MCEdit Filters

ROTATESLICE

posted Nov 24, 2018, 7:05 PM by Adrian Brightmoore

Reimplemented - select a width-wise selection and this spins it 360 degrees. It renders outside the selection area, so work with enough room around the slice.

HEMISPHERE

posted Nov 10, 2018, 7:22 PM by Adrian Brightmoore

Create hemisphere/domes from a layer of material in the selection. Originally for Cold Fusion Gaming:

Select a plane of an image and then lift the selection box to the height you want the radius of the hemisphere to be. Run the filter and wait for it to finish.



Rotate Schematics in Folder

posted Oct 4, 2018, 8:15 PM by Adrian Brightmoore

Rotate schematics in a folder.

SKINNY

posted Sep 24, 2018, 3:10 PM by Adrian Brightmoore   [ updated Sep 24, 2018, 3:13 PM ]

This filter helps you edit Minecraft player skin file pngs from within MCEdit. WARNING: This filter will overwrite the filename you give it.

You build a player in the world (or import one from a skin file) and then you can edit it like any other Minecraft build using a selection of blocks, and then export the model as a skin file's INNER or OUTER layer.

The filter lets you layer the OUTER layer on an existing skin so you can develop a range of 'wearables' for your characters and adjust to suit over time.

Have a play with it to see what it does!

DUMPCHUNK

posted Aug 18, 2018, 4:32 AM by Adrian Brightmoore   [ updated Aug 18, 2018, 4:41 AM ]

Prints out NBT in each chunk in the selection box. Check the console or MCEdit log after running it.

Remember to change the console history length if you lose information due to scrolling.

Example output:

Entities:
TAG_Compound({
  "Chested": TAG_Byte(0),
  "Color": TAG_Byte(0),
  "Color2": TAG_Byte(0),
  "FallDistance": TAG_Float(0.0),
  "Fire": TAG_Short(0),
  "Invulnerable": TAG_Byte(0),
  "IsAngry": TAG_Byte(0),
  "IsAutonomous": TAG_Byte(0),
  "IsBaby": TAG_Byte(0),
  "IsGliding": TAG_Byte(0),
  "IsGlobal": TAG_Byte(0),
  "IsSwimming": TAG_Byte(0),
  "IsTamed": TAG_Byte(0),
  "LastDimensionId": TAG_Int(0),
  "LootDropped": TAG_Byte(0),
  "MarkVariant": TAG_Int(0),
  "Motion": TAG_List([
    TAG_Float(0.0),
    TAG_Float(0.0),
    TAG_Float(0.0),
  ]),
  "OnGround": TAG_Byte(1),
  "OwnerNew": TAG_Long(-1L),
  "PortalCooldown": TAG_Int(0),
  "Pos": TAG_List([
    TAG_Float(133.5),
    TAG_Float(32.349998474121094),
    TAG_Float(337.3836669921875),
  ]),
  "Rotation": TAG_List([
    TAG_Float(-90.0),
    TAG_Float(0.0),
  ]),
  "Saddled": TAG_Byte(0),
  "Sheared": TAG_Byte(0),
  "ShowBottom": TAG_Byte(0),
  "Sitting": TAG_Byte(0),
  "Strength": TAG_Int(0),
  "StrengthMax": TAG_Int(0),
  "UniqueID": TAG_Long(-146028888062L),
  "Variant": TAG_Int(0),
  "definitions": TAG_List([
    TAG_String(u'+minecraft:minecart'),
  ]),
  "id": TAG_String(u'Minecart'),
})
TileEntities:
TAG_Compound({
  "Command": TAG_String(u'setblock ~16 ~1 ~ redstone_block'),
  "CustomName": TAG_String(u''),
  "LPCommandMode": TAG_Int(0),
  "LPCondionalMode": TAG_Byte(0),
  "LPRedstoneMode": TAG_Byte(1),
  "LastExecution": TAG_Long(1384348L),
  "LastOutput": TAG_String(u'commands.setblock.success'),
  "LastOutputParams": TAG_List([
  ]),
  "SuccessCount": TAG_Int(1),
  "TrackOutput": TAG_Byte(1),
  "Version": TAG_Int(8),
  "auto": TAG_Byte(0),
  "conditionMet": TAG_Byte(1),
  "id": TAG_String(u'CommandBlock'),
  "isMovable": TAG_Byte(1),
  "powered": TAG_Byte(0),
  "x": TAG_Int(128),
  "y": TAG_Int(25),
  "z": TAG_Int(336),
})
TAG_Compound({
  "Command": TAG_String(u'fill ~ ~5 ~ ~15 ~95 ~15 air'),
  "CustomName": TAG_String(u''),
  "LPCommandMode": TAG_Int(0),
  "LPCondionalMode": TAG_Byte(0),
  "LPRedstoneMode": TAG_Byte(1),
  "LastExecution": TAG_Long(1384348L),
  "LastOutput": TAG_String(u'commands.fill.success'),
  "LastOutputParams": TAG_List([
    TAG_String(u'241'),
  ]),
  "SuccessCount": TAG_Int(1),
  "TrackOutput": TAG_Byte(1),
  "Version": TAG_Int(8),
  "auto": TAG_Byte(0),
  "conditionMet": TAG_Byte(1),
  "id": TAG_String(u'CommandBlock'),
  "isMovable": TAG_Byte(1),
  "powered": TAG_Byte(0),
  "x": TAG_Int(128),
  "y": TAG_Int(27),
  "z": TAG_Int(336),
})
TAG_Compound({
  "Command": TAG_String(u'setblock ~ ~2 ~ coal_block'),
  "CustomName": TAG_String(u''),
  "LPCommandMode": TAG_Int(2),
  "LPCondionalMode": TAG_Byte(1),
  "LPRedstoneMode": TAG_Byte(0),
  "LastExecution": TAG_Long(1384348L),
  "LastOutput": TAG_String(u'commands.setblock.success'),
  "LastOutputParams": TAG_List([
  ]),
  "SuccessCount": TAG_Int(1),
  "TrackOutput": TAG_Byte(1),
  "Version": TAG_Int(8),
  "auto": TAG_Byte(1),
  "conditionMet": TAG_Byte(1),
  "id": TAG_String(u'CommandBlock'),
  "isMovable": TAG_Byte(1),
  "powered": TAG_Byte(0),
  "x": TAG_Int(128),
  "y": TAG_Int(24),
  "z": TAG_Int(336),
})



EXTRABLOCKS

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

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

AMERGER

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


 

ABODE

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.


FARMLAND

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


1-10 of 139