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[mod] Remove unknown nodes [remove_unknown]

PostPosted: Wed Feb 18, 2015 18:41
by indriApollo
remove_unknown

Use this mod to remove unknown nodes from your minetest world.

If worldedit is installed, select a region and execute /rm.

Alternatively, you can use /rm <radius>

Privileges :
rm

Depends :
-- none --

Licence :
GNU LGPL v2.1

Browse code :
https://github.com/indriApollo/remove_unknown

Download :
https://github.com/indriApollo/remove_u ... master.zip

Re: [mod] Remove unknown nodes [remove_unknown]

PostPosted: Wed Feb 18, 2015 19:00
by rubenwardy
There is no point using voxel manip when you use minetest.get_node. Unless you mean to force load the area.

Re: [mod] Remove unknown nodes [remove_unknown]

PostPosted: Wed Feb 18, 2015 19:55
by Krock
Exactly. The variable "nodes" in "remove_unknown.rm()" is never used.
Please choose one way to remove those unknown nodes and don't mix them together.

Re: [mod] Remove unknown nodes [remove_unknown]

PostPosted: Thu Feb 19, 2015 15:01
by indriApollo
Woops you are both right, I'm now using the voxel manipulator correctly (I hope :).
This mod was quickly written to help a server admin and was mostly copy-pasted from an other mod I've made that fixes the orientation of torches. Since you can't set param2 with voxelmanip and I was too lazy to write a for loop, I use iterp() on a selection and then minetest.get_node/set/remove.
But I realise now it's very inefficient :/

Re: [mod] Remove unknown nodes [remove_unknown]

PostPosted: Thu Feb 19, 2015 19:56
by Bas080
Would like to see this mod working correctly. Should be in default as it is really annoying having all these undefined nodes and nothing to do about it except define 'air' aliases for them.

Re: [mod] Remove unknown nodes [remove_unknown]

PostPosted: Thu Feb 19, 2015 20:20
by indriApollo
This has nothing to do in default. Unknown nodes only appear when you mess with your mods.
My mod is more of a one-time tool for server admins who screw things up. (as I do regularly)