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ABOUT
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Minecraft X-Ray is a program whose primary purpose is to aid in finding
valuable ores and resources inside a Minecraft world. By default, when you
select a resource type to highlight, X-Ray will cause any blocks of that
type to visibly glow within the range of loaded chunks. The glowing can
sometimes be a bit much, so you can also toggle the glowing on/off, which
will still leave all instances of the selected resource visible on the
screen.
Additionally, X-Ray is somewhat useful for taking a look at natural
underground caves, to find out how extensive they are, or even to help
find your way out if you're lost.
The Maintenance Branch is based off of Minecraft X-Ray 2.7, by plusminus,
who was kind enough to provide the sourcecode for that excellent
application. Minecraft X-Ray is released under the Modified BSD License.
See COPYING.txt for more information, and Changelog.txt for a complete
list of changes since X-Ray 2.7.
See TODO.txt for a list of known bugs and things that I'd like to
implement, and BUILDING.txt if you wanted some info on building the project
yourself.
The official website for Minecraft X-Ray is currently:
http://apocalyptech.com/minecraft/xray/
The official forum link is currently:
http://www.minecraftforum.net/viewtopic.php?f=1022&t=119356
Once again, many thanks to plusminus for writing X-Ray in the first place,
and providing the sourcecode so that it could be extended and maintained.
RUNNING
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There isn't an installer for this currently. Perhaps one day...
Windows users should be able to run the program by just doubleclicking on
minecraft_xray.exe.
OSX users should be able to doubleclick on minecraft_xray_osx.command or
minecraft_xray.sh.
Linux users can run minecraft_xray.sh (actually minecraft_xray_osx.command
should work as well, come to that).
PROPERTIES FILE
---------------
When X-Ray starts up for the first time, it will write out a properties file
which you can edit if you want to change the keybindings or which resources
are available for highlighting. This will be installed essentially right
alongside the ".minecraft" directory that Minecraft itself uses.
File locations:
Windows: %appdata%/.minecraft_xray/xray.properties
OSX: ~/Library/Application Support/.minecraft_xray/xray.properties
Linux: ~/.minecraft_xray/xray.properties
This is just a text file, and the format should be fairly obvious. For the
keyboard mappings, you should use the key names found at the LWJGL site:
http://www.lwjgl.org/javadoc/constant-values.html#org.lwjgl.input.Keyboard.KEY_1
But without the "KEY_" prefix.
You can also set which resources you want to be highlightable in the app.
For specifying resource highlights, you should use the following names:
BED GRASS REDSTONE_WIRE
BEDROCK GRAVEL RED_MUSHROOM
BOOKSHELF ICE RED_ROSE
BRICK IRON_BLOCK SAND
BROWN_MUSHROOM IRON_DOOR SANDSTONE
BURNING_FURNACE IRON_ORE SAPLING
CACTUS JACK_O_LANTERN SIGNPOST
CAKE JUKEBOX SLAB
CHEST LADDER SNOW
CLAY LAPIS_LAZULI_BLOCK SNOW_BLOCK
COAL_ORE LAPIS_LAZULI_ORE SOUL_SAND
COBBLESTONE LAVA SPONGE
COBBLESTONE_STAIRS LEAVES STATIONARY_LAVA
CROPS LEVER STATIONARY_WATER
DETECTOR_RAIL MINECART_TRACKS STONE
DIAMOND_BLOCK MOB_SPAWNER STONE_BUTTON
DIAMOND_ORE MOSSY_COBBLESTONE STONE_PRESSURE_PLATE
DIRT NETHERRACK SUGARCANE
DISPENSER NOTE_BLOCK TNT
DOUBLE_SLAB OBSIDIAN TORCH
FARMLAND PLANK WALL_SIGN
FENCE PORTAL WATER
FIRE POWERED_RAIL WOOD
FURNACE PUMPKIN WOODEN_DOOR
GLASS REDSTONE_ORE WOODEN_PRESSURE_PLATE
GLOWING_REDSTONE_ORE REDSTONE_REPEATER_OFF WOODEN_STAIRS
GLOWSTONE REDSTONE_REPEATER_ON WOOL
GOLD_BLOCK REDSTONE_TORCH_OFF WORKBENCH
GOLD_ORE REDSTONE_TORCH_ON YELLOW_FLOWER
Perhaps someday there'll be an actual GUI for specifying all this.
KEYS
----
Note that currently the mouse buttons cannot be specified in the properties
file, so those functions are hardcoded. All keyboard commands can be
overridden, though. The default keybindings are as follows:
Movement
Movement: WASD
Fly Upward: SPACE
Fly Downward: LEFT CONTROL
Move Faster: Left Shift / Left Mouse Button (hold)
Move Slower: Right Shift / Right Mouse Button (hold)
Camera
Warp to Spawnpoint: HOME
Warp to Player Position: END
Cycle Up through Presets: INS
Cycle Down through Presets: DEL
Jump to Arbitrary Position: J
Toggle Nether/Overworld: N
Lock to Vertical Axis: L
Rendering
Highlight Ores: F1 - F10
Toggle Highlight Glow: H
Set Highlight distance: 1 - 7
Toggle Fullbright: F
Toggle Bedrock: B
Toggle Water: T
Increase Lighting Range: +
Decrease Lighting Range: -
Set visibility range: NUMPAD1 - NUMPAD6 (remember numlock)
Toggle "explored" areas: E
Other
Toggle Fullscreen: BACKSPACE
Toggle Level Info: ` (grave accent)
Toggle Rendering Info: R (on by default)
Reload Map from Disk: =
Show large map: TAB
Release Mouse: ESC
Quit: CTRL-Q
RENDERING DETAILS
-----------------
There are three main "sliders" available to control how things are
rendered: Visibility range, Highlighting range, and Lighting.
Visibility range specifies how many chunks away from the camera the
app will render at any one time. The minimum is 3, the maximum is 8.
Highlighting range specifies how many chunks away from the camera the
app will highlight/glow the selected resources that you're looking for.
Often (with more common resources) you'll want to keep this value very
low. Otherwise it becomes quite difficult to tell where you're actually
going. For less common resources (like pumpkins or clay), you'll want
to have it set as high as possible, though. Note that this will never
be able to highlight ores outside the set visibility range. This
option does nothing if you've toggled ore highlighting off (which is
useful to do sometimes, because even without the glow, X-Ray will
render all instances of the resources you've selected).
Lighting just determines the OpenGL "fog" value. This is useful to have
a better sense of scale while moving around. You can toggle into
"fullbright" mode with F, which will disable the fog entirely.
In addition to the sliders, there are a few toggles which let you set
whether to always draw water and bedrock. Water is on by default, and
bedrock is off by default (though it will of course show up if necessary,
regardless of this setting).
Lastly, there is an "explored" area toggle, which basically just tints
any blocks around torches with a green color. This makes it very easy
to see where you've explored in underground caves (and is fairly useless
above ground). It does this in a 7x7x7 cube centered around the torches,
so the highlighting can easily "bleed over" into adjacent tunnels where
you might not have actually explored, but it's usually very easy to tell
when that's happened.
The rendering information popup can be toggled with "R" and is on by
default. This will let you know what these various settings are set to.
CAMERA OPTIONS
--------------
For singleplayer worlds, there will be two camera presets: the spawnpoint,
and the location of the player. In this case, INS/DEL isn't really any
different than using HOME/END to jump directly to those presets. If you
use X-Ray to load a multiplayer world, though, there will also be a camera
preset for each multiplayer user discovered in the world folder, which you
can then cycle through using INS/DEL. If you've imported a multiplayer
map into singleplayer, the app should create presets for the singleplayer
character AND any multiplayer users still found in the "players" directory.
If your world contains a Nether subdirectory, you can warp back and forth
between them with the "N" key. The app will attempt to automatically
translate your position based on where you'd go if you had just used a
portal, though this should only be considered a rough estimate. Note that
especially when in the Nether, it's possible to warp back to the Overworld
at a location where there isn't actually any map data. Eventually I'll
try to check for this and make sure that you don't warp outside of the
map, but for now just use the camera presets to get back into known
territory if that happens to you.
By default, if you move forward, X-Ray will move directly towards the point
you're looking at, including up/down. If you want to "lock" the camera to
the vertical axis, you can do so with "L," at which time moving forward/back
will only move the camera horizontally. You can still move the camera up
and down manually, of course.