Search found 705 matches
- Fri Jun 12, 2026 00:49
- Forum: WIP Mods
- Topic: [Mod] Handranks [handranks]
- Replies: 15
- Views: 2182
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: 2182
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: 55
- Views: 14240
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: 55
- Views: 14240
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: 348
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: 348
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: 348
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: 162
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: 16015
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: 224316
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: 2182
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: 2182
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: 2182
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: 2182
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: 591
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: 249
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: 206
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.
- Thu Dec 04, 2025 12:33
- Forum: Modding Discussion
- Topic: [Solved] I want to use no texture at all on something - should I make my own?
- Replies: 9
- Views: 249
Re: [Solved] I want to use no texture at all on something - should I make my own?
I thought the base texture pack is well known.
Keep in mind that it's not guarantied that every texture provided by the engine will stay in future engine versions.
Especially the ones from the main menu. (But textures like blank.png are very unlike to be changed or removed.)
If you really don't ...
Keep in mind that it's not guarantied that every texture provided by the engine will stay in future engine versions.
Especially the ones from the main menu. (But textures like blank.png are very unlike to be changed or removed.)
If you really don't ...
- Wed Dec 03, 2025 11:33
- Forum: Servers
- Topic: Help with setting up a server
- Replies: 2
- Views: 385
Re: Help with setting up a server
Looks like the game didn't load correctly. You have to start Luanti with --gameid minetest_game and set the environment variable MINETEST_GAME_PATH to your minetest/data path (the folder which contains games, not the game folder itself.)
See Luanti man page.
If your world is still blank (test if ...
See Luanti man page.
If your world is still blank (test if ...
- Mon Nov 17, 2025 20:22
- Forum: Game Discussion
- Topic: [Mintest Game] How do I find rubber trees/saplings?
- Replies: 3
- Views: 178
Re: [Mintest Game] How do I find rubber trees/saplings?
There was a bug where they didn't get generated. https://github.com/mt-mods/moretrees/pull/57
To fix this, update your moretrees mod and then go to a new area of your map that has not been generated yet.
Hint: As of now, you can only find rubber tress where the altitude (y coordinate) is smaller ...
To fix this, update your moretrees mod and then go to a new area of your map that has not been generated yet.
Hint: As of now, you can only find rubber tress where the altitude (y coordinate) is smaller ...
- Wed Nov 12, 2025 08:54
- Forum: Modding Discussion
- Topic: Question about particle spawners
- Replies: 5
- Views: 251
Re: Question about particle spawners
I'm not having a lot of luck finding good documentation, and there are wildly different implementations in the different mods I've checked.
The official API documentation: https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md
If you can't find it there, it is not part of the API.
i.e ...
- Wed Oct 29, 2025 19:56
- Forum: Modding Discussion
- Topic: Liquid Viscosity
- Replies: 2
- Views: 387
Re: Liquid Viscosity
It is documented at the official API documentation: https://github.com/luanti-org/luanti/bl ... 266-L10270
Or search here: https://api.luanti.org/ it's the same.
The one you are linking is more like a guide.
Or search here: https://api.luanti.org/ it's the same.
The one you are linking is more like a guide.
- Sat Oct 11, 2025 10:58
- Forum: WIP Mods
- Topic: [Mod] Luanti Logger
- Replies: 4
- Views: 245
Re: [Mod] Luanti Logger
People may be interested in the difference between this mod and the builtin rollback system.
(enable the enable_rollback_recording setting and /rollback_check /rollback commands)
(enable the enable_rollback_recording setting and /rollback_check /rollback commands)
- Sun Oct 05, 2025 05:33
- Forum: Mod Releases
- Topic: [Mod] More Trees! [git][moretrees]
- Replies: 434
- Views: 245302
Re: [Mod] More Trees! [git][moretrees]
The rubber tree situation (and some other trees which didn't spawn) got solved in the current version, so consider updating the mod, if you want the trees to be generated in your world.
- Wed Oct 01, 2025 15:43
- Forum: General Discussion
- Topic: Time to vote: Redefine the default inventory key?
- Replies: 25
- Views: 1877
Re: Time to vote: Redefine the default inventory key?
I'm used to opening the inventory with "I". It is also common in other games besides Luanti.
To me, it doesn't matter if it is far away from WASD, because you don't have to hold it while moving like Aux1.
"Q" is a much bigger problem, because accidentally dropping your item may have severe ...
To me, it doesn't matter if it is far away from WASD, because you don't have to hold it while moving like Aux1.
"Q" is a much bigger problem, because accidentally dropping your item may have severe ...