MCEdit Filters


posted Aug 13, 2018, 2:16 AM by Adrian Brightmoore

Create waterlogged blocks (and other effects - unsafe!) in Bedrock


posted Jul 13, 2018, 12:13 AM by Adrian Brightmoore

Apply patterns to shapes, where the pattern is a 3D shape. Confusing, no?

Cantor City

posted Jul 3, 2018, 3:17 AM by Adrian Brightmoore

A city formed from layered construction of the Cantor Set



posted Jun 20, 2018, 4:40 AM by Adrian Brightmoore   [ updated Jul 1, 2018, 2:26 PM ]

For the @GenDesignMC settlement competition - a filter framework that profiles statistics about the landscape.

Version 8
  1. Uses a 'flatness/edges" map to work out suitable candidate positions for buildings
  2. Builds procedural multi-level buildings on a plot
  3. Some clean up of the landscape below the building

Version 2

  1. It derives a height map, ignoring wood / leaves / grass / flowers.
  2. It creates grids of various sizes and stores statistics about each 'cell' in the grid and the blocks that make up the surface
  3. You can then interrogate each grid of the appropriate size you need to find a suitable build location
I may end up doing something with this.


posted Feb 3, 2018, 1:42 PM by Adrian Brightmoore   [ updated Jul 16, 2018, 10:22 PM ]

Plants sustainable farms across an undulating surface in your selection box.

v2 creates sub-plots in the selection area and fixes ICE blocks on Bedrock maps being generated


posted Jan 29, 2018, 3:37 AM by Adrian Brightmoore

Finds (or approximates) the surface in the selection area discarding non-surface blocks (retains grass, dirt, water, some others).

Use to mask out a shape you can then use to develop further without trees/structures interfering with the height map.


posted Dec 31, 2017, 9:51 PM by Adrian Brightmoore   [ updated Dec 31, 2017, 9:55 PM ]

Outputs some attributes of the current world to MCEdit's output log. Request from Tree on CTMC

Sample output:

print level.GameType
print level.GeneratorName
print level.Height
print level.LastPlayed
print level.Length
print level.LevelName
print level.RandomSeed
print level.SizeOnDisk
print level.Time
print level.Width
print level.size
Park Test
_Vector(x=256, y=256, z=256)


posted Sep 28, 2017, 4:37 PM by Adrian Brightmoore   [ updated Sep 28, 2017, 5:05 PM ]

Created length-wise ribbony spirals.


posted Sep 24, 2017, 4:00 AM by Adrian Brightmoore   [ updated Sep 24, 2017, 4:02 AM ]

Revisiting city scapes...

Trees And Things

posted Aug 8, 2017, 8:46 AM by Adrian Brightmoore   [ updated Aug 8, 2017, 8:50 AM ]

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