neko259 wrote:Can I rerun mapgen on a region somehow?
I have a very old world and some parts of it were generated with old generators. I want to regenerate them with current generator. Is this possible with this mod or any other?
Hybrid Dog wrote:neko259 wrote:Can I rerun mapgen on a region somehow?
I have a very old world and some parts of it were generated with old generators. I want to regenerate them with current generator. Is this possible with this mod or any other?
l think l read somewhere that someone made a python mapfix script.
neko259 wrote:I don't want to regen whole map, just a region. I would be best to select it with worldedit.
Maybe someone can suggest a lua code to run mapgen on a region? I recall worldedit being able to run plain lua code.
Sokomine wrote:neko259 wrote:I don't want to regen whole map, just a region. I would be best to select it with worldedit.
Maybe someone can suggest a lua code to run mapgen on a region? I recall worldedit being able to run plain lua code.
You might do a backup of your world, then open the database with sqlite3, calculate the id of the mapblock you want to have re-generated, and delete that on sql level. Then the mapchunk (usually a block of 5x5x5 maplocks of 16x16x16 nodes, so 80x80x80 blocks alltogether) will be regenerated automaticly. Adjacent parts (up to 15 further nodes in each direction) might be harmed by cavegen.
neko259 wrote:Sokomine wrote:neko259 wrote:I don't want to regen whole map, just a region. I would be best to select it with worldedit.
Maybe someone can suggest a lua code to run mapgen on a region? I recall worldedit being able to run plain lua code.
You might do a backup of your world, then open the database with sqlite3, calculate the id of the mapblock you want to have re-generated, and delete that on sql level. Then the mapchunk (usually a block of 5x5x5 maplocks of 16x16x16 nodes, so 80x80x80 blocks alltogether) will be regenerated automaticly. Adjacent parts (up to 15 further nodes in each direction) might be harmed by cavegen.
I know I can do that in "raw-way", but I want a tool to do that from the game.
byronarn wrote:I have a world that I have put a lot of effort into. I have been trying out mods, and deleting them when I decide that it wasn't what i wanted. Now I have these ugly unknown blocks everywhere. I have seen a few suggestions on the minetest forums that worldEdit is able to remove all the unknown blocks in my world. I cannot figure out how to do so though. Can you help me by explaining how I would do so?
18:39:56: WARNING: Undeclared global variable "name" accessed at C:\Games\Minetest\bin\..\mods\worldedit_commands/mark.lua:75
compassgps writing settings
2015-09-10 18:55:34: ERROR[main]: mod "bags" has unsatisfied dependencies: "inventory_plus"
18:55:34: WARNING: Undeclared global variable "worldedit" accessed at C:\Games\Minetest\bin\..\mods\worldedit/manipulations.lua:1
zak1975 wrote:Is there a short explanation about the fields that are used in .we files?
Especially the "meta", "param1" & "param2"?
4aiman wrote:The latest WE don't save any files for me if used from GUI.
Exilyth wrote:Great mod.
Setting everything through the command line is a bit tedious for large/complex structures though.
How about adding some tools?
one tool: p sets position one when used
two tool: p sets position two when used
fill tool: fills the region/volume between position one and two with the block in the next inventory resp. hotbar slot
fill hollow tool: like the fill tool, but only walls, ceiling and floor are filled
Not having to type the comands over and over again would speed up the process alot imho.
debug error for worldedit wrote:2015-10-23 16:59:58: ERROR[main]: WARNING: Mod name conflict detected: "worldedit"
2015-10-23 16:59:58: ERROR[main]: Will not load: C:\Users\Riley\Desktop\minetest-0.4.13\bin\..\mods\WorldEdit\worldedit
2015-10-23 16:59:58: ERROR[main]: Will not load: C:\Users\Riley\Desktop\minetest-0.4.13\bin\..\mods\plantlife\Minetest-WorldEdit-master\worldedit
2015-10-23 16:59:58: ERROR[main]: WARNING: Mod name conflict detected: "worldedit_commands"
2015-10-23 16:59:58: ERROR[main]: Will not load: C:\Users\Riley\Desktop\minetest-0.4.13\bin\..\mods\WorldEdit\worldedit_commands
2015-10-23 16:59:58: ERROR[main]: Will not load: C:\Users\Riley\Desktop\minetest-0.4.13\bin\..\mods\plantlife\Minetest-WorldEdit-master\worldedit_commands
2015-10-23 16:59:58: ERROR[main]: WARNING: Mod name conflict detected: "worldedit_gui"
2015-10-23 16:59:58: ERROR[main]: Will not load: C:\Users\Riley\Desktop\minetest-0.4.13\bin\..\mods\WorldEdit\worldedit_gui
2015-10-23 16:59:58: ERROR[main]: Will not load: C:\Users\Riley\Desktop\minetest-0.4.13\bin\..\mods\plantlife\Minetest-WorldEdit-master\worldedit_gui
2015-10-23 16:59:58: ERROR[main]: ModError: ModError: Unresolved name conflicts for mods "worldedit", "worldedit_commands", "worldedit_gui".
2015-10-23 16:59:58: ERROR[main]: Check debug.txt for details.
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