Luanti Forums - Index page
forum.minetest.net.web.brid.gy
Luanti Forums - Index page
@forum.minetest.net.web.brid.gy
WIP Games • Re: [Game] Mineclonia [0.119.0]
> > One last thing: Cactus Flowers won't drop if the cactus was destroyed by pistons (or by having a block placed near the cactus, like the dirt block in the screenshot). They droped normaly with all my other tests (mine cactus by hand/axe, remove supporting block by hand/tool, push supporting block with piston, mine it and retract piston) > screenshot_20260211_121926.jpg > > ps. Thanks for everything! > > I made an issue about this https://codeberg.org/mineclonia/mineclonia/issues/4129 Thanks! > > > Again, if Luanti crashes, a crash log can only be collected if the Android is set up for that. >> >> We still need more info to be able to investigate. Even if you cannot find the log file, doesn't it at least display an error message? > > Again, Luanti can't generate an error message if it crashes. If you search your mobile device's file system for the Minetest/Luanti's folder, there should be a text file named "debug.txt" (without quotes) somewhere. This file generates when you launch Luanti and unless you configured otherwise, it logs all the warnings and errors while the engine is running, so it should have what happened before the crash registered. And if that doesn't work, try using Android Debug Bridge (adb) to capture real-time debug output, which should register how the crash is happening and give you some text to copy and show the devs. I don't know how to help with the crash (or how to use adb), but I have a feeling there's a communication issue here and I'm hoping this helps you understand how to get the information the developers need in order to help you. Statistics: Posted by ShallowDweller — Thu Feb 12, 2026 03:27 * * *
forum.luanti.org
February 12, 2026 at 3:32 AM
Luanti-related projects • Re: Building a Full Ecology and Physics Simulator With Luanti
Ok, here's a "miner" update: I've been sick, so not very productive. (Kind of just making this to feel useful, honestly.) Catgirl, on the other hand, has managed to make a rudimentary cellular automata tool, and tested it with a simple gaseous diffusion simulation. It's too jank to be worth sharing right now, but is very promising. It seems like her and proller are planning to cut Lua scripting/tables out for performance, & store all of the cell entries in some kind of distributed database. This might mean servers could perform *better* than single-player? Idk. 🤷 As for me: sometime in the next week or two, I should have some "vision docs" ready, which will hopefully break all of the design work into tasks that can be done by 1-10 people. They'll mostly be fun, like "figure out how many flowers we need." (Although not quite that specific.) Once we have some people who want to help design the game-play, I'll start handing them out. (Got one or two people already, but may want more.) In light of discord's decision to jump off the deep end, I'll probably be organizing that on Zulip, which is a FOSS tool for organizations to coordinate with. Once we're at work, I'll mostly use this thread for updates. Statistics: Posted by Wranglyph — Wed Feb 11, 2026 19:26 * * *
forum.luanti.org
February 11, 2026 at 7:30 PM
Modding Discussion • Re: Temperature system for a winter survival game.
This is certainly doable to some degree (no pun intended). My game server makes extensive use of weather and temperature based survival, including a "Temp Felt" HUD and even a vignette overlay to give a visceral indication of temperature extremes. https://github.com/sorcerykid/survival? ... me-ov-file Players must still be selective when venturing out in the cold (to avoid frostbite) or when mining in lava caves (so as not to get heatstroke) by wearing armor with suitable insulation and conduction properties. Similarly wielding a torch will give a warming sensation while holding an ice cube will result in a cooling effect. While the game mechanic on my server isn't quite as elaborate as you described (i.e. heat being confined to a specific room) it nevertheless does account for radiation sources. That is, a node can propogate heat radially or on contact, or even both (such as a furnace which will burn you when touched, but provide moderate warmth from a distance). This is accomplished by use of my Axon framework: viewtopic.php?f=9&t=24721 Of course, in my case I'm focused on optimizing for server performance (network, CPU, etc.) rather than ultra-realism. But since your game is most likely intended for single-player on a local machine, you probably won't have those same constraints. I would be interested in seeing what direction you plan to take with your project! Statistics: Posted by sorcerykid — Wed Feb 11, 2026 17:29 * * *
forum.luanti.org
February 11, 2026 at 5:30 PM
WIP Games • Re: [Game] Mineclonia [0.119.0]
> > I see... > > Do you think manually overriding the in-game files with the ones in the texture pack will work? > We'd have to re-do the process with each update, but hey, if it works, that's good enough to me (i mostly want to change tool textures). > > And do you think it would ever be possible in a distant future (or with a 3rd-party mod) to reimplement compatibility? > > Thanks for clarifying! > > ps. 2 last things: > 1) Warning to all players: > if you load world with a texture pack enabled, **the grass will stay broken even after you disable the texture pack**. > (I'm NOT expecting a fix for this one, just warning people) > > 2) I forgot to thank the developers for fixing the collision boxes for mobs. it's a thousand times better now. > Thanks, and great job! > > I know what has happened here and does not have anything to do with texture packs. The problem is that Luanti does not persist the biome distribution in the world. So when we make changes to biomes, the biomes in game can shift such that they do not match with already generated terrain anymore. > > The reason the grass turned grey is because that location has turned into a pale garden biome which was added in the last release. It would make sense to add an lbm which updates the biome coloring for all biomes to fix this. We do however have two other changes that would also require updating all the grass color, so I think it makes sense to wait with it so we can do it all at once: > > > * https://codeberg.org/mineclonia/mineclonia/issues/3071 > * https://codeberg.org/mineclonia/mineclonia/issues/4043 > When those two issues are looked into, then I think it should be resolved. Unfortunately I do not think there is much we can do before that. In hindsight it would maybe have been better to wait with adding the pale garden biome because of this, but not much we can do about it now. > > Note that this is only a problem with the builtin mapgens, not the custom singlenode map generator. You're right! i've tested grass elsewhere in that world and it was not grey. Thanks! Glad to hear the issue is being looked into (and that I can use texture packs). And don't worry about having added the Gardens "too soon". Most players like to create new worlds when new world generation features are added to an update and wouldn't have come across one such issue. As for having the biome show up in an old world like this... Part of me thinks this is really convenient (because the visit all biomes achievement). Is there a way to check what biome I'm currently in? Either with commands or an external map viewer? Minecraft showed that in the F5 debug (iirc), but Luanti doesn't and the biome related commands I found with "/help" seemed to be cheat commands instead of informational ones (/listbiomes just gives a full list and requires debug priv and last time i tried to use /findbiome it teleported the player instead of printing coordinates/directions). One last thing: Cactus Flowers won't drop if the cactus was destroyed by pistons (or by having a block placed near the cactus, like the dirt block in the screenshot). They droped normaly with all my other tests (mine cactus by hand/axe, remove supporting block by hand/tool, push supporting block with piston, mine it and retract piston) ps. Thanks for everything! Statistics: Posted by ShallowDweller — Wed Feb 11, 2026 15:28 * * *
forum.luanti.org
February 11, 2026 at 3:29 PM
WIP Games • Re: [Game] Mineclonia [0.119.0]
> I see... > > Do you think manually overriding the in-game files with the ones in the texture pack will work? > We'd have to re-do the process with each update, but hey, if it works, that's good enough to me (i mostly want to change tool textures). > > And do you think it would ever be possible in a distant future (or with a 3rd-party mod) to reimplement compatibility? > > Thanks for clarifying! > > ps. 2 last things: > 1) Warning to all players: > if you load world with a texture pack enabled, **the grass will stay broken even after you disable the texture pack**. > (I'm NOT expecting a fix for this one, just warning people) > > 2) I forgot to thank the developers for fixing the collision boxes for mobs. it's a thousand times better now. > Thanks, and great job! I know what has happened here and does not have anything to do with texture packs. The problem is that Luanti does not persist the biome distribution in the world. So when we make changes to biomes, the biomes in game can shift such that they do not match with already generated terrain anymore. The reason the grass turned grey is because that location has turned into a pale garden biome which was added in the last release. It would make sense to add an lbm which updates the biome coloring for all biomes to fix this. We do however have two other changes that would also require updating all the grass color, so I think it makes sense to wait with it so we can do it all at once: * https://codeberg.org/mineclonia/mineclonia/issues/3071 * https://codeberg.org/mineclonia/mineclonia/issues/4043 When those two issues are looked into, then I think it should be resolved. Unfortunately I do not think there is much we can do before that. In hindsight it would maybe have been better to wait with adding the pale garden biome because of this, but not much we can do about it now. Note that this is only a problem with the builtin mapgens, not the custom singlenode map generator. Statistics: Posted by ryvnf — Tue Feb 10, 2026 23:17 * * *
forum.luanti.org
February 10, 2026 at 11:25 PM
News • Luanti 5.15.1
**Luanti 5.15.1 has been released!** (bugfix release for 5.15.0) Blog post: https://blog.luanti.org/2026/01/24/5.15.0-released/ (5.15.0) ## Highlights * Attempt to work around rendering issues related to array textures. Due to lack of input from affected people, the root cause is yet unknown. If you were (or still are) affected by this bug, please submit a full report on GitHub, Issue 16896. Also include your hardware details and known working array_texture_max setting values. * Shadow shaders are again available on macOS **Changelog** : https://docs.luanti.org/about/changelog/#5150--5151 **Source code** : https://github.com/luanti-org/luanti/tree/5.15.1 ## Downloads **Refer to the Assets section on theGitHub 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. _Please note that it might take a few days for the new release to become available._ Statistics: Posted by Krock — Sun Feb 08, 2026 13:53 * * *
forum.luanti.org
February 8, 2026 at 2:04 PM
Modding Discussion • Re: Check for air not working as expected
<blockquote class="uncited"><div>What do you mean that it doesn't work 100% of the time. Is it running in cases where it shouldn't, or isn't in cases where it should?<br>The most recent bit of code you shared looks like the soil check is ignored, as the above node check will run every time regardless of the results of the soil check. If you want the function to only run when both cases are true (the node is soil with air above) you need to put both checks into the same if conditional, or nest the air check inside the soil check.</div></blockquote>The nodes are spawning, replacing nodes that already exist on top of the soil blocks. I want it to only spawn them where the space on top of the soil block is air.<br><br>There are several other checks in the function, each bailing out with a "return" if the check fails. The intention is that every check must pass and at the very end a node is placed on a soil block with nothing already on top of it.<br><blockquote class="uncited"><div>The MapBlock above may have been unloaded before the ABM was executed.</div></blockquote>During my testing, I'm hovering directly above the area and watching.<p>Statistics: Posted by <a href="https://forum.luanti.org/memberlist.php?mode=viewprofile&amp;u=26086">karlexceed</a> — Fri Feb 06, 2026 08:54</p><hr />
forum.luanti.org
February 6, 2026 at 9:04 AM
General Discussion • Re: reentry-points / startpoints / &quot;spawnpoints&quot;? for a certain world in Luanti-games
Hello and welcome to the forum :)<br><br>Information about players is kept inside a database, SQLite format by default, so <span style="color:#000;background-color:#fff;font:0.9em Monaco,'Andale Mono','Courier New',Courier,mono;border:1px solid #d8d8d8">players.sqlite</span>. You can view it with a tool like <span style="color:#000;background-color:#fff;font:0.9em Monaco,'Andale Mono','Courier New',Courier,mono;border:1px solid #d8d8d8">sqlite3</span> on a Linux machine, or a graphical program like <a href="https://sqlitestudio.pl/" class="postlink" rel="nofollow">SQLiteStudio</a>. Each player (including 'singleplayer') will have a row in the table <span style="color:#000;background-color:#fff;font:0.9em Monaco,'Andale Mono','Courier New',Courier,mono;border:1px solid #d8d8d8">player</span>. Anyway, I recommend you explore the other sqlite files in the world too, to learn more.<br><br>Edit: When it comes to recreating another world, you could copy the directory and rename the world with the <span style="color:#000;background-color:#fff;font:0.9em Monaco,'Andale Mono','Courier New',Courier,mono;border:1px solid #d8d8d8">world_name</span> setting inside world.mt (probably also keep this the same as the directory name, to not get confused).<p>Statistics: Posted by <a href="https://forum.luanti.org/memberlist.php?mode=viewprofile&amp;u=24958">Blockhead</a> — Thu Feb 05, 2026 14:40</p><hr />
forum.luanti.org
February 5, 2026 at 2:59 PM
Problems • Re: Graphics stops updating but game continues
Thank you for testing.<br><span style="color:#000;background-color:#fff;font:0.9em Monaco,'Andale Mono','Courier New',Courier,mono;border:1px solid #d8d8d8">glLineWidth</span> with thickness 2 very likely originates from drawing the pointed node outline (setting <span style="color:#000;background-color:#fff;font:0.9em Monaco,'Andale Mono','Courier New',Courier,mono;border:1px solid #d8d8d8">selectionbox_width</span>). Thus, it seems logical that it appears plenty of times in the log. Whereas that deprecation should be addressed in the future, I believe that it is either unrelated or just happens to be the final "trigger" of a deeper issue.<br>At the moment I can only suggest to reproduce it in renderdoc (needs the opengl3 driver, by setting) and/or to perform a system memory check e.g. by <a href="https://memtest.org/" class="postlink" rel="nofollow">memtest86+</a> (assuming that the iGPU uses your system memory).<br><br>EDIT: Alternatively, use a higher resolution texture pack (e.g. 256px) and/or a higher quality shadow shader (see settings) to check whether it occurs faster (if it's a VRAM OOM issue).<p>Statistics: Posted by <a href="https://forum.luanti.org/memberlist.php?mode=viewprofile&amp;u=7731">Krock</a> — Wed Feb 04, 2026 20:51</p><hr />
forum.luanti.org
February 4, 2026 at 8:54 PM