That works. However, now I am getting memory errors.
That's normal. You'll need the 64-bit python if you want to export solid .schematics that size. Otherwise, you'll have to wait for a patch that allows you to export the area to a region-based format. MCEdit already does that automatically, depending on the selection size and the value of the "Block Buffer" option.
I suggest to shift the world down by 32 blocks by importing it into a blank world with the destination point's Y coordinate at -32. Did you try that?
What do you need the lower 32 blocks exported as a schematic file for? You can just keep an old copy of the world pre-shift if you need them again, even though you only need the lower 32 blocks.
That's normal. You'll need the 64-bit python if you want to export solid .schematics that size. Otherwise, you'll have to wait for a patch that allows you to export the area to a region-based format. MCEdit already does that automatically, depending on the selection size and the value of the "Block Buffer" option.
I suggest to shift the world down by 32 blocks by importing it into a blank world with the destination point's Y coordinate at -32. Did you try that?
What do you need the lower 32 blocks exported as a schematic file for? You can just keep an old copy of the world pre-shift if you need them again, even though you only need the lower 32 blocks.
Well I was planning to render an underground world and then overwriting the top 40 blocks (changed my mind (instead of 32)) with the exported schematic. Still, I am using the x64 version along with the link you gave me. I'll try the import method for now but im still left with those bottom 40 blocks.
Rollback Post to RevisionRollBack
You should definitely go to sfxworks.net and support my modpack.
Course...even if I do import it at a lower area I'm still going to be left with the top 40 blocks in the world. Also, I tried importing it into a new world...it changed the -40 to 40 and is skipping anything outside the new world's range...
Rollback Post to RevisionRollBack
You should definitely go to sfxworks.net and support my modpack.
Course...even if I do import it at a lower area I'm still going to be left with the top 40 blocks in the world. Also, I tried importing it into a new world...it changed the -40 to 40 and is skipping anything outside the new world's range...
Click the icon on the top left corner of the command prompt window. Choose "Properties" and enable "QuickEdit Mode". Then, use the mouse cursor to drag and select an area. Right click to copy. Paste your commands plus the program's output to me instead of trying to summarize it.
Alternately, try downloading the latest version of pymclevel using the "Download .zip" button instead of downloading one from last year. I've removed the old downloads for less confusion.
For what it's worth, I just generated a new 256x256 world and imported it into another, blank world at X,-40,Z, and the world was sunken down as I expected.
To get the lower 40 layers into another (subterranean?) world, import the original world at X,88,Z so that the bottom 40 layers of the incoming world get placed into the top 40 layers of the destination world. There's no need to use an intermediate .schematic file for this.
[(X, Z) being the "smallest point" of the original world as reported by worldsize. It's necessary to use the same X,Z if you want to get all of your warp points and such to keep working.]
I was already using the newest version (the one with the timestamp)
I loaded in a new blank world I renedered (its just air) and did import (location of the huge level.dat) -158400 -40 -158400
This normal?
Yeah. That's just some debugging code that shows the "holes" or absent chunks in the world you're importing. The latest version (the one I just uploaded a few seconds ago... :tongue.gif:) doesn't show that, so you can download again if you don't need to see it.
(by "Blank" I mean the world should have zero chunks in it. Having one or more air-filled chunks won't make a difference, though. mce.py newworld create creates a new blank world named "newworld")
Yeah. That's just some debugging code that shows the "holes" or absent chunks in the world you're importing. The latest version (the one I just uploaded a few seconds ago... :tongue.gif:) doesn't show that, so you can download again if you don't need to see it.
(by "Blank" I mean the world should have zero chunks in it. Having one or more air-filled chunks won't make a difference, though. mce.py newworld create creates a new blank world named "newworld")
Awesome! Last thing. Is there a way to go into every chest and put a random array of items in them?
Rollback Post to RevisionRollBack
You should definitely go to sfxworks.net and support my modpack.
Awesome! Last thing. Is there a way to go into every chest and put a random array of items in them?
Not easily. You'd have to write a bunch of code to loop through the chunks, find the chests, and randomize the items. You'd probably want to decide on a specific distribution of items, too. The item list may not even be up to date.
One more thing I didn't mention, but you probably figured out already. After you import into the new blank world, you should probably copy over the level.dat, waypoints.txt, and other loose files from the old world folder to the new one, so you can keep your seed, warp points, and other world specific settings.
Not easily. You'd have to write a bunch of code to loop through the chunks, find the chests, and randomize the items. You'd probably want to decide on a specific distribution of items, too. The item list may not even be up to date.
One more thing I didn't mention, but you probably figured out already. After you import into the new blank world, you should probably copy over the level.dat, waypoints.txt, and other loose files from the old world folder to the new one, so you can keep your seed, warp points, and other world specific settings.
Thanks man. All is goin smooth. This saved so much time. I can't use MCEdit on my computer with this huge of a world so I am having to use it on another. Using remote desktop with MCedit is...very hard lol. Saved me a lot of time man.
Rollback Post to RevisionRollBack
You should definitely go to sfxworks.net and support my modpack.
Did you try putting the smallest point first? (-5200, 1, -5168) to (5071, 128, 5103)
"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
That works. However, now I am getting memory errors.
That's normal. You'll need the 64-bit python if you want to export solid .schematics that size. Otherwise, you'll have to wait for a patch that allows you to export the area to a region-based format. MCEdit already does that automatically, depending on the selection size and the value of the "Block Buffer" option.
I suggest to shift the world down by 32 blocks by importing it into a blank world with the destination point's Y coordinate at -32. Did you try that?
What do you need the lower 32 blocks exported as a schematic file for? You can just keep an old copy of the world pre-shift if you need them again, even though you only need the lower 32 blocks.
"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 I was planning to render an underground world and then overwriting the top 40 blocks (changed my mind (instead of 32)) with the exported schematic. Still, I am using the x64 version along with the link you gave me. I'll try the import method for now but im still left with those bottom 40 blocks.
Click the icon on the top left corner of the command prompt window. Choose "Properties" and enable "QuickEdit Mode". Then, use the mouse cursor to drag and select an area. Right click to copy. Paste your commands plus the program's output to me instead of trying to summarize it.
Alternately, try downloading the latest version of pymclevel using the "Download .zip" button instead of downloading one from last year. I've removed the old downloads for less confusion.
"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
To get the lower 40 layers into another (subterranean?) world, import the original world at X,88,Z so that the bottom 40 layers of the incoming world get placed into the top 40 layers of the destination world. There's no need to use an intermediate .schematic file for this.
[(X, Z) being the "smallest point" of the original world as reported by worldsize. It's necessary to use the same X,Z if you want to get all of your warp points and such to keep working.]
"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 was already using the newest version (the one with the timestamp)
I loaded in a new blank world I renedered (its just air) and did import (location of the huge level.dat) -158400 -40 -158400
This normal?
Yeah. That's just some debugging code that shows the "holes" or absent chunks in the world you're importing. The latest version (the one I just uploaded a few seconds ago... :tongue.gif:) doesn't show that, so you can download again if you don't need to see it.
(by "Blank" I mean the world should have zero chunks in it. Having one or more air-filled chunks won't make a difference, though. mce.py newworld create creates a new blank world named "newworld")
"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
Awesome! Last thing. Is there a way to go into every chest and put a random array of items in them?
Not easily. You'd have to write a bunch of code to loop through the chunks, find the chests, and randomize the items. You'd probably want to decide on a specific distribution of items, too. The item list may not even be up to date.
One more thing I didn't mention, but you probably figured out already. After you import into the new blank world, you should probably copy over the level.dat, waypoints.txt, and other loose files from the old world folder to the new one, so you can keep your seed, warp points, and other world specific settings.
"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
Thanks man. All is goin smooth. This saved so much time. I can't use MCEdit on my computer with this huge of a world so I am having to use it on another. Using remote desktop with MCedit is...very hard lol. Saved me a lot of time man.
Edit: NVM I know now that it can do it without it being an existing block :tongue.gif: