[Mod] WorldEdit [1.0] [worldedit]

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sfan5
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by sfan5 » Sun Apr 28, 2013 17:11

Block Queue done!
http://git.io/xZXToQ

@Temperest: Your hack for larger files fails to load schematics with chests
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by sfan5 » Sun Apr 28, 2013 18:32

[h]WorldEdit 0.6 released[/h]
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by cHyper » Sun Apr 28, 2013 19:42

would worldedit_gui also be updated ...

awesome mod...
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by sfan5 » Sun Apr 28, 2013 19:46

worldedit_gui is not made by Uberi or me so it probably won't get updated fast
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by Temperest » Sun Apr 28, 2013 23:02

I fixed the issue with the chests loading, by the way. It was a bad pattern (+ instead of *).
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by 12Me21 » Mon Apr 29, 2013 20:45

I was making a skyscraper by stacking floors, and near the top a cave had generated inside my skyscraper:
Image
I think it was because the map was still generating while I was "building" the skyscraper
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by 12Me21 » Mon Apr 29, 2013 21:24

I just figured out that if you select a big area underground and do "//suppress default:stone" you can have x-ray vision!
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by sfan5 » Tue Apr 30, 2013 05:19

Silently updated the worldedit0.6.zip file linked in the first post, to include the fix for chests with empty fields
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by BenAmaranth » Thu May 02, 2013 19:19

Temperest wrote:
BenAmaranth wrote:Can we get half spheres or domes? Or is it possible to work something like that up? In fact, itd be cool to learn how to make WorldEdit commands.


-snip-

Enjoy! Please refer to the WorldEdit API reference for a guide on how to use the API. If you want to make your own commands, check out the worldedit_commands mod included in the download for examples.

-snip-


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by Temperest » Thu May 02, 2013 22:34

Oops, I forgot to push the rest of the fix for the metadata. It needed a few workarounds to avoid some wierd minetest issues when modifying nodes with metadata constructors. I pushed it now.
Last edited by Temperest on Thu May 02, 2013 22:34, edited 1 time in total.
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by rcthomas93 » Sun May 05, 2013 06:02

sfan5 wrote:What I'm working on right now: http://www.youtube.com/watch?v=-cZ5bXa1Ubk
Don't Panic: It will not be that slow
Warning: Will use some RAM
But it will be switchable off.


Any ideas on when this is expected to be finished?
 

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by sfan5 » Sun May 05, 2013 06:24

rcthomas93 wrote:
sfan5 wrote:What I'm working on right now: http://www.youtube.com/watch?v=-cZ5bXa1Ubk
Don't Panic: It will not be that slow
Warning: Will use some RAM
But it will be switchable off.


Any ideas on when this is expected to be finished?

This IS already finished and in WorldEdit 0.6
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by rcthomas93 » Sun May 05, 2013 19:58

Sorry. How do I enable/use it then?
 

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by sfan5 » Sun May 05, 2013 20:17

rcthomas93 wrote:Sorry. How do I enable/use it then?

Its enabled by default.
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by paramat » Tue May 07, 2013 00:25

Thanks for this mod, for me one of the absolute essentials :)
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by Vincentius_Maximus » Sat May 18, 2013 22:36

I'm trying to make a hollow sphere out of super glow glass (moreblocks). How do I do this? I know it's:

//hollowsphere [number] [block]

I just don't know what the name of the block is. More generally: How do you tell what the name of the block is in various mods?
 

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by VanessaE » Sat May 18, 2013 22:45

I've noticed an issue with Worldedit lately - whenever I //move something, it just copies the selected area, without erasing the old stuff, and the pos1/pos2 markers are not being properly moved to follow.
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by Temperest » Sat May 18, 2013 23:00

Vincentius_Maximus wrote:I'm trying to make a hollow sphere out of super glow glass (moreblocks). How do I do this? I know it's:

//hollowsphere [number] [block]

I just don't know what the name of the block is. More generally: How do you tell what the name of the block is in various mods?


The node name can be found in a number of ways. Here are a few that I use:

  • by reading the source, init.lua usually (speed this up by searching for "minetest.register_node(")
  • by putting the block down, or digging it again, the name appears in the console.
  • by guessing the name of the node (this works more often than you might think)

VanessaE wrote:I've noticed an issue with Worldedit lately - whenever I //move something, it just copies the selected area, without erasing the old stuff, and the pos1/pos2 markers are not being properly moved to follow.


Oops, not sure how that escaped code review. It is now fixed, please redownload.
WorldEdit 1.0 released

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by VanessaE » Sat May 18, 2013 23:04

Thanks!
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by Vincentius_Maximus » Sat May 18, 2013 23:05

Thank you very much! :-D
Last edited by Vincentius_Maximus on Sat May 18, 2013 23:06, edited 1 time in total.
 

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by VanessaE » Mon May 20, 2013 02:32

Major problem with moving structures now. I selected a roughly 20x20x40 plot of land, issued a //move z -1.

The moves started queuing up, getting slower and slower, until the server started lagging, and then the structure was destroyed - the whole selection area was reduced to a collection of horizontal stripes of whatever was there. I eventually had to fill the area with dirt just to give it a stable surface to rebuild on.
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by sfan5 » Mon May 20, 2013 07:21

I moved a big cube serveral times and was not able to reproduce the problem
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by VanessaE » Mon May 20, 2013 10:13

There were a couple of other players online at the time in the area being moved. Someone might have been trying to dig or build over there, I'm not sure now. Is it possible that one of their routine actions confused the move command?
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by sfan5 » Mon May 20, 2013 11:58

No
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by VanessaE » Mon May 20, 2013 12:33

I wonder what happened then? Here's a screenshot:

Image
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by Temperest » Mon May 20, 2013 19:28

Confirmed, issue seems to be caused by block queue. This will be fixed soon, but in the meantime you can work around it by setting worldedit.ENABLE_QUEUE to false in worldedit/queue.lua. You won't have the block queue functionality when this is used though.

If you are running a server at the moment and you don't want to restart it, but also want to apply the workaround, use this chat command: "//lua worldedit.ENABLE_QUEUE = false" and it will be in effect until the server shuts down.

Edit: seems like the issue is already fixed :)
Last edited by sfan5 on Mon May 20, 2013 20:37, edited 1 time in total.
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by Jonni » Wed Jun 12, 2013 20:25

I have tried to use the WorldEdit, but I don't va sucess yet. I use the comand //set Cobblestone after put de positions 1 and 2, but doesn't work. Can anybody help me? It's only to say me some example "//set example"
 

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by Dan Duncombe » Wed Jun 12, 2013 20:30

For cobblestone it would be //set default:cobble
torches would be //set default:torch
To find out the block names either work them out, look in the code, or ask someone who might know (I know some)
Jonni wrote:I have tried to use the WorldEdit, but I don't va sucess yet. I use the comand //set Cobblestone after put de positions 1 and 2, but doesn't work. Can anybody help me? It's only to say me some example "//set example"
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Temperest
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by Temperest » Wed Jun 12, 2013 23:59

Cobblestone is the description of the node. The actual node name is defined in the code and is generally not exposed to the player except via the console or chat commands.

From what I've seen this makes it harder to use WorldEdit, so now it supports specifying node names by their descriptions! Download it again to get this feature. Enjoy!

Here's the relevant description of the new functionality, from README.md:

Node names are required for many types of commands that identify or modify specific types of nodes. They can be specified in a number of ways.

First, by description - the tooltip that appears when hovering over the item in an inventory. This is case insensitive and includes values such as "Cobblestone" and "bronze block". Note that certain commands (namely, `//replace` and `//replaceinverse`) do not support descriptions that contain spaces in the `<searchnode>` field.

Second, by name - the node name that is defined by code, but without the mod name prefix. This is case sensitive and includes values such as "piston_normal_off" and "cactus". Nodes defined in the `default` mod always take precedence over other nodes when searching for the correct one, and if there are multiple possible nodes (such as "a:celery" and "b:celery"), one is chosen in no particular order.

Finally, by full name - the unambiguous identifier of the node, prefixes and all. This is case sensitive and includes values such as "default:stone" and "mesecons:wire_00000000_off".
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by Jonni » Thu Jun 13, 2013 20:01

Thank you man, It's a great job.
Gz
 

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