Should the dome be centered at the player, the coordinates entered, or something else?
How about defaulting to centered on the player, but allowing you to enter different coordinates. And to be truly fancy, the ability to enter a horizontal radius and a height, so it doesn't have to be spherical. What happens if you do this on a hill? Will the downhill side continue until it hits terrain? If it continues, will it continue expanding, will it just go straight down, or will it go inward like the bottom half of a spheroid?
Would it be worthwhile to build a dome underground, clearing out the space while doing so? I don't think I would do this, but I don't know about others.
Would it be worthwhile to build a dome underground, clearing out the space while doing so? I don't think I would do this, but I don't know about others.
Spheres would be better for building artificial caves, actually.
I'm considering the removal of the Backup button, as there has been many reports of it not working properly, causing people to believe that their world is safely copied when it is not.
if you could add a smooth lighting enable button for the pro version that would be epic.and the dome should be centered at tge player and should have option for hollow dome and such. if its not hollow, it creates the dome at the center of the player, them tps you on top of it.
if you could add a smooth lighting enable button for the pro version that would be epic.
and the dome should be centered at tge player and should have option for hollow dome and such. if its not hollow, it creates the dome at the center of the player, them tps you on top of it.
I can't enable smooth lighting without a patch.
The dome can be centered anywhere you want (it uses the coordinates entered from the edit screen). Minecraft PE automatically teleports players out of terrain.
The dome can be centered anywhere you want (it uses the coordinates entered from the edit screen). Minecraft PE automatically teleports players out of terrain.
Yes, there is an option for a hollow dome.
Yes, but what about making a brightness patch?
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Dragonmoon07, Infinity Network Forums & Chat Administrator. (Whispers "I'm not actually dead, I'm just in hiding and watching you all...)
I'm considering the removal of the Backup button, as there has been many reports of it not working properly, causing people to believe that their world is safely copied when it is not.
How has it failed? Is it possible to verify the backup and if something is missing or not fully copied or corrupted, mention that and allow the user to try again? Backup is a very useful function. Do you think verification would catch the problems some people have reported?
I'm considering the removal of the Backup button, as there has been many reports of it not working properly, causing people to believe that their world is safely copied when it is not.
Please dont because I use the backups and they have always worked for me.
Maybie you could make an options menu with that as a check box?
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Dragonmoon07, Infinity Network Forums & Chat Administrator. (Whispers "I'm not actually dead, I'm just in hiding and watching you all...)
With the impending apocalypserelease of Minecraft PE 0.6.0, I propose an idea for the Pro version:
Spawn mobs from signs.
You'll place a sign like this:
[SpawnMob]
[Creeper]
[10 ]
[ ]
Then open PocketInvEditor Pro, then choose Edit Entities and then Spawn from Signs.
And, if the first line is a valid mob name, 10 creepers would spawn on top of that sign, and the sign would change to :
[Spawned!]
[Creeper ]
[10 ]
[ ]
So, anyone has any ideas or comments? It would really help if you tell me the best:
- layout - first line = status (SpawnMob = needs to spawn, Spawned = done), 2nd line= mob type, third line = count? Good enough?
- mob name format: which formats should it recognize? I'm thinking:
- IDs: [10 ] spawns chicken
- raw names: [chic ] would spawn chicken, and [pig zombie] would spawn zombie pigman. There are based on the internal names I'm using .
Problem: what if you enter an incomplete name, but that name matches two entitites?
- Localized names. So Zombie Pig - in English - would spawn zombie pigmen, and Schaap would spawn sheep if you are using the Dutch version of PocketInvEditor. The problem with this is that Minecraft probably won't let you input Chinese or Korean characters.
- what should the trigger and the success message on the sign be? "spawnMob
and "Success"? What about translations?
Can you add in game cheating? I would cheat in Multiplayer mode!
1) Impossible by editing save files and 2) I wouldn't do it even if it is possible. You already have options to cheat in Multiplayer; don't ask me to make it any easier.
you should make binds to certain tools. you k.ow how you made the sphere thingy? can you makr it so we can bind it to tools? ?lol soon you can call this world edit.
Spawn and Remove Signs would require loading entities and chunks together
How about spawn first, keeping track of the coordinates where you found the signs. Once done, then go through chunks and systematically eliminate the signs.
Also, how about allowing spawning from any unambiguous substring of a mob name. With that format, you could make a sign like this:
[SpawnMob]
[Creep 10]
[Spid 15]
[Cow 20]
Zombies and Zombie Pigmen present a problem there. I'm not sure what the best solution is to that. Maybe the solution is that "Zombie" means zombie and "Pigman" means Zombie pigman.
It would also be nice to be able to "copy" the coordinates of a sign and then go to the world editing screen and "paste" those coordinates.
It would also be nice to be able to "copy" the coordinates of a sign and then go to the world editing screen and "paste" those coordinates.
Maybe just have a list of tile entities accessible from the terrain screen?
I'm not implementing the sign spawn for tomorrow's release - that will come later.
I'm currently updating PocketInvEditor by reading the changelog and using IDs from Desktop Edition. I'm going to post an APK with new IDs; can someone check tomorrow, when the update releases, that the IDs are correct? Thanks.
you should make binds to certain tools. you k.ow how you made the sphere thingy? can you makr it so we can bind it to tools? ?lol soon you can call this world edit.
Can't do it from outside - I'm waiting for an in-game modloading hook.
Also, would it be possible to determine which way the player is facing in relation to coordinates?
How about defaulting to centered on the player, but allowing you to enter different coordinates. And to be truly fancy, the ability to enter a horizontal radius and a height, so it doesn't have to be spherical. What happens if you do this on a hill? Will the downhill side continue until it hits terrain? If it continues, will it continue expanding, will it just go straight down, or will it go inward like the bottom half of a spheroid?
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Curse PremiumSpheres would be better for building artificial caves, actually.
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Curse Premiumhttp://zhuowei.github.com/PocketInvEditor-app/PocketInvEditorApp-release-beta.apk
This contains pre-scaled versions of the items.png and terrain.png textures and should remove the blurring of the icons on high resolution screens.
Edit:
I'm considering the removal of the Backup button, as there has been many reports of it not working properly, causing people to believe that their world is safely copied when it is not.
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Curse PremiumI can't enable smooth lighting without a patch.
The dome can be centered anywhere you want (it uses the coordinates entered from the edit screen). Minecraft PE automatically teleports players out of terrain.
Yes, there is an option for a hollow dome.
Yes, but what about making a brightness patch?
(Whispers "I'm not actually dead, I'm just in hiding and watching you all...)
How has it failed? Is it possible to verify the backup and if something is missing or not fully copied or corrupted, mention that and allow the user to try again? Backup is a very useful function. Do you think verification would catch the problems some people have reported?
Please dont because I use the backups and they have always worked for me.
Maybie you could make an options menu with that as a check box?
(Whispers "I'm not actually dead, I'm just in hiding and watching you all...)
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Curse PremiumIt takes about a day to add the new item IDs into PocketInvEditor.
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Curse Premiumapocalypserelease of Minecraft PE 0.6.0, I propose an idea for the Pro version:Spawn mobs from signs.
You'll place a sign like this:
[SpawnMob]
[Creeper]
[10 ]
[ ]
Then open PocketInvEditor Pro, then choose Edit Entities and then Spawn from Signs.
And, if the first line is a valid mob name, 10 creepers would spawn on top of that sign, and the sign would change to :
[Spawned!]
[Creeper ]
[10 ]
[ ]
So, anyone has any ideas or comments? It would really help if you tell me the best:
- layout - first line = status (SpawnMob = needs to spawn, Spawned = done), 2nd line= mob type, third line = count? Good enough?
- mob name format: which formats should it recognize? I'm thinking:
- IDs: [10 ] spawns chicken
- raw names: [chic ] would spawn chicken, and [pig zombie] would spawn zombie pigman. There are based on the internal names I'm using .
CHICKEN(10, Chicken.class),
COW(11, Cow.class),
PIG(12, Pig.class),
SHEEP(13, Sheep.class),
ZOMBIE(32, Zombie.class),
CREEPER(33, Creeper.class),
SKELETON(34, Skeleton.class),
SPIDER(35, Spider.class),
PIG_ZOMBIE(36, PigZombie.class),
ITEM(64, Item.class),
PRIMED_TNT(65, TNTPrimed.class),
ARROW(80, Arrow.class),
SNOWBALL(81, Snowball.class),
EGG(82, Egg.class),
PAINTING(83, Painting.class)
- Localized names. So Zombie Pig - in English - would spawn zombie pigmen, and Schaap would spawn sheep if you are using the Dutch version of PocketInvEditor. The problem with this is that Minecraft probably won't let you input Chinese or Korean characters.
- what should the trigger and the success message on the sign be? "spawnMob
and "Success"? What about translations?
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Curse PremiumSo official Mojang names from en_us.lang, the enum names, and the numerical IDs for mad people. OK.
Spawn and Remove Signs would require loading entities and chunks together, and I'm not sure whether my code can actually handle that.
1) Impossible by editing save files and 2) I wouldn't do it even if it is possible. You already have options to cheat in Multiplayer; don't ask me to make it any easier.
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Curse PremiumHow about spawn first, keeping track of the coordinates where you found the signs. Once done, then go through chunks and systematically eliminate the signs.
Also, how about allowing spawning from any unambiguous substring of a mob name. With that format, you could make a sign like this:
[SpawnMob]
[Creep 10]
[Spid 15]
[Cow 20]
Zombies and Zombie Pigmen present a problem there. I'm not sure what the best solution is to that. Maybe the solution is that "Zombie" means zombie and "Pigman" means Zombie pigman.
It would also be nice to be able to "copy" the coordinates of a sign and then go to the world editing screen and "paste" those coordinates.
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Curse PremiumMaybe just have a list of tile entities accessible from the terrain screen?
I'm not implementing the sign spawn for tomorrow's release - that will come later.
I'm currently updating PocketInvEditor by reading the changelog and using IDs from Desktop Edition. I'm going to post an APK with new IDs; can someone check tomorrow, when the update releases, that the IDs are correct? Thanks.
Can't do it from outside - I'm waiting for an in-game modloading hook.
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Curse PremiumWhen 0.6.0 hits, please test the new IDs in this PocketInvEditor beta. I got the IDs from Eesktop, and I'm not sure whether they are right.