A complete toolkit for Minecraft: Xbox 360 / Legacy Console Edition (LCE) save games — browse, edit, visualize, convert and write LCE saves, and write them back console-exact so they load in-game without freezing.
It reads every LCE chunk format (old-NBT 128/256-tall, tile-storage v8–v11, and the Aquatic sectioned v12), so it opens worlds from TU0 through TU75, and it can convert them between platforms and title updates and export them to Java.
Everything is one self-contained package (lce/). The only runtime dependencies are Python 3
plus Pillow (2D map/renders) and pyglet + numpy (3D viewer). Windows-only conversion features
use bundled DLLs.
- World Library — a gallery of every world in your saves folders (thumbnail · name · platform · title update), with search/filter, detail-on-hover (size, seed, dimensions), and Open / Convert / Repair on each card.
- Full editor — inventory (with a slot grid and searchable block/item name dropdowns), blocks, entities (searchable mob names), tile-entities, players, spawn, and a raw NBT tree.
- Global NBT search — find any tag, id, item, entity or name across the whole save and jump to each hit.
- 2D map & inline Isometric view — top-down / Y-slice maps with markers, plus a whole-world 3D isometric view you can pan and zoom, right in the app.
- 3D fly-through editor — a real WASD editor: place/break/fill, box-select, a block atlas,
and full-structure copy/paste to
.schematic(with tile-entities). - Cross-platform converter — Xbox 360 ↔ PS3 ↔ Windows LCE, LCE → Java (Anvil), any-title-
update downgrade/retarget, and STFS
.binre-signing. - Repair & relight — fix the orphaned/duplicate tile-entities and broken entities that hard-freeze a save; rebuild lighting.
- Generators — flatten / mountains, pixel-art & 3D-model → schematic, and ready-to-play challenge worlds (Skyblock / One-Chunk / Void / Island).
- World Timelapse — a snapshot is captured every time you save; scrub the history as isometric frames and restore any older version (a visual undo across sessions).
Standalone (no Python needed) — download LCEStudio.exe
from the latest release and run it. A
single portable executable with everything bundled (engine, 2D/3D renderers, converter engine +
DLLs, lzxc.exe, textures).
Rebuild it any time with build_exe.bat (needs pyinstaller), or:
python -m PyInstaller --noconfirm LCEStudio.spec
From source — run LCEStudio.bat, or:
python LCEStudio.py "C:\path\to\Save2026 xxx.bin"
Command line — lce-cli.bat, or python -m lce <command>:
python -m lce info "<save>"
python -m lce inv "<save>" --add 264:64 # 64 diamonds
python -m lce block "<save>" fill -5 63 -5 5 63 5 20 # glass floor
python -m lce nbt "<save>" level.dat # dump an NBT tree
python -m lce xjava "<save>" <out-dir> # export to Java (Anvil)
python -m lce towin "<save>" <out-dir> # Xbox 360 -> Windows LCE
python -m lce tocon "<winlce-save>" <out> --emu # Windows LCE -> console (emulator folder)
python -m lce iso "<save>" out.png # isometric world portrait
Library
from lce import World
w = World.open("Save....bin")
w.inventory_add(264, 64)
w.set_block(0, 64, 0, 41)
w.add_mob("Giant", -84, 64, 58)
w.save(backup=True) # console-exact, .bak backup, round-trip verified| Tab | What it does |
|---|---|
| Library | gallery of all worlds in your saves folders — thumbnail, name, platform, TU; search; hover for detail; Open / Convert / Repair |
| Overview | spawn (editable), player, health, regions, VFS file list |
| Map | top-down / Y-slice / isometric views; spawn/player/entity markers; world boundary + chunk grid; click to inspect, double-click to edit; 🔍 find structures, 📐 3D portrait, 🎞 timelapse |
| Inventory | item table + a Minecraft-style slot grid, searchable item name dropdown; player stats |
| Blocks | get / set / fill any block, with a searchable block name dropdown |
| Entities | list per chunk or the whole world; add any mob (searchable names) |
| NBT | search the whole save for anything, then browse the full tag tree of a file |
| Tools | flatten / mountains, pixel-art & 3D-model → schematic, challenge worlds, one-click content, 3D viewer, world atlas |
| Convert | Xbox 360 ↔ PS3 ↔ Windows LCE, → Java, change title update, re-sign a CON, repair / relight |
Every save writes chunks with the mandatory 5-byte segment trailer (or the console freezes at
"Loading spawn area"), backs the original up as .bak, and round-trip-verifies first.
Tools tab → Open in 3D fly-through viewer, or python -m lce.view3d "<save>". A real editor
meshed per-chunk through the same engine, so edits re-mesh instantly:
| Move / look | WASD, Space/Ctrl up-down, mouse look (Esc releases), Shift = faster |
| Place / Break | left-click places the selected block; right-click removes the aimed one |
| Fill / Remove box | left-drag fills a box; right-drag deletes one (a measuring stick shows N×M×K) |
| Select a structure | J magic-wands a whole build (bounded by a K box to isolate it) |
| Copy / paste / schematic | Ctrl+C/V, and Ctrl+E/I export/import .schematic (chests & signs travel too) |
| Block atlas | E opens the palette; 1–9 = hotbar |
| Export | Ctrl+S writes a console-exact save (.bak backup) |
lce/
world.py high-level editable World / Region / Chunk model
codec.py LZX / RLE / region / container codec (the proven low-level engine)
inject.py console-exact chunk encode (5-byte trailer) + NBT builders
nbt.py full NBT read/write engine
names.py block/item name tables (searchable dropdowns)
nbtsearch.py whole-save search index
recover.py format detection, health checks, container recovery
stfs.py STFS package reading / reassignment
library.py World Library scan
timelapse.py save-history snapshots + restore
worldgen.py flatten / mountains / challenge worlds
schematic.py full-structure copy/paste to .schematic (+ tile-entities)
convert.py Java <-> LCE (LCEStudio's own converter)
converter/ vendored cross-platform converter engine (Xbox360/PS3/WinLCE/Java, any TU) + DLLs
atlas.py viz.py iso.py poi.py analytics.py maps, isometric render, structure finder, reports
gui.py cli.py desktop app + command line
view3d/ native 3D fly-through viewer (pyglet + OpenGL)
lzxc.exe LZX encoder (console-exact compression)
See LCE_MODDING_GUIDE.md for the save-format and patching deep-dive.
- The vendored cross-platform converter engine (
lce/converter/) is built on dtentiion/LCE-Save-Converter; credit to its authors. Its id tables are Minecraft's own numbering (data only), and its STFS console-signing constants derive from the Horizon project. - Bundled binaries —
xcompress64.dll(Microsoft XCompress / LZX),chm_lzx.dll(CHMLib),LZXDecompression.dll(LDI), andlzxc.exe— are the property of their respective owners and are included for interoperability only.
LCEStudio's own source code is released under the MIT License — see LICENSE. The third-party components listed above retain their own licenses/terms.
Minecraft is a trademark of Mojang / Microsoft. This is an unofficial, fan-made tool and is not affiliated with or endorsed by them.






