Difference between revisions of "Worlds"

From Minetest Wiki
Jump to navigation Jump to search
(added info from world_format.txt about map folder content)
(rename Minetest to Luanti)
 
(11 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
{{Languages}}
 
{{Languages}}
  
 +
A '''world''' contains an environment and/or building(s) you can play in. A world also includes all saved data associated with a world, like player data, mob positions, health, breath, and the like.
  
== What is a Map? ==
+
== Finding worlds ==
 
+
See [https://forum.minetest.net/viewforum.php?f=12 Maps] in the [http://forum.minetest.net forums] to find downloads to worlds that others have made.
A '''Map''' is a world who contains an environment and/or building(s).
 
  
 
== Installation ==
 
== Installation ==
 +
'''To install worlds:''' You have to extract them first. Most of them are in <code>.zip</code>, some of them can be in <code>.7z</code>, <code>.rar</code> or <code>.tar.gz</code> format. To extract archive files other than <code>.zip</code> on Windows, you need [https://7-zip.org/ 7-Zip].
  
'''To install maps :''' you have to extract them first—most of them are in <code>.zip</code>, some of them can be in <code>.rar</code> or <code>.tar.gz</code> format. To extract <code>.tar.gz</code> and <code>.rar</code> files on Windows, you need 7-Zip.
+
For world creators, <code>.7z</code> is the recommended archive format as it is a free format (as compared to <code>.rar</code>) that typically allows for the best compression.
 
 
Put the extracted files in the “<code>worlds</code>” folder of your Minetest installation folder. The files such as <code>env_meta.txt</code> must be directly in the world’s folder (eg. “<code>worlds/my_world/env_meta.txt</code>”).
 
 
 
Often, the compressed file also contains a “<code>mods</code>” folder, his files have to be put into your “<code>mods</code>” folder to show some additional blocks.
 
 
 
* Location of the <code>worlds</code> (aka maps) folder within the folder structure of a run-in-place installation of Minetest, including some of the folders Minetest adds after some usage as client and server, as well as the positions (…) that custom-made content goes. Irrelevant folders are not expanded.
 
<pre>
 
This commented example shows the location and structure of a world called "someworld":
 
  
    minetest/
+
Put the extracted files in the “<code>worlds</code>” folder of your Luanti installation folder. To find the folder, select the "About" tab in the main menu and press "Open User Data Directory".
    ├── bin/ (contains the executable program file)
 
    ├── builtin/
 
    ├── cache/
 
    ├── client/
 
    ├── doc/
 
    ├── fonts/
 
    ├── games/  (collection of mods tweacked or designed to work well together)
 
    │  ├── minetest_game/
 
    │  ├── minimal/
 
    │  └── … (installed extra games)
 
    ├── locale/ (language files)
 
    ├── mods/
 
    │  └── … (installed extra mods and modpacks)
 
    ├── textures/
 
    │  ├── base/
 
    │  │  └── pack/
 
    │  └── … (installed extra texturepacks)
 
    │
 
    ├── worlds/         (this folder will be created when the first local/singleplayer world is created)
 
    │  ├── someworld        (the name given to the world by the user when it is created)
 
    │  │  ├── players/    (ingame data for each player)
 
    │  │  ├── worldmods/  (create this folder for world exclusive mods)
 
    │  │  ├── auth.txt    (player login data)
 
    │  │  ├── env_meta.txt (contains mostly time related information)
 
    │  │  ├── map.sqlite  (database containing the map. The name may differ depending on backend used)
 
    │  │  ├── map_meta.txt (defines which mapgen is used and how)
 
    │  │  └── world.mt    (should at least contain the subgame-id without which the world
 
    │  │                    will not show up in the singleplayer tab)
 
    │  └── … (more saved worlds. Some with exclusive world mods)
 
    │
 
    ├── minetest.conf          (will be created with first start of Minetest)
 
    └── minetest.conf.example  (a list of all possible settings)
 
</pre>
 
  
 +
The files such as <code>env_meta.txt</code> '''must''' be in the root of the world’s folder (eg. “<code>worlds/my_world/env_meta.txt</code>”).
  
 
+
== World directory content ==
== World Folder Content ==
+
See [https://github.com/minetest/minetest/blob/master/doc/world_format.md world_format.md] in the Luanti source tree.
as described in the file [https://github.com/minetest/minetest/blob/master/doc/world_format.txt world_format.txt] shipped with each Minetest in the docs folder.
 
 
 
 
 
===auth.txt===
 
 
 
Contains authentication data, player per line.
 
  <name>:<password hash>:<privilege1,...>
 
 
 
Legacy format (until 0.4.12) of password hash is <name><password> SHA1'd,
 
in the base64 encoding.
 
 
 
Format (since 0.4.13) of password hash is #1#<salt>#<verifier>, with the
 
parts inside <> encoded in the base64 encoding.
 
<verifier> is an RFC 2945 compatible SRP verifier,
 
of the given salt, password, and the player's name lowercased,
 
using the 2048-bit group specified in RFC 5054 and the SHA-256 hash function.
 
 
 
 
 
===env_meta.txt===
 
 
 
Simple global environment variables.
 
Example content:
 
  game_time = 73471
 
  time_of_day = 19118
 
  EnvArgsEnd
 
 
 
 
 
===ipban.txt===
 
 
 
Banned IP addresses and usernames.
 
Example content:
 
  123.456.78.9|foo
 
  123.456.78.10|bar
 
 
 
 
 
===map_meta.txt===
 
 
 
Simple global map variables. The [[map generator]] may be defined here and [[Map generator/settings|tweaked with parameters]].
 
Example content:
 
  seed = 7980462765762429666
 
  [end_of_params]
 
 
 
 
 
===map.sqlite===
 
 
 
Map data.
 
Name may differ according to the [[Database backends|database backend]] type used.
 
 
 
 
 
===world.mt===
 
 
 
World metadata.
 
At least this file should be present together with a database file as minetest will not list the world if it does not know which subgame is needed for the map.
 
Example content:
 
  gameid = mesetint
 
 
 
 
 
===/player (folder)===
 
 
 
Player data.
 
Filename can be anything.
 
Contains ingame data for each player in a file named after the player.
 
 
 
 
 
===/worldmods (folder)===
 
 
 
This optional folder may contain mods that are needed for this map exclusivly.
 
 
 
 
 
== Finding Maps ==
 
 
 
* See [https://forum.minetest.net/viewforum.php?f=12 Maps] in the [http://forum.minetest.net Forum]
 
 
 
  
 
== Schem file Creation / Import ==  
 
== Schem file Creation / Import ==  
 
+
A '''schem file (<code>.mts</code>)''' is used to import building(s) into a world with the [https://content.minetest.net/packages/sfan5/worldedit/ WorldEdit mod]. This file can be found in “<code>worlds/<my_world>/schems</code>” folder.
A '''schem file (<code>.mts</code>)''' is used to import building(s) into a world with the [https://forum.minetest.net/viewtopic.php?id=572 WorldEdit mod]. This file can be found in “<code>worlds/<my_world>/schems</code>” folder.
 
 
 
  
 
* To '''create a schem file''' :  
 
* To '''create a schem file''' :  
Line 142: Line 28:
 
# Select the area to export by commands with <code>//pos1</code> and <code>//pos2</code> (these positions corresponds to an invisible diagonal of a cuboid selection).
 
# Select the area to export by commands with <code>//pos1</code> and <code>//pos2</code> (these positions corresponds to an invisible diagonal of a cuboid selection).
 
# Create your schem file with <code>//mtschemcreate <name of your schem file></code>. The file will be created into your “<code>worlds/<my_world>/schems</code>” folder.
 
# Create your schem file with <code>//mtschemcreate <name of your schem file></code>. The file will be created into your “<code>worlds/<my_world>/schems</code>” folder.
 
  
 
* To '''import a schem file''' :  
 
* To '''import a schem file''' :  
Line 152: Line 37:
 
# Place a position where you want with command: <code>//pos1</code>
 
# Place a position where you want with command: <code>//pos1</code>
 
# Import your schem file with <code>//mtschemplace <name of your schem file></code>
 
# Import your schem file with <code>//mtschemplace <name of your schem file></code>
 
  
 
== See also ==
 
== See also ==
 
+
* [[Minetestmapper]], a program to draw a 2D map of a Luanti world.
* [[Minetestmapper]], a program to draw a 2D map of a Minetest world.
 
 
 
  
 
[[Category:Map]]
 
[[Category:Map]]
 
[[Category:Tutorials]]
 
[[Category:Tutorials]]

Latest revision as of 23:13, 22 October 2024

Languages Language: English • Deutsch • Bahasa Melayu

A world contains an environment and/or building(s) you can play in. A world also includes all saved data associated with a world, like player data, mob positions, health, breath, and the like.

Finding worlds

See Maps in the forums to find downloads to worlds that others have made.

Installation

To install worlds: You have to extract them first. Most of them are in .zip, some of them can be in .7z, .rar or .tar.gz format. To extract archive files other than .zip on Windows, you need 7-Zip.

For world creators, .7z is the recommended archive format as it is a free format (as compared to .rar) that typically allows for the best compression.

Put the extracted files in the “worlds” folder of your Luanti installation folder. To find the folder, select the "About" tab in the main menu and press "Open User Data Directory".

The files such as env_meta.txt must be in the root of the world’s folder (eg. “worlds/my_world/env_meta.txt”).

World directory content

See world_format.md in the Luanti source tree.

Schem file Creation / Import

A schem file (.mts) is used to import building(s) into a world with the WorldEdit mod. This file can be found in “worlds/<my_world>/schems” folder.

  • To create a schem file :
  1. Type in your world name (with WorldEdit activated).
  2. Grant yourself all privileges: /grantme all
  3. Press F5 to show the coordinates.
  4. Select the area to export by commands with //pos1 and //pos2 (these positions corresponds to an invisible diagonal of a cuboid selection).
  5. Create your schem file with //mtschemcreate <name of your schem file>. The file will be created into your “worlds/<my_world>/schems” folder.
  • To import a schem file :
  1. Enter in your world (with WorldEdit activated).
  2. Grant yourself all privileges: /grantme all
  3. Put a schem file into your “worlds/<name of your new world>/schems" folder.
  4. Press F5 to show the coordinatess.
  5. Place a position where you want with command: //pos1
  6. Import your schem file with //mtschemplace <name of your schem file>

See also