[Modpack] WorldEdit [worldedit]

Re: [Modpack] WorldEdit [worldedit]

Postby hajo » Sat Jun 16, 2018 8:50 am

redblade7 wrote:
ERROR[Main]: [MOD] worldedit_brush is not compatible with current game version

Where can I find these settings to turn things off, such as the brush?

in main-menu, select the world,
push configure-button,
find worldedit-modpack (note it has a '+' in front),
click that,
select worldedit_brush,
change 'enabled'-checkbox.
Then save & exit / play...
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Re: [Modpack] WorldEdit [worldedit]

Postby sfan5 » Sat Jun 16, 2018 3:04 pm

Alternatively, you can just delete the worldedit_brush mod from WorldEdit.
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Re: [Modpack] WorldEdit [worldedit]

Postby redblade7 » Thu Jun 28, 2018 12:32 am

sfan5 wrote:Alternatively, you can just delete the worldedit_brush mod from WorldEdit.


Thank you!
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Re: [Modpack] WorldEdit [worldedit]

Postby slopsbucket » Tue Jul 10, 2018 4:48 am

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.
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Re: [Modpack] WorldEdit [worldedit]

Postby joe7575 » Tue Aug 07, 2018 8:06 pm

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?
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Re: [Modpack] WorldEdit [worldedit]

Postby Hybrid Dog » Wed Aug 08, 2018 8:50 am

There're on_construct and on_destruct, however, they are ignored because vmanip is used.
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Re: [Modpack] WorldEdit [worldedit]

Postby BigGrizzly » Sun Oct 28, 2018 12:20 pm

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 :
+ Spoiler
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Re: [Modpack] WorldEdit [worldedit]

Postby Lone_Wolf » Sun Oct 28, 2018 12:57 pm

An API to add commands might be nice.
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Re: [Modpack] WorldEdit [worldedit]

Postby texmex » Sun Oct 28, 2018 8:23 pm

BigGrizzly, that looks great? If the mazes are stacked, do they have openings to each other?
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Re: [Modpack] WorldEdit [worldedit]

Postby BigGrizzly » Mon Oct 29, 2018 7:22 am

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
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Re: [Modpack] WorldEdit [worldedit]

Postby Hybrid Dog » Thu Nov 01, 2018 4:45 pm

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
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Re: [Modpack] WorldEdit [worldedit]

Postby babyBalrog » Wed Nov 07, 2018 11:06 am

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?

1.png


4.png
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Re: [Modpack] WorldEdit [worldedit]

Postby hajo » Wed Nov 07, 2018 7:45 pm

babyBalrog wrote:send it to the author without messing with github, is that possible?

That would make extra work for the author...

Doing code-changes / adding new code via github/pull-request
is the proper way, and much easier.
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Re: [Modpack] WorldEdit [worldedit]

Postby meseking35 » Sat Jan 12, 2019 10:57 am

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
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Re: [Modpack] WorldEdit [worldedit]

Postby aristotle » Thu Feb 14, 2019 6:17 pm

@sfan5: After using this mod for a few months I simply need to write down two words: THANK YOU! :D
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Re: [Modpack] WorldEdit [worldedit]

Postby BirgitLachner » Fri Mar 15, 2019 5:40 pm

Hi Sfan ...
is there a documentatin of the new command at worldedit.

In the video https://www.youtube.com/watch?v=DuShYedEfkU you use some functions that are not working in the newest version, downloaded with Minetest 5.

Thanks
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Re: [Modpack] WorldEdit [worldedit]

Postby aristotle » Sat Mar 16, 2019 8:40 am

I am currently facing a strange problem.
On several occasions I have been successfully able to copy and move significant regions, but in recent times I am not able to copy nor move any medium size region.

Code: Select all
WorldEdit -!- WARNING: this operation could affect up to 27324 nodes; type //y to continue or //n to cancel
issued command: //y
WorldEdit -!- no operation pending


Is there anything I could try to solve this or any configuration keyword to check / set / unset ?

FYI
I am still referring to a MT 0.4.17.1 world/map. And I probably need to tell you that on a newly created one, WorldEdit has just successfully moved up and down a region made of 77168 nodes too: it just took a few seconds, but everything went as expected.
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Re: [Modpack] WorldEdit [worldedit]

Postby sfan5 » Sat Mar 16, 2019 2:25 pm

BirgitLachner wrote:Hi Sfan ...
is there a documentatin of the new command at worldedit.
In the video https://www.youtube.com/watch?v=DuShYedEfkU you use some functions that are not working in the newest version, downloaded with Minetest 5.

Brushes are part of WorldEdit if you download the git version.
The other commands (such as //smooth) are part of a separate mod: https://github.com/sfan5/we_env
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Re: [Modpack] WorldEdit [worldedit]

Postby BirgitLachner » Sat Mar 16, 2019 4:18 pm

Okay ... thanks ... I searched for that, but did not found it!

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Re: [Modpack] WorldEdit [worldedit]

Postby Codesound » Sun Apr 14, 2019 4:06 pm

WIN10_x64, Minetest 5.0.1, WorldEdit v1.2

Hi,
I used many times this beautiful mod but frequently I see this bad placement of nodes: when moved or replace many nodes and then place new nodes up the part moved or replaced, the nodes are placed wrong: see images below...

When I use frequently Worldedit for move, replace and so on, the map become unstable....
Is it a problem that I only have?

Thanks

R


Image
Image
Image
Image
Image
Image
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Re: [Modpack] WorldEdit [worldedit]

Postby sfan5 » Mon Apr 15, 2019 3:33 pm

Could those be fractional blocks provided by mods such as More Blocks?
Try explicitly using //set default:cobble.
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Re: [Modpack] WorldEdit [worldedit]

Postby Codesound » Wed Apr 17, 2019 3:17 pm

sfan5 wrote:Could those be fractional blocks provided by mods such as More Blocks?
Try explicitly using //set default:cobble.



Hi,
Thanks for WE and for your support!

1. Yes I have Moreblocks in my inventory;
2. I use WE-GUI; I write "Cobblestone" (like the image below), but I don't know if WE select fractional blocks provided by Moreblocks or other mods, but frequently in some maps I found this strange placements of nodes....

Image

Thanks...

R
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Re: [Modpack] WorldEdit [worldedit]

Postby Lone_Wolf » Wed Apr 17, 2019 4:08 pm

Codesound wrote:
sfan5 wrote:Could those be fractional blocks provided by mods such as More Blocks?
Try explicitly using //set default:cobble.



Hi,
Thanks for WE and for your support!

1. Yes I have Moreblocks in my inventory;
2. I use WE-GUI; I write "Cobblestone" (like the image below), but I don't know if WE select fractional blocks provided by Moreblocks or other mods, but frequently in some maps I found this strange placements of nodes....

Thanks...

R

Try putting `default:cobble` into that field
You should try to learn how to use the commands though. Much faster
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Re: [Modpack] WorldEdit [worldedit]

Postby Codesound » Wed Apr 17, 2019 7:42 pm

Hi,

I think the Worldedit GUI was also made for those users who like me play with their children a few hours in the evening. So many players like me play minetest as it is. They do not know all the chat commands to work with eg worldedit.
The "set nodes" search option provides "Cobblestone" by default, and simple players think that the displayed "Cobblestone" node is what Minetest provides by default. Maybe I'm wrong?


I prepared a 3x11 surface made of cobblestone + stone with WE GUI. It worked. But when I copied it 3 nodes in "look direction", the problem recurred:
the first selected line has staggered once the command has been launched (see image below)

See also the white line of the center of the "street" mod....


both when generating a surface and/or when copying / pasting, this problem may occur...

Thanks, and be patient please.....

R

Image
Image
Image
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Re: [Modpack] WorldEdit [worldedit]

Postby Lone_Wolf » Wed Apr 17, 2019 9:12 pm

What does the debug info (f5 or fn + f5) show when pointing at the cobble? Example:
Image
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