[Modpack] WorldEdit [worldedit]
Shire: WorldEdit 1.0 was made for recent 0.4.7 DEV and above! In fact, if you download the bleeding-edge versions of WorldEdit, it will give you a nice clear error message:
That means the version you get from minetest.net is too outdated to use with this version of the mod.
Solution? Use WorldEdit 0.6 for Minetest 0.4.7, but be be aware that it doesn't have the orders-of-magnitude speedups and the bugfixes that came with 1.0. Or better, switch to a newer development version of Minetest! You'll get a ton of new features too!
That means the version you get from minetest.net is too outdated to use with this version of the mod.
Solution? Use WorldEdit 0.6 for Minetest 0.4.7, but be be aware that it doesn't have the orders-of-magnitude speedups and the bugfixes that came with 1.0. Or better, switch to a newer development version of Minetest! You'll get a ton of new features too!
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
- webdesigner97
- Member
- Posts: 1328
- Joined: Mon Jul 30, 2012 19:16
- GitHub: webD97
- IRC: webdesigner97
- In-game: webdesigner97
- Location: Cologne, Germany
- Contact:
+1 for this great error message!Temperest wrote:Shire: WorldEdit 1.0 was made for recent 0.4.7 DEV and above! In fact, if you download the bleeding-edge versions of WorldEdit, it will give you a nice clear error message:
http://i.imgur.com/xXv617n.png
That means the version you get from minetest.net is too outdated to use with this version of the mod.
Solution? Use WorldEdit 0.6 for Minetest 0.4.7, but be be aware that it doesn't have the orders-of-magnitude speedups and the bugfixes that came with 1.0. Or better, switch to a newer development version of Minetest! You'll get a ton of new features too!
Visit me: webD97.de | @GitHub | @DeviantArt
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
Ran into this error when using //p set:
Backreading, people say this error stems from not having the latest version of minetest. Do you mean latest /stable/ version, or latest /dev/ version?
Code: Select all
17:56:02: ACTION[ServerThread]: SAFR joins game. List of players: SAFR
Font size: 8 15
17:56:36: ERROR[ServerThread]: ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=611 statically (pos=(24,35,3))
17:56:38: ERROR[ServerThread]: ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=613 statically (pos=(27,43,63))
17:56:42: ERROR[ServerThread]: ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=616 statically (pos=(39,40,15))
17:56:42: ACTION[ServerThread]: SAFR leaves game. List of players:
17:56:42: ERROR[main]: ServerError: LuaError: error: ....minetest/mods/worldedit/worldedit_commands/mark.lua:30: attempt to call field 'get_voxel_manip' (a nil value)
17:56:42: ERROR[main]: stack traceback:
Last edited by ak399g on Wed Aug 21, 2013 22:01, edited 1 time in total.
aka SAFR
- Evergreen
- Member
- Posts: 2135
- Joined: Sun Jan 06, 2013 01:22
- GitHub: 4Evergreen4
- IRC: EvergreenTree
- In-game: Evergreen
- Location: A forest in the midwest
- Contact:
Latest dev version, also it's nice to see someone pick up on other people problems. :-)ak399g wrote:Ran into this error when using //p set:Backreading, people say this error stems from not having the latest version of minetest. Do you mean latest /stable/ version, or latest /dev/ version?Code: Select all
17:56:02: ACTION[ServerThread]: SAFR joins game. List of players: SAFR Font size: 8 15 17:56:36: ERROR[ServerThread]: ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=611 statically (pos=(24,35,3)) 17:56:38: ERROR[ServerThread]: ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=613 statically (pos=(27,43,63)) 17:56:42: ERROR[ServerThread]: ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=616 statically (pos=(39,40,15)) 17:56:42: ACTION[ServerThread]: SAFR leaves game. List of players: 17:56:42: ERROR[main]: ServerError: LuaError: error: ....minetest/mods/worldedit/worldedit_commands/mark.lua:30: attempt to call field 'get_voxel_manip' (a nil value) 17:56:42: ERROR[main]: stack traceback:
Back from the dead!
Hotfix: Minetest version check included with 1.0. This should help a bit with the confusion about the errors.
This is intended to give people a better error message when using old Minetest versions. If you already have it working, there's no real reason to redownload.
This is intended to give people a better error message when using old Minetest versions. If you already have it working, there's no real reason to redownload.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
- Dan Duncombe
- Member
- Posts: 904
- Joined: Thu May 09, 2013 21:11
- Location: In the unknown depths of Earth
//replace air default:stonebricklenkman1 wrote:Hey, is there a way to do //replace air stone bricks?? if not could you putt that in there? thanks
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
My Games: Nostalgia Realtest Revamped
Servers: See above games.
- darthvader
- Member
- Posts: 119
- Joined: Sun Sep 08, 2013 14:35
- Location: Death Star
- Evergreen
- Member
- Posts: 2135
- Joined: Sun Jan 06, 2013 01:22
- GitHub: 4Evergreen4
- IRC: EvergreenTree
- In-game: Evergreen
- Location: A forest in the midwest
- Contact:
If you meant getting rid of one particular block, use //p set, punch the block twice, and then use //set air.
On a side note, I won't have as much time to work on WE now after starting university. However, it is still maintained and will continue to be developed.
On a side note, I won't have as much time to work on WE now after starting university. However, it is still maintained and will continue to be developed.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
- hoodedice
- Member
- Posts: 1374
- Joined: Sat Jul 06, 2013 06:33
- GitHub: hoodedice
- IRC: hoodedice
- In-game: hoodedice
- Location: world
- Contact:
Correction needed: Worldedit v1.0 is for Minetest 0.4.8. It should be Worldedit v1.0 for Minetest 0.4.7 dev. Minetest 0.4.8 isn't even out yet.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
Correct. I've added a note to reflect this.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
-
- Moderator
- Posts: 4094
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
That is currently not possible using the Lua APIJackGruff wrote:Could we please have the ability to remove blocks from a region? I'm not talking about making them air, I'm talking about deleting them such that the game regenerates them.
This would be useful to revert an area to its original state.
Thanks for your consideration.
-Jack.
-
- Member
- Posts: 4276
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
It is possible on the database level. Trouble is: How do you identify those mapblocks you want to be removed/calculated anew? Also, removing them would only work while the game is not running and using that particular database/map.sfan5 wrote:That is currently not possible using the Lua APIJackGruff wrote:
Could we please have the ability to remove blocks from a region? I'm not talking about making them air,I'm talking about deleting them such that the game regenerates them.
This would be useful to revert an area to its original state.
A list of my mods can be found here.
-
- Moderator
- Posts: 4094
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
Well...Sokomine wrote:It is possible on the database level. Trouble is: How do you identify those mapblocks you want to be removed/calculated anew? Also, removing them would only work while the game is not running and using that particular database/map.sfan5 wrote:That is currently not possible using the Lua APIJackGruff wrote:
Could we please have the ability to remove blocks from a region? I'm not talking about making them air,I'm talking about deleting them such that the game regenerates them.
This would be useful to revert an area to its original state.
Code: Select all
import sqlite3
def getBlockAsInteger(x, y, z):
return z * 16777216 + y * 4096 + x
conn = sqlite3.connect("map.sqlite")
cur = self.conn.cursor()
post = [(7, 2, -2), (7, 2, -1)] # MapBlock position [ (nodepos.x / 16, nodepos.y / 16, nodepos.z / 16) ]
for pos in post:
cur.execute("DELETE FROM `blocks` WHERE `pos`==?", (getBlockAsInteger(x, y, z), ))
-
- Member
- Posts: 4276
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
That code certainly helps if the chunk to be removed has already been identified. Sometimes you'd want to remove all blocks that have not been built on, where people just wandered through in search for ressources/explored the scenery.
If only a few individual blocks ought to be generated, they could of course be marked with a special block that is used only in these blocks and nowhere else - and let the database handle the rest.
If only a few individual blocks ought to be generated, they could of course be marked with a special block that is used only in these blocks and nowhere else - and let the database handle the rest.
A list of my mods can be found here.
Using WorldEdit to wipe-out an area and have Minetest regenerate that are gets a thumbs-up from me.
It would be nice to be able to quickly and easily restore heavily mined areas on our server or to regenerate abandoned sections for new development.
The other reason I came to post was to ask if it would be possible for the strength of the punch be greatly reduced when WorldEdit's punch selection is used.
In more recent daily-builds of Minetest the reach and strength of the player's actions in creative mode have been increased. The strength of the punch results in an instant removal of whatever node was struck.
Most of the time this is great, saves time from constantly having to flip back-and-forth between tools and materials. But, when WorldEdit's "//p set" is used the two marker-blocks get blasted. Usually those are blocks I'd like to keep.
I could edit the settings in Minetest but then I would lose the power-punch completely. It's only when I use WorldEdit that I require a light tap to set the markers.
Thanks for a great mod!
It would be nice to be able to quickly and easily restore heavily mined areas on our server or to regenerate abandoned sections for new development.
The other reason I came to post was to ask if it would be possible for the strength of the punch be greatly reduced when WorldEdit's punch selection is used.
In more recent daily-builds of Minetest the reach and strength of the player's actions in creative mode have been increased. The strength of the punch results in an instant removal of whatever node was struck.
Most of the time this is great, saves time from constantly having to flip back-and-forth between tools and materials. But, when WorldEdit's "//p set" is used the two marker-blocks get blasted. Usually those are blocks I'd like to keep.
I could edit the settings in Minetest but then I would lose the power-punch completely. It's only when I use WorldEdit that I require a light tap to set the markers.
Thanks for a great mod!
Last edited by LazyJ on Sun Oct 13, 2013 11:05, edited 1 time in total.
My blog: LazyJ's Minetest World
-
- Member
- Posts: 4276
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Doing it directly from WorldEdit would be dangerous. It's only really safe to delete from a world database while the world is not running. WorldEdit could only be used to mark the areas. Manually placing a block in each 16x16x16 chunk that is to be deleted would be possible (or, alternatively, those that are to be kept) - but it would also be a lot of work. Cutting off the map to delete anything below -1000 (as an example) or with x>1500 etc. would also be pretty easy.LazyJ wrote: Using WorldEdit to wipe-out an area and have Minetest regenerate that are gets a thumbs-up from me.
A list of my mods can be found here.
- thefamilygrog66
- Member
- Posts: 170
- Joined: Mon Jul 09, 2012 19:08
- Location: Ontario, Canada
A formspec would be handy, for sure.sfan5 wrote:There was a GUI mod for WorldEdit but it was discontinued.cHyper wrote:nice mod...
is there a gui Version planed in the future?
this will be very helpful...
Why would you need a GUI anyway?
My Mods: Living Room Furniture [lrfurn] / Lava Lamps / Mob Spawn Eggs [spawneggs] / Bring Me The Head [heads] / Hedge Maze [maze] / Magic Beans / Coloured Beds [Beds fork]
-
- Member
- Posts: 1482
- Joined: Fri Apr 19, 2013 16:19
- GitHub: twoelk
- IRC: twoelk
- In-game: twoelk
- Location: northern Germany
For example browsing for a certain schematic file to load from within minetest would make things easier. At the moment you have to memorize the exact name or have a list visible some place outside the program window.
Actually being able to load schematic files from some other folder than the current world folder would be nice as well. I could keep my basic schematics in some util/schems/ folder instead of having folders with the same content in several world folders.
Actually being able to load schematic files from some other folder than the current world folder would be nice as well. I could keep my basic schematics in some util/schems/ folder instead of having folders with the same content in several world folders.
- addi
- Member
- Posts: 666
- Joined: Thu Sep 20, 2012 03:16
- GitHub: adrido
- Location: Black-Forest, Germany
We have a working version of cornernotes gui mod here: https://bitbucket.org/kingarthursteam/m ... dedit_gui/sfan5 wrote:There was a GUI mod for WorldEdit but it was discontinued.cHyper wrote:nice mod...
is there a gui Version planed in the future?
this will be very helpful...
Why would you need a GUI anyway?
its not tested with worldedit 1.0 and 0.4.7-dev but it shuld work with the worldedit version for 0.4.7 stable it dose not contain all chatcomands, but it give you an overview about some mostly used ones.
thats a good idea! if im feeling lucky i may implement this into the gui version.twoelk wrote:For example browsing for a certain schematic file to load from within minetest would make things easier. At the moment you have to memorize the exact name or have a list visible some place outside the program window.
-
- Moderator
- Posts: 4094
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
Irrlicht has a built-in file chooser, there is no need to redo that in lua.addi wrote:[...]
thats a good idea! if im feeling lucky i may implement this into the gui version.twoelk wrote:For example browsing for a certain schematic file to load from within minetest would make things easier. At the moment you have to memorize the exact name or have a list visible some place outside the program window.
All we need is a file chooser interface for Lua
Who is online
Users browsing this forum: No registered users and 19 guests