[Mod] WorldEdit [1.0] [worldedit]

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neko259
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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by neko259 » Sat Jan 03, 2015 12:21

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
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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Hybrid Dog » Sat Jan 03, 2015 16:48

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.
 

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neko259
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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by neko259 » Sat Jan 03, 2015 17:34

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.

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.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Sokomine » Fri Jan 09, 2015 04:08

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.
A list of my mods can be found here.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by neko259 » Sun Jan 11, 2015 21:31

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.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Hybrid Dog » Tue Jan 13, 2015 14:18

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.

lf you start minetest two times and join the same world (singleplayer) two times at the same time, …
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by byronarn » Mon Jan 19, 2015 16:34

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?
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by superschizo » Tue Jan 20, 2015 13:36

I would like to add that //fixlight is still causing problems. This is a great mod, but it seems one needs the mapfix mod also to fix lighting issues. The fixlight command has crashed my game, or it freezes up for a long time without fixing the light issues. BTW, I'm running ubuntu 14.10 with minetest 0.4.10 (from the software center) on this computer with a 2.7 gHz CPU and 3 gb ram.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Hybrid Dog » Tue Jan 20, 2015 14:45

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?

try PilzAdam's clean mod
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by aloomis » Thu Feb 26, 2015 01:53

Commit bb8456b71119ca6303b9e9706829a84dc7f81ab3 broke stack2 by deleting copy2. It also broke orient by switching from calling add_node to set_node, while defining a local copy of swap_node but not set_node.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by GJH105775 » Sat Feb 28, 2015 04:16

Link to list of commands is broken.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Sokomine » Fri Mar 06, 2015 05:15

WorldEdit has its own savefile format, the .we files. My mg_villages mod needs to be able to read these structures, and I don't like the idea of having to replicate the code for reading all those versions which are supported by WorldEdit. Would it be possible to offer basic library functions for reading WorldEdit files? worldedit/serialization.lua contains a load_schematic function which does what I need (apart from relying on globals originx, originy and originz). Sadly, this function is a local one, so it can't be called externally.
I'd love to have that load_schematic function as part of builtin. WorldEdit is a quasi-standard for exchanging buildings and structures, so having support for it in the game would be extremly helpful.
A list of my mods can be found here.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Hybrid Dog » Fri Mar 06, 2015 16:17

l prefer mts schematics, they're a lot smaller.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by paramat » Sun Mar 08, 2015 08:15

Anyone else notice the .mts file creating feature is broken? when i try to use the resulting file in another mod it doesn't work. I tried to track down the problem with no luck, i will try to write a new specialised mod that does this. At the moment i am forced to use lua table defined schematics, which are actually nice to work with for smaller structures.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Mineman2022 » Sat May 09, 2015 21:43

I built a house with mese and the mesecons went haywire.
The meselamp turned on and off and the mese block turned white.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Diamond knight » Sun May 10, 2015 18:29

mese conducts mesecon signals



they turn whiter when powered
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

SlowMo24
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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by SlowMo24 » Sun May 17, 2015 14:07

Hey,

i have a problem with the combination of mesecons with the worldEdit mod and i don't know, how to solve it:

when i place pressureplates with the worldEdit-mod, they don't change their state anymore. If they are placed as _off they will not change to on, when walking over them.
Strangely, the node-detector works fine.

Can anybody explain?

cheers
 

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TenPlus1
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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by TenPlus1 » Sun May 17, 2015 14:14

SloMo24, you have already asked this question in the Mesecons thread and it has been answered:

viewtopic.php?f=11&t=628&start=1525#p178746
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by SlowMo24 » Sun May 17, 2015 14:19

I'm sorry for double posting. My bad! Thank you four your answer!
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by DoyleChris » Thu Sep 10, 2015 22:49

I cant figure out how to get the gui to come on Unified Inventory.
Im getting this error.

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
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by zak1975 » Sun Sep 13, 2015 18:30

Is there a short explanation about the fields that are used in .we files?
Especially the "meta", "param1" & "param2"?
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Sokomine » Tue Sep 15, 2015 02:53

zak1975 wrote:Is there a short explanation about the fields that are used in .we files?
Especially the "meta", "param1" & "param2"?

That's pretty straightforward if you know about modding for MT in general. Blocks are not only those cubic things with a side length of one meter - they may also for example contain an inventory (chests, furnaces) or i.e. have inscriptions on a sign or an owner. Such things are stored in something called "metadata". "param1" is afaik related to lighting. "param2" is usually used for storing the facedir value of a node - i.e. if it faces north, south, east, west - or any of the other possible rotations.
A list of my mods can be found here.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by 4aiman » Fri Sep 18, 2015 08:50

The latest WE don't save any files for me if used from GUI.

House built, region set, save does nothing.
I've tried to create /schems dir in my world dir but that didn't work.

Any suggestions (aside from using chat commands, since chat commands work just fine)?
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Dartmouth » Fri Sep 18, 2015 15:28

4aiman wrote:The latest WE don't save any files for me if used from GUI.


I noticed this too...
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Exilyth » Sun Sep 20, 2015 00:57

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.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Hybrid Dog » Sun Sep 20, 2015 06:48

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.

https://github.com/HybridDog/command_tool

l didn't add special params to it yet, e.g. filling in the next wielded item name.
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by swordpaint12 » Fri Oct 23, 2015 21:48

I keep on getting this error:

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.


How can I fix it?
It is on all the games I've tried, all 4.13.
I've tried it on realtest, grailtest, and minetest.
Winter Cumicles
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I am a human. I'm younger than 100 years old.
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Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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Don
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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Don » Sat Oct 24, 2015 03:11

You have world edit in 2 locations. In mods and in mod/plantlife. Delete the one in plantlife.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by swordpaint12 » Sat Oct 24, 2015 20:04

Oh, I do? Thanks, I'll go take care of that.
Winter Cumicles
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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Serh Arien
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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

by Serh Arien » Tue Nov 03, 2015 21:23

Hi every one
I need your help :

I made a build but it's have to be on the sea ( only in the water without stone around it)
What must i do with WorldEdit to move it ?

If you can help me, thanks to use simple word, i'm french

Then, if you can tell me step by step how must i do ( like 1 = clic on the button, 2 = ...)

Thanks you
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