Some areas of my map seem to have corrupted files in them... Every 2-3 minutes users in those areas will crash (client side) Is this tool possible to help us fix the file corruptions?
Some areas of my map seem to have corrupted files in them... Every 2-3 minutes users in those areas will crash (client side) Is this tool possible to help us fix the file corruptions?
I have the same problem! I believe it is related to if you are anywhere near 0,0 coordinate on the map, and if you teleport in or away from there, I get a client crash. I can duplicate this on a brand new world, by teleporting away, and back again, if I'm anywhere in visible range of chunk 0,0, it will usually crash. I can't be sure if its hey0 mod, or the fact I'm teleporting though. I don't think Notch thought people would make mods to teleport, so it might be a problem in minecraft itself, I don't know.
If you're nowhere near 0,0 and that is not your problem, it may be related to mine carts and rails, those cause client crashes. You can use mce to remove all entities, you'll lose nothing of value by just removing them all. just "python mce.py /path/to/world removeentities". And "replace rail with air" too.
kip: I've never seen that happen before. Could I have a look at your level.dat for that level?
ratty: I'll keep the Chunk 0,0 thing in mind. I know that position is significant when making monster harvesters, as was pointed out in the Mob Spawning Science thread.
kip: I've never seen that happen before. Could I have a look at your level.dat for that level?
ratty: I'll keep the Chunk 0,0 thing in mind. I know that position is significant when making monster harvesters, as was pointed out in the Mob Spawning Science thread.
Now I'm certain its something with 0,0 or very close, I just did this:
exported my whole world to .schematic (i had to generate some scripts to make it do it in 20 sections, it was way too much to fit it all into RAM)
imported it back in but at +2000,+3000 to ensure the whole thing will be positive coordinates. It took like 4 hours to process.
But now the crashes around "the old spawn" (which is around 0,0) have completely stopped! Great success! Before the move, I could induce a client crash by teleporting in and out of that area. It would crash 100% of the time. But now I cant make it crash, and either could my users. I can also prove this bug by creating a brand new world and teleporting out and in of that area.
So yeah, on topic post! I used mce to fix this.
I'm not sure if it has anything to do with hey0 mod or not, if I knew for sure, I'd file a bug report. If I can remember, I'll try disabling all mods and load up the old world there and see if I can make it crash just by running out of range. But, I find it hard to believe nobody has noticed a crash bug with running out of range of the spawn, that would happen to lots of people all the time.
And for FallingSand, my map had like 4000 of that, who knows what it was but I let it get deleted weeks ago, it can't have been serving any useful purpose, and there's been no bad effects.
For some reason, the spawn gets reset when doing removeentities, not sure why. I just restore level.dat from a backup after that and I'm good to go.
World2> help time
Usage:
time [time of day]
Set or display the time of day. Acceptable values are "morning", "noon",
"evening", "midnight", or a time of day such as 8:02, 12:30 PM, or 16:45.
World2> time
It is 12:00 PM on Day 111
World2>
Also fixed a nasty bug where your level.dat would be overwritten if you gave it the path to the world folder. This was responsible for the spawn positions resetting and whatnot.
I just cloned the git repository today, first time, but when I try to run mce.py I get the following error. I was wondering if I buggered something up or if I just happened to get unlucky and got a bugged version. The error was as follows:
$ python mce.py '/applications/minecraft/main/bin/world' degrief
File "mce.py", line 290
print "Filled {0} blocks.".format("all" if box is None else box.volume)
^
SyntaxError: invalid syntax
Yeah, that error you see was syntax introduced in 2.5 or 2.6, and I know I'm using 2.6 functionality elsewhere, so you've either got to upgrade your Python or downgrade my code. :sad.gif:
Run "yum install python26"
You will now have python 2.6.5 installed as /usr/bin/python26 and the old python 2.4.3 will stay as /usr/bin/python, so the rest of your OS doesn't break from the upgrade.
Then install numpy from source like normal http://sourceforge.net/projects/numpy/files/
except when you install it, replace python with python26, and just do: python setup.py build, then python setup.py install
When you run mce.py, you'd have to always call it using python26
Hi, thanks for making this great tool. I wonder if it's possible to stop the snow from falling. Once I've stopped it, I understand I'd have to replace snow with air, right?
mce doesn't do that at the moment, but you can change the snow flag by opening level.dat with something like LOLEditor. Its a very fast operation since its just one tiny file, and if this is for multiplayer, its easy enough to just copy that in and out from your server. And to fix the snow already in the world, you'd have to replace snow with air, and ice with still water. Or you can just leave it and say the explored parts is a biome. :smile.gif:
Just thought I'd share how I got this working on Debian Lenny. This is building Python and numpy from source as a parallel install, so it should work under just about any distro without nuking anything if Python 2.6+ isn't in your mainline package repo.
I used Python 2.7 and numpy 1.5.1rc1 for kicks. 2.5 or 2.6 should be the same basic procedure.
Grab Python from python.org.
tar xjvf Python-2.7.tar.bz2
cd Python2.7
./configure --prefix=/usr/local
make
make altinstall
If anyone's looking to import an image as the terrain for a Minecraft map mce.py has had a "heightmap" function for a week or two now. It works reasonably quickly, supports just about any image format or size and auto-generates trees, caves, minerals, dirt and oceans. If you're looking to import a large image as a heightmap into an Alpha world this is your best bet as Omen is limited to indev levels.
I made a java program that generates a Linux script (probably works as a .bat too) for a water pyramid that spreads the maximum amount of water with one single water still block.
The source is in the jar
You have to put the water block on the top of the pyramid, it's cool to see the water algorithm working.
And, it takes forever to execute the script because mce recalculates the light for each block added when using the command line like this.
I know it's lame, but I don't know python :smile.gif:
I have the same problem! I believe it is related to if you are anywhere near 0,0 coordinate on the map, and if you teleport in or away from there, I get a client crash. I can duplicate this on a brand new world, by teleporting away, and back again, if I'm anywhere in visible range of chunk 0,0, it will usually crash. I can't be sure if its hey0 mod, or the fact I'm teleporting though. I don't think Notch thought people would make mods to teleport, so it might be a problem in minecraft itself, I don't know.
If you're nowhere near 0,0 and that is not your problem, it may be related to mine carts and rails, those cause client crashes. You can use mce to remove all entities, you'll lose nothing of value by just removing them all. just "python mce.py /path/to/world removeentities". And "replace rail with air" too.
ratty: I'll keep the Chunk 0,0 thing in mind. I know that position is significant when making monster harvesters, as was pointed out in the Mob Spawning Science thread.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
FallingSand: 9707
Item: 27463
I'd think fallingsand is literally a block of sand that is falling but I'm not sure why we had such a high number.
What I'm more interested in is what exactly were the 27,463 items that were removed?
Thanks.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Let me know if you want the entire world save, it zips up to a little over 8 MB.
Thanks for your help.
Now I'm certain its something with 0,0 or very close, I just did this:
exported my whole world to .schematic (i had to generate some scripts to make it do it in 20 sections, it was way too much to fit it all into RAM)
imported it back in but at +2000,+3000 to ensure the whole thing will be positive coordinates. It took like 4 hours to process.
But now the crashes around "the old spawn" (which is around 0,0) have completely stopped! Great success! Before the move, I could induce a client crash by teleporting in and out of that area. It would crash 100% of the time. But now I cant make it crash, and either could my users. I can also prove this bug by creating a brand new world and teleporting out and in of that area.
So yeah, on topic post! I used mce to fix this.
I'm not sure if it has anything to do with hey0 mod or not, if I knew for sure, I'd file a bug report. If I can remember, I'll try disabling all mods and load up the old world there and see if I can make it crash just by running out of range. But, I find it hard to believe nobody has noticed a crash bug with running out of range of the spawn, that would happen to lots of people all the time.
And for FallingSand, my map had like 4000 of that, who knows what it was but I let it get deleted weeks ago, it can't have been serving any useful purpose, and there's been no bad effects.
For some reason, the spawn gets reset when doing removeentities, not sure why. I just restore level.dat from a backup after that and I'm good to go.
Also fixed a nasty bug where your level.dat would be overwritten if you gave it the path to the world folder. This was responsible for the spawn positions resetting and whatnot.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Thanks,
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
2.4.3 it's what came with my CentOS 5.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
*update I did manage to get this working by installing a parallel version of python 2.6 and compiling numpy for it. Awesome script man.
First, Install the epel repository.
http://fedoraproject.org/wiki/EPEL/FAQ#What_is_EPEL.3F
To install the RPM that adds the repository to your system:
rpm -i http://download.fedora.redhat.com/pub/e ... noarch.rpm
Run "yum install python26"
You will now have python 2.6.5 installed as /usr/bin/python26 and the old python 2.4.3 will stay as /usr/bin/python, so the rest of your OS doesn't break from the upgrade.
Then install numpy from source like normal
http://sourceforge.net/projects/numpy/files/
except when you install it, replace python with python26, and just do: python setup.py build, then python setup.py install
When you run mce.py, you'd have to always call it using python26
python26 mce.py /your/world analyze
hope that helps someone
I used Python 2.7 and numpy 1.5.1rc1 for kicks. 2.5 or 2.6 should be the same basic procedure.
Grab Python from python.org.
Grab numpy from http://sourceforge.net/projects/numpy/files/
if /usr/local/bin is in your path, you should then be able to run mce from your git clone directory:
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
The source is in the jar
You have to put the water block on the top of the pyramid, it's cool to see the water algorithm working.
And, it takes forever to execute the script because mce recalculates the light for each block added when using the command line like this.
I know it's lame, but I don't know python :smile.gif:
http://www.megaupload.com/?d=4AY3MIAO
Cellular automata mod
http://www.isageek.com.br/automataCraft/