[Mod] WorldEdit [1.0] [worldedit]

KCoombes
Member
 
Posts: 278
Joined: Thu Jun 11, 2015 23:19
In-game: Knatt or Rudilyn

Re: [Mod] WorldEdit [1.0] [worldedit]

by KCoombes » Sat Dec 31, 2016 23:22

Codesound wrote:Hi,

I have two problems with minetest 0.4.15 and worldedit GUI:

- I can not go back to the inventory.... I have to restart the game each time... (in the image below, you see the screen from which I can not get out)

In the upper left corner is a button marked 'Back' - does this not work for you?



- frequently, when I place some blocks, one dark shadow will appear... (see image 002b); it's normal?
what I wrong?

Many and many thanks for this beautiful mod!

R
 

Codesound
Member
 
Posts: 49
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] WorldEdit [1.0] [worldedit]

by Codesound » Sun Jan 01, 2017 08:21

Hi,

I explain my situation:

I play minetest normally, open/close and find different items in my inventory: all work;
- I open the worldedit section by click on the world icon (image b);
- worldedit start correctly (image c);
- if I click on the "Back" button, you are returned correctly to the inventory menu (like image b), I go back and forth and everything works....but ;
- if I click on the "Get/Set region" Button, (image d), the "Get/Set region" options are displayed correcly. Now I click on "back" button, returns properly to the main menu of worldedit; Now I click to worldedit main section "Back" button, but returns to the "Get/Set region" menu... this loop is infinite;
when entering the "Get/Set region" begins the endless loop between this menu and the menu worldedit

I have to quit the game and return each time in order to open the normally inventory, until use worldedit....
I hope I have explained my problem properly....

- the second problem is the black shadow that appears frequently when I use worldedit; I don't know why...

PS: windows10_x64, Minetest0.4.15, Uberi-Minetest-WorldEdit-1.0-143-gaa0e46d


thanks, R
Attachments
b.png
click on the world icon
b.png (125.39 KiB) Viewed 8745 times
c.png
the worldedit main section
c.png (143.21 KiB) Viewed 8745 times
d.png
the "Get/Set region" menu.
d.png (225.81 KiB) Viewed 8745 times
 

KCoombes
Member
 
Posts: 278
Joined: Thu Jun 11, 2015 23:19
In-game: Knatt or Rudilyn

Re: [Mod] WorldEdit [1.0] [worldedit]

by KCoombes » Sun Jan 01, 2017 14:35

Codesound wrote:-snip-

PS: windows10_x64, Minetest0.4.15, Uberi-Minetest-WorldEdit-1.0-143-gaa0e46d


thanks, R



https://github.com/Uberi/MineTest-WorldEdit states WorldEdit v1.1 for Minetest 0.4.8+ - perhaps you need to update your version of WorldEdit?
 

Codesound
Member
 
Posts: 49
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] WorldEdit [1.0] [worldedit]

by Codesound » Sun Jan 01, 2017 15:36

Hi,

thanks for your worldedit 1.1 notice, but the problems persists.... I downloaded the .zip file from the address that you gave me, unpacked and pasted in the mod path of minetest... I tried again with MODSTER 2.0 but the same result....

Thanks again,

R
Attachments
004.png
004.png (12.06 KiB) Viewed 8745 times
 

Codesound
Member
 
Posts: 49
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] WorldEdit [1.0] [worldedit]

by Codesound » Sun Jan 01, 2017 15:59

Hi,

I found another user with my same problems:
https://forum.minetest.net/viewtopic.php?f=11&t=572&start=400

addi wrote:
Jordach wrote:
addi wrote:if i use the worldedit gui ill stay at it. there is no way to go to the craft grid again. only logout/login helps
the click on the back button opens only the last visited page in worldedit_gui
Press the escape key.

when i press "i" it opens it again but it does not open the inventory and the craft grid it opens the worldedit_gui


and

https://forum.minetest.net/viewtopic.php?f=11&t=572&start=425

Morn76 wrote:
Temperest wrote://fixlight is meant to fix a very specific issue that occurs due to an engine bug in Minetest, where sunlight does not get propagated downwards. It does not and is not supposed to do anything else.


It doesn't work. I tried to get rid of the shadows you see in the screenshot below with //fixlight but nothing changed.

Image


thanks for your reply....
R
 

KCoombes
Member
 
Posts: 278
Joined: Thu Jun 11, 2015 23:19
In-game: Knatt or Rudilyn

Re: [Mod] WorldEdit [1.0] [worldedit]

by KCoombes » Sun Jan 01, 2017 23:39

Ok, seeing that screenshot, I know what you need:

viewtopic.php?f=9&t=10662&hilit=mapfix

I have found that mod to be more reliable at fixing lighting glitches than WorldEdit. Be advised that /mapfix only works within your viewing range, so huge areas require multiple /mapfix commands.
 

User avatar
JoshMars
Member
 
Posts: 103
Joined: Sat May 17, 2014 23:24
In-game: rubber UbuntuJosh

Re: [Mod] WorldEdit [1.0] [worldedit]

by JoshMars » Mon Jan 02, 2017 15:03

Lol //fixlight is useless. Either fix it or ditch it.

On a similar note, is there a way to "set" the lighting for nodes? I am trying to make an underground world that starts off being lit like daylight. I do have a few tricks for doing this, however they are all rather tedious.

I am going to leave this here and go make a solution, but if there is an existing one I would like to know.
 

Codesound
Member
 
Posts: 49
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] WorldEdit [1.0] [worldedit]

by Codesound » Mon Jan 02, 2017 20:27

thanks for your reply,

but the two boring bugs persist.... I wonder if I'm the only one with these problems with worldedit.... did I do something wrong?

please help me!

anyway thank you for your contribution!

R
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

Re: [Mod] WorldEdit [1.0] [worldedit]

by sfan5 » Tue Jan 03, 2017 14:45

I commited a fix for the //fixlight command yesterday.
The bug with the "Back" button in the GUI is a known one and not yet solved.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

Codesound
Member
 
Posts: 49
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] WorldEdit [1.0] [worldedit]

by Codesound » Tue Jan 03, 2017 15:18

Hi,

thanks for your interest.... i hope that the bugs are simplest to fix...
thanks again at all!

R
 

Codesound
Member
 
Posts: 49
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] WorldEdit [1.0] [worldedit]

by Codesound » Wed Jan 04, 2017 12:02

Hi,

I inform you that the "unified_inventory" mod has resolved the infinite loop problem......

thanks again....

R
Attachments
002.PNG
002.PNG (104.41 KiB) Viewed 8745 times
 

xisd
Member
 
Posts: 42
Joined: Sun Oct 02, 2016 22:38
GitHub: xisd

Re: [Mod] WorldEdit [1.0] [worldedit]

by xisd » Fri Jan 13, 2017 15:04

May I suggest hiding the inventory button of worldedit_gui when not in creative mode (or at least having an option to do so)
As a temporary fix I have just added this at the beginning of my worldedit_gui init.lua
if not minetest.setting_getbool("creative_mode") then
return
end
 

olazz
Member
 
Posts: 11
Joined: Fri Jan 13, 2017 17:47

Re: [Mod] WorldEdit [1.0] [worldedit]

by olazz » Sun Jan 15, 2017 00:14

Hi. Great job. I would like to use it to write simple script with young guys.
Is it possibile to write a script in .lua file where indicate for example to place five node and then 3 to the right (like for drawing a L letter). I would like to use also recorsive command like for() or if() in the script.
Can you help me?
thanks
 

kylerthegamer
New member
 
Posts: 1
Joined: Sat Feb 04, 2017 02:52
In-game: kylerthegamer

Re: [Mod] WorldEdit [1.0] [worldedit]

by kylerthegamer » Sat Feb 04, 2017 02:59

Hey whenever I go in my inventory to get a block, it doesn't let me scroll through the screens to find the block I want. So I am stuck on the first set of blocks, Do you get what I mean? Confusing the way I put it :).
 

User avatar
JoshMars
Member
 
Posts: 103
Joined: Sat May 17, 2014 23:24
In-game: rubber UbuntuJosh

Re: [Mod] WorldEdit [1.0] [worldedit]

by JoshMars » Mon Feb 06, 2017 20:12

xisd wrote:May I suggest hiding the inventory button of worldedit_gui when not in creative mode (or at least having an option to do so)
As a temporary fix I have just added this at the beginning of my worldedit_gui init.lua
if not minetest.setting_getbool("creative_mode") then
return
end


It would be annoying if I had to remove this 'nugget of uselessness' if devs added it. UNLESS you include a check for singleplayer mode AND not creative mode.
 

User avatar
bigfoot547
Member
 
Posts: 172
Joined: Fri Sep 02, 2016 23:31
GitHub: bigfoot547
In-game: bigfoot547

Re: [Mod] WorldEdit [1.0] [worldedit]

by bigfoot547 » Tue Feb 07, 2017 19:10

I have a suggestion!
Can there be player-position based commands using minetest.get_player_radius_area() such as:
  • //replacenear <radius> <node1,node2,...,noden>
  • //replaceinversenear <radius> <node1,node2,...,noden>
And maybe more. Thanks!
God's not dead, He's surely alive!
My Stuff | My User Page | Check out my website!
<bigfoot547> I major in existing. | <RedPanda246> Not every day is good, but there is good in every day.
I, bigfoot, have this special ability to destroy cameras and recording devices within a 5 mile radius of myself. Mystery solved.
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

Re: [Mod] WorldEdit [1.0] [worldedit]

by sfan5 » Sun Feb 19, 2017 11:19

Please raise feature requests on Github to make sure they are seen.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
Sergey
Member
 
Posts: 362
Joined: Wed Jan 11, 2017 13:28

Re: [Mod] WorldEdit [1.0] [worldedit]

by Sergey » Fri Feb 24, 2017 19:37

WorldEdit is a great mod!
I just read about it. I used it to remove water from underground cave.

I must say it is toooooo cheaty. Everybody should use it with great caution because everything can be done with it.

I have a question.

For example, to remove water, one should execute
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
//replace default:water_source air

…after defining region.

So where can I learn full list of node names?
Last edited by Sergey on Sat Feb 25, 2017 00:01, edited 1 time in total.
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

Re: [Mod] WorldEdit [1.0] [worldedit]

by Temperest » Fri Feb 24, 2017 21:46

Hi Sergey,

You can use the "//inspect on" chat command to enable inspection, and then punch nodes to figure out what they're called.

Alternatively, you can take a look at the game code, where nodes are registered with "minetest.register_node". For example, flames from the fire mod is defined here: https://github.com/minetest/minetest_ga ... it.lua#L12

To get started, here's the list of nodes in the base minetest_game: https://github.com/minetest/minetest_ga ... /nodes.lua
 

User avatar
GreenDimond
Member
 
Posts: 460
Joined: Wed Oct 28, 2015 01:26
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: [Mod] WorldEdit [1.0] [worldedit]

by GreenDimond » Fri Feb 24, 2017 22:18

Sergey: Press F5 (make sure F Lock is on if applicable). Now what ever node you point at (minus liquids) will be shown in the area at the top of the screen. To see a liquid name, hold a bucket and point.
I am Green. I tend to binge-post. "All of this over a 16x16 representation of a cartoon cat ?!?! what has this world come to..." -TenPlus1, 2017.
Diz mah mods! :D ↑ github.com/minetest/minetest_game/issues/1647#issuecomment-288134572 ↑
Sand Plus - Tac Nayn - Waffles - Coming Soon: Caverealms Plus
 

User avatar
Sergey
Member
 
Posts: 362
Joined: Wed Jan 11, 2017 13:28

Re: [Mod] WorldEdit [1.0] [worldedit]

by Sergey » Fri Feb 24, 2017 23:28

Temperest, GreenDimond, thank you.
 

User avatar
Sergey
Member
 
Posts: 362
Joined: Wed Jan 11, 2017 13:28

Re: [Mod] WorldEdit [1.0] [worldedit]

by Sergey » Tue Mar 07, 2017 14:26

Is there a command that shows quantity of specified nodes in currect selection?

For example, I want to know how many stones are in current cuboid selection.
 

Codesound
Member
 
Posts: 49
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] WorldEdit [1.0] [worldedit]

by Codesound » Tue Mar 07, 2017 20:21

Hi,

when I tried to replace "Dirt with Grass" with "Fake Grass" the Worldedit Output is: -|- invalid replace node name...
it's a bug or I wrong anything? (see attached file)

PS: in "Worldedit GUI > Replace Nodes" is possible to add one button that open the inventory to find the objects?

Many thanks for this beautiful Mod!!!

R
Attachments
002.png
002.png (520.48 KiB) Viewed 8759 times
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] WorldEdit [1.0] [worldedit]

by TenPlus1 » Wed Mar 08, 2017 07:36

You need to be specific with the mod names... e.g.

//replace default:dirt_with_grass mymod:fake_grass
 

User avatar
Wuzzy
Member
 
Posts: 2161
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Mod] WorldEdit [1.0] [worldedit]

by Wuzzy » Thu Mar 09, 2017 01:09

Can I use WorldEdit to open .mts files to import them into the world?
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

User avatar
Sergey
Member
 
Posts: 362
Joined: Wed Jan 11, 2017 13:28

Re: [Mod] WorldEdit [1.0] [worldedit]

by Sergey » Thu Mar 09, 2017 02:34

Wuzzy wrote:Can I use WorldEdit to open .mts files to import them into the world?

1) Save region to file <filename> in one world. It will be placed in <world_name>/schems.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
//save <filename>

2) Copy file <filename> to folder with another world (<another_world_name>/schems).

3) Load saved data to another world starting at the place where your region begins (position 1)
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
//load <filename>
 

twoelk
Member
 
Posts: 1092
Joined: Fri Apr 19, 2013 16:19

Re: [Mod] WorldEdit [1.0] [worldedit]

by twoelk » Thu Mar 09, 2017 17:45

Sergey wrote:
Wuzzy wrote:Can I use WorldEdit to open .mts files to import them into the world?

1) Save region to file <filename> in one world. It will be placed in <world_name>/schems.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
//save <filename>

2) Copy file <filename> to folder with another world (<another_world_name>/schems).

3) Load saved data to another world starting at the place where your region begins (position 1)
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
//load <filename>


that is for *.we files

for *.mts files ChatCommands.md says:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
//mtschemcreate <file>

Save the current WorldEdit region using the Minetest Schematic format to "(world folder)/schems/<file>.mts".

//mtschemcreate some random filename
//mtschemcreate huge_base

//mtschemplace <file>

Load nodes from "(world folder)/schems/<file>.mts" with position 1 of the current WorldEdit region as the origin.

//mtschemplace some random filename
//mtschemplace huge_base
 

Codesound
Member
 
Posts: 49
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] WorldEdit [1.0] [worldedit]

by Codesound » Fri Mar 10, 2017 16:09

TenPlus1 wrote:You need to be specific with the mod names... e.g.

//replace default:dirt_with_grass mymod:fake_grass


Hi,

many thanks.... works but not in all situations.... frequently, in the "replaces" menu, when I search one object, the underscores between the two words, generate mistake: "Unknown object" (e.g. "dirt_with_grass")

R
 

User avatar
Sergey
Member
 
Posts: 362
Joined: Wed Jan 11, 2017 13:28

Re: [Mod] WorldEdit [1.0] [worldedit]

by Sergey » Wed Mar 22, 2017 23:31

Guys, this is for you.

Image
Attachments
screenshot_2017-03-23_02-28-50_1280x1024.png
screenshot_2017-03-23_02-28-50_1280x1024.png (65.06 KiB) Viewed 8734 times
 

Previous

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 14 guests

cron