Search found 713 matches

by cx384
Wed Aug 26, 2026 23:30
Forum: Problems
Topic: [RESOLVED (but not actually fixed)] Is World Align Broken?
Replies: 10
Views: 470

Re: [RESOLVED (but not actually fixed)] Is World Align Broken?

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 ...
by cx384
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 ...
by cx384
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 ...
by cx384
Tue Aug 25, 2026 18:43
Forum: News
Topic: Luanti 5.17.0
Replies: 16
Views: 1315

Re: Luanti 5.17.0

j8810kkw wrote:
Tue Aug 25, 2026 04:21
I found this part in the Luanti version and I'm kind of curious as to what this is.
https://github.com/luanti-org/luanti/pull/17336
by cx384
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 ...
by cx384
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.
by cx384
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 ...
by cx384
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 ...
by cx384
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 ...
by cx384
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.
by cx384
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 ...
by cx384
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 ...
by cx384
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)_/¯
by cx384
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 ...
by cx384
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.
screenshot_cave.jpg
screenshot_cave.jpg (190.82 KiB) Viewed 325 times
by cx384
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 ...
by cx384
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 ...
by cx384
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 ...
by cx384
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 ...
by cx384
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 ...
by cx384
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.
by cx384
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.
by cx384
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 ...
by cx384
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 ...
by cx384
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.