[Mod] Map Tools [maptools]

User avatar
Calinou
Moderator
 
Posts: 3145
Joined: Mon Aug 01, 2011 14:26
Location: Troyes, France
GitHub: Calinou
IRC: Calinou
In-game: Calinou

[Mod] Map Tools [maptools]

by Calinou » Sun May 13, 2012 16:53

This mod adds some “map tools” that can be useful for creating custom maps or preventing griefing on multiplayer servers.

GitHub repository (includes issue tracker)

Download
Rename the directory to “maptools” after extracting the .zip file.


No dependencies on non-default mods.
License for code: zlib
License for textures: CC BY-SA 3.0



- unbreakable blocks: some common blocks available in an unbreakable, non-flammable, non-falling, non-decaying form, plus a "full grass" block with grass texture on all sides. They can only be destroyed with the Admin pickaxe.
- infinite fuel: some fuel item lasting for a (near)-infinite time. Don't worry about the "near" — it lasts for about 50 in-real-life years.
- admin pickaxe: some purple pickaxe with an infinite durability, mining very fast - can remove unbreakable blocks, swinging instantly. Available in two variants: "with drops" and "without drops", the latter can dig non-empty containers.
- super apples: apples which heal 10 hearts, non-flammable.
- player clip and "full" clip: invisible blocks or faces (the faces also prevent fall damage), preventing players from leaving the map, or preventing players from interacting with objects.
- "light blocks" and "light bulbs": invisble nodes blocking or emitting light.
- "damage blocks": dealing 0.5, 1, 1.5, 2, 2.5 hearts of damage a second (or killing instantly).
- "climb blocks": invisible blocks which act as ladders, can be used to slow down falls.
- pushers: bouncy!
- "build prevention" and "interact prevention": prevents building or interacting with objects on certain types of blocks, can be used to avoid griefing.
- "smoke" blocks: some smoke (doesn't deal damage).
- fake ladders: unbreakable ladders that can't be climbed.
- permanent fire, fake fire, igniters: the first two do not spread to flammable blocks (permanent fire does damage, fake fire doesn't), the third one is an invisible block that will set nearby flammable blocks on fire.

Warning: non-pointable, unbreakable blocks (such as build prevention) cannot be removed without the aid of WorldEdit! Be very careful with them!

Currently, invisible blocks don't have any texture in inventory so you'll have to put your mouse over them to see what they are.

There are no crafting recipes - you have to use the /give or /giveme commands, see README.txt for item and node names.
Last edited by Calinou on Wed Apr 16, 2014 19:22, edited 1 time in total.
 

User avatar
sfan5
Moderator
 
Posts: 3765
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Sun May 13, 2012 17:01

Nice!
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
Jordach
Member
 
Posts: 4510
Joined: Mon Oct 03, 2011 17:58
Location: Blender Scene
GitHub: Jordach
IRC: Jordach
In-game: Jordach
 

User avatar
InfinityProject
Member
 
Posts: 1009
Joined: Sat Mar 17, 2012 00:52
Location: World of Infinity, US

by InfinityProject » Tue May 15, 2012 00:46

Does this work with 20120122?
 

User avatar
Calinou
Moderator
 
Posts: 3145
Joined: Mon Aug 01, 2011 14:26
Location: Troyes, France
GitHub: Calinou
IRC: Calinou
In-game: Calinou

by Calinou » Tue May 15, 2012 10:34

...just try?

I don't think it would - there are no "material" variables set, you could add them yourself though (constant time 10000000 or something like that).

edit: Oh, you'd also have to edit the admin pickaxe code, since it uses the "digging groups" stuff.
Last edited by Calinou on Tue May 15, 2012 10:37, edited 1 time in total.
 

User avatar
InfinityProject
Member
 
Posts: 1009
Joined: Sat Mar 17, 2012 00:52
Location: World of Infinity, US

by InfinityProject » Wed May 16, 2012 23:46

Works fine on newer games but not on 20120122
 

User avatar
Calinou
Moderator
 
Posts: 3145
Joined: Mon Aug 01, 2011 14:26
Location: Troyes, France
GitHub: Calinou
IRC: Calinou
In-game: Calinou

by Calinou » Thu May 17, 2012 10:05

Update: added "Super Apples".
 

User avatar
turbogus
Member
 
Posts: 279
Joined: Sat Apr 07, 2012 16:00
Location: FRANCE

by turbogus » Fri May 18, 2012 06:51

Very nice ! I use this mod on my server !
minetest-cdk.servegame.com

pour Steinheim ( sur inscription ), port : 30000
pour Minetest Origin, port 29000
 

User avatar
Calinou
Moderator
 
Posts: 3145
Joined: Mon Aug 01, 2011 14:26
Location: Troyes, France
GitHub: Calinou
IRC: Calinou
In-game: Calinou
 

JDL
 

by JDL » Thu Jun 07, 2012 10:20

+2, I'm away from my computer but I checked out the init.lua file and this looks like a very useful mod.
 

User avatar
Jordach
Member
 
Posts: 4510
Joined: Mon Oct 03, 2011 17:58
Location: Blender Scene
GitHub: Jordach
IRC: Jordach
In-game: Jordach

by Jordach » Thu Jun 07, 2012 10:24

It's admin tools JDL. That's why it's so useful.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

User avatar
Calinou
Moderator
 
Posts: 3145
Joined: Mon Aug 01, 2011 14:26
Location: Troyes, France
GitHub: Calinou
IRC: Calinou
In-game: Calinou

by Calinou » Fri Jun 29, 2012 19:21

Small update with a code cleanup. :)
 

Sturmegeist
 

by Sturmegeist » Sat Jun 30, 2012 15:13

Ok, this may sound stupid and/or noobish, but how do you use console commands?
 

User avatar
Sturmegeist
Member
 
Posts: 28
Joined: Sat Jun 30, 2012 15:15
Location: A different dimension

by Sturmegeist » Sat Jun 30, 2012 15:30

Ok, I found out how to get some basic items thanks to console commands, but the admin pickaxe is a no show. Am I doing something wrong?
Error 505- Your life could not be loaded please go get a new one.
 

Guest1024
 

by Guest1024 » Tue Jul 24, 2012 23:51

"infinite-ish fuel: some fuel item lasting for a (near)-infinite time. Don't worry about the "near" - it lasts for about 50 in-real-life years." 50 IRL YEARS? O_O

Isn't that a bit silly? Anyway, sounds cool though, testing at some point.
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Wed Jul 25, 2012 00:12

So it runs out after 50 years? Is there a way to make it actually infinite?

I mean, it's not like I'll hit the limit anytime soon, but it would be nice to know.
WorldEdit 1.0 released

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

User avatar
Calinou
Moderator
 
Posts: 3145
Joined: Mon Aug 01, 2011 14:26
Location: Troyes, France
GitHub: Calinou
IRC: Calinou
In-game: Calinou

by Calinou » Wed Jul 25, 2012 06:49

Temperest wrote:So it runs out after 50 years? Is there a way to make it actually infinite?

I mean, it's not like I'll hit the limit anytime soon, but it would be nice to know.


Unfortunately, no. It's still enough. :P
 

User avatar
Calinou
Moderator
 
Posts: 3145
Joined: Mon Aug 01, 2011 14:26
Location: Troyes, France
GitHub: Calinou
IRC: Calinou
In-game: Calinou

by Calinou » Fri Aug 31, 2012 09:46

Small update - cloud blocks are now minable using admin pickaxe.
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Fri Aug 31, 2012 17:24

Very useful! Great for building adventure maps and the like.
WorldEdit 1.0 released

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

Emmett124
New member
 
Posts: 3
Joined: Sat Sep 01, 2012 07:28

by Emmett124 » Sat Sep 01, 2012 19:57

What is the giveme line to get theese items
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Sat Sep 01, 2012 22:14

They are outlined in the top of the init.lua file.
WorldEdit 1.0 released

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

User avatar
qwrwed
Member
 
Posts: 325
Joined: Sun Jul 22, 2012 20:56
In-game: qwrwed or Nitro

by qwrwed » Sat Oct 06, 2012 17:50

Calinou wrote:Beware: non-pointable, unbreakable blocks (such as build prevention) cannot be removed! Be very careful with them!
If anyone can help fix this issue, please do. :P


You could use code from darkrose's tricorder (on her github) to detect the nodes, just remove the ores and replace them with those nodes. As for removing them, i don't know much about lua(yet) but you could have a seperate tool that removes one of those nodes when clicked. Another temporary way is dropping a falling node on it, you could code one to spawn above it and then remove it when it stops falling.
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Sat Oct 06, 2012 19:06

the problem is that you can't point at them.
Meow.

That is all.
 

User avatar
qwrwed
Member
 
Posts: 325
Joined: Sun Jul 22, 2012 20:56
In-game: qwrwed or Nitro

by qwrwed » Sat Oct 06, 2012 20:38

Then what if the tool gets the positions of the nodes nearby, and then removes them? Or some code from worledit was used to convert the nodes to pointable ones with the same functionality, and then they were removed?
Last edited by qwrwed on Thu Mar 14, 2013 16:06, edited 1 time in total.
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Sun Oct 07, 2012 03:49

Actually, you can just use WorldEdit to remove them. The //replace command should be sufficient for removing a specific type of node from a region.
WorldEdit 1.0 released

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

Next

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 7 guests