Search found 570 matches
- Wed Nov 29, 2023 08:35
- Forum: WIP Mods
- Topic: [Mod] Warehouse [warehouse]
- Replies: 0
- Views: 3052
[Mod] Warehouse [warehouse]
The Warehouse Mod This is a fast, reliable and completely automated storage mod. It doesn't use minetest inventories for storing items and automatically distributes the items to slots of different sizes to accomplish optimale utilization. So the users don't have to care where the items are stored. ...
- Tue Nov 28, 2023 10:57
- Forum: General Discussion
- Topic: Defragmenting the Minetest community
- Replies: 36
- Views: 8855
Re: Defragmenting the Minetest community
I don't think it makes sense to force people to use a specific platform. They all have their pros and cons. In my opinion it is way more important to keep everyone on the same page regarding any subject. For this it is important to not split the discussion subjects to different platforms without any...
- Tue Nov 28, 2023 08:25
- Forum: Servers
- Topic: How to use systemd units to run multiple Minetest server instances on one node
- Replies: 2
- Views: 751
Re: How to use systemd units to run multiple Minetest server instances on one node
This seems to be a very detailed guide, well done.
For people who need such a thing it may be helpful if it gets added or linked at the wiki, so that it is easier to find.
e.g. here https://wiki.minetest.net/Setting_up_a_server or here https://wiki.minetest.net/Setting_up_a_server/Debian
For people who need such a thing it may be helpful if it gets added or linked at the wiki, so that it is easier to find.
e.g. here https://wiki.minetest.net/Setting_up_a_server or here https://wiki.minetest.net/Setting_up_a_server/Debian
- Tue Nov 21, 2023 05:59
- Forum: General Discussion
- Topic: Back to Minetest after 10 years.
- Replies: 10
- Views: 1893
Re: Back to Minetest after 10 years.
Speaking of content - what do you guys recommend me to take a look at? There has happened a lot in the past 10 years, but the classical mods like moreores, moreblocks, darkage, mesecons ... are still being used. Something to look at would be for example digtron , glitch or techage . Also I suggest ...
- Tue Nov 21, 2023 05:24
- Forum: Feature Discussion
- Topic: Idea: advertisements in ContentDB
- Replies: 20
- Views: 2802
Re: Idea: advertisements in ContentDB
The reason why many mods are low quality is because people are making them for fun. Providing an incentive to make mods will significantly increase the quality of mods. This is absolutely wrong. Making something just for fun has nothing to do with the quality. Even if you throw money at the develop...
- Sun Nov 05, 2023 03:05
- Forum: Modding Discussion
- Topic: Respecting allow_metadata_inventory_### funcs, that require Player object, when taking/inserting items from code
- Replies: 6
- Views: 933
Re: Respecting allow_metadata_inventory_### funcs, that require Player object, when taking/inserting items from code
I see, you need this for an item transportation mod. Sadly, using a fake player for this will never be completely secure in all cases. The best would probably be to manually specify it for every node. Also there may be some cases where you don't want inventory actions to be automatable even though t...
- Sun Oct 22, 2023 13:11
- Forum: General Discussion
- Topic: Is it legal to sell Minetest as is?
- Replies: 17
- Views: 3289
Re: Is it legal to sell Minetest as is?
Just because a step in production adds little value or takes little effort, that doesn't make it a scam. It's more of a laziness tax. Good point, but you could say the same about Minetest inside the Microsoft store. An easy (and expensive) install for lazy people? "Pre-chopped pre-packaged cho...
- Sun Oct 22, 2023 07:33
- Forum: General Discussion
- Topic: Is it legal to sell Minetest as is?
- Replies: 17
- Views: 3289
Re: Is it legal to sell Minetest as is?
example : I buy a cheap usb empty stick, then I copy minetest on it and sell this usb stick 50% more expensive (with a free gift) have fun. the plus price is as of my hard work to copy ! I don't think this makes much sense with minetest, but with Linux distros this is actually a common thing. Just ...
- Fri Oct 13, 2023 17:22
- Forum: General Discussion
- Topic: Minetest Game will be debundled in 5.8.0
- Replies: 26
- Views: 4744
Re: Minetest Game will be debundled in 5.8.0
Debundling MTG is obviously not the silver bullet that will magically make Minetest into a sensation overnight, but it is a step in the right direction. What is even the "right direction" for Minetest? I feel like this is the main problem here. With the current goal to reinforce Minetest'...
- Wed Oct 11, 2023 20:14
- Forum: Problems
- Topic: Find unused but activated mods
- Replies: 8
- Views: 1130
Re: Find unused but activated mods
I activated a lot of mods but dont use them all. I just want to get rid of the unused mods. /mods lists all activated mods. If I deactivate a mod I have to look around for "unknown blocks" to check if this mod has been used. The concept of "unused" mod makes no sense. Either a m...
- Wed Oct 11, 2023 14:49
- Forum: Modding Discussion
- Topic: totem of undying not work
- Replies: 1
- Views: 502
Re: totem of undying not work
Please state your problem and provide an error message. (and try to fix it yourself) Also just copying the code instead of a screenshot would make it much more readable. btw line 28 looks suspicions and line 24 an itemstack is not an itemname and line 30 there is a semicolon (this is lua not C++) Yo...
- Wed Oct 11, 2023 14:31
- Forum: Problems
- Topic: Find unused but activated mods
- Replies: 8
- Views: 1130
Re: Find unused but activated mods
You can write /mods in the ingame chat, to see all mods.
Or look into the world.mt file inside your world folder.
If your mods can't be activated, you're probably missing some dependencies or you haven't put the mods into the mods folder.
Or look into the world.mt file inside your world folder.
If your mods can't be activated, you're probably missing some dependencies or you haven't put the mods into the mods folder.
- Tue Oct 10, 2023 23:03
- Forum: Problems
- Topic: '??' in craftguide for some items instead of mod name
- Replies: 2
- Views: 1005
Re: '??' in craftguide for some items instead of mod name
Look here:
viewtopic.php?p=429068#p429068
If you have installed animalia and no other mod causes this problem, it may be fixed with this:
https://github.com/ElCeejo/animalia/pull/63
viewtopic.php?p=429068#p429068
If you have installed animalia and no other mod causes this problem, it may be fixed with this:
https://github.com/ElCeejo/animalia/pull/63
- Mon Oct 09, 2023 20:23
- Forum: Feature Discussion
- Topic: ABM interleaving
- Replies: 11
- Views: 2633
Re: ABM interleaving
You could implement the interleave mechanism on your own in lua, but it would probably still be slow. I suggest to just not use ABMs, they are generally slow, especially if you use a lot of them. The applicability depends on what exactly you want to do, but here is an alternative. globalstep + LBM (...
- Thu Oct 05, 2023 15:02
- Forum: Modding Discussion
- Topic: Websocket/HTTP server for polling information help
- Replies: 2
- Views: 542
Re: Websocket/HTTP server for polling information help
Maybe Async environment or HTTP Requests is what you want. (You could also directly fetch the data from the map database.)
Here is an example for interaction with a web service. (in both directions)
https://github.com/archfan7411/discordmt/tree/master
Here is an example for interaction with a web service. (in both directions)
https://github.com/archfan7411/discordmt/tree/master
- Mon Oct 02, 2023 18:05
- Forum: Modding Discussion
- Topic: hide the real player name (closed)
- Replies: 4
- Views: 528
Re: hide the real player name
The just use minetest.register_on_chat_message() It would look like this: local hide_names = {} -- the changed names are stored here (not saved after game restart) minetest.register_chatcommand(rename_myself, { params = "<new_name>", description = "rename yourself", privs = {}, f...
- Mon Oct 02, 2023 16:41
- Forum: Modding Discussion
- Topic: hide the real player name (closed)
- Replies: 4
- Views: 528
Re: hide the real player name
What exactly do you mean by nickname?
Do you just want to change the nametag and/or chat name appearance?
Do you want to change the actual playername or emulate being another player?
Do you just want to change the nametag and/or chat name appearance?
Do you want to change the actual playername or emulate being another player?
- Mon Sep 25, 2023 16:18
- Forum: Problems
- Topic: [??] Appears as many mod names in my custom game
- Replies: 13
- Views: 1199
Re: [??] Appears as many mod names in my custom game
Thanks very much to everyone for the great suggestions! It turns out after much testing that the sole cause of the problems is the "Animalia" mod: https://github.com/ElCeejo/animalia and / or it's dependency, "Creatura": https://github.com/ElCeejo/creatura When these are disable...
- Sun Sep 24, 2023 23:17
- Forum: Problems
- Topic: [??] Appears as many mod names in my custom game
- Replies: 13
- Views: 1199
Re: [??] Appears as many mod names in my custom game
Thanks cx384. Where would I enter/implement the debug code? I'm on Windows in singleplayer. I'm not sure, I don't use Windows. You can probably start minetest in a terminal somehow. Or use minetest.chat_send_all() instead of print, or write the output into a file with lua. You can enter/implement t...
- Sun Sep 24, 2023 21:48
- Forum: Problems
- Topic: [??] Appears as many mod names in my custom game
- Replies: 13
- Views: 1199
Re: [??] Appears as many mod names in my custom game
This is a problem with the item's mod_origin . If it can't be determined, it is set to "??" and unified inventory uses this. https://github.com/minetest/minetest/blob/b0d5cedeb6039f0a9dafbec0d7ac6e566049af35/doc/lua_api.md?plain=1#L9194 https://github.com/minetest-mods/unified_inventory/bl...
- Fri Sep 22, 2023 12:32
- Forum: Modding Discussion
- Topic: Keep player from taking partial stack?
- Replies: 1
- Views: 288
Re: Keep player from taking partial stack?
Yes there is a way. e.g for node inventories: (For player inventories you would use minetest.register_allow_player_inventory_action ) allow_metadata_inventory_take = function(pos, listname, index, stack, player) if listname == "main" then local meta = minetest.get_meta(pos) local inv = met...
- Thu Sep 21, 2023 20:31
- Forum: Problems
- Topic: Client /profiler for Default is Fast, But Not Headless Server?
- Replies: 13
- Views: 926
Re: Client /profiler for Default is Fast, But Not Headless Server?
Maybe your network is just slow.
It would be helpful if you provide more information.
How exactly did you measure the performance? Can you provide any numbers?
How does your setup look like? (hardware, version, luajit, database, settings, ...)
It would be helpful if you provide more information.
How exactly did you measure the performance? Can you provide any numbers?
How does your setup look like? (hardware, version, luajit, database, settings, ...)
- Mon Sep 18, 2023 10:52
- Forum: General Discussion
- Topic: I created a Minetest Laucher!
- Replies: 13
- Views: 1732
Re: I created a Minetest Laucher!
PSA: Please do not run fishy third-party binaries someone dumped on GitHub (or elsewhere). This repository looks extraordinarily suspicious, with just some huge blobs, and not a single line of source code or meaningful source code history. Hmm, I wonder what 'PSA' could stand for... P ounds per s q...
- Tue Sep 05, 2023 10:30
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 443171
Re: Post your mod requests/ideas here
- Tue Sep 05, 2023 10:23
- Forum: WIP Mods
- Topic: [Mod] Handranks [handranks]
- Replies: 1
- Views: 421
[Mod] Handranks [handranks]
Handranks A mod that makes your hand rank up when you use it to dig nodes, and it even can dig nodes which are normally not digable by a bare hand, like stone. A higher rank increases the hand's digging speed. It has separate ranks for cracky, crumbly, choppy and snappy nodes. As well as strength w...