A better question then might be what is presently missing from the Mac version that you consider to be the most important feature?
Oh, that's easy. I have no idea at all. I don't know what the windows version can do.
Now, I know that command-line support for manipulating NBT files is there, and not here. There are some python scripts that need this (bibliocraft book manipulation), and there are some mystcraft age manipulation scripts that I want to make (primarily to alter the age seed to a new random value, and alter the name, while making an otherwise duplicate of the age).
I know that the mac version will not open .dat files when you double click them, even if you have told the mac to open them in NBTExplorer -- there is a complaint that you don't know how to open files of type .dat. And, the recent files list is always empty.
EDIT:
>My Apple developer key is also expired now, but I'm actually going to need to buy another one because Apple is going to retroactively invalidate all keys that were created on OS X 10.8 and earlier, resulting in the program being uninstallable. No company is more abusive to their developers than Apple.
Heh. Just imagine any poor soul that actually tried to use their enterprise objects framework for enterprise-level, deployed code that was in actual use.
Or worse, their whole web-objects framework, and the "revolutionary, direct-to-web and direct-to-java" deployment systems for getting a database application made in almost no time, with almost no code.
EOF/WOF were wonderful. The direct-to stuff was inspirational, and labeled as more "tech demo / pre-release", but worked as a perfectly valid basis for developing database applications, as long as you had a very fast internal network (way too slow over the internet, but just fine on an intra-net.)
10.4, they all worked.
10.5, ... well, maybe, if you worked really hard to play with things. Maybe.
10.6 ... run PPC code in Rosetta? Maybe get acceptable speed? Maybe?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Well the good news is that's all Mac-specific issues and the Windows branch is essentially irrelevant to that. The bad news is I don't know how to fix any of them. Right now anyway. Maybe after some research.
As for the commandline utility, it offers a subset of capability. It should run on Mac though. Download the Windows version, make sure you have Mono runtime installed, and execute NBTUtil.exe in mono. Though if you're writing python scripts, interfacing with pymclevel might be a better choice at that point? Unless there's certain features of NBTUtil you want like glob matching.
The Meaning of Life, the Universe, and Everything.
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Ah, I don't really mind now because I just put the command blocks in not negative positions then ctrl-middle click the mouse to copy it then bring it back to where it was suppose to be.
Finally got the problems I was having with my program fixed. Had to create a new identity, a new provisioning profile, and recompile the app. Then its sister app--with a slightly different UI--decided to throw 76 errors in code I had no control over, and had to duplicate the working project, merge the different scripts/scenes over, then recompile again. No idea what broke.
**** I hate Apple. If I'm lucky I won't have to do this again for two years.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Hi, I'm having trouble finding a chunk in NBTExplorer.
According to Dinnerbone's calculator, the chunk location is -5, -1 (I'm assuming the y axis is not included in NBTExplorer).
However, when I open the region map, I get multiple block images (an example is r.-1.-1.mca), and I keep searching but I cannot find any negative ones.
I'd greatly appreciate any help, regards
Use the Chunk Finder built into NBTExplorer (It's under the Find menu). It will tell you the region-local coordinate of your chunk, and jump directly to it if it exists. (If you're using the Mac version, the Chunk Finder is not in that version. You'll have to mod 32 your chunks. The region-local chunk for [-5,-1] is [27,31]).
Dinnerbone's online tool is useful but it does not give you all the information you need to look up a chunk inside the region files.
Hey, I have a custom world that makes biomes small as hell. Unfortunately, now, I can't find villages or ocean monuments. Now, I've never really used NBT, so I may be asking a stupid question, but does nbt store data for ocean monuments? I can't find it in the data folder, though I can see strongholds and fortresses. Hopefully you can help me out.
I am trying to use this tool to edit a save file in a Technic launcher mod pack that I play with my SO. I glitched our world T.T... with a bugged item and I am trying to remove that item from my inventory. However every time I load it, the item is back. I keep editing the player data, am I editing the wrong thing?
I am trying to use this tool to edit a save file in a Technic launcher mod pack that I play with my SO. I glitched our world T.T... with a bugged item and I am trying to remove that item from my inventory. However every time I load it, the item is back. I keep editing the player data, am I editing the wrong thing?
Is this an SSP world? Delete it from the player data in level.dat. You can delete it in both places if you want to be sure. Remember to save.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hope nobody is bothered by my trying to answer this, but here I go. If I understand the program properly, you will have needed to generate a chunk that contains a village or an ocean monument. If you have, then you can go to the "region" file and search the name "id" and the value "Villager" ( for a village) or the value "Guardian" (for an ocean monument), as those are the only places either of those spawn. If you find one, the x, y, and z coordinates are within the ocean monument or village you are looking for. I'll make and put up a video of this tomorrow.
Hope nobody is bothered by my trying to answer this, but here I go. If I understand the program properly, you will have needed to generate a chunk that contains a village or an ocean monument. If you have, then you can go to the "region" file and search the name "id" and the value "Villager" ( for a village) or the value "Guardian" (for an ocean monument), as those are the only places either of those spawn. If you find one, the x, y, and z coordinates are within the ocean monument or village you are looking for. I'll make and put up a video of this tomorrow.
EDIT: It's up, tutorial at hope it helps:D
Hm... Because I've looked at coords for villages, and there weren't villages there. However, the desert temples were present at their coords. Thanks for taking the time to explain it to me.
I'm having an issue on Ubuntu. I get the following error...
Missing method add_ThreadException in assembly /home/peter/Applications/mono/NBTExplorer-2.7.5/NBTExplorer.exe, type System.Windows.Forms.Application
Unhandled Exception:
System.IO.FileNotFoundException: Could not load file or assembly 'System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.
File name: 'System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
[ERROR] FATAL UNHANDLED EXCEPTION: System.IO.FileNotFoundException: Could not load file or assembly 'System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.
File name: 'System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
I do have mono-winforms installed and I have run it in the past, but that was before the move to 14.04.
Well, it's very clear that it can't find the System.Windows.Forms assembly that it's looking for. Reinstall your mono packages? You may also need to try getting it to load with a different framework version. There's some flag you can pass into mono, but I don't have the reference off the top of my head.
Hope nobody is bothered by my trying to answer this, but here I go. If I understand the program properly, you will have needed to generate a chunk that contains a village or an ocean monument. If you have, then you can go to the "region" file and search the name "id" and the value "Villager" ( for a village) or the value "Guardian" (for an ocean monument), as those are the only places either of those spawn. If you find one, the x, y, and z coordinates are within the ocean monument or village you are looking for. I'll make and put up a video of this tomorrow.
EDIT: It's up, tutorial at hope it helps:D
That seems to work, but note that you are searching for a villager and a guardian rather than a village or a Ocean Monument. If all villagers get killed or something, or if you are in Peaceful so no Guardians spawn, that might not work.
A much more direct way to find an Ocean Monument is as follows (assumes the chunk has been loaded):
Load the save folder in NBTExplorer.
Expand Data > Monument.dat > data > Features
Each Ocean Monument should be listed as a separate subfolder. The number are chunk numbers, multiply by 16 to find coordinates.
You can do the same thing for villages by looking at Village.dat > data > Features. Some of the ones listed don't seem to actually generate villages, however. Perhaps there are other requirements (biome, etc), that may cause some of these locations to not generate an actual village.
But both of these are pretty roundabout methods. If you're really trying to locate features on a large map, use a mapping tool like AMIDST.
Is there a way I can use the Find and Replace feature to change Biome data? I'm working on a flatland world that I have already built on, and don't want to have to regenerate and rebuild to get the biomes I want. I tried MCEdits setbiome filter but it always freezes at the end (I think the selected size is too big).
I have figured out how to set up the replacement Byte Array tag for it, but I have hit a brick wall with getting the Find feature to find the Biomes byte array tag. The find feature (in the Find and Replace, not just the regular Find) doesn't have an option to search for Byte Array tags, and I can't seem to get the Wildcard search to find the Biomes byte array tag just by Tag Name: Biomes ANY. I don't want to have to replace every chunk's Biome byte array manually.
If I must I will use the standalone Find feature to find them all, delete them, and add tag in their place that I can then use find and replace to mass replace for me. But I'm hoping someone can help me figure out if I'm using this wildcard function incorrectly, or if there's a simpler way to do this.
You are correct that the find and replace feature does not work with arrays. I'm not exactly sure what you're trying to search and replace on, but I think that array data in general is too specific to meaningfully operate on at that level. I can see a use case for biomes in particular, but then you might extend that logic to say "what about block data?" Once you hit anything over 255, suddenly your bytes are entangled with a completely separate tag that's not even a true byte array. I'll have to check up on that ANY rule though, that sounds like a possible bug.
Have you tried the tool Biome Painter? I haven't used it since 1.4.7, but it might work for you. Make sure to read the last couple pages, it looks like it needs a little config maintenance since it's not being actively updated.
I don't necessarily want to search for any data in the arrays, just for the arrays themselves by name. I agree, trying to use find and replace for specifics in arrays would be too specific, and could get very complicated/cpu intensive.
Hey This is a exelent tool! I use it a lot for map making and to change names using § formating codes but i have a problem, i want to edit entities that are already spawn in the world.... And i dont know how to find the chunks were the entities are could you gave me an example of how to do it???
I really need to know how to locate the chunks i want, and i already try the "Search" option but it doesnt work me.
Oh, that's easy. I have no idea at all. I don't know what the windows version can do.
Now, I know that command-line support for manipulating NBT files is there, and not here. There are some python scripts that need this (bibliocraft book manipulation), and there are some mystcraft age manipulation scripts that I want to make (primarily to alter the age seed to a new random value, and alter the name, while making an otherwise duplicate of the age).
I know that the mac version will not open .dat files when you double click them, even if you have told the mac to open them in NBTExplorer -- there is a complaint that you don't know how to open files of type .dat. And, the recent files list is always empty.
EDIT:
>My Apple developer key is also expired now, but I'm actually going to need to buy another one because Apple is going to retroactively invalidate all keys that were created on OS X 10.8 and earlier, resulting in the program being uninstallable. No company is more abusive to their developers than Apple.
Heh. Just imagine any poor soul that actually tried to use their enterprise objects framework for enterprise-level, deployed code that was in actual use.
Or worse, their whole web-objects framework, and the "revolutionary, direct-to-web and direct-to-java" deployment systems for getting a database application made in almost no time, with almost no code.
EOF/WOF were wonderful. The direct-to stuff was inspirational, and labeled as more "tech demo / pre-release", but worked as a perfectly valid basis for developing database applications, as long as you had a very fast internal network (way too slow over the internet, but just fine on an intra-net.)
10.4, they all worked.
10.5, ... well, maybe, if you worked really hard to play with things. Maybe.
10.6 ... run PPC code in Rosetta? Maybe get acceptable speed? Maybe?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
As for the commandline utility, it offers a subset of capability. It should run on Mac though. Download the Windows version, make sure you have Mono runtime installed, and execute NBTUtil.exe in mono. Though if you're writing python scripts, interfacing with pymclevel might be a better choice at that point? Unless there's certain features of NBTUtil you want like glob matching.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Finally got the problems I was having with my program fixed. Had to create a new identity, a new provisioning profile, and recompile the app. Then its sister app--with a slightly different UI--decided to throw 76 errors in code I had no control over, and had to duplicate the working project, merge the different scripts/scenes over, then recompile again. No idea what broke.
**** I hate Apple. If I'm lucky I won't have to do this again for two years.
Use the Chunk Finder built into NBTExplorer (It's under the Find menu). It will tell you the region-local coordinate of your chunk, and jump directly to it if it exists. (If you're using the Mac version, the Chunk Finder is not in that version. You'll have to mod 32 your chunks. The region-local chunk for [-5,-1] is [27,31]).
Dinnerbone's online tool is useful but it does not give you all the information you need to look up a chunk inside the region files.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Is this an SSP world? Delete it from the player data in level.dat. You can delete it in both places if you want to be sure. Remember to save.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Now that I know about it, chunk finder :-)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hope nobody is bothered by my trying to answer this, but here I go. If I understand the program properly, you will have needed to generate a chunk that contains a village or an ocean monument. If you have, then you can go to the "region" file and search the name "id" and the value "Villager" ( for a village) or the value "Guardian" (for an ocean monument), as those are the only places either of those spawn. If you find one, the x, y, and z coordinates are within the ocean monument or village you are looking for. I'll make and put up a video of this tomorrow.
EDIT: It's up, tutorial at hope it helps:D
Hm... Because I've looked at coords for villages, and there weren't villages there. However, the desert temples were present at their coords. Thanks for taking the time to explain it to me.
Missing method add_ThreadException in assembly /home/peter/Applications/mono/NBTExplorer-2.7.5/NBTExplorer.exe, type System.Windows.Forms.Application
Unhandled Exception:
System.IO.FileNotFoundException: Could not load file or assembly 'System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.
File name: 'System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
[ERROR] FATAL UNHANDLED EXCEPTION: System.IO.FileNotFoundException: Could not load file or assembly 'System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.
File name: 'System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
I do have mono-winforms installed and I have run it in the past, but that was before the move to 14.04.
Any suggestions?
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
I don't know the answer. Maybe a map maker could chime in? The best place to look for this information is the Minecraft wiki.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
That seems to work, but note that you are searching for a villager and a guardian rather than a village or a Ocean Monument. If all villagers get killed or something, or if you are in Peaceful so no Guardians spawn, that might not work.
A much more direct way to find an Ocean Monument is as follows (assumes the chunk has been loaded):
But both of these are pretty roundabout methods. If you're really trying to locate features on a large map, use a mapping tool like AMIDST.
I have figured out how to set up the replacement Byte Array tag for it, but I have hit a brick wall with getting the Find feature to find the Biomes byte array tag. The find feature (in the Find and Replace, not just the regular Find) doesn't have an option to search for Byte Array tags, and I can't seem to get the Wildcard search to find the Biomes byte array tag just by Tag Name: Biomes ANY. I don't want to have to replace every chunk's Biome byte array manually.
If I must I will use the standalone Find feature to find them all, delete them, and add tag in their place that I can then use find and replace to mass replace for me. But I'm hoping someone can help me figure out if I'm using this wildcard function incorrectly, or if there's a simpler way to do this.
Have you tried the tool Biome Painter? I haven't used it since 1.4.7, but it might work for you. Make sure to read the last couple pages, it looks like it needs a little config maintenance since it's not being actively updated.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
I really need to know how to locate the chunks i want, and i already try the "Search" option but it doesnt work me.
Thanks for your awesome app!