deaneo88 886 Posted November 6, 2021 Popular Post Report Share Posted November 6, 2021 (edited) Decided to release. This is the very first functional version I made so I'm not entirely sure of it's integrity I have since completely rewritten it, but all should be good. This was designed for 667. This is the correct way to add/remove objects, so ditch your ObjectSpawns.txt I think xteas vary quite often so I have included them as a text file which will allow you to load in your own keys if need be. Keep the data/xteas directory within the same folder as the jar. credit to Stugger Load your cache through the "File" menu button and then enter the coordinates that you want to edit (Leaving plane empty defaults to 0). If any objects are already on the searched tile, they will appear in the table. You can remove an object by just erasing it's fields. Or optionally edit it's rotation/type. To add an object, just fill in an empty field. However, you cannot have collide-able objects on the same tile, the editor will warn you of that. When you're done just hit the save button and it'll pack to cache. Collide-able objects are determined by their base type. There are 4 base types meaning you can have 4 different objects on one tile, if they all have a different base type. Base types 0 = 0, 1, 2, 3 Base types 1 = 4, 5, 6, 7, 8 Base types 2 = 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21 Base types 3 = 22 So for example, type 10 would have a base type of 2. Download : This is the hidden content, please Sign In or Sign Up Edited November 6, 2021 by deaneo88 10 Link to comment Share on other sites More sharing options...
Ezea10 2 Posted November 12, 2021 Report Share Posted November 12, 2021 Thanks for this. On 11/6/2021 at 3:39 AM, deaneo88 said: Decided to release. This is the very first functional version I made so I'm not entirely sure of it's integrity I have since completely rewritten it, but all should be good. This was designed for 667. This is the correct way to add/remove objects, so ditch your ObjectSpawns.txt I think xteas vary quite often so I have included them as a text file which will allow you to load in your own keys if need be. Keep the data/xteas directory within the same folder as the jar. credit to Stugger This is the hidden content, please Sign In or Sign Up Load your cache through the "File" menu button and then enter the coordinates that you want to edit (Leaving plane empty defaults to 0). If any objects are already on the searched tile, they will appear in the table. You can remove an object by just erasing it's fields. Or optionally edit it's rotation/type. To add an object, just fill in an empty field. However, you cannot have collide-able objects on the same tile, the editor will warn you of that. When you're done just hit the save button and it'll pack to cache. Collide-able objects are determined by their base type. There are 4 base types meaning you can have 4 different objects on one tile, if they all have a different base type. Base types 0 = 0, 1, 2, 3 Base types 1 = 4, 5, 6, 7, 8 Base types 2 = 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21 Base types 3 = 22 So for example, type 10 would have a base type of 2. Download : This is the hidden content, please Sign In or Sign Up Needs a reupload if you could. Link to comment Share on other sites More sharing options...
Simon7 1 Posted December 7, 2021 Report Share Posted December 7, 2021 thank you, will be useful Link to comment Share on other sites More sharing options...
Zenpex 303 Posted March 22, 2022 Report Share Posted March 22, 2022 On 11/6/2021 at 5:39 AM, deaneo88 said: Decided to release. This is the very first functional version I made so I'm not entirely sure of it's integrity I have since completely rewritten it, but all should be good. This was designed for 667. This is the correct way to add/remove objects, so ditch your ObjectSpawns.txt I think xteas vary quite often so I have included them as a text file which will allow you to load in your own keys if need be. Keep the data/xteas directory within the same folder as the jar. credit to Stugger This is the hidden content, please Sign In or Sign Up Load your cache through the "File" menu button and then enter the coordinates that you want to edit (Leaving plane empty defaults to 0). If any objects are already on the searched tile, they will appear in the table. You can remove an object by just erasing it's fields. Or optionally edit it's rotation/type. To add an object, just fill in an empty field. However, you cannot have collide-able objects on the same tile, the editor will warn you of that. When you're done just hit the save button and it'll pack to cache. Collide-able objects are determined by their base type. There are 4 base types meaning you can have 4 different objects on one tile, if they all have a different base type. Base types 0 = 0, 1, 2, 3 Base types 1 = 4, 5, 6, 7, 8 Base types 2 = 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21 Base types 3 = 22 So for example, type 10 would have a base type of 2. Download : Hidden Content Give reaction or reply to this topic to see the hidden content. Def need it Link to comment Share on other sites More sharing options...
Dezmo 1 Posted March 22, 2022 Report Share Posted March 22, 2022 Interesting Link to comment Share on other sites More sharing options...
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codyorr4 0 Posted March 27 Report Share Posted March 27 (edited) links dead Edited March 27 by codyorr4 Link to comment Share on other sites More sharing options...
sliskes Wrarh 0 Posted April 17 Report Share Posted April 17 Ty Dead link Link to comment Share on other sites More sharing options...
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