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Re: [Modpack] WorldEdit [worldedit]

PostPosted: Sat Jun 16, 2018 08:50
by hajo
redblade7 wrote:
ERROR[Main]: [MOD] worldedit_brush is not compatible with current game version

Where can I find these settings to turn things off, such as the brush?

in main-menu, select the world,
push configure-button,
find worldedit-modpack (note it has a '+' in front),
click that,
select worldedit_brush,
change 'enabled'-checkbox.
Then save & exit / play...

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Sat Jun 16, 2018 15:04
by sfan5
Alternatively, you can just delete the worldedit_brush mod from WorldEdit.

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Thu Jun 28, 2018 00:32
by redblade7
sfan5 wrote:Alternatively, you can just delete the worldedit_brush mod from WorldEdit.


Thank you!

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Tue Jul 10, 2018 04:48
by slopsbucket
Feature Request.

Hi sfan5, please understand that I'm not a programmer so I have no idea if what I'm asking is easy, difficult or even impossible.

Could the //param2 command be expanded upon to allow the specification of <node_type>?

eg: //param2 sandstonebrick 0

or: //param2 stairs:stair_sandstonebrick 21

Cheers,

Andrew.

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Tue Aug 07, 2018 20:06
by joe7575
I have some issues with moving/copying nodes from one of my technique related mods.
It seams that on_dig, after_place_node and other functions are not called.
I was wondering if is there a way to register functions to be called before/after a node is moved/deleted/copied?

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Wed Aug 08, 2018 08:50
by Hybrid Dog
There're on_construct and on_destruct, however, they are ignored because vmanip is used.

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Sun Oct 28, 2018 12:20
by BigGrizzly
Hi,

I've published a new worldedit command "//maze" by doing a fork here :

https://github.com/biggrizzly/Minetest-WorldEdit

It allows to create one or several mazes in a single command.

### `//maze <node_wall> <node_path> e(lliptic)/r(ectangle) m(ulti)/s(ingle) path_width f(ixed)/r(andom)`

Creates a maze in the current WorldEdit region with `<node_wall>`. The exit path can become viewable using `<node_path>`. The maze can be `elliptic` to create an elliptic tower instead of a `rectangle` tower. If `multi` is selected, the tower will be filled with several mazes of 4 blocks high each. The `path_width` value determines the number of blocks used for the path width and the walls width either. `fixed` means that the entrance will always be at the same place, and the exit either.

//maze stone stone elliptic single 1 fixed
//maze stone cobblestone r m 3 f

Here are some simple examples :
+ Spoiler

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Sun Oct 28, 2018 12:57
by Lone_Wolf
An API to add commands might be nice.

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Sun Oct 28, 2018 20:23
by texmex
BigGrizzly, that looks great? If the mazes are stacked, do they have openings to each other?

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Mon Oct 29, 2018 07:22
by BigGrizzly
In fact, I don't know yet how to connect them. My first goal was to create a single maze. And then, as the worldedit region may be high enough to stack several maze, I created them... but, then... I had to put the start and end of each, and it was not as obvious as I expected (the exit is not always exactly at the same place, even in "fixed" mode).

Well, I'm trying to play with this first try. It helps a lot to build big dungeons. My prefered parameter is the maze of 3 blocks width. If you have any ideas to improve it, don't hesitate to share them.

My next step is to create another kind of maze, where the walls are not as large as the path is. It's not as easy as what I've done right now.

I'm new at LUA and MineTest programming... May be I should create a new mod with a dependency with WorldEdit ?... It might be easier to release it... And I may avoid to pollute this thread :-D

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Thu Nov 01, 2018 16:45
by Hybrid Dog
There is already a maze mod for minetest: viewtopic.php?pid=38542.
I made a fork which use voxelmanip: https://github.com/HybridDog/maze/blob/master/init.lua
Please read this if you're interested in maze algorithms: http://www.astrolog.org/labyrnth/algrithm.htm

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Wed Nov 07, 2018 11:06
by babyBalrog
Hi, I absolutely love WorldEdit and implemented a command to //set a line of blocks from pos1 to pos2.
I find it very useful for making complex buildings and bore tunnels in any direction.
It's really very simple, only one function.
I'd like to just send it to the author without messing with github, is that possible?

1.png
(151.74 KiB) Not downloaded yet


4.png
(432.73 KiB) Not downloaded yet

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Wed Nov 07, 2018 19:45
by hajo
babyBalrog wrote:send it to the author without messing with github, is that possible?

That would make extra work for the author...

Doing code-changes / adding new code via github/pull-request
is the proper way, and much easier.

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Sat Jan 12, 2019 10:57
by meseking35
How about something like //replacenear default:dirt 5 square

'default:dirt' = node
'5' = radius
'square' = shape (square or sphere)

This is useful so you don't have to use the wand.

Also //setnear

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Thu Feb 14, 2019 18:17
by aristotle
@sfan5: After using this mod for a few months I simply need to write down two words: THANK YOU! :D

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Wed Jun 12, 2019 08:09
by Miniontoby
How can I replace water to air on my mobile??

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Fri Dec 27, 2019 08:54
by Walker
will there soon be an update or an addon that includes powerful functions for editing param2 ?
something like: "set param2 of all blocks of type BLOCK"

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Thu Jan 02, 2020 12:45
by Linuxdirk
I wonder if there is a way to count nodes in a region and have them printed out on console like

Code: Select all
  name                                  count
=====================
  default:cobblestone              471
  default:wood                         214
  modname_x:nodename_x         9
  etc.

(or whatever list format would be the best one).

Re: [Modpack] WorldEdit [worldedit]

PostPosted: Thu Jan 02, 2020 17:32
by Lone_Wolf
Walker wrote:will there soon be an update or an addon that includes powerful functions for editing param2 ?
something like: "set param2 of all blocks of type BLOCK"

Code: Select all
//luatransform local node = minetest.get_node(pos) if node.name == BLOCKNAME then minetest.set_node(pos, {name = BLOCKNAME, param2 = NEWPARAM2} end

!UNTESTED!