Unmined doesnt seem to support mods that add new blocks as 1 of my worlds was nearly completely grey due to the amount of different biomes and all
Plus the grey in my village comes from the wood itself idk why its doing that actually :/
But mod support might be something neat for you to look at some day as after rendering out my server (which took only 4 min compared to 30 on others) i saw that most of it was just grey due to 1 of my server mods turning biome's into wasteland biome's (all the dirt and such turns into sand and then sandstone and gets a dirty color) when there is a lot of player activity in the area and due to that i had huge chunks of grey on my image
[...]
I would request the same (support for new block IDs from mods). The thing with mods is, every configuration is different because there's no standard for which mods use which block IDs.
Here's a suggestion to lighten the load a bit: users could be expected to supply their own colors for each additional block ID, for example through a textfile like BiomePainter; it lets you show additional biomes (from ExtraBiomesXL, Trees++) with your own colors if you supply the corresponding biome IDs.
So you could have a file that reads like this for example:
#block ID:metadata, HTML color
#Default color when ID not specified: DDDDDD (grey)
200,BBBEEE
201,BCDEFA
233,AAAAAA
233:3,BBBBBB
233:4,FFFFFFF
I am pretty sure the community would help in creating mapping files like that (am saying this because I would totally contribute, I have a pretty good system going to keep my IDs sane and eliminate any conflicts between my 35+ mods. =) Not to mention that it would make Unmined pretty essential for players who like mods, no other mapper has this feature AFAIK.
Also I saw on the OP that you're considering map-editing tools.
There are at least two 4096 block ID fixes out there: mDiyo's, and Robinton's.
For this reason, and keeping in mind that Mojang eventually want to extend the block limit anyways: Would you consider 4096 block ID support for this from the getgo?
Currently, no map editor lets us even touch Anvil maps with block IDs above 256... MCEdit is limited in the sense that any number higher than that is considered part of the metadata storage system. So block 400 would be interpreted as 40:0. Any map that uses blocks higher than 256 is instantly "corrupted" when the numbers get screwed. =(
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Currently, no map editor lets us even touch Anvil maps with block IDs above 256... MCEdit is limited in the sense that any number higher than that is considered part of the metadata storage system. So block 400 would be interpreted as 40:0. Any map that uses blocks higher than 256 is instantly "corrupted" when the numbers get screwed. =(
Thanks for reading...
I found that unmined right now does load my 256+ blocks as i ran it on 1 of my build up worlds and ya its grey but it does render them out as them being blocks
I found that unmined right now does load my 256+ blocks as i ran it on 1 of my build up worlds and ya its grey but it does render them out as them being blocks
I was talking about a potential map editor. Megasys wrote that he wants to add editing features to the mapper.
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Here's a suggestion to lighten the load a bit: users could be expected to supply their own colors for each additional block ID, for example through a textfile like BiomePainter; it lets you show additional biomes (from ExtraBiomesXL, Trees++) with your own colors if you supply the corresponding biome IDs.
Additional blocks and biomes will be fully supported and map rendering will be customizable using simple text xml configuration files. Users will able to create config sets for mods and include these sets into world configs with automatic or manual id mapping.
There are at least two 4096 block ID fixes out there: mDiyo's, and Robinton's.
For this reason, and keeping in mind that Mojang eventually want to extend the block limit anyways: Would you consider 4096 block ID support for this from the getgo?
Next release will support 4096 block IDs (vanilla data format).
I don't know how feasable or useful this would be to other people or the developer, but integrating a biome/village/stronghold location estimator like AMDIST into Unmined might be kinda cool: http://www.minecraft...ome-ect-finder/
Unmined will have configurable highlight layers to find blocks and things.
Very much looking forward to future versions of this mapper/viewer. Realtime display is superb. Only thing I'd suggest is better custom block detection and display (for things like modded-in trees, etc).
I'm still checking this thread and the website for new releases. Am officially considering myself addicted to Unmined. Can't wait to see it evolve =)
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I don't know if someone else has suggested this one yet:
It wouldn't hurt to also add a quick top-down Chunk-Selection and trimming tool.
That way when people update to new versions of MC that have a different Terrain Generator (Or they want to move their town to a different World type) they can just quickly trim a copy of their old world down to what they want to keep then restart with the new version of MC.
* I guess that also brings up the idea of having an option to change the "World Type" setting for an already existing world. After changing the World-Type any new chunks made would be from the new World-Type.
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- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
It wouldn't hurt to also add a quick top-down Chunk-Selection and trimming tool.
That way when people update to new versions of MC that have a different Terrain Generator (Or they want to move their town to a different World type) they can just quickly trim a copy of their old world down to what they want to keep then restart with the new version of MC.
Hmmm. Those suggestions oddly sound like what I'm hoping will come to be before 1.3 happens and I have to reset my whole world because... its seed just S(*&?ks pretty badly... =)
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Hmmm. Those suggestions oddly sound like what I'm hoping will come to be before 1.3 happens and I have to reset my whole world because... its seed just S(*&?ks pretty badly... =)
If your entire seed is that bad then you may want to do that first step (Chunk-Trim) then create a whole new seed in a separate world that you like then transplant your trimmed old world into the new one with MCEdit. Could either do like I've done and transplant it into an ocean of the new world as a mysterious trans-dimensional island, ala LOST heh heh, or replace some new mainland with yours and use WorldPainter to smooth the edges.
It might be worth it. Actually, I hear that MCEdit does have an easier Chunk-Trimmer method these days than it used to have, based on a request I made to codewarrior a long time ago, but it seems like it would also be a perfect fit for megasys's tool too.
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
It might be worth it. Actually, I hear that MCEdit does have an easier Chunk-Trimmer method these days than it used to have, based on a request I made to codewarrior a long time ago, but it seems like it would also be a perfect fit for megasys's tool too.
Yep but the issue with MCEdit is thta it doesn't support block IDs past 256, it treats everything like metadata. It corrupts my world purely and simply as soon as I hit Save, no matter what I did--it's in the way the blocks are interpreted (as 40:0 instead of 400). =/ That's why I'm waiting for another editor to pick up the slack. This one looks promising!!
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Yep but the issue with MCEdit is thta it doesn't support block IDs past 256, it treats everything like metadata. It corrupts my world purely and simply as soon as I hit Save, no matter what I did--it's in the way the blocka re interpreted (as 40:0 instead of 400). =/ That's why I'm waiting for another editor to pick up the slack. This one looks promising!!
Oh damn, I didn't realize that. So MCEdit currently isn't 4096IDs compatible? Well geez, it's Open Source now so I hope someone will fix that. At least Robinton's Save Converter is 4096IDs compatible, but it doesn't edit.
Have you noticed if the current MCEdit developers are aware of the 4096ID issue? Robinton's 4096IDs Mod is open source now too so they could take a look at that if they needed to.
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
Have you noticed if the current MCEdit developers are aware of the 4096ID issue? Robinton's 4096IDs Mod is open source now too so they could take a look at that if they needed to.
They are, but the thing is: The maintainer of MCEdit is just doing that, maintaining; the other coder is in highschool. Both of them are doing their best to fix bugs that have arisen since the switch to the Anvil format, but there are PLENTY of bugs.
4096 IDs is going to be difficult to implement for them because it means overhauling the savegame interpretation engine. You might want to get on their thread and try to convince them, but they don't seem very keen on suggestions, possibly because they don't understand the importance. Personally, I would say they are suffering from hardcore coder myopia and suffer from communication issues.
For that reason, they may be more easily convinced if someone else pitches in to fix the 4096ID issue. The Anvil version IS available on a Github. The maintainer has been busy cleaning up code for a while, perhaps the source is intelligible now.
As for me, well... I have given up on MCEdit until Codewarrior comes back. I'd rather support new initiatives like this one.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Looks really nice so far! I assume you already have these planned, but here's my suggestions:
Save settings per-map, and remember last opened world path
Make dirt (or add an option to make dirt) always brown instead of green
When exporting as PNG, add an option to make the chunkless areas transparent instead of a white and gray grid
And I have no idea of this is the fault of my map or Unmined, but when I export as PNG, the image is twice as tall as it needs to be; the top half is entirely blank and the bottom half is the map itself. It's easy enough to fix in Photoshop though.
Looks really nice so far! I assume you already have these planned, but here's my suggestions:
Save settings per-map, and remember last opened world path
Make dirt (or add an option to make dirt) always brown instead of green
When exporting as PNG, add an option to make the chunkless areas transparent instead of a white and gray grid
And I have no idea of this is the fault of my map or Unmined, but when I export as PNG, the image is twice as tall as it needs to be; the top half is entirely blank and the bottom half is the map itself. It's easy enough to fix in Photoshop though.
I hadn't even noticed the grid thing. I think its just a glitch, since generally that checkerboard is representative of transparent areas when editing an image in a program, and this program is basically generating an image from save data.
As for the brown thing, idk how that would work since high-elevation areas of the map look darker as the elevation increases. I have grassy mountains that are brown on some of my maps, and changing the dirt color would confuse that a lot.
As for suggestions, some mods to look at compatibility with would be ExtraBiomesXL and Trees++. But mostly ExtraBiomesXL!
And I'm loving Unmined so far! It just gets better every version.
As for suggestions, some mods to look at compatibility with would be ExtraBiomesXL and Trees++. But mostly ExtraBiomesXL!
And I'm loving Unmined so far! It just gets better every version.
Unmined will support mods through configuration files. I've tested ExtraBiomesXL and Trees++, and i'm working on a configuration pack for Trees++ as an example.
Unmined will support mods through configuration files. I've tested ExtraBiomesXL and Trees++, and i'm working on a configuration pack for Trees++ as an example.
Thank you all for suggestions.
And thank you for making this! I already have Trees++ installed on my existing world (Dora-generated so also huge), I can test if you want.
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Is there a way to manually toggle the display of underground and surface? It seems it automatically switches when the player is underground but sometimes it doesn't switch back for a long time, also being in control of this would be useful for obvious reasons. I didn't seen an option for this last time I looked.
EDIT: Got it, the slider on the very right of the app allows viewing the levels of 'slices' and this is what I was thinking of, good stuff.
I would request the same (support for new block IDs from mods). The thing with mods is, every configuration is different because there's no standard for which mods use which block IDs.
Here's a suggestion to lighten the load a bit: users could be expected to supply their own colors for each additional block ID, for example through a textfile like BiomePainter; it lets you show additional biomes (from ExtraBiomesXL, Trees++) with your own colors if you supply the corresponding biome IDs.
So you could have a file that reads like this for example:
I am pretty sure the community would help in creating mapping files like that (am saying this because I would totally contribute, I have a pretty good system going to keep my IDs sane and eliminate any conflicts between my 35+ mods. =) Not to mention that it would make Unmined pretty essential for players who like mods, no other mapper has this feature AFAIK.
Also I saw on the OP that you're considering map-editing tools.
There are at least two 4096 block ID fixes out there: mDiyo's, and Robinton's.
For this reason, and keeping in mind that Mojang eventually want to extend the block limit anyways: Would you consider 4096 block ID support for this from the getgo?
Currently, no map editor lets us even touch Anvil maps with block IDs above 256... MCEdit is limited in the sense that any number higher than that is considered part of the metadata storage system. So block 400 would be interpreted as 40:0. Any map that uses blocks higher than 256 is instantly "corrupted" when the numbers get screwed. =(
Thanks for reading...
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I found that unmined right now does load my 256+ blocks as i ran it on 1 of my build up worlds and ya its grey but it does render them out as them being blocks
I was talking about a potential map editor. Megasys wrote that he wants to add editing features to the mapper.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Additional blocks and biomes will be fully supported and map rendering will be customizable using simple
textxml configuration files. Users will able to create config sets for mods and include these sets into world configs with automatic or manual id mapping.Next release will support 4096 block IDs (vanilla data format).
Unmined will have configurable highlight layers to find blocks and things.
Link Removed
Well not so much a port as a Wine launcher.
But still, it works fairly well. Pinning doesn't work, though.
Fully supporting this utility.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
It wouldn't hurt to also add a quick top-down Chunk-Selection and trimming tool.
That way when people update to new versions of MC that have a different Terrain Generator (Or they want to move their town to a different World type) they can just quickly trim a copy of their old world down to what they want to keep then restart with the new version of MC.
* I guess that also brings up the idea of having an option to change the "World Type" setting for an already existing world. After changing the World-Type any new chunks made would be from the new World-Type.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Hmmm. Those suggestions oddly sound like what I'm hoping will come to be before 1.3 happens and I have to reset my whole world because... its seed just S(*&?ks pretty badly... =)
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
If your entire seed is that bad then you may want to do that first step (Chunk-Trim) then create a whole new seed in a separate world that you like then transplant your trimmed old world into the new one with MCEdit. Could either do like I've done and transplant it into an ocean of the new world as a mysterious trans-dimensional island, ala LOST heh heh, or replace some new mainland with yours and use WorldPainter to smooth the edges.
It might be worth it. Actually, I hear that MCEdit does have an easier Chunk-Trimmer method these days than it used to have, based on a request I made to codewarrior a long time ago, but it seems like it would also be a perfect fit for megasys's tool too.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Yep but the issue with MCEdit is thta it doesn't support block IDs past 256, it treats everything like metadata. It corrupts my world purely and simply as soon as I hit Save, no matter what I did--it's in the way the blocks are interpreted (as 40:0 instead of 400). =/ That's why I'm waiting for another editor to pick up the slack. This one looks promising!!
Edit for spelling... ack.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Oh damn, I didn't realize that. So MCEdit currently isn't 4096IDs compatible? Well geez, it's Open Source now so I hope someone will fix that. At least Robinton's Save Converter is 4096IDs compatible, but it doesn't edit.
Have you noticed if the current MCEdit developers are aware of the 4096ID issue? Robinton's 4096IDs Mod is open source now too so they could take a look at that if they needed to.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
They are, but the thing is: The maintainer of MCEdit is just doing that, maintaining; the other coder is in highschool. Both of them are doing their best to fix bugs that have arisen since the switch to the Anvil format, but there are PLENTY of bugs.
4096 IDs is going to be difficult to implement for them because it means overhauling the savegame interpretation engine. You might want to get on their thread and try to convince them, but they don't seem very keen on suggestions, possibly because they don't understand the importance. Personally, I would say they are suffering from hardcore coder myopia and suffer from communication issues.
For that reason, they may be more easily convinced if someone else pitches in to fix the 4096ID issue. The Anvil version IS available on a Github. The maintainer has been busy cleaning up code for a while, perhaps the source is intelligible now.
As for me, well... I have given up on MCEdit until Codewarrior comes back. I'd rather support new initiatives like this one.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I hadn't even noticed the grid thing. I think its just a glitch, since generally that checkerboard is representative of transparent areas when editing an image in a program, and this program is basically generating an image from save data.
As for the brown thing, idk how that would work since high-elevation areas of the map look darker as the elevation increases. I have grassy mountains that are brown on some of my maps, and changing the dirt color would confuse that a lot.
But mostly ExtraBiomesXL!
And I'm loving Unmined so far! It just gets better every version.
Unmined will support mods through configuration files. I've tested ExtraBiomesXL and Trees++, and i'm working on a configuration pack for Trees++ as an example.
Thank you all for suggestions.
And thank you for making this! I already have Trees++ installed on my existing world (Dora-generated so also huge), I can test if you want.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
EDIT: Got it, the slider on the very right of the app allows viewing the levels of 'slices' and this is what I was thinking of, good stuff.