Yes, to reproduce this bug - you need modified client with dig on_punch.
"minetest.get_dig_params" can't help to check the cheat, because it works only when node was dug.
In any way default anticheat works well, but its still impossible to check who tried to dig unbreakable node.
Search found 616 matches
- Fri Oct 23, 2020 08:42
- Forum: General Discussion
- Topic: minetest.register_on_cheat / false positives
- Replies: 2
- Views: 230
- Wed Oct 07, 2020 08:40
- Forum: General Discussion
- Topic: minetest.register_on_cheat / false positives
- Replies: 2
- Views: 230
minetest.register_on_cheat / false positives
Using cheat.type == "dug_unbreakable" give us false positives if we dig an example the dirt, must work only with unbreakable node like " stone + hand ". Any advices how to check on_cheat for unbreakable nodes? minetest.register_on_cheat(function(player, cheat) local name = player...
- Mon Oct 05, 2020 17:28
- Forum: General Discussion
- Topic: hacked PunTrue client
- Replies: 13
- Views: 735
Re: hacked PunTrue client
Name of hacked client in the title and descriptions of the thread still looks like an ad :)
Recommend to delete it, otherwise you bring much more cheaters to minetest servers.
About anticheat, it depends on version. Default anticheat must be on without config.
Recommend to delete it, otherwise you bring much more cheaters to minetest servers.
About anticheat, it depends on version. Default anticheat must be on without config.
- Mon Oct 05, 2020 11:37
- Forum: General Discussion
- Topic: hacked PunTrue client
- Replies: 13
- Views: 735
Re: hacked PunTrue client
Try to turn on default anticheat and add anticheat mod, i prefer rnd's version.
Part of your message looks like an advertisement of hacked client, i hope i'm wrong.
Part of your message looks like an advertisement of hacked client, i hope i'm wrong.
- Mon Sep 21, 2020 20:19
- Forum: Minetest-related projects
- Topic: MtBotter: A library to create Minetest bots (latest version: 0.0)
- Replies: 10
- Views: 793
- Mon Sep 21, 2020 17:37
- Forum: Minetest-related projects
- Topic: MtBotter: A library to create Minetest bots (latest version: 0.0)
- Replies: 10
- Views: 793
Re: MtBotter: A library to create Minetest bots (latest version: 0.0)
https://notabug.org/farooqkz/mtbotter/src/master/CREATE-BOT.md Thanks, missed it, now have compile error: /usr/bin/ld: ../lib/gmp/libgmp.a(mini-gmp.c.o): relocation R_X86_64_PC32 against symbol `mpn_invert_3by2' can not be used when making a shared object; recompile with the parameter -fPIC /usr/bi...
- Mon Sep 21, 2020 16:41
- Forum: Minetest-related projects
- Topic: MtBotter: A library to create Minetest bots (latest version: 0.0)
- Replies: 10
- Views: 793
Re: MtBotter: A library to create Minetest bots (latest version: 0.0)
Impressive! Could you provide any guide how to use it?You can move in the world, add or remove blocks, punch nodes, mobs and players and receive currently a few events such as removal or addition of a node, chat messages and time change
- Sun Sep 13, 2020 10:49
- Forum: Problems
- Topic: [solved] How to check real lag of server?
- Replies: 21
- Views: 1526
Re: [solved] How to check real lag of server?
Festus1965,
Everything you write does not matter when we talk about complex mods that use timers.
No profiler, or /status will never show you the delay / lag.
________________
Only 100% of players who tell you "I can't open a chest within 5 secs" can help you to detect lags.
Everything you write does not matter when we talk about complex mods that use timers.
No profiler, or /status will never show you the delay / lag.
________________
Only 100% of players who tell you "I can't open a chest within 5 secs" can help you to detect lags.
- Sat Sep 12, 2020 11:11
- Forum: Problems
- Topic: [solved] How to check real lag of server?
- Replies: 21
- Views: 1526
Re: How to check real lag of server?
Festus1965
The meaning of the topic is in the first post of this thread.

The meaning of the topic is in the first post of this thread.

- Sat Sep 12, 2020 07:17
- Forum: Problems
- Topic: [solved] How to check real lag of server?
- Replies: 21
- Views: 1526
Re: How to check real lag of server?
THEN I found the source of lag ... it's only you, with your configuration of the game you accept the lag or you change your crazy config ... Are you troll or just make your message stats better with random messages? ________________ Solution of topic already found, for huge areas better to use &quo...
- Fri Sep 11, 2020 13:45
- Forum: Problems
- Topic: [solved] How to check real lag of server?
- Replies: 21
- Views: 1526
Re: How to check real lag of server?
Probably you misunderstood what is Skyblock mode.
Skyblock mod reset / update the area with island each new player join. Area is about > 40000 blocks, so lags sometimes happens if we use minetest.delete_area.
- Fri Sep 11, 2020 11:42
- Forum: Problems
- Topic: [solved] How to check real lag of server?
- Replies: 21
- Views: 1526
Re: How to check real lag of server?
I am sorry, but a real lag is a steady all time server online similar lag as of using the game. Your description is a act of special order for some time (maybe every 1 hour ?), but not running all the time. While server was online, for island update (in Skyblock mode) server got a lag each join of ...
- Thu Sep 10, 2020 09:30
- Forum: Problems
- Topic: [solved] How to check real lag of server?
- Replies: 21
- Views: 1526
Re: How to check real lag of server?
After a long time, I found a reason of lag and a solution. If you need to delete about >40000 blocks or kind of it, never use "minetest.delete_area". Instead of it use "minetest.get_voxel_manip()" In result i had 0.023 seconds delay for island update instead of 1.3 sec with "...
- Tue Sep 08, 2020 18:39
- Forum: Problems
- Topic: Player dies when teleporting if velocity is too high
- Replies: 1
- Views: 186
Re: Player dies when teleporting if velocity is too high
Easy but ugly solution: attach an entity with "velocity = 0" for 0.1 sec and then dettach it.
- Sat Sep 05, 2020 10:27
- Forum: WIP Mods
- Topic: [Mod]Baked Clay Addition[1.1][bakedclayaddition]
- Replies: 8
- Views: 532
- Sat Sep 05, 2020 10:19
- Forum: WIP Mods
- Topic: [Mod] Baked Clay X [bakedclayx]
- Replies: 0
- Views: 224
[Mod] Baked Clay X [bakedclayx]
Baked Clay X ___________________________________________________________________________________________________ http://i.imgur.com/uqxDvcU.png Download [/color][/b] Mod adding 323 coloured nodes. Craft not added, useful only for creative mod. This is kind of challenge to make as small a mod as pos...
- Thu Sep 03, 2020 08:45
- Forum: General Discussion
- Topic: Visualize 3D maps of movement?
- Replies: 13
- Views: 657
Re: Visualize 3D maps of movement?
WyomingWill,
Looks good, definitely faster and more convenient than using my method.
Looks good, definitely faster and more convenient than using my method.
- Tue Sep 01, 2020 10:34
- Forum: General Discussion
- Topic: Visualize 3D maps of movement?
- Replies: 13
- Views: 657
Re: Visualize 3D maps of movement?
I used Google Sheets -> diagram -> overlay settings -> Krita
This is not perfect, but no idea how to make it better.
- Mon Aug 31, 2020 14:54
- Forum: General Discussion
- Topic: Visualize 3D maps of movement?
- Replies: 13
- Views: 657
Re: Visualize 3D maps of movement?
Looks good.WyomingWill wrote: ↑Mon Aug 31, 2020 04:32Works great! Here is a small example.... Love it.
Thanks again! I hope I attached this image correctly.
![]()
My 2D try: minetestmapper + google sheets + krita

- Sun Aug 23, 2020 16:40
- Forum: WIP Mods
- Topic: [Mod] Auth Redux v2.14 (Authentication Handler) [auth_rx]
- Replies: 85
- Views: 11590
Re: [Mod] Auth Redux v2.14 (Authentication Handler) [auth_rx]
Players who using 0.4 version of clientsorcerykid wrote: ↑Sun Aug 23, 2020 15:38When you say "old mobile players" which client version are you referring to?
- Sat Aug 22, 2020 11:40
- Forum: WIP Mods
- Topic: [Mod] Auth Redux v2.14 (Authentication Handler) [auth_rx]
- Replies: 85
- Views: 11590
Re: [Mod] Auth Redux v2.14 (Authentication Handler) [auth_rx]
In any way old mobile players can't change their password via ESC menu, so need some special tweaks. This should be more safe: local pass = {} minetest.register_on_leaveplayer(function(player) local name = player:get_player_name() pass[name] = nil end) minetest.register_chatcommand("pass",...
- Thu Aug 20, 2020 22:29
- Forum: WIP Mods
- Topic: [Mod] Auth Redux v2.14 (Authentication Handler) [auth_rx]
- Replies: 85
- Views: 11590
Re: [Mod] Auth Redux v2.14 (Authentication Handler) [auth_rx]
set_password = function ( username, password ) if auth_db.set_password( username, password ) then minetest.log( "info", "Reset password of player '" .. username .. "' in authentication database" ) return true end return false end, Сonfirm, it works with that changes. O...
- Sun Aug 16, 2020 19:59
- Forum: Modding Discussion
- Topic: [offline players / player_backend]
- Replies: 4
- Views: 263
Re: [offline players / player_backend]
https://github.com/minetest/minetest/issues/6193 As i understood correctly, "core.get_player_or_load" will work only with last new Minetest versions. Write a mod that requires lua-sqlite3 and use that to read out the database. Though parallel writes must not be done -> open as read only a...
- Sun Aug 09, 2020 17:53
- Forum: WIP Mods
- Topic: [Mod] Auth Redux v2.14 (Authentication Handler) [auth_rx]
- Replies: 85
- Views: 11590
Re: [Mod] Auth Redux v2.14 (Authentication Handler) [auth_rx]
Which build of Minetest are you using? There's a chance that the first crash is the result of an in-game password change. You could try editing the minetest.register_on_auth_fail() callback as follows in init.lua: Used 5.0, specially tested in 0.4.17.1, the same. Crash can't reproduce, but discover...
- Fri Aug 07, 2020 15:55
- Forum: WIP Mods
- Topic: [Mod] Auth Redux v2.14 (Authentication Handler) [auth_rx]
- Replies: 85
- Views: 11590
Re: [Mod] Auth Redux v2.14 (Authentication Handler) [auth_rx]
Small review: works really fast, recommend. Tried both versions. Main version of auth_rx crashed once, lite version does not turn on at all. error from main: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'auth_rx' in callback on_auth_failure(): ../auth_rx/watchdog...