Search found 152 matches
- Fri Aug 14, 2026 14:07
- Forum: Feature Discussion
- Topic: Features I would like be added in Luanti
- Replies: 9
- Views: 1901
Re: Features I would like be added in Luanti
In point 3, realistic bricks... what isn't, it could be!
I work on mod that will add it. In this mod, without any help by AI.
https://i.ibb.co/s9W3LdFC/screenshot-20260627-212821.png
i can see myself using those as decorations. great job!
what dependencies does it have for now?
At ...
- Sat Jun 27, 2026 19:46
- Forum: Feature Discussion
- Topic: Features I would like be added in Luanti
- Replies: 9
- Views: 1901
Re: Features I would like be added in Luanti
In point 3, realistic bricks... what isn't, it could be!
I work on mod that will add it. In this mod, without any help by AI.

I work on mod that will add it. In this mod, without any help by AI.

- Wed Apr 22, 2026 22:20
- Forum: Servers
- Topic: [Server] VanessaE's Creative Server [5.4.0]
- Replies: 1480
- Views: 344636
Re: [Server] VanessaE's Traintable Server
hello, i dont found topics about the traintable server, so i ask my question here. i saw a type of train on the traintable server and im searching for it from last year to todays, still dont found anything. the mod name is Advtrains_810 wich is a čd studenka, what i see everyday in the country i ...
- Mon Apr 20, 2026 20:00
- Forum: Maps
- Topic: Metrotest | LightMetro sim in Luanti
- Replies: 102
- Views: 48763
Re: Metrotest | LightMetro sim in Luanti
there may be no more update for Android reasons.
edit:spoiler if you dont want technical reasons
i have tried updating my copy of Luanti. i used github releases from pull requests, as those had specific fixes but not others so i could avoid the unwanted fixes (and bugs related to them).but ...
- Mon Apr 20, 2026 18:32
- Forum: News
- Topic: Luanti 5.15.2 [SECURITY RELEASE]
- Replies: 17
- Views: 5939
- Fri Apr 03, 2026 22:47
- Forum: WIP Mods
- Topic: [mod] Colorable banisters [cobanisters]
- Replies: 1
- Views: 515
Re: [mod] Colorable banisters [cobanisters]
Update 10201 - added support for "on slab" banisters. Actually only info in code.
https://codeberg.org/MatyasP/cobanisters/releases
1. added groups for generated shapes
2. added yd - y difference for generated shapes (group)
3. added cpe - corner point element variant for generated corner shapes ...
https://codeberg.org/MatyasP/cobanisters/releases
1. added groups for generated shapes
2. added yd - y difference for generated shapes (group)
3. added cpe - corner point element variant for generated corner shapes ...
- Mon Mar 30, 2026 21:09
- Forum: WIP Mods
- Topic: [mod] Colorable banisters [cobanisters]
- Replies: 1
- Views: 515
[mod] Colorable banisters [cobanisters]
What loves (I think that) every architect? Some colors! Now, there are provided colorable banisters!
Actually, it contains only 2, but... you can add own - and it is very simple!
ContentDB: https://content.luanti.org/packages/MatyasP/cobanisters/
Website: http://luanti-mods.matyasp.eu/cobanisters ...
Actually, it contains only 2, but... you can add own - and it is very simple!
ContentDB: https://content.luanti.org/packages/MatyasP/cobanisters/
Website: http://luanti-mods.matyasp.eu/cobanisters ...
- Sun Mar 29, 2026 21:59
- Forum: Problems
- Topic: Map can't migrate to PostgreSQL
- Replies: 3
- Views: 891
Re: Map can't migrate to PostgreSQL
The DB backends require (1) that luanti is built with the proper support enabled, and (2) the local support libraries are installed and (3) the actual database backend up and running (in case of pgsql).
Most likely one or more of these things isn't right, and so it fails. You'd have to dig into ...
- Sun Mar 29, 2026 00:58
- Forum: Problems
- Topic: Map can't migrate to PostgreSQL
- Replies: 3
- Views: 891
Map can't migrate to PostgreSQL
Hello, I tried to migrate map backend from SQLite to PostgreSQL and I have got this problem:
2026-03-29 00:58:33: VERBOSE[Main]: httpfetch_init: parallel_limit=8
2026-03-29 00:58:33: INFO[Main]: Gettext: domainname="luanti" path="/usr/share/locale"
2026-03-29 00:58:33: INFO[Main]: Message locale ...
2026-03-29 00:58:33: VERBOSE[Main]: httpfetch_init: parallel_limit=8
2026-03-29 00:58:33: INFO[Main]: Gettext: domainname="luanti" path="/usr/share/locale"
2026-03-29 00:58:33: INFO[Main]: Message locale ...
- Sat Mar 28, 2026 17:46
- Forum: Mod Releases
- Topic: [Mod] Pizzas and cakes [pizzas]
- Replies: 4
- Views: 1691
Re: [Mod] Pizzas and cakes [pizzas]
Release version 10104
Code: Select all
Bugfix of model
added copyright into model
updated Readme
Created mod for community pizzas:
https://github.com/Matyas-Pilz/pizzas_communitypack_handmade- Fri Mar 20, 2026 22:28
- Forum: Problems
- Topic: Server crashed for problem about DB
- Replies: 4
- Views: 1784
Re: Server crashed for problem about DB
Thank you for help!
The server failed to restart because the previous process didn't release the file lock,
Did you ever figure out what the previous process was? A Lua mod crash is not usually also a crash of the whole server process, but in dedicated server mode it will usually end the ...
- Wed Mar 18, 2026 10:18
- Forum: Problems
- Topic: Server crashed for problem about DB
- Replies: 4
- Views: 1784
Re: Server crashed for problem about DB
2026-03-17 17:18:17: ERROR[Main]: Failed to set SQLite3 synchronous mode: database is locked
It looks like you have the world open already in singleplayer or another server instance. I get a similar one when using world downloading and running a server at the same time on the same computer ...
- Tue Mar 17, 2026 22:01
- Forum: Luanti-related projects
- Topic: Minetest mapserver
- Replies: 158
- Views: 68256
Re: Minetest mapserver
1. Based on my limited experience, you can set your own colors with setting the <worldpath>/colors.txt file. If you make changes to this file, you might need to delete your already generated tiles, or maybe wait for the next refresh of that zone. I had an amusing change when I fixed the (known ...
- Tue Mar 17, 2026 17:04
- Forum: Problems
- Topic: Server crashed for problem about DB
- Replies: 4
- Views: 1784
Server crashed for problem about DB
Hello, my server crashed with this in log and can't be started. Where should be the problem? How can I repair it?
2026-03-17 17:18:17: ERROR[Main]: ServerError: Failed to initialize the map database. The world may be corrupted or in an unsupported format.
2026-03-17 17:18:17: ERROR[Main]: Failed to ...
2026-03-17 17:18:17: ERROR[Main]: ServerError: Failed to initialize the map database. The world may be corrupted or in an unsupported format.
2026-03-17 17:18:17: ERROR[Main]: Failed to ...
- Sat Mar 14, 2026 20:14
- Forum: Luanti-related projects
- Topic: Minetest mapserver
- Replies: 158
- Views: 68256
Re: Minetest mapserver
Hello, I have some questions.
How can I set own colors of nodes? May I copy the file with colors from Luanti mapper to world folder?
How can I create own levels of borders with different node and different name ("borders_city", "borders_region" etc.)?
I can't see POIs etc. on map of my server in ...
How can I set own colors of nodes? May I copy the file with colors from Luanti mapper to world folder?
How can I create own levels of borders with different node and different name ("borders_city", "borders_region" etc.)?
I can't see POIs etc. on map of my server in ...
- Tue Mar 03, 2026 10:54
- Forum: Mod Releases
- Topic: [Mod] Signs for train/metro networks [metrosigns]
- Replies: 12
- Views: 8328
Re: [Mod] Signs for train/metro networks [metrosigns]
We use it with friends. It is nice but... so many textures in one mod folder.
I think that more helpful would be:
- do it as modpack where
- one mod will be basic, with main functions
- one other mod will contain all "not only one city" content
- for each city will be specific mod with
I could help ...
I think that more helpful would be:
- do it as modpack where
- one mod will be basic, with main functions
- one other mod will contain all "not only one city" content
- for each city will be specific mod with
I could help ...
- Sun Feb 22, 2026 14:03
- Forum: WIP Mods
- Topic: [Mod] Architect's planner [archiplanner]
- Replies: 0
- Views: 598
[Mod] Architect's planner [archiplanner]
I think that this dream have many of Luanti builders... see draft / sketch of the building on the ground.
Architect's planner add planning plains for loading the textures (sketches)
Author: MatyasP
Licence
MIT for both code and models
CC-BY 4.0 for textures without:
CC0 1.0 textures ...
Architect's planner add planning plains for loading the textures (sketches)
Author: MatyasP
Licence
MIT for both code and models
CC-BY 4.0 for textures without:
CC0 1.0 textures ...
- Fri Feb 06, 2026 08:38
- Forum: News
- Topic: ContentDB generative AI disclosure
- Replies: 29
- Views: 4225
Re: ContentDB generative AI disclosure
I think that may be good to split informations about AI to parts "media" and "code".
- Fri Feb 06, 2026 08:36
- Forum: News
- Topic: ContentDB generative AI disclosure
- Replies: 29
- Views: 4225
Re: ContentDB generative AI disclosure
A question on where the line is: one of my team members generated some code via AI, then he went in and read and reviewed it, and altered it to fix bugs and whatnot.
Is that AI-assisted, or still AI-generated? I wanna say it's still AI generated, but I'm not 100% sure, so I figured I'd ask. I'm ...
- Tue Feb 03, 2026 11:58
- Forum: News
- Topic: ContentDB generative AI disclosure
- Replies: 29
- Views: 4225
Re: ContentDB generative AI disclosure
Using AI for learning of syntax and for basic syntax when code is so long, made by human contain the basic syntax help from AI (in mods without difficult logic), is it AI assisted?
Help for understand, why is something a bug in code, is AI assisted?
Help for understand, why is something a bug in code, is AI assisted?
- Fri Jan 30, 2026 13:52
- Forum: General Discussion
- Topic: What games should we feature at FOSDEM?
- Replies: 37
- Views: 2673
Re: What games should we feature at FOSDEM?
I think that any game supports it + AdvTrains + some vehicles for it will be great for presentation of mod features possible in Luanti. And it could contain too Automobiles pack, and Infrastructure or anything similar...
- Mon Jan 19, 2026 19:01
- Forum: WIP Games
- Topic: [GAME] SAMZ (alpha 21)
- Replies: 15
- Views: 1059
Re: [GAME] SAMZ (alpha 21)
runs, don't like the Microsoft. More is above :)
- Fri Jan 09, 2026 18:17
- Forum: Problems
- Topic: [Solved] Questions about register and password
- Replies: 2
- Views: 168
Re: Questions about register and password
Thank you very much, Blockhead!
- Fri Jan 09, 2026 12:07
- Forum: Problems
- Topic: [Solved] Questions about register and password
- Replies: 2
- Views: 168
[Solved] 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)?
2) How can I change password of player (way with encrypt) without removing him from server ...
1) How can I register some playername and password when is activated whitelist (without deactivate it, restart, register, active, restart)?
2) How can I change password of player (way with encrypt) without removing him from server ...
- Wed Dec 24, 2025 14:50
- Forum: Problems
- Topic: How to migrate mod storage from files on Windows 11?
- Replies: 2
- Views: 279
Re: How to migrate mod storage from files on Windows 11?
My questions are:
1) What may be right full text of migrating command in CMD or PowerShell of Windows?
2) What must I to do before migrate and after migrate? I know only backups and test it, and any other?
3) Must I do some changes in code of mods?
1) What may be right full text of migrating command in CMD or PowerShell of Windows?
2) What must I to do before migrate and after migrate? I know only backups and test it, and any other?
3) Must I do some changes in code of mods?