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[mod] Cleanup fire [unknownburn]

Posted: Mon Feb 06, 2017 21:40
by bell07
This mod is a request of my daughters, some old worlds are crufted by unknown nodes because I disabled some mods in the meantime. The code is based on "antifire" mod, but with logic to try to restore the landscape by placing similar to nearly existing nodes, not just remove the unknown nodes.
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No warranty, please take a backup before you try to "restore" your old worlds,

How to use: 1) get the "unknownburn:flint" from creative inventory, 2) use it on unknown nodes, 3) wait

License: LGPL-2.1
Mod dependencies: none
Code+Download: https://github.com/bell07/minetest-unknownburn

Re: [mod] Cleanup fire [unknownburn]

Posted: Tue Feb 07, 2017 00:41
by octacian
Nice! Great job, I've always wanted a mod like this.

Re: [mod] Cleanup fire [unknownburn]

Posted: Tue Feb 07, 2017 00:54
by TumeniNodes
Oh man.... I am definitely trying this out!

I have removed a lot of parts of Minetest, and had already been pretty far into it by the time someone reminded me I could use the subgame feature so it did not affect the actual game and make my old worlds literally unplayable....

If this works as explained.... I shall build a shrine dedicated to you :D

Re: [mod] Cleanup fire [unknownburn]

Posted: Tue Feb 07, 2017 05:46
by D00Med
oh cool, this looks really handy

Re: [mod] Cleanup fire [unknownburn]

Posted: Tue Feb 07, 2017 10:32
by bell07
For information: I did some adjustments in air/water priorizations and now I am really happy with the result. If you tried an early version (tonight) please update the mod, copy the world back from backup and try it again.
Please let me know your impression about the result and your opinion if the mod is ready for the release section.

Re: [mod] Cleanup fire [unknownburn]

Posted: Tue Feb 07, 2017 15:12
by mahmutelmas06
can u add a command or something else to make it for all.
for exmp - unknowburn all- will change all unknown nodes at once.

Re: [mod] Cleanup fire [unknownburn]

Posted: Tue Feb 07, 2017 15:24
by bell07
All at once does not work.The world can be infinite, and even you do not have much unknown nodes, all nodes needs to be checked. :/
On contrary, there is a limitation to burn max 30 nodes in check radius to avoid performance issues. Some burning nodes are waiting till enough known nodes are nearly to decide which one it should become. If you think nothing happens, go with "noclip" in the dirt bellow. ;-) Maybe you have some "unknown ores" that are in transformation for now.

Re: [mod] Cleanup fire [unknownburn]

Posted: Tue Feb 06, 2018 21:39
by bell07
This mod is abadoned for now. The last version attached to this post.
The mod was working for a world and needs adjustments for the second one.
In the meantime my "mods collection" is stable so I do not need such mods anymore.

For people searching for such mods, the beter way is just to create aliases:
1. Create a folder "mods/compat" and file mods/compat/init.lua
2. Adds aliases entries to the init.lua like

Code: Select all

minetest.register_alias('technic:slab_granite_1', 'stairs:slab_granite')
That's all. All unknown 'technic:slab_granite_1' (unknown) are now replaced by known 'stairs:slab_granite'

Re: [mod] Cleanup fire [unknownburn]

Posted: Tue Feb 06, 2018 23:01
by Chem871
Aliases only work changing an unknown node/item to a known node/item, right?

Re: [mod] Cleanup fire [unknownburn]

Posted: Tue Feb 06, 2018 23:08
by bell07
Aliases only work changing an unknown node/item to a known node/item, right?
If the node/item is known, an warning appears the alias could not be created because item registered. The alias does not directly repace anything in the world, but the unknown nodes/items are visible and usable as the aliased node/item. So the aliases should be defined as the affected world exists.
The second way is to declare LBM's to replace nodes in the world, but this does not work with items.

Re: [mod] Cleanup fire [unknownburn]

Posted: Thu Feb 08, 2018 18:34
by azekill_DIABLO
That just an awesome idea.