What happens if I install a mod that allows the creation of, say sheep, in the world & then remove that mod?
Are all the sheep automatically removed?
This thread:
viewtopic.php?f=11&t=2777
offers a mod to delete such objects, but it was a thread started back in 2012. What is the current situation?
objects from removed mod
Re: objects from removed mod
The moment you remove the mob mod all the mob entieties still remain but appear as unknown objects. when hovering over unknown objects it tells you what thing it was.
also in teh forum thread that you shared i found this code which works wounders by prestidigitator license: WTFPL the code works like this i think: each 10 seconds it checks for any unknown things close to you and removes them. When i tried it it removed all the unknown objects - still works
1. Make a folder called 'clean'. (Without quotes)
2. Right click, scroll to 'New'. Click 'Text files' in the context menu.
3. Rename text file to 'init.lua' (Without quotes). Open it.
4. Copy entire stuff in the code box.
5. Paste stuff into new text file you made.
6. Just to be sure, click 'File', 'Save As...' and type "init.lua" (WITH Quotes) and save.
also in teh forum thread that you shared i found this code which works wounders by prestidigitator license: WTFPL the code works like this i think: each 10 seconds it checks for any unknown things close to you and removes them. When i tried it it removed all the unknown objects - still works
1. Make a folder called 'clean'. (Without quotes)
2. Right click, scroll to 'New'. Click 'Text files' in the context menu.
3. Rename text file to 'init.lua' (Without quotes). Open it.
4. Copy entire stuff in the code box.
5. Paste stuff into new text file you made.
6. Just to be sure, click 'File', 'Save As...' and type "init.lua" (WITH Quotes) and save.
Code: Select all
local MOD_NAME = minetest.get_current_modname();
local CLEANUP_PERIOD__S = 10.0;
local ENTITY_CLEANUP_RADIUS = 80.0;
local NODES_PER_BLOCK = 80;
local FRESHNESS_META_KEY = MOD_NAME..":freshness";
local MAX_TODO_SIZE = 100;
local BATCH_SIZE = 3;
local startTime = minetest.get_gametime();
local function nodePosToBlockPos(pos)
return {
x = math.floor(pos.x / NODES_PER_BLOCK),
y = math.floor(pos.y / NODES_PER_BLOCK),
z = math.floor(pos.z / NODES_PER_BLOCK)
};
end
local function blockPosToNodePos(pos)
return {
x = NODES_PER_BLOCK * pos.x,
y = NODES_PER_BLOCK * pos.y,
z = NODES_PER_BLOCK * pos.z
};
end
local function cleanupEntitiesNear(pos)
local objs = minetest.get_objects_inside_radius(pos, ENTITY_CLEANUP_RADIUS);
for _, obj in ipairs(objs) do
local pname = obj.get_player_name and obj:get_player_name();
local entity = obj.get_luaentity and obj:get_luaentity();
if entity then
if entity.name == "__builtin:item" then
local istr = entity.itemstring;
local itemName = istr and ItemStack(istr):get_name();
local def = itemName and itemName ~= "" and
(minetest.registered_entities[itemName] or
minetest.registered_items[itemName] or
minetest.registered_nodes[itemName] or
minetest.registered_craftitems[itemName] or
minetest.registered_tools[itemName]);
if not def then
obj:remove();
end
end
elseif not pname or pname == "" then
obj:remove();
end
end
end
local function isBlockFresh(blockPos)
local pos = blockPosToNodePos(blockPos);
return minetest.get_meta(pos):get_int(FRESHNESS_META_KEY) == startTime;
end
local function setBlockFresh(blockPos)
local pos = blockPosToNodePos(blockPos);
minetest.get_meta(pos):set_int(FRESHNESS_META_KEY, startTime);
end
local addToDo;
local removeToDo;
do
local size = 0;
local head = nil;
local tail = nil;
addToDo = function(pos)
if size >= MAX_TODO_SIZE then return false; end
local n = { pos = pos };
if head then
tail.next = n;
tail = n;
else
head = n;
tail = n;
end
size = size + 1;
return true;
end
removeToDo = function()
if not head then return nil; end
local n = head;
head = n.next;
if not head then tail = nil; end
size = size - 1;
return n.pos;
end
end
local function markNodesClean(minp, maxp)
local bpmin = nodePosToBlockPos(minp);
local bpmax = nodePosToBlockPos(maxp);
for x = bpmin.x, bpmax.x do
for y = bpmin.y, bpmax.y do
for z = bpmin.z, bpmax.z do
setBlockFresh({ x = x, y = y, z = z });
end
end
end
end
local function registerCleanupBlocks(pos)
local bp = nodePosToBlockPos(pos);
for x = bp.x-1, bp.x+1 do
for y = bp.y-1, bp.y+1 do
for z = bp.z-1, bp.z+1 do
local bp = { x = x, y = y, z = z };
if not isBlockFresh(bp) then
local willDo = addToDo(bp);
if willDo then setBlockFresh(bp); end
end
end
end
end
end
local function cleanupBlock()
local bp = removeToDo();
if not bp then return false; end
local pmin = blockPosToNodePos(bp);
local pmax = blockPosToNodePos({ x = bp.x+1, y = bp.y+1, z = bp.z+1 });
pmax.x = pmax.x-1; -- make inclusive
pmax.y = pmax.y-1;
pmax.z = pmax.z-1;
local vm = VoxelManip();
pmin, pmax = vm:read_from_map(pmin, pmax);
local va = VoxelArea:new({ MinEdge = pmin, MaxEdge = pmax });
local data = vm:get_data();
local airCid = minetest.get_content_id("air");
local replaced = 0;
for i, cid in ipairs(data) do
local nodeName = minetest.get_name_from_content_id(cid);
if not minetest.registered_nodes[nodeName] then
data[i] = airCid;
replaced = replaced + 1;
end
end
if replaced > 0 then
vm:set_data(data);
vm:write_to_map();
vm:update_map();
vm:update_liquids();
end
return true;
end
local function cleanup()
for _, player in ipairs(minetest.get_connected_players()) do
local pos = player:getpos();
cleanupEntitiesNear(pos);
registerCleanupBlocks(pos);
end
for i = 1, BATCH_SIZE do
if not cleanupBlock() then break; end
end
end
do
local elapsedTime_s = 0;
minetest.register_globalstep(
function(dt_s)
elapsedTime_s = elapsedTime_s + dt_s;
if elapsedTime_s >= CLEANUP_PERIOD__S then
elapsedTime_s = 0;
cleanup();
end
end);
end
minetest.register_on_generated(
function(minp, maxp, blockSeed)
markNodesClean(minp, maxp);
end);
- Attachments
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- catsmissing
- catsmissing.png (260.1 KiB) Viewed 228 times
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- cats
- cats.png (265.91 KiB) Viewed 228 times
Re: objects from removed mod
Thanks ph8jPf9M.
Seems a bit expensive to me, checking every 10 seconds when all that's needed is to scan the entire map just once, when you have removed a mod.
I'll experiment with it.
Seems a bit expensive to me, checking every 10 seconds when all that's needed is to scan the entire map just once, when you have removed a mod.
I'll experiment with it.
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Re: objects from removed mod
PilzAdam's version removes objects once the game loads the entity. It is way more efficient than checkiing every N seconds.
It still worked last time I checked. If it does not, feel free to bump that thread with a bug report (viewtopic.php?f=6&t=5073#p75272).
It still worked last time I checked. If it does not, feel free to bump that thread with a bug report (viewtopic.php?f=6&t=5073#p75272).
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