I'm using LiteLoader with WorldEditWrapper. Also using Forge and Shaders mod
I'm having some issues with snow, sugar canes, flowerpots etc.
I can't place them next to eachother with either //set or //replace.
When i try to set them, it says for example: "4 blocks has been replaced" but it only replaces one with snow, and the rest with air?
Doesn't work with Fast mode either.
Can you please look into this, it's very important to me, since i do alot of modern furnituring, and snow with worldedit looks amazing that way
Thank you
Ok I'll look into that. I'm not 100% sure it's possible to do that in Vanilla but if it's possible I'll try and get it to work.
Just curious, but why doesn't this work with 1.7.3, 1.7.4, or 1.7.5? From what I can tell (from the update notes) those versions didn't actually add anything to the game, just render bugfixes & realms support. It seems like it would be a small matter to update this mod considering Minecraft is essentially the same thing now that it was in 1.7.2. I may look at the script for the mod and see if I can make it work, but I'm no coding guru, so if you could tell me where to start, that'd be much appreciated.
Also, semi-related question. Since nothing really changed, could I take a 1.7.4 world and demote it to 1.7.2 without any adverse effects if it so happens that I'm a chimpanzee at coding and am unable to update the mod myself?
I've got a problem with your awesome mod. Downloaded it to change a biome into "extreme hills" in order to let it snow. Everything works fine for "single word" biomes like plains or ocean etc., but the "double word" biomes give me some trouble. Tried it with the WorldEdit commands "//setbiome Extreme_Hills", "//setbiome ExtremeHills" and "//setbiome Extreme Hills". The first two commands induce the error message "java.lang.NullPointerException: null" and the third, of course, the message, that there are too many arguments in it.
EDIT: Same error with "//setbiome Frozen_River", "//setbiome Ice_Plains", "/setbiome Mushroom_Island" etc.
Is it a bug with your mod or depends it to my minecraft enviroment? Can you reproduce this error? I'm playing on a fresh and clean minecraft v. 1.7.2 with your LiteLoader, WorldEditWrapper and WorldEditCUI, nothing more.
Maybe you can help me out with this. Your fantasitc mod is exactly what I need - small and perfect.
Just curious, but why doesn't this work with 1.7.3, 1.7.4, or 1.7.5? From what I can tell (from the update notes) those versions didn't actually add anything to the game, just render bugfixes & realms support. It seems like it would be a small matter to update this mod considering Minecraft is essentially the same thing now that it was in 1.7.2. I may look at the script for the mod and see if I can make it work, but I'm no coding guru, so if you could tell me where to start, that'd be much appreciated.
The thing that you're likely unaware of, is that mods are not compatible between versions because of a protection Mojang use called obfuscation. This means they rename all of the internal code to nonsense names before releasing the game. Here's an example with a simple bit of code:
Assume you have a program with two classes called MyGame and GamePlayer
class MyGame
{
public GamePlayer thePlayer;
public int worldTicks;
public String playerName;
public String serverAddress = "127.0.0.1";
public void playGame(String playerName)
{
this.playerName = playerName;
this.thePlayer = new GamePlayer(this.playerName);
this.thePlayer.connectTo(this.serverAddress);
}
}
class GamePlayer
{
public final String name;
public Socket serverSocket;
public int score = 0;
public GamePlayer(String playerName)
{
this.name = playerName;
}
public void connectTo(String serverAddress)
{
this.serverSocket = new Socket(serverAddress);
this.serverSocket.connect();
}
}
So this is what your original code looks like, now to "obfuscate" (which means hide or make obscure) the code you start by naming everything "a", if you find another thing with the same type you call it "b", etc. etc. After obfuscation the code looks like this:
class a
{
public b a;
public int a;
public String a;
public String b = "127.0.0.1";
public void a(String s)
{
this.a = s;
this.a = new b(this.a);
this.a.a(this.B);
}
}
class b
{
public final String a;
public Socket a;
public int a = 0;
public b(String s)
{
this.a = s;
}
public void a(String s)
{
this.a = new Socket(s);
this.a.connect();
}
}
Looks pretty confusing, right? That's the idea of obfuscation, it stops the game code being easily stolen.
Let's assume that the Socket class is provided by some other library (not internal to our code) and thus keeps its original name, also java native types such as String don't get obfuscated and neither do string literals like the "127.0.0.1" in the class initialiser. However looking at the obfuscated code it looks totally meaningless at a first glance. However there are some clues: the bits which don't get obfuscated can give us some idea of what the code does, and we can guess and extrapolate from there.
Let's assume that we realise that the "s" passed to the constructor of Socket must be the server address, we can begin to reconstruct the original names (or at least guess at what they should be) in order to make the code readable again. Let's try guessing some things based on that titbit:
class Main
{
public Player player;
public int a;
public String name;
public String ip = "127.0.0.1";
public void spawn(String s)
{
this.name = s;
this.player = new Player(this.name);
this.player.openSocket(this.ip);
}
}
class Player
{
public final String name;
public Socket sock;
public int a = 0;
public Player(String s)
{
this.name = s;
}
public void openSocket(String s)
{
this.sock = new Socket(s);
this.sock.connect();
}
}
So we guessed names for a bunch of things, we still don't know what the original names were but it doesn't matter because at least the code can be read and understood now, even if some things still don't have names (notice we have no idea what the variable "Player.a" or "Main.a" is. Now imagine doing this process for hundreds of classes and thousands of member variables and methods... that's what MCP does.
Ok, now assume there's a tiny change made, let's say we add one extra class to our program which ends up being inserted between the two existing classes.
class MyGame
{
public GamePlayer thePlayer;
public int worldTicks;
public String playerName;
public String serverAddress = "127.0.0.1";
public void playGame(String playerName)
{
this.playerName = playerName;
this.thePlayer = new GamePlayer(this.playerName);
this.thePlayer.connectTo(this.serverAddress);
}
}
class Inventory
{
public List contents = new ArrayList();
}
class GamePlayer
{
public final String name;
public Inventory inventory = new Inventory();
public Socket serverSocket;
public int score = 0;
public GamePlayer(String playerName)
{
this.name = playerName;
}
public void connectTo(String serverAddress)
{
this.serverSocket = new Socket(serverAddress);
this.serverSocket.connect();
}
}
A tiny change, right? Except that remember when we obfuscate we start at the top and name things "a, b, c..." so now the class which was "b" is now "c" and "b" is actually something completely new. In our situation with 3 classes that might not be so tragic and might be easy to spot, but now imagine that that class is inserted in the middle of hundreds of classes.... now every single class after the one which was inserted has a new name!
Now the MCP team use complex tools which allow them to do class remapping on a grand scale, but doing this kind of remapping by hand would be immensely time consuming and hugely error-prone. Basically, if there's not an MCP for a particular release then modding is not really viable (there are exceptions but the solutions are quite advanced and again very vulnerable to errors).
So what changed between 1.7.2 and 1.7.3? Well for starters streaming support was added, we already see that adding 1 class effectively invalidates half the game remappings, adding enough classes to support streaming, with GUI's and config settings and many changes to the existing code... we're talking quite a few classes (look in the jar: 1.7.2 has 1778 files and 1.7.4 has 1821, so maybe 40 classes plus changes to existing ones). Maybe nothing changed protocol-wise, or world wise, but as you're probably seeing, any change to the underlying code is a big change when it comes to modding.
As you can imagine, not having MCP available basically makes modding a no-go for a particular version, and the last version of MCP which was released was for 1.7.2. Updating once we have an MCP release is trivial, but updating MCP itself is not.
Also, semi-related question. Since nothing really changed, could I take a 1.7.4 world and demote it to 1.7.2 without any adverse effects if it so happens that I'm a chimpanzee at coding and am unable to update the mod myself?
Believe me, without MCP you won't be able to update the mod. I don't think you'll experience any detrimental effects by downgrading but back up your save file just in case. To be honest with you, if you want to just stick with 1.7.5 your best bet is to use a local Bukkit server and connect to it, however of course you won't be able to use WorldEditCUI under those circumstances either.
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Mumfrey, I am having troubles installing craftscripts for this mod, specifically the inhaze toolkit craftscripts. Is it just not possible for this mod or is it just that there's a different necessary way to do it? Sorry if I'm just failing to notice something obvious or to do this correctly.
EDIT: Nevermind, I managed to find out how to install it. Thanks for creating this updated version of worldedit, it helps me out a ton.
It appears that either I cannot connect to your download link or it just flat out doesn't work. Would you mind diving into that? Is the website down? I appear to not be able to connect to it and my internet is fine. If not, how would I be posting this anyway? Haha...
Would you kindly check the download link for me? It appears the site is down thus making it so I cannot download your mod.
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The reason Godzilla 2014 failed was because there was no Mothra in it.
Mothra is the only reason Godzilla is good. Mothra saved the movie industry. If Mothra never existed nobody would like movies. The reason many people hate Call of Duty is because it lacks Mothra.
I changed my name to MothraFanboy27.
It appears that either I cannot connect to your download link or it just flat out doesn't work. Would you mind diving into that? Is the website down? I appear to not be able to connect to it and my internet is fine. If not, how would I be posting this anyway? Haha...
Would you kindly check the download link for me? It appears the site is down thus making it so I cannot download your mod.
It's hosted on one of my own servers, I can assure you that it's not down. Possibly a bad peer between you and the datacentre though, try again later.
Is there anyway anything like this could be used to allow Voxelsnipper to also be added with out needing a bukkit pluggin? My system wont run bukkit, even on a localhost, and the idea of needing to use it on a server flat out is to me counter productive when it's used so much for map creation.
Is there anyway anything like this could be used to allow Voxelsnipper to also be added with out needing a bukkit pluggin? My system wont run bukkit, even on a localhost, and the idea of needing to use it on a server flat out is to me counter productive when it's used so much for map creation.
Ok I'll look into that. I'm not 100% sure it's possible to do that in Vanilla but if it's possible I'll try and get it to work.
This is a client mod, it doesn't work with any server at all, it only works in single player.
Also, semi-related question. Since nothing really changed, could I take a 1.7.4 world and demote it to 1.7.2 without any adverse effects if it so happens that I'm a chimpanzee at coding and am unable to update the mod myself?
I will check that out right away, I might need to have it register the biomes converting spaces to underscores or something. Leave it with me.
The thing that you're likely unaware of, is that mods are not compatible between versions because of a protection Mojang use called obfuscation. This means they rename all of the internal code to nonsense names before releasing the game. Here's an example with a simple bit of code:
So this is what your original code looks like, now to "obfuscate" (which means hide or make obscure) the code you start by naming everything "a", if you find another thing with the same type you call it "b", etc. etc. After obfuscation the code looks like this:
Looks pretty confusing, right? That's the idea of obfuscation, it stops the game code being easily stolen.
Let's assume that the Socket class is provided by some other library (not internal to our code) and thus keeps its original name, also java native types such as String don't get obfuscated and neither do string literals like the "127.0.0.1" in the class initialiser. However looking at the obfuscated code it looks totally meaningless at a first glance. However there are some clues: the bits which don't get obfuscated can give us some idea of what the code does, and we can guess and extrapolate from there.
Let's assume that we realise that the "s" passed to the constructor of Socket must be the server address, we can begin to reconstruct the original names (or at least guess at what they should be) in order to make the code readable again. Let's try guessing some things based on that titbit:
So we guessed names for a bunch of things, we still don't know what the original names were but it doesn't matter because at least the code can be read and understood now, even if some things still don't have names (notice we have no idea what the variable "Player.a" or "Main.a" is. Now imagine doing this process for hundreds of classes and thousands of member variables and methods... that's what MCP does.
Ok, now assume there's a tiny change made, let's say we add one extra class to our program which ends up being inserted between the two existing classes.
A tiny change, right? Except that remember when we obfuscate we start at the top and name things "a, b, c..." so now the class which was "b" is now "c" and "b" is actually something completely new. In our situation with 3 classes that might not be so tragic and might be easy to spot, but now imagine that that class is inserted in the middle of hundreds of classes.... now every single class after the one which was inserted has a new name!
Now the MCP team use complex tools which allow them to do class remapping on a grand scale, but doing this kind of remapping by hand would be immensely time consuming and hugely error-prone. Basically, if there's not an MCP for a particular release then modding is not really viable (there are exceptions but the solutions are quite advanced and again very vulnerable to errors).
So what changed between 1.7.2 and 1.7.3? Well for starters streaming support was added, we already see that adding 1 class effectively invalidates half the game remappings, adding enough classes to support streaming, with GUI's and config settings and many changes to the existing code... we're talking quite a few classes (look in the jar: 1.7.2 has 1778 files and 1.7.4 has 1821, so maybe 40 classes plus changes to existing ones). Maybe nothing changed protocol-wise, or world wise, but as you're probably seeing, any change to the underlying code is a big change when it comes to modding.
Believe me, without MCP you won't be able to update the mod. I don't think you'll experience any detrimental effects by downgrading but back up your save file just in case. To be honest with you, if you want to just stick with 1.7.5 your best bet is to use a local Bukkit server and connect to it, however of course you won't be able to use WorldEditCUI under those circumstances either.
Hope this explains things sufficiently.
Bright and shiny. Committed a fix for the issue just need to test it and will push an update tomorrow.
Indeed. Thank you for patience with me. I never knew about obfuscation, but I've never fiddled with making my own mods either.
I can wait.
+1 for mod support ^^
If you get the latest dev build of MultiMC then it's all supported with a 1-click "add liteloader" button.
Would it help to have an in-game button/command/keybind to open the schematics/craftscripts folder?
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EDIT: Nevermind, I managed to find out how to install it. Thanks for creating this updated version of worldedit, it helps me out a ton.
Would you kindly check the download link for me? It appears the site is down thus making it so I cannot download your mod.
The reason Godzilla 2014 failed was because there was no Mothra in it.
Mothra is the only reason Godzilla is good. Mothra saved the movie industry. If Mothra never existed nobody would like movies. The reason many people hate Call of Duty is because it lacks Mothra.
I changed my name to MothraFanboy27.
This was created for 1.7.2, there isn't a prior version.
It's hosted on one of my own servers, I can assure you that it's not down. Possibly a bad peer between you and the datacentre though, try again later.
See this