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[Mod] Cleaner [cleaner]

Posted: Wed Aug 30, 2017 22:59
by AntumDeluge
Cleaner - Remove Unknown Entities, Nodes, & Items

Description:

A mod that can be used to remove/replace unknown entities, nodes, & items. Originally forked from PilzAdam's clean mod.

Image

Licensing:
  • Code: MIT
  • Textures: CC0
Requirements:
  • Minetest 0.4.16 or newer
  • Depends: none
Usage:

There are three files in the world path that can be edited: clean_entities.json, clean_nodes.json, & clean_items.json. If they do not already exist when the server is started they will be created automatically.

They are formatted as follows:

Code: Select all

{
  "remove":
  [
    "creatures:ghost",
    "creatures:sheep",
  ],
  "replace":
  {
    "biofuel:biofuel":"default:leaves",
    "helicopter:heli":"default:copper_lump",
    "unifieddyes:airbrush":"default:coal_lump",
  },
}
remove key works for nodes & entities. replace key works for nodes & items. Their functions are self-explanatory.

Links:
Releases:
  • Image

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Wed Aug 30, 2017 23:17
by John_Constructor
This might be helpful! Definitely for those who have an ore mod and might want to disable it for their world.

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Thu Aug 31, 2017 10:36
by azekill_DIABLO
+1 definitivly needed

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Fri Dec 22, 2017 11:53
by IanniPowerup!!!
doesnt work :(

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Sun Dec 24, 2017 20:38
by Grizzly Adam
Does work. Thank you.

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Mon Dec 25, 2017 11:05
by neko259
It would be better to add not only nodes to remove but node substitutes too. Sometimes a node was renamed or moved to other mod and can be simply replaced.

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Sun Jan 07, 2018 11:41
by mase
How can I get rid of whole node or entity groups, for example all zombies,
or all kind of trails from the trails mod?

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Sun Jul 15, 2018 19:39
by bell07
Please use register_lbm with run_at_every_load instead of register_abm to clean nodes. Should use less ressources.

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Mon Jul 23, 2018 20:16
by AntumDeluge
Thank you bell07. I will check that out.

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Mon Dec 31, 2018 14:11
by mase
Does this mod remove all unknown objects on server start, or only when a player is near?

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Sat May 25, 2019 20:52
by AntumDeluge
mase wrote:Does this mod remove all unknown objects on server start, or only when a player is near?
As I understand it, only when a player is near. But it's been a while since I looked at the code.

Re: [Mod] Cleaner [cleaner] (v1.0)

Posted: Thu May 27, 2021 05:14
by AntumDeluge
bell07 wrote:
Sun Jul 15, 2018 19:39
Please use register_lbm with run_at_every_load instead of register_abm to clean nodes. Should use less ressources.
Added to my TODO list. I am active again.

Re: [Mod] Cleaner [cleaner] (v1.0)

Posted: Thu May 27, 2021 05:18
by AntumDeluge
neko259 wrote:
Mon Dec 25, 2017 11:05
It would be better to add not only nodes to remove but node substitutes too. Sometimes a node was renamed or moved to other mod and can be simply replaced.
Done.

Re: [Mod] Cleaner [0.4] [cleaner]

Posted: Fri May 28, 2021 03:45
by AntumDeluge
bell07 wrote:
Sun Jul 15, 2018 19:39
Please use register_lbm with run_at_every_load instead of register_abm to clean nodes. Should use less ressources.
Done: 2c127af

Re: [Mod] Cleaner [cleaner]

Posted: Sun Jun 18, 2023 01:40
by Alatarius
Can you use wildcards with this, for example, mobs_animal:*

I only ask this specifically because I uninstalled the mobs_animal mod from TenPlus1 and now I have well over 50 entities to remove. And to have to go through this that many times is undoable but my server has become so big that it can't be deleted and it was a group decision to use a new animal mod.

Re: [Mod] Cleaner [cleaner]

Posted: Sat Jun 24, 2023 17:30
by Slightly
Alatarius wrote:
Sun Jun 18, 2023 01:40
Can you use wildcards with this, for example, mobs_animal:*

I only ask this specifically because I uninstalled the mobs_animal mod from TenPlus1 and now I have well over 50 entities to remove.
When I removed animals from the mobs_animal mod in my singleplayer, I added lines like this to the init file and it worked great. I would probably put in the mod temporarily with the files for animals commented out and lines like this added.

mobs:alias_mob("mobs_animal:sheep_white", "default:air")
I also used it to replace animals with mobs I was keeping and that seemed to work better than the "air" version.
mobs:alias_mob("petz:bee", "mobs_animal:chicken")
Ham-fisted, I know, but it worked well for me.