[mod] Cleanup fire [unknownburn]
[mod] Cleanup fire [unknownburn]
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.
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
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
- Attachments
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- screenshot_20170206_222312.png (316.95 KiB) Viewed 746 times
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- screenshot_20170206_221924.png (302.33 KiB) Viewed 746 times
Last edited by bell07 on Tue Feb 07, 2017 13:26, edited 1 time in total.
- octacian
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Re: [mod] Cleanup fire [unknownburn]
Nice! Great job, I've always wanted a mod like this.
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I'm currently inactive in the Minetest community! So if I don't respond, that's why.
I'm currently inactive in the Minetest community! So if I don't respond, that's why.
- TumeniNodes
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Re: [mod] Cleanup fire [unknownburn]
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
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
A Wonderful World
- D00Med
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Re: [mod] Cleanup fire [unknownburn]
oh cool, this looks really handy
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
Re: [mod] Cleanup fire [unknownburn]
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.
Please let me know your impression about the result and your opinion if the mod is ready for the release section.
- mahmutelmas06
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Re: [mod] Cleanup fire [unknownburn]
can u add a command or something else to make it for all.
for exmp - unknowburn all- will change all unknown nodes at once.
for exmp - unknowburn all- will change all unknown nodes at once.
Re: [mod] Cleanup fire [unknownburn]
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.
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]
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
That's all. All unknown 'technic:slab_granite_1' (unknown) are now replaced by known 'stairs:slab_granite'
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')
- Attachments
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- unknownburn.zip
- (684.34 KiB) Downloaded 81 times
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Re: [mod] Cleanup fire [unknownburn]
Aliases only work changing an unknown node/item to a known node/item, right?
What is SCP-055?
Re: [mod] Cleanup fire [unknownburn]
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.Aliases only work changing an unknown node/item to a known node/item, right?
The second way is to declare LBM's to replace nodes in the world, but this does not work with items.
- azekill_DIABLO
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Re: [mod] Cleanup fire [unknownburn]
That just an awesome idea.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
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