Please do not pick a ridiculous name or one that is hard to pronounce or one that leads to an unhappy abbreviation.
Please prefer simplicity and memorability over tongue twisters and wedging in FOSS or dev terms.
Search found 191 matches
- Sat Mar 23, 2024 15:24
- Forum: General Discussion
- Topic: The best name instead of Minetest is...
- Replies: 219
- Views: 18553
- Fri Mar 08, 2024 06:33
- Forum: Modding Discussion
- Topic: delete symbol from string (SOLVED)
- Replies: 10
- Views: 296
Re: delete symbol from string
Use your native language and add the english translation, then both native speakers and the rest of us can try to help
Используйте свой родной язык и добавьте английский перевод, затем носители языка и все остальные смогут попробовать помочь.
Используйте свой родной язык и добавьте английский перевод, затем носители языка и все остальные смогут попробовать помочь.
- Sun Feb 18, 2024 14:13
- Forum: Deutsch
- Topic: Stadt nachbauen
- Replies: 6
- Views: 349
Re: Stadt nachbauen
Kannst du uns das Ausgangsbild zur Verfügung stellen? Möglichst inklusive Höhenangaben?
- Thu Jan 25, 2024 19:15
- Forum: General Discussion
- Topic: Show Total Number Of Registered Nodes?
- Replies: 9
- Views: 495
Re: Show Total Number Of Registered Nodes?
If you have worldedit installed and the appropriate privs, you could do
```
//lua local myname="TechnoWolf" local n = 0 for _,_ in pairs(minetest.registered_nodes) do n=n+1 end core.chat_send_player(myname,n.."")
```
Works from a running server. The snippets mod also might help.
```
//lua local myname="TechnoWolf" local n = 0 for _,_ in pairs(minetest.registered_nodes) do n=n+1 end core.chat_send_player(myname,n.."")
```
Works from a running server. The snippets mod also might help.
- Sun Dec 31, 2023 17:45
- Forum: News
- Topic: Forum is now hosted by celeron55 (report issues here)
- Replies: 177
- Views: 113436
Re: Forum is now hosted by celeron55 (report issues here)
What does the database say? Can you compare what's saved in a working post with spoiler tags and a defunct one?
- Wed Dec 13, 2023 17:33
- Forum: Modding Discussion
- Topic: Check if media with specified name exists from Lua?
- Replies: 5
- Views: 1203
Re: Check if media with specified name exists from Lua?
Want to chime in? "Check existence of media file":
https://github.com/minetest/minetest/issues/10389
https://github.com/minetest/minetest/issues/10389
- Sat Dec 09, 2023 21:46
- Forum: General Discussion
- Topic: Forums Loading Speed
- Replies: 6
- Views: 1268
Re: Forums Loading Speed
Credit where due: It really appears to be faster. What happened? Solar flare hit it? Borg took over? Forum maintainer is on vacation? :P
- Sat Dec 09, 2023 21:40
- Forum: General Discussion
- Topic: Leaves not falling.
- Replies: 8
- Views: 1413
Re: Leaves not falling.
Could you please test with https://github.com/fluxionary/minetest-choppy and report whether it works with this one?
- Tue Dec 05, 2023 01:27
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2494
- Views: 635597
Re: [Mod] Mobs Redo [1.61] [mobs]
I can't have mobs with nametags anymore, most likely since - Changed nametags from self.nametag to self._nametag with backwards compatibility check or - Moved nametag variable to self._nametag How would I add nametags to monsters? Neither the old nametag = "Mobname" nor the new _nametag = ...
- Sun Nov 26, 2023 02:28
- Forum: General Discussion
- Topic: Defragmenting the Minetest community
- Replies: 36
- Views: 8659
Re: Defragmenting the Minetest community
My go-to place for asking questions like yours is discord. I feel like not only are the the most competent users on discord but also those most willing to help/answer. I dare you try it and post your question in all of those places and see where you get the fastest and most correct answer. Remember ...
- Fri Nov 24, 2023 01:39
- Forum: Feature Discussion
- Topic: Ideas for an in-world mod editor
- Replies: 14
- Views: 2116
Re: Ideas for an in-world mod editor
Did you see https://gitlab.com/luk3yx/minetest-snippets ? Not sure if that fills all your use cases. For oneliners, there's also Worldedit's //lua
- Sun Nov 19, 2023 05:20
- Forum: General Discussion
- Topic: How do we increase modder involvement in engine development?
- Replies: 25
- Views: 4374
Re: How do we increase modder involvement in engine development?
Unfortunately I share a couple of the experiences ancientmariner had, although by far not to the extent he describes. Anecdotal and the person who caused it unfortunately is not in the MTE project anymore, but my first interaction with MTE bug reporting was that I presented a usecase and asked for a...
- Fri Sep 01, 2023 17:48
- Forum: Deutsch
- Topic: Server stürtzt einfach bei start ab (Speicherzugrifsfehler)
- Replies: 12
- Views: 1176
Re: Server stürtzt einfach bei start ab (Speicherzugrifsfehler)
Ist der segfault 100% reproduzierbar?
- Fri Aug 18, 2023 22:39
- Forum: General Discussion
- Topic: Why do so many modders never update their mod on ContentDB
- Replies: 16
- Views: 1595
Re: Why do so many modders never update their mod on ContentDB
If it were an ideal world, there would be a "report bug" button on content DB website for each mod. This button would hand over bugs to the git repo the mod is hosted on. If a modmaker does not want to receive bugreports this way, he may happily disable that feature. If it were an even mor...
- Fri Aug 04, 2023 10:04
- Forum: Modding Discussion
- Topic: Project X
- Replies: 7
- Views: 725
Re: Project X
I like your project, but can you please use a git provider? Otherwise your work may get lost or buried here.
- Fri Aug 04, 2023 09:57
- Forum: Feature Discussion
- Topic: minetestserver -migrate and postgresql?
- Replies: 15
- Views: 6269
Re: minetestserver -migrate and postgresql?
Like so:
pgsql_connection = postgresql:///DATABASENAME?host=/var/run/postgresql&user=USERNAME&password=PASSWORD&dbname=DATABASENAME
pgsql_connection = postgresql:///DATABASENAME?host=/var/run/postgresql&user=USERNAME&password=PASSWORD&dbname=DATABASENAME
Re: Froscon
Wäre vielleicht mal sinnvoll, alle derartigen Veranstaltungen zu sammeln und nach Region und Datum zu sortieren. Sonst kriegt man immer erst dann alles mit, wenns schon gelaufen ist.
- Tue Jul 11, 2023 10:43
- Forum: Feature Discussion
- Topic: Why don't more games provide custom player character models?
- Replies: 12
- Views: 1812
Re: Why don't more games provide custom player character models?
Is there a rasonably accurate/modern tutorial how to make your own player model?
- Fri Jun 30, 2023 21:46
- Forum: Mod Releases
- Topic: [Mod] Petz [DEPRECATED] [petz]
- Replies: 1496
- Views: 242676
Re: [Mod] Petz [z62] [petz]
Thanks, people already wondered why they never saw beavers building a dam!
Once again, this will make the server Slightly cooler :)
Once again, this will make the server Slightly cooler :)
- Fri Jun 23, 2023 10:14
- Forum: General Discussion
- Topic: Minetest Mapper
- Replies: 2
- Views: 333
Re: Minetest Mapper
Assuming you're talking about https://github.com/minetest/minetestmapper : 1. Add this mod to your mods https://github.com/minetest/minetestmapper/tree/master/util/dumpnodes 2. Enable that mod, either by having it in the worldmods or via world.mt 3. Start your world 4. Check if the mod is loaded 5. ...
- Mon Jun 05, 2023 20:41
- Forum: Mod Releases
- Topic: [Mod] Alphabet [alphabet]
- Replies: 17
- Views: 13176
Re: [Mod] Alphabet [alphabet]
Here's a repo with fixes: https://gitea.your-land.de/your-land/alphabet
- Mon May 29, 2023 20:50
- Forum: Deutsch
- Topic: Mod-Kompatibilität und eigene(s) Mod(s)
- Replies: 6
- Views: 946
Re: Mod-Kompatibilität und eigene(s) Mod(s)
Wir haben auf unserem Server ähnliche Probleme und ein Großteil unserer Zeit geht dafür drauf, mods zu integrieren oder upstream issues zu melden oder zu beheben. Viele der mods sind auch veraltet, haben keinen Maintainer mehr oder sind komplex. In ganz wenigen Fällen hat sich auch eine dependency w...
- Mon May 15, 2023 10:25
- Forum: Problems
- Topic: How to detect if player's inventory formspec is currently opened?
- Replies: 4
- Views: 416
Re: How to detect if player's inventory formspec is currently opened?
Does minetest.register_on_player_receive_fields(function(player, formname, fields)) solve your problem? formname should contain the formspec that is open right now.
https://github.com/minetest/minetest/bl ... in=1#L5415
https://github.com/minetest/minetest/bl ... in=1#L5415
- Sun Apr 23, 2023 13:29
- Forum: General Discussion
- Topic: Need help with running commands using Lua
- Replies: 6
- Views: 649
Re: Need help with running commands using Lua
Still not sure if that's what you're asking, but this is how you execute chatcommands via luacode: minetest.chatcommands["kill"].func("kill","Bastrabun") Also no clue whether this is "the minetest way to do it" or just some ugly hack someone came up with and n...
- Thu Apr 20, 2023 10:10
- Forum: General Discussion
- Topic: Need help with running commands using Lua
- Replies: 6
- Views: 649
Re: Need help with running commands using Lua
Do you intend to automatically run code when a player joins? That could be done via `minetest.register_on_joinplayer(function(ObjectRef, last_login))` (https://github.com/minetest/minetest/blob/master/doc/lua_api.md#global-callback-registration-functions) Or do you intend to run a chatcommand manual...