Luanti 5.15.0

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Krock
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Luanti 5.15.0

by Krock » Post

Luanti 5.15.0 has been released!

Blog post: https://blog.luanti.org/2026/01/24/5.15.0-released/

Highlights

  • Rendering performance improvements using more modern OpenGL features
  • Main menu: Actions can now be bound to multiple keys
  • Items can now have animated inventory images
  • HUD text elements now support colors with alpha
  • Main menu: fixes related to nested modpacks
  • Switched to more modern opengl3 driver implementation (by default)
Changelog: https://docs.luanti.org/about/changelog/#5140--5150
Source code: https://github.com/luanti-org/luanti/tree/5.15.0

Downloads

Refer to the Assets section on the GitHub release page.

Which file do I need to download?
  • Windows: EXE file (for 64-bit systems) or the portable builds named win64, win32
  • MacOS: macos*_arm64 (Apple Silicon), macos*_x86_64 (Intel-based)
  • Android: arm64-v8a (common), armabi-v7a (old devices), x86 or x86_64 (ChromeOS, budget)
  • Linux: check for updates in your package manager or use Flatpack
For Windows: If you're using the self-extracting launcher for the first time, see how to copy your data.
Last edited by Krock on Sat Jan 24, 2026 07:41, edited 1 time in total.

repetitivestrain
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Re: Luanti 5.15.0

by repetitivestrain » Post

I ought to add that Luanti 5.15.0 introduces facilities that yield a significant performance increase in Mineclonia's Lua map generator.
cdb_6dcb4b04312d

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TenPlus1
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Re: Luanti 5.15.0

by TenPlus1 » Post

Most Excellent Dudes! :) Thankies...

ChrisZ
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Re: Luanti 5.15.0

by ChrisZ » Post

Great work! What about the improvements of visual effects? Will this pull request be merged in the next release?
https://github.com/luanti-org/luanti/pull/15417

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Wuzzy
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Re: Luanti 5.15.0

by Wuzzy » Post

Small but good update.

One of my own features in this release is that there's now an official way to add custom player HP change reasons Also the HP change caused by the /kill command and builtin item_eat function are now properly reported to the modder as well. This is useful for "cause of death" mods. I plan to use this in Repixture and Hades Revisited.

star_seed was added. This allows us to ensure consistent per-world placement of the stars. Why? Because by default, stars are randomly placed for each player in each session which is probably not what most games want. But by setting a star_seed, you can do things like ensure that star positions are consistent per-world, or maybe even hardcode them entirely. I am happy to report that the next versions of Repixture and Lazarr! will utilize this feature. It's a really subtle feature, but one I didn't ignore. :P There is also a mod "Consistent stars" in the ContentDB for games that do not use star_seed (yet?).

Games can now specify a default mapgen. I added this in Repixture.

Item images can be animated now, and it works in the inventory and wieldhand. But unfortunately, the image of dropped items is still static (probably not implemented yet?), so I can't really use it in my games yet (I want consistency).

FINALLY a big semitransparency bug was fixed; semitransparent items now render correctly in the inventory. Stained glass and similar things now look much better in the inventory. I've waited years for this.

I like that the Tab key in formspecs now outlines the currently focused element in white. The Tab key always worked, it was just not visible before, so it was a no-brainer feature. :P
I wish that for future versions we can also change the color and thickness (via formspec styles).

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ShallowDweller
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Re: Luanti 5.15.0

by ShallowDweller » Post

Wuzzy wrote:
Wed Jan 21, 2026 17:09
[...]
star_seed was added. This allows us to ensure consistent per-world placement of the stars. Why? Because by default, stars are randomly placed for each player in each session which is probably not what most games want. But by setting a star_seed, you can do things like ensure that star positions are consistent per-world, or maybe even hardcode them entirely. I am happy to report that the next versions of Repixture and Lazarr! will utilize this feature. It's a really subtle feature, but one I didn't ignore. :P There is also a mod "Consistent stars" in the ContentDB for games that do not use star_seed (yet?).

Games can now specify a default mapgen. I added this in Repixture.
[...]
Does that mean stars can now be used for navigation?

This per-game default mapgen feature sounds really useful for games that recommend one other than v7 (and for players who tend to forget about the recommended mapgen)

To Luanti's developer team: Congratulations on the new update!

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Re: Luanti 5.15.0

by Nininik » Post

Wuzzy wrote:
Wed Jan 21, 2026 17:09
Small but good update.

One of my own features in this release is that there's now an official way to add custom player HP change reasons Also the HP change caused by the /kill command and builtin item_eat function are now properly reported to the modder as well. This is useful for "cause of death" mods. I plan to use this in Repixture and Hades Revisited.

star_seed was added. This allows us to ensure consistent per-world placement of the stars. Why? Because by default, stars are randomly placed for each player in each session which is probably not what most games want. But by setting a star_seed, you can do things like ensure that star positions are consistent per-world, or maybe even hardcode them entirely. I am happy to report that the next versions of Repixture and Lazarr! will utilize this feature. It's a really subtle feature, but one I didn't ignore. :P There is also a mod "Consistent stars" in the ContentDB for games that do not use star_seed (yet?).

Games can now specify a default mapgen. I added this in Repixture.

Item images can be animated now, and it works in the inventory and wieldhand. But unfortunately, the image of dropped items is still static (probably not implemented yet?), so I can't really use it in my games yet (I want consistency).

FINALLY a big semitransparency bug was fixed; semitransparent items now render correctly in the inventory. Stained glass and similar things now look much better in the inventory. I've waited years for this.

I like that the Tab key in formspecs now outlines the currently focused element in white. The Tab key always worked, it was just not visible before, so it was a no-brainer feature. :P
I wish that for future versions we can also change the color and thickness (via formspec styles).
Hell yeah finally the alpha image shi was fixed 🎉🎉🎉🎉
↯Glory to Team Thunderstrike!↯
↯T.T.S.↯

Astrobe
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Re: Luanti 5.15.0

by Astrobe » Post

ShallowDweller wrote:
Wed Jan 21, 2026 19:24
Does that mean stars can now be used for navigation?
Yes, although the default number of stars (1000) doesn't make it practical; but mods could already change that before this release, together with their size. I settled for 100 stars at 0.5 scale, FWIW.
My game? It's Minefall.

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Linuxdirk
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Re: Luanti 5.15.0

by Linuxdirk » Post

Finally some good looking night sky full of stars!

Code: Select all

core.register_on_joinplayer(function (player)
    player:set_stars({
        count = 25000,
        scale = 0.4
    })
end)
s.jpg
s.jpg (228.67 KiB) Viewed 1331 times

I wish there was an option to variable scale with percentages to not have stars all of the same size, but some larger, some smaller (given by a percent value)

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Walker
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Re: Luanti 5.15.0

by Walker » Post

Linuxdirk wrote:
Thu Jan 22, 2026 19:16
Finally some good looking night sky full of stars!

Code: Select all

core.register_on_joinplayer(function (player)
    player:set_stars({
        count = 25000,
        scale = 0.4
    })
end)
s.jpg


I wish there was an option to variable scale with percentages to not have stars all of the same size, but some larger, some smaller (given by a percent value)
wow ... yeah ... this looks epic as f*ck

and yeah ... in the next release ther schuld be three options:

mix_star_size
max_star_size
star_size_distribution

star_size_distribution can be like a value between min and max represent by 0 to 1
like distribution=0 is mostly min sized stars, =1 is mostly max sized and everything in between is a more random distribution (0.1 would be mostly small stars and only some larger and 0.5 would be a even distribution)

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Re: Luanti 5.15.0

by freshreplicant » Post

Linuxdirk wrote:
Thu Jan 22, 2026 19:16
Finally some good looking night sky full of stars!
That really does look way better than before.

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Re: Luanti 5.15.0

by ArceusI » Post

I've tested it, and went back to 5.14.0, the graphics completely screwed up big time, as this post in the problems section shows: viewtopic.php?t=32299

I'd stay back in 5.14.0 till these graphical errors are fully resolved. Something went horribly wrong in the development of the update and it backfired horrendously.
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Re: Luanti 5.15.0

by Linuxdirk » Post

Walker wrote:
Thu Jan 22, 2026 19:56
and yeah ... in the next release ther schuld be three options:
The more i think about, the more I wish we could give it a noise map and the stars being generated automatically based on the noise. With this we could have a desired distribution and structures without having to rely on half-implemented skybox images.

HueyIroquois
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Re: Luanti 5.15.0

by HueyIroquois » Post

When I tried to launch the installer, Windows Defender blocked it. Should I trust it and run it anyway?

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Re: Luanti 5.15.0

by Blockhead » Post

HueyIroquois wrote:
Fri Jan 23, 2026 23:31
When I tried to launch the installer, Windows Defender blocked it. Should I trust it and run it anyway?
Yes, it is just an ordinary warning against an application without any digital signature, which Luanti developers haven't enrolled for on Windows.

ArceusI wrote:
Fri Jan 23, 2026 19:06
I've tested it, and went back to 5.14.0, the graphics completely screwed up big time, as this post in the problems section shows: viewtopic.php?t=32299

I'd stay back in 5.14.0 till these graphical errors are fully resolved. Something went horribly wrong in the development of the update and it backfired horrendously.
Your problems are your own, in their own thread, and not typical. Without diminishing your own problems, please don't assume that your own experience has translated into everyone else's games as well. There are so many hardware and software factors at play.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

HueyIroquois
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Re: Luanti 5.15.0

by HueyIroquois » Post

Blockhead wrote:
Sat Jan 24, 2026 01:55
HueyIroquois wrote:
Fri Jan 23, 2026 23:31
When I tried to launch the installer, Windows Defender blocked it. Should I trust it and run it anyway?
Yes, it is just an ordinary warning against an application without any digital signature, which Luanti developers haven't enrolled for on Windows.
'K, thx. I kinda suspected that.

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Re: Luanti 5.15.0

by rubenwardy » Post

Renewed Tab (my browser add-on) | Donate | Mods | Minetest Modding Book

Hello profile reader

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Re: Luanti 5.15.0

by Adm_Nemo » Post

Wuzzy wrote:
Wed Jan 21, 2026 17:09
Small but good update.

One of my own features in this release is that there's now an official way to add custom player HP change reasons Also the HP change caused by the /kill command and builtin item_eat function are now properly reported to the modder as well. This is useful for "cause of death" mods. I plan to use this in Repixture and Hades Revisited.

star_seed was added. This allows us to ensure consistent per-world placement of the stars. Why? Because by default, stars are randomly placed for each player in each session which is probably not what most games want. But by setting a star_seed, you can do things like ensure that star positions are consistent per-world, or maybe even hardcode them entirely. I am happy to report that the next versions of Repixture and Lazarr! will utilize this feature. It's a really subtle feature, but one I didn't ignore. :P There is also a mod "Consistent stars" in the ContentDB for games that do not use star_seed (yet?).

Games can now specify a default mapgen. I added this in Repixture.

Item images can be animated now, and it works in the inventory and wieldhand. But unfortunately, the image of dropped items is still static (probably not implemented yet?), so I can't really use it in my games yet (I want consistency).

FINALLY a big semitransparency bug was fixed; semitransparent items now render correctly in the inventory. Stained glass and similar things now look much better in the inventory. I've waited years for this.

I like that the Tab key in formspecs now outlines the currently focused element in white. The Tab key always worked, it was just not visible before, so it was a no-brainer feature. :P
I wish that for future versions we can also change the color and thickness (via formspec styles).
These are all amazing things. Very excited to work on my own game :p
I want some animated nyancat tools lol

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Re: Luanti 5.15.0

by Fixer » Post

Tried out 5.15 and performance is so excellent and smooth, hitting my 164 fps cap on 1920x1080 at vrange 200 on RX6600.

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Re: Luanti 5.15.0

by Corydoras » Post

Kann es sein, dass es mit dieser Version mehr laggt? Seit mir zap-hosting die 5.15 draufgespielt hat habe ich Probleme auf dem Server, die vorher nicht waren

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Re: Luanti 5.15.0

by lemonzest » Post

Much smoother now with the opengl3 path, on a friends voxelibre server I used to drop to mid 30s - 40s cos its so built up, now I'm getting 90s-120s, this is at 4K resolution with 1000 view distance! and all the fancy effects on and medium shadows, GPU is a Radeon RX 7800 XT with 16GB/CPU is a ryzen 7 3800X with 48GB, even my laptop (Latitude E7470) its now playable! (250 view/around mid 50s-60s) great work
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ArceusI
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Re: Luanti 5.15.0

by ArceusI » Post

Blockhead wrote:
Sat Jan 24, 2026 01:55
HueyIroquois wrote:
Fri Jan 23, 2026 23:31
When I tried to launch the installer, Windows Defender blocked it. Should I trust it and run it anyway?
Yes, it is just an ordinary warning against an application without any digital signature, which Luanti developers haven't enrolled for on Windows.

ArceusI wrote:
Fri Jan 23, 2026 19:06
I've tested it, and went back to 5.14.0, the graphics completely screwed up big time, as this post in the problems section shows: viewtopic.php?t=32299

I'd stay back in 5.14.0 till these graphical errors are fully resolved. Something went horribly wrong in the development of the update and it backfired horrendously.
Your problems are your own, in their own thread, and not typical. Without diminishing your own problems, please don't assume that your own experience has translated into everyone else's games as well. There are so many hardware and software factors at play.
Actually, I just found out that certain mods are the culprit to the graphical glitches. So now that topic has changed to a General Mod glitch, affecting numerous mods.
cdb_3241b8795e7e

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