[Modpack] WorldEdit [worldedit]
Re: [Mod] WorldEdit [1.0] [worldedit]
Is there a command that shows quantity of specified nodes in currect selection?
For example, I want to know how many stones are in current cuboid selection.
For example, I want to know how many stones are in current cuboid selection.
Re: [Mod] WorldEdit [1.0] [worldedit]
Hi,
when I tried to replace "Dirt with Grass" with "Fake Grass" the Worldedit Output is: -|- invalid replace node name...
it's a bug or I wrong anything? (see attached file)
PS: in "Worldedit GUI > Replace Nodes" is possible to add one button that open the inventory to find the objects?
Many thanks for this beautiful Mod!!!
R
when I tried to replace "Dirt with Grass" with "Fake Grass" the Worldedit Output is: -|- invalid replace node name...
it's a bug or I wrong anything? (see attached file)
PS: in "Worldedit GUI > Replace Nodes" is possible to add one button that open the inventory to find the objects?
Many thanks for this beautiful Mod!!!
R
- Attachments
-
- 002.png (520.48 KiB) Viewed 895 times
Re: [Mod] WorldEdit [1.0] [worldedit]
You need to be specific with the mod names... e.g.
//replace default:dirt_with_grass mymod:fake_grass
//replace default:dirt_with_grass mymod:fake_grass
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Re: [Mod] WorldEdit [1.0] [worldedit]
Can I use WorldEdit to open .mts files to import them into the world?
Re: [Mod] WorldEdit [1.0] [worldedit]
1) Save region to file <filename> in one world. It will be placed in <world_name>/schems.Wuzzy wrote:Can I use WorldEdit to open .mts files to import them into the world?
Code: Select all
//save <filename>
3) Load saved data to another world starting at the place where your region begins (position 1)
Code: Select all
//load <filename>
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Re: [Mod] WorldEdit [1.0] [worldedit]
that is for *.we filesSergey wrote:1) Save region to file <filename> in one world. It will be placed in <world_name>/schems.Wuzzy wrote:Can I use WorldEdit to open .mts files to import them into the world?2) Copy file <filename> to folder with another world (<another_world_name>/schems).Code: Select all
//save <filename>
3) Load saved data to another world starting at the place where your region begins (position 1)Code: Select all
//load <filename>
for *.mts files ChatCommands.md says:
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//mtschemcreate <file>
Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>.mts".
//mtschemcreate some random filename
//mtschemcreate huge_base
//mtschemplace <file>
Load nodes from "(world folder)/schems/<file>.mts" with position 1 of the current WorldEdit region as the origin.
//mtschemplace some random filename
//mtschemplace huge_base
Re: [Mod] WorldEdit [1.0] [worldedit]
Hi,TenPlus1 wrote:You need to be specific with the mod names... e.g.
//replace default:dirt_with_grass mymod:fake_grass
many thanks.... works but not in all situations.... frequently, in the "replaces" menu, when I search one object, the underscores between the two words, generate mistake: "Unknown object" (e.g. "dirt_with_grass")
R
Re: [Mod] WorldEdit [1.0] [worldedit]
Guys, this is for you.
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- screenshot_2017-03-23_02-28-50_1280x1024.png (65.06 KiB) Viewed 894 times
Re: [Mod] WorldEdit [1.0] [worldedit]
Feature request...
Please add the command //pos$ and the ability to move the entire current worldedit region like so:
This would make shifting the region a bit easier, especially over long distances.
Please add the command //pos$ and the ability to move the entire current worldedit region like so:
Code: Select all
//move pos1 pos$
Last edited by ratmix on Thu May 11, 2017 18:27, edited 1 time in total.
Re: [Mod] WorldEdit [1.0] [worldedit]
hey! awesome mod. sure put a lot of work into it... one question? why am i getting these gaps between the stones?
i would like to create smooth walls with no see through gaps as if theyre hand build but with the world editor the blocks seem to be oriented in some way that theres always some gap or sth, also the ground is also a bit more down than it is supposed to be. i tried rotating, orienting and the flip function but nothing seemed to work to make the disappear. can you help me?
i would like to create smooth walls with no see through gaps as if theyre hand build but with the world editor the blocks seem to be oriented in some way that theres always some gap or sth, also the ground is also a bit more down than it is supposed to be. i tried rotating, orienting and the flip function but nothing seemed to work to make the disappear. can you help me?
- Attachments
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- Screenshot from 2017-05-11 18-17-11.png (828.83 KiB) Viewed 894 times
Re: [Mod] WorldEdit [1.0] [worldedit]
We have a similar structure on our server built with world edit but no such issues... You are welcome to try world edit on our server to see if you can reproduce the issue. Just PM me if you want temporary WE access.dotconfig wrote: blocks seem to be oriented in some way that theres always some gap
also the ground is also a bit more down than it is supposed to be
Last edited by ratmix on Thu May 11, 2017 19:31, edited 2 times in total.
Re: [Mod] WorldEdit [1.0] [worldedit]
yea i attached it in the previous message and also one here
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- Screenshot from 2017-05-11 21-16-31.png (481.25 KiB) Viewed 894 times
Re: [Mod] WorldEdit [1.0] [worldedit]
Sorry I was on my tiny cell phone and didn't see the image link. See my edited reply above ^
Re: [Mod] WorldEdit [1.0] [worldedit]
thanks, im online there now ^^ (username hege)
Re: [Mod] WorldEdit [1.0] [worldedit]
problem solved thanks to ratmix! my bad, i was using the wrong kind of block, some kind of slab from the moreblocks mod.
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No release = still vulnerable?
Since WorldEdit had no release beyond version 1.0 for years, I'm assuming this means that WorldEdit is still prone to the recent security vulnerability:
viewtopic.php?f=18&t=17601
I strongly recommend anyone to NOT use this on the server until this is settled.
viewtopic.php?f=18&t=17601
I strongly recommend anyone to NOT use this on the server until this is settled.
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Re: No release = still vulnerable?
False, this mod is rolling release as the OP suggests.Wuzzy wrote:Since WorldEdit had no release beyond version 1.0 for years, I'm assuming this means that WorldEdit is still prone to the recent security vulnerability:
viewtopic.php?f=18&t=17601
I strongly recommend anyone to NOT use this on the server until this is settled.
And before a few months ago the lua page didn't even work.
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Re: No release = still vulnerable?
I quote the thread title:rubenwardy wrote:False, this mod is rolling release as the OP suggests.
“1.0” does not mean “rolling release”.[Mod] WorldEdit [1.0] [worldedit]
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Re: No release = still vulnerable?
The thread contents links to the master download as the latest download, and 1.0 is hidden in old downloads. So the topic title is wrong.Wuzzy wrote:I quote the thread title:“1.0” does not mean “rolling release”.[Mod] WorldEdit [1.0] [worldedit]
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Re: [Mod] WorldEdit [1.0] [worldedit]
Yeah, it should be “[Modpack] WorldEdit [Git] [worldedit]” or something like that.
It is VERY confusing when mod threads have the same version number for YEARS when the mod was actually being updated all the time (as rolling release). @all modders: Please don't do this! Please use either real releases with a version number OR rolling release (but not both).
I rarely see a reason to re-download a mod or click on a thread again when the version number did not increase, so I don't get your updates. I think many users will feel the same.
It is VERY confusing when mod threads have the same version number for YEARS when the mod was actually being updated all the time (as rolling release). @all modders: Please don't do this! Please use either real releases with a version number OR rolling release (but not both).
I rarely see a reason to re-download a mod or click on a thread again when the version number did not increase, so I don't get your updates. I think many users will feel the same.
Re: [Mod] WorldEdit [1.0] [worldedit]
agreed, 1.0 is a bit confusing for a rolling release - though git repos are easy to update locally. perhaps just write a little script or cron job to do it automatically every month or so.
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Re: [Mod] WorldEdit [worldedit]
Guess that's the way most of us do it. Just run a script from time to time/via cron that updates all git repros of mods used.dotconfig wrote: agreed, 1.0 is a bit confusing for a rolling release - though git repos are easy to update locally. perhaps just write a little script or cron job to do it automatically every month or so.
A list of my mods can be found here.
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Re: [Mod] WorldEdit [worldedit]
That is can i make buildings used some commands?
Re: [Mod] WorldEdit [worldedit]
Windows10_x64, Minetest 0.4.16, WorldEdit v1.1
Hi,
I found this problem with worldedit:
when I search one object with spaced-name (like fake grass), with replace nodes option, this is finded, but when I try to replace one selection with it, worldedit generate one mistake message...
What can i do or what I'm wrong?
Many thanks for this useful mod and for support....
R
Hi,
I found this problem with worldedit:
when I search one object with spaced-name (like fake grass), with replace nodes option, this is finded, but when I try to replace one selection with it, worldedit generate one mistake message...
What can i do or what I'm wrong?
Many thanks for this useful mod and for support....
R
Re: [Mod] WorldEdit [worldedit]
Instead of the "name" try the item string of the block.Codesound wrote:when I search one object with spaced-name (like fake grass), with replace nodes option, this is finded, but when I try to replace one selection with it, worldedit generate one mistake message...
What can i do or what I'm wrong?
Somewhat like (I guess):
Code: Select all
modname:fake_grass
I am okay with using the screenshots in all my posts for the website of Minetest (http://minetest.net).
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