Search found 2812 matches

by Blockhead
Thu Jan 22, 2026 01:38
Forum: WIP Games
Topic: [Game] Mineclonia [0.118.0]
Replies: 458
Views: 188779

Re: [Game] Mineclonia [0.118.0]

ArceusI wrote:
Wed Jan 21, 2026 16:09
Here's the problem: The WHOLE Luanti app crashes, no chance for a log to be created! Plus I can't take a screenshot of the exact crash moment. This is a Trial & Error situation.
Is there no method on Android to fetch crash logs for an app?
by Blockhead
Wed Jan 21, 2026 01:54
Forum: Mod Releases
Topic: [mod]myores[myores]
Replies: 9
Views: 1027

Re: [mod]myores[myores]

Mod supports Lucky Block . Don't forget that Item Replicator & Item Repair were also added to Lucky Block very recently alongside Chest2 & Chunk Keeper, which are ApolloX's mods. So that is a big plus for this mod in general! Yet, I'm worried that if ApolloX's mods aren't forked anytime soo...
by Blockhead
Sun Jan 18, 2026 02:32
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2711
Views: 795106

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

here some ICE 2 inspired textures for moretrains trainpack (should replace mt silverling textures) probably the same license as the originals (idk) moretrains_silberling_train.png moretrains_silberling.png screenshot_20260117_084453.png Would have to be the same license unless you re-drew every sin...
by Blockhead
Sun Jan 18, 2026 01:43
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.62] [mobs]
Replies: 2719
Views: 876012

Re: [Mod] Mobs Redo [1.62] [mobs]

The original post isnt mine to update unfortunately, I could only add a new link as the last post. Can't they give the thread to you? You are the mob man. Or you could start a new thread for it. As a forum mod, it would depend on if TenPlus1 forked pmobs or is considered the successor maintainer to...
by Blockhead
Sat Jan 17, 2026 07:02
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 856
Views: 222803

Re: My stupid questions about biome and map generation

These will come as I read documentation First stupid question: Can I just define a layer of underground biomes by using y_min/max, or do I have to do extra stuff? If the engine has no biome to spit out for a given y level, everything should just spit out as basic stone in the shape of the 3D noise ...
by Blockhead
Sat Jan 17, 2026 01:38
Forum: Modding Discussion
Topic: My sand won't fall
Replies: 3
Views: 97

Re: My sand won't fall

I haven't used it personally, but check if Fix floating sands! works for what you need.
by Blockhead
Fri Jan 16, 2026 13:37
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 856
Views: 222803

Re: 3d biomes?

You can work either with a pure Lua mapgen or work with the C++ mapgens and some extra Lua in a mod. There is one major hurdle: Luanti's own biome system is a 2D map with y-slices, not full 3D noise. You can have biomes with a y_min and a y_max, but no ups and downs in the height of a biome (I hope ...
by Blockhead
Fri Jan 16, 2026 13:18
Forum: Problems
Topic: Two luantis?!?
Replies: 4
Views: 196

Re: Two luantis?!?

Thank you! Turns out one was installed through something else, and the other was the flatpak version. Now I need to figure out how to remove the non-flatpak one. Again, .desktop files are a text format. Your own ones you can find in the Desktop directory with a file browser, I assume one comes with...
by Blockhead
Thu Jan 15, 2026 17:02
Forum: Problems
Topic: [Solved] where to manually install mods using flatpak?
Replies: 5
Views: 2049

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.
by Blockhead
Thu Jan 15, 2026 16:54
Forum: Problems
Topic: Two luantis?!?
Replies: 4
Views: 196

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...
by Blockhead
Thu Jan 15, 2026 01:32
Forum: General Discussion
Topic: New to luanti!
Replies: 2
Views: 165

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.
by Blockhead
Tue Jan 13, 2026 04:03
Forum: Problems
Topic: Trying to get a map to load and failing
Replies: 2
Views: 92

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 ...
by Blockhead
Tue Jan 13, 2026 02:04
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2711
Views: 795106

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...
by Blockhead
Sun Jan 11, 2026 16:26
Forum: Problems
Topic: Security problem(Please help me)
Replies: 3
Views: 148

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.
by Blockhead
Sat Jan 10, 2026 06:43
Forum: WIP Mods
Topic: [Mod] Homtcommands
Replies: 22
Views: 2282

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...
by Blockhead
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?

Bob314 wrote:
Fri Jan 09, 2026 23:05
Another thing that i already knew but i was not able to explain very well and someone felt like they should explain, sorry...
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!
by Blockhead
Fri Jan 09, 2026 17:18
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2711
Views: 795106

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...
by Blockhead
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...
by Blockhead
Fri Jan 09, 2026 16:58
Forum: Problems
Topic: [Solved] Questions about register and password
Replies: 2
Views: 66

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...
by Blockhead
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...
by Blockhead
Fri Jan 09, 2026 01:27
Forum: General Discussion
Topic: Missing Digtron Parts
Replies: 3
Views: 113

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.
by Blockhead
Thu Jan 08, 2026 08:54
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2711
Views: 795106

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...
by Blockhead
Tue Jan 06, 2026 02:50
Forum: WIP Mods
Topic: Tropical Lands - Big Update again, January 17, 2026 (see last post)
Replies: 41
Views: 12228

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
by Blockhead
Tue Jan 06, 2026 02:01
Forum: Modding Discussion
Topic: B3D plugin for Blender
Replies: 2
Views: 83

Re: B3D plugin for Blender

GreenXenith's should still work.
by Blockhead
Sun Jan 04, 2026 14:16
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2711
Views: 795106

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...