Finally, a non base edit, compatible with playerAPI worldedit mod, Thank you very much good sir for your works!
now if only WorldEditCUI worked with forge
Since I asked in the SPC thread, I'll ask here, as well...
Is there any chance you'd ever consider making a "Vanilla" version of WorldEditSP? I'm already using a host of LiteLoader and ModLoader mods together, and trying to throw Forge into the mix will break support for most of my mods. As it stands, I'm using SPC almost exclusively for WorldEdit, ~because~ it is technically a "Vanilla mod", and doesn't muck about with important ModLoader and LiteLoader class files.
You do realise ModLoader mods work with Forge too, right? Not too sure about LiteLoader though, but I don't see why people would use LiteLoader when Forge is a much better alternative.
Azagal covered the general answers already, but to answer you a bit further...
1) I realize that ~many~ ModLoader mods work with Forge. That's why there is a "Forge ModLoader" version, commonly called FML. I'm aware of it, but I'm also aware of serious issues that happen to occur with Forge and Control Pack. I use Control Pack far too much to ditch it, and not just for the "Auto Tool" feature.
2) LiteLoader was created as a way of keeping VoxelModPack ~internally controlled~. Having to wait for Risugami to update ModLoader, to then be able to start work on updating the VoxelModPack wasn't something the Voxel Team wanted to keep doing... so they made their own system. Usually, there's no problem at all, with compatibility between Forge and LiteLoader (since LiteLoader is normally the ~only~ mod that is inserted into the minecraft.jar file, and manages external .litemod files in the /mods/ folder). However, I've had to create my own patches for VoxelWorld, and other "jar insertion" based mods, so that I can circumvent having to use the VoxelModPack installer (which caused me conflicts with other mods I use), and instead patch the files in myself. VoxelWorld changes the bac.class file (which both ModLoader and Forge fight to control, and even causes issues with OptiFine), but I use it for FullBright and ForceWeather. (And yes, I'm aware that there are Forge mods that kill weather, but I've yet to come across one that lets me manipulate light levels).
3) Forge and LiteLoader aren't actually in competition in any way at all, for normal users. I've seen plenty of people using LiteLoader mods (Macro / Keybind, for instance), while running Forge. It's only the extra portions of the VoxelModPack that Forge doesn't like. Again, the reason people would use LiteLoader, is because it's a VoxelModPack exclusive mod system.
Maybe because he's using the Voxel mods for building on servers, and they need LiteLoader. Forge is not always the answer.
And you're correct on ~both~ fronts. And, as soon as I figure out how to use it safely, I'm going to be throwing VoxelSniper into the mix of mods I'm using... so Forge is ~very much~ not the answer for me.
Kind of funny how a simple request for a "non-Forge" version created such an interesting study into the different modding systems, though. I really hope that the 1.5.x Mod API actually makes things easier... since it's really silly having to use Forge, ModLoader, LiteLoader, and a half dozen different launchers to have "full control" over your client.
Since I asked in the SPC thread, I'll ask here, as well...
Is there any chance you'd ever consider making a "Vanilla" version of WorldEditSP? I'm already using a host of LiteLoader and ModLoader mods together, and trying to throw Forge into the mix will break support for most of my mods. As it stands, I'm using SPC almost exclusively for WorldEdit, ~because~ it is technically a "Vanilla mod", and doesn't muck about with important ModLoader and LiteLoader class files.
Unfortunately, that would require editing bass classes, but it would probably work with ModLoader.
Unfortunately, that would require editing bass classes, but it would probably work with ModLoader.
I fully expect it would require editing the base class files, much in the same way that SPCommands and SPConsole have to edit them. I'm tempted to attempt installing WESP without Forge/FML, to see how it handles in a ModLoader environment... but I suspect it can't work, because it's using calls to Forge's altered classes to hook into the client.
I don't want to put you to too much work though... but I'd be rather grateful to you, if you can get this working with ModLoader, without being dependent on Forge. Sorry to trouble you.
I found an issue (well it's in SPC, too)
Using the "//copy" command doesn't copy tile entities while worldedit on bukkit does.
Would be great if that would work
Yeah, this has been a problem for quite some time.
I'm working on developing a fix.
Hmm, this is very interesting. Going to check this out now and see how it works. I am mostly interested in the craftscript portion of it, since that is what I have been focusing on lately. Looking forward to a 1.4.6 version, and the far brushes.
Adds WorldEdit commands to Singleplayer Minecraft.
Download: mediafire.com/?ec8ufpclen86brg
Source code: mediafire.com/?pwmq59ulw7whvm9
Download: mediafire.com/?cgdb4467by998z5Source code: mediafire.com/?b13lbif6c5yhrqd
(initial version may have only worked with MCP)
Minecraft Forge is required.
There is currently no way to adjust 'reach', this may change.
Similar mods: (code is used from these)
Single Player Commands by simo_415
Single Player Console by me
Support this mod by putting a link in your signature:
Preview:
I miss XCommands...
Join our survival server with creative and minigames gamemodes! Our forums are at http://clashnia.com/forum/
now if only WorldEditCUI worked with forge
Is there any chance you'd ever consider making a "Vanilla" version of WorldEditSP? I'm already using a host of LiteLoader and ModLoader mods together, and trying to throw Forge into the mix will break support for most of my mods. As it stands, I'm using SPC almost exclusively for WorldEdit, ~because~ it is technically a "Vanilla mod", and doesn't muck about with important ModLoader and LiteLoader class files.
some don't.
Maybe because he's using the Voxel mods for building on servers, and they need LiteLoader. Forge is not always the answer.
No. This is intended for people who only want WorldEdit functionality.
I miss XCommands...
1) I realize that ~many~ ModLoader mods work with Forge. That's why there is a "Forge ModLoader" version, commonly called FML. I'm aware of it, but I'm also aware of serious issues that happen to occur with Forge and Control Pack. I use Control Pack far too much to ditch it, and not just for the "Auto Tool" feature.
2) LiteLoader was created as a way of keeping VoxelModPack ~internally controlled~. Having to wait for Risugami to update ModLoader, to then be able to start work on updating the VoxelModPack wasn't something the Voxel Team wanted to keep doing... so they made their own system. Usually, there's no problem at all, with compatibility between Forge and LiteLoader (since LiteLoader is normally the ~only~ mod that is inserted into the minecraft.jar file, and manages external .litemod files in the /mods/ folder). However, I've had to create my own patches for VoxelWorld, and other "jar insertion" based mods, so that I can circumvent having to use the VoxelModPack installer (which caused me conflicts with other mods I use), and instead patch the files in myself. VoxelWorld changes the bac.class file (which both ModLoader and Forge fight to control, and even causes issues with OptiFine), but I use it for FullBright and ForceWeather. (And yes, I'm aware that there are Forge mods that kill weather, but I've yet to come across one that lets me manipulate light levels).
3) Forge and LiteLoader aren't actually in competition in any way at all, for normal users. I've seen plenty of people using LiteLoader mods (Macro / Keybind, for instance), while running Forge. It's only the extra portions of the VoxelModPack that Forge doesn't like. Again, the reason people would use LiteLoader, is because it's a VoxelModPack exclusive mod system.
And you're correct on ~both~ fronts. And, as soon as I figure out how to use it safely, I'm going to be throwing VoxelSniper into the mix of mods I'm using... so Forge is ~very much~ not the answer for me.
Kind of funny how a simple request for a "non-Forge" version created such an interesting study into the different modding systems, though. I really hope that the 1.5.x Mod API actually makes things easier... since it's really silly having to use Forge, ModLoader, LiteLoader, and a half dozen different launchers to have "full control" over your client.
Unfortunately, that would require editing bass classes, but it would probably work with ModLoader.
I miss XCommands...
I don't want to put you to too much work though... but I'd be rather grateful to you, if you can get this working with ModLoader, without being dependent on Forge. Sorry to trouble you.
Yeah, this has been a problem for quite some time.
I'm working on developing a fix.
I'm not actually sure.
I miss XCommands...
I miss XCommands...
Forge just breaks my minecraft and lags it to no end :/