The param2 is 6
I looked into it closer and its not luanti's fault but mineclonia's weird utils lib, which hardcodes the value as 6 instead of 4. I will open an issue on the bugtracker. I just assumed that the logs use the default place func, so thats on me
Search found 122 matches
- Wed Dec 31, 2025 19:27
- Forum: Problems
- Topic: [Solved][Mineclonia]Weird rotation in the Z axis with facedir nodes
- Replies: 2
- Views: 140
- Wed Dec 31, 2025 11:04
- Forum: Problems
- Topic: [Solved][Mineclonia]Weird rotation in the Z axis with facedir nodes
- Replies: 2
- Views: 140
[Solved][Mineclonia]Weird rotation in the Z axis with facedir nodes
Hello. Im working on a mod that replicates the placing behaviour of nodes, so i wanted to implement the placing of facedir nodes. But i found something curious The default placing behavior of facedir nodes in the Z axis will rotate them 90deg clockwise. This doesn't happen with any other axis. Whats...
- Mon Dec 29, 2025 13:57
- Forum: General Discussion
- Topic: Post your screenshots! (2026 edition)
- Replies: 23
- Views: 1263
- Sun Dec 28, 2025 14:48
- Forum: Modding Discussion
- Topic: More color utilities pls
- Replies: 1
- Views: 88
More color utilities pls
It would be nice if the engine provided more color utilities, because implementing them yourself correctly is non trivial My usecase is simply interpolating between two colors, something that sounds basic but is very complex if you look into it First i have to implement my own HSV -> colorspec conve...
- Thu Dec 25, 2025 21:47
- Forum: Feature Discussion
- Topic: merged blocks following set path
- Replies: 1
- Views: 166
Re: merged blocks following set path
So what you're saying is that you basically want the create mod but in minetest Unfortunately, its not really feasible. You *could* make something that kind of works like that, but the lag would be miserable and weirdness is guaranteed. You could make it as an array of node entities that move togeth...
- Wed Dec 17, 2025 18:45
- Forum: Modding Discussion
- Topic: Sound Handle
- Replies: 5
- Views: 117
Re: Sound Handle
If you got experience with hud_id's, this is functionally the same thing
- Wed Dec 17, 2025 18:44
- Forum: Modding Discussion
- Topic: Sound Handle
- Replies: 5
- Views: 117
Re: Sound Handle
I guess its easier to show local player_handles = {} local function play_music(player) -- first we save the return value somewhere -- in this case, the `player_handles` table player_handles[player] = core.sound_play({name = "epic_music.ogg"}, {loop = true, object = player}) end local funct...
- Wed Dec 17, 2025 17:16
- Forum: Modding Discussion
- Topic: Sound Handle
- Replies: 5
- Views: 117
Re: Sound Handle
The sound handle is the value returned by the engine when calling core.sound_play (unless the sound the is ephermal) The exact value and the datatype of the handle don't matter. Handles are meant to be totally opaque. The idea is that you just "hold on" to it by saving it to a variable. An...
- Wed Dec 17, 2025 17:00
- Forum: Modding Discussion
- Topic: Furnace code
- Replies: 4
- Views: 185
Re: Furnace code
LGPL can be used together with proprietary and permissive licenses as a library . This means you can use it through its API, say if you used mod snow_balls which is licensed under the LGPL, you could use functions like snow_balls.throw(dir) freely However. You are not using its API, but directly cop...
- Wed Dec 17, 2025 14:51
- Forum: Modding Discussion
- Topic: Furnace code
- Replies: 4
- Views: 185
Re: Furnace code
There are a couple ways you can add them as an author in mod.conf , its comma seperated so you can add both yourself, and him Another way is to leave it in the README And yet another way is to just add a comment in your code This is copied verbatim from **mod**. Which was made by **Joe biden** There...
- Sun Dec 14, 2025 18:56
- Forum: WIP Mods
- Topic: [Mod] Heavy loads [heavy_loads]
- Replies: 3
- Views: 293
Re: [Mod] Heavy loads [heavy_loads]
Heavy_loads has been officially released on contentDB Some changes: - Sounds - Barbed wire (flaming variant will work on the future mineclonia release) - Landmines (Also doesn't work until the next mineclonia release) - The artillery is fully fleshed out - The round maker node for creating ammunitio...
- Thu Dec 11, 2025 21:23
- Forum: Modding Discussion
- Topic: [Solved] Lua entities forgetting information
- Replies: 5
- Views: 249
Re: Lua entities forgetting information
First of all, the UUID system you're trying to create already exists in the engine. See object:get_guid() * `get_guid()`: returns a global unique identifier (a string) * For players, this is a player name. * For Lua entities, this is a uniquely generated string, guaranteed not to collide with player...
- Wed Dec 10, 2025 14:51
- Forum: Modding Discussion
- Topic: Important Mineclonia modding PSA
- Replies: 7
- Views: 816
- Sat Dec 06, 2025 15:04
- Forum: Problems
- Topic: Interpolation for bone positions doesn't work
- Replies: 0
- Views: 111
Interpolation for bone positions doesn't work
Im working on my mod heavy_loads and im having problems with bone overrides Im trying to override the position of bone "Barrel" to simulate the animation of shooting, i wanted to set the time for the interpolation, but it doesn't work here is the snippet of code: self.object:set_bone_overr...
- Fri Dec 05, 2025 17:11
- Forum: General Discussion
- Topic: Luanti for a 7-year-old OK? How do I ensure child protection?
- Replies: 9
- Views: 589
Re: Luanti for a 7-year-old OK? How do I ensure child protection?
Click on the 2 gears in the main menu
Then select the "Client" section
There is a setting called "Serverlist URL", delete the text and click "Set"
Thats all
- Thu Dec 04, 2025 18:09
- Forum: General Discussion
- Topic: ContentDB discoverability problem
- Replies: 7
- Views: 441
- Thu Dec 04, 2025 17:59
- Forum: WIP Mods
- Topic: [Mod] Heavy loads [heavy_loads]
- Replies: 3
- Views: 293
Re: [Mod] Heavy loads [heavy_loads]
New update! I think we're nearing the official release to contentDB some highlights: - all the things have textures - there are crafting recipes for the items (thought some depend on elepower modpack) - The gas mask, looks sick and gives immunity to mustard gas - The flamethrower was fleshed out. No...
- Thu Dec 04, 2025 17:00
- Forum: General Discussion
- Topic: ContentDB discoverability problem
- Replies: 7
- Views: 441
ContentDB discoverability problem
Yo! This is a thread about the discoverability problem on contentDB Basically. When you upload your mod to contentDB it quickly goes into the ether. Like, its impossible to have your mod be found unless someone already knows the name or is looking through all the mods ever made I think there should ...
- Thu Dec 04, 2025 11:22
- Forum: General Discussion
- Topic: wordpress + luanti - SSO
- Replies: 5
- Views: 179
Re: wordpress + luanti - SSO
I don't know much about this topic, so sadly i can't help. But i'll allow myself to make a little comment
You should *never* use http for an authentication system. Its completely unencrypted
- Tue Dec 02, 2025 20:09
- Forum: WIP Mods
- Topic: [Mod] Heavy loads [heavy_loads]
- Replies: 3
- Views: 293
Re: [Mod] Heavy loads [heavy_loads]
Yo. New update Added a bunch of stuff. Its very all very unpolished for now. The mod is too big to fit in a zip archive. So instead, download it from my repo artillery.png items.png New explosion modifiers: Napalm - shoots out "infernal" flames. These are fires that do more damage, fall do...
- Sat Nov 29, 2025 19:05
- Forum: Mod Releases
- Topic: [Mod] Portability [1.0] [portability]
- Replies: 26
- Views: 3716
Re: [Mod] Portability [1.0] [portability]
The portability mod isn't required to do this. Its just a funny unreported bug in mineclonia that basically functions like this mod
- Sat Nov 29, 2025 10:14
- Forum: Mod Releases
- Topic: [Mod] Portability [1.0] [portability]
- Replies: 26
- Views: 3716
Re: [Mod] Portability [1.0] [portability]
I do question if this works in MineClonia, I can't seem to use the Portable Crafting Table for some reason, is it some sort of bug? I use Android devices. Do not say this to any mineclonia dev, but... With enough gumption, you can use the 3x3 crafting table from within your inventory in vanilla min...
- Fri Nov 28, 2025 20:21
- Forum: General Discussion
- Topic: [Archived] Post your screenshots!
- Replies: 11423
- Views: 2787990
Re: Post your screenshots!
Check out my first model
I think it looks so sick. Just wait when i create a texture and learn to rig its bones
I think it looks so sick. Just wait when i create a texture and learn to rig its bones
- Thu Nov 27, 2025 21:46
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.91]
- Replies: 3102
- Views: 1171381
Re: [Game] VoxeLibre (formerly known as MineClone2) [0.87]
Is anyone else working on something like this? I know its probably unwelcome to post about mineclonia in this topic. Butttt since you asked End cities and all other structures from minecraft are exactly replicated in mineclonia. There is a cracked dev there that recreated the minecraft world genera...
- Tue Nov 25, 2025 23:23
- Forum: WIP Mods
- Topic: [Mod] Heavy loads [heavy_loads]
- Replies: 3
- Views: 293
[Mod] Heavy loads [heavy_loads]
Heavy loads download from contentDB The below description was the initial announcement, its likely the information presented is inaccurate, check the contentDB page This is a mod that adds a generic system for creating explosive rounds, like explosive rounds, bunker busters, shrapnel bombs with comp...