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    posted a message on MCEdit: Minecraft World Editor (Now open source!)

    Here's my planned workflow. Create a raw set of region data in an easy to write program that I'm making myself, and then use another program (written by somebody else who's got more programming skills than me) like MC Edit to convert the raw output of my program to a standard MCA (or MCR for older versions) region file. The raw data can be one of two formats, a single file with block IDs only (let the converter keep the block data values at zero for all blocks, or assign random values for block types that use data values while leaving other blocks with a data value of zero), or alternative format is with block IDs in one file and a separate file for data values (the converter will then use whatever values I've specified in the data values file for the data values of the corresponding blocks).

    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)

    To the developer of MCEdit, I have the following feature request:


    Please re-add the ability to edit legacy MC worlds (those before the Anvil update).


    Also, please add the ability to import raw data for a region (it should interpret any file who's size is 67108864 bytes) as being valid region data and replace the current region data for the currently loaded region with this imported region data. For editing a region in a legacy MC world (MCR files instead of MCA files) it should consider any file who's size is exactly 33554432 bytes as being a valid region raw data file and import it (if a legacy world is loaded in MCedit).


    Also, any file who's size is exactly 65536 bytes, this should be treated as a valid chunk (not region) raw data file and imported into the current chunk, for current version MC worlds. Likewise any file who's size is exactly 32768 bytes should be treated as a valid chunk for legacy MC worlds, and successfully imported into the current chunk (if a legacy world is loaded in MCedit).


    Also for each of the imports I described above, there should be a corresponding export.

    Posted in: Minecraft Tools
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    posted a message on I'm looking for a rare old version of Minecraft called Alpha 1.1.1

    It was one of the rarest, because it had a bug that got fixed pretty quickly, so it was only online for about an hour before they updated the applet on their website. Only somebody who'd saved a copy of it from their %temp% folder on their computer, prior to the update to Alpha 1.1.2, or else somebody who played the Minecraft applet when Alpha 1.1.1 was the current version, but never again played the online Alpha 1.1.1 applet. And if played offline, that they didn't play Minecraft offline again after Alpha 1.1.1 up until 2013's launcher where the game versions got saved to a different location, preserving Alpha 1.1.1.


    However, if somebody has this version, please contact me at my Discord server.

    https://discord.gg/WsRYWmR


    Alternatively, if you want, you can send me an email at [email protected] and yes that is mail.com, NOT gmail.com.

    Posted in: Discussion
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    posted a message on Check out my cool Minecraft 1.6.4 server

    My server is located at videogamer555.com:25565 and it is for Minecraft version 1.6.4. It hardly has any players at the moment. It's a survival mode server and the rules are basically anarchy. However, I have one rule you must always follow. Don't destroy the admin's house, or kill the admin. I'm the admin, and my username is Videogamer555. There's even a sign on the side of my house that says "Videogamer555's house". I can't stand losing my XP due to being killed by another player, and I can't stand losing stuff I've built like what's in my house (so don't raid it). The most likely course of action I'll take if anything happens to me or my house, at the hands of another player is to reset my server to the last backup. I will try to remember to save backups frequently, but even so, any progress made by any players between the last backup and when I reset my server will be lost. So don't do anything stupid to me or my house, or you will cost yourself progress in the game as well as the progress of fellow players. So THINK before you act.


    Now I won't reset to last backup if I get killed by a monster, or my house gets blown up by a creeper, because that's part of the normal course of the game. However, being killed by another player, or my house getting griefed or raided by another player, is NOT part of the normal course of the game, ESPECIALLY since I'm the server admin. In general though, PvP is fine. Just don't do PvP against me, the server admin.

    Posted in: PC Servers
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    posted a message on Making Lightmaps - An MCPatcher Tutorial

    Why do I need MC Patcher for this? This tutorial is in the "resrouce packs" subforum, which means that light maps are stored in a normal resource pack, and those can be made manually. There's an actual official way to create resource packs using a specific folder structure. No jar-file modding is needed, so no special tools should be needed.

    Posted in: Resource Pack Discussion
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    posted a message on Question about Chinese Minecraft uninstaller

    A while ago I installed the Chinese version of Minecraft called Minecraft China. It's a legit Chinese translation of the game, created specifically by Mojang to sell in China. I found the site it was on and downloaded the installer and installed it. Unfortunately to create a free account to play it, it asked for my phone number, which of course I did NOT provide (I wouldn't want to end up with my phone number getting somehow into the hands of a Chinese hacker, as it's well known that over there they don't care about protecting personal info). I have decided now to uninstall it, since I can't find any way around this requirement that I use my phone number. Unfortunately the uninstall dialog box is completely in Chinese, so I don't know which checkboxes I should check. I've attached a screenshot of it to this post, so hopefully somebody here on MinecraftForum will be able to translate it into English for me. Anybody here know any Chinese?

    Posted in: Java Edition Support
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    posted a message on What is up with all the "User1234567" names?

    @criticsquid Why not keep the threads and posts up, under an anonymized name like "User90283479327"? Then if that user reclaims their account, you can reactivate their real username. Some old threads posted by inactive users contain links to downloads like mods that may otherwise be lost forever, due to these threads being posted by old users who won't ever visit the forum again. Content produced should NEVER be deleted, because of its usefulness to others.

    Posted in: Forum Discussion & Info
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    posted a message on How do I install Forge for Minecraft 1.5.1?

    I have a mod that requires Forge for Minecraft 1.5.1, but there's one problem. That is I can't install Forge for Minecraft 1.5.1. The official universal installer jar works by first downloading required files, and then creating a new profile set up with the modded version of Minecraft. Problem is, there's one file it can't download. It tries to download http://files.minecraftforge.net/fmllibs/scala-library.jar but this creates a 500 error (Internal Server Error). So that download is broken. And with that download broken, the universal installer crashes once it tries to copy the downloaded file to the correct folder.


    Apparently this is a dependency that is not needed for versions of Forge that are built for newer Minecraft versions, so the webmasters of the website that hosts Forge (and its required files) must have been cleaning up their server, by removing old files, and ended up removing some files required by older versions of Forge. So now (from what I can tell) I can't install this version of Forge. And that means I can't run the mod that I want, that REQUIRES this version of Forge.


    Any help in getting around this issue will be MUCH APPRECIATED.

    Posted in: Mods Discussion
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    Ok, it seems that it does use forge. However it keeps crashing. So now I need to know how do I installother models? I want to install the HCmiku model as that is the only one stated to work with a 32bit JRE (and right now I'm running the 32bit JRE, I think), and none of the included models in the mod are the HCmiku model.


    Can somebody provide a tutorial for installing new models for this mod?

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    How do I install this mod? Do I insert it into the JAR file itself? Or do I need to install a mod framework such as Mod Loader or Forge? The opening post in this thread really didn't explain the installation procedure that well. Also, which version(s) of the game does this mod work with?

    Posted in: Minecraft Mods
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    posted a message on Minecraft Deobfuscator (2019 Update) - Deobfuscation of Minecraft Code

    I've got a better idea for a deobfuscator.


    How about a deobfuscator that automatically generates deobfuscated names, and therefore eliminates the need to download a separate mapping file. Each time it runs into a collision between a class name and a package name or function name or field name, or any combination of these that can cause a collision, it resolves the issues by generating a unique name such as class_1234 or something like that. It then scans all the other files for references to that class, package, function, or field, and fixes the references as required. It then increments the number portion of the name, each time it discovers a new class, package, function or field that needs renaming. The output of this deobfuscator is a jar file containing all of the renamed code, and also a separate mapping file that can be used to re-obfuscate later.


    To make a mod, simply decompile the deobfuscated jar with whatever decompiler you prefer (such as JD GUI). Then after editing the source code, use whatever Java IDE you prefer (such as Netbeans) to recompile (or if you only need to recompile a few class files to make your mod, you can use javac.exe directly from the command line). The last step is to use the deobfuscator with the command line switch -reobfuscate, in conjunction with the map file auto-generated in the first step, to reobfuscate the class files in the output jar. This jar file would contain the modified and reobfuscated class files, which could then be directly copied into the original game jar file to replace the corresponding class files to install the mod.


    Because no original mapping file would be needed, this would work on very old versions, for which the makers of MCP have not created mapping files, such as Classic and Indev versions of Minecraft. While such deobfuscated class names, method names, package names, and field names would not convey their purpose like level.class or something, any names involved in a collision would be changed to be absolutely unique with classes that got renamed so they would always start with "class_" and methods (functions) that got renamed would always start with "method_" etc. This GUARANTIES that they could be recompiled, as there would be no collisions between the names. And this means that simple edits to the source code could be performed, by simply looking at the source code and guessing the functionality of a given variable or function, based on the context in which it was being used (such as a String variable getting set to the name of a level file, indicates that the variable in question is being used in the level saving or loading process).


    Because the deobfuscation process generates a mapping file, if that mapping file were in plain text (such as CSV), then when one did find the functionality of a class or function, they could manually rename it in the mapping file, and then use the edited mapping file to again deobfuscate the game's jar file but this time including the filename of the mapping file (instead of no file name). Now instead of generating a mapping file, it would load the existing (and edited) mapping file, and generate class file names, method names, field names, and package names, which much more accurately describe their functionality.

    Posted in: Minecraft Tools
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    posted a message on Need help with mob farm
    Quote from CannonFoddr»

    I believe it is true mobs SHOULD auto despawn when over 128 - however (& I am probably wrong here) you say your flat world starts at lvl 40, this mean mobs 'feet' will be at lvl 41 & their 'heads' will be @ lvl 42 - which means they MAY still be within the 128 maximum limit


    Just to check my theory

    Stand on your flat world & use F3 & look at your XYZ position, go to your AFK spot & do the same thing

    - Take the Y positions aways from each other & see if it says 128 (or less) then mobs are still withing the 128 limit & wont despawn.


    A quick fix is raising your AFK spot up by 2-3 blocks



    I tried going up to Y=175 to force a despawn and then drop back down, but they hadn't despawned. How long should the despawn take? According to the Minecraft wiki, it should be instantaneous once you have moved over 128 blocks away from the mobs in question. 40+128=168, so 175 should be more than enough.

    Posted in: Creative Mode
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    posted a message on Need help with mob farm

    I thought that monsters despawned if more than 128 blocks away from the player. My ground is a super-flat level, with an elevation of 40. So I should only need to go up to 168, theoretically. However, I discovered that monsters stayed spawned even at that distance. Is the 128 despawn distance horizontal only? Do I actually need to build up to y=200 (160 blocks above the ground) in order to make sure that they despawn? Somebody familiar with the actual requirements, please chime in here.

    Posted in: Creative Mode
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    posted a message on Need help with mob farm

    I'm using creative mode so I can build it more rapidly and experiment with more dangerous configuration like up in the sky (as well as keep things simple with flat ground, as well as no caves where hidden spawns can occur). However, I'm not sure just how high I will need to build it. One thing I do know is I will need to build it so high above the surrounding terrain that, when I'm at the height of the mob farm, no mobs will spawn on the ground below, and in fact will be forced to despawn (if they already exist).


    What height will I need to achieve this? How high will I need to build it above the surrounding terrain?

    Posted in: Creative Mode
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    posted a message on Looking for jars for lost versions of Minecraft.

    If you have the minecraft.jar file any of the following versions of the game, please send them to me via PM. I am a member of a group that is archiving these versions over at archive.org so that these lost versions of the game don't stay lost forever. Any version listed implies I'm looking for any revisions of the game under that same version number (for example, if I say that I need 0.0.13, that would include both 0.0.13a and 0.0.13a_03). Here's the list of versions I need (there's actually more lost versions than these, but this list is a good start).


    Classic 0.0.9


    public version of Classic 0.0.11 (the one in the launcher is believed to be a dev version, not the publicly released version)


    Classic 0.0.12


    public version of Classic 0.0.13a (0.0.13a in the launcher is believed to be a dev version, not the publicly released version, though 0.0.13a_03 is the publicly released version)


    Classic 0.0.14


    Classic 0.0.16


    Classic 0.0.17


    Classic 0.0.18


    Classic 0.0.19


    Classic 0.0.20


    Survival Test 0.26


    Indev version released on December 31, 2009


    Indev version released on January 6, 2010


    Indev version released on January 7, 2010


    Indev version released on January 9, 2010

    Posted in: Discussion
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