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Map Tools

Map Tools for Minetest, a free and open source infinite world block sandbox game.

Resources

Installation

Download the mod

To install Map Tools, clone this Git repository into your Minetest's mods/ directory:

git clone https://github.com/minetest-mods/maptools.git

You can also download a ZIP archive of Map Tools.

Enable the mod

Once you have installed Map Tools, you need to enable it in Minetest. The procedure is as follows:

Using the client's main menu

This is the easiest way to enable Map Tools when playing in singleplayer (or on a server hosted from a client).

  1. Start Minetest and switch to the Local Game tab.
  2. Select the world you want to enable Map Tools in.
  3. Click Configure, then enable maptools by double-clicking it (or ticking the Enabled checkbox).
  4. Save the changes, then start a game on the world you enabled Map Tools on.
  5. Map Tools should now be running on your world.

Using a text editor

This is the recommended way to enable the mod on a server without using a GUI.

  1. Make sure Minetest is not currently running (otherwise, it will overwrite the changes when exiting).
  2. Open the world's world.mt file using a text editor.
  3. Add the following line at the end of the file:
load_mod_maptools = true

If the line is already present in the file, then replace false with true on that line.

  1. Save the file, then start a game on the world you enabled Map Tools on.
  2. Map Tools should now be running on your world.

Version compatibility

Map Tools is currently primarily tested with Minetest 5.1.0. It may or may not work with newer or older versions. Issues arising in older versions than 5.0.0 will generally not be fixed.

License

Copyright ยฉ 2012-2020 Hugo Locurcio and contributors

  • Map Tools code is licensed under the zlib license, see LICENSE.md for details.
  • Unless otherwise specified, Map Tools textures are licensed under CC BY-SA 3.0 Unported.

maptools's People

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maptools's Issues

Minor issue causing warnings in MT 5.5.0 with texture alpha clipping

Posting because I have thousands of messages in my debug.txt about these, and I now see them after I allowed warning-level messages in chat. It won't be an issue until they require it to be set in the future.

WARNING[Main]: This warning can be a false-positive if unused pixels in the texture are transparent. However if it is meant to be transparent, you MUST update the nodedef and set use_texture_alpha = "clip"! This compatibility code will be removed in a few releases.

The affected textures are:

"invisible.png" of maptools:fullclip_face
"invisible.png" of maptools:playerclip_bottom
"invisible.png" of maptools:playerclip_top
"invisible.png" of maptools:pusher_10
"invisible.png" of maptools:pusher_1
"invisible.png" of maptools:pusher_2
"invisible.png" of maptools:pusher_3
"invisible.png" of maptools:pusher_4
"invisible.png" of maptools:pusher_5
"invisible.png" of maptools:pusher_6
"invisible.png" of maptools:pusher_7
"invisible.png" of maptools:pusher_8
"invisible.png" of maptools:pusher_9

Thank you for your time.

GenerateImage errors

Minetest 0.5.0-dev newest, newest maptools

ERROR[Main]: generateImage(): Could not load image "dye_purple.png" while building texture; Creating a dummy image
ERROR[Main]: generateImage(): Could not load image "dye_purple.png" while building texture; Creating a dummy image
ERROR[Main]: generateImage(): Could not load image "bones_bones.png" while building texture; Creating a dummy image
ERROR[Main]: generateImage(): Could not load image "bones_bones.png" while building texture; Creating a dummy image
ERROR[Main]: generateImage(): Could not load image "default_scorched_stuff.png" while building texture; Creating a dummy image
ERROR[Main]: generateImage(): Could not load image "default_scorched_stuff.png" while building texture; Creating a dummy image

add node with drowning=1

like maptools:fake_walkable but additionally with drowning enabled

Use-cases

  • Light-weight space-simulation effects
  • Suffocating gas areas

I'd like to make a PR but need a ๐Ÿ‘Ž or ๐Ÿ‘ first

"Unbreakable" nodes are TNT-able

This is an easy fix (add on_blast = function() end to the definitions), but I wanted to check to see if this was perhaps the intended behaviour. I can create a PR if someone else thinks it's a problem.

maptools:lightblock / maptools:light_block doesnt exist/never did?

reading over https://github.com/minetest-mods/maptools/blob/master/docs/NODES_ITEMS.md?plain=1#L27 it mentions maptools:light_block a node that doesnt exist in the modpack, however there are aliases for light_block and lightblock to maptools:lightblock at https://github.com/minetest-mods/maptools/blob/master/aliases.lua#L49-L50 however this node doesnt exist either. tracing the existence of this (maptools:)light(_)block aliases and documentation tracks back to 3e12ce5 where these aliases and docs where added, 9 years ago, the second commit to this repo. so unless im a missing something blatantly obvious, its seems that this node has never existed and no one noticed?

improve README.md

Describe in a line what the mod actually does/is intended for, instead of just "for Minetest, a free and open source infinite world block sandbox game."

Documentation improvement

Nodes.md doesn't list pusher blocks, ignore_like, or climb blocks. What does ignore_like blocks do? Thanks
๐Ÿ”ถ

Setting for craftable coins

Games that relied on coins being non-craftable and handing them out for their own currency, may be unhappy about coins suddenly being craftable.

Please make the coins not craftable again or at least add a setting that allows/disallows crafting of coins.

For my reference 671

Digging chests with admin pickaxe causes crash related to nodeupdate

Newest maptools, newest 0.5.0-dev as of today. Digging locked chest with admin pickaxe gives this error:

ACTION[Server]: singleplayer takes maptools:pick_admin from creative inventory
ACTION[Server]: singleplayer digs default:chest_locked at (31,17,24) using an Admin Pickaxe.
WARNING[Server]: Undeclared global variable "nodeupdate" accessed at D:\Newprog\minetest\bin\..\mods\maptools/tools.lua:59
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback node_on_punch(): D:\Newprog\minetest\bin\..\mods\maptools/tools.lua:59: attempt to call global 'nodeupdate' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: 	D:\Newprog\minetest\bin\..\mods\maptools/tools.lua:59: in function 'callback'
ERROR[Main]: 	D:\Newprog\minetest\bin\..\builtin\game\item.lua:487: in function <D:\Newprog\minetest\bin\..\builtin\game\item.lua:480>

P.S. IIRC nodeupdate function is deprecated in 0.5.0

Node Groups

I think that there shold be groups for nodes such as playerclip and fullclip have the group clip and the damage blocks have the group damage and so on.

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