I love making world trees, but I have a problem with darkness levels and mobs spawning in the crown. I don't know this language worth a coal, but I was examining the trees when they're created..
... It seems that with larger (round type) trees, the foilage is made in bubbles around a central piece of wood. I was wondering if there's any way you or I can edit a script so that center-piece (and even maybe the tips of branches) is actually glowstone? I've tried doing so in MCEdit manually but the results are, erm, unsatisfactory.
But I do so love this script; it's really awesome. ^^;;
I was wondering if there's any way you or I can edit a script so that center-piece (and even maybe the tips of branches) is actually glowstone? I've tried doing so in MCEdit manually but the results are, erm, unsatisfactory.
Indeed there is! I didn't have room for it in the McEdit GUI, but there are options in the standalone script to add lights to each foliage cluster. Search for the LIGHTTREE setting inside Forester.py. If you want to change it from the default (glowstone) alter the LIGHTMAT setting. These settings should be maintained by the McEdit script, so you can change them, save Forester.py, and then use the Filter (if you're uncomfortable with the standalone script). The lights should show up.
The reason you can't change the wood directly to glowstone is that then the foliage would start to decay.
Really should be a spacing feature. I'm trying to redo an entire biome with rainforest trees. I'm trying to get them to be spread out while still covering up all the light to make the floor black. Which is proving difficult because for small sections that were missed, I go to select them then fill them in with trees but it just clump up the trees in the middle. I know to select a larger area but then the biome crosses into others which is what I don't want.
Is it possible to have large natural looking fir trees in this filter?
Yes, depending on what you consider "natural looking". The "cone" shape is basically designed to look like a fir tree. Have you tried it? If so, what did you find unnatural about it?
If you want better control of the shape of the tree, you can edit the code itself. Search for "def shapefunc(self,y):" and mess with the code just underneath. This function sets the radius of the main foliage mass.
You can also edit the shape of the individual clusters. for the "cone" tree it looks like this:
self.foliage_shape = [3,2.6,2,1]
which means that the first level has a radius of 3, the second has a radius of 2.6, the third of 2, and the fourth has 1. If you look at the other places where foliage_shape is define you can compare the foliage cluster shapes. Put different values in there and mess around with it to find out how it works.
Enjoy!
I can't seem to make very tall trees with forester. I'm trying to make a tree that goes to the height limit. Can anyone help?
There are several reasons this might be the case.
1. When I wrote this script, the height limit was half of what it is now. There are (I am ashamed to say) a few "magic number" locations where 127 and 128 show up. If you want to make really tall things, you'll have to increase this limit.
2. The script is designed around an old interface method. The old map format only supported 128 high maps, so it may be a problem in the interface file instead of the script itself.
3. I honestly don't know how anyone uses this script any more. I haven't updated it in years, and the map format has changed since then.
So, in short, you're welcome to fiddle around with it and try to get it working. I'm currently holding out until the "official modding" tools come out so I can convert this (and my other) scripts directly into mod plugins without re-compiling every time there's a patch.
There are several reasons this might be the case.
1. When I wrote this script, the height limit was half of what it is now. There are (I am ashamed to say) a few "magic number" locations where 127 and 128 show up. If you want to make really tall things, you'll have to increase this limit.
2. The script is designed around an old interface method. The old map format only supported 128 high maps, so it may be a problem in the interface file instead of the script itself.
New version is up. Version 8, fixes this long-overdue bug (also requires version 7 of the interface file). It is now possible to use the MCEdit filter to make trees all the way up to the map height limit! (it will still take a while to run, several minutes on my "fast" computer).
Enjoy!
dudecon, how do I install the latest version? The links redirect me to another page instead of downloading the files to my computer.
That "page" is actually the Python source code for the script. You can "save target as" on the link, or save the page itself. Depending on the browser, this is accomplished in different ways. Using the key combination Control/Function + "s" works in most browsers.
Glad to hear that people are still enjoying this stuff. I'm guessing it's nearly all via MCEdit these days. That's the only way I know how to use them anyway. I'm still holding off updating the stand-alone code... if anyone has/knows of a fast stand-alone Python library they would like to recommend, I'm open to suggestions.
....I understand the benefits of it not being a mod, really, I do.. But I haven't the time to download python, nor can I spare the ram for another program... It's crashing instantly with 18 mods as it is! DX and I loved this one too! Though, I can just build it by hand, it will be more custom that way.
Love your program, dude.
Rollback Post to RevisionRollBack
I make maps... Any requests, suggestions or something?
Hello, I've use Forester with mcedit for a while. But recently my computer die and I have to redownload mcedit. Now I'm using version 1.3.3.0 (64 bits) and I download all 3 files in the first page and put it in the place it should be. Everything seem fine until I try to hit the 'filter' button in mcedit. I pop up error "Exception during filter operation" and here's what in console.
Creating options for <module 'MCEditForester' from 'C:\Users\user\Documents\MCE
dit\Filters\MCEditForester.py'>
Box isn't wide and/or long enough. Only planting one tree.
Plant radius = 1
Planting new trees
Traceback (most recent call last):
File "F:\Wouter\Mijn documenten\MC\Tools\MCEdit-Unified-master\MCEdit-Unified\
scripts-pyinstaller\bin\build\mcedit\out00-PYZ.pyz\editortools.filter", line 49,
in _func
File "F:\Wouter\Mijn documenten\MC\Tools\MCEdit-Unified-master\MCEdit-Unified\
scripts-pyinstaller\bin\build\mcedit\out00-PYZ.pyz\editortools.filter", line 946
, in confirm
File "F:\Wouter\Mijn documenten\MC\Tools\MCEdit-Unified-master\MCEdit-Unified\
scripts-pyinstaller\bin\build\mcedit\out00-PYZ.pyz\leveleditor", line 2946, in a
ddOperation
File "F:\Wouter\Mijn documenten\MC\Tools\MCEdit-Unified-master\MCEdit-Unified\
scripts-pyinstaller\bin\build\mcedit\out00-PYZ.pyz\leveleditor", line 2957, in p
erformWithRetry
File "F:\Wouter\Mijn documenten\MC\Tools\MCEdit-Unified-master\MCEdit-Unified\
scripts-pyinstaller\bin\build\mcedit\out00-PYZ.pyz\editortools.filter", line 625
, in perform
File "C:\Users\user\Documents\MCEdit\Filters\MCEditForester.py", line 108, in
perform
Forester.main(mcmap)
File "Forester.py", line 1302, in main
planttrees(the_map,treelist)
File "Forester.py", line 1142, in planttrees
assert isinstance(mcmap, mcInterface.SaveFile)
AssertionError
Please help
edit: the save file is from minecraft 1.7.10 with forge and litemodloader
Hello again, after I mess around with the code, it seem that Forester doesn't recognize that it's running in mcedit. I found that the problem come from these lines (line 1109 in mcInterface.py). It doesn't seem to go into the if statement.
if "mcedit" in sys.modules:
SaveFile = MCLevelAdapter
I try to dump what's in "sys.modules" and I found that it's a dict. So I change above if statement to:
nbsp;if "mcedit" in str(sys.modules):
SaveFile = MCLevelAdapter
Not sure if it may has any consequence or not but at least the filter work as it should.
Anyway, thanks for the filter.
PS. mcInterface.py in version 7
edit: I'm sure that I added a new line before the PS......
I love making world trees, but I have a problem with darkness levels and mobs spawning in the crown. I don't know this language worth a coal, but I was examining the trees when they're created..
... It seems that with larger (round type) trees, the foilage is made in bubbles around a central piece of wood. I was wondering if there's any way you or I can edit a script so that center-piece (and even maybe the tips of branches) is actually glowstone? I've tried doing so in MCEdit manually but the results are, erm, unsatisfactory.
But I do so love this script; it's really awesome. ^^;;
Indeed there is! I didn't have room for it in the McEdit GUI, but there are options in the standalone script to add lights to each foliage cluster. Search for the LIGHTTREE setting inside Forester.py. If you want to change it from the default (glowstone) alter the LIGHTMAT setting. These settings should be maintained by the McEdit script, so you can change them, save Forester.py, and then use the Filter (if you're uncomfortable with the standalone script). The lights should show up.
The reason you can't change the wood directly to glowstone is that then the foliage would start to decay.
*Dances around glowing world tree* It worked like a charm, thanks a lot!! ^^
I make stuff on youtube check me out there gentlegiantJGC
If you want better control of the shape of the tree, you can edit the code itself. Search for "def shapefunc(self,y):" and mess with the code just underneath. This function sets the radius of the main foliage mass.
You can also edit the shape of the individual clusters. for the "cone" tree it looks like this:
self.foliage_shape = [3,2.6,2,1]
which means that the first level has a radius of 3, the second has a radius of 2.6, the third of 2, and the fourth has 1. If you look at the other places where foliage_shape is define you can compare the foliage cluster shapes. Put different values in there and mess around with it to find out how it works.
Enjoy!
1. When I wrote this script, the height limit was half of what it is now. There are (I am ashamed to say) a few "magic number" locations where 127 and 128 show up. If you want to make really tall things, you'll have to increase this limit.
2. The script is designed around an old interface method. The old map format only supported 128 high maps, so it may be a problem in the interface file instead of the script itself.
3. I honestly don't know how anyone uses this script any more. I haven't updated it in years, and the map format has changed since then.
So, in short, you're welcome to fiddle around with it and try to get it working. I'm currently holding out until the "official modding" tools come out so I can convert this (and my other) scripts directly into mod plugins without re-compiling every time there's a patch.
Hope that helps. Enjoy!
New version is up. Version 8, fixes this long-overdue bug (also requires version 7 of the interface file). It is now possible to use the MCEdit filter to make trees all the way up to the map height limit! (it will still take a while to run, several minutes on my "fast" computer).
Enjoy!
Glad to hear that people are still enjoying this stuff. I'm guessing it's nearly all via MCEdit these days. That's the only way I know how to use them anyway. I'm still holding off updating the stand-alone code... if anyone has/knows of a fast stand-alone Python library they would like to recommend, I'm open to suggestions.
....I understand the benefits of it not being a mod, really, I do.. But I haven't the time to download python, nor can I spare the ram for another program... It's crashing instantly with 18 mods as it is! DX and I loved this one too! Though, I can just build it by hand, it will be more custom that way.
Love your program, dude.
I make maps... Any requests, suggestions or something?
Hello, I've use Forester with mcedit for a while. But recently my computer die and I have to redownload mcedit. Now I'm using version 1.3.3.0 (64 bits) and I download all 3 files in the first page and put it in the place it should be. Everything seem fine until I try to hit the 'filter' button in mcedit. I pop up error "Exception during filter operation" and here's what in console.
Please help
edit: the save file is from minecraft 1.7.10 with forge and litemodloader
Hello again, after I mess around with the code, it seem that Forester doesn't recognize that it's running in mcedit. I found that the problem come from these lines (line 1109 in mcInterface.py). It doesn't seem to go into the if statement.
I try to dump what's in "sys.modules" and I found that it's a dict. So I change above if statement to:
Not sure if it may has any consequence or not but at least the filter work as it should.
Anyway, thanks for the filter.
PS. mcInterface.py in version 7
edit: I'm sure that I added a new line before the PS......