Plug in your idevice and drag your level.dat onto your desktop.
Run the program and go to open>desktop>level.dat and choose open.
Edit your stuff.
The level.dat will be saved where the program is.
Over right the old level.dat with the new one.
Profit???
I downloaded it and it works wonderfully:),except for 1 thing:(, when i blow up a TNT block it doesn't blow up the other TNT blocks surrounding it. But other than that it works wonderfully.
I downloaded it and it works wonderfully:),except for 1 thing:(, when i blow up a TNT block it doesn't blow up the other TNT blocks surrounding it. But other than that it works wonderfully.
That's a problem with Minecraft, not MCPEedit. Minecraft PE has a long way to go (like walking from New York to Hawaii, if possible) before it acts just like the desktop version.
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Did you know I make music? Just click my logo to listen to my awesome Electronic beats!
That's a problem with Minecraft, not MCPEedit. Minecraft PE has a long way to go (like walking from New York to Hawaii, if possible) before it acts just like the desktop version.
I've been making wonderful progress and you can expect it by tomorrow (a week after its planned release).
Here is a screenshot of the new (half working) entities tab! It's half working because you can see the entities, but not edit them, which makes it a drag.
Sorry things have been going slow as well, I got a new job and need to work more than code.
So maybe you could place mobs by entering where you want them. Example: I want a pig at 153x81x68. You think that would work?
And the new editor looks great! Because I accidentally killed my sheep be trying to shut a door. I'm on a mountain so this will be handy!
Already added that. You also have the ability to teleport entities to the players location (useful for items), see and edit the values of the item as if it were in your inventory, kill mobs of any kind, and best of all (just got this to work) sort entities by type and if they are near the player.
Screenshot of latest running version:
This shows all the entities. They are numbered, not to confuse you, but both help you and me make this program work better (seriously, it's a pain to try and find what entity you last edited, and it's a pain for my program to find which entity to edit without the numbers). The options tab also works now, allowing you to decide where files are saved (add one reputation if you want a location choosing dialog but will wait the extra time for it). The options dialog also includes the near player radius and an option for automatic backup (since it can get annoying), which is set to true by default.
(yes that says 1584 lines, the total length of that file in particular is 1707 lines, while the lines written in all have reached 3,200)
Just have a few things to finish in the Level and Player tab, the Entities tab has quite a few things left, but I think I can manage to get it done in time this time. If you want my "easier user experience" package but will wait another day, add 1 to my reputation. Otherwise it will be a bit harder and more head scratchyness to use the program
Finally! I've been waiting for this for a long time! Also thanks alot for adding the health editor! Now the only thing it needs is an inventory slot editor which works for iPhone 4, 3 slots is limited I think 6-7 slots would be better if that's possible to implement in future updates
Finally! I've been waiting for this for a long time! Also thanks alot for adding the health editor! Now the only thing it needs is an inventory slot editor which works for iPhone 4, 3 slots is limited I think 6-7 slots would be better if that's possible to implement in future updates
I have that implemented into the source code, but it doesn't work quite yet so I didn't add it to the interface. I'm planning to fix it up a long with a few other things in the next release. The reason I take so long for my releases compared to other editors is because I using my own Tag Library, while 500 ISE and Intrye (I hope that's spelled right) use an NBTLibrary which is faster to use. Another thing that contributes to long updates is that I have a new job...and it's quite time consuming, so I try my best to push out releases.
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Did you know I make music? Just click my logo to listen to my awesome Electronic beats!
I have that implemented into the source code, but it doesn't work quite yet so I didn't add it to the interface. I'm planning to fix it up a long with a few other things in the next release. The reason I take so long for my releases compared to other editors is because I using my own Tag Library, while 500 ISE and Intrye (I hope that's spelled right) use an NBTLibrary which is faster to use. Another thing that contributes to long updates is that I have a new job...and it's quite time consuming, so I try my best to push out releases.
Sweet! Can't wait for it! It's alright man I'm not complaining about how long it takes to update, so long as the update is released and has great features than its worth the wait! I can already tell you must be pretty busy with this new job so it's not your fault anyway (also its intyre)
In the next release (v0.3d.2) I'm adding a chunks.dat reader in a new tab labeled "Map." This tab will be more of a toy than a useful tool though (for the time being). It will let you replace certain blocks with another type of block, say, replace all Dirt with TNT, or replace all water with lava. Say you wanted to get rid of a certain block type, just replace the block with air. In the future I plan to implement a flat world generator, but I still need to learn more about the chunks.dat on MCPE first, so if anyone has any actual information on the chunks.dat or any resources (like a wiki or another forum thread) then please send me a link to it.
Rollback Post to RevisionRollBack
Did you know I make music? Just click my logo to listen to my awesome Electronic beats!
In the next release (v0.3d.2) I'm adding a chunks.dat reader in a new tab labeled "Map." This tab will be more of a toy than a useful tool though (for the time being). It will let you replace certain blocks with another type of block, say, replace all Dirt with TNT, or replace all water with lava. Say you wanted to get rid of a certain block type, just replace the block with air. In the future I plan to implement a flat world generator, but I still need to learn more about the chunks.dat on MCPE first, so if anyone has any actual information on the chunks.dat or any resources (like a wiki or another forum thread) then please send me a link to it.
The person who knows the most about the chunks.dat is Codewarrior, the creator of MCEdit. He created a page on the Minecraft Wiki with his research: http://www.minecraft...on_Level_Format
The funny thing is, the format of the chunks file on Minecraft PC is a tad different then the format for Minecraft PE. I believe I know how PE's chunk format works, but my theory leave a lot of blanks on the file format. What I see so far is there is a section of block ID's at byte 4096 (this is also in the wiki) in a specific order that tells the game what blocks are in the map. That order is that every 128 or 132 bytes is a column of blocks in the map in order of down to up (I may be incorrect with this theory), but I don't know how columns are arranged. I assume Codewarrior would know a bit more about the format since MCedit works with PE levels, but I want to also conduct research on how MCPE's chunk format works and differentiates from the PC version. Anyway, I'll post my findings on the wiki as well when I'm done and you guys can confirm it for me.
EDIT: You can actually delete all the values in a chunk and the level will still appear fine...as in it show's no missing chunks...I wonder why that is.
Plug in your idevice and drag your level.dat onto your desktop.
Run the program and go to open>desktop>level.dat and choose open.
Edit your stuff.
The level.dat will be saved where the program is.
Over right the old level.dat with the new one.
Profit???
That's a problem with Minecraft, not MCPEedit. Minecraft PE has a long way to go (like walking from New York to Hawaii, if possible) before it acts just like the desktop version.
There's this other one called ios inventory editor and it blows up TNT around it.But when you die you get into glitch world and when you start game black squares are everywhere but to get rid of them just destroy the block and replace it. Here's the link:http://www.minecraftforum.net/topic/1235451-wip-ios-inventory-editor/page__pid__15064777#entry15064777
Here is a screenshot of the new (half working) entities tab! It's half working because you can see the entities, but not edit them, which makes it a drag.
Sorry things have been going slow as well, I got a new job and need to work more than code.
And the new editor looks great! Because I accidentally killed my sheep be trying to shut a door. I'm on a mountain so this will be handy!
Already added that. You also have the ability to teleport entities to the players location (useful for items), see and edit the values of the item as if it were in your inventory, kill mobs of any kind, and best of all (just got this to work) sort entities by type and if they are near the player.
Screenshot of latest running version:
This shows all the entities. They are numbered, not to confuse you, but both help you and me make this program work better (seriously, it's a pain to try and find what entity you last edited, and it's a pain for my program to find which entity to edit without the numbers). The options tab also works now, allowing you to decide where files are saved (add one reputation if you want a location choosing dialog but will wait the extra time for it). The options dialog also includes the near player radius and an option for automatic backup (since it can get annoying), which is set to true by default.
(yes that says 1584 lines, the total length of that file in particular is 1707 lines, while the lines written in all have reached 3,200)
Just have a few things to finish in the Level and Player tab, the Entities tab has quite a few things left, but I think I can manage to get it done in time this time. If you want my "easier user experience" package but will wait another day, add 1 to my reputation. Otherwise it will be a bit harder and more head scratchyness to use the program
Finally! I've been waiting for this for a long time! Also thanks alot for adding the health editor! Now the only thing it needs is an inventory slot editor which works for iPhone 4, 3 slots is limited I think 6-7 slots would be better if that's possible to implement in future updates
I have that implemented into the source code, but it doesn't work quite yet so I didn't add it to the interface. I'm planning to fix it up a long with a few other things in the next release. The reason I take so long for my releases compared to other editors is because I using my own Tag Library, while 500 ISE and Intrye (I hope that's spelled right) use an NBTLibrary which is faster to use. Another thing that contributes to long updates is that I have a new job...and it's quite time consuming, so I try my best to push out releases.
Sweet! Can't wait for it! It's alright man I'm not complaining about how long it takes to update, so long as the update is released and has great features than its worth the wait! I can already tell you must be pretty busy with this new job so it's not your fault anyway (also its intyre)
Open the MCPEEdit folder extracted from the .zip, and there should be a MCPEEdit.jar which you can double-click.
The funny thing is, my new job involves programming, so I have no hours other than the final date to get everything done.
The person who knows the most about the chunks.dat is Codewarrior, the creator of MCEdit. He created a page on the Minecraft Wiki with his research: http://www.minecraftwiki.net/wiki/Pocket_Edition_Level_Format
The funny thing is, the format of the chunks file on Minecraft PC is a tad different then the format for Minecraft PE. I believe I know how PE's chunk format works, but my theory leave a lot of blanks on the file format. What I see so far is there is a section of block ID's at byte 4096 (this is also in the wiki) in a specific order that tells the game what blocks are in the map. That order is that every 128 or 132 bytes is a column of blocks in the map in order of down to up (I may be incorrect with this theory), but I don't know how columns are arranged. I assume Codewarrior would know a bit more about the format since MCedit works with PE levels, but I want to also conduct research on how MCPE's chunk format works and differentiates from the PC version. Anyway, I'll post my findings on the wiki as well when I'm done and you guys can confirm it for me.
EDIT: You can actually delete all the values in a chunk and the level will still appear fine...as in it show's no missing chunks...I wonder why that is.