Me & Podshot are maintaining a github repo, where we create MCEdit filters. I've recently made filter called "Add Vines" check it out... Maybe it can help you
Check it out: https://github.com/P.../MCEdit-Filters
Could I place my filter code on Github too? How would I go about it?
Could I place my filter code on Github too? How would I go about it?
You are welcome to put the filter on Github! I will make you a contributor once you make a Pull Request with the filter.
Steps on how to contribute to the Github:
1. Make a Github account(Its 100% free) from the homepage
2. Go the Repository: Link
3. Click the "Fork" button in the top right corner
4. Github will take you to a page identical to the previous one, but you will be able to add files
5. Click the "+" button next to the blue name of the Repository(It should be the name of the Repository you forked it from)
6. After adding a file, go to the bottom of the page, and enter on the first line, a title to tell what was added/changed
7. The box under that is completely optional, it adds a more detailed description
8. Once you click the "Commit" button, I will receive a message that you have add/changed a file
9. Once I merge your repository, I will add you as a contributor.
More documentation is on this link: https://help.github.com/
NOTE:they use a program called "Git" in the documentation to show you how to use Github, "Git" is COMPLETELY optional.
Hello guys! I am actually asking for help this time, instead of answering problems.
I have this code:
from pymclevel import TAG_Compound
from pymclevel import TAG_Short
from pymclevel import TAG_Byte
from pymclevel import TAG_String
from pymclevel import TAG_List
from pymclevel import TAG_Int
from numpy import zeros
code = unichr(0x00a7); dash = " " + unichr(0x2015) + " "; yin_yang = unichr(0x262f); AE = unichr(0x00c6)
def foil(card):
card["tag"]["ench"] = TAG_List()
return card
def paper(slot):
item = TAG_Compound()
item["id"] = TAG_Short(339)
item["Damage"] = TAG_Short(0)
item["Count"] = TAG_Byte(1)
item["Slot"] = TAG_Byte(slot)
return item
def book(slot):
item = TAG_Compound()
item["id"] = TAG_Short(340)
item["Damage"] = TAG_Short(0)
item["Count"] = TAG_Byte(1)
item["Slot"] = TAG_Byte(slot)
return item
def card(planeswalker, slot):
card = paper(slot)
card["tag"] = TAG_Compound()
card["tag"]["display"] = TAG_Compound()
lore = TAG_List()
for i in planeswalker[1]:
lore.append(TAG_String(reset + grey + i))
card["tag"]["display"]["Lore"] = lore
card["tag"]["display"]["Name"] = TAG_String(reset + planeswalker[0])
return card
def plane(planeswalker, slot):
card = book(slot)
card["tag"] = TAG_Compound()
card["tag"]["display"] = TAG_Compound()
lore = TAG_List()
for i in planeswalker[1]:
lore.append(TAG_String(reset + grey + i))
card["tag"]["display"]["Lore"] = lore
card["tag"]["display"]["Name"] = TAG_String(reset + planeswalker[0])
return card
reset = code + "r"; white = code + "f"; blue = code + "b"; black = code + "8"
red = code + "c"; green = code + "2"; grey = code + "7"; lean = code + "o"
gold = code + "6"; d_red = code + "4"; bold = code + "l"; purple= code + "d"
tab = " "
common = tab + white + bold + "Common" + reset + grey
uncommon = tab + grey + bold + "Uncommon" + reset + grey
rare = tab + gold + bold + "Rare" + reset + grey
mythic = tab + d_red + bold + "Mythic Rare" + reset + grey
basic = tab + white + bold + "Basic Land" + reset + grey
special = tab + purple + bold + "Special" + reset + grey
w = white + bold + "W" + reset + grey
u = blue + bold + "U" + reset + grey
b = black + bold + "B" + reset + grey
r = red + bold + "R" + reset + grey
g = green + bold + "G" + reset + grey
def x(num): return grey + bold + str(num) + reset + grey
t = grey + bold + "T" + reset + grey
chaos = grey + yin_yang + reset
chaos_title = grey + bold + yin_yang + reset
venser = ["Venser, the Sojourner"+tab+x(3)+w+u,
["Planeswalker"+dash+"Venser"+mythic,
"+2: Exile target permanent you own. Return it to",
tab+"the battlefield under your contol at the beginning of",
tab+"the next end step.",
"-1: Creatures are unblockable this turn.",
"-8: You get an emblem with \"Whenever you cast",
tab+"a spell, exile target permanent.",
tab*3+"3"]]
ral = ["Ral Zarek"+tab+x(2)+u+r,
["Planeswalker"+dash+"Ral"+mythic,
"+1: Tap target permanent, then untap another",
tab+"target permanent.",
"-2: Ral Zarek deals 3 damage to target creature",
tab+"or player.",
"-7: Flip five coins. Take an extra turn after this",
tab+"one for each coin that comes up heads.",
tab*3+"4"]]
tamiyo = ["Tamiyo, the Moon Sage"+tab+x(3)+u+u,
["Planeswalker"+dash+"Tamiyo"+mythic,
"+1: Tap target permanent. It doesn't untap during its contoller's",
tab+"next untap step.",
"-2: Draw a card for each tapped creature target player controls.",
"-8: You get an emblem with \"You have no maximum hand",
tab+"size\" and \"Whenever a card is put into your graveyard from",
tab+"anywhere, you may return it to your hand.\"",
tab*3+"4"]]
liliana = ["Liliana of the Veil"+tab+x(1)+b+b,
["Planeswalker"+dash+"Liliana"+mythic,
"+1: Each player discards a card.",
"-2: Target player sacrifices a creature.",
"-6: Seperate all permanents target player controls into",
tab+"two piles. That player sacrifices all permanents in",
tab+"the pile of his or her choice.",
tab*3+"3"]]
bolas = ["Nicol Bolas, Planeswalker"+tab+x(4)+u+b+b+r,
["Planeswalker"+dash+"Bolas"+mythic,
"+3: Destroy target noncreature permanent.",
"-2: Gain control of target creature.",
"-9: Nicol Bolas, Planeswalker deals 7 damage to",
tab+"target player. That player discards seven cards,",
tab+"then sacrifices seven permanents.",
tab*3+"5"]]
damion = ["Damion, Bladeforger"+tab+x(3)+w+w,
["Planeswalker"+dash+"Damion"+mythic,
"+1: Target creature gets +0/+1 or +1/+0 until end of turn.",
"0: Choose a creature you control. That creature fights",
tab+"target creature.",
"-7: Target creature gets +X/+0 until end of turn, where",
tab+"X is that creature's toughness.",
tab*3+"3"]]
david = ["David, Engineer Adept"+tab+x(2)+u+u+u,
["Planeswalker"+dash+"David"+mythic,
"+1: Target creature gets -1/-1 until end of turn.",
"-X: Put Y +1/+1 counter on creatures you control, where",
tab+"Y is half of X, rounded down.",
"-6: Discard your hand, then shuffle your graveyard into",
tab+"your library. Draw 7 cards.",
tab*3+"3"]]
shen = ["Shen Spark"+tab+x(1)+r+r,
["Planeswalker"+dash+"Shen"+mythic,
"+1: Shen Spark deals 2 damage to target creature.",
"-3: Destroy the creature with the greatest toughness on",
tab+"the battlefield.",
"-7: Target creature becomes X/1, where X is that creature's",
tab+"power. "+lean+"(This is permanent.)",
tab*3+"2"]]
gael = ["Gael, Son of Nature"+tab+x(4)+g+g,
["Planeswalker"+dash+"Gael"+mythic,
"+1: Put a 1/5 green Beast token onto the battlefield.",
"-X: Prevent the next Y damage that would be dealt to target",
tab+"player, where Y is half of X, rounded down. Gael deals",
tab+"Y damage to target player.",
"-8: Exile all creatures you control, then exile up to that many creatures.",
tab*3+"4"]]
flight = ["Flight"+tab+u,
["Enchantment"+dash+"Aura"+common,
"Enchant creature",
"Enchanted creature has flying."]]
keyrune = ["Izzet Keyrune"+x(3),
["Artifact"+uncommon,
t+": Add "+u+" or "+r+" to your mana pool.",
u+r+": Until end of turn, Izzet Keyrune becomes",
"a 2/1 blue and red Elemental artifact creature.",
"Whenever Izzet Keyrune deals combat",
"damage to a player, you may draw a",
"card. If you do, discard a card."]]
stave = ["Stave Off"+tab+w,
["Instant"+common,
"Target creature gains protection from the color",
"of your choice until end of turn."+lean+"(It can't be",
lean+"blocked, targeted, dealt damage, or enchanted by",
lean+"anything of that color.)"]]
oboro = ["Oboro, Palace in the Clouds"
["Legendary Land"+rare,
t+": Add "+u+" to your mana pool.",
x(1)+": Return Oboro, Palace in the Clouds to its owner's",
"hand."]]
crypt = ["Tormod's Crypt"+tab+x(0),
["Artifact"+special,
t+", Sacrifice Tormod's Crypt: Exile all cards from",
"target player's graveyard."]]
cards = [venser, ral, tamiyo, liliana, bolas, damion, david, shen, gael, flight, keyrune, stave, oboro, crypt]
shandalar = ["Eloren Wilds",
["Plane"+dash+"Shandalar"+common,
"Whenever a player taps a permanenent for mana, that player adds one",
"mana to his or her mana pool of any type that land produced.",
chaos_title+" Whenever you roll "+chaos+", target player can't cast spells until a",
reset+"player planeswalks."]]
ravnica = ["Izzet Steam Maze",
["Plane"+dash+"Ravnica"+common,
"Whenever a player casts an instant or sorcery spell, that player copies it.",
"The player may choose new targets for the copy.",
chaos_title+"Whenever you roll "+chaos+", instant and sorcery spells you cast this",
reset+"turn cost "+x(3)+" less to cast."]]
dominaria = ["Krosa",
["Plane"+dash+"Dominaria"+common,
"All creatures get +2/+2.",
chaos_title+"Whenever you roll "+chaos+", you may add "+w+u+b+r+g+reset+" to your mana pool."]]
bolas_realm = ["Pools of Becoming",
["Plane"+dash+"Bolas's Meditation Realm"+common,
"At the beginning of your end step, put the cards in your hand on the",
"bottom of your library in any order, then draw that many cards.",
chaos_title+"Whenever you roll "+chaos+", reveal the top three cards of your planar deck.",
reset+"Each of the revealed cards' "+chaos+" abilities triggers. Then put the revealed",
reset+"cards on the bottom of your planar deck in any order."]]
kamigawa = ["Minamo",
["Plane"+dash+"Kamigawa"+common,
"Whenever a player casts a spell, that player may draw a card.",
chaos_title+"Whenever you roll "+chaos+", each player may return a blue card from",
reset+"his or her graveyard to his or her hand."]]
galima = ["Planeshard Crater",
["Plane"+dash+"Galima"+uncommon,
"Creatures that you or your allies control get +2/-1. Creatures",
"your opponents control get -1/+2.",
chaos_title+"Whenever you roll "+chaos+", Activate the "+chaos+" ability",
reset+"of every other Plane in play."]]
aether = ["Blind Eternities",
["Outside the Planes"+dash+"The "+AE+"ther"+mythic,
"If a creature's toughness is 0 or below, it is not sent to the",
"graveyard. The game cannot be won or lost. Rolling the planar die",
"costs "+x(10)+" more.",
chaos_title+"Whenever you roll "+chaos+", Exile all non-planeswalker",
reset+"permanents, then planeswalk."]]
planes = [galima, bolas_realm, ravnica, shandalar, kamigawa, dominaria, aether]
displayName = "Planeswalkers"
inputs = (("Foil", False),("Planes", False),)
def perform(level, box, options):
for (chunk, slices, point) in level.getChunkSlices(box):
for te in chunk.TileEntities:
px = te["x"].value
py = te["y"].value
pz = te["z"].value
if px < box.minx or px >= box.maxx:
continue
if py < box.miny or py >= box.maxy:
continue
if pz < box.minz or pz >= box.maxz:
continue
if te["id"].value == "Chest" and not options["Foil"]:
te["Items"] = TAG_List()
for card_num in range(len(cards)):
if not options["Plane"]:
te["Items"].append(card(cards[card_num], card_num))
for plane_num in range(len(planes)):
if options["Plane"]:
te["Items"].append(plane(planes[plane_num], plane_num))
elif te["id"].value == "Chest" and options["Foil"]:
te["Items"] = TAG_List()
for card_num in range(len(cards)):
if not options["Plane"]:
te["Items"].append(foil(card(cards[card_num], card_num)))
for plane_num in range(len(planes)):
if options["Plane"]:
te["Items"].append(foil(plane(planes[plane_num], plane_num)))
chunk.dirty = True
This is for a map I am making. This seems all well and good, but then I get this MCEdit error:
string indices must be integer, not tuple
I'm croudsourcing this one. Could any of you guys point out the fatal flaw?
Thanks in advance, and Adieu,
Nicolpotent
Rollback Post to RevisionRollBack
I was too lazy to make a signature, so here you go.
Hello guys! I am actually asking for help this time, instead of answering problems.
I'm croudsourcing this one. Could any of you guys point out the fatal flaw?
... snip ...
Thanks in advance, and Adieu,
Nicolpotent
It's a missing comma on the 'oboro' line - should be at the end of the line:
Small, simple, tiny request. I need a filter that spreads ores out over the selected area replacing stone. I need it for my series of Maja's Lost Island Adventure (Link in my sig). For now I'm working on the V4 of the map. And so far I have been using a brush with random small sizes and placed the ores underground randomly. So could any of you dear coders make a filter that "replaces" random stones into ores? Don't make them generate too far from each other. The ore height
rule doesn't matter. So diamonds and gold can spawn at any height. If you see the pics on my topic you will see what I mean about the rule. As the sea level on my map is at height of 8-9 blocks. The veins should be the same like in MC. Diamonds 2-5, gold ~4, coal ~10, iron 3-6 and lapiz ~2.
Thank you. Keeping an eye on this topic. I will credit you in the topic. Helping me makes my map popular, which will make you popular at the same time
look for seth's random block filter and replace it with ores
Rollback Post to RevisionRollBack
CTM maker, Rom-Hack Hard Enthusiast, Lover of Tacos and Coder
What's up guys? So, I just made a filter that gives you the ability to change the lighting of your world! You can choose any light level you want, and apply it to your box selection. This is a very useful tool... for example: You can make a region free from monster spawning (by setting the light level above 8), or you can simply make an artificial light region so that you don't need to put torches/glowstone all over your town or building... you can aswell activate your beacon in a cave, or make mushrooms grow in daylight without mycelium.
Hello people of this topic! I read almost each and every post, and I was like "I MUST make a filter for these guys" so I made one.. It creates Nether portals inside the selection box I know, not the most useful one, but if you need a fast Nether portal, no matter how big it is, just select my filter (it is called "Create Nether Portal") and click "Filter" and BAM! I'll improve it because now it creates the actual portal frames in the middle section of the selection box.. I'll add options so that you can choose whether you want it to put portal frames in the middle, one the two sides of the selection box (back and forth) and maybe every other block (I am not sure how I will do the last one, so maybe you can help?) I really hope you like it Anyway.... here it is.. Direct code or download, you choose!
#Filter by Lazini
#You can modify, reuse or distribute this filter. If you do so, make sure to give credit to Lazini
displayName = "Create Nether Portal"
inputs = (
("The Portal Faces:", ("South-North (Z Axis)", "East-West (X Axis)", "Upwards-Downwards (Y Axis)")),
("Put Portal Frames:", ("In the middle", "Back And Forth")),
("Fill Middle Section", True),
("With", "blocktype"),
("Only works if 'Fill Middle Section' is true and the selected block isn't portal frame", "label"),
)
def perform(level, box, options):
maxx = box.maxx
minx = box.minx
maxy = box.maxy
miny = box.miny
maxz = box.maxz
minz = box.minz
centerx = ((box.minx+1) + (box.maxx-1)) / 2
centerz = ((box.minz+1) + (box.maxz-1)) / 2
centery = ((box.miny+1) + (box.maxy-1)) / 2
itFaces = options["The Portal Faces:"]
putPF = options["Put Portal Frames:"]
fillmiddle = options["Fill Middle Section"]
block = options["With"].ID
if itFaces == "South-North (Z Axis)":
for x in xrange(box.minx, box.maxx):
for z in xrange(box.minz, box.maxz):
for y in xrange(box.miny, box.maxy):
#Set the sides to Obsidian Blocks
level.setBlockAt(minx, y, minz, 49)
level.setBlockAt(maxx-1,y,minz,49)
level.setBlockAt(minx,y,maxz-1,49)
level.setBlockAt(maxx-1,y,maxz-1,49)
level.setBlockAt(minx, y, z, 49)
level.setBlockAt(maxx-1, y, z, 49)
#Set the top and bottom to Obsidian Blocks
level.setBlockAt(x, maxy-1, maxz-1, 49)
level.setBlockAt(x, maxy-1, minz, 49)
level.setBlockAt(x, miny, maxz-1, 49)
level.setBlockAt(x, miny, minz, 49)
level.setBlockAt(x, maxy-1, z, 49)
level.setBlockAt(x, miny, z, 49)
if putPF == "In the middle":
#Set the center blocks into Portal Frame Blocks
for x in xrange(box.minx+1, box.maxx-1):
for z in xrange(box.minz, box.maxz):
for y in xrange(box.miny+1, box.maxy-1):
level.setBlockAt(x,y,centerz,90)
if putPF == "Back And Forth":
#Set the most forth and back blocks to portal frames
for x in xrange(box.minx+1, box.maxx-1):
for z in xrange(box.minz, box.maxz):
for y in xrange(box.miny+1, box.maxy-1):
level.setBlockAt(x, y, minz, 90)
level.setBlockAt(x, y, maxz-1, 90)
if fillmiddle == True:
#Fill the middle section with desired block
for x in xrange(box.minx+1, box.maxx-1):
for z in xrange(box.minz+1, box.maxz-1):
for y in xrange(box.miny+1, box.maxy-1):
level.setBlockAt(x, y, z, block)
level.setBlockAt(x, y, z, block)
if itFaces == "East-West (X Axis)":
for x in xrange(box.minx, box.maxx):
for z in xrange(box.minz, box.maxz):
for y in xrange(box.miny, box.maxy):
#Set the sides to Obsidian Blocks
level.setBlockAt(minx, y, minz, 49)
level.setBlockAt(minx,y,maxz-1,49)
level.setBlockAt(maxx-1,y,minz,49)
level.setBlockAt(maxx-1,y,maxz-1,49)
level.setBlockAt(x, y, minz, 49)
level.setBlockAt(x, y, maxz-1, 49)
#Set the top and bottom to Obsidian Blocks
level.setBlockAt(maxx-1, maxy-1, maxz-1, 49)
level.setBlockAt(minx, maxy-1, z, 49)
level.setBlockAt(maxx-1, miny, z, 49)
level.setBlockAt(minx, miny, z, 49)
level.setBlockAt(x, maxy-1, z, 49)
level.setBlockAt(x, miny, z, 49)
if putPF == "In the middle":
#Set the center blocks into Portal Frame Blocks
for x in xrange(box.minx, box.maxx):
for z in xrange(box.minz+1, box.maxz-1):
for y in xrange(box.miny+1, box.maxy-1):
level.setBlockAt(centerx,y,z,90)
if putPF == "Back And Forth":
#Set the most forth and back blocks to portal frames
for x in xrange(box.minx, box.maxx):
for z in xrange(box.minz+1, box.maxz-1):
for y in xrange(box.miny+1, box.maxy-1):
level.setBlockAt(minx, y, z, 90)
level.setBlockAt(maxx-1, y, z, 90)
if fillmiddle == True:
#Fill the middle section with desired block
for x in xrange(box.minx+1, box.maxx-1):
for z in xrange(box.minz+1, box.maxz-1):
for y in xrange(box.miny+1, box.maxy-1):
level.setBlockAt(x, y, z, block)
level.setBlockAt(x, y, z, block)
if itFaces == "Upwards-Downwards (Y Axis)":
raise NotImplementedError("You can't have horizontal portal frames, that works with mods only e.g. Twilight Forest Mod (in which the portal frames are horizontal). I wrote it just so you can see it yourself")
#Make the frame for the portal
for x in xrange(box.minx, box.maxx):
for z in xrange(box.minz, box.maxz):
for y in xrange(box.miny, box.maxy):
level.setBlockAt(maxx-1, y, z, 49)
level.setBlockAt(minx, y, z,49)
level.setBlockAt(x, y, maxz-1, 49)
level.setBlockAt(x, y, minz, 49)
if putPF == "In the middle":
#Set the center blocks to portal frames
for x in xrange(box.minx+1, box.maxx-1):
for z in xrange(box.minz+1, box.maxz-1):
for y in xrange(box.miny, box.maxy):
level.setBlockAt(x, centery, z, 90)
if putPF == "Back And Forth":
for x in xrange(box.minx+1, box.maxx-1):
for z in xrange(box.minz+1, box.maxz-1):
for y in xrange(box.miny, box.maxy):
level.setBlockAt(x, miny, z, 90)
level.setBlockAt(x, maxy-1, z, 90)
if fillmiddle == True:
for x in xrange(box.minx+1, box.maxx-1):
for z in xrange(box.minz+1, box.maxz-1):
for y in xrange(box.miny+1, box.maxy-1):
level.setBlockAt(x, y, z, block)
level.setBlockAt(x, y, z, block)
What's up guys? So, I just made a filter that gives you the ability to change the lighting of your world! You can choose any light level you want, and apply it to your box selection. This is a very useful tool... for example: You can make a region free from monster spawning (by setting the light level above 8), or you can simply make an artificial light region so that you don't need to put torches/glowstone all over your town or building... you can aswell activate your beacon in a cave, or make mushrooms grow in daylight without mycelium.
Question, do you guys know of any filter that uses perlin noise to bend flat terrain?
I've been messing around with different configurations of eroded sand in thin distinct layers and I'm in need of some sort of heightmap filter so that the terrain flows naturally rather than, well, being flat
It would also help me "melt" bridges and other structures in a post apocalyptic lava region '^^
I'm looking more for something that changes the elevation of the terrain within a selection by moving the blocks up and down (using a noise map) rather than adding/removing blocks.
What's up guys? So, I just made a filter that gives you the ability to change the lighting of your world! You can choose any light level you want, and apply it to your box selection. This is a very useful tool... for example: You can make a region free from monster spawning (by setting the light level above 8), or you can simply make an artificial light region so that you don't need to put torches/glowstone all over your town or building... you can aswell activate your beacon in a cave, or make mushrooms grow in daylight without mycelium.
You may want to mention that you didn't make a filter, but modified somebody else's filter in a pretty minimal way and are trying to take credit for it.
Question, do you guys know of any filter that uses perlin noise to bend flat terrain?
I've been messing around with different configurations of eroded sand in thin distinct layers and I'm in need of some sort of heightmap filter so that the terrain flows naturally rather than, well, being flat
It would also help me "melt" bridges and other structures in a post apocalyptic lava region '^^
Could I place my filter code on Github too? How would I go about it?
Thank you so much, this is just amazing, it will certainly help me!
You are welcome to put the filter on Github! I will make you a contributor once you make a Pull Request with the filter.
Steps on how to contribute to the Github:
1. Make a Github account(Its 100% free) from the homepage
2. Go the Repository: Link
3. Click the "Fork" button in the top right corner
4. Github will take you to a page identical to the previous one, but you will be able to add files
5. Click the "+" button next to the blue name of the Repository(It should be the name of the Repository you forked it from)
6. After adding a file, go to the bottom of the page, and enter on the first line, a title to tell what was added/changed
7. The box under that is completely optional, it adds a more detailed description
8. Once you click the "Commit" button, I will receive a message that you have add/changed a file
9. Once I merge your repository, I will add you as a contributor.
More documentation is on this link: https://help.github.com/
NOTE:they use a program called "Git" in the documentation to show you how to use Github, "Git" is COMPLETELY optional.
Please quote me if you want me to see your post!
This isn't the cleanest (or fastest) of scripts, but I'm lazy. It plants tall grass, dandalions, and roses on a specific block type.
Download it here:
https://docs.google.com/file/d/0B_B6Iiq21G7dbGprS05TZFJoTEE/edit
Filter that initialized chests. Minecraft now only initializes chests if you open it and not when it is rendered
I have this code:
I'm croudsourcing this one. Could any of you guys point out the fatal flaw?
Thanks in advance, and Adieu,
Nicolpotent
I will give you this quick inventory block init filter.
https://www.dropbox....qxkcqt5/init.py
EDIT: Most. Useful. Filter. Ever.
It's a missing comma on the 'oboro' line - should be at the end of the line:
oboro = ["Oboro, Palace in the Clouds",
Thanks, abright! It works now ^-^
look for seth's random block filter and replace it with ores
What is the specific problem you're having? Is it throwing errors all the time or are you unsure of how to install it?
What's up guys? So, I just made a filter that gives you the ability to change the lighting of your world! You can choose any light level you want, and apply it to your box selection. This is a very useful tool... for example: You can make a region free from monster spawning (by setting the light level above 8), or you can simply make an artificial light region so that you don't need to put torches/glowstone all over your town or building... you can aswell activate your beacon in a cave, or make mushrooms grow in daylight without mycelium.
Download: http://www.mediafire.com/?5cy9fum4nobwvcc
"Invisible" glowstone!
Download Link: http://www.mediafire.com/?md8d9jm9a5vfidr
MCEdit: Minecraft World Editor
impressive. I admit you to the ranks of filterwriters.
And:
or glowstone that does not glow
I've been messing around with different configurations of eroded sand in thin distinct layers and I'm in need of some sort of heightmap filter so that the terrain flows naturally rather than, well, being flat
It would also help me "melt" bridges and other structures in a post apocalyptic lava region '^^
I'm looking more for something that changes the elevation of the terrain within a selection by moving the blocks up and down (using a noise map) rather than adding/removing blocks.
I still can't find anything :c
You may want to mention that you didn't make a filter, but modified somebody else's filter in a pretty minimal way and are trying to take credit for it.
Jsa wrote a Perlin noise generator:
http://www.minecraftforum.net/topic/213853-mcedit-filter-scripts/page__st__140#entry20059791
I have "Drape" for melting structures in your selection box.
http://www.reddit.com/r/Minecraft/comments/154dbu/i_made_an_mcedit_filter_that_drapes_your_creation/