MCEdit 1.0 filter for stacking up high end Minecraft 1.8 - 1.12.2 farms
Originally I had idea for this tool while making an enderman farm, so I asked JeWe to make it. Later we got more ideas how to enrich it, so Robi made a second version. And now I'm making third (fourth) version with even more capabilities.
Old versions:
Shape_Stacker_v1
Shape_Stacker_v2
Shape_Stacker_v3
Video explanation how to use Shape Stacker v3 here, I also share a lot of useful tricks in there.
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Download MCEdit-Unified and open mcedit.exe
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Quick Load -> Select needed world -> Select an area -> Press Filter option in the bottom menu
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In Filter window press Filter:, it's a shortcut to open filter folder
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Download Shape_Stacker_v4.py from this repository and drag & drop it into opened filter folder
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Now reload filters by selectind different tool in tool box and going back to Filter, now you can find Shape_Stacker_v4 filter!
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Build a single module of your farm and place orange wool under/above where all your spawning spaces are. You can delete it later.
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After box selecting your module in MCEdit and going into filter menu you can start tweaking options. First one is shape, as you can guess for most mob farms you will need Cylinder and for passive mob farms you would want Rectangular cuboid
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Now obviusly we can select where to stack farm up (make sure original module not in the area) and radius. Important note: it's outer radius, meaning modules will not extrude from input radius, so when stacking full despawn sphere farm instead of writing 128, input 128 + module length, for example 140.
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Now additional options. Mark Center Point will mark center with red wool.
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Min Roof will put just enough blocks so each spawning space has light level 0 (as we know each light level decreases spawning chances by 6.67%). Meanwhile Extended roof will put 41x41 roof around all spawning spaces to catch all possible packs.
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Set Desert will set biome to desert 20 blocks out from all spawning spaces. If you need other biome you can use inbuilt SetBiome filter or edit Shape_Stacker_v4 code on line 70 and change biome ID to needed biome.
def setDesert(level, x0, z0):
# Code taken from SethBling's setbiome filter http://youtube.com/SethBling
# Desert ID is - 2
biome = 2
minx = x0 - 20
maxx = x0 + 21
minz = z0 - 20
maxz = z0 + 21
minxC = int(minx / 16) * 16
minzC = int(minz / 16) * 16
for x in xrange(minxC, maxx, 16):
for z in xrange(minzC, maxz, 16):
chunk = level.getChunk(x / 16, z / 16)
chunk.dirty = True
array = chunk.root_tag["Level"]["Biomes"].value
chunkx = int(x / 16) * 16
chunkz = int(z / 16) * 16
for bx in xrange(max(minx, chunkx), min(maxx, chunkx + 16)):
for bz in xrange(max(minz, chunkz), min(maxz, chunkz + 16)):
idx = 16 * (bz - chunkz) + (bx - chunkx)
array[idx] = biome
chunk.root_tag["Level"]["Biomes"].value = array
- Don't forget to remove orange wool after all those steps and watch this video for more information.
v4.1:
- added shifting in X direction (may be bugged, leave an issue if encounter one)
v4.0
- sets biome
- automatic roof building
This program is licensed under the MIT License. Please read the License file to know about the usage terms and conditions.