[Mod] WorldEdit [1.0] [worldedit]

Temperest
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by Temperest » Tue Jun 18, 2013 19:12

Check out the brand new //scale command, suggested by Jordach:

Image
(//scale 4)

Right side is the original, left side is original scaled by a factor of 4.

To get this feature, download the very latest version of WorldEdit!
Last edited by Temperest on Tue Jun 18, 2013 19:13, edited 1 time in total.
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by BrandonReese » Tue Jun 18, 2013 20:06

That's pretty sweet.

Would it be possible to scale it in such a way that it doesn't make the walls 4x thicker? So it would be 4x as tall and 4x as wide and 4x as deep but the walls would still be 1 block thick.
 

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by Temperest » Tue Jun 18, 2013 20:21

Unfortunately not, there is no way for WorldEdit to know what is a wall and what isn't. Even if we used a rule like "a wall is a block that has air on opposing sides and the same material on both of the other sides", it still wouldn't be able to make a proper house since it doesn't know where the single-layer wall should go inside the scaled area.
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by BrandonReese » Tue Jun 18, 2013 20:25

Temperest wrote:Unfortunately not, there is no way for WorldEdit to know what is a wall and what isn't. Even if we used a rule like "a wall is a block that has air on opposing sides and the same material on both of the other sides", it still wouldn't be able to make a proper house since it doesn't know where the single-layer wall should go inside the scaled area.


That makes sense
 

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by Element » Sat Jul 13, 2013 05:00

this mod is so much FUN
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by BadWolf » Wed Jul 17, 2013 23:12

I'm having a hard with saving / loading large structures. I have made sure to scan through the buildings and then kept them all the way in sight. World edit still saved an oddly small number of blocks. I've tried a number of things including increasing the active_block amount in the conf file, but to no avail.

an example plot we're (me and a friend) trying to grab is a section measuring 78,995 cubic nodes (including air). Only about a 1/4 of it is saved or loaded.

I have a secondary question that is. What is the difference between the .we format and the .mts format?
Last edited by BadWolf on Wed Jul 17, 2013 23:17, edited 1 time in total.
 

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by Temperest » Thu Jul 18, 2013 03:39

The block loading issue is known, and will be fixed in the next version, along with speed improvements of several orders of magnitude - all thanks to the LuaVoxelManipulator. If you want to test this bleeding edge version that I haven't even tested myself yet, check out the "speedy-gonzales" branch at the GitHub repo. For now, I suppose you should try fiddling around with block loading settings. Personally, I would wait.

The .we and .mts formats are VERY different. The MTS format is a minetest schematic, and is meant for storing structures in a compact way. The WE format, on the other hand, is more general and can store things like the items inside chests, the code inside luacontrollers, the fuel in a furnace, etc. This is done at the cost of file size, unfortunately, and WE files are generally a fair bit larger than an equivalent MTS file. However, the WE file contains more information and represents the structure more faithfully.

Plus, the WE file is human-readable; you can read it with any text editor and even make changes if you're careful. It's also easier to generate, and other programs can read it quite easily.
Last edited by Temperest on Thu Jul 18, 2013 03:39, edited 1 time in total.
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by BadWolf » Thu Jul 18, 2013 14:00

Thanks! Is there any probable time-table for the next version. Or at least a personal goal?
Last edited by BadWolf on Thu Jul 18, 2013 14:00, edited 1 time in total.
 

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by Temperest » Thu Jul 18, 2013 14:04

The release should be out within the next two weeks at most, mainly because the whole thing is being overhauled to get the best speed gains possible.

Also, the block queue isn't fully working and may not be supported in the next release until a suitable solution is found. It may in fact be unnecessary if the whole thing is fast enough.
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by CaptainCanti » Sun Jul 21, 2013 00:52

Is there a way to use the //set command to completely clear an area of everything? Or is there another command that can be used for that?
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by BadWolf » Sun Jul 21, 2013 01:10

CaptainCanti wrote:Is there a way to use the //set command to completely clear an area of everything? Or is there another command that can be used for that?


//set air
 

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by Temperest » Sun Jul 21, 2013 05:03

BadWolf is correct. In addition, if you get lighting issues after digging, simply use the //fixlight command to make everything better. This is not done automatically since it is a rather slow operation.

By the way, all commands are documented in Chat Commands.md, located in the WorldEdit folder.
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by 2232 » Mon Jul 22, 2013 14:31

Is it possible to remove blocks with this mod?

[EDIT:] I figured it out. Thanks for the awesome mod! :D
Last edited by 2232 on Mon Jul 22, 2013 14:32, edited 1 time in total.
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by Temperest » Mon Jul 22, 2013 14:41

Of course. Whenever you want an area to be empty, use "air" as the node name.

Since this question has been asked more than once previously, I've added this as a note in the README. It will be available in the next release, which is on track for an August 1, 2013 release.

Here is the note:

The node name "air" can be used anywhere a normal node name can, and acts as a blank node. This is useful for clearing or removing nodes. For example, `//set air` would remove all the nodes in the current WorldEdit region. Similarly, `//sphere 10 air`, when WorldEdit position 1 underground, would dig a large sphere out of the ground.
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by nikminers » Wed Jul 24, 2013 10:06

Is there a more detailed guide to the commands? Beyond //pos and //set I have no idea how to use it.
 

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by Temperest » Wed Jul 24, 2013 12:39

See README.md and Chat Commands.md, located in the modpack folder that you downloaded, for the comprehensive references for all commands and API functions, as well as descriptions of how the details and internals work.

You can open .md files with any text editor, like notepad or gedit.
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by LazyJ » Thu Jul 25, 2013 02:45

Is it possible to incorporate the clearobjects function into WorldEdit so that only a WE defined region is cleared of all dropped items? This may be useful on servers were running clearobjects server-wide is still too taxing.
Last edited by LazyJ on Thu Jul 25, 2013 02:47, edited 1 time in total.
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by DeepGaze » Thu Jul 25, 2013 14:30

is there any way to set the coords of p1&p2 in the command box (so you could set mesecons command to build spheres at 0,0,0 when you are at 10,10,10) i did try teleport and set then teleport back to start location but it did not work:( and any way to make a reverse pyramid?
Last edited by DeepGaze on Fri Jul 26, 2013 22:17, edited 1 time in total.
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by Temperest » Sun Jul 28, 2013 19:14

LazyJ: Minetest doesn't expose an API for clearing objects in an area, unfortunately. However, it's still possible: we can use VoxelManipulators to load an area, and get_objects_inside_radius and object:remove to get rid of them. Look for this in the next WorldEdit release!

DeepGaze: thanks for the suggestion, "//fixedpos set1/set2 x y z" is already coded and it'll be part of the next WorldEdit release. As for pyramids, I'm in the middle of rewriting them and it will very likely support upside-down ones also if possible.

Tentative WorldEdit 1.0 release date is August 1, 2013. This may change at a later date.
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by THEGGABOOK77 » Thu Aug 01, 2013 20:18

Good!!
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by Temperest » Fri Aug 02, 2013 04:26

WorldEdit 1.0 has been released for immediate download - Uberi, 2/8/13

[u rl=http s://forum.minetest.net/viewtopic.php?pid=103341]WORLDEDIT NOW LIVES AT A NEW FORUM TOPIC.[/u rl]

I made a new topic for this special occasion.

sfan5, would you mind updating the first post of this topic to point to the new one?

Changes:

  • Hundreds of times faster! Set millions of nodes in seconds. Most commands have been completely rewritten to take advantage of the high speed node manipulation API in new Minetest versions.
  • Wherever node names are accepted, aliases and descriptions are too. For example, //set default:bronze_block can now be written as //set bronze block, since "bronze block" is the tooltip that shows up when hovering over a bronze block item.
  • Tutorial for new users! Step-by-step guide to using WorldEdit for basic world management and editing.
  • New commands: //unmark, //scale, //fixedpos, //clearobjects, //mtschemcreate, //mtschemplace, //mtschemprob. Ideas for //fixedpos and //clearobjects come from DeepGaze and LazyJ. MTS commands contributed by kwolekr.
  • //pyramid accepts an axis to make the pyramid along, and accepts a negative height to make an upside-down pyramid! (credit for idea: DeepGaze)
  • Node inspector: use //inspect on to enable easy inspection of nodes just by punching them!
  • Block queue removed - no longer necessary due to speedups.
  • Schematic format is now fully documented.
  • Tons of bug fixes to everything from loading schematics to a proper count output for cylinders.
Last edited by sfan5 on Fri Aug 02, 2013 17:15, edited 1 time in total.
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by CaptainCanti » Fri Aug 02, 2013 08:10

I have a question.
So, suppose I built a hugeass castle that took a shit ton of time to make. And then as I'm putting the finishing touches on this thing, I accidentally set fire to it. And this thing is completely built out of wood and wool. So the whole bloody castle starts burning. Theres fire everywhere. So I flood the thing, as to stop the fire. Of course I miss a few spots, and the fire burns on. Would it be possible to use the suppress command to get rid off the fire and water?


Also, why does the suppress command always make my game crash? Its the only command that crashes it.
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by PenguinDad » Fri Aug 02, 2013 10:47

CaptainCanti wrote:I have a question.
So, suppose I built a hugeass castle that took a shit ton of time to make. And then as I'm putting the finishing touches on this thing, I accidentally set fire to it. And this thing is completely built out of wood and wool. So the whole bloody castle starts burning. Theres fire everywhere. So I flood the thing, as to stop the fire. Of course I miss a few spots, and the fire burns on. Would it be possible to use the suppress command to get rid off the fire and water?


Also, why does the suppress command always make my game crash? Its the only command that crashes it.

The suppress only makes the nodes invisible.
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//replace fire:basic_flame air
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by Temperest » Fri Aug 02, 2013 14:43

CaptainCanti wrote:I have a question.
So, suppose I built a hugeass castle that took a shit ton of time to make. And then as I'm putting the finishing touches on this thing, I accidentally set fire to it. And this thing is completely built out of wood and wool. So the whole bloody castle starts burning. Theres fire everywhere. So I flood the thing, as to stop the fire. Of course I miss a few spots, and the fire burns on. Would it be possible to use the suppress command to get rid off the fire and water?


Also, why does the suppress command always make my game crash? Its the only command that crashes it.


PenguinDad is correct, the command you want is //replace. However, I must wonder why //suppress crashes for you - can you post the last dozen or so lines for debug.txt when this happens? Maybe it can be fixed.

//suppress is meant to temporarily hide some particular type of node. Key word here is temporary, since they come back when you use //restore. //replace turns one node into another, like fire into air, for example.

If you use a development version of Minetest, you can also use WorldEdit 1.0, which among many other things, has a working //suppress command.
Last edited by Temperest on Fri Aug 02, 2013 14:44, edited 1 time in total.
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by DeepGaze » Fri Aug 02, 2013 19:33

just installed 1.0 and tested it. but it kept crashing by //p set then hitting a block. the crash was not in the terminal. but gave a box saying:" ...s/MineTest-WorldEdit-1.0/worldedit_commands/mark.lua:30: attempt to call field" :( any ideas
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by Temperest » Fri Aug 02, 2013 19:41

Temperest wrote:Minetest 0.4.8+ required


You can also use a recent development build.

If you don't want to upgrade Minetest, you can still use WorldEdit 0.6 until the stable Minetest 0.4.8 comes out.
Last edited by Temperest on Fri Aug 02, 2013 19:41, edited 1 time in total.
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by DeepGaze » Fri Aug 02, 2013 21:00

ok thankyou for the help
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by ShadowNinja » Sat Aug 03, 2013 16:53

Temperest wrote://fixedpos set1/set2 x y z"


I added this to my copy of WorldEdit before, but I used //pos1/2 [x y z|x,y,z] which is simpler and takes less code.
If no coordinates are specified it defaults to the players position.
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by Element » Sat Aug 03, 2013 22:37

how do i use the move command
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by sfan5 » Sat Aug 03, 2013 23:03

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