[Mod] WorldEdit [1.0] [worldedit]

Temperest
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by Temperest » Sat Feb 02, 2013 19:18

@socramazibi: in MineTest-WorldEdit, you can get the equivalent functionality using //save and //load. If you also need to preserve metadata, use //metasave and //metaload.
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VanessaE
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by VanessaE » Sun Feb 03, 2013 02:17

Feature request: when using the //rotate command to rotate around the y axis, any items with facedir within the rotated region should also rotate accordingly.
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by Temperest » Sun Feb 03, 2013 02:22

VanessaE: that is implemented in the //orient command added recently. A //rotate followed by an //orient should do the trick. It also works for Wallmounted.

Do you think //rotate should do both?
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by sfan5 » Sun Feb 03, 2013 10:00

Temperest wrote:Do you think //rotate should do both?

No
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by VanessaE » Sun Feb 03, 2013 17:00

Heh. Well in that case, I withdraw my suggestion. Now, that said, all these new commands really need to be documented on the first post. It's kinda hard to know what to use if you have to dig through 10 forum pages to find out. :-)
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by Temperest » Sun Feb 03, 2013 17:27

VanessaE, all commands are fully documented in Chat Commands.md, as well as being listed when you use the /help command in game. /help /orient, for example, displays the description for the //orient command.

Hey sfan5, would you be willing to link to the README in the first post instead of the commands list? A whole bunch of people are missing the README :)
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by VanessaE » Sun Feb 03, 2013 17:29

Actually I wasn't aware of the Chat Commands file, and /help is of little use if you can't tell which commands belong to which mod, let alone whether any of them are what you need. :-)

I've added a link to the first post pointing to that file, for future reference.

In my opinion, the whole first post should be rewritten to be better organized, broken into sections (I'm kinda partial to how I format my mod topics :-) ), and most of the commands should be removed from the first post in favor of what is listed in Chat Commands.md.
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by Nore » Sun Feb 17, 2013 14:09

I noticed a bug: when you do something like //rotate y 90, the new pos1 and pos2 will be at the same y-level and therefore will not select the initial region.
 

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by sfan5 » Sun Feb 17, 2013 15:52

Other people would call that a feature ;)
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by Temperest » Sun Feb 17, 2013 19:13

WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by socramazibi » Tue Feb 19, 2013 11:31



broken link
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by Temperest » Tue Feb 19, 2013 17:48

WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by sfan5 » Sat Feb 23, 2013 08:36

I found time to update the commands list in the first post today.
The list is now contains all commands (except //lua and //luatransform)
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by Temperest » Sat Feb 23, 2013 15:10

Excellent, this should help clear up some confusion about what commands are available.
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by LazyJ » Fri Mar 01, 2013 17:22

There seems to be a size limit to what WorldEdit can handle but my experiments haven't been able to narrow it down:
Is it a shear volume limit?
Does having multiple block types factor into the limit?
Is it a memory (RAM) limit?
Does flowing water or flowing lava reduce the limit further?

When I save a large region, the nodes saved doesn't match the //volume result.
When I save a large region, the nodes saved fluxuate (0 saved, 9 saved, 5376 saved, 232 saved) with each save attempt.

I'm using the Feb 23 git for WorldEdit and the Feb 25 version of the Minetest daily-build.

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by sfan5 » Fri Mar 01, 2013 18:54

LazyJ wrote:Is it a shear volume limit?

No
LazyJ wrote:Does having multiple block types factor into the limit?

No
LazyJ wrote:Is it a memory (RAM) limit?

Indirectly yes, if you want to manipulate 1 000 000 blocks they also need to be loaded into memory
LazyJ wrote:Does flowing water or flowing lava reduce the limit further?

No
LazyJ wrote:When I save a large region, the nodes saved doesn't match the //volume result.

WorldEdit only saves nodes loaded into memory that are not air
LazyJ wrote:When I save a large region, the nodes saved fluxuate (0 saved, 9 saved, 5376 saved, 232 saved) with each save attempt.

Then some parts of the region are not loaded into memory
LazyJ wrote:Thanks for a great mod!

Thank you!
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by Temperest » Sat Mar 02, 2013 20:01

As sfan5 said, mods can only modify blocks within the loaded block limit. This is a certain radius around the player in which blocks are loaded, outside of this we can't modify anything with the Lua API.

This would be possible to work around if the force_load pull request were merged (https://github.com/minetest/minetest/pull/446). Still waiting on that, hopefully it will be merged soon.
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Likwid H-Craft
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by Likwid H-Craft » Wed Mar 06, 2013 14:01

How I copy stuff and paste it??
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jojoa1997
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by jojoa1997 » Wed Mar 06, 2013 14:25

//save name
//load name
Name - what you name the schematic
For saving the pos1 and pos2 are what will be saved
To laid have a pos1 and type the load command
To get at the file itself go to /minetest/worlds/world name/schematic/blah.MD
Blah.MD is the schematic file
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by sfan5 » Wed Mar 06, 2013 14:28

jojoa1997 wrote:To get at the file itself go to /minetest/worlds/world name/schematic/blah.MD
Blah.MD is the schematic file

Its .we not .md
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by jojoa1997 » Wed Mar 06, 2013 14:29

I was thinking of another format. Maybe mauvbic's mcity
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by nextmissinglink » Thu Mar 07, 2013 15:44

so does it mean i can do a copy pasty thing with building
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Temperest
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by Temperest » Thu Mar 07, 2013 18:22

Yes.
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Kacey
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by Kacey » Wed Mar 13, 2013 22:46

where do i get the gui for this?
on a scale of 1 to 10 i am OVER 9000!!!!!!!!!!!!!!!!
 

Temperest
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by Temperest » Wed Mar 13, 2013 22:46

No GUI currently works with WorldEdit. A new one is planned.
WorldEdit 1.0 released

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Bas080
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by Bas080 » Sun Mar 17, 2013 01:28

Error:
02:26:15: ERROR[main]: ServerError: LuaError: error: ...minetest/bin/../games/simple/mods/worldedit/init.lua:78: attempt to index local 'pos' (a nil value)
02:26:15: ERROR[main]: stack traceback:

Is there or could you add nodes like multinode for assigning pos1 and pos2 coordinates? edit, i'm working on a "selection wand".
Last edited by Bas080 on Sun Mar 17, 2013 01:44, edited 1 time in total.
 

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by Tedypig » Sun Mar 17, 2013 01:55

When and if a new GUI is made, can it please NOT depend on Inventory Plus, but rather make it recommended.
01010100 01100101 01100100 01111001 01110000 01101001 01100111
 

Temperest
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by Temperest » Sun Mar 17, 2013 02:53

Not possible at the moment, not without actually implementing Inventory Plus again. Which is pointless, because Inventory Plus already exists. Why do you need to avoid it?

That said, whenever UnifiedInventory supports extensions, it will have support.

Bas080: What version do you have? In the current version, init.lua only has 6 lines; line 78 doesn't even exist. The last time it had more lines was over 5 months ago. Make sure you use the "Latest" link in the first post.
Last edited by Temperest on Sun Mar 17, 2013 02:53, edited 1 time in total.
WorldEdit 1.0 released

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Latest article: Mesecons Basics.
 

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jojoa1997
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by jojoa1997 » Sun Mar 17, 2013 04:45

It is possible. Have us press shift k to open n it. Mobf does that with a command
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Temperest
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by Temperest » Sun Mar 17, 2013 18:11

Yes, but a command is cumbersome, and somewhat defeats the purpose of having a GUI in the first place (to avoid having to use commands). The WorldEdit GUI mod will likely have zero chat commands.

How would one go about binding a GUI to Shift + K, jojoa1997? get_player_control is not capable of obtaining arbitrary keystrokes, you know, and it is not very responsive when the server is laggy either. It would be a bad idea to override the aux keys.
Last edited by Temperest on Sun Mar 17, 2013 18:13, edited 1 time in total.
WorldEdit 1.0 released

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Latest article: Mesecons Basics.
 

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