Search found 85 matches
- Wed Apr 09, 2025 00:11
- Forum: Modding Discussion
- Topic: [Solved] Why is my biome configuration being ignored? Answer: Mapgen alias conflict
- Replies: 16
- Views: 1684
Re: Why is my biome configuration being ignored?
evidently you can't alias the same node as stone and water. If you remove the water aliases or just set them to a different node mapgen works as expected. Nice find! I tried some things myself, but never even thought about that. That's a really surprising behaviour, it should probably be documented...
- Tue Apr 08, 2025 10:24
- Forum: Modding Discussion
- Topic: [Solved] Why is my biome configuration being ignored? Answer: Mapgen alias conflict
- Replies: 16
- Views: 1684
Re: Why is my biome configuration being ignored?
Sorry to hear that.
Can you post the whole game you are using?
Might be helpful to actually see what you are seeing.
Cheers
Can you post the whole game you are using?
Might be helpful to actually see what you are seeing.
Cheers
- Mon Apr 07, 2025 22:52
- Forum: Modding Discussion
- Topic: [Solved] Why is my biome configuration being ignored? Answer: Mapgen alias conflict
- Replies: 16
- Views: 1684
Re: Why is my biome configuration being ignored?
Hi, i think you have a dependency problem. i'm not sure what your minimal setup is, i tested your code with the minetest-game as base (on luanti 5.10 in windows) and got no effect at all. Then i cleared all biomes before registering your biome and made the mod depend on default, and got: screenshot_...
- Wed Mar 26, 2025 06:57
- Forum: Modding Discussion
- Topic: Prevent schematics from floating
- Replies: 8
- Views: 1582
Re: Prevent schematics from floating
Some more Situations:
- Wed Mar 26, 2025 06:45
- Forum: Modding Discussion
- Topic: Prevent schematics from floating
- Replies: 8
- Views: 1582
Re: Prevent schematics from floating
Hi, i think a lot of problems with placing schematics can be circumvented by having a piece of optional terrain added below the actual build. In a schematic, you can specify a probability for every node to be placed (or not be placed): https://docs.luanti.org/for-creators/schematic/ Probability 255 ...
- Wed Mar 26, 2025 03:55
- Forum: WIP Mods
- Topic: [Mod] NPC for yl_speak_up [npc_talk]
- Replies: 10
- Views: 3063
Re: [Mod] NPC for yl_speak_up [npc_talk]
Hi, i encountered some errors while testing this mod together with the mobs_npc mod On Luanti 5.10 in the Minetest-Game with only these mods: yl_speak_up npc_talk npc_talk_edit mobs_npc mobs When i place a npc_talk:npc and right-click it, my game crashes with: AsyncErr: Lua: Runtime error from mod '...
- Sat Mar 08, 2025 18:47
- Forum: Problems
- Topic: My Luanti Lua Terminal Mod
- Replies: 2
- Views: 771
Re: My Luanti Lua Terminal Mod
Not sure, but you might have a recursion in that code. you put new content in a formspec-field here: "textarea[0.5,1;9,6;terminal_output;Terminal Output;" .. player_name .. " $ " .. command .. "\n" .. output .. "]" .. which probably triggers your minetest.regi...
- Sun Feb 16, 2025 22:13
- Forum: Modding Discussion
- Topic: Changing registered ores after load-time
- Replies: 11
- Views: 1647
Re: Changing registered ores after load-time
Hi, thanks to all your support, the ore-generation in my mountain is now in an acceptable state. After some testing i choose Blockheads 2nd idea in a variation demonstrated by sfan5. Let me sum up, what i found out: the core.register_on_mods_loaded-callback is still load time. Surrounding Biomes (on...
- Mon Feb 10, 2025 01:17
- Forum: Modding Discussion
- Topic: Changing registered ores after load-time
- Replies: 11
- Views: 1647
Re: Changing registered ores after load-time
I made a feature-request: https://github.com/luanti-org/luanti/issues/15772
- Sat Feb 08, 2025 23:56
- Forum: Modding Discussion
- Topic: Changing registered ores after load-time
- Replies: 11
- Views: 1647
Re: Changing registered ores after load-time
Wow, that was great, and i'm an idiot. I crashed my game so many times testing stupid ideas. I was so sure about what the api-docs meant, i never tested the thing i should have tested. Are you sure about this? IIRC core.register_on_mods_loaded is still load time. And looking at ServerModManager::loa...
- Sat Feb 08, 2025 10:26
- Forum: Modding Discussion
- Topic: Changing registered ores after load-time
- Replies: 11
- Views: 1647
Re: Changing registered ores after load-ime
You could backup the registered_ores table and use core.clear_registered_ores() to clear current ore definitions before re-registering an altered version. Thanks, but i can't do that. That would need to happen on load-time, and at that point, the ore definitions aren't there yet. I can only collect...
- Sat Feb 08, 2025 02:29
- Forum: Modding Discussion
- Topic: Changing registered ores after load-time
- Replies: 11
- Views: 1647
Re: Changing registered ores after load-ime
Assuming you want to roll your own voxelmanip-based generator, Thanks, but i don't want to use my own voxelmanip-based generator. I want to get rid of it. I want to only rely on core.generate_ores() , but with slightly changed values. Shouldn't there be an object somewhere that holds the actual ore...
- Fri Feb 07, 2025 15:52
- Forum: Modding Discussion
- Topic: Changing registered ores after load-time
- Replies: 11
- Views: 1647
Re: Changing registered ores after load-ime
Ores can only be registered on load time, I think. So you could either use optional_depends for every mod you want to be loaded before yours, or you implement your own ore generation, which may also have other benefits in your mountain use case. Thank you. The optional_dependecies idea is where i c...
- Fri Feb 07, 2025 13:07
- Forum: Modding Discussion
- Topic: Changing registered ores after load-time
- Replies: 11
- Views: 1647
Changing registered ores after load-time
Is there a way to change the registered ores (or register new ores) after load time? I currently have kind of a chicken and egg problem: I want to change the ore distribution so the ores will spawn in a mountain i'm constructing in my mod, but i don't want to introduce any dependencies. I can see th...
- Thu Feb 06, 2025 02:48
- Forum: Mod Releases
- Topic: [mod] Just a Mountain [01_a_mountain]
- Replies: 1
- Views: 626
Re: [mod] Just a Mountain
Added Ores & removed dependencies.
- Tue Feb 04, 2025 20:17
- Forum: Mod Releases
- Topic: [mod] Only a Coin [only_a_coin]
- Replies: 4
- Views: 656
Re: [mod] Only a Coin
The answer is all of them, I check the whole "unread posts" list from the quick links menu >:) But as long as you post with a quote I'm 100% guaranteed to see it as soon as I log in. Nice! The ideal moderator ;-) But honestly, Thank you very much for your engagement and patience. Cheers
- Tue Feb 04, 2025 12:54
- Forum: Mod Releases
- Topic: [mod] Only a Coin [only_a_coin]
- Replies: 4
- Views: 656
Re: [mod] Only a Coin
I don't think the MT logo coin qualifies for CC0, it's a derivative work of the original, which is CC BY-SA 3.0 by erle. You'll have to mark that specifically in your GitHub repository and here before I'll move this to releases. Thanks, i have changed the description here & on github, and i've ...
- Mon Jan 27, 2025 13:15
- Forum: Mod Releases
- Topic: [Mod] Protector Redo [3.5] [protector]
- Replies: 350
- Views: 138312
Re: [Mod] Protector Redo [3.5] [protector]
Thank you. I'm currently working on a mod that restricts the use of your protetection-blocks, chests & doors (as well as beds, set-home and tp-commands) to an adjustable area. finding the on_place-funtion in the core.registered_nodes solved my problems with your mod. But as a general idea, it mi...
- Mon Jan 27, 2025 09:06
- Forum: Mod Releases
- Topic: [Mod] Protector Redo [3.5] [protector]
- Replies: 350
- Views: 138312
Re: [Mod] Protector Redo [3.5] [protector]
Hi, can you make all those local functions globally accessible? I'm currently trying to hook your "check_overlap" and "inside_spawn" functions. I can override the "on_place"-function of the nodes with core.override_item, but there is currently no way to get the handle ...
- Mon Jan 27, 2025 07:44
- Forum: General Discussion
- Topic: [Archived] Post your screenshots!
- Replies: 11423
- Views: 2787967
Re: Post your screenshots!
Swapping out the mapgen multiple times:
- Sun Jan 26, 2025 02:58
- Forum: Mod Releases
- Topic: [mod] Runner Game Core Logic [g_runner_logic]
- Replies: 3
- Views: 620
Re: [mod] Runner Game Core Logic
Added a "Season"-Feature. Now the admin can start a new season, which resets all Highscores and the players best- & last-times( ,but not the Rank). The top 3 players of the current season are stored in the season-winner-list before the new season starts. I suggest to start a new season...
- Wed Jan 22, 2025 08:14
- Forum: Mod Releases
- Topic: [MOD] Ethereal NG [1.33] [ethereal]
- Replies: 522
- Views: 253262
Re: [MOD] Ethereal NG [1.32] [ethereal]
Missing dependencies in food? installing just Ethereal on the Minetest_Game, the following food items are missing ingredients: lemonade sushi_kappamaki sushi_nigri sushi_tamago teriyaki_beef installing Farming Redo fix all the issues except for sushi_tamago. i think there are some dependencies miss...
- Mon Jan 20, 2025 22:13
- Forum: News
- Topic: ContentDB - now with package translation support
- Replies: 372
- Views: 208610
Re: ContentDB - now with package translation support
The e-mail worked now.
I now have a ContentDB Account (Distributed-DeadLock)
Thanks.
I now have a ContentDB Account (Distributed-DeadLock)
Thanks.
- Sun Jan 19, 2025 00:16
- Forum: News
- Topic: ContentDB - now with package translation support
- Replies: 372
- Views: 208610
ContentDB registration problems
Hi,
now i tried to make an account that is not linked to my forum-profile.
I used the "register with github"-option to create the user "Distributed-DeadLock",
but i am not receiving the confirmation E-Mail.
Please help.
now i tried to make an account that is not linked to my forum-profile.
I used the "register with github"-option to create the user "Distributed-DeadLock",
but i am not receiving the confirmation E-Mail.
Please help.
- Sat Jan 18, 2025 23:36
- Forum: Mod Releases
- Topic: [mod] Only a Coin [only_a_coin]
- Replies: 4
- Views: 656
[mod] Only a Coin [only_a_coin]
only_a_coin https://github.com/Distributed-DeadLock/only_a_coin Only a Coin ------------- This mod adds a simple coin, to be used as currency. No gameplay modification, no crafting recipe, no dependencies. Stacks up to 65535. ------------- https://raw.githubusercontent.com/Distributed-DeadLock/only_...