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    posted a message on Storage Drawers - [1.7.10 - 1.12]
    Quote from kreezxil»

    What I'd like to know is if I use a chest on a hopper with pipes leading to one controller; by your description only drawers that have been preloaded will accept items,



    There's a slight distinction here. When you right-click on the front of the controller with an item in hand to insert it, only preloaded drawers will accept the item. If a drawer isn't allocated, you can't right-click the item in. This also applies when you double-right-click to dump your entire inventory into the controller - which I think is a good thing.


    However, inserting items via hoppers will insert into empty drawers too. It will prefer to insert into preloaded drawers if possible.

    Posted in: Minecraft Mods
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    posted a message on Storage Drawers - [1.7.10 - 1.12]

    Items can be inserted into the faces of a drawer controller via hoppers or item pipes, which will insert the items into any drawer which is connected to the controller through an unbroken chain of drawers (up to a maximum distance). However, the drawer controller needs to be adjacent to storage drawers to work, so the optimal configuration has the controller surrounded on all sides with only the front and back faces exposed.


    Placing a controller slave somewhere in your drawer cluster allows you to use its faces as if they were more faces of the controller. A typical cluster will have the controller in the middle, surrounded by a large bank of drawers. The slave can be placed at the edge of the bank of drawers and offers an additional place to connect hoppers or item pipes to without worrying about the controller's maximum range.

    Posted in: Minecraft Mods
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from Cosmology27»

    Would someone mind directing me to a tutorial on how to add custom block numbers to MC Edit? For the purpose of adding mod blocks.

    Thanks!


    When in MC Edit 2 I try clicking Options, then "Configure Blocks/Items" because that looks like what I need, but then it crashes and says "An error has occured. Unhandled exception: 'NoneType' object has no attribute 'unknownBlocks'


    Try it again with a world opened first.

    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from ngolam»

    i run in C:\ and look like this :


    Thanks. If you could download the new version that will be coming out tomorrow and tell me what it says, it would be appreciated.


    I'm turning on some debug options for PyInstaller to get more info about the startup. The problem wasn't the one I thought it was.

    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from ngolam»

    i have a problem : here is my problem in my pc :


    Could you place the MCEdit folder in your c:\ drive and try it again? That looks like a bug in PyInstaller and I think I know what it is.

    Posted in: Minecraft Tools
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    posted a message on Storage Drawers - [1.7.10 - 1.12]

    I'm loving the new update. Great work!

    Posted in: Minecraft Mods
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    posted a message on [CASE CLOSED] Need Help=>MCEdit: editing script in pymclevel: blockrotation.py

    Since you're looking to change values in the TileEntity, blockrotation.py won't help you - it only deals with Block IDs and BlockData values. There's a special case somewhere else for changing the "dir" tag in a Painting's TileEntity. If you can find it, that should get you on the right track.

    Posted in: Modification Development
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    posted a message on WorldPainter - graphical & interactive map creator/generator

    It might be possible to get Minecraft caves by creating a very high Flatworld in Minecraft with caves enabled, exploring it to the desired size, and them somehow using it as a base for WorldPainter editing (using the Import/Merge features?). I'm not sure how well it would work since I haven't tried it.

    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from wideload»

    I don't mind alphas/betas and Codewarriors are far superior to other alphas/betas, but when I gave it a quick go (a while back) I decided to wait it out until it had more features.



    Yes, 2.0 is DEFINITELY not suitable for serious work right now. I just wanted to mention that importing things across worlds with different modpacks is something I've worked on.


    Quote from JodyVL»

    Running it immediately tells me that there are apparently no valid Minecraft installs on my PC. I then tried to manually add one, and it crashes =/ ... Here's the log:



    Thanks. This is fixed for the next build. I messed around a lot with the Minecraft installs to add MultiMC support but apparently I didn't catch everything!

    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from JodyVL»

    So, I'm trying to save a schematic in one world and import it into another in 1.7.10



    You can already do this with MCEdit 2.0. It reads the FML block names in each world and translates the block IDs as needed.

    Posted in: Minecraft Tools
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    posted a message on NBTExplorer - NBT Editor for Windows and Mac
    Quote from fallingkitten»

    I'm doing stuff for a modded server, and a plugin we have doesn't recognise IDs over ~430, so I want to do a bit of ID rearranging. I know how to change IDs with NBTediter, but how would one change damage values? For example, if I wanted to change wool (ID 35 with damage values :0~:15 to denote colour) to a different ID, how would I do it so that the respective damage values would go with it? (I'm not actually changing wool's ID, but it's a simple example).


    There's no way to change damage values. IDs can be rearranged in a two step process, by editing the ID mapping that's kept under the FML/ItemData tag and then doing a find-and-replace with something like MCEdit. However, damage values are hard coded into the game and into each mod and cannot be changed without editing the mods or the game itself.


    I think your best move is to report a bug with that plugin and hope for an update.

    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    This is a bug in PyInstaller that I'm working on getting fixed.



    As a workaround, install the x64 Visual C++ Runtime which is linked somewhere in the OP (I think).
    Posted in: Minecraft Tools
  • 1

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    PE support is coming to 2.0 much, much later. It's not a priority right now. You will probably need a copy of MCPE on your computer (or some subset of its assets) in order to edit MCPE worlds.



    If you want MCPE support to come sooner, you can always donate on my Patreon.
    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Just a quick reminder that MCEdit 2.0 is still under development. For news and updates, check http://www.mcedit.net/ periodically and be sure to follow my Twitter for status updates and sneak peeks.

    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    @sparks00: The expressions temp.Blocks == 35 and temp.Data == 1 are both arrays of true-false values. To combine them, use a bitwise operator like &. The result can be used to select parts of the block arrays that match both criteria:

    orangeWool = (temp.Blocks == 35) & (temp.Data == 1)
    
    temp.Blocks[orangeWool] = 95
    temp.Data[orangeWool] = 15
    Posted in: Minecraft Tools
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