Definately downloading this. I really need to make a factory type thing.
Questions:
Does it work for Tekkit?
Does it take up much space?
For me, unpacked, the latest MCedit is around 26MB
As far as Tekkit, it depends on whether you have any block IDs above 256 (since it's Tekkit, you probably do). There's been an issue for a while now, where these blocks get interpreted as other blocks, and this could potentially ruin areas you edit (but with luck, it shouldn't do anything in chunks you leave unaltered). Otherwise, normally mod blocks show up as purple blocks - in this case, you're safe; that's exactly what's meant to happen for unrecognized blocks, and you can even move them around and create them.
I should mention that it's possible this ID issue has been fixed in the latest release; I'll admit I haven't kept up with it that much. Make a backup of your world; if you notice ores have been replaced with manufactured blocks (or anything else that's not meant to generate underground), that means the issue still exists.
I have an issue with my Minecraft. Every time I use a lever to activate a mob trap, all the redstone and repeaters suddenly pop up, as in they become items floating on the ground (like if you press Q to drop an item). I was wondering if this program could help me with it. Or if it's something with my save folder or some chunk error or whatever. I think Syndicate said that he used this program to debug his "Virus Wall" and it was a chunk error (you can look that up, too). Any feedback would be appreciated
Check out filterdemo.py in \MCEdit-0.1.6.win-amd64\filters\demo (within your MCedit folder). It gives some pointers on how filters work; it helps to know Python or some general programming knowledge before starting. Luckily Python's very easy (I made a few filters with no prior knowledge of Python); there's documentation all over of it on the internet.
sethbling.com has quite a few filters, but many are packaged with recent versions of MCedit anyhow. Either way, it's good to look at them, and see how they work, if you're interested in making your own.
Check out filterdemo.py in \MCEdit-0.1.6.win-amd64\filters\demo (within your MCedit folder). It gives some pointers on how filters work; it helps to know Python or some general programming knowledge before starting. Luckily Python's very easy (I made a few filters with no prior knowledge of Python); there's documentation all over of it on the internet.
sethbling.com has quite a few filters, but many are packaged with recent versions of MCedit anyhow. Either way, it's good to look at them, and see how they work, if you're interested in making your own.
The second pic shows that there doesn't appear to be any chunk created.
In MCEdit, select Chunk Control, select Chunk View at the top (it's easier to select chunks with it), select the blank area, click Create in the options on the left, pick your options and click OK.
You may need to do some basic terraforming (like using the Set Biome filter) so that it matches the chunks around it but that should work.
Hey... I just asked codewarrior if I could be the Debian maintainer for this, so hopefully (if I get the job) installation on Ubuntu, Debian, and even Linux Mint is going to get a WHOLE lot easier!
P.S., I'll be able to handle all the packaging and distribution myself, but I think that a couple replies in support of this might help sway codewarrior's opinion...
Error during <function confirm at 0x038B82B0>
ChunkMalformed(Chunk (15, 36) had an error:
ValueError('operands could not be broadcast together with
shapes (16,16,15) (16,16,16) ',)",)
Anyone know what this error is or why I'm getting it from trying to Import?
It happens after the (recording undo) first loading screen,
right when it gets into the (copying) screen this error pops up.
I like the program but you know, I'd still rather do it by hand. For me I'd rather use Single Player Commands. Just make an area through options already in Minecraft but all I'd use MCEdit for is to generate a single block world and work from there.
I know this is proably a stupid question,but I can't open MCEdit.I see the window for a split second and that's it.Again,I know this is proably stupid,but I need help.
I know this is proably a stupid question,but I can't open MCEdit.I see the window for a split second and that's it.Again,I know this is proably stupid,but I need help.
If you are on windows, try running it from a command prompt to see the error.
Otherwise you may be trying to run it from within the zip file. Extract it first.
Hum, I was hoping to find something like a filter or a patch that would allow MCEdit to read modded blocks, but back-reading the topic, I found this is one of the possible features to be implemented in the program. Good to know.
Still, doesn't hurt to ask: is there any patch/filter or prototype of the next version that have this feature implemented?
EDIT: Nevermind, I found it on the main site. It is actually working as intended!
Hum, I was hoping to find something like a filter or a patch that would allow MCEdit to read modded blocks, but back-reading the topic, I found this is one of the possible features to be implemented in the program. Good to know.
Still, doesn't hurt to ask: is there any patch/filter or prototype of the next version that have this feature implemented?
EDIT: Nevermind, I found it on the main site. It is actually working as intended!
I've been getting mixed reports about this. Some say it works, some say it doesn't. The one thing these reports have in common is that none of them tell me which version of MCEdit was used! Without the version number (and dev build number if using dev builds) I can't even tell you if it SHOULD be working. So, if you want to tell me whether the 4096 block ID works (or really, anything at all about MCEdit), PLEASE include your MCEdit version number.
Can anyone help me making a map? I need people that can make custom spawners, custom maps (paper ones) and some other stuff
In my opinion, it's a very good idea to try learning these things yourself. It's not that hard, and once you've grasped it, you can do awesome things.
You can use a program like NBTexplorer to edit .dat and .schematic files' NBT data, which is basically what you'd do to make custom spawners (that, or use Sethbling's MCedit filters, most of which are built in and have tutorial videos).
For custom maps, just use this. Open an image, and save it as a map "map_#.dat", where # is some unused map slot in the data folder of your world folder. Also edit the number in idcounts.dat, making it a number larger than the last map that exists, so players can't accidentally overwrite a custom map.
Also, here's a list of colors that can be used in custom maps. No other colors can be used, sadly.
Does anyone know if it is possible to make a Wither Skeleton spawner with MCEdit? I've been searching everywhere and can't find an answer to this.
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Questions:
Does it work for Tekkit?
Does it take up much space?
For me, unpacked, the latest MCedit is around 26MB
As far as Tekkit, it depends on whether you have any block IDs above 256 (since it's Tekkit, you probably do). There's been an issue for a while now, where these blocks get interpreted as other blocks, and this could potentially ruin areas you edit (but with luck, it shouldn't do anything in chunks you leave unaltered). Otherwise, normally mod blocks show up as purple blocks - in this case, you're safe; that's exactly what's meant to happen for unrecognized blocks, and you can even move them around and create them.
I should mention that it's possible this ID issue has been fixed in the latest release; I'll admit I haven't kept up with it that much. Make a backup of your world; if you notice ores have been replaced with manufactured blocks (or anything else that's not meant to generate underground), that means the issue still exists.
EDIT: Nevermind, I got it all figured out.
Check out filterdemo.py in \MCEdit-0.1.6.win-amd64\filters\demo (within your MCedit folder). It gives some pointers on how filters work; it helps to know Python or some general programming knowledge before starting. Luckily Python's very easy (I made a few filters with no prior knowledge of Python); there's documentation all over of it on the internet.
sethbling.com has quite a few filters, but many are packaged with recent versions of MCedit anyhow. Either way, it's good to look at them, and see how they work, if you're interested in making your own.
Wow thanks ill do that soon
Nothing has changed. Any other ideas?
P.S., I'll be able to handle all the packaging and distribution myself, but I think that a couple replies in support of this might help sway codewarrior's opinion...
ChunkMalformed(Chunk (15, 36) had an error:
ValueError('operands could not be broadcast together with
shapes (16,16,15) (16,16,16) ',)",)
Anyone know what this error is or why I'm getting it from trying to Import?
It happens after the (recording undo) first loading screen,
right when it gets into the (copying) screen this error pops up.
If you are on windows, try running it from a command prompt to see the error.
Otherwise you may be trying to run it from within the zip file. Extract it first.
Still, doesn't hurt to ask: is there any patch/filter or prototype of the next version that have this feature implemented?
EDIT: Nevermind, I found it on the main site. It is actually working as intended!
Also, I fully support:
I've been getting mixed reports about this. Some say it works, some say it doesn't. The one thing these reports have in common is that none of them tell me which version of MCEdit was used! Without the version number (and dev build number if using dev builds) I can't even tell you if it SHOULD be working. So, if you want to tell me whether the 4096 block ID works (or really, anything at all about MCEdit), PLEASE include your MCEdit version number.
"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
VISIT BRITANNIA
In my opinion, it's a very good idea to try learning these things yourself. It's not that hard, and once you've grasped it, you can do awesome things.
You can use a program like NBTexplorer to edit .dat and .schematic files' NBT data, which is basically what you'd do to make custom spawners (that, or use Sethbling's MCedit filters, most of which are built in and have tutorial videos).
I normally use the wiki as a reference for NBT data:
Entity and tileEntity NBT data, including mobs and custom spawners
Item format, for custom items
Block and item data values, for editing blocks/items
Enchantment IDs and effects, for custom items/mobgear
Potion effects/IDs, for custom potions/mobstats
Text formatting codes, for book text and commandblock dialogue
For custom maps, just use this. Open an image, and save it as a map "map_#.dat", where # is some unused map slot in the data folder of your world folder. Also edit the number in idcounts.dat, making it a number larger than the last map that exists, so players can't accidentally overwrite a custom map.
Also, here's a list of colors that can be used in custom maps. No other colors can be used, sadly.