One more request. A filter to generate caves, similar to those that naturally form in vanilla Minecraft. If anyone can make or knows of any filters like those, it would be greatly appreciated.
I thought that there will be just half towers but when I opened the minecraft they were fine!
I was a little lazy with the algorithm and so the creation can build outside the selection box when rendering the towers if the wall end is along or near an edge. I should probably offset the wall dimensions to account for the potential tower radius.
Could somebody make a filter that randomly places vines on jungle and swamp trees (and anywhere else they naturally occur)? Because eventually when the vines in my world get out of control I want to delete them all and regenerate them, but currently there's no way to regenerate them (repop doesn't work).
I have a filter request. It probably won't be too complicated, but I have no idea how to make it. I need a filter that will find cobblestone and stone bricks and randomly change some to their mossy or cracked counterparts (like the floor of dungeons or the walls of strongholds).
I have a filter request. It probably won't be too complicated, but I have no idea how to make it. I need a filter that will find cobblestone and stone bricks and randomly change some to their mossy or cracked counterparts (like the floor of dungeons or the walls of strongholds).
World edit can do that.
Block probability
The block probability pattern is specified with a list of block types (which also support the block data syntax mentioned above) with their respective probability. Example: Setting all blocks to a random pattern using a list with percentages
//set 5%diamondore,95%dirt
For a truly random pattern, no probability percentage is needed. Example: Setting all blocks to a random pattern using a list without percentages
//set obsidian,stone
Hey guys, I was wondering if I could get some kind of fliter that takes a selected chunk of land, and raises it to whatever height I want it to.
Thanks in advance
You can do this already with copy and paste, however I have started a terraforming filter pack and you can use it if you want. Over time I will add more features.
When I try to put enlarge.py Into the filters folder, it says "Cannot rename __rzi_0.738 to C:\Users\Garrett\AppData\Local\Temp\MCEdit-0.1.6.win32.zip
Access is denied."
Help?
When I try to put enlarge.py Into the filters folder, it says "Cannot rename __rzi_0.738 to C:\Users\Garrett\AppData\Local\Temp\MCEdit-0.1.6.win32.zip
Access is denied."
Help?
The MCEdit folder you are working with is actually the zip file!
I have a filter request. It probably won't be too complicated, but I have no idea how to make it. I need a filter that will find cobblestone and stone bricks and randomly change some to their mossy or cracked counterparts (like the floor of dungeons or the walls of strongholds).
you can do this with the "replace option" of the brush tool.
I wish there were more filters and mor things to edit
Like how much damage a mob gives
How fast a skeleton shoots
Edit TNT
Mob damage varies on difficulty. Lets say you want a zombie to do 5 hearts of damage (10 HP) on Normal mode.
Zombies on normal do 4 HP damage. Iron sword does 6 HP damage. Equip zombie with sword. Done. (enchantments can increase the damage above a diamond sword; however, damage will vary by ~1 HP per Sharpness level)
Skeleton shooting speed varies on player proximity. It's hardcoded into the game.
TNT? I could do that. (NOTE: You may need to edit some indents. Darn indents)
#Originally SpawnerIntoMinecart by Sethbling
#Edited by JsKingBoo
from pymclevel import TAG_List
from pymclevel import TAG_Byte
from pymclevel import TileEntity
displayName = "Edit TNT Fuse"
inputs = (
("Fuse Length in Ticks", (80, 1, 65536),
)
def perform(level, box, options):
fuseLength = options["Fuse Length in Ticks"]
for (chunk, slices, point) in level.getChunkSlices(box):
for t in chunk.TileEntities:
x = t["x"].value
y = t["y"].value
z = t["z"].value
if x >= box.minx and x < box.maxx and y >= box.miny and y < box.maxy and z >= box.minz and z < box.maxz and t["id"].value == "PrimedTnt":
t["Fuse"] = TAG_Int(fuseLength)
for tag in t:
if tag not in ["id", "x", "y", "z"]:
t[tag] = t[tag]
chunk.dirty = True
It's unbelievable how versatile MCEdit is and how some of you know the most impressive ways to utilize its power. Therefore I like would ask you for a little help.
As I really like to experiment in Minecraft I stupidly decided to try the /atlantis command with the Single Player Commands mod. Of course, the whole world was flooded, Minecraft crashed and the world could not be open anymore, no matter what I tried. The world file appeared corrupted. However, after upgrading some hardware of my PC (including the graphics), I was curious whether the world would open. And it did ... So I quickly closed the world before Minecraft could crash.
That's where I would really appreciate your tips for writing an MCEdit script that would replace all water blocks in the world above normal water level with blocks of air.
I have a filter request. It probably won't be too complicated, but I have no idea how to make it. I need a filter that will find cobblestone and stone bricks and randomly change some to their mossy or cracked counterparts (like the floor of dungeons or the walls of strongholds).
See Sethbling's RandomBlocks filter. It's a lot more versatile.
When I try to put enlarge.py Into the filters folder, it says "Cannot rename __rzi_0.738 to C:\Users\Garrett\AppData\Local\Temp\MCEdit-0.1.6.win32.zip
Access is denied."
Help?
Could somebody make a filter that randomly places vines on jungle and swamp trees (and anywhere else they naturally occur)? Because eventually when the vines in my world get out of control I want to delete them all and regenerate them, but currently there's no way to regenerate them (repop doesn't work).
Make some indents. I'm too lazy. Also, not tested yet. Too tired
import random
inputs = (
("Chance (in percent)", (5, 0, 100)),
("Block to grow on", "blocktype"),
)
# perform() is the main entry point of a filter. Its parameters are
# a MCLevel instance, a BoundingBox, and an options dictionary.
# The options dictionary will have keys corresponding to the keys specified above,
# and values reflecting the user's input.
# you get undo for free: everything within 'box' is copied to a temporary buffer
# before perform is called, and then copied back when the user asks to undo
def perform(level, box, options):
blockType = options["Block to grow on"].ID
chance = options["Chance (in percent)"] / 100
tempdata = 0
for x in xrange(box.minx, box.maxx):
for z in xrange(box.minz, box.maxz):
for y in xrange(box.miny, box.maxy): # nested loops can be slow
if level.blockAt(x, y, z) == blockType:
if level.blockAt(x - 1, y, z) == 0:
if random.random() <= chance:
level.setBlockAt(x - 1,y,z,106)
tempdata = setBlockData(level, x - 1, y, z)
level.setBlockDataAt(x-1,y,z,tempdata)
if level.blockAt(x + 1, y, z) == 0:
if random.random() <= chance:
level.setBlockAt(x + 1,y,z,106)
tempdata = setBlockData(level, x + 1, y, z)
level.setBlockDataAt(x+1,y,z,tempdata)
if level.blockAt(x, y - 1, z) == 0:
if random.random() <= chance:
level.setBlockAt(x,y - 1,z,106)
tempdata = setBlockData(level, x, y-1, z)
level.setBlockDataAt(x,y-1,z,tempdata)
if level.blockAt(x, y + 1, z) == 0:
if random.random() <= chance:
level.setBlockAt(x,y + 1,z,106)
tempdata = setBlockData(level, x, y+1, z)
level.setBlockDataAt(x,y+1,z,tempdata)
if level.blockAt(x, y, z - 1) == 0:
if random.random() <= chance:
level.setBlockAt(x,y,z - 1,106)
tempdata = setBlockData(level, x, y, z-1)
level.setBlockDataAt(x,y,z-1,tempdata)
if level.blockAt(x, y, z + 1) == 0:
if random.random() <= chance:
level.setBlockAt(x,y,z + 1,106)
tempdata = setBlockData(level, x, y, z+1)
level.setBlockDataAt(x,y,z+1,tempdata)
level.markDirtyBox(box)
def setBlockData(level, x, y, z):
s1 = False
s2 = False
s3 = False
s4 = False
data = 0
if level.blockAt(x-1, y, z) != 0:
s1 = True
if level.blockAt(x+1, y, z) != 0:
s2 = True
if level.blockAt(x, y, z-1) != 0:
s3 = True
if level.blockAt(x, y, z+1) != 0:
s4 = True
if s4 == True:
data += 1
if s1 == True:
data += 2
if s3 == True:
data += 4
if s4 == True:
data += 8
return (data)
Wow! That is huge xD
I thought that there will be just half towers but when I opened the minecraft they were fine!
I was a little lazy with the algorithm and so the creation can build outside the selection box when rendering the towers if the wall end is along or near an edge. I should probably offset the wall dimensions to account for the potential tower radius.
Like how much damage a mob gives
How fast a skeleton shoots
Edit TNT
World edit can do that.
Block probability
The block probability pattern is specified with a list of block types (which also support the block data syntax mentioned above) with their respective probability.
Example: Setting all blocks to a random pattern using a list with percentages
//set 5%diamondore,95%dirt
For a truly random pattern, no probability percentage is needed.
Example: Setting all blocks to a random pattern using a list without percentages
//set obsidian,stone
https://sites.google.com/a/brightmoore.net/brightmoore/mcedit-filters/2012mceditfilterlist
Have Fun!
Thanks in advance
You can do this already with copy and paste, however I have started a terraforming filter pack and you can use it if you want. Over time I will add more features.
Grab your filter from here:
http://www.planetminecraft.com/mod/geomancer---an-mcedit-filter-for-landscape-manipulation/
Access is denied."
Help?
The MCEdit folder you are working with is actually the zip file!
Work in the expanded directory instead.
It is only a couple of years late, but here is GEOMANCER filter for making mountains, and other geo features.
http://www.planetminecraft.com/mod/geomancer---an-mcedit-filter-for-landscape-manipulation/
you can do this with the "replace option" of the brush tool.
Mob damage varies on difficulty. Lets say you want a zombie to do 5 hearts of damage (10 HP) on Normal mode.
Zombies on normal do 4 HP damage. Iron sword does 6 HP damage. Equip zombie with sword. Done. (enchantments can increase the damage above a diamond sword; however, damage will vary by ~1 HP per Sharpness level)
Skeleton shooting speed varies on player proximity. It's hardcoded into the game.
TNT? I could do that. (NOTE: You may need to edit some indents. Darn indents)
You can use the Replace tool.
See Sethbling's RandomBlocks filter. It's a lot more versatile.
Would the chunk of land just be floating there like an island? Or would it extend the ground upwards like you're an Avatar?
Unzip the folder.
Holy crap, man! Nice work!
Make some indents. I'm too lazy. Also, not tested yet. Too tired
Darn indents.