| ABOUT |
| ----- |
| |
| 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 original author of Minecraft X-Ray was 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. X-Ray uses various third-party libraries |
| for other tasks. See COPYING.txt for details on their licensing, and |
| COPYING-*.txt for copies of the licenses themselves. |
| |
| X-Ray includes code kindly provided by Eleazar Vega-Gonzalez and Saxon Parker. |
| Thanks a bunch! |
| |
| 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 |
| ------- |
| |
| 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 or minecraft_xray.bat. |
| |
| Linux and OSX users should be able to doubleclick on either minecraft_xray.sh |
| or minecraft_xray_osx.command (the files are actually identical). |
| |
| 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 GRAVEL REDSTONE_REPEATER_ON |
| BEDROCK HUGE_BROWN_MUSHROOM REDSTONE_TORCH_OFF |
| BOOKSHELF HUGE_RED_MUSHROOM REDSTONE_TORCH_ON |
| BREWING_STAND ICE REDSTONE_WIRE |
| BRICK IRON_BARS RED_MUSHROOM |
| BRICK_STAIRS IRON_BLOCK RED_ROSE |
| BROWN_MUSHROOM IRON_DOOR SAND |
| BURNING_FURNACE IRON_ORE SANDSTONE |
| CACTUS JACK_O_LANTERN SAPLING |
| CAKE JUKEBOX SIGNPOST |
| CAULDRON LADDER SILVERFISH |
| CHEST LAPIS_LAZULI_BLOCK SLAB |
| CLAY LAPIS_LAZULI_ORE SNOW |
| COAL_ORE LAVA SNOW_BLOCK |
| COBBLESTONE LEAVES SOUL_SAND |
| COBBLESTONE_STAIRS LEVER SPONGE |
| CROPS LILY_PAD STATIONARY_LAVA |
| DEAD_SHRUB MELON STATIONARY_WATER |
| DETECTOR_RAIL MELON_STEM STONE |
| DIAMOND_BLOCK MINECART_TRACKS STONE_BRICK |
| DIAMOND_ORE MOB_SPAWNER STONE_BRICK_STAIRS |
| DIRT MOSSY_COBBLESTONE STONE_BUTTON |
| DISPENSER MYCELIUM STONE_PRESSURE_PLATE |
| DOUBLE_SLAB NETHER_BRICK SUGARCANE |
| ENCHANTMENT_TABLE NETHER_FENCE TALL_GRASS |
| ENDER_PORTAL NETHER_STAIRS TNT |
| ENDER_PORTAL_FRAME NETHER_WART TORCH |
| ENDER_STONE NETHERRACK TRAPDOOR |
| FARMLAND NOTE_BLOCK VINE |
| FENCE OBSIDIAN WALL_SIGN |
| FENCE_GATE PISTON_BODY WATER |
| FIRE PISTON_HEAD WEB |
| FURNACE PISTON_STICKY_BODY WOOD |
| GLASS PLANK WOODEN_DOOR |
| GLASS_PANE PORTAL WOODEN_PRESSURE_PLATE |
| GLOWING_REDSTONE_ORE POWERED_RAIL WOODEN_STAIRS |
| GLOWSTONE PUMPKIN WOOL |
| GOLD_BLOCK PUMPKIN_STEM WORKBENCH |
| GOLD_ORE REDSTONE_ORE YELLOW_FLOWER |
| GRASS REDSTONE_REPEATER_OFF |
| |
| 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 |
| Jump to next dimension: N |
| Jump to previous dimension: P |
| 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 |
| Toggle accurate grass sides: G |
| Toggle Beta 1.9 Fences: C |
| Toggle Silverfish highlight: V |
| Toggle chunk borders: U |
| Toggle slime chunks: M |
| |
| Other |
| Toggle Fullscreen: BACKSPACE |
| Toggle Level Info: ` (grave accent) |
| Toggle Rendering Info: R (on by default) |
| Reload Map from Disk: = |
| Open New Map: O |
| Show large map: TAB |
| Release Mouse: ESC |
| Show Keyboard Reference: Y |
| Quit: CTRL-Q |
| |
| EXTRA BLOCK DEFINITIONS |
| ----------------------- |
| |
| As of version 3.3.0, X-Ray includes a mechanism to allow the user to |
| define custom block types. X-Ray will read any block definition file |
| found inside the "blockdefs" directory inside .minecraft_xray. This |
| is located at: |
| |
| Windows: %appdata%\.minecraft_xray\blockdefs\ |
| OSX: ~/Library/Application Support/.minecraft_xray/blockdefs/ |
| Linux: ~/.minecraft_xray/blockdefs/ |
| |
| Each file must have a ".yaml" extension, and X-Ray won't read any file |
| named "minecraft.yaml". It would be best practice to name the file |
| after the mod you're intending to support, such as "aether.yaml". The |
| file format is in YAML 1.1. There should be some very detailed docs |
| contained inside the global "minecraft.yaml" file (you can find this |
| in X-Ray's own "blockdefs" directory, where you unpacked it). Examples |
| (and a copy of the global minecraft.yaml file) can be found here: |
| |
| http://apocalyptech.com/minecraft/xray/modsupport.php |
| |
| As mentioned above, X-Ray will automatically attempt to load any YAML |
| file it finds in the blockdefs directory, and it will display which ones |
| it was able to load on the opening dialog. If your file doesn't show up |
| in the list, there's probably an error in it - you should be able to |
| find that error in the file minecraft_xray_output_log.txt in the root |
| X-Ray directory. Linux and OSX users (and Windows users who use the .BAT |
| file instead of the .EXE) will see the errors on the console X-Ray was |
| launched from, as well. |
| |
| |
| 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. |
| |
| 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). |
| |
| The ore highlighting glow can be toggled using the "H" key. This will |
| cycle between the three states of ore highlighting glow. The default is a |
| rainbow effect which one user has described as "disco." The next selection |
| is a plain white highlighting which was the default until version 3.4.0. |
| Finally, the glow will be turned off entirely. Note that with the glow |
| turned off, every instance of the specified ore will still be rendered |
| onscreen, so this toggle is still quite useful for tracking down ores. |
| |
| The "explored" area toggle, 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 toggle for grass sides will let you toggle the accurate grass sides |
| on or off. Until version 3.2.0, Minecraft X-Ray drew grass as a solid block |
| of green, which I found occasionally handy while hollowing out mountains |
| and the like, to know where I could still dig out and where I was right up |
| against the edge. X-Ray will now default to the more-accurate rendering, |
| but you can toggle back and forth with the "G" key. |
| |
| Minecraft Beta 1.9 changed the way fences work slightly, so that they will |
| "connect" up to adjacent solid blocks. X-Ray will now, by default, render |
| fences that way, but you can toggle it with the "C" key, in case you're |
| viewing pre-1.9 maps. |
| |
| By default, X-Ray will highlight Silverfish blocks with a red tint. You can |
| toggle this on and off with the "V" key. |
| |
| The "U" key can be used to toggle the rendering of chunk borders. This will |
| draw a transparent box around the chunk the camera is currently in, so it's |
| easy to see what's inside your current chunk and what isn't. |
| |
| The "Slime Chunk" option will turn on the highlighting of chunks which |
| should be able to spawn Slimes. The highlighting will actually only occur |
| on the bottom part of the map, where the slimes themselves are actually |
| capable of spawning. The equation used to calculate this was taken from |
| http://www.minecraftwiki.net/wiki/Slime#Spawning in early October, 2011, |
| when Beta 1.9-pre2 was out. The equation may or may not be valid for |
| earlier or later versions of Minecraft, but should be at least valid |
| for Minecraft Beta 1.6 through Minecraft 1.0. The default key to toggle |
| this highlighting is "M". Note that in Minecraft versions prior to |
| Beta 1.9-pre5, slimes would spawn only under y=16, whereas from that point |
| on, slimes will spawn under y=40. X-Ray will highlight up to y=40 for |
| all maps. |
| |
| 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. |
| |
| OVERRIDING TEXTURES |
| ------------------- |
| |
| In general, X-Ray will attempt to use the same texture pack that Minecraft is |
| using, but there may be some circumstances where you want X-Ray to use a |
| particular texture. |
| |
| X-Ray will look in four locations for the texture information to load, in this |
| order: |
| |
| 1) Inside the following directory, as an override: |
| |
| Windows: %appdata%\.minecraft_xray\textures\ |
| OSX: ~/Library/Application Support/.minecraft_xray/textures/ |
| Linux: ~/.minecraft_xray/textures/ |
| |
| 2) From the texture pack that Minecraft itself is set to use. |
| |
| 3) From Minecraft's builtin texture pack. This could be a custom texture pack |
| if you've patched the Minecraft JAR file directly with a texture pack, |
| rather than using Minecraft's builtin texture-loading mechanisms |
| |
| 4) From a bundled, built-in texturepack included with X-Ray itself. This |
| method should theoretically never fail, unless the X-Ray install directory |
| has been modified. |
| |
| The override texture directory mirrors the internal structure of the |
| texturepacks, but should not be a zipfile. Right now there are four files |
| that X-Ray could end up reading from this directory: |
| |
| terrain.png |
| particles.png (for the "fire" texture) |
| misc/water.png |
| art/kz.png (this is the Paintings texture file) |
| |
| So, rather than packing those inside a zipfile, just put them inside the |
| "textures" directory and restart X-Ray, if you wanted to manually override a |
| texture. |
| |
| Note that this *will* work for files specified in custom block definition |
| files (as described above). For instance, if you're using Aethermod and want |
| to override the "Icestone.png" file, you'd put your own Icestone.png file into |
| .minecraft_xray/textures/aether/blocks/Icestone.png. |