Apparently /tree command isn't working properly. just tried it in a flat grass space with no obstructions, it still threw "A tree can't be placed there". I switched from hand to stick as the tree tool and tried at least 3 tree types, it still wouldn't place a tree. Anybody else having that problem or is it just me?
Hello Mr.Mumfrey, so ive been searching "Bukkit Plugins for Singleplayer" and unfortunately i cant find any ways to install Bukkit plugins to single player, . .
Here the thing, . . would you make a server wrapper that allows players to install bukkit plugins on their singleplayer world?
would you?
thx alot for your time sorry for bad english (asian)
I can see where you're coming from, but this doesn't actually emulate the "Bukkit" part of WorldEdit, but actually utilises the abstraction layer built in to WorldEdit which allows it to basically run on any platform. Integrating Bukkit plugins would be considerably harder and there are already mods which do this although none updated to 1.7 that I know of.
Does this thing work with Forge ? Version 1.6.4 ..
It will work alongside forge, as any litemod does, but it doesn't work on 1.6.4 this is for 1.7.2. If you want a way of using WE in singleplayer for 1.6.4 then you can use SPC, I specifically made this because SPC isn't updated to 1.7.2 yet.
Apparently /tree command isn't working properly. just tried it in a flat grass space with no obstructions, it still threw "A tree can't be placed there". I switched from hand to stick as the tree tool and tried at least 3 tree types, it still wouldn't place a tree. Anybody else having that problem or is it just me?
Thanks for reporting, I'll check it out tomorrow when I'm less dead, I've had a ridiculously busy weekend and completely burned out now but as soon as I have a spare second and a functioning brain I'll look at it.
I get the point of this mod, and I understadn you made it because it paris perfectly with WECUI, but what ever singleplayer commands, it does litterally the same thing.
So at the end of the day i have to simpley ask, what makes this mod better then SPC?
Downloaded it, just a few problemos. As CrudeAustin stated, tree command doesn't work and worldedit doesn't copy certain items such as i.e beds, iron doors, or is this on purpose and in the programming?
I get the point of this mod, and I understadn you made it because it paris perfectly with WECUI, but what ever singleplayer commands, it does litterally the same thing.
So at the end of the day i have to simpley ask, what makes this mod better then SPC?
It doesn't modify the jar, it's updated to 1.7, and it doesn't come with a bunch of extra features. Pure worldedit.
It doesn't modify the jar, it's updated to 1.7, and it doesn't come with a bunch of extra features. Pure worldedit.
SPC, gets installed in the mods folder like everything else, the "extra features" are optional, you don't have to type any of the commands in at all, and can completely ignore them.
So my question still stands unredacted, unrebuttaled, and unanswered:
So at the end of the day i have to simply ask, what makes this mod better then SPC?
SPC, gets installed in the mods folder like everything else, the "extra features" are optional, you don't have to type any of the commands in at all, and can completely ignore them.
So my question still stands unredacted, unrebuttaled, and unanswered:
So at the end of the day i have to simply ask, what makes this mod better then SPC?
It's for 1.7, that's it. It's also a lot simpler than SPC so it can be updated very quickly, so when the next MCP comes out it can be updated near instantly to whatever version that may be. Honestly, I really don't understand why it bothers you so much, I made this as a convenience for people and I'm not forcing anyone to use it, it's just there as an alternative and as a way for people to use WE in single player on 1.7.
Modding isn't some kind of competition where if a mod exists it has to "win" or other mods which do the same thing somehow aren't allowed to exist. I made this because it seemed like a useful thing to do, not as some slight against SPC or XCommands or whatever, those mods are great and q3hardcore does a great job with them. This is just a straightforward, lightweight alternative, nothing else really. It doesn't have to be anything else, it doesn't even need to have a raison d'être, it's just a wrapper for WorldEdit which I wrote.
I'm really sorry if this offends you somehow, that really isn't what I'm going for here, I didn't even promote this besides adding it to the WE wiki as an alternative (which seemed sensible) so I'm not going out saying "use my mod instead of SPC", I'm just saying "this is a thing you can use if you want to", like I do with all my mods. I can't say anything more than that.
It's for 1.7, that's it. It's also a [i]lot[/i] simpler than SPC so it can be updated very quickly, so when the next MCP comes out it can be updated near instantly to whatever version that may be. Honestly, I really don't understand why it bothers you so much, I made this as a convenience for people and I'm not forcing anyone to use it, it's just there as an alternative and as a way for people to use WE in single player on 1.7.
Modding isn't some kind of competition where if a mod exists it has to "win" or other mods which do the same thing somehow aren't allowed to exist. I made this because it seemed like a useful thing to do, not as some slight against SPC or XCommands or whatever, those mods are great and q3hardcore does a great job with them. This is [i]just[/i] a straightforward, lightweight alternative, nothing else really. It doesn't have to be anything else, it doesn't even need to have a raison d'être, it's just a wrapper for WorldEdit which I wrote.
I'm really sorry if this offends you somehow, that really isn't what I'm going for here, I didn't even promote this besides adding it to the WE wiki as an alternative (which seemed sensible) so I'm not going out saying "use my mod instead of SPC", I'm just saying "this is a thing you can use if you want to", like I do with all my mods. I can't say anything more than that.
I am quite astonished you thought my post was in anyway ment to be a downer, and if you look at my posts anywhere you will see I am a person who preeches collobration, and communication. I just wanted a simple answer from the creator of the mod, not from someone who has no way of providing an answer with any substances, A person shot down my previous post, i defended it, and i received the answer I was looking for. "its quick to update" from your post. I would like to say thank you for respond as you always do to me, i appriete the effort you took to explain to me the main differences.
I also no where stated that there was some competition anywhere as you suggest, my post was rather simple only asking one question "why".but if you realyl interested in why I wanted to know why, here you go: I think your a great very active modder and [I personnaly think] your efforts are much better placed elsewhere instead of copycat mods.
So at the end of the day.. Keep up the work on the awesome mods!
I tried the /tree cmd and some other variations like /tree big not working also /forestgen cmd don't work
Yes I've found out why, I forgot to implement the tree generation stub in the World implementation, I've made it work but I just need to test it a bit more, I'll release an update when it's all completed.
I am quite astonished you thought my post was in anyway ment to be a downer, and if you look at my posts anywhere you will see I am a person who preeches collobration, and communication. I just wanted a simple answer from the creator of the mod, not from someone who has no way of providing an answer with any substances, A person shot down my previous post, i defended it, and i received the answer I was looking for. "its quick to update" from your post. I would like to say thank you for respond as you always do to me, i appriete the effort you took to explain to me the main differences.
Ah, sorry about that, I guess I'm so used to the negativity which is generally prevalent on these forums that I just automatically assumed it was meant that way and leapt to the defensive.
I also no where stated that there was some competition anywhere as you suggest, my post was rather simple only asking one question "why".
I think a lot of people see modding that way though, like a competition for "market share" - especially those who choose to monetise their mods - but in many cases it's just about choices. This doesn't mean that I don't want things to succeed, it's very rewarding when people like what you do, it's just that I don't want to ram things down people's throats and prefer to let things grow organically. I'm also trying obliquely to flesh out the LiteLoader ecosystem, since I've put a tonne of work into that platform and really want to demonstrate that again, there are choices, Forge isn't the only way and if you want to make simple yet powerful, lightweight mods then it's a very good choice. At the moment I'm still get a lot of the "why do I need this for just one mod" kind of comments and having compelling, useful mods available provides more of an attrative proposition which in turn hopefully leads to more organic growth. I'm a great believer in if you make something which is good, people will want to us it and you won't have to force them to.
but if you realyl interested in why I wanted to know why, here you go: I think your a great very active modder and [I personnaly think] your efforts are much better placed elsewhere instead of copycat mods.
Thank you for the compliment, I'm an active modder because I enjoy what I do, and sometimes that enjoyment comes from experimenting with new things or creating new stuff, so occasionally I need a diversion from my other active projects in order to keep that creative streak satisfied. When those times occur I invariably try to at least create something useful, and this seemed like something that people would appreciate and also provides a nice companion for WorldEditCUI. I don't really see it as a "copycat mod" simply because WorldEdit SP support has always, traditionally, been bundled with something else and there isn't really a good way to get that functionality without the rest, meaning that updates are always delayed until [i]all[/i] of the functionality in the respective mod is updated. In many ways it would be better if the scenario could become more modular, with mods being able to focus on their core features and things like this being separate, who knows - maybe it will go that way in the future, at least that's an option now.
The weirdest thing with the tree spawning bug is, that those ugly pine trees can be spawned everywhere, on every block. xD
They're generated by WorldEdit itself. Most trees call back against the wrapper to generate trees, but for some reason the "pine" trees are actually a built-in WorldEdit feature.
As soon as I have "undo" working for trees I'll make a release.
I know there is already SPC for 1.6.4, but it gives me headache when I try to install it along with forge. Could you make a version of this mod for 1.6.4? It would be much simpler.
I tried downloading it but when I open it up when I type any of the worldedit commands (//wand, //brush) it says "unknown command". Not sure if it's a problem with installation or... I'll recheck and redownload everything later, but just asking just in case theres anything I should know.
P.S I have 1.7.5 and I created a copy of my profile as a 1.7.2 version, just wondering if it would still work.
When you paste a chest either the items fall out or the items are not copied over.
Hmm, they should be. This won't work with schematics (it doesn't do in even WorldEdit on Bukkit) but should work when just doing //copy and then //paste. I'll check it out.
I'm working on it, I have trees generating but implementing undo for that functionality is proving to be exceptionally difficult because vanilla minecraft tree generators just call methods directly on the World to set the appropriate blocks, this doesn't provide adequate opportunity to log the action before it's performed so I'm having to write quite a complex transformer to provide that capability. Once it's done I'll push an update, the good news is that tree generation actually works though.
I also fixed the thing with the tile entities so that'll be rolled into the next version too.
I can see where you're coming from, but this doesn't actually emulate the "Bukkit" part of WorldEdit, but actually utilises the abstraction layer built in to WorldEdit which allows it to basically run on any platform. Integrating Bukkit plugins would be considerably harder and there are already mods which do this although none updated to 1.7 that I know of.
It will work alongside forge, as any litemod does, but it doesn't work on 1.6.4 this is for 1.7.2. If you want a way of using WE in singleplayer for 1.6.4 then you can use SPC, I specifically made this because SPC isn't updated to 1.7.2 yet.
Thanks for reporting, I'll check it out tomorrow when I'm less dead, I've had a ridiculously busy weekend and completely burned out now but as soon as I have a spare second and a functioning brain I'll look at it.
So at the end of the day i have to simpley ask, what makes this mod better then SPC?
It doesn't modify the jar, it's updated to 1.7, and it doesn't come with a bunch of extra features. Pure worldedit.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
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SPC, gets installed in the mods folder like everything else, the "extra features" are optional, you don't have to type any of the commands in at all, and can completely ignore them.
So my question still stands unredacted, unrebuttaled, and unanswered:
So at the end of the day i have to simply ask, what makes this mod better then SPC?
It's for 1.7, that's it. It's also a lot simpler than SPC so it can be updated very quickly, so when the next MCP comes out it can be updated near instantly to whatever version that may be. Honestly, I really don't understand why it bothers you so much, I made this as a convenience for people and I'm not forcing anyone to use it, it's just there as an alternative and as a way for people to use WE in single player on 1.7.
Modding isn't some kind of competition where if a mod exists it has to "win" or other mods which do the same thing somehow aren't allowed to exist. I made this because it seemed like a useful thing to do, not as some slight against SPC or XCommands or whatever, those mods are great and q3hardcore does a great job with them. This is just a straightforward, lightweight alternative, nothing else really. It doesn't have to be anything else, it doesn't even need to have a raison d'être, it's just a wrapper for WorldEdit which I wrote.
I'm really sorry if this offends you somehow, that really isn't what I'm going for here, I didn't even promote this besides adding it to the WE wiki as an alternative (which seemed sensible) so I'm not going out saying "use my mod instead of SPC", I'm just saying "this is a thing you can use if you want to", like I do with all my mods. I can't say anything more than that.
CENTER][/CENTER]Do you know any other mods that are supported with LiteMod?
I am quite astonished you thought my post was in anyway ment to be a downer, and if you look at my posts anywhere you will see I am a person who preeches collobration, and communication. I just wanted a simple answer from the creator of the mod, not from someone who has no way of providing an answer with any substances, A person shot down my previous post, i defended it, and i received the answer I was looking for. "its quick to update" from your post. I would like to say thank you for respond as you always do to me, i appriete the effort you took to explain to me the main differences.
I also no where stated that there was some competition anywhere as you suggest, my post was rather simple only asking one question "why".but if you realyl interested in why I wanted to know why, here you go: I think your a great very active modder and [I personnaly think] your efforts are much better placed elsewhere instead of copycat mods.
So at the end of the day.. Keep up the work on the awesome mods!
Yes I've found out why, I forgot to implement the tree generation stub in the World implementation, I've made it work but I just need to test it a bit more, I'll release an update when it's all completed.
Ah, sorry about that, I guess I'm so used to the negativity which is generally prevalent on these forums that I just automatically assumed it was meant that way and leapt to the defensive.
I think a lot of people see modding that way though, like a competition for "market share" - especially those who choose to monetise their mods - but in many cases it's just about choices. This doesn't mean that I don't want things to succeed, it's very rewarding when people like what you do, it's just that I don't want to ram things down people's throats and prefer to let things grow organically. I'm also trying obliquely to flesh out the LiteLoader ecosystem, since I've put a tonne of work into that platform and really want to demonstrate that again, there are choices, Forge isn't the only way and if you want to make simple yet powerful, lightweight mods then it's a very good choice. At the moment I'm still get a lot of the "why do I need this for just one mod" kind of comments and having compelling, useful mods available provides more of an attrative proposition which in turn hopefully leads to more organic growth. I'm a great believer in if you make something which is good, people will want to us it and you won't have to force them to.
Thank you for the compliment, I'm an active modder because I enjoy what I do, and sometimes that enjoyment comes from experimenting with new things or creating new stuff, so occasionally I need a diversion from my other active projects in order to keep that creative streak satisfied. When those times occur I invariably try to at least create something useful, and this seemed like something that people would appreciate and also provides a nice companion for WorldEditCUI. I don't really see it as a "copycat mod" simply because WorldEdit SP support has always, traditionally, been bundled with something else and there isn't really a good way to get that functionality without the rest, meaning that updates are always delayed until [i]all[/i] of the functionality in the respective mod is updated. In many ways it would be better if the scenario could become more modular, with mods being able to focus on their core features and things like this being separate, who knows - maybe it will go that way in the future, at least that's an option now.
I will, I'm not going anywhere any time soon Thanks for your comments.
They're generated by WorldEdit itself. Most trees call back against the wrapper to generate trees, but for some reason the "pine" trees are actually a built-in WorldEdit feature.
As soon as I have "undo" working for trees I'll make a release.
Nice cat btw.
Still playing 1.7.10? Download Et Futurum Requiem for highly configurable backported content!
Hmm, they should be. This won't work with schematics (it doesn't do in even WorldEdit on Bukkit) but should work when just doing //copy and then //paste. I'll check it out.
I'm working on it, I have trees generating but implementing undo for that functionality is proving to be exceptionally difficult because vanilla minecraft tree generators just call methods directly on the World to set the appropriate blocks, this doesn't provide adequate opportunity to log the action before it's performed so I'm having to write quite a complex transformer to provide that capability. Once it's done I'll push an update, the good news is that tree generation actually works though.
I also fixed the thing with the tile entities so that'll be rolled into the next version too.