I made a little wrapper for the WorldEdit jar which lets you use WorldEdit in single player, if anyone wants to try it out and let me know how they get on that'd be appreciated because I haven't really got enough time to extensively test it. All the region selections, brushes, and basic commands seem to work though.
You don't need to download WorldEdit separately since I've packaged it inside the litemod and it will be automatically extracted when you run the game:
Question. I've been playing around with this, and all seems to work very well (with what I've tested so far) except for one thing....Where do the schematics you save go? It obviously saves them, I can see them in-game, pull each one up individually and paste them all just fine...but, I can't find the schematic files anywhere on my PC? I've even just gone to my C:/ drive, typed in the search bar ".schematic" and it still pulls up nothing... Any way you could get back to me on this if you know, I have schematics that I've been trying to pull from my singleplayer world to add to my server. My world is on 1.7.2 and involve stained glass etc. so its not like I can use SPC to pull them like I normally could before.
Question. I've been playing around with this, and all seems to work very well (with what I've tested so far) except for one thing....Where do the schematics you save go? It obviously saves them, I can see them in-game, pull each one up individually and paste them all just fine...but, I can't find the schematic files anywhere on my PC? I've even just gone to my C:/ drive, typed in the search bar ".schematic" and it still pulls up nothing... Any way you could get back to me on this if you know, I have schematics that I've been trying to pull from my singleplayer world to add to my server. My world is on 1.7.2 and involve stained glass etc. so its not like I can use SPC to pull them like I normally could before.
I made a little wrapper for the WorldEdit jar which lets you use WorldEdit in single player, if anyone wants to try it out and let me know how they get on that'd be appreciated because I haven't really got enough time to extensively test it. All the region selections, brushes, and basic commands seem to work though.
You don't need to download WorldEdit separately since I've packaged it inside the litemod and it will be automatically extracted when you run the game:
Works great. The only issue I've seen is //regen spams entities and requires you to reload to see most changes, but that may be a worldedit issue.
Hmm, I'm not sure. This is only a very thin wrapper around WorldEdit itself but it could be that I need to more agressively push changes to the client in certain circumstances. If people want this enough and if it works smoothly I'll make a separate thread for it, since I imagine that it'll be pretty handy in the interim before SPC updates (and this has the benefit of not requiring jar modding).
So i downloaded this mod very excited to use it because it is an amazing mod. But when i got ingame and made a selection with WorldEdit it didnt work . Even though it says everything is good and it says its enabled on the liteloader tab. Could i get some help to get this mod working?
I made a little wrapper for the WorldEdit jar which lets you use WorldEdit in single player, if anyone wants to try it out and let me know how they get on that'd be appreciated because I haven't really got enough time to extensively test it. All the region selections, brushes, and basic commands seem to work though.
You don't need to download WorldEdit separately since I've packaged it inside the litemod and it will be automatically extracted when you run the game:
^ Not until SPC is updated to work with 1.7.2, which looks unlikely given how long ago it was last updated. More to the point you need WorldEdit to load on your single player game, this CUI mod already loads fine. I do believe something was started to get WorldEdit to load with Forge but that isn't completed.
Adam, I am currently working on updating SPC for Minecraft 1.6.4, and 1.7.2.
Yes, there have been people working to add native Forge support to WorldEdit.
I also had a mod specifically for using WorldEdit with Forge, back in 1.4.7 days.
I forgot to mention that right-clicking with the wand doesn't work and the compass doesn't work unless you directly click on a block.
Weird, both of those things work for me, although tbh if you have macros installed you never need a wand again. I'll look into it if I have a spare second.
I don't see any source code here.
WorldEdit, as a whole, is licensed under the GNU General Public License Version 3.
Source code for the wrapper? It's not particularly complicated, it literally took an hour to cobble together and it's definitely not pretty enough for me to be comfortable making it open. If you're looking for worldedit source then that's available on github, this is just a wrapper and doesn't alter worldedit itself in any way.
Weird, both of those things work for me, although tbh if you have macros installed you never need a wand again. I'll look into it if I have a spare second.
I made a little wrapper for the WorldEdit jar which lets you use WorldEdit in single player, if anyone wants to try it out and let me know how they get on that'd be appreciated because I haven't really got enough time to extensively test it. All the region selections, brushes, and basic commands seem to work though.
You don't need to download WorldEdit separately since I've packaged it inside the litemod and it will be automatically extracted when you run the game:
Nope I was primarily testing it in creative mode. Have you got any other mods like Optifine installed, or maybe forge? I have no idea what having those would do to it since this uses a transformer to work and any other bytecode-mangling mods might screw up the injection.
A little off subject, but would you be able to do that for VoxelSniper?
No, this is possible for worldedit because worldedit doesn't really attach to minecraft/bukkit/forge in any way, it basically presents an abstract view of a "world" with "blocks" and lets whatever wrapper flesh out the details allowing it to be easily bridged to any platform with ease. This is why SPC and such can integrate it so easily because basically worldedit doesn't really give a monkeys about the underlying platform. The only caveat is that the Bukkit "wrapper" or "bridge" is built into the worldedit jar and thus you don't need an external wrapper to run WE on Bukkit.
VoxelSniper on the other hand, doesn't have such a mechanism, it is very tightly bound to Bukkit and thus you need a Bukkit environment to run the plugin. Thus whereas creating a thin wrapper for WorldEdit takes a couple of hours tops, creating a wrapper for VoxelSniper would require providing all of the features of the Bukkit API it needs and fleshing out the implementation for those features, which would take days or weeks.
So basically, no, it's not possible simply because WE is designed with a cunning abstraction layer in place which makes this possible, and VoxelSniper isn't (yet).
Besides, running a bukkit server on your PC is hardly a chore and actually performs better than using the "integrated" server most times anyway.
Thanks for the SP WorldEdit wrapper, it appears to work ok -- certainly worthy of its' own thread.
A bug I noticed because I use a golden hoe as my WorldEdit wand is that WorldEdit will not override the default right-click behaviour of the wand. Selecting the secondary cube is not possible, and if I try it on grass/dirt it just becomes soil. I didn't get this issue with WorldEdit wrapped in SPC so it looks like your wrapper might need to ensure WorldEdit is receiving the events it needs to -- even if that means the standard event doesn't happen.
For now I'll just change my wand tool to a blaze rod.
Thanks for the SP WorldEdit wrapper, it appears to work ok -- certainly worthy of its' own thread.
A bug I noticed because I use a golden hoe as my WorldEdit wand is that WorldEdit will not override the default right-click behaviour of the wand. Selecting the secondary cube is not possible, and if I try it on grass/dirt it just becomes soil. I didn't get this issue with WorldEdit wrapped in SPC so it looks like your wrapper might need to ensure WorldEdit is receiving the events it needs to -- even if that means the standard event doesn't happen.
For now I'll just change my wand tool to a blaze rod.
Ok I see now how the events aren't working, stupidly it's something I changed just prior to the final compile before uploading and I didn't remember to go test whether it broke anything once obfuscated - which it does. It's a simple fix so I'll make a new build when I get home, I'm away this weekend though so I don't have access to all my dev stuff. Another bug I found is that farwand doesn't support left clicks which makes it basically useless as well.
The best solution I'd offer is use macros and just bind left click to //hpos1 and right click to //hpos2 as I demonstrate in .
So i was looking into why the WorldEditCUI doesnt work once you switch servers with lillypad. And i was thinking, is it because it sends the packets on server login to make the mod work? And then once it switched servers via lillypad plugin it doesnt resend the packets. anyway to fix this?
So i was looking into why the WorldEditCUI doesnt work once you switch servers with lillypad. And i was thinking, is it because it sends the packets on server login to make the mod work? And then once it switched servers via lillypad plugin it doesnt resend the packets. anyway to fix this?
I'm assuming lillypad is some kind of rproxy like bungeecord? If so then yes we have a fix for this, I just haven't rolled it out to the current release yet. For now you should be able to fix the issue by just issuing /we cui when switching servers.
I'm assuming lillypad is some kind of rproxy like bungeecord? If so then yes we have a fix for this, I just haven't rolled it out to the current release yet. For now you should be able to fix the issue by just issuing /we cui when switching servers.
Yes lillypad is like bungeecord. I tired using the /we cui command once i switched servers. but it still didnt work once i did.
How can I use it on a Hamachi server? (yes I've got full Minecraft) because I just want to play with few friends C:
I have no idea what you're asking. This is a client mod so the type of server should make no difference, you just install it into your client in the regular way.
Will you please make an attempt to make a coherent post. What is outdated? Nothing you've posted so far makes any sense, you haven't listed things you've tried, or even made any indication that you've attempted to figure things out for yourself.
So please go and read the instructions I linked to, they explain everything in detail.
Question. I've been playing around with this, and all seems to work very well (with what I've tested so far) except for one thing....Where do the schematics you save go? It obviously saves them, I can see them in-game, pull each one up individually and paste them all just fine...but, I can't find the schematic files anywhere on my PC? I've even just gone to my C:/ drive, typed in the search bar ".schematic" and it still pulls up nothing... Any way you could get back to me on this if you know, I have schematics that I've been trying to pull from my singleplayer world to add to my server. My world is on 1.7.2 and involve stained glass etc. so its not like I can use SPC to pull them like I normally could before.
Try .minecraft/liteconfig/common/WorldEdit/
Works great. The only issue I've seen is //regen spams entities and requires you to reload to see most changes, but that may be a worldedit issue.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Hmm, I'm not sure. This is only a very thin wrapper around WorldEdit itself but it could be that I need to more agressively push changes to the client in certain circumstances. If people want this enough and if it works smoothly I'll make a separate thread for it, since I imagine that it'll be pretty handy in the interim before SPC updates (and this has the benefit of not requiring jar modding).
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
I don't see any source code here.
WorldEdit, as a whole, is licensed under the GNU General Public License Version 3.
Adam, I am currently working on updating SPC for Minecraft 1.6.4, and 1.7.2.
Yes, there have been people working to add native Forge support to WorldEdit.
I also had a mod specifically for using WorldEdit with Forge, back in 1.4.7 days.
I miss XCommands...
Weird, both of those things work for me, although tbh if you have macros installed you never need a wand again. I'll look into it if I have a spare second.
Source code for the wrapper? It's not particularly complicated, it literally took an hour to cobble together and it's definitely not pretty enough for me to be comfortable making it open. If you're looking for worldedit source then that's available on github, this is just a wrapper and doesn't alter worldedit itself in any way.
I was in creative mode, so that may be a reason.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
A little off subject, but would you be able to do that for VoxelSniper?
ItemFrameShops - A Bukkit plugin to sell items and blocks using item frames! Includes customizable GUI
Nope I was primarily testing it in creative mode. Have you got any other mods like Optifine installed, or maybe forge? I have no idea what having those would do to it since this uses a transformer to work and any other bytecode-mangling mods might screw up the injection.
No, this is possible for worldedit because worldedit doesn't really attach to minecraft/bukkit/forge in any way, it basically presents an abstract view of a "world" with "blocks" and lets whatever wrapper flesh out the details allowing it to be easily bridged to any platform with ease. This is why SPC and such can integrate it so easily because basically worldedit doesn't really give a monkeys about the underlying platform. The only caveat is that the Bukkit "wrapper" or "bridge" is built into the worldedit jar and thus you don't need an external wrapper to run WE on Bukkit.
VoxelSniper on the other hand, doesn't have such a mechanism, it is very tightly bound to Bukkit and thus you need a Bukkit environment to run the plugin. Thus whereas creating a thin wrapper for WorldEdit takes a couple of hours tops, creating a wrapper for VoxelSniper would require providing all of the features of the Bukkit API it needs and fleshing out the implementation for those features, which would take days or weeks.
So basically, no, it's not possible simply because WE is designed with a cunning abstraction layer in place which makes this possible, and VoxelSniper isn't (yet).
Besides, running a bukkit server on your PC is hardly a chore and actually performs better than using the "integrated" server most times anyway.
A bug I noticed because I use a golden hoe as my WorldEdit wand is that WorldEdit will not override the default right-click behaviour of the wand. Selecting the secondary cube is not possible, and if I try it on grass/dirt it just becomes soil. I didn't get this issue with WorldEdit wrapped in SPC so it looks like your wrapper might need to ensure WorldEdit is receiving the events it needs to -- even if that means the standard event doesn't happen.
For now I'll just change my wand tool to a blaze rod.
Ok I see now how the events aren't working, stupidly it's something I changed just prior to the final compile before uploading and I didn't remember to go test whether it broke anything once obfuscated - which it does. It's a simple fix so I'll make a new build when I get home, I'm away this weekend though so I don't have access to all my dev stuff. Another bug I found is that farwand doesn't support left clicks which makes it basically useless as well.
The best solution I'd offer is use macros and just bind left click to //hpos1 and right click to //hpos2 as I demonstrate in .
I'm assuming lillypad is some kind of rproxy like bungeecord? If so then yes we have a fix for this, I just haven't rolled it out to the current release yet. For now you should be able to fix the issue by just issuing /we cui when switching servers.
Then it's likely the fix we have won't work either then, you need to take this up with the devs of the rproxy instead.
I have no idea what you're asking. This is a client mod so the type of server should make no difference, you just install it into your client in the regular way.
You realise you have to install WorldEdit right? This is just a client mod which shows your WorldEdit selection.
Did you try following the installation instructions?
Will you please make an attempt to make a coherent post. What is outdated? Nothing you've posted so far makes any sense, you haven't listed things you've tried, or even made any indication that you've attempted to figure things out for yourself.
So please go and read the instructions I linked to, they explain everything in detail.
Some more links to get you started:
tried in a current FML enviroment as well as a current Liteloader enviroment with just the 2 mods
mod_worldeditwrapper_1.0.0_we5.5.9_mc1.7.2
mod_worldeditcui_1.7.2_02_lite_mc1.7.2
Can you implement the /speed cmd in the wrapper. not sure if it was part of essentials plugin or W.E.