I think the setting is meant for align_style="user" tiles.
Just like the connected_glass setting which only changes glasslike_framed_optional nodes.
I don't know why it can be set to "force_solid" or "force_nodebox".
It's only a force enable. A force disable, which you want, does not exit.
("force ...
Search found 713 matches
- Wed Aug 26, 2026 23:30
- Forum: Problems
- Topic: [RESOLVED (but not actually fixed)] Is World Align Broken?
- Replies: 10
- Views: 470
- Wed Aug 26, 2026 14:48
- Forum: Problems
- Topic: [RESOLVED (but not actually fixed)] Is World Align Broken?
- Replies: 10
- Views: 470
Re: Is World Align Broken?
It looks like some stairs have align_style = "world" in their tile definition, in particular the wooden ones.
See: https://github.com/luanti-org/minetest_game/pull/2219/files#diff-2ce1f830f208a7430151369277efa506bffd53a6e6d48260f9a5e3b0ec9763fc
According to the code I linked in my last post the ...
See: https://github.com/luanti-org/minetest_game/pull/2219/files#diff-2ce1f830f208a7430151369277efa506bffd53a6e6d48260f9a5e3b0ec9763fc
According to the code I linked in my last post the ...
- Wed Aug 26, 2026 08:48
- Forum: Problems
- Topic: [RESOLVED (but not actually fixed)] Is World Align Broken?
- Replies: 10
- Views: 470
Re: Is World Align Broken?
The setting description even says Note though that that is considered EXPERIMENTAL and may not work properly.
Reentering the game after changing the setting should be enough to update the textures. You don't have to clear any cache.
I looked into the code, the logic is here if you are interested ...
Reentering the game after changing the setting should be enough to update the textures. You don't have to clear any cache.
I looked into the code, the logic is here if you are interested ...
- Tue Aug 25, 2026 18:43
- Forum: News
- Topic: Luanti 5.17.0
- Replies: 16
- Views: 1315
- Fri Jul 31, 2026 05:47
- Forum: Modding Discussion
- Topic: [Solved] How to make the lights actually calculate
- Replies: 6
- Views: 429
Re: How to make the lights actually calculate
Oh right. Hm maybe it's an engine problem, I haven't really used the "new" mapgen environment.
Maybe https://github.com/luanti-org/luanti/issues/15759 since you use core.generate_decorations
I suppose you have to use the old core.register_on_generated to fix it with write_to_map/fix_light.
Or not ...
Maybe https://github.com/luanti-org/luanti/issues/15759 since you use core.generate_decorations
I suppose you have to use the old core.register_on_generated to fix it with write_to_map/fix_light.
Or not ...
- Fri Jul 31, 2026 02:21
- Forum: Modding Discussion
- Topic: [Solved] How to make the lights actually calculate
- Replies: 6
- Views: 429
Re: How to make the lights actually calculate
I think you are missing vm:write_to_map() at the end, it also sets the light.
- Sun Jul 19, 2026 18:33
- Forum: Problems
- Topic: QUESTION: How to tell how much memory each mod is using?
- Replies: 7
- Views: 561
Re: QUESTION: How to tell how much memory each mod is using?
That's still a lot. It only counts memory managed by the Lua garbage collector, so the other 12 gb are stored elsewhere, but you may still find the problem by comparing two reference snapshots, since you see if any Lua data structures get substantially bigger over time.
You could profile the memory ...
You could profile the memory ...
- Sun Jul 19, 2026 07:49
- Forum: Problems
- Topic: QUESTION: How to tell how much memory each mod is using?
- Replies: 7
- Views: 561
Re: QUESTION: How to tell how much memory each mod is using?
Just counting the reference is sufficient, usually. https://github.com/yaukeywang/LuaMemorySnapshotDump does work well for me. It can also compare the memory dumps.
I even have a script to format the output and convert it to a flamegraph, but just looking at the raw output should be enough to find ...
I even have a script to format the output and convert it to a flamegraph, but just looking at the raw output should be enough to find ...
- Fri Jun 12, 2026 00:49
- Forum: WIP Mods
- Topic: [Mod] Handranks [handranks]
- Replies: 15
- Views: 2385
Re: [Mod] Handranks [handranks]
I just compiled Luanti 5.16.1, and it still works fine on my machine. I can dig all things as usual and the hand ranks increase. I can't reproduce the bug, so I can't really solve it.
I suspect that a mod may be responsible for the issue, but it's not clear, it would require testing every ...
- Thu Jun 11, 2026 10:06
- Forum: WIP Mods
- Topic: [Mod] Handranks [handranks]
- Replies: 15
- Views: 2385
Re: [Mod] Handranks [handranks]
I just compiled Luanti 5.16.1, and it still works fine on my machine. I can dig all things as usual and the hand ranks increase. I can't reproduce the bug, so I can't really solve it.
- Tue May 26, 2026 15:23
- Forum: Feature Discussion
- Topic: New Feature Hype Thread
- Replies: 56
- Views: 14841
Re: New Feature Hype Thread
So you can do what, watermark your server or game? You really think something so trivial should need people to go compile from source or depend on "cheat client" type people?
Please stay civil and don't resort to straw man arguments, I did never say such a thing.
Also, you are getting close the ...
- Mon May 25, 2026 18:37
- Forum: Feature Discussion
- Topic: New Feature Hype Thread
- Replies: 56
- Views: 14841
Re: New Feature Hype Thread
It needs to be a client mod because people might want to take clean screenshots on servers, too.
Oh, yes, thanks. Of course clients shouldn't be able to remove them with CSM, that's cheating!
The whole point of this feature it to prevent players from having a clear view, just like you don't ...
- Mon May 25, 2026 13:11
- Forum: Modding Discussion
- Topic: How to prevent cobblestone from spawning like this?
- Replies: 5
- Views: 383
Re: How to prevent cobblestone from spawning like this?
If you want to. ¯\_(ツ)_/¯
- Sun May 24, 2026 16:50
- Forum: Modding Discussion
- Topic: How to prevent cobblestone from spawning like this?
- Replies: 5
- Views: 383
Re: How to prevent cobblestone from spawning like this?
I suspect this is an engine problem, because it only happens for some mapblocks. I don't think it should be possible for the cavegen to happen after core.register_on_generated .
You could try to use core.register_mapgen_script(path) .
https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md ...
You could try to use core.register_mapgen_script(path) .
https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md ...
- Sun May 24, 2026 15:24
- Forum: Modding Discussion
- Topic: How to prevent cobblestone from spawning like this?
- Replies: 5
- Views: 383
Re: How to prevent cobblestone from spawning like this?
Looks like it happens right at the mapblock border, and the cave gets randomly filled with cobblestone and mossy cobblestone.
- Fri May 08, 2026 08:35
- Forum: Modding Discussion
- Topic: Animated Overlay Rendering Issue
- Replies: 1
- Views: 172
Re: Animated Overlay Rendering Issue
You can probably use overlay_tiles i.e.
core.register_node('mossworld:glimmering_sand', {
description = 'Glimmering Sand',
tiles = {"mossworld_sand.png"},
overlay_tiles = {{
name= "mossworld_glimmering.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0 ...
core.register_node('mossworld:glimmering_sand', {
description = 'Glimmering Sand',
tiles = {"mossworld_sand.png"},
overlay_tiles = {{
name= "mossworld_glimmering.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0 ...
- Sun May 03, 2026 01:02
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 57
- Views: 16187
Re: [mod] Automated Storage & Retrieval System [asrs]
... I'm at a real loss as to how to solve this.
I also had this problem before with my storage system mod that I never released, and in my inventorybags mod where opening remote chests with the Item Teleportation Bag doesn't work.
You are relying too much on the engines inventory system, just ...
- Tue Apr 28, 2026 01:47
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 858
- Views: 224603
Re: How to use Schematics with singlenode mapgen
Hi, one thing you can do is to generate single nodes and let them place the semantic at a later point, such that the bordering mapblocks are already generated.
The caverealms mod does this and moretrees did it in the past (now it uses decorations).
https://github.com/mt-mods/moretrees/blob/master ...
The caverealms mod does this and moretrees did it in the past (now it uses decorations).
https://github.com/mt-mods/moretrees/blob/master ...
- Wed Apr 08, 2026 13:55
- Forum: WIP Mods
- Topic: [Mod] Handranks [handranks]
- Replies: 15
- Views: 2385
Re: [Mod] Handranks [handranks]
I just compiled luanti 5.14 and indeed I couldn't dig anything.
I think the mod was made with version 5.7.0, and I'm sure it worked back then.
Weird maybe there was an engine regression, but if there were I should know about it.
The only thing I can think of is https://github.com/luanti-org/luanti ...
I think the mod was made with version 5.7.0, and I'm sure it worked back then.
Weird maybe there was an engine regression, but if there were I should know about it.
The only thing I can think of is https://github.com/luanti-org/luanti ...
- Mon Apr 06, 2026 05:34
- Forum: WIP Mods
- Topic: [Mod] Handranks [handranks]
- Replies: 15
- Views: 2385
Re: [Mod] Handranks [handranks]
I just redownloaded the mod and tried it on a new world, it still works fine on my machine.
Have you tried to execute the /handranks command, does it show proper numbers?
Maybe also try to force update the rank /sethandranks 1000 .
Which minetest/luanti version are you using?
It may not work on ...
Have you tried to execute the /handranks command, does it show proper numbers?
Maybe also try to force update the rank /sethandranks 1000 .
Which minetest/luanti version are you using?
It may not work on ...
- Sat Apr 04, 2026 19:07
- Forum: WIP Mods
- Topic: [Mod] Handranks [handranks]
- Replies: 15
- Views: 2385
Re: [Mod] Handranks [handranks]
You can if you want. I currently can't reproduce the bug, so there is nothing I can do to fix it.
You can also try to find the conflicting mod yourself, by iteratively enabling/disabling suspicious mods.
You can also try to find the conflicting mod yourself, by iteratively enabling/disabling suspicious mods.
- Sat Apr 04, 2026 14:09
- Forum: WIP Mods
- Topic: [Mod] Handranks [handranks]
- Replies: 15
- Views: 2385
Re: [Mod] Handranks [handranks]
Which game are you using? It may not work with other games besides Minetest Game.
Also, it may conflict with other mods that overwrite the hand.
Also, it may conflict with other mods that overwrite the hand.
- Thu Apr 02, 2026 13:09
- Forum: Problems
- Topic: how do i add mods minetest on truenas
- Replies: 3
- Views: 721
Re: how do i add mods minetest on truenas
You download them, unzip them if necessary, and put them into your mods folder.
The mods folder is usually in the home dictionary i.e. /home/<user>/.minetest/mods/
or in .../minetest/mods/ for run in place installations.
If you don't know your home, executing echo $HOME may help.
You can also add ...
The mods folder is usually in the home dictionary i.e. /home/<user>/.minetest/mods/
or in .../minetest/mods/ for run in place installations.
If you don't know your home, executing echo $HOME may help.
You can also add ...
- Tue Dec 09, 2025 14:33
- Forum: Modding Discussion
- Topic: [Solved] I want to use no texture at all on something - should I make my own?
- Replies: 9
- Views: 264
Re: [Solved] I want to use no texture at all on something - should I make my own?
But if you really want to, you could use no_texture.png (which is a simple no alpha channel 16x16 pixels image) and colorize it to be completely white ( no_texture.png^[colorize:#ffffff:255 ).
As said before, you don't need a texture file, not even no_texture.png , just write tiles = {"[fill:1x1 ...
- Sun Dec 07, 2025 14:49
- Forum: Servers
- Topic: Luanti server fails to locate minetest_game
- Replies: 5
- Views: 218
Re: Luanti server fails to locate minetest_game
Alternatively, you can change the path, e.g running this
env MINETEST_USER_PATH=/root/luanti/bin /root/luanti/bin/luantiserver --gameid minetest_game --worldname RotateThis
should work in your case.
env MINETEST_USER_PATH=/root/luanti/bin /root/luanti/bin/luantiserver --gameid minetest_game --worldname RotateThis
should work in your case.