Search found 1489 matches

by LMD
Fri Aug 15, 2025 01:41
Forum: Problems
Topic: Luanti Server Performance over lower end devices
Replies: 17
Views: 3008

Re: Luanti Server Performance over lower end devices

I have really noticed, its not me only saying this on discord, but experience on using Luanti on lowend mobile phones are really unlikeable, such as lag and freezing in game occurs frequently I don't doubt this. The main problem is that you're chasing too many "red herrings" (pieces of in...
by LMD
Fri Aug 15, 2025 00:53
Forum: Problems
Topic: Black texture on glass
Replies: 6
Views: 1966

Re: Black texture on glass

The point of setting chat log level to warning is to see warnings. You then need to figure out how to fix these warnings, either by updating the mods or fixing the mods yourself. To understand some warnings and how to fix them, see https://docs.luanti.org/for-creators/warnings/#deprecation-warnings....
by LMD
Thu May 08, 2025 23:51
Forum: Feature Discussion
Topic: New paramtype2 variants
Replies: 24
Views: 8418

Re: New paramtype2 variants

This should all be meta data instead of being crammed into a tiny integer. I don't think a proper solution is as simple, metadata still has much larger overhead than a single byte. But I do agree with the general notion. I think we will need a good API for "dense" metadata storage (essent...
by LMD
Sat May 03, 2025 13:46
Forum: Servers
Topic: PostgreSQL for mod storage - still slow?
Replies: 2
Views: 891

Re: PostgreSQL for mod storage - still slow?

It is still slow. I'm not aware of any concrete improvement plans. Ultimately this is sort of a fundamental limitation of Postgres. See https://www.sqlite.org/np1queryprob.html: In a client/server database, each SQL statement requires a message round-trip from the application to the database server ...
by LMD
Tue Apr 15, 2025 12:20
Forum: Game Discussion
Topic: [solved] Where does the `creative` privilege come from and why can’t I set it? – Reason: API documentation is wrong
Replies: 9
Views: 1907

Re: Where does the `creative` privilege come from and why can’t I set it?

As Desour said, the documentation is wrong. The creative privilege is indeed not registered in the engine (see builtin/game/privileges.lua for a correct list of engine privileges) but rather in MTG (see here ). The only engine feature is core.is_creative_enabled , the default implementation of which...
by LMD
Fri Apr 11, 2025 15:13
Forum: Feature Discussion
Topic: ucode (ECMAScript like language) in Luanti?
Replies: 8
Views: 5086

Re: ucode (ECMAScript like language) in Luanti?

Am I the only one who finds Lua a pain to work with when building larger mods and games? It depends. Lua suffers from being a scripting language; it doesn't offer you the amenities of a more static language, e.g. static typing. You need to make up for this with discipline; the language doesn't forc...
by LMD
Wed Apr 09, 2025 14:50
Forum: Modding Discussion
Topic: How to protect a nodes formspec
Replies: 6
Views: 895

Re: How to protect a nodes formspec

It is sort of possible to keep track of what formspec the player could be looking at. By parsing that formspec, you can check which inventory lists it should give access to. This is what I did in https://content.minetest.net/packages/LMD/anti_exploit (disclaimer: I haven't tested this in a while). B...
by LMD
Mon Apr 07, 2025 13:57
Forum: Problems
Topic: [Solved - bad installation] Error opening on Luanti 5.11
Replies: 4
Views: 1879

Re: Error opening on Luanti 5.11

Your stack trace makes no sense. If I check out git tag 5.11.0 and look at builtin/mainmenu/async_event.lua:26 , that's an end , not a function call. And the core.do_async_callback call I can see in that file (on line 21) clearly passes a function, not a string as the first argument (looking at the ...
by LMD
Wed Mar 26, 2025 12:44
Forum: Modding Discussion
Topic: [Solved] Is it possible to overwrite/disable some mod functionality?
Replies: 12
Views: 2702

Re: Is it possible to overwrite/disable some mod functionality?

That is a local variable (effectively it'll end up as an upvalue). You generally can not change upvalues that you do not have access to, which are not in scope for you (there is a way to do this using the debug library actually, but it's hacky and not allowed for security reasons). You should ask th...
by LMD
Tue Mar 18, 2025 14:24
Forum: General Discussion
Topic: How to Achieve Zero Gravity for Everything?
Replies: 7
Views: 1395

Re: How to Achieve Zero Gravity for Everything?

There is the movement_gravity setting which you can set to 0, but I doubt that everything will work with this. I believe engine-provided entities (falling nodes, builtin items) will use this setting (though: zero gravity for falling nodes doesn't really make sense); mods may or may not. Liquids do n...
by LMD
Wed Mar 12, 2025 23:13
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2673
Views: 791450

Re: [Mod] Advanced Trains [advtrains] [2.4.7]

Luanti supports playing animations backwards. IIRC you just use a negative animation speed. Maybe you need to swap x and y in the frame range too; try it and see.
by LMD
Fri Mar 07, 2025 17:43
Forum: Problems
Topic: 5.11.0 bug!!!
Replies: 2
Views: 900

Re: 5.11.0 bug!!!

This is not a Luanti bug, but a mod / game bug. Update your mods or games. If it still doesn't work, report the issue, if it hasn't been reported already.

For technical details concerning the issue see https://appgurueu.github.io/2025/02/20/ ... bones.html.
by LMD
Sat Mar 01, 2025 15:57
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2673
Views: 791450

Re: [Mod] Advanced Trains [advtrains] [2.4.7]

The number is 7.0557510465246e-312 - this is so close to zero (an integer number) that it shouldn't even be representable in Lua numbers. That number is very well representable by a subnormal 64-bit float: > 7.0557510465246e-312 7.0557510465246e-312 > ("%q"):format(7.0557510465246e-312) 0...
by LMD
Fri Feb 28, 2025 18:41
Forum: Problems
Topic: 3D obj models tiles tables
Replies: 7
Views: 1203

Re: 3D obj models tiles tables

On the contents of the obj file. You can apply it line by line.
by LMD
Tue Feb 25, 2025 16:38
Forum: WIP Mods
Topic: [mod] AIO - Data Vault [v0.5] [12 Methods included]
Replies: 13
Views: 1712

Re: [mod] AIO - Data Vault [v0.2] [Set/Get/Save]

You are using mod storage, but you're not leveraging the main benefit really: That it is an efficient key-value store. You're just using mod storage as sort of a directory of JSON files. And that also means you end up serializing at intervals (which from a quick glance led me to falsely believe that...
by LMD
Tue Feb 25, 2025 12:57
Forum: WIP Mods
Topic: [mod] AIO - Data Vault [v0.5] [12 Methods included]
Replies: 13
Views: 1712

Re: [mod] AIO - Data Vault [v0.2] [Set/Get/Save]

I'm not referring to using a database directly - that would make your mod harder to set up by introducing a dependency on a Lua database library.

I am referring to mod storage, which provides a simple key-value store, which is backed by a database behind the scenes.
by LMD
Tue Feb 25, 2025 01:11
Forum: WIP Mods
Topic: [mod] AIO - Data Vault [v0.5] [12 Methods included]
Replies: 13
Views: 1712

Re: [mod] AIO - Data Vault [v0.2] [Set/Get/Save]

I just wanted to ask: Have you considered Luanti's built in mod storage? That offers some features which are somewhat hard to replicate otherwise: Consistency (with the rest of the world) becomes Luanti's problem (which it doesn't solve very well, but at least many things are saved on the same map s...
by LMD
Fri Feb 21, 2025 15:22
Forum: Problems
Topic: 3D obj models tiles tables
Replies: 7
Views: 1203

Re: 3D obj models tiles tables

As far as simple vertex transformations go, modlib might be overkill: obj is so remarkably simple that something like a simple :gsub("v%s+(%S+)%s+(%S+)%s+(%S+)", function(x, y, z) return ("v %f %f %f"):format(x, y - 0.5, z) end) might very well do the trick. I tried gltf (which a...
by LMD
Fri Feb 21, 2025 01:38
Forum: News
Topic: Introducing Our New Name
Replies: 156
Views: 82177

Re: Introducing Our New Name

The rename is orthogonal to our ongoing but for practical reasons not absolute commitment to backwards compatibility. Minetest had the explicit goal of being a general voxel game platform long before the name was updated to reflect this. This is not a "developer identity crisis" as you ins...
by LMD
Thu Feb 20, 2025 16:05
Forum: Problems
Topic: Player models are weird...
Replies: 3
Views: 468

Re: Player models are weird...

Hi, what you're seeing is https://github.com/luanti-org/luanti/issues/15692. There should be a workaround in Mineclonia already: https://codeberg.org/mineclonia/mineclonia/pulls/2918, but it seems to not have reached ContentDB yet: https://content.luanti.org/packages/ryvnf/mineclonia/. It should be ...
by LMD
Tue Feb 18, 2025 02:39
Forum: Problems
Topic: [solved] textures media not loading on server
Replies: 1
Views: 816

Re: textures media not loading on server

solved (on a proprietary platform which must not be named), these were bmp files disguised as pngs by file extension. simply converting them to png fixed the issue.
by LMD
Sun Feb 16, 2025 18:59
Forum: News
Topic: Luanti 5.11.0
Replies: 12
Views: 4538

Re: Luanti 5.11.0

One interesting non-highlight feature seems to be the new weight attribute for biomes. I assume this is about making a particular Voronoi cell larger in the biome Voronoi diagram, thus giving a bit more control over the size of biomes compared to the others. That's one use case it enables, yes. Acc...
by LMD
Fri Feb 14, 2025 13:51
Forum: News
Topic: Luanti 5.11.0 release candidate
Replies: 11
Views: 3894

Re: Luanti 5.11.0 release candidate

The documentation on custom fonts is a bit unclear because it's unclear what the naming convention is. Is "regular" the full name, a prefix, suffix, etc.? Does the mod name prefix rule still apply here? I genuinely don't know how it is unclear, because the documentation states: The stems ...
by LMD
Wed Feb 12, 2025 15:54
Forum: Problems
Topic: Serverlist is bricked
Replies: 17
Views: 2791

Re: Serverlist is bricked

Let me clarify some things. This was not a hack; the serverlist was not compromised at any point. There are two (three) known problems (by design) which enabled this "attack": 1. New servers can be announced by anyone at any time. This alone is enough to spam fake servers with fake player ...