Search found 34 matches
- Tue Oct 15, 2024 06:22
- Forum: News
- Topic: Introducing Our New Name
- Replies: 156
- Views: 82645
Re: Introducing Our New Name
Yeeeeyyyy ! I have been a bit busy IRL thoses last weeks and didn't pray much attention to minetest news, so I got a bit surprised on a first time. But, even I'm not a very active member of the community, I spent loooot of time on my singleplayer world and playing around with lua and mods thoses las...
- Wed Aug 07, 2024 18:05
- Forum: Problems
- Topic: Trouble understanding map.sqlite blob organization
- Replies: 2
- Views: 1370
Re: Trouble understanding map.sqlite blob organization
Oh ! Thank you very much for your help. Indeed, I was trying to decompress the entire blob instead of just the part after the version number. Moreover, I was trying to decompress the data directly with zstandard in my Python script. However, it was failing with the error "could not determine co...
- Mon Aug 05, 2024 14:35
- Forum: Problems
- Topic: Trouble understanding map.sqlite blob organization
- Replies: 2
- Views: 1370
Trouble understanding map.sqlite blob organization
Hello. Out of personal curiosity, I am trying to understand how the blob of an entry in the map.sqlite is organized. I referred to this documentation (I'm only interested in map format version 29) If I extract a blob from a given 'pos' from a world of mine, then decompress it with zstd, I get the fo...
- Tue Jul 30, 2024 14:21
- Forum: Luanti-related projects
- Topic: Nautilus/Thunar custom action "Duplicate a Minetest World"
- Replies: 0
- Views: 3591
Nautilus/Thunar custom action "Duplicate a Minetest World"
I've written a script to help duplicate Minetest worlds using Thunar's (or Nautilus) custom actions. Useful for testing your mods under different conditions. Here’s how you can set it up: 1. Install Zenity (if not already installed): sudo apt-get install zenity Adapt if non-debian based system 2. Cr...
- Sun Jul 28, 2024 19:44
- Forum: Mod Releases
- Topic: [Mod] Tech Age [techage]
- Replies: 524
- Views: 175916
Re: [Mod] Tech Age [techage]
Well... I had a quick look on the node_store.lua file, and, by what I figured out of the way you index the information, I tried to make a function for the jumpdrive mod that use your get_mem, get_nvm and others functions, so the techage data is reassigned to the good node after the jump... -- move_t...
- Sun Jul 28, 2024 16:46
- Forum: Mod Releases
- Topic: [Mod] Tech Age [techage]
- Replies: 524
- Views: 175916
Re: [Mod] Tech Age [techage]
Hello, First of all, a big thank you for this wonderful mod, I’m having a lot of fun! In my game, I have combined several mods to expand my industry to space conquest. I wondered if it was possible to use the " JumpDrive " mod to move Techage machines. I did some tests, and I saw that some...
- Sat Jul 27, 2024 00:54
- Forum: Problems
- Topic: Rescuing script for corrupted world because of bad manipulation
- Replies: 0
- Views: 2372
Rescuing script for corrupted world because of bad manipulation
Hi everyone, While building my pixelated empire, a power outage struck. Bam! No more lights, no more computer, and worst of all, an abrupt interruption of Minetest mid-game. EDIT : No, it was not due by the power outage, but because of a bad configuration of my backup tool, see the discussion on the...
- Fri Aug 25, 2023 10:35
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 52073
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
Hello, I'm having this error (and crash) coming back and back when I reach the primordial layer : AsyncErr: Lua: Runtime error from mod 'df_caverns' in callback environment_OnGenerated(): ...na_lite\mods\dfcaverns\mapgen_helper/place_schematic.lua:91: attempt to index local 'schematic' (a nil value)...
- Sat Aug 19, 2023 22:08
- Forum: Mod Releases
- Topic: [Mod] Lumberjack [lumberjack]
- Replies: 47
- Views: 16807
Re: [Mod] Lumberjack [lumberjack]
Well, I like really much this mod, I always use it But I just figured out now that it looks like it's not compatible with Signs Bot mod, as the bot can't earn lumberjack points. (Or it would have to be programmed to always chop from the top I guess) It's not a big issue, but it was funny for me to r...
- Tue Aug 08, 2023 19:29
- Forum: Problems
- Topic: [Solved] How to impeach caves generation
- Replies: 6
- Views: 1286
Re: How to impeach caves generation
For some reason, the mg_flags parameter is not having ANY effect on my game, but I managed to get the result I wanted (no holes of any sort in ground) editing the "minetest.conf" file of the game. If you can't see the section "Mapgen flags" when creating a new world for your gam...
- Tue Aug 08, 2023 08:11
- Forum: Problems
- Topic: [Solved] How to impeach caves generation
- Replies: 6
- Views: 1286
Re: How to impeach caves generation
Problem solved ! For some reason, the mg_flags parameter is not having ANY effect on my game, but I managed to get the result I wanted (no holes of any sort in ground) editing the "minetest.conf" file of the game. So, in the root folder of the game, there is the "game.conf" file ...
- Tue Aug 08, 2023 06:41
- Forum: Problems
- Topic: [Solved] How to impeach caves generation
- Replies: 6
- Views: 1286
Re: How to impeach caves generation
I copied and pasted what you have into a game.conf file, opened Minetest, and was only able to make a world with valley mapgen. Use /grantme all and enabled flying to clip through ground and confirmed there were no caves. Looks like it's working. Perhaps restart Minetest, make sure you are editing ...
- Tue Aug 08, 2023 00:13
- Forum: Problems
- Topic: [Solved] How to impeach caves generation
- Replies: 6
- Views: 1286
[Solved] How to impeach caves generation
I'm really confused... this should not be an issue, but I'm struggling with that for almost 2 hours now ! I'm making a game, and I want the player have only the option of choosing the World Name when creating a new world, and use valleys mapgen.. So in the "game.conf" file, I added the lin...
- Mon Apr 19, 2021 12:18
- Forum: General Discussion
- Topic: Mods need better description
- Replies: 6
- Views: 1645
Re: Mods need better description
Another alternative would be to use smart links to install mods from the CDB website (obviously, with a confirmation box) Yes, you got my point : focus on the easiest solutions to implement. That would be a very good way to do it, until a better solution exists We'd need a new UI framework to do th...
- Mon Apr 19, 2021 11:45
- Forum: WIP Mods
- Topic: [Modpack] Regional Weather Bundle [climate] [1.2.2]
- Replies: 130
- Views: 41984
Re: [Modpack] Regional Weather Bundle [climate] [1.0.4]
Heat and humidity used by the mapgen are "abstract units". Ha, ok ! So we have now a new unit for temperature ! How should we call it ? Degrees Minetenheit or Degrees Minetelsius ? :-D I'm playing in a Jungle biome, and temperature was very very low (freezing), probably because I'm close ...
- Mon Apr 19, 2021 11:05
- Forum: Problems
- Topic: suspiciously large amount of objects detected
- Replies: 19
- Views: 5583
Re: suspiciously large amount of objects detected
Wow, cool tools you made !
Well, I haven't tried them because I found the solution, which is :
Well, I haven't tried them because I found the solution, which is :
But unlike me, be careful to don't make a stupid typing error, and it should be good :-)MetaNomad wrote: ↑Mon Apr 12, 2021 13:36I tried to add the following line in minetest.conf :But makes no differenceCode: Select all
max_objects_per_block = 256
- Mon Apr 19, 2021 11:00
- Forum: Mod Releases
- Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.2] [drawers]
- Replies: 116
- Views: 55561
Re: [Mod] [MTG/MCL2] Storage Drawers [0.6.2] [drawers]
increase max_objects_per_block in you minetest.conf ... i have it set to 65536 and it works just fine ^^ I tried that before, but I think I made a stupid typing mistake I tried again (and carefully) and yes, it works ! (I set it to 256, it's enough for me) Could be a good idea too add this informat...
- Tue Apr 13, 2021 01:25
- Forum: General Discussion
- Topic: Mods need better description
- Replies: 6
- Views: 1645
- Tue Apr 13, 2021 00:57
- Forum: General Discussion
- Topic: Mods need better description
- Replies: 6
- Views: 1645
Mods need better description
TL;DR : Modders, describe better your mod behaviour and use wisely the ContentDB interface ! Hello everybody, I discovered Minetest 3 months ago, and the first thing I have to say is: WONDERFUL! I loved everything, the project, the philosophy, the community ... except the many hours of sleep I lost...
- Mon Apr 12, 2021 22:57
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1500
- Views: 343770
Re: [Mod] Petz [v20.2] [petz]
I've sumited a issue to mesetec in github. Thanks for doing it, I'm not very experienced with using GitHub PD: For once the "Chinese" are not to blame for all the evils in the world. Of almost all, yes, hahaha Haha, well, anyway, the rest of the world has amply proven that they absolutely...
- Mon Apr 12, 2021 17:21
- Forum: Mod Releases
- Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.2] [drawers]
- Replies: 116
- Views: 55561
Re: [Mod] [MTG/MCL2] Storage Drawers [0.6.0] [drawers]
Ok, so, on the other thread, Festus1965 told me that the coordinates in the error message are mean for a MapBlock, and should be *16 In my case suspiciously large amount of objects detected: 121 in (17,1,52) (17,1,52) stands for (17*16, 1*16, 52*16) = (272,16,832) And because it's a whole 16*16*16 c...
- Mon Apr 12, 2021 17:09
- Forum: Problems
- Topic: suspiciously large amount of objects detected
- Replies: 19
- Views: 5583
Re: suspiciously large amount of objects detected
ERROR[Server]: suspiciously large amount of objects detected: 121 in (17,1,52); removing all of them. This is a MapBlock, the real coordinates are *16 each of them, mean (272-287),(16-31),(832-847) Oooook !! Thank you for that info (how could I guess ?) So, I went to those new coordinates, and this...
- Mon Apr 12, 2021 13:46
- Forum: Mod Releases
- Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.2] [drawers]
- Replies: 116
- Views: 55561
Re: [Mod] [MTG/MCL2] Storage Drawers [0.6.0] [drawers]
IIRC, i have seen the error message "suspiciously large amount of objects detected" without having a drawer crafted. My bad if it's not linked to this mod... In my game looked like only happens when close to a drawer I posted about this in the only thread I could find talking about this e...
- Mon Apr 12, 2021 13:36
- Forum: Problems
- Topic: suspiciously large amount of objects detected
- Replies: 19
- Views: 5583
Re: suspiciously large amount of objects detected
I have this same error showing in the chat ERROR[Server]: suspiciously large amount of objects detected: 121 in (17,1,52); removing all of them. They usually comes in bunches, filling the chat, which is very annoying They start showing only when I'm in a specific area (around my home), they won't sh...
- Mon Apr 12, 2021 11:12
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1500
- Views: 343770
Re: [Mod] Petz [v20.1] [petz]
Thanks for report. Check the last fixed version. Still crashing the same way. Sorry, last time I could not make extended testing about the others mods mentioned in the log, what I did now, I made a copy of this world, and tried (always with petz enabled) : - With mesetec and paleotest enabled : Cra...