[Mod] Cleaner [cleaner]

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AntumDeluge
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[Mod] Cleaner [cleaner]

by AntumDeluge » Post

Cleaner - Remove Unknown Entities, Nodes, & Items

Description:

A mod that can be used to remove/replace unknown entities, nodes, & items. Originally forked from PilzAdam's clean mod.

Image

Licensing:
  • Code: MIT
  • Textures: CC0
Requirements:
  • Minetest 0.4.16 or newer
  • Depends: none
Usage:

There are three files in the world path that can be edited: clean_entities.json, clean_nodes.json, & clean_items.json. If they do not already exist when the server is started they will be created automatically.

They are formatted as follows:

Code: Select all

{
  "remove":
  [
    "creatures:ghost",
    "creatures:sheep",
  ],
  "replace":
  {
    "biofuel:biofuel":"default:leaves",
    "helicopter:heli":"default:copper_lump",
    "unifieddyes:airbrush":"default:coal_lump",
  },
}
remove key works for nodes & entities. replace key works for nodes & items. Their functions are self-explanatory.

Links:
Releases:
  • Image
Last edited by AntumDeluge on Sat Jul 31, 2021 06:33, edited 11 times in total.

John_Constructor
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Re: [Mod] Cleaner [0.4] [cleaner]

by John_Constructor » Post

This might be helpful! Definitely for those who have an ore mod and might want to disable it for their world.
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azekill_DIABLO
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Re: [Mod] Cleaner [0.4] [cleaner]

by azekill_DIABLO » Post

+1 definitivly needed
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Re: [Mod] Cleaner [0.4] [cleaner]

by IanniPowerup!!! » Post

doesnt work :(

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Grizzly Adam
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Re: [Mod] Cleaner [0.4] [cleaner]

by Grizzly Adam » Post

Does work. Thank you.
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neko259
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Re: [Mod] Cleaner [0.4] [cleaner]

by neko259 » Post

It would be better to add not only nodes to remove but node substitutes too. Sometimes a node was renamed or moved to other mod and can be simply replaced.

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Re: [Mod] Cleaner [0.4] [cleaner]

by mase » Post

How can I get rid of whole node or entity groups, for example all zombies,
or all kind of trails from the trails mod?

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Re: [Mod] Cleaner [0.4] [cleaner]

by bell07 » Post

Please use register_lbm with run_at_every_load instead of register_abm to clean nodes. Should use less ressources.

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Re: [Mod] Cleaner [0.4] [cleaner]

by AntumDeluge » Post

Thank you bell07. I will check that out.

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Re: [Mod] Cleaner [0.4] [cleaner]

by mase » Post

Does this mod remove all unknown objects on server start, or only when a player is near?

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AntumDeluge
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Re: [Mod] Cleaner [0.4] [cleaner]

by AntumDeluge » Post

mase wrote:Does this mod remove all unknown objects on server start, or only when a player is near?
As I understand it, only when a player is near. But it's been a while since I looked at the code.

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Re: [Mod] Cleaner [cleaner] (v1.0)

by AntumDeluge » Post

bell07 wrote:
Sun Jul 15, 2018 19:39
Please use register_lbm with run_at_every_load instead of register_abm to clean nodes. Should use less ressources.
Added to my TODO list. I am active again.

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Re: [Mod] Cleaner [cleaner] (v1.0)

by AntumDeluge » Post

neko259 wrote:
Mon Dec 25, 2017 11:05
It would be better to add not only nodes to remove but node substitutes too. Sometimes a node was renamed or moved to other mod and can be simply replaced.
Done.

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Re: [Mod] Cleaner [0.4] [cleaner]

by AntumDeluge » Post

bell07 wrote:
Sun Jul 15, 2018 19:39
Please use register_lbm with run_at_every_load instead of register_abm to clean nodes. Should use less ressources.
Done: 2c127af

Alatarius
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Re: [Mod] Cleaner [cleaner]

by Alatarius » Post

Can you use wildcards with this, for example, mobs_animal:*

I only ask this specifically because I uninstalled the mobs_animal mod from TenPlus1 and now I have well over 50 entities to remove. And to have to go through this that many times is undoable but my server has become so big that it can't be deleted and it was a group decision to use a new animal mod.

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Re: [Mod] Cleaner [cleaner]

by Slightly » Post

Alatarius wrote:
Sun Jun 18, 2023 01:40
Can you use wildcards with this, for example, mobs_animal:*

I only ask this specifically because I uninstalled the mobs_animal mod from TenPlus1 and now I have well over 50 entities to remove.
When I removed animals from the mobs_animal mod in my singleplayer, I added lines like this to the init file and it worked great. I would probably put in the mod temporarily with the files for animals commented out and lines like this added.

mobs:alias_mob("mobs_animal:sheep_white", "default:air")
I also used it to replace animals with mobs I was keeping and that seemed to work better than the "air" version.
mobs:alias_mob("petz:bee", "mobs_animal:chicken")
Ham-fisted, I know, but it worked well for me.

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