MCEdit Filters

VOXtoSchematic

posted Jul 16, 2017, 12:31 PM by Adrian Brightmoore   [ updated Jul 17, 2017, 7:26 PM ]

Convert .vox files to Schematic

Devlog on Twitter here:


EXETER

posted Jul 10, 2017, 5:11 AM by Adrian Brightmoore   [ updated Jul 10, 2017, 5:14 AM ]

Uses a library of mcschematic files to create city neighbourhoods. Check my YouTube for usage examples.



BlocksFromText

posted Jul 2, 2017, 10:29 PM by Adrian Brightmoore   [ updated Jul 3, 2017, 2:54 AM ]

Creates layers of blocks from a text file input.

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Digital Terrain Model Importer

posted Jun 24, 2017, 11:43 AM by Adrian Brightmoore   [ updated Jun 25, 2017, 12:36 AM ]

@SimBadd64 was seeking 1 metre scale UK landscapes from actual data.


This filter reads one of the data files, for example "se4227_DTM_1M.asc", and creates a landscape in Minecraft from it.

(You need to pre-create the work area in MCEdit using the CHUNK tool - just make it flat and at least 1000x1000 blocks)

Hit me up on Twitter with any questions, it was put together quickly at 4am.





ENTITYZOO

posted Jan 14, 2017, 4:23 AM by Adrian Brightmoore   [ updated Jan 14, 2017, 4:24 AM ]

An update to the Mob Stacker with more entities for 1.11

MANDALA

posted Dec 8, 2016, 5:15 AM by Adrian Brightmoore

Inspired by @WelshPixie, circular patterns from random seeds:

NOODLOR filter

posted Nov 26, 2016, 2:54 PM by Adrian Brightmoore


ATree

posted Nov 3, 2016, 4:32 AM by Adrian Brightmoore

A short project that creates alien trees using MCEdit.


SLABSTEPSMOOTH

posted Oct 10, 2016, 5:24 AM by Adrian Brightmoore   [ updated Oct 10, 2016, 5:26 AM ]

This filter attempts to swap blocks with stairs to create a 'smoother' surface.


ORENERARY

posted Aug 2, 2016, 7:35 AM by Adrian Brightmoore   [ updated Mar 17, 2017, 9:06 PM ]

An ore populator. Made for the Trollcraft map commissioned by @CaptainSparklez and friends from @BlockworksYT: https://twitter.com/BlockWorksYT/status/773232506472636416

This takes no options as the data set is within the filter. Select the map and run it. There's a report on which chunk it is working on.

Each ore type is described by a row like this:
("air infused stone",1498,1,0.000206744843783596,1,255,3)

It is:
(name,blockID,blockData,frequency,minY,maxY,radius)

The 'radius' is a little loosely defined. Most ore seams with a radius > 1 will be smeared out in space.

The radius > 1 will upset the ratios overall because more blocks will be in each ore deposit. I trust that isn't a huge problem.

If it is, we can correct on the frequency.

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