I'll make an announcement about the future of MCEdit's development shortly. The brief version is that I'm no longer interested in playing Minecraft, and I'm not making enough money developing MCEdit to justify pursuing it as even a part time job.
I'll take a moment to tell you what I know about this issue:
ok I ran into an issue with MCedit which makes it VERY frustrating. on an Mcedited map when logging out of minecraft then logging back in some chunks regenerate. It happens on custom maps other people make and ones I do (which makes development a pain). I am not the only person who has experienced this I raised this problem on vech's super hostile forum page as one of the custom maps that was affected was "spellbound caves". Please fix this it sorta kills all map making... here are some pictures for reference.
It does not seem to happen on non mcedited worlds.
The last time I heard about this problem, it was because of importing an Indev level into Minecraft using an old version of MCEdit that is unable to convert Indev's entities into the format used by modern Minecraft.
Technically, this happens whenever Minecraft raises an exception while it's trying to instantiate all of the entities in a chunk. Instead of rejecting the bad entity, Minecraft rejects the entire chunk and regenerates it.
Practically, this can happen when you import a .schematic that was exported from a modded version of Minecraft. I can't say why the errors in the images are happening. I need a lot more information about how you used MCEdit on the affected worlds. Specifically, I need the sequence of edits you did and the .schematic files you imported.
The errors in Spellbound Caves should be very easy to reproduce. If you can post the coordinates for the affected areas, then I can download Spellbound Caves and check out the places myself to see what's going on.
If you are intending to cease MCEdit development, would you consider making it open source? I really wish I could help with development myself but I'm just not smart enough.
I'll make an announcement about the future of MCEdit's development shortly. The brief version is that I'm no longer interested in playing Minecraft, and I'm not making enough money developing MCEdit to justify pursuing it as even a part time job.
I'll take a moment to tell you what I know about this issue:
The last time I heard about this problem, it was because of importing an Indev level into Minecraft using an old version of MCEdit that is unable to convert Indev's entities into the format used by modern Minecraft.
Technically, this happens whenever Minecraft raises an exception while it's trying to instantiate all of the entities in a chunk. Instead of rejecting the bad entity, Minecraft rejects the entire chunk and regenerates it.
Practically, this can happen when you import a .schematic that was exported from a modded version of Minecraft. I can't say why the errors in the images are happening. I need a lot more information about how you used MCEdit on the affected worlds. Specifically, I need the sequence of edits you did and the .schematic files you imported.
The errors in Spellbound Caves should be very easy to reproduce. If you can post the coordinates for the affected areas, then I can download Spellbound Caves and check out the places myself to see what's going on.
On spell bound caves new chunks regenerate everytime i log out then back in (basically reloging slowly disolves the world) it does not seem to occur in any peticular chunks as new chunks are affected everytime i log in. also in my custom maps it can occure even if I don't import schematics (and I have never imported a modded entity). I am using the testing version 289. and it does not affect every person (ex. if someone downloads a custom map I make the chunks won't regen for them however they will for me if I open it in minecraft)
I hope this information helps you fix this bug. (if you plan on fixing it)
also if you do decide to stop mcedit development could you first add support for jeb's doubling the map hight as he plans on doing this soon and it would be nice to have that forward compatibility. :biggrin.gif:
Codewarrior, I just want to tell you that you are more appreciated than you realise. A large part of Minecraft's popularity is the custom maps, and that would not be possible without MCedit. Your efforts have changed the experiences of nearly 3 million users, so please don't give up. Hell, if you want more money, I'm sure we'll try and drum up some support. Even make a premium and non-premium version of MCedit and charge; I for one would pay in an instant. Don't think that the idiots on these forums are the only people who use the work that you put in.
Ultimately, it is your programme, but, on the behalf of the whole Minecraft community, please don't give up!
I totally agree!
If it wasnt for MCEdit, I would have stopped playing Minecraft a long ago. This is the only thing that makes this game alive for me now.
I truly believe that a lot of people would like to help you with the codes or even with the money. Just tell us what's the best way to help you now.
Either way, I'll respect your final decision and I'm really grateful for MCEdit. Thank you so much!
Wow this is going to end a lot of custom map creation. Totally respect your decision though, codewarrior, thanks for all your excellent work and for making the most indispensable tool for maintaining MC worlds.
I'll make an announcement about the future of MCEdit's development shortly. The brief version is that I'm no longer interested in playing Minecraft, and I'm not making enough money developing MCEdit to justify pursuing it as even a part time job.
& That is the single most tragic thing to happen to the Mapping community ever :sad.gif:
If you do indeed leave MCedit, then at least let someone else attempt to fill the void.
I sense a need to open source the code base then. Lots of devs, including myself who'd love to contribute for free but not interested in reinventing the wheel.
Sad to see you ceasing work on this. This is probably the single most popular tool in the minecraft community. As others haves suggested, making it open source would make lots of people happy. Letting people pitch in, improve it, and continue the progress would be a great thing final thing to do for mcedit.
I'll make an announcement about the future of MCEdit's development shortly. The brief version is that I'm no longer interested in playing Minecraft, and I'm not making enough money developing MCEdit to justify pursuing it as even a part time job.
It has been pretty clear that I haven't been active on this project for at least a month or two. The short of it is that I've lost interest in playing Minecraft, and because of that I haven't been motivated to tinker with MCEdit.
I've been treating MCEdit as a personal project so far. There's no official issue tracker, wiki, or discussion forums; I've been keeping it low key, running the entire project out of my inbox and this one forum thread. When I work on the code, I tend to work on whatever I think would be fun.
There's a point when it stops being fun. That point is when I feel obligated to solve people's issues or add new features on request, when those people (probably) haven't done me any favors and at a time when I really need to be looking for paid work rather than fooling around with an add-on for a video game.
For the first year of development (starting July 2010), I spent 30-40 hours a week on MCEdit. In addition to writing code for viewing and editing the level files, I also spent time experimenting with Minecraft and investigating issues that users took the time to describe. One memorable exchange is with a user who kept trying to fill an area with wood, but in game the wood was lined with grooves all running in one direction. After denying it a few times, it turned out that he was in fact filling the area with Wooden Stairs and not Wood. Another user reported a ton of lag after filling an area with dirt, but after downloading his save it turned out he was filling the area with Grass instead. I coded in an extra step that turns buried Grass into Dirt before saving the level.
I spent some time on a feature that probably wasn't important to many people: file formats. MCEdit can read, write, and export from very old versions of Minecraft. Classic Singleplayer (.mine) and Multiplayer (.dat) files are partially supported with filename assistance for nonstandard sizes. (Full support would use a helper application made in Java.) Indev files (.mclevel) are fully supported as are world folders from Minecraft Infdev, Alpha, Beta, Release and Pocket Edition. In addition, the export format (.schematic) includes a field that tells MCEdit which version it came from. MCEdit uses this field to eliminate blocks that aren't available in older versions, and to "translate" block IDs for blocks that appear in different editions of Minecraft with different block IDs - colored wool, notably.
That may have been a bad decision and the time would have been better spent making a list of the known defects in the application. Or applying for work.
"Yeah yeah, but can you release the source code so someone can keep working on it?" That's the topic I was getting to. MCEdit and its source code reflect the work I've done on it over the past year and a half. For a lot of that time I had no primary occupation so MCEdit became my full-time job. I was sagely advised to keep all of the source code private. However, I felt a bit obliged to the OSS community for all of the tools I was (and am still) using, so I shared the level-loading code on github under the name pymclevel.
I intend to share MCEdit's source code, but I also intend to get paid for my work. Here is the deal. We'll raise a modest sum through a crowd-funding site like Kickstarter. Once the money is raised, I'll upload MCEdit's full source code to github, licensed under the GPL. If the project is overfunded at all, the surplus will go toward paying my salary for another year of development on MCEdit. I think I will set the price of the source code at $10,000.
The source code isn't pretty. It's by no means the work of a master programmer - I consider myself below average at best. The LevelEditor class is bloated, the MCEdit class has unclear responsibilities, and the Brush tool still doesn't have a plugin system. If you read the code for pymclevel, you will have a good idea of what quality of code to expect. When you get down to it though, the code works for many of its intended purposes and also embodies solutions to problems or hangups that I fixed and later forgot.
I will update the OP with a big fat link to the crowd-funding site as soon as I get it set up.
I'll end this announcement with a big thank-you to everyone who downloaded and used MCEdit. Thanks for coming along with me, it has been a blast getting to know my users and you've given me a taste of what professional software dev can be like. An additional thank-you goes to everyone who has donated any amount of money. Your donations haven't been forgotten and will be counted toward the fundraising goal. A final shout-out goes to everyone who sent in a feature request along with your donation and saw it implemented: the command-line "dumpchests" feature in mce.py, the "Classic Water Flood" filter, and the "Paste" brush (and a few more I'm forgetting) were all added at the requests of donators.
(And a big high-five to dudecon for porting all of his scripts to MCEdit's filter system. What a beast!)
I really like the idea of selling this tool to the community. It makes a lot of sense and I don't begrudge you wanting to make money from your work and pay some bills.
In my write-up on Jeb's new upcoming Default Higher Worlds for Minecraft I make note of Jeb referring to the "New World Format". It made me wonder if it's just the usual Minecraft world save extended to 256 height like fishtaco's or if he's made more extensive alterations to the World Save Format.
Well; a new tweet from Jeb confirms that there will be more newness than expected coming with his "New World Format". Also; Jeb is creating more Texture space for Minecraft. See Below:
It has been pretty clear that I haven't been active on this project for at least a month or two. The short of it is that I've lost interest in playing Minecraft, and because of that I haven't been motivated to tinker with MCEdit.
I've been treating MCEdit as a personal project so far. There's no official issue tracker, wiki, or discussion forums; I've been keeping it low key, running the entire project out of my inbox and this one forum thread. When I work on the code, I tend to work on whatever I think would be fun.
There's a point when it stops being fun. That point is when I feel obligated to solve people's issues or add new features on request, when those people (probably) haven't done me any favors and at a time when I really need to be looking for paid work rather than fooling around with an add-on for a video game.
For the first year of development (starting July 2010), I spent 30-40 hours a week on MCEdit. In addition to writing code for viewing and editing the level files, I also spent time experimenting with Minecraft and investigating issues that users took the time to describe. One memorable exchange is with a user who kept trying to fill an area with wood, but in game the wood was lined with grooves all running in one direction. After denying it a few times, it turned out that he was in fact filling the area with Wooden Stairs and not Wood. Another user reported a ton of lag after filling an area with dirt, but after downloading his save it turned out he was filling the area with Grass instead. I coded in an extra step that turns buried Grass into Dirt before saving the level.
I spent some time on a feature that probably wasn't important to many people: file formats. MCEdit can read, write, and export from very old versions of Minecraft. Classic Singleplayer (.mine) and Multiplayer (.dat) files are partially supported with filename assistance for nonstandard sizes. (Full support would use a helper application made in Java.) Indev files (.mclevel) are fully supported as are world folders from Minecraft Infdev, Alpha, Beta, Release and Pocket Edition. In addition, the export format (.schematic) includes a field that tells MCEdit which version it came from. MCEdit uses this field to eliminate blocks that aren't available in older versions, and to "translate" block IDs for blocks that appear in different editions of Minecraft with different block IDs - colored wool, notably.
That may have been a bad decision and the time would have been better spent making a list of the known defects in the application. Or applying for work.
"Yeah yeah, but can you release the source code so someone can keep working on it?" That's the topic I was getting to. MCEdit and its source code reflect the work I've done on it over the past year and a half. For a lot of that time I had no primary occupation so MCEdit became my full-time job. I was sagely advised to keep all of the source code private. However, I felt a bit obliged to the OSS community for all of the tools I was (and am still) using, so I shared the level-loading code on github under the name pymclevel.
I intend to share MCEdit's source code, but I also intend to get paid for my work. Here is the deal. We'll raise a modest sum through a crowd-funding site like Kickstarter. Once the money is raised, I'll upload MCEdit's full source code to github, licensed under the GPL. If the project is overfunded at all, the surplus will go toward paying my salary for another year of development on MCEdit. I think I will set the price of the source code at $10,000.
The source code isn't pretty. It's by no means the work of a master programmer - I consider myself below average at best. The LevelEditor class is bloated, the MCEdit class has unclear responsibilities, and the Brush tool still doesn't have a plugin system. If you read the code for pymclevel, you will have a good idea of what quality of code to expect. When you get down to it though, the code works for many of its intended purposes and also embodies solutions to problems or hangups that I fixed and later forgot.
I will update the OP with a big fat link to the crowd-funding site as soon as I get it set up.
I'll end this announcement with a big thank-you to everyone who downloaded and used MCEdit. Thanks for coming along with me, it has been a blast getting to know my users and you've given me a taste of what professional software dev can be like. An additional thank-you goes to everyone who has donated any amount of money. Your donations haven't been forgotten and will be counted toward the fundraising goal. A final shout-out goes to everyone who sent in a feature request along with your donation and saw it implemented: the command-line "dumpchests" feature in mce.py, the "Classic Water Flood" filter, and the "Paste" brush (and a few more I'm forgetting) were all added at the requests of donators.
(And a big high-five to dudecon for porting all of his scripts to MCEdit's filter system. What a beast!)
Now is when we need you more than ever. Looks like Jeb is making some big changes to the World Save Format, which might render MCEdit as it currently is useless.. Hopefully you will either stay around long enough to update MCEdit for the new format, or someone makes a converter of some sort, or you get enough funding to stay with us for another year. The last option is my greatest hope.
It's possible people have taken you somewhat for granted codewarrior, but if so it's not because they didn't appreciate you, it's because you've always been here solidly working away at this. You've become a constant around here. :smile.gif:
On my own behalf, and I'm absolutely certain on behalf of many others too, I Thank You for all the work you have done in support of this community and the wonderful tool you have brought it. MCEdit has come to define and create the potential of what can be done with this little game engine called Minecraft.
I can understand where you are coming from on this, and thank you for offering us a way with which to move forward. I, for one, would be glad to pitch in on this code-buy; providing it is given a BSD or MIT License or something similar. I'm not sure but it feels like paying for a GPL is a contradiction of some sort. :wink.gif:
I hope this works out for you and/or you find employment of a sort that is fulfilling for you. One way or another I sincerely hope that you remain in contact with this community and your friends here in some way as time goes on. :smile.gif:
[EDIT] - I've tweeted your situation to notch, jeb & ezchili. Not that they pay any attention to me. :wink.gif:
um... he is using the testing version and mcedit is forward compatible.
I'll take a moment to tell you what I know about this issue:
The last time I heard about this problem, it was because of importing an Indev level into Minecraft using an old version of MCEdit that is unable to convert Indev's entities into the format used by modern Minecraft.
Technically, this happens whenever Minecraft raises an exception while it's trying to instantiate all of the entities in a chunk. Instead of rejecting the bad entity, Minecraft rejects the entire chunk and regenerates it.
Practically, this can happen when you import a .schematic that was exported from a modded version of Minecraft. I can't say why the errors in the images are happening. I need a lot more information about how you used MCEdit on the affected worlds. Specifically, I need the sequence of edits you did and the .schematic files you imported.
The errors in Spellbound Caves should be very easy to reproduce. If you can post the coordinates for the affected areas, then I can download Spellbound Caves and check out the places myself to see what's going on.
"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
On spell bound caves new chunks regenerate everytime i log out then back in (basically reloging slowly disolves the world) it does not seem to occur in any peticular chunks as new chunks are affected everytime i log in. also in my custom maps it can occure even if I don't import schematics (and I have never imported a modded entity). I am using the testing version 289. and it does not affect every person (ex. if someone downloads a custom map I make the chunks won't regen for them however they will for me if I open it in minecraft)
I hope this information helps you fix this bug. (if you plan on fixing it)
also if you do decide to stop mcedit development could you first add support for jeb's doubling the map hight as he plans on doing this soon and it would be nice to have that forward compatibility. :biggrin.gif:
I totally agree!
If it wasnt for MCEdit, I would have stopped playing Minecraft a long ago. This is the only thing that makes this game alive for me now.
I truly believe that a lot of people would like to help you with the codes or even with the money. Just tell us what's the best way to help you now.
Either way, I'll respect your final decision and I'm really grateful for MCEdit. Thank you so much!
& That is the single most tragic thing to happen to the Mapping community ever :sad.gif:
If you do indeed leave MCedit, then at least let someone else attempt to fill the void.
The Indian Let's Player. Here's my Minecraft Custom Map LP Thread, my Youtube channel with over 2200 LP videos & my Twitch channel where I stream very often. Also, contact me on Twitter if you're interested
AAAAAAA
*THROWS MONEY AT SCREEN*
AAAAAAA
flyingislands.net
I've been treating MCEdit as a personal project so far. There's no official issue tracker, wiki, or discussion forums; I've been keeping it low key, running the entire project out of my inbox and this one forum thread. When I work on the code, I tend to work on whatever I think would be fun.
There's a point when it stops being fun. That point is when I feel obligated to solve people's issues or add new features on request, when those people (probably) haven't done me any favors and at a time when I really need to be looking for paid work rather than fooling around with an add-on for a video game.
For the first year of development (starting July 2010), I spent 30-40 hours a week on MCEdit. In addition to writing code for viewing and editing the level files, I also spent time experimenting with Minecraft and investigating issues that users took the time to describe. One memorable exchange is with a user who kept trying to fill an area with wood, but in game the wood was lined with grooves all running in one direction. After denying it a few times, it turned out that he was in fact filling the area with Wooden Stairs and not Wood. Another user reported a ton of lag after filling an area with dirt, but after downloading his save it turned out he was filling the area with Grass instead. I coded in an extra step that turns buried Grass into Dirt before saving the level.
I spent some time on a feature that probably wasn't important to many people: file formats. MCEdit can read, write, and export from very old versions of Minecraft. Classic Singleplayer (.mine) and Multiplayer (.dat) files are partially supported with filename assistance for nonstandard sizes. (Full support would use a helper application made in Java.) Indev files (.mclevel) are fully supported as are world folders from Minecraft Infdev, Alpha, Beta, Release and Pocket Edition. In addition, the export format (.schematic) includes a field that tells MCEdit which version it came from. MCEdit uses this field to eliminate blocks that aren't available in older versions, and to "translate" block IDs for blocks that appear in different editions of Minecraft with different block IDs - colored wool, notably.
That may have been a bad decision and the time would have been better spent making a list of the known defects in the application. Or applying for work.
"Yeah yeah, but can you release the source code so someone can keep working on it?" That's the topic I was getting to. MCEdit and its source code reflect the work I've done on it over the past year and a half. For a lot of that time I had no primary occupation so MCEdit became my full-time job. I was sagely advised to keep all of the source code private. However, I felt a bit obliged to the OSS community for all of the tools I was (and am still) using, so I shared the level-loading code on github under the name pymclevel.I intend to share MCEdit's source code, but I also intend to get paid for my work. Here is the deal. We'll raise a modest sum through a crowd-funding site like Kickstarter. Once the money is raised, I'll upload MCEdit's full source code to github, licensed under the GPL. If the project is overfunded at all, the surplus will go toward paying my salary for another year of development on MCEdit. I think I will set the price of the source code at $10,000.The source code isn't pretty. It's by no means the work of a master programmer - I consider myself below average at best. The LevelEditor class is bloated, the MCEdit class has unclear responsibilities, and the Brush tool still doesn't have a plugin system. If you read the code for pymclevel, you will have a good idea of what quality of code to expect. When you get down to it though, the code works for many of its intended purposes and also embodies solutions to problems or hangups that I fixed and later forgot.
I will update the OP with a big fat link to the crowd-funding site as soon as I get it set up.I'll end this announcement with a big thank-you to everyone who downloaded and used MCEdit. Thanks for coming along with me, it has been a blast getting to know my users and you've given me a taste of what professional software dev can be like. An additional thank-you goes to everyone who has donated any amount of money. Your donations haven't been forgotten
and will be counted toward the fundraising goal. A final shout-out goes to everyone who sent in a feature request along with your donation and saw it implemented: the command-line "dumpchests" feature in mce.py, the "Classic Water Flood" filter, and the "Paste" brush (and a few more I'm forgetting) were all added at the requests of donators.(And a big high-five to dudecon for porting all of his scripts to MCEdit's filter system. What a beast!)
"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
Well; a new tweet from Jeb confirms that there will be more newness than expected coming with his "New World Format". Also; Jeb is creating more Texture space for Minecraft. See Below:
[ Tweet Source 2012-02-10 ]
Jeb: Biome data will be saved with the chunks in the new world format. Tool makers can probably use this to restore old maps.
[ Tweet Source 2012-02-09 ]
- Can you bring back Crying Obsidian or add some new color/texture blocks ?
Jeb: As soon as I've made preparations for more texture space
- 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
It's possible people have taken you somewhat for granted codewarrior, but if so it's not because they didn't appreciate you, it's because you've always been here solidly working away at this. You've become a constant around here. :smile.gif:
On my own behalf, and I'm absolutely certain on behalf of many others too, I Thank You for all the work you have done in support of this community and the wonderful tool you have brought it. MCEdit has come to define and create the potential of what can be done with this little game engine called Minecraft.
I can understand where you are coming from on this, and thank you for offering us a way with which to move forward. I, for one, would be glad to pitch in on this code-buy; providing it is given a BSD or MIT License or something similar. I'm not sure but it feels like paying for a GPL is a contradiction of some sort. :wink.gif:
I hope this works out for you and/or you find employment of a sort that is fulfilling for you. One way or another I sincerely hope that you remain in contact with this community and your friends here in some way as time goes on. :smile.gif:
[EDIT] - I've tweeted your situation to notch, jeb & ezchili. Not that they pay any attention to me. :wink.gif:
- 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
Guys. He's not interested. Simple as that, really.