[mod] Cleanup fire [unknownburn]

bell07
Member
 
Posts: 534
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

[mod] Cleanup fire [unknownburn]

by bell07 » Mon Feb 06, 2017 21:40

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.
Image
Image
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
screenshot_20170206_222312.png
(316.95 KiB) Not downloaded yet
screenshot_20170206_221924.png
(302.33 KiB) Not downloaded yet
Last edited by bell07 on Tue Feb 07, 2017 13:26, edited 1 time in total.
 

User avatar
octacian
Member
 
Posts: 593
Joined: Mon Dec 21, 2015 22:18
Location: BC, Canada
GitHub: octacian
IRC: octacian
In-game: octacian

Re: [mod] Cleanup fire [unknownburn]

by octacian » Tue Feb 07, 2017 00:41

Nice! Great job, I've always wanted a mod like this.
MicroExpansion, Working Computers, All Projects - Check out my YouTube channel! (octacian)
 

User avatar
TumeniNodes
Member
 
Posts: 2534
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [mod] Cleanup fire [unknownburn]

by TumeniNodes » Tue Feb 07, 2017 00:54

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'm not your buddy, guy...
 

User avatar
D00Med
Member
 
Posts: 937
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med
 

bell07
Member
 
Posts: 534
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [mod] Cleanup fire [unknownburn]

by bell07 » Tue Feb 07, 2017 10:32

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.
 

User avatar
mahmutelmas06
Member
 
Posts: 367
Joined: Mon Mar 02, 2015 13:10
GitHub: mahmutelmas06
IRC: mahmutelmas06
In-game: masum

Re: [mod] Cleanup fire [unknownburn]

by mahmutelmas06 » Tue Feb 07, 2017 15:12

can u add a command or something else to make it for all.
for exmp - unknowburn all- will change all unknown nodes at once.
My Mods:

Beverage
 

bell07
Member
 
Posts: 534
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [mod] Cleanup fire [unknownburn]

by bell07 » Tue Feb 07, 2017 15:24

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.
 

bell07
Member
 
Posts: 534
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [mod] Cleanup fire [unknownburn]

by bell07 » Tue Feb 06, 2018 21:39

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'
Attachments
unknownburn.zip
(684.34 KiB) Downloaded 8 times
 

Chem871
Member
 
Posts: 864
Joined: Sat Aug 19, 2017 21:49
Location: SCP-2935
GitHub: Chemguy99
In-game: Nyx Serris

Re: [mod] Cleanup fire [unknownburn]

by Chem871 » Tue Feb 06, 2018 23:01

Aliases only work changing an unknown node/item to a known node/item, right?
What is SCP-055 again? I forgot.
 

bell07
Member
 
Posts: 534
Joined: Sun Sep 04, 2016 15:15
GitHub: bell07

Re: [mod] Cleanup fire [unknownburn]

by bell07 » Tue Feb 06, 2018 23:08

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.
 

User avatar
azekill_DIABLO
Member
 
Posts: 7459
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 


Return to Old Mods



Who is online

Users browsing this forum: No registered users and 1 guest