Search found 79 matches
- Sun May 03, 2026 00:33
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 57
- Views: 15489
Re: [mod] Automated Storage & Retrieval System [asrs]
Mod inventory pouches (my branch has various fixes, including inventory loading) uses detached inventories, for an item carried by a player, and it saves at server exit and loads at server start.
- Wed Apr 29, 2026 13:31
- Forum: News
- Topic: Luanti 5.16.0-rc1
- Replies: 16
- Views: 1087
Re: Luanti 5.16.0-rc1
Choices are always more fun, but I'm sure the engine devs will say that choices make maintenance more complicated. I haven't played MC in a very long time, and didn't realize we had a better feature than they've got: the ability to walk over a single-node gap. I like that feature very much. The halo...
- Wed Apr 29, 2026 01:35
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 57
- Views: 15489
Re: [mod] Automated Storage & Retrieval System [asrs]
Hm, that does like like a problem, if it's going to do that. Perhaps a detached inventory is the safest, even though it would involve rework.
I would love to see the pad stay useful as-is; that is, in-game, and not needing to type a command to pull up the inventory.
I would love to see the pad stay useful as-is; that is, in-game, and not needing to type a command to pull up the inventory.
- Tue Apr 28, 2026 12:35
- Forum: WIP Mods
- Topic: [mod] Automated Storage & Retrieval System [asrs]
- Replies: 57
- Views: 15489
Re: [mod] Automated Storage & Retrieval System [asrs]
Some three-minute bloviations: I found src/network/serverpackethandler.cpp#L868 bool Server::checkInteractDistance(RemotePlayer *player, const f32 d, const std::string &what) { ItemStack selected_item, hand_item; const ItemStack &tool_item = player->getWieldedItem(&selected_item, &ha...
- Tue Apr 28, 2026 02:05
- Forum: Modding Discussion
- Topic: Best MineTest Mod loadout?
- Replies: 4
- Views: 292
Re: Best MineTest Mod loadout?
I have some essential mods for Minetest Game too.
But I hear every server ends up being a "mod soup" based on the admin's preference.
But I hear every server ends up being a "mod soup" based on the admin's preference.
- Mon Apr 27, 2026 21:06
- Forum: Problems
- Topic: Came from mineclone2, am now disappointed
- Replies: 4
- Views: 391
Re: Came from mineclone2, am now disappointed
I understand. I dislike drift in a project too. If you can handle it, keep using your old version of Luanti with the target version of mineclone2. Hopefully your target operating system will let you keep using that version of Luanti. And ContentDB will keep old versions of projects around for you, I...
- Mon Apr 27, 2026 21:03
- Forum: Mod Releases
- Topic: [Mod] Hoppers [hopper]
- Replies: 118
- Views: 47307
Re: [Mod] Hoppers [hopper]
Don't get too excited. I know that the Mineclonia hoppers also receive redstone signals (very similar to redstone [mesecons] in VoxeLibre) to be disabled. That is, if you have it near a propagated redstone signal (such as an enabled powered rail), then the hopper will receive redstone signal and be ...
- Fri Apr 03, 2026 18:42
- Forum: Luanti-related projects
- Topic: Simplistic Web Node Box Creator
- Replies: 19
- Views: 3862
Re: Simplistic Web Node Box Creator
Really useful, thanks! For python3/debian, it would be these instructions:
Code: Select all
sudo apt-get install python3-rangehttpserver
python3 -m RangeHTTPServer 8080- Mon Mar 23, 2026 20:37
- Forum: Modding Discussion
- Topic: What file to edit for mod settings?
- Replies: 5
- Views: 2183
Re: What file to edit for mod settings?
If you're using container tech, which container image you use affects the location of the default minetest.conf. So that --config <path> is a great option. Official Luanti docker container uses CMD ["--config", "/etc/minetest/minetest.conf"] , and the linuxserver.io one uses &quo...
- Mon Mar 23, 2026 20:27
- Forum: Modding Discussion
- Topic: Simple_replace_plus
- Replies: 2
- Views: 911
Re: Simple_replace_plus
Hi red rider, I'm not one of the ContentDB mods. Not all of those folks come here to the forum (very often or at all? Unclear). If you have access to irc or matrix, look for libera.chat #luanti. I know some of them hang out there. I've had problems with my mods getting stuck in the review phase. I s...
- Tue Mar 17, 2026 22:36
- Forum: Luanti-related projects
- Topic: Minetest mapserver
- Replies: 158
- Views: 67419
Re: Minetest mapserver
1. I think it will redraw a tile when you visit the chunk, but I'm not certain. If you have to, just make a small change and revert it, and it should make the tile get redrawn. 3. I don't know what to tell you for this, sorry. I suppose you also need to restart the mapserver in case you made changes...
- Sat Mar 14, 2026 21:51
- Forum: Luanti-related projects
- Topic: Minetest mapserver
- Replies: 158
- Views: 67419
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-outda...
- Fri Mar 13, 2026 13:26
- Forum: General Discussion
- Topic: Creative logo concepts for open source Luanti.
- Replies: 7
- Views: 2925
Re: Creative logo concepts for open source Luanti.
Well, this is a free software project. Anyone is welcome to write modifications. But getting the upstream community to accept changes is a whole different matter.
I never really liked the MC launcher stuff. If it's Windows-esque, that might explain why I dislike it.
I never really liked the MC launcher stuff. If it's Windows-esque, that might explain why I dislike it.
- Tue Mar 10, 2026 21:41
- Forum: Modding Discussion
- Topic: Crafting recipe whose ingredient is not in a named group
- Replies: 2
- Views: 1387
Crafting recipe whose ingredient is not in a named group
Is anyone aware of using the native crafting recipe format, for defining a recipe ingredient whose group membership excludes a named group? Most recipes that use, say, "group:stick" don't care about the other attributes. But let's say I want "group:stick,!group:purple," or that i...
- Sun Mar 08, 2026 03:00
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.121.0]
- Replies: 577
- Views: 253732
Re: [Game] Mineclonia [0.120.0]
If Mineclonia cares about adjusting mending to follow some upstream, to weaken it, I'll figure out a mod to restore it. I'm already bothered the sugarcane doesn't grow to 3 blocks anymore, merely because the wiki indicates it has random chance of being 2, 3, or 4 tall.
- Tue Mar 03, 2026 03:14
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.121.0]
- Replies: 577
- Views: 253732
Re: [Game] Mineclonia [0.120.0]
Thanks for explaining some of that; unfortunately, most of that was over my head. Is there a current minimum specification for a CPU and RAM for a Mineclonia server admin who doesn't make any of those minetest.conf customizations, for Luanti 5.15.0? So default everything, but using mapgen "sing...
- Mon Mar 02, 2026 13:55
- Forum: Modding Discussion
- Topic: Inventory Debate
- Replies: 8
- Views: 10052
Re: Inventory Debate
I tend to play Mineclonia, and their default inventory screen is already pretty fully-featured. When I did play Minetest Game, I tried i3 and thought it was fine. I haven' tried any of the others, and I don't even recognize some of these names. Perhaps you could write a long post describing each one...
- Sun Mar 01, 2026 01:28
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.121.0]
- Replies: 577
- Views: 253732
Re: [Game] Mineclonia [0.120.0]
On the topic of what kind of systems can run Mineclonia, what are the recommended specs for running that mcl_levelgen? Also, how does one choose to use mcl_levelgen? I have tried searching and couldn't find any definitive answers on that. Edit: searched further, and found https://codeberg.org/minecl...
- Sat Feb 28, 2026 22:35
- Forum: Mod Releases
- Topic: [Mod] Node Highlighter [node_highlighter]
- Replies: 3
- Views: 1772
Re: [Mod] Node Highlighter [node_highlighter]
Do you think it would be worthwhile if I wrote a mod that added a highlighter pen tool that lets a player highlight nodes in-game? I could see this being useful/fun for people, who might be less lua-savvy.
- Sat Feb 28, 2026 22:33
- Forum: Mod Releases
- Topic: [Mod] Trowel for wall building [trowel]
- Replies: 3
- Views: 1791
Re: [Mod] Trowel for wall building [trowel]
Just wanted to drop in and say I saw that picture with the highlighted boxes on CDB a few days ago, and I was like, Did he include a helpful visual preview, or didn't he, it seems unlikely, but maybe he did? And then I took a closer look and saw that it was just colored in after. But than my brain ...
- Sat Feb 28, 2026 22:26
- Forum: Mod Releases
- Topic: [Mod] Trowel for wall building [trowel]
- Replies: 3
- Views: 1791
Re: [Mod] Trowel for wall building [trowel]
I missed this until the recent update. Thanks for this great mod! I found what I would consider to be multiple bugs. 1. Title: Fails to return nodes to inventory when tearing down What happens Left-clicking to remove a layer of nodes from the wall does not put those removed nodes back in my inventor...
- Fri Feb 27, 2026 13:59
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.121.0]
- Replies: 577
- Views: 253732
Re: [Game] Mineclonia [0.120.0]
Ooh, if somebody does fork Mineclonia (for the zillionth time, apparently), I'd give it a shot The potential project manager hasn't really set any project goals except increased backwards compatibility, and maybe getting stuff before it's even in Minecraft, so.. a breakneck pace to keep up with, al...
- Fri Feb 27, 2026 00:00
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.121.0]
- Replies: 577
- Views: 253732
Re: [Game] Mineclonia [0.120.0]
Ooh, if somebody does fork Mineclonia (for the zillionth time, apparently), I'd give it a shot. I love that VoxeLibre is around, but apparently they're going in their own creative direction. What I want is a MINECR~1 experience that respects the user, so MinecloniaDX sounds like it would do that jus...
- Thu Feb 26, 2026 23:54
- Forum: Luanti-related projects
- Topic: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM
- Replies: 11
- Views: 5087
Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM
This build is awesome! I have at least one user on Windows, and we learned that before he could connect to a network instance of Mineclonia, he had to run a local world just once. Before instantiating his own local world for just one second, he tried connecting to a network instance, but got stuck a...
- Fri Feb 20, 2026 15:57
- Forum: Luanti-related projects
- Topic: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM
- Replies: 11
- Views: 5087
Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM
Do you have a release of Clonti that includes the January 13 commit of mcl_localplayer? I am preparing to distribute to my mates who use Windows. If you need manpower to help run CI builds or something, let me know. I don't have any Windows environments for manual builds.