Search found 1466 matches
- Sun Aug 16, 2026 04:01
- Forum: General Discussion
- Topic: Whats your opinion on tech mods?
- Replies: 8
- Views: 392
Re: Whats your opinion on tech mods?
1. Would you rather have the techmod implement their own item transport system (think pushers from technic), or use an established mod like logistica
5. How do you feel about technic's oil system? Where you need to manage 6 different petro chemicals. How do you imagine the ideal oil progression ...
- Thu Jul 30, 2026 14:04
- Forum: Modding Discussion
- Topic: Mineclonia: Fanmade content
- Replies: 7
- Views: 490
Re: Mineclonia: Fanmade content
Some folks provide that content here in the forums, because linking to less-free sites (code repos, personal sites, whatever) is fine. But ContentDB will only approve and show FLOSS-licensed content.
The forums also have a rule against proprietary licenses, see https://forum.luanti.org ...
- Mon Jul 27, 2026 00:08
- Forum: Problems
- Topic: How to pitch a vector???
- Replies: 2
- Views: 164
Re: How to pitch a vector???
You're rotating the vel around the global x axis. You probably instead want to rotate around whatever axis points right (or left). You can get this with a cross product (<https://en.wikipedia.org/wiki/Cross_product?useskin=vector>): vector.cross(dir, vector.new(0,1,0))
(But beware of edge cases, i.e ...
(But beware of edge cases, i.e ...
- Sat May 30, 2026 23:34
- Forum: Feature Discussion
- Topic: New Feature Hype Thread
- Replies: 56
- Views: 15017
Re: New Feature Hype Thread
Thinking of cheat codes, I just had an idea for compromise: What if Luanti added a little "secret" setting that, if turned on, allowed to hide ALL HUDs? Could not only be for "cheating" but also for devs in case the game HUDs malfunction badly. I mean, trying to prevent clientside cheats from the ...
- Wed Apr 29, 2026 14:53
- Forum: News
- Topic: Luanti 5.16.0-rc1
- Replies: 16
- Views: 2031
Re: Luanti 5.16.0-rc1
Very experimental SSCSM (see doc/ssscm_api.md ). Not sure what we can do with it atm. I don’t see any functions to display something on the screen (which is probably the main "selling point" of SSCSMs?). No promise of stability is made, we should expect breakage. I guess this feature is too ...
- Sat Apr 04, 2026 11:47
- Forum: General Discussion
- Topic: GitHub just keeps getting worse (or: Why is Luanti not on Codeberg already?)
- Replies: 25
- Views: 1494
Re: GitHub just keeps getting worse (or: Why is Luanti not on Codeberg already?)
Why is this in Offtopic and not General Discussion?
Not directly relevant enough to the game engine; also, topics like this that tend to get heated are better off not listed in search engines, they attract people to sign up for an account just to comment on something not even related to a ...
- Sat Apr 04, 2026 11:29
- Forum: Deutsch
- Topic: Luanti-Anrede: »du« oder »Sie«?
- Replies: 11
- Views: 1225
Re: Luanti-Anrede: »du« oder »Sie«?
Es hängt eigentlich stark vom Spiel ab, das man spielen will. In einem unternehmerischen Setting (z.B. man spielt einen Angestellten einer Firma) ist das Sie offensichtlich angebrachter. Wenn man einen Adligen spielt, sollte man sogar ge-Ihr-t werden.
Aber hier geht es ja um die Anrede in von der ...
Aber hier geht es ja um die Anrede in von der ...
- Sun Feb 01, 2026 00:17
- Forum: Modding Discussion
- Topic: How do you make items swap?
- Replies: 2
- Views: 115
Re: How do you make items swap?
There's set_tool_capabilities nowadays, so you don't need to register several picks.
For wear there's set_wear.
- Wed Jan 28, 2026 22:14
- Forum: Problems
- Topic: Registering abs and functions
- Replies: 3
- Views: 326
Re: Registering abs and functions
You mean abm, not abs. And yes, you can just call it before or after calling register_node for your node.
To call other files, use dofile, see <https://www.lua.org/manual/5.1/manual.html#pdf-dofile>.
(You might also want to look into at the source code of other mods, to take them as examples.)
To call other files, use dofile, see <https://www.lua.org/manual/5.1/manual.html#pdf-dofile>.
(You might also want to look into at the source code of other mods, to take them as examples.)
- Fri Jan 09, 2026 20:40
- Forum: Problems
- Topic: Why can't i break and set a node?
- Replies: 14
- Views: 375
Re: Why can't i break and set a node?
Very tangential, but I've always wondered about this : core.after has a third parameter, data that will be passed to the callback when it is called by the engine. This is a well-known pattern in C/C++, which have (or had, for C++) no support for closures . But Lua does. What is recommended? Using ...
- Fri Jan 09, 2026 16:06
- Forum: Problems
- Topic: Why can't i break and set a node?
- Replies: 14
- Views: 375
Re: Why can't i break and set a node?
I got the diggable information from the official API .
Oopsi, sorry! I forgot that we have this now. (Anyways, this won't help you, as was said already.)
Visual Studio Code is slow? I thought that being lightwheight would make it faster...
Aha, earlier you said Visual Studio, now you are ...
- Thu Jan 08, 2026 07:29
- Forum: Problems
- Topic: Why can't i break and set a node?
- Replies: 14
- Views: 375
Re: Why can't i break and set a node?
The init.lua is executed at load time. At this point, nothing of the map is loaded. set_node doesn't work in not loaded blocks. (See also compare_block_status for more info on blocks.)
-----
~~Nodedefs have no `diggable` field. Where did you get this misinformation from?~~
Edit: Wrong. Oopsi, I ...
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~~Nodedefs have no `diggable` field. Where did you get this misinformation from?~~
Edit: Wrong. Oopsi, I ...
- Wed Dec 31, 2025 17:40
- Forum: Problems
- Topic: [Solved][Mineclonia]Weird rotation in the Z axis with facedir nodes
- Replies: 2
- Views: 407
Re: Weird rotation in the Z axis with facedir nodes
Please provide more info. What's the param2 of the nodes, how did you place them, what direction are you looking in, and what's the node def?
- Fri Dec 12, 2025 19:58
- Forum: Modding Discussion
- Topic: [Solved] Lua entities forgetting information
- Replies: 5
- Views: 441
Re: Lua entities forgetting information
>I don't know why the fields are deleted after a couple of seconds
Probably the object is deactivated and activated again. (Should not happen if player stays near. Idk how minetestlover tested.)
>ai_tracker[ai_uid] = {ai_name = ai_name, ai_pos = ai_pos, ai_obj = ai_obj}
Please note that objrefs ...
Probably the object is deactivated and activated again. (Should not happen if player stays near. Idk how minetestlover tested.)
>ai_tracker[ai_uid] = {ai_name = ai_name, ai_pos = ai_pos, ai_obj = ai_obj}
Please note that objrefs ...
- Fri Dec 12, 2025 19:48
- Forum: General Discussion
- Topic: Post your blueprints!
- Replies: 95
- Views: 83998
Re: Post your blueprints!
I'm working on a design for a Technic centrifuge array, and I could use some feedback. I'm not sure whether there's an easier way to do it. (I know that the overflow return loops are too close to adjacent tubes, but I normally do those vertically to avoid that issue.)
Pretty picture!
It's a ...
- Wed Dec 03, 2025 14:47
- Forum: Problems
- Topic: minetest 0.4.17.1 crashes Indeterministic
- Replies: 10
- Views: 311
Re: minetest 0.4.17.1 crashes Indeterministic
The assert:
<https://github.com/luanti-org/luanti/blob/stable-0.4/builtin/game/auth.lua#L30>
You can just comment out the assert line. The assert depends on the iteration order of pairs, so it's wrong.
The PR that fixed the test: https://github.com/luanti-org/luanti/pull/9184
Nowadays it is ...
<https://github.com/luanti-org/luanti/blob/stable-0.4/builtin/game/auth.lua#L30>
You can just comment out the assert line. The assert depends on the iteration order of pairs, so it's wrong.
The PR that fixed the test: https://github.com/luanti-org/luanti/pull/9184
Nowadays it is ...
- Thu Nov 13, 2025 17:34
- Forum: Mod Releases
- Topic: [Mod] Lava Particles [lava_particles]
- Replies: 2
- Views: 181
Re: [Mod] Lava Particles [lava_particles]
Related: My lavaplop mod does roughly the same: viewtopic.php?t=30876 (But the implementation differs a lot.)
- Wed Oct 15, 2025 11:18
- Forum: Deutsch
- Topic: Minetest im Fernsehen!?!
- Replies: 26
- Views: 6559
Re: ~~Minetest~~ Luanti im Fernsehen!?!
Luanti wurde von teckids bei den BigBrotherAwards 2025 genutzt:
https://forum.luanti.org/viewtopic.php?p=447183
https://digitalcourage.video/w/jWdySiRWEsxXX3mG31JpVm (1:39:45)
WDR Lokalzeit OWL vom 10.10.2025 hat davon auch berichtet:
https://digitalcourage.video/w/w2GLBckjUZvtPx89puWCAX ...
https://forum.luanti.org/viewtopic.php?p=447183
https://digitalcourage.video/w/jWdySiRWEsxXX3mG31JpVm (1:39:45)
WDR Lokalzeit OWL vom 10.10.2025 hat davon auch berichtet:
https://digitalcourage.video/w/w2GLBckjUZvtPx89puWCAX ...
- Wed Oct 15, 2025 08:45
- Forum: Partly official engine development
- Topic: Waving liquid issue
- Replies: 1
- Views: 3770
Re: Waving liquid issue
FYI, there has been this PR (incomplete, not merged): https://github.com/luanti-org/luanti/pull/15386
- Sat Sep 27, 2025 15:18
- Forum: Problems
- Topic: Sound doesn't play through headphones
- Replies: 1
- Views: 109
Re: Sound doesn't play through headphones
Luanti opens the default device.
Bug tracker is here: https://github.com/luanti-org/luanti/issues
Search for existing similar issues, and if not found, open one and fill out the template.
Bug tracker is here: https://github.com/luanti-org/luanti/issues
Search for existing similar issues, and if not found, open one and fill out the template.
- Sat Sep 27, 2025 15:03
- Forum: Problems
- Topic: 3D Anaglyph not compatible with my glasses
- Replies: 3
- Views: 461
Re: 3D Anaglyph not compatible with my glasses
For now, you can change this line and recompile:
https://github.com/luanti-org/luanti/blob/29490cb0f7d0f3314d953ead7f440945c10c471d/src/client/render/anaglyph.cpp#L67
How do I do this with the actual portable windows build or the android build? I do not have any idea on how I would be able ...
- Sat Sep 20, 2025 00:58
- Forum: Modding Discussion
- Topic: No music played
- Replies: 1
- Views: 177
Re: No music played
Try debugging your code. E.g. add print (or core.log) statements to see what things get executed, and with witch values. That should guide you towards the thing that is not working.
- Mon Sep 15, 2025 12:43
- Forum: Problems
- Topic: 3D Anaglyph not compatible with my glasses
- Replies: 3
- Views: 461
Re: 3D Anaglyph not compatible with my glasses
For now, you can change this line and recompile:
https://github.com/luanti-org/luanti/bl ... ph.cpp#L67
https://github.com/luanti-org/luanti/bl ... ph.cpp#L67
- Sun Sep 14, 2025 12:51
- Forum: Problems
- Topic: Luanti Server Performance over lower end devices
- Replies: 19
- Views: 3826
Re: Luanti Server Performance over lower end devices
OP opened issue: https://github.com/luanti-org/luanti/issues/16421
I do have another rather low end device that I could try though. And if I read your complaint correct, you'd like us to test more with lower end devices. Maybe I'll do that later. TODO (Would be interesting if there are other ...
I do have another rather low end device that I could try though. And if I read your complaint correct, you'd like us to test more with lower end devices. Maybe I'll do that later. TODO (Would be interesting if there are other ...
- Wed Sep 03, 2025 09:17
- Forum: Modding Discussion
- Topic: making sure the map has loaded
- Replies: 4
- Views: 115
Re: making sure the map has loaded
If you really need to get or manipulate nodes in unloaded areas, there's core.load_area(). (Before that existed, there was also the hack to create a vmanip, mesecon.get_node_force() uses this for example.)
The while loop you tried doesn't work because mods are running in the same thread as the code ...
The while loop you tried doesn't work because mods are running in the same thread as the code ...