Luanti 5.13.0

Locked
User avatar
Krock
Developer
Posts: 4706
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker
Location: Switzerland
Contact:

Luanti 5.13.0

by Krock » Post

Luanti 5.13.0 has been released!

Blog post: https://blog.luanti.org/2025/08/10/5.13.0-released/

Highlights

  • Persistent ID's for Lua Entities. See ObjectRef:get_guid()
  • Pasting multi-line text on Windows now works correctly.
  • The minimap now displays drawtype = "air" nodes correctly.
  • Various API additions
  • Various other bug fixes and improvements
  • Added new bugs to fix later
Changelog: https://docs.luanti.org/about/changelog/#5120--5130
Source code: https://github.com/luanti-org/luanti/tree/5.13.0

Downloads

Refer to the Assets section on the GitHub release page.

Which file do I need to download?
  • Windows: win64 (common), win32 (old systems)
  • MacOS: macos*_arm64 (for Apple Silicon), macos*_x86_64 (for Intel systems)
  • Android: arm64-v8a (common), armabi-v7a (older devices), x86 (ChromeOS, budget), x86_64 (ChromeOS)
  • Linux: check for updates in your package manager (WIP)
Last edited by Krock on Sun Aug 10, 2025 07:26, edited 2 times in total.

birdlover32767
Member
Posts: 20
Joined: Sat Sep 30, 2023 13:21
GitHub: birdlover32767
In-game: birdlover32767 birdlover64
Location: my home

Re: Luanti 5.13.0

by birdlover32767 » Post

finally, Luanti 5.13.0 :D
Persistent ID's for Lua Entities. See ObjectRef:get_guid()
nice addition

User avatar
TenPlus1
Member
Posts: 4222
Joined: Mon Jul 29, 2013 13:38
In-game: TenPlus1
Contact:

Re: Luanti 5.13.0

by TenPlus1 » Post

Yaaaay! thanks devs :P

User avatar
ROllerozxa
Member
Posts: 212
Joined: Sun Apr 25, 2021 12:25
GitHub: ROllerozxa
IRC: ROllerozxa
In-game: ROllerozxa
Location: Sweden
Contact:

Re: Luanti 5.13.0

by ROllerozxa » Post

Bit of a smaller update than usual but good to have frequent releases. One nice change is that the keybind to immediately exit to the main menu is configurable and no longer set to Shift+ESC by default, so you don't accidentally leave a multiplayer server during a heated gameplay moment.

I have also gotten my builds of Luanti updated for 5.13.0, if anyone is using those:
ContentDB Editor | Website | ContentDB

hezem
Member
Posts: 19
Joined: Sat Jun 14, 2025 06:06
In-game: hezem

Re: Luanti 5.13.0

by hezem » Post

This update is smaller than 5.12.0, still pretty good!
I am a human and I love breathing.

User avatar
Linuxdirk
Member
Posts: 3360
Joined: Wed Sep 17, 2014 11:21
In-game: Linuxdirk
Location: Germany
Contact:

Re: Luanti 5.13.0

by Linuxdirk » Post

Great release as always, thanks to anyone involved.

I already updated using my custom PKGBUILD and faced no issues at all!

User avatar
Blockhead
Moderator
Posts: 2786
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: Luanti 5.13.0

by Blockhead » Post

It's good to see incremental updates. Perhaps mod & game authors will start supporting 2 minor versions, or users will make it more of a habit to update.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

DragonWrangler1
Member
Posts: 172
Joined: Wed Jun 12, 2024 21:48
GitHub: DragonWrangler1
In-game: DragonWrangler1

Re: Luanti 5.13.0

by DragonWrangler1 » Post

horray!

User avatar
Wuzzy
Member
Posts: 5038
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: Luanti 5.13.0

by Wuzzy » Post

This was a surprise release. No release candidate this time? I actually planned to help with testing this time. Oops.
Newly spawned entities now have a persistent GUID, see ObjectRef:get_guid() (sfence)
The entity ID is a very welcome addition. Thanks.
Vectors passed to C++ API functions may no longer have nil components.
I found this in my own games and it basically just triggers warnings for now. Still adding such warnings is always a good thing to also ensure stability of mod/game code. Luckily, there wasn’t a lot in my games I had to fix.
core.show_formspec now allows showing a player inventory (Krock)
How can I detect in Lua if this feature is available (e.g. for backwards-compatibility)? It doesn’t seem to be mentioned in core.features.
Tabs in formspecs can now be changed using Ctrl(+Shift)+Tab (siliconsniffer)
This means that this page needs to be updated:
https://docs.luanti.org/for-players/inventory/#controls
Main menu ContentDB usability improvements (grorp)
Huh? I’ve checked the page, both the offline content list, and the online mode, and I don’t see any change at all. Weird.
The Luanti version is now printed after the ASCII logo (sfan5)
Now make the ASCII Luanti logo use a capital letter "L" and it’ll be perfect. :D
New API function core.get_mapgen_chunksize() (sfan5)
Thanks, but don’t we already get the same information with core.get_mapgen_setting().chunksize? Why was this added? Was it added for the off-chance that mapgen chunks may one day no longer be cube-shaped? :D

User avatar
Linuxdirk
Member
Posts: 3360
Joined: Wed Sep 17, 2014 11:21
In-game: Linuxdirk
Location: Germany
Contact:

Re: Luanti 5.13.0

by Linuxdirk » Post

Wuzzy wrote:
Sun Aug 03, 2025 10:10
The Luanti version is now printed after the ASCII logo (sfan5)
Now make the ASCII Luanti logo use a capital letter "L" and it’ll be perfect. :D
I wish it would be possible to disable this unnecessary noise, though.

User avatar
rubenwardy
Moderator
Posts: 7073
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy
Location: London, United Kingdom
Contact:

Re: Luanti 5.13.0

by rubenwardy » Post

Wuzzy wrote:
Sun Aug 03, 2025 10:10
core.show_formspec now allows showing a player inventory (Krock)
How can I detect in Lua if this feature is available (e.g. for backwards-compatibility)? It doesn’t seem to be mentioned in core.features.
This is a client feature. You should check formspec_version (if it was bumped) or protocol version
Wuzzy wrote:
Sun Aug 03, 2025 10:10
Main menu ContentDB usability improvements (grorp)
Huh? I’ve checked the page, both the offline content list, and the online mode, and I don’t see any change at all. Weird.
You can now click install on a package before the package page finishes loading
Renewed Tab (my browser add-on) | Donate | Mods | Minetest Modding Book

Hello profile reader

User avatar
Blockhead
Moderator
Posts: 2786
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: Luanti 5.13.0

by Blockhead » Post

Wuzzy wrote:
Sun Aug 03, 2025 10:10
New API function core.get_mapgen_chunksize() (sfan5)
Thanks, but don’t we already get the same information with core.get_mapgen_setting().chunksize? Why was this added? Was it added for the off-chance that mapgen chunks may one day no longer be cube-shaped? :D
Yes:
sfan5 wrote:
Fri Jun 27, 2025 10:51
Mods often manually parse the chunksize setting. If we want to ever change how this works (soon 😉) breakage will instantly occur.
With this API function it's both easier and future-compatible for mods.
[#16289]
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

User avatar
ShallowDweller
Member
Posts: 115
Joined: Thu Nov 02, 2017 22:23

Re: Luanti 5.13.0

by ShallowDweller » Post

1st of all, thanks for the update and all the great work!

on LMDE:
good news: this version is already available in the app manager
bad news: the update manager does not seem to be able to detect the package or that it was updated (this has been going on since v 5.12, but i was busy irl) i had to install it to get the update (instead of just updating it) and it would not leave the updates available list (at least not until i uninstalled and reinstalled).
.it also seems like i'll have to manually move my settings and mods/games/textures to the new launcher or re-download everything, but that's an inconvenience more than a serious issue (specially since the saves from v 5.11 are probably incompatible and require conversion anyway).
leaving this here in case someone else has the same issue.

EDIT: now i have 2 versions of luanti on my system:
5.11, which has desktop and start menu shortcuts;
5.13, which i can only access from the app manager (let's see if i can figure out how to put a desktop shortcut on that one)
Attachments
Screenshot_20250803_151512.png
Screenshot_20250803_151512.png (10.84 KiB) Viewed 4267 times

User avatar
Wuzzy
Member
Posts: 5038
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: Luanti 5.13.0

by Wuzzy » Post

rubenwardy wrote:
Sun Aug 03, 2025 11:05
Wuzzy wrote:
Sun Aug 03, 2025 10:10
core.show_formspec now allows showing a player inventory (Krock)
How can I detect in Lua if this feature is available (e.g. for backwards-compatibility)? It doesn’t seem to be mentioned in core.features.
This is a client feature. You should check formspec_version (if it was bumped) or protocol version
Thanks, it was the protocol version that helped, it works as intended. It still leaves a bad taste in my mouth to rely on the protocol version for that.

I would like it more if core.features wouldn't be riddled with holes each release. There should be a rule that core.features MUST be updated when creating a PR for a Lua feature unless you can use an "if" to check if a function exists. Or else it is likely to be forgotten when the release day comes.

User avatar
MatyasP
Member
Posts: 119
Joined: Wed Jan 19, 2022 22:12
GitHub: Matyas-Pilz
In-game: MatyasP
Location: Prague, Czech republic
Contact:

Re: Luanti 5.13.0

by MatyasP » Post

Wuzzy wrote:
Sun Aug 03, 2025 10:10
Newly spawned entities now have a persistent GUID, see ObjectRef:get_guid() (sfence)
The entity ID is a very welcome addition. Thanks.
How has defined the unicue IDs / unique settings for vehicles AdvTrains? Is this update for AdvTrains and AdvTrains-based mods change: minor, halfly-important or crucial?
Wuzzy wrote:
Sun Aug 03, 2025 10:10
New API function core.get_mapgen_chunksize() (sfan5)
Thanks, but don’t we already get the same information with core.get_mapgen_setting().chunksize? Why was this added? Was it added for the off-chance that mapgen chunks may one day no longer be cube-shaped? :D
It seems like that you want... to have torus-based world! :D

My questions are:
1) What is planned to be in 5.14?
2) Which month is planned to be 5.14 released?

User avatar
rubenwardy
Moderator
Posts: 7073
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy
Location: London, United Kingdom
Contact:

Re: Luanti 5.13.0

by rubenwardy » Post

Wuzzy wrote:
Thu Aug 07, 2025 15:26
I would like it more if core.features wouldn't be riddled with holes each release. There should be a rule that core.features MUST be updated when creating a PR for a Lua feature unless you can use an "if" to check if a function exists. Or else it is likely to be forgotten when the release day comes.
core.features can only be used to check server features as it is on the server. We don't have a mechanism for checking client features other than the protocol version or formspec version
Renewed Tab (my browser add-on) | Donate | Mods | Minetest Modding Book

Hello profile reader

User avatar
Desour
Member
Posts: 1572
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: Desour
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: Luanti 5.13.0

by Desour » Post

MatyasP wrote:
Thu Aug 07, 2025 17:17
My questions are:
1) What is planned to be in 5.14?
2) Which month is planned to be 5.14 released?
1) There are no exact plans. Whatever is ready will be shipped. You can make guesses from open PRs and milestones though.

2) The release milestone has the planned release date usually: https://github.com/luanti-org/luanti/milestones
(Next one (and this one) are scheduled such that next one should be released before the next game jam.)
rubenwardy wrote:
Thu Aug 07, 2025 17:24
core.features can only be used to check server features as it is on the server. We don't have a mechanism for checking client features other than the protocol version or formspec version
If it requires new server AND client, there should be both core.features and protocol / formspec version bump, no?
Looks like an oversight to me.
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

User avatar
Blockhead
Moderator
Posts: 2786
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: Luanti 5.13.0

by Blockhead » Post

MatyasP wrote:
Thu Aug 07, 2025 17:17
Wuzzy wrote:
Sun Aug 03, 2025 10:10
Newly spawned entities now have a persistent GUID, see ObjectRef:get_guid() (sfence)
The entity ID is a very welcome addition. Thanks.
How has defined the unicue IDs / unique settings for vehicles AdvTrains? Is this update for AdvTrains and AdvTrains-based mods change: minor, halfly-important or crucial?
There is no relation to Advtrains at the moment. Trains and wagons have their own IDs tracked by that mod, but AdvTrains only uses Luanti's entity functionality when a train is visible: Every time a wagon becomes visible to more than 0 players, wagon and coupling entities are spawned. When the wagon becomes visible to 0 players again, it and its couplings get destroyed as entities. There is not much benefit to persisting the entities with unique IDs and moving them around in unloaded areas; that would seem only to add to the processing taken for trains not in loaded areas, which is not good for performance, and the simulation of trains needs to be kept lightweight.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

User avatar
Wuzzy
Member
Posts: 5038
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: Luanti 5.13.0

by Wuzzy » Post

rubenwardy wrote:
Thu Aug 07, 2025 17:24
Wuzzy wrote:
Thu Aug 07, 2025 15:26
I would like it more if core.features wouldn't be riddled with holes each release. There should be a rule that core.features MUST be updated when creating a PR for a Lua feature unless you can use an "if" to check if a function exists. Or else it is likely to be forgotten when the release day comes.
core.features can only be used to check server features as it is on the server. We don't have a mechanism for checking client features other than the protocol version or formspec version
Oh, wait. Now that makes sense. I guess I was confused because I'm building a singleplayer game, where there is no meaningful distinction between server and client. Oops!

Locked

Who is online

Users browsing this forum: No registered users and 0 guests