Search found 2804 matches
- Thu Jan 15, 2026 17:02
- Forum: Problems
- Topic: [Solved] where to manually install mods using flatpak?
- Replies: 5
- Views: 2029
Re: [Solved] where to manually install mods using flatpak?
For any users looking for the files post-renaming to Luanti, these directories would now be named org.luanti.luanti, in the same locations.
- Thu Jan 15, 2026 16:54
- Forum: Problems
- Topic: Two luantis?!?
- Replies: 1
- Views: 51
Re: Two luantis?!?
I was downloading the flatpack version of luanti, did a thing with cmake to make it work (I should really stop using chatGPT for help with file downloads), Yes, you should instead use a search engine for a lot of tasks. Here is the search I put into DuckDuckGo to help me write this answer: site:for...
- Thu Jan 15, 2026 01:32
- Forum: General Discussion
- Topic: New to luanti!
- Replies: 2
- Views: 125
Re: New to luanti!
Hi and welcome, I highly recommend two things first (1) Get an up-to-date version - compile from source (then cpack -G DEB && sudo dpkg -i) or flatpak (2) Read up on Mineclonia's Minecraft-clone map generator which has its own biome system that is (according to the author) quite superior.
- Tue Jan 13, 2026 04:03
- Forum: Problems
- Topic: Trying to get a map to load and failing
- Replies: 2
- Views: 86
Re: Trying to get a map to load and failing
I'm running on Devuan Chimaera and compiling went off without any issues. It does say development build and i'd prefer it was a release build. Is there a compiler option to get rid of the development options. I just want what i had with flatpak but without the need for having flatpak. You may want ...
- Tue Jan 13, 2026 02:04
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
- Replies: 2707
- Views: 794773
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I'm working on making some of the formspecs more beginner/kid friendly for casual users (non-railfans). But for some things I'm not sure what the purpose is even after looking at code. Long-term, I think it's been said that we would like setting up signals to be as easy as placing signals in OpenTT...
- Sun Jan 11, 2026 16:26
- Forum: Problems
- Topic: Security problem(Please help me)
- Replies: 3
- Views: 147
Re: Security problem(Please help me)
Luanti mods do not ordinarily touch native code. To add more capabilities, if you really need them, one should use external Lua modules like this mod.
- Sat Jan 10, 2026 06:43
- Forum: WIP Mods
- Topic: [Mod] Homtcommands
- Replies: 22
- Views: 2271
Re: [Mod] Homtcommands
I just came across this mod. Please note that all of my mods are licenced under MIT. All the code you took from me must be under the same licence if I am thinking right. Please change the licence and if you could be so kind credit me for the work. Thanks Don, at the time this mod was made (2018), y...
- Sat Jan 10, 2026 01:56
- Forum: Problems
- Topic: Why can't i break and set a node?
- Replies: 14
- Views: 344
Re: Why can't i break and set a node?
Don't be, we all should not be afraid to ask for help just because we might look a bit silly. I've done it enough times myself anway, and yet I survive!
- Fri Jan 09, 2026 17:18
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
- Replies: 2707
- Views: 794773
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I don't mean code. I mean the actual texture files themselves, both in advtrains/textures and in advtrains_train_track/textures. I noticed it when I edited textures and found they still loaded from elsewhere. Huh, I never noticed that before. You're right, dtrack and track (the really old 45° syste...
- Fri Jan 09, 2026 17:03
- Forum: Problems
- Topic: Why can't i break and set a node?
- Replies: 14
- Views: 344
Re: Why can't i break and set a node?
A simple callback that will work here is core.after : core.after(0, core.set_node(vector.new(0,0,0), ...)) -- the completion of this line is left as your exercise 0 meaning no delay, but still after the game has begun and all mods are loaded. That's not the correct syntax for a callback. I should h...
- Fri Jan 09, 2026 16:58
- Forum: Problems
- Topic: [Solved] Questions about register and password
- Replies: 2
- Views: 65
Re: Questions about register and password
Hello, I have some questions about register and passwords on server: 1) How can I register some playername and password when is activated whitelist (without deactivate it, restart, register, active, restart)? Some whitelist mods will only read the list once on server load, which would make that imp...
- Fri Jan 09, 2026 02:03
- Forum: Problems
- Topic: Why can't i break and set a node?
- Replies: 14
- Views: 344
Re: Why can't i break and set a node?
Hello. I'm completely new to Luanti and i tried to register a node. It kinda worked, i can place it in the world, but i can't break it or set the node using the set_node command. core.set_node is not a command, it's a function to be called. A chat command [1] [2] is what would run on-demand. This i...
- Fri Jan 09, 2026 01:27
- Forum: General Discussion
- Topic: Missing Digtron Parts
- Replies: 3
- Views: 107
Re: Missing Digtron Parts
This can happen if the server lags too severely and the digtron is running too quickly. Often you will notice the right-click menu on the nodes is shifted from where it really should be an e.g. your digger heads appear to have inventories.
- Thu Jan 08, 2026 08:54
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
- Replies: 2707
- Views: 794773
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
REAL QUESTION Is there some reason we need duplicate textures (names at least) in both advtrains and advtrains_train_track? Can you point to the code you're reading that is telling you this? In general, from what I recall, the default tracks have 4 materials: sleepers, rails, (invisibly) overhead c...
- Tue Jan 06, 2026 02:50
- Forum: WIP Mods
- Topic: Tropical Lands - Changed ocean water, January 14, 2026 (see last post)
- Replies: 39
- Views: 12091
Re: Tropical Lands 5 Fruit trees added 1-5-2025 (see last post)
Wait, why are the updates even using mm-dd-yyyy format dates? Who uses dashes and that order? Why are we using a USA-specific order on an international forum? (May I humbly suggest yyyy-mm-dd or the use of month names)
That aside, it is good that the content keeps getting added to
That aside, it is good that the content keeps getting added to
- Tue Jan 06, 2026 02:01
- Forum: Modding Discussion
- Topic: B3D plugin for Blender
- Replies: 2
- Views: 82
Re: B3D plugin for Blender
GreenXenith's should still work.
- Sun Jan 04, 2026 14:16
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
- Replies: 2707
- Views: 794773
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I noticed that the player can sit sideways when a passenger on the Basic Trains subway, but I've been digging through the code and can't figure out how to do it myself. It would be nice if the sideways seats on my subways could have sideways passengers to match. Is this a built-in AdvTrains thing f...
- Sat Jan 03, 2026 03:17
- Forum: General Discussion
- Topic: Post your screenshots! (2026 edition)
- Replies: 23
- Views: 1262
- Sat Jan 03, 2026 03:12
- Forum: General Discussion
- Topic: Lighting Huge Caves
- Replies: 8
- Views: 448
Re: Lighting Huge Caves
Hello for everyone. I have a question, related with "huge caves". How deep the game can create stone blocks? WIKI contains information about total size of the level. The cube with 60 000 blocks at X:Y:Z. 60912 is the exact number along one entire axis I was try to digging down at many pla...
- Fri Jan 02, 2026 17:42
- Forum: Modding Discussion
- Topic: Suggestions for Extra-Biomes... and a few others.
- Replies: 5
- Views: 215
Re: Suggestions for Extra-Biomes... and a few others.
My first problem was that sheep couldn’t regrow wool in arid biomes, since dry dirt couldn’t regrow grass. A silly situation considering sheep are supposed to accept poor conditions. ^^ Sorry to have not looked at everything in depth here, but this reminds me of how dry dirt on dry grass spread was...
- Fri Jan 02, 2026 14:16
- Forum: Mod Releases
- Topic: [mod]My Progress[myprogress]
- Replies: 1
- Views: 139
Re: [mod]My Progress[myprogress]
Please add a little more description and perhaps a screenshot (unless you can think of a reason, like that might go obsolete quickly) before I move this to Mod Releases.
- Fri Jan 02, 2026 14:13
- Forum: Mod Releases
- Topic: Topic move requests
- Replies: 3
- Views: 86655
Re: Topic move requests
Requesting to move Discovery Maps from WIP to releases https://forum.luanti.org/viewtopic.php?t=32252 Please state your dependencies or "no dependencies" Please mention a media license - even if you have no separate license, please mention it. You have screenshots in the repository that w...
- Fri Jan 02, 2026 13:52
- Forum: Maps
- Topic: Metrotest | LightMetro sim in Luanti
- Replies: 97
- Views: 45509
Re: Metrotest | LightMetro sim in Luanti
once in this topic someone, maybe Blockhead, dont remember who, did say that we could try to host a private server with metrotest. i thought a bit and since there are free hosters around, even in this forums, we could make a private server? I wish you luck, but the requirements for Advtrains with a...
- Fri Jan 02, 2026 13:17
- Forum: Game Discussion
- Topic: How does worldgen work?
- Replies: 2
- Views: 168
Re: How does worldgen work?
Hello, I'm making my own game but it seems that despite there being no code in my game theres a few map generators already defined? Obviously they dont work since all the nodes they use arent defined but why are they even showing up? Shouldn't mapgens be defined per game (or mod)? Those are defined...
- Mon Dec 29, 2025 01:17
- Forum: General Discussion
- Topic: Located in Russia and getting timeout errors connecting to a server? Try a VPN...
- Replies: 1
- Views: 112
Re: Located in Russia and getting timeout errors connecting to a server? Try a VPN...
Reminder that Luanti's protocol is completely unencrypted, so you had better be okay with CSI, ASIO, FSB, whoever reading your messages 8D