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Any way to query a whole whorld for a specific block, its coordinates, and how many times it appears?


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Posted (edited)

I have a few stonepiles left around the world from the stonepiles mod and it prevents me from running the prune command. Also a playercorpse from the playercorpse mod, somehow. I dont remember leaving my body behind, but okay.

 

Is there an easy way for me to tell the game to look for a specific set of blocks, in the entire world, and tell me where they are and how many of them in total there are?

 

Edit: Saw in the description of corpse piles that if you look at the server main txt log it should tell you where all the corpses are. That'd have been good to know before this

Edited by NastyFlytrap
Posted
1 hour ago, NastyFlytrap said:

Is there an easy way for me to tell the game to look for a specific set of blocks, in the entire world, and tell me where they are and how many of them in total there are?

There's probably a way to go through the save file, but I have no idea in what table this information would be stored, and how to find it.

If you know the approximate locations of those blocks in some capacity, https://mods.vintagestory.at/xray should make finding them much easier.

Posted
35 minutes ago, Brady_The said:

There's probably a way to go through the save file, but I have no idea in what table this information would be stored, and how to find it.

If you know the approximate locations of those blocks in some capacity, https://mods.vintagestory.at/xray should make finding them much easier.

Yea, i have the block overlay, but thats kinda the problem. I dont.

 

Plus, there's like 300 different kinds of blocks with the stonepiles mod, and adding all of them into the block overlay scanning menu is such a pain. I tried

Posted
6 minutes ago, NastyFlytrap said:

Yea, i have the block overlay, but thats kinda the problem. I dont.

Plus, there's like 300 different kinds of blocks with the stonepiles mod, and adding all of them into the block overlay scanning menu is such a pain. I tried

I'm pretty sure block overlay supports wildcards. Did that not work for you? Or are wildcards only in searching for blocks to select to add to the scan?

Posted
5 minutes ago, Echo Weaver said:

I'm pretty sure block overlay supports wildcards. Did that not work for you? Or are wildcards only in searching for blocks to select to add to the scan?

I didnt know it supported wildcards and i dont know how to use them, plus i'd have to travel a pretty big area to find them all. Surely there's an easier way. Maybe some SQL command?

Posted (edited)
1 hour ago, NastyFlytrap said:

I didnt know it supported wildcards and i dont know how to use them, plus i'd have to travel a pretty big area to find them all. Surely there's an easier way. Maybe some SQL command?

Perhaps? Since the world is procedurally generated, the game honestly might not know unless the block has been generated. Moreover, some things are determined by the procedure, and some other things are added randomly when the chunk is first loaded. I know of some Minecraft commands that could locate, say, a village on an ungenerated chunk, so I don't really know what the game might or might not know about it's own ungenerated terrain.

Edited by Echo Weaver
Posted
31 minutes ago, Echo Weaver said:

Perhaps? Since the world is procedurally generated, the game honestly might not know unless the block has been generated. Moreover, some things are determined by the procedure, and some other things are added randomly when the chunk is first loaded. I know of some Minecraft commands that could locate, say, a village on an ungenerated chunk, so I don't really know what the game might or might not know about it's own ungenerated terrain.

Yea but they have been generated because i placed them by hand.

 

That being said, the world not being tied to the seed is 100% bollocks.

Posted (edited)
15 minutes ago, NastyFlytrap said:

That being said, the world not being tied to the seed is 100% bollocks.

I didn't say the world wasn't tied to the seed. The seed is the foundation of the procedural generation, so if you start with the same seed, everything procedurally generated will be identical.

ETA: I didn't know you'd placed the stonepiles by hand. As suggested above, it might involve searching the save file.

Edited by Echo Weaver
Posted
10 minutes ago, Echo Weaver said:

I didn't say the world wasn't tied to the seed. The seed is the foundation of the procedural generation, so if you start with the same seed, everything procedurally generated will be identical.

ETA: I didn't know you'd placed the stonepiles by hand. As suggested above, it might involve searching the save file.

Yea but this is my point. Not everything is tied to the seed! I did a test run of prune and the trees moved and changed!

Posted
4 minutes ago, NastyFlytrap said:

Yea but this is my point. Not everything is tied to the seed! I did a test run of prune and the trees moved and changed!

Oh, I thought you were saying the opposite. Yeah, not everything is tied to the seed. The only stuff tied to the seed is, well, the stuff generated from the seed. Some stuff is randomized. That's true in Minecraft too.

Posted
On 12/19/2024 at 5:12 PM, Echo Weaver said:

Oh, I thought you were saying the opposite. Yeah, not everything is tied to the seed. The only stuff tied to the seed is, well, the stuff generated from the seed. Some stuff is randomized. That's true in Minecraft too.

I know, and i hate this mechanic in every game. It'd be much better if everything was tied to the seed. Since, thats the whole bloody point of them!

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