Search found 122 matches

by rstcxk
Wed Dec 31, 2025 19:27
Forum: Problems
Topic: [Solved][Mineclonia]Weird rotation in the Z axis with facedir nodes
Replies: 2
Views: 140

Re: Weird rotation in the Z axis with facedir nodes

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
by rstcxk
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...
by rstcxk
Mon Dec 29, 2025 13:57
Forum: General Discussion
Topic: Post your screenshots! (2026 edition)
Replies: 23
Views: 1263

Re: Post your screenshots!

house_1.png
house_1.png (590.35 KiB) Viewed 1119 times
house_2.png
house_2.png (578.86 KiB) Viewed 1119 times
by rstcxk
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...
by rstcxk
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...
by rstcxk
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
by rstcxk
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...
by rstcxk
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...
by rstcxk
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...
by rstcxk
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...
by rstcxk
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...
by rstcxk
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...
by rstcxk
Wed Dec 10, 2025 14:51
Forum: Modding Discussion
Topic: Important Mineclonia modding PSA
Replies: 7
Views: 816

Re: Important Mineclonia modding PSA

ArceusI wrote:
Tue Dec 09, 2025 15:29
could be "Legacy Compatibility" modules that could try to maintain legacy compatibility, and outside mods would have to detect this to continue functioning.
That is by definition not backwards compatible
by rstcxk
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...
by rstcxk
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?

Katelyn1987 wrote:
Fri Dec 05, 2025 16:22
How-To block online gaming? The servers?
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
by rstcxk
Thu Dec 04, 2025 18:09
Forum: General Discussion
Topic: ContentDB discoverability problem
Replies: 7
Views: 441

Re: ContentDB discoverability problem

Blockhead wrote:
Thu Dec 04, 2025 17:22
I think it would suffice that the front page mods change more often, they don't change even monthly as it is now.
I feel like just 4 spots for up and coming mods isn't enough. Even if you rotate them out weekly
by rstcxk
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...
by rstcxk
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 ...
by rstcxk
Thu Dec 04, 2025 11:22
Forum: General Discussion
Topic: wordpress + luanti - SSO
Replies: 5
Views: 179

Re: wordpress + luanti - SSO

thinkpadre wrote:
Thu Dec 04, 2025 10:24
how to disable srp or switch to http ?
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
by rstcxk
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...
by rstcxk
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]

ArceusI wrote:
Sat Nov 29, 2025 18:50
Ah, that makes sense. But wait...No snitching? Is Portability running off a classified Exploit!? I never knew that, I thought it was built-in to allow this.
The portability mod isn't required to do this. Its just a funny unreported bug in mineclonia that basically functions like this mod
by rstcxk
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...
by rstcxk
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
B.png
B.png (408.66 KiB) Viewed 752 times
A.png
A.png (382.43 KiB) Viewed 752 times
by rstcxk
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...
by rstcxk
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...