[Modpack] WorldEdit [worldedit]
- sfan5
- Moderator
- Posts: 3963
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
Re: [Modpack] WorldEdit [worldedit]
Alternatively, you can just delete the worldedit_brush mod from WorldEdit.
-
- Member
- Posts: 314
- Joined: Sun Feb 15, 2015 07:14
- IRC: redneonglow redblade7
- In-game: redblade7 redblade7_owner
Re: [Modpack] WorldEdit [worldedit]
Thank you!sfan5 wrote:Alternatively, you can just delete the worldedit_brush mod from WorldEdit.
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)
-
- Member
- Posts: 199
- Joined: Fri Oct 31, 2014 22:56
- Location: Top End, Australia
Re: [Modpack] WorldEdit [worldedit]
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.
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.
- joe7575
- Member
- Posts: 544
- Joined: Mon Apr 24, 2017 20:38
- GitHub: joe7575
- In-game: JoSto wuffi
- Location: Germany, in the deep south
Re: [Modpack] WorldEdit [worldedit]
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?
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?
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Minecart, Signs Bot.
- Hybrid Dog
- Member
- Posts: 2781
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Modpack] WorldEdit [worldedit]
There're on_construct and on_destruct, however, they are ignored because vmanip is used.
-
- New member
- Posts: 2
- Joined: Sun Oct 28, 2018 11:38
- GitHub: biggrizzly
Re: [Modpack] WorldEdit [worldedit]
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 :
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
Last edited by BigGrizzly on Fri Nov 09, 2018 20:31, edited 1 time in total.
- Lone_Wolf
- Member
- Posts: 2439
- Joined: Sun Apr 09, 2017 05:50
- GitHub: LoneWolfHT
- IRC: Lone_Wolf or LoneWolfHT
- In-game: Lone_Wolf
- Location: Not there, THERE!
Re: [Modpack] WorldEdit [worldedit]
An API to add commands might be nice.
- texmex
- Member
- Posts: 1752
- Joined: Mon Jul 11, 2016 21:08
- GitHub: tacotexmex
- In-game: tacotexmex
Re: [Modpack] WorldEdit [worldedit]
BigGrizzly, that looks great? If the mazes are stacked, do they have openings to each other?
-
- New member
- Posts: 2
- Joined: Sun Oct 28, 2018 11:38
- GitHub: biggrizzly
Re: [Modpack] WorldEdit [worldedit]
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
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
- Hybrid Dog
- Member
- Posts: 2781
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Modpack] WorldEdit [worldedit]
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
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
- babyBalrog
- New member
- Posts: 1
- Joined: Sun Nov 04, 2018 04:22
Re: [Modpack] WorldEdit [worldedit]
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?
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?
Re: [Modpack] WorldEdit [worldedit]
That would make extra work for the author...babyBalrog wrote:send it to the author without messing with github, is that possible?
Doing code-changes / adding new code via github/pull-request
is the proper way, and much easier.
'My' wiki-pages: Build-a-home - basic-robot - basic_robot_csm - basic-machines - digtron - xdecor -
Map-Database
Map-Database
-
- Member
- Posts: 10
- Joined: Sun Nov 04, 2018 09:21
- GitHub: meseking35
- IRC: meseking meseking_ meseking__
- In-game: meseking MeseBot
Re: [Modpack] WorldEdit [worldedit]
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
'default:dirt' = node
'5' = radius
'square' = shape (square or sphere)
This is useful so you don't have to use the wand.
Also //setnear
- aristotle
- Member
- Posts: 79
- Joined: Wed Mar 14, 2018 23:40
- GitHub: askotos
- IRC: aristotle_
- In-game: aristotle
- Location: Currently on Melpomene, waiting for the starship to be fixed.
- Contact:
Re: [Modpack] WorldEdit [worldedit]
@sfan5: After using this mod for a few months I simply need to write down two words: THANK YOU! :D
Happy builds & explorations! | Initiating my Creative Minetest channel on YouTube
- Miniontoby
- Member
- Posts: 465
- Joined: Fri Mar 01, 2019 19:25
- IRC: Miniontoby
- In-game: Miniontoby
- Location: The Netherlands
Re: [Modpack] WorldEdit [worldedit]
How can I replace water to air on my mobile??
My English isn't very good because I'm Dutch ---- Check my mod "Doorbell"
Re: [Modpack] WorldEdit [worldedit]
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"
something like: "set param2 of all blocks of type BLOCK"
My YouTube-Site with Minetest-LetsPlays and some of my Servers: Carpathian Ethereal Vanilla Creative MineClone2
- Linuxdirk
- Member
- Posts: 2743
- Joined: Wed Sep 17, 2014 11:21
- In-game: Linuxdirk
- Location: Germany
- Contact:
Re: [Modpack] WorldEdit [worldedit]
I wonder if there is a way to count nodes in a region and have them printed out on console like
(or whatever list format would be the best one).
Code: Select all
name count
=====================
default:cobblestone 471
default:wood 214
modname_x:nodename_x 9
etc.
- Lone_Wolf
- Member
- Posts: 2439
- Joined: Sun Apr 09, 2017 05:50
- GitHub: LoneWolfHT
- IRC: Lone_Wolf or LoneWolfHT
- In-game: Lone_Wolf
- Location: Not there, THERE!
Re: [Modpack] WorldEdit [worldedit]
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
Re: [Modpack] WorldEdit [worldedit]
//clearcut is an absolute lifesaver <3
- Miniontoby
- Member
- Posts: 465
- Joined: Fri Mar 01, 2019 19:25
- IRC: Miniontoby
- In-game: Miniontoby
- Location: The Netherlands
Re: [Modpack] WorldEdit [worldedit]
please add some more commands like as
It could be very usefull
My English isn't very good because I'm Dutch ---- Check my mod "Doorbell"
Re: [Modpack] WorldEdit [worldedit]
wowMiniontoby wrote:please add some more commands like as It could be very usefull
ok "//walls" sounds simple but "//undo" and "//redo" !?
has WorldEdit a rollback-system ? or somethink like that ? ... sounds like HARD work xD
but yes ... sounds like a good idea ^^
My YouTube-Site with Minetest-LetsPlays and some of my Servers: Carpathian Ethereal Vanilla Creative MineClone2
- Miniontoby
- Member
- Posts: 465
- Joined: Fri Mar 01, 2019 19:25
- IRC: Miniontoby
- In-game: Miniontoby
- Location: The Netherlands
Re: [Modpack] WorldEdit [worldedit]
also try to add an //replacenear command (I couldn't find an url to it)
My English isn't very good because I'm Dutch ---- Check my mod "Doorbell"
- pampogokiraly
- Member
- Posts: 252
- Joined: Wed Jan 08, 2020 22:21
- In-game: i_love_mesecon
Re: [Modpack] WorldEdit [worldedit]
Talking about "missing" command ideas, i have a quite few:
//moveonly default:stone z 13 or //mo stone z 13
//stackonly default:stonebrick y 50 or //so stonebrick y 50
//etc... you know.. just all of these moveonly commands
//moveonly default:stone z 13 or //mo stone z 13
//stackonly default:stonebrick y 50 or //so stonebrick y 50
//etc... you know.. just all of these moveonly commands
My mod (a bit old) request: Better enchant. My second mod: Old Broken Castle nodes. Search for aab01 to find my mods!
-
- Member
- Posts: 28
- Joined: Sun Aug 21, 2016 15:07
Re: [Modpack] WorldEdit [worldedit]
Need a bit of help with the mod
I got a .mts file off the minetest forums for a house and added it successfully with the gui save/load to my map with just one problem it's facing the wrong way, I get/set region and position 1 & 2 so the building has the wall around and then choose rotate and choose look direction and 90 degrees. But when I click rotate I get
"invalid usage"
I choose x-axis, y-axis, 180 degrees and so on and all the same "invalid usage"
Am I doing something wrong in terms of trying to rotate a building so it faces a different way?
I got a .mts file off the minetest forums for a house and added it successfully with the gui save/load to my map with just one problem it's facing the wrong way, I get/set region and position 1 & 2 so the building has the wall around and then choose rotate and choose look direction and 90 degrees. But when I click rotate I get
"invalid usage"
I choose x-axis, y-axis, 180 degrees and so on and all the same "invalid usage"
Am I doing something wrong in terms of trying to rotate a building so it faces a different way?
- sfan5
- Moderator
- Posts: 3963
- Joined: Wed Aug 24, 2011 09:44
- GitHub: sfan5
- IRC: sfan5
- Location: Germany
Re: [Modpack] WorldEdit [worldedit]
No, that's a bug and it's been fixed just now if you download a newer version.electricwildflower wrote: ↑Tue May 12, 2020 18:38I choose x-axis, y-axis, 180 degrees and so on and all the same "invalid usage"
Am I doing something wrong in terms of trying to rotate a building so it faces a different way?
Who is online
Users browsing this forum: No registered users and 5 guests