanks again.
b
Is there any goddamn reason that the moment I open MCedit 2 for the first time in my life it has to treat me to an extremely illegitimate overhead map view of my Better Than Wolves world and FORCING me to accidentally cheat?
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map. Until we meet again...
Does anyone heer know how to import bo2/bo3 objects intot he world like with a schematic? I have tried to do so with mcedit and mcedit 2.
mcedit crashes when I select the bo2 object and mcedit 2 does nothing.
Any suggestions?
Here is my latest mcedit 2 log, and as you can see it seem to not recognize the format.
http://pastebin.com/fDsz3UtJ
And here is my mcedit log, this time tryign to import the bo2 crashed the console.
http://pastebin.com/eTfx5iQk
I have tried this method:
Along with many other different filters and I absolutely cannot get it to work. My spawners always come out as pig spawners no matter what I do. I'm using MCEdit 1.5.4.1.
MC Version 1.10.2.
Edit: So I've had a bit more time to work with it now and it looks like it will only work properly if I load up in minecraft. Create a spawner for whatever mob. Save game. Load up the save in mcedit and copy the spawner I made and paste it into other schematics. If I just create a spawner using the fill brush and edit it, it won't work. Once I have pasted a working spawner in I can change it to whatever mob I want with the double click menu and it works fine. Same thing for chests. If I paint in a chest, it's not there when I load up the schematic. I have to copy paste out of a schematic I made by placing the chest in game first.
I am still having issues. I am having to copy paste off of one schematic where I got spawners working. I can change mob type fine after that but I can't copy paste the same spawner I just edited to a new location. I am also unable to properly set spawner properties such as number of mobs that spawn i the area at once and spawn distance etc without the program throwing an error. I can export a structure from within minecraft to a schematic just fine and the spawners work but I am unable to adjust properties still if I do it that way and cannot efficiently edit files due to not being able to fly through walls and find hidden areas in the schematics that need editing as well.
That is a heck of a process just to change the entity type on a spawner and when I did try doing it that way I got to step 5 and when I loaded my world the spawners were pig spawners instead of whatever mob they were supposed to be. I had to use creative mode to set spawners and rightclick them with spawn eggs to set them. Save my world and load it in mcedit. Then my spawners would work correctly.
It's a very frustrating system when your trying to edit as many schematics as I am. The only process I've gotten to work is taking and exporting a single block selection of a mob spawner from my working save and doing the same for a chest. I then load up the schematic I want to edit in mcedit. Import the schematic of the working spawner and double click to change the mob type. Same with chests. Then when it comes to editing the NBT data to change the properties of the spawner it's extremely hit and miss. I have gotten it to work one time after pasting a spawner in. Most the time I get an error when I try to use texelelfs which is usually about key value missing. I have two other filters for editing the spawner properties. One of them just flat doesn't seem to do anything. The other one I can select the spawner and change the value and then when I try to view to make sure it set the value mcedit crashes. I have already checked my filters folder and tried installing fresh and still have the same issues.
I can load up my world save and paste a schematic into it and reload the world in game, edit the structure in creative and set the spawners how I want, save, and reload in mcedit and then export the structure to a new schematic and it works fine. However doing that way is much slower because of not being able to fly through walls, not being able to see hidden areas, and having to light up dark areas so I can see to edit what I want then take all the lights back out cause I don't want them there in the final schematic.
Version 1.5.5.0 is out, download is Here as usual. This build should fix most of the 1.11 issues people are experiencing. Let us know on github if there is anything else we missed.
Changelog:
### New
* Added ability for filters to use the file chooser to load/save files and disable error notifications
* Added basic minecraft version detection
### Bug Fixes
* Fixed crashes when hovering over a spawner containing invalid entity data
* Fixed crashes when adding NBT TAG_List
* Fixed various issues concerning entities in MC 1.11 (Paintings, Item Frames, etc)
* Fixed bug concerning BO2 files making them not importable and MCEdit crashing
* Fixed missing NBT tag decleration in the nbt explorer
* Fixed ZipSchematic has no attribute 'materials' error when converting worlds
* Fixed rare waypoint issue causing some worlds to not open properly
* Fixed create shop filter not functioning properly under 1.11
* Added a couple missing pocket definitions
### Changed
* Mouse is no longer captured behind dialog boxes. (From Nomadictype)
* Added exception handling to splash file saving process
* Reworked spawner creation and handling
I'm glad that mcedit-unified is still being updated. Thanks for the prompt updates, too!
Just one question that the website doesn't make explicitly clear: What is the most recent version of Minecraft for which it is fully compatible? (I define compatible as in for which it supports *all* the blocks and mobs). I get the impression that it is probably 1.11, but I'm not sure if it is just in the process of being fully 1.11 compatible, or if it is already there.
As a side note, I decided to update the wiki page for editors, since according to it the unified project was listed as only being up-to-date as far as 1.8 (and being version 1.4). I just changed that to 1.10 since it seems fairly clear that it supports that far at least, but if it fully supports the current Minecraft, we might as well let people know that it does. I'm sure there are plenty of people out there for whom the wiki page is the first place they look for info regarding editors.
How do you save the MC world edit
help error 429
Hi!
I've encountered a problem with Forester with version 1.5.6.0 for OSX. When I try to use the Forester filter, I get this error message:
"Exception during filter operation. See console for details.
local variable 'newtree' referenced before assignment"
Has anyone encountered this problem before, and is it a way to fix it?
Hello! I got a question! Well, I like amplified worlds, yet I like playing in modded Minecraft. As you can guess, my computer pays a high toll. Thus, I would like to use MCEdit to change that. I created a vanilla world where I build a house on the highest mountain I could find in Amplified. Now, I want to cut all the parts of the world [where I first spawned, the places I had to travel to find the "perfect spot" for my house] that I don't need and just have a small piece of the world where my house is and then re-open the vanilla world in a modded Minecraft version [to generate new biomes etc etc]. How can I do that? Can someone guide me? Thanks in advanced!
Minecraft Fan! And modder wanna be!
Is there a tutorial anywhere for getting MCEdit to recognize and properly light mod blocks? The grasses and bushes from Biomes O'Plenty are showing up as pitch black for any chunk I've used MCEdit to alter, and they don't relight properly unless I destroy the block. Anyone else find a fix for this?
I am trying to use MCEdit to change one of my survival worlds to creative, and by now the level.dat file would show that the world is already in creative mode with cheats on (and it even says that in the singleplayer world menu) but when I load the world it's still in survival mode. Can someone help me?
Check out my YouTube channel at https://www.youtube.com/channel/UC4B9cOO6KxTDVnnbvRbDJGw
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