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[Mod] Map Tools [maptools]

PostPosted: Sun May 13, 2012 16:53
by Calinou
This mod adds some “map tools” that can be useful for creating custom maps or preventing griefing on multiplayer servers.

GitHub repository (includes issue tracker)

Download
Rename the directory to “maptools” after extracting the .zip file.


No dependencies on non-default mods.
License for code: zlib
License for textures: CC BY-SA 3.0



- unbreakable blocks: some common blocks available in an unbreakable, non-flammable, non-falling, non-decaying form, plus a "full grass" block with grass texture on all sides. They can only be destroyed with the Admin pickaxe.
- infinite fuel: some fuel item lasting for a (near)-infinite time. Don't worry about the "near" — it lasts for about 50 in-real-life years.
- admin pickaxe: some purple pickaxe with an infinite durability, mining very fast - can remove unbreakable blocks, swinging instantly. Available in two variants: "with drops" and "without drops", the latter can dig non-empty containers.
- super apples: apples which heal 10 hearts, non-flammable.
- player clip and "full" clip: invisible blocks or faces (the faces also prevent fall damage), preventing players from leaving the map, or preventing players from interacting with objects.
- "light blocks" and "light bulbs": invisble nodes blocking or emitting light.
- "damage blocks": dealing 0.5, 1, 1.5, 2, 2.5 hearts of damage a second (or killing instantly).
- "climb blocks": invisible blocks which act as ladders, can be used to slow down falls.
- pushers: bouncy!
- "build prevention" and "interact prevention": prevents building or interacting with objects on certain types of blocks, can be used to avoid griefing.
- "smoke" blocks: some smoke (doesn't deal damage).
- fake ladders: unbreakable ladders that can't be climbed.
- permanent fire, fake fire, igniters: the first two do not spread to flammable blocks (permanent fire does damage, fake fire doesn't), the third one is an invisible block that will set nearby flammable blocks on fire.

Warning: non-pointable, unbreakable blocks (such as build prevention) cannot be removed without the aid of WorldEdit! Be very careful with them!

Currently, invisible blocks don't have any texture in inventory so you'll have to put your mouse over them to see what they are.

There are no crafting recipes - you have to use the /give or /giveme commands, see README.txt for item and node names.

PostPosted: Sun May 13, 2012 17:01
by sfan5
Nice!

PostPosted: Sun May 13, 2012 17:27
by Jordach
Useful.

PostPosted: Tue May 15, 2012 00:46
by InfinityProject
Does this work with 20120122?

PostPosted: Tue May 15, 2012 10:34
by Calinou
...just try?

I don't think it would - there are no "material" variables set, you could add them yourself though (constant time 10000000 or something like that).

edit: Oh, you'd also have to edit the admin pickaxe code, since it uses the "digging groups" stuff.

PostPosted: Wed May 16, 2012 23:46
by InfinityProject
Works fine on newer games but not on 20120122

PostPosted: Thu May 17, 2012 10:05
by Calinou
Update: added "Super Apples".

PostPosted: Fri May 18, 2012 06:51
by turbogus
Very nice ! I use this mod on my server !

PostPosted: Mon May 28, 2012 17:17
by Calinou
Update! :)

PostPosted: Thu Jun 07, 2012 10:20
by JDL
+2, I'm away from my computer but I checked out the init.lua file and this looks like a very useful mod.

PostPosted: Thu Jun 07, 2012 10:24
by Jordach
It's admin tools JDL. That's why it's so useful.

PostPosted: Fri Jun 29, 2012 19:21
by Calinou
Small update with a code cleanup. :)

PostPosted: Sat Jun 30, 2012 15:13
by Sturmegeist
Ok, this may sound stupid and/or noobish, but how do you use console commands?

PostPosted: Sat Jun 30, 2012 15:30
by Sturmegeist
Ok, I found out how to get some basic items thanks to console commands, but the admin pickaxe is a no show. Am I doing something wrong?

PostPosted: Tue Jul 24, 2012 23:51
by Guest1024
"infinite-ish fuel: some fuel item lasting for a (near)-infinite time. Don't worry about the "near" - it lasts for about 50 in-real-life years." 50 IRL YEARS? O_O

Isn't that a bit silly? Anyway, sounds cool though, testing at some point.

PostPosted: Wed Jul 25, 2012 00:12
by Temperest
So it runs out after 50 years? Is there a way to make it actually infinite?

I mean, it's not like I'll hit the limit anytime soon, but it would be nice to know.

PostPosted: Wed Jul 25, 2012 06:49
by Calinou
Temperest wrote:So it runs out after 50 years? Is there a way to make it actually infinite?

I mean, it's not like I'll hit the limit anytime soon, but it would be nice to know.


Unfortunately, no. It's still enough. :P

PostPosted: Fri Aug 31, 2012 09:46
by Calinou
Small update - cloud blocks are now minable using admin pickaxe.

PostPosted: Fri Aug 31, 2012 17:24
by Temperest
Very useful! Great for building adventure maps and the like.

PostPosted: Sat Sep 01, 2012 19:57
by Emmett124
What is the giveme line to get theese items

PostPosted: Sat Sep 01, 2012 22:14
by Temperest
They are outlined in the top of the init.lua file.

PostPosted: Sat Oct 06, 2012 17:50
by qwrwed
Calinou wrote:Beware: non-pointable, unbreakable blocks (such as build prevention) cannot be removed! Be very careful with them!
If anyone can help fix this issue, please do. :P


You could use code from darkrose's tricorder (on her github) to detect the nodes, just remove the ores and replace them with those nodes. As for removing them, i don't know much about lua(yet) but you could have a seperate tool that removes one of those nodes when clicked. Another temporary way is dropping a falling node on it, you could code one to spawn above it and then remove it when it stops falling.

PostPosted: Sat Oct 06, 2012 19:06
by GloopMaster
the problem is that you can't point at them.

PostPosted: Sat Oct 06, 2012 20:38
by qwrwed
Then what if the tool gets the positions of the nodes nearby, and then removes them? Or some code from worledit was used to convert the nodes to pointable ones with the same functionality, and then they were removed?

PostPosted: Sun Oct 07, 2012 03:49
by Temperest
Actually, you can just use WorldEdit to remove them. The //replace command should be sufficient for removing a specific type of node from a region.

PostPosted: Sun Oct 07, 2012 03:53
by Nightfighter
Awesome things

PostPosted: Sun Oct 07, 2012 08:28
by qwrwed
Temperest:
Calinou wrote:If anyone can help fix this issue, please do. :P
Temporary workaround: use the WorldEdit mod to add and remove these nodes safely.

Although i did suggest using code from it to make it easier and quicker.

PostPosted: Fri Apr 05, 2013 00:59
by VanessaE
Calinou: Please copy and rename the fire mod's basic flame textures and use those copies in maptools instead. Otherwise, you get unknown/dummy textures if you don't have the fire mod installed.

(The rename was recommended in #minetest so that your copies don't override the ones in the fire mod).

Also, now the admin pick doesn't give back what it digs at all in some cases. It should behave like it used to say a week or so ago, where it just dug instantly, but otherwise acted like any other pick - don't try to give back the precise item that was dug, just give whatever the item's drop is, or the item itself if there isn't one.

PostPosted: Sat May 11, 2013 16:58
by GillianB
For the benefit of other neophytes like me...assuming you have the module properly installed

/giveme maptools:pick_admin gets you started nicely ;-)

If you get an error saying "cannot give empty item" you probably made the same mistake as me and placed the mod in the ever so tempting [minetest root]/mods directory, when, in fact, it needs to be in the

[minetest root]/mods/minetest one, or in a

[minetest root]/worlds/EACHWORLDNAME/worldmods/ one where EACHWORLDNAME is the name of a given world where you want world specific mods.

Ref: Installing Mods in this wiki at http://wiki.minetest.com/wiki/Installing_mods

PostPosted: Mon May 20, 2013 23:04
by 12Me21
you should make the admin pick just replace the node it hits with air, so it can still work in protected areas