[Mod] More Commands! [1.0.11] [morecommands]

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bigfoot
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Re: [Mod] More Commands! [1.0.10] [morecommands]

by bigfoot » Post

Does anybody have any suggestions?
*bump*

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Re: [Mod] More Commands! [1.0.11] [morecommands]

by bigfoot » Post

Updated to version 1.0.11.

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Re: [Mod] More Commands! [1.0.10] [morecommands]

by hajo » Post

bigfoot547 wrote:Does anybody have any suggestions?
When I want a worldmap, almost everytime I find some unexplored gaps,
or an 'uneven' border. So, I have to fly/teleport there, then make a new map.

How about some commands, like
* mapgap 0,0 - find nearest unexplored mapchunk (spiraling outward from given coordinate)
* gapfill - call mapgenerator to fill in that chunk
* mapfill 500,500 - call mapgenerator to fill in the whole map to the specified size

This probably only needs to work for a layer of +/-128 to get a nice surface-map.

Also, some commands to find map-features:
* mapfind 0,0, flat50x50 - starting at center, spiral outward to find 'flat' spots
of at least size 50x50, eg. to place a village

Possible features of interest:
* flat - terrain with max. difference in height less then 5
* cliff - terrain with height-difference > 10 on a horizontal distance of 3
* mountain - terrain-height > 60
* mountainXL - terrain-height > 100
* hill - terrain higher than 20, but lower then 60
* float - floating island
* floatland - floating island at y>1280
* water, desert, sandstone, snow, ice ... - looking for types of stones, or biomes
* waterfall
* river - with river-water
* valley
* beach - water bordered by sand
* lake - enclosed water / max. depth 10
* ocean - depth > 10
* cave - space underground
* hole - opening at the surface to a cave
* dungeon - space with mossy cobble underground
* lava
* pinetree, jungletree, acadiatree, papyrus, etc. - to find biomes by plant-type
* flowers - where is the nearest red flower?
* chest, door, torch, bed - find players place

Perhaps with an extra option to call the mapgenerator
to make more terrain until such a spot is found (or some limit is reached).

Also:
* orecount 0,0,0 coal - count number of nodes with coal-ore around position,
to get an idea how suitable a spot is for starting players
* orestat - same, but look at all types of ore
Maybe name it 'nodestat', to also look at trees, clay, etc.

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Re: [Mod] More Commands! [1.0.11] [morecommands]

by Mehdi35 » Post

Great!!!!
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bigfoot
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Re: [Mod] More Commands! [1.0.10] [morecommands]

by bigfoot » Post

hajo wrote:
bigfoot547 wrote:Does anybody have any suggestions?
When I want a worldmap, almost everytime I find some unexplored gaps,
or an 'uneven' border. So, I have to fly/teleport there, then make a new map.

How about some commands, like
* mapgap 0,0 - find nearest unexplored mapchunk (spiraling outward from given coordinate)
* gapfill - call mapgenerator to fill in that chunk
* mapfill 500,500 - call mapgenerator to fill in the whole map to the specified size

This probably only needs to work for a layer of +/-128 to get a nice surface-map.

Also, some commands to find map-features:
* mapfind 0,0, flat50x50 - starting at center, spiral outward to find 'flat' spots
of at least size 50x50, eg. to place a village

Possible features of interest:
* flat - terrain with max. difference in height less then 5
* cliff - terrain with height-difference > 10 on a horizontal distance of 3
* mountain - terrain-height > 60
* mountainXL - terrain-height > 100
* hill - terrain higher than 20, but lower then 60
* float - floating island
* floatland - floating island at y>1280
* water, desert, sandstone, snow, ice ... - looking for types of stones, or biomes
* waterfall
* river - with river-water
* valley
* beach - water bordered by sand
* lake - enclosed water / max. depth 10
* ocean - depth > 10
* cave - space underground
* hole - opening at the surface to a cave
* dungeon - space with mossy cobble underground
* lava
* pinetree, jungletree, acadiatree, papyrus, etc. - to find biomes by plant-type
* flowers - where is the nearest red flower?
* chest, door, torch, bed - find players place

Perhaps with an extra option to call the mapgenerator
to make more terrain until such a spot is found (or some limit is reached).

Also:
* orecount 0,0,0 coal - count number of nodes with coal-ore around position,
to get an idea how suitable a spot is for starting players
* orestat - same, but look at all types of ore
Maybe name it 'nodestat', to also look at trees, clay, etc.
I think this would be a great idea, but I have a very limited knowledge when it comes to map generation and things of the sort.
Mehdi35 wrote: Great!!!!
Thank you! I am glad you like it.

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Re: [Mod] More Commands! [1.0.11] [morecommands]

by Mehdi35 » Post

No Problem ! =)
Like You Want My Signature :3
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Re: [Mod] More Commands! [1.0.11] [morecommands]

by orwell » Post

You don't actually need to know about map generation. You just need to use minetest.emerge_area()
(see API)
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Re: [Mod] More Commands! [1.0.10] [morecommands]

by hajo » Post

hajo wrote:* mapgap 0,0 - find nearest unexplored mapchunk (spiraling outward from given coordinate)
If you need an idea about that spiral, have a look at rosettacode.org.

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Re: [Mod] More Commands! [1.0.11] [morecommands]

by Web_44 » Post

I am currently reading this. It seems like a very good mod. I will try to use this mod on my server, when server works again. Some Commands of your mod are already there because of other mods, but that wont be a problem :)
Last edited by Web_44 on Sun Mar 19, 2017 08:22, edited 1 time in total.
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Re: [Mod] More Commands! [1.0.10] [morecommands]

by Web_44 » Post

Ok. I installed the Mod, renamed it to "morecommands" and put it into Mods folder. But i got this Error:

Code: Select all

Failed to load and run script from C:\Users\Computer\Downloads\minetest-0.4.15-win64\minetest-0.4.15-win64\bin\..\mods\morecommands\init.lua:
...\minetest-0.4.15-win64\bin\..\mods\morecommands\init.lua:1134: attempt to call field 'override_chatcommand' (a nil value)
stack traceback:
...\minetest-0.4.15-win64\bin\..\mods\morecommands\init.lua:1134: in main chunk
Siehe debug.txt für Details.
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Re: [Mod] More Commands! [1.0.11] [morecommands]

by azekill_DIABLO » Post

good job this mod is useful!
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Re: [Mod] More Commands! [1.0.10] [morecommands]

by bigfoot » Post

Web_44 wrote:Ok. I installed the Mod, renamed it to "morecommands" and put it into Mods folder. But i got this Error:

Code: Select all

Failed to load and run script from C:\Users\Computer\Downloads\minetest-0.4.15-win64\minetest-0.4.15-win64\bin\..\mods\morecommands\init.lua:
...\minetest-0.4.15-win64\bin\..\mods\morecommands\init.lua:1134: attempt to call field 'override_chatcommand' (a nil value)
stack traceback:
...\minetest-0.4.15-win64\bin\..\mods\morecommands\init.lua:1134: in main chunk
Siehe debug.txt für Details.
You need minetest after commit efa54f9c460239c23a2014076764d6c6830589e6.
Basically, just go to master.

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Re: [Mod] More Commands! [1.0.11] [morecommands]

by LuLa » Post

The mod doesn´t work for me, too:

Code: Select all

2017-04-29 18:23:37: ERROR[Main]: ModError: Failed to load and run script from C:\Users\x\Documents\minetest-0.4.15-win64\bin\..\mods\morecommands\init.lua:
2017-04-29 18:23:37: ERROR[Main]: ...\minetest-0.4.15-win64\bin\..\mods\morecommands\init.lua:1134: attempt to call field 'override_chatcommand' (a nil value)
2017-04-29 18:23:37: ERROR[Main]: stack traceback:
2017-04-29 18:23:37: ERROR[Main]: 	...\minetest-0.4.15-win64\bin\..\mods\morecommands\init.lua:1134: in main chunk
2017-04-29 18:23:37: ERROR[Main]: Siehe debug.txt für Details.
Or is it just because I´m using 0.4.15?
Last edited by LuLa on Mon May 01, 2017 06:56, edited 1 time in total.
Wieso einfach, wenn's auch kompliziert geht?

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Re: [Mod] More Commands! [1.0.11] [morecommands]

by azekill_DIABLO » Post

hum... never saw such functions...
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Re: [Mod] More Commands! [1.0.11] [morecommands]

by bigfoot » Post

LuLa, You need to update your minetest.

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