NOTE: MineEdit is going through some heavy rewrites right now to support Mac and Linux. Don't expect an update soon.
Since I enjoy tinkering and coding, I'm currently throwing together an inventory and (eventually) map editor for MineCraft infdev. The backend for reading is extensible and should allow for an easy transition to the new Infdev saves and adding support for indev and creative. I may also eventually add in support for other voxel storage formats.
Downloads:
[*:94d8mzet] Source code (needs Visual C# Express 2010, available free from M$. May also work in MonoDevelop.)
[*:94d8mzet] Binaries (DOWNLOAD THIS, open with this)
To run, you need .NET 3.5 (or a recent Mono on non-windows platforms).
Current features:
[*:94d8mzet] Inventory editing using a user-friendly graphical interface.
[*:94d8mzet] Browsing to infdev saves (makes it easier for Linux users, where saves are stored in different locations)
[*:94d8mzet] Infdev map reading and writing
[*:94d8mzet] Player editing (Health, Position, Fire, Air)
[*:94d8mzet] 1-click tool repairs
[*:94d8mzet] (Tile)Entity editor (Chests, MobSpawners, Mobs)
[*:94d8mzet] Dropdown now has block icons.
[*:94d8mzet] Tile replacer.
[*:94d8mzet] Map generator (Flat and Default) with advanced customization!
[*:94d8mzet]BROKEN: Lighting recalculator!
[*:94d8mzet]Random Seed (*.rnd) importer/exporter!
[*:94d8mzet]Trees and stuff!
[*:94d8mzet]NEW: Completely new dialog for replacing crap! (Edit > Replace...)
[*:94d8mzet]Pretty splash screen to look at while it loads stuff!
[*:94d8mzet]NEW: Fixed to work with /game/!
[*:94d8mzet]NEW: Automated unit testing through NUnit!
[*:94d8mzet]NEW: Support for Halloween entities and blocks!
[*:94d8mzet]NEW: Hills generator creates a vast desert wasteland instead of what you asked for!
[*:94d8mzet]NEW: Water generator takes a lot less time!
[*:94d8mzet]NEW" ENTITIES SAVE, FOR ONCE
Known issues:
[*:94d8mzet] Terrain generation creates a few invalid chunks here and there. Reason as to why this happens is unknown. Minecraft regenerates them automatically.
[*:94d8mzet] Terrain generation takes a godawfully long time compared to systems that generate a heightmap and then add caves. This is expected, as we use an exceptionally more complex terrain generation system than others. I'll address this with an alternate terrain generation plugin.
Pix:
(Coming soon)
How to use the inventory window:
[*:94d8mzet]Click on the inventory slot you wish to edit. The borders will turn orange, indicating the items/slots were selected.
[*:94d8mzet] Mess with the settings. The settings you select will be applied to all selected slots (clicking them toggles their selection).
[*:94d8mzet] Hit Apply To Selected to apply the settings. Repair Selected will repair damaged items.
[*:94d8mzet] Hover over each item to get a description.
How to compile on Windows (.NET 3.5):
[*:94d8mzet]double-click on runprebuild2010.bat.
[*:94d8mzet] Run compile.bat (AND PRAY). If this fails, open MineEdit.sln and ensure MineEdit is set as a startup project (right-click on MineEdit > Set As Startup Project).
[*:94d8mzet] Open MineEdit.exe in bin/.
How to compile on Linux (Mono and nant required)
[*:94d8mzet] Through the console, and in the MineEdit directory, run prebuild.sh.
[*:94d8mzet] Run nant (AND PRAY).
[*:94d8mzet] To run MineEdit, cd to bin/ and enter the following to run the program: mono MineEdit.exe
You can if you have Visual C# 2010 Express. I'm only providing the git repo so people can track progress and laugh at me as I make all the problems ten times worse.
I had the map working a while ago, but I split it into multiple pieces so it wouldn't take as long to refresh. I lost the code to that control, too. Now just trying to re-fix it. :/
I know you can solve the problem by hard working =)
Though I am not sure why the map looks like a pattern. My guess is calculation for index is wrong. Infdev map chunk does not use the same calculation.
I know you can solve the problem by hard working =)
Though I am not sure why the map looks like a pattern. My guess is calculation for index is wrong. Infdev map chunk does not use the same calculation.
I figured it out (map control was asking for bogus voxel vectors), now just having minor mirroring issues with negative-index chunks. May enable editing and saving of positive-position chunks in a bit when I fix chunk saving. Might also upload a binary since I managed not to horribly screw everything up yet.
Pic of what is currently available in git (assuming that it grabs icon resources correctly, going to have to double-check):
Not to destroy your ideas, seeing I find it amazing that there's a working infdev editor in the works again, but Notch DID say he was going to break our saves soon, so I'm not sure if it has a lot of use to already make a map editor.
When this is finished however it'd be nice if I weren't be needed to download unnecessary crap that I'll never use again. Like python, that Visual C stuff or whatever else.
Not to destroy your ideas, seeing I find it amazing that there's a working infdev editor in the works again, but Notch DID say he was going to break our saves soon, so I'm not sure if it has a lot of use to already make a map editor.
When this is finished however it'd be nice if I weren't be needed to download unnecessary crap that I'll never use again. Like python, that Visual C stuff or whatever else.
When it's in a distributable mode, all you'll need is .NET 3.5, which should already be included with Windows. Mac/Linux users will need mono, which is already included on most Linux distros.
Also, the way I coded the InfDev map handler is flexible. All I'd (probably) need to do is change a few numbers and maybe load inventory from a different file. If I'm REALLY lucky, he'll have a different filename/extension for the main file (currently level.dat) and I'll be able to make a new MapHandler just for Infdev 2.0 saves that's mostly copied from the system I already use.
Quick update: Posted some binaries. Don't know if they work or not outside of my machine, but I've cleaned up most of the references. Map is still screwy (less than it was), but inventory editing still works. Adding a new panel for editing the player object itself (health, fire, air, position, and velocity) next.
Freshly updated, player editing added. Let me know if I should tweak any of the numbox limits or if any bugs (besides the damn map control) rear their heads.
Limit on items shouldn't go over 255, or it'll just start at 1 again.
Damage can be until -32768 or something, at least in NBTedit, not sure if it's the actual limit.
Since I enjoy tinkering and coding, I'm currently throwing together an inventory and (eventually) map editor for MineCraft infdev. The backend for reading is extensible and should allow for an easy transition to the new Infdev saves and adding support for indev and creative. I may also eventually add in support for other voxel storage formats.
Downloads:
[*:94d8mzet] Source code (needs Visual C# Express 2010, available free from M$. May also work in MonoDevelop.)
[*:94d8mzet] Binaries (DOWNLOAD THIS, open with this)
To run, you need .NET 3.5 (or a recent Mono on non-windows platforms).
Current features:
[*:94d8mzet] Inventory editing using a user-friendly graphical interface.
[*:94d8mzet] Browsing to infdev saves (makes it easier for Linux users, where saves are stored in different locations)
[*:94d8mzet] Infdev map reading and writing
[*:94d8mzet] Player editing (Health, Position, Fire, Air)
[*:94d8mzet] 1-click tool repairs
[*:94d8mzet] (Tile)Entity editor (Chests, MobSpawners, Mobs)
[*:94d8mzet] Dropdown now has block icons.
[*:94d8mzet] Tile replacer.
[*:94d8mzet] Map generator (Flat and Default) with advanced customization!
[*:94d8mzet]BROKEN: Lighting recalculator!
[*:94d8mzet]Random Seed (*.rnd) importer/exporter!
[*:94d8mzet]Trees and stuff!
[*:94d8mzet]NEW: Completely new dialog for replacing crap! (Edit > Replace...)
[*:94d8mzet]Pretty splash screen to look at while it loads stuff!
[*:94d8mzet]NEW: Fixed to work with /game/!
[*:94d8mzet]NEW: Automated unit testing through NUnit!
[*:94d8mzet]NEW: Support for Halloween entities and blocks!
[*:94d8mzet]NEW: Hills generator creates a vast desert wasteland instead of what you asked for!
[*:94d8mzet]NEW: Water generator takes a lot less time!
[*:94d8mzet]NEW" ENTITIES SAVE, FOR ONCE
Known issues:
[*:94d8mzet] Terrain generation creates a few invalid chunks here and there. Reason as to why this happens is unknown. Minecraft regenerates them automatically.
[*:94d8mzet] Terrain generation takes a godawfully long time compared to systems that generate a heightmap and then add caves. This is expected, as we use an exceptionally more complex terrain generation system than others. I'll address this with an alternate terrain generation plugin.
Pix:
(Coming soon)
How to use the inventory window:
[*:94d8mzet]Click on the inventory slot you wish to edit. The borders will turn orange, indicating the items/slots were selected.
[*:94d8mzet] Mess with the settings. The settings you select will be applied to all selected slots (clicking them toggles their selection).
[*:94d8mzet] Hit Apply To Selected to apply the settings. Repair Selected will repair damaged items.
[*:94d8mzet] Hover over each item to get a description.
How to compile on Windows (.NET 3.5):
[*:94d8mzet]double-click on runprebuild2010.bat.
[*:94d8mzet] Run compile.bat (AND PRAY). If this fails, open MineEdit.sln and ensure MineEdit is set as a startup project (right-click on MineEdit > Set As Startup Project).
[*:94d8mzet] Open MineEdit.exe in bin/.
How to compile on Linux (Mono and nant required)
[*:94d8mzet] Through the console, and in the MineEdit directory, run prebuild.sh.
[*:94d8mzet] Run nant (AND PRAY).
[*:94d8mzet] To run MineEdit, cd to bin/ and enter the following to run the program: mono MineEdit.exe
This is so cool!
I don't want to provide binaries yet since I'm still trying to fix the map and I'm making a lot of changes.
You can if you have Visual C# 2010 Express. I'm only providing the git repo so people can track progress and laugh at me as I make all the problems ten times worse.
I had the map working a while ago, but I split it into multiple pieces so it wouldn't take as long to refresh. I lost the code to that control, too. Now just trying to re-fix it. :/
/will wait for proper release before making more judgements
Wasn't sure if that was possible.
Map's looking a little better, Z values are still wonky, and negative x/y = scrambled...
Though I am not sure why the map looks like a pattern. My guess is calculation for index is wrong. Infdev map chunk does not use the same calculation.
I figured it out (map control was asking for bogus voxel vectors), now just having minor mirroring issues with negative-index chunks. May enable editing and saving of positive-position chunks in a bit when I fix chunk saving. Might also upload a binary since I managed not to horribly screw everything up yet.
Pic of what is currently available in git (assuming that it grabs icon resources correctly, going to have to double-check):
When this is finished however it'd be nice if I weren't be needed to download unnecessary crap that I'll never use again. Like python, that Visual C stuff or whatever else.
When it's in a distributable mode, all you'll need is .NET 3.5, which should already be included with Windows. Mac/Linux users will need mono, which is already included on most Linux distros.
Also, the way I coded the InfDev map handler is flexible. All I'd (probably) need to do is change a few numbers and maybe load inventory from a different file. If I'm REALLY lucky, he'll have a different filename/extension for the main file (currently level.dat) and I'll be able to make a new MapHandler just for Infdev 2.0 saves that's mostly copied from the system I already use.
As for the other stuff: Doing it ATM. Patching LibNBT so I can just grab something via a path.
^The Portal Song!^
http://www.youtube.com/watch?v=b6Q_koTHB54
^Taste the cake song!^
The cake is NOT a lie!
Damage can be until -32768 or something, at least in NBTedit, not sure if it's the actual limit.