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Is there a way to cull all missing blocks from a world.


Go to solution Solved by Zane Mordien,

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Posted

Did you remove a mod?

If you haven't messed with the area much you can use the /db prune command and it will regenerate the chunks. See the in game help. Other than that you can manually do a " /wgen regen 1 " command. That will regenerate the map in a radius of 1 chunk around you. BUT it completely regenerates the map so if you had a building or road or tamed elk in that radius it is NUKED.

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Posted
49 minutes ago, Zane Mordien said:

Did you remove a mod?

If you haven't messed with the area much you can use the /db prune command and it will regenerate the chunks. See the in game help. Other than that you can manually do a " /wgen regen 1 " command. That will regenerate the map in a radius of 1 chunk around you. BUT it completely regenerates the map so if you had a building or road or tamed elk in that radius it is NUKED.

TYSM!
It worked 🤩

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  • 7 months later...
Posted (edited)

if you cant prune and you want to remove blocks like this

one of the lovely discord users helped me with my issue, it wont get rid of the blocks but essentially makes them transparent (you can still go look at them and see a frame where the block is and break it to get rid of it but you wont see if anymore from a distance and you can move through them (might not work in all cases)

use this command ingame after you have made the vanishing block json and replace the name with the block ID of the problem block and keep a copy of the vanishing block json somewhere on your computer as it will get removed after updating the game

/bir remap vanishingblock-1 problem-block-name force
 

make a notepad and name it vanishingblock.json and place it in your vintagestory>assets>survival>blocktypes>wood folder
and then copy all of the text following the "{" into our file named vanishingblock.json (which should now just be called vanishingblock)

{
    code: "vanishingblock",
    entityClassByType: {
        "*": "Transient"
    },
    variantgroups: [
        { code: "wood", states: ["1","2","3"] },
    ],
    attributesByType: {
        "*": {
            transientProps: {
                convertFrom: "*",
                convertTo: "air",
                inGameHours: "1",
            },
            preventsDecay: false,
            treeFellingGroupCode: "{wood}",
            treeFellingGroupSpreadIndex: 3
        }
    },
    creativeinventory: { "general": ["*"], "flora": ["*"], "construction": ["*"] },
    drawtype: "json",
    blockmaterial: "Wood",
    requiredMiningTier: 1,
    shapeByType: {
        "*": {
            base: "block/basic/cube",
        },
    },
        textures: {
        all: { base: "block/transparent" },

    },
    replaceable: 500,
    resistance: 4.5,
    sounds: {
        "place": "block/planks",
        "walk": "walk/wood",
        "hit": "block/planks",
        "break": "block/planks",
        byTool: {
            "Axe": { hit: "block/chop", break: "block/planks" }
        }
    },
    drops: [
        { type: "block", code: "log-placed-{wood}-ud", quantity: { avg: 1 }  }
    ],
    combustibleProps: {
        burnTemperature: 800,
        burnDuration: 60,
    },
    maxStackSize: 16,
    materialDensity: 700,
    heldTpIdleAnimation: "holdbothhandslarge", heldRightReadyAnimation: "heldblockready", heldTpUseAnimation: "twohandplaceblock",
    guiTransform: {
        rotation: { x: -22.6, y: 135, z: 0 }
    },
    fpHandTransform: {
        rotation: { x: 0, y: -77, z: 0 }
    },
    tpHandTransform: {
        translation: { x: -1.23, y: -0.91, z: -0.8 },
        rotation: { x: -2, y: 25, z: -78 },
        scale: 0.4
    },
        sidesolid: {all: false},
    sideopaque: { all: false },
       
    collisionbox: { x1: 0, y1: 0, z1: 0, x2: 0.001, y2: 0.001, z2: 0.001},
    
}

Edited by Walkeri
added somthing
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