![]() As mentioned above, Minetest on Windows and portable builds operate within their install directory itself, which corresponds to both $path_share and $path_user. $path_share and $path_user are only relevant to system-wide installs of Minetest (currently, possible only on Linux). Other places to install mods are world-directory/worldmods/, $path_share/mods/ and $/games//mods/. Note that newly installed mods are disabled for all worlds by default, so you explicitly need to enable them.Īdditional install directories (all Minetest versions) ![]() This can either be done in the GUI by clicking on “Configure” in the world selection, or by adding load_mod_ = true in the world.mt file in the world directory. Some with exclusive world mods)Īfter extracting the mod there you need to enable it for your world. │ └── … (installed extra mods and modpacks) Location of the mods folder within the folder structure of a run-in-place installation of Minetest, including some of the folders Minetest adds after some usage as client and server, as well as the positions (…) that custom-made content goes.That is minetest-install-directory/mods/ in the official Windows releases and on GNU/Linux with RUN_IN_PLACE enabled and ~/.minetest/mods/ in globally installed Minetest versions. The common place to install them is $path_user/mods/. Mods downloaded this way are automatically installed and get checked for updates.įor mods downloaded manually, you would clone the source repository or extract the Zip archive into your mods folder. Mods can be installed from ContentDB in the "Browse online content" button in Minetest 5.0+. Excercise caution when downloading mods outside of official channels such as ContentDB where mods are vetted by the community for safety and security. This applies not only to malicious mods but benign ones with security vulnerabilities. Additionally do not mark mods as trusted or disable mod security altogether if you are not aware of what you are doing, as they will run unsandboxed at the same privileges as Minetest. Minetest.Mods are by default run in a secure environment that restricts access to the filesystem and execution of external programs, however not all sandboxes are 100% secure. "zstd" method for compress/decompress (5.7.0) the amount of data in mod storage is not constrained by When using a mod storage backend that is not "files" or "dummy", VoxelManip:get_light_data accepts an optional buffer argument (5.7.0) allows get_sky to return a table instead of separate values (5.6.0) sprite-sheet particle animations can by synced to the lifetime particle textures support smooth fade and scale animations, and particlespawners support texpools and animation of properties, dynamic_add_media supports passing a table with options (5.5.0) ABM supports min_y and max_y fields in definition (5.5.0) thus changing the range of values from 0-179 to 0-240 (5.5.0) degrotate param2 rotates in units of 1.5° instead of 2° nodedef's use_texture_alpha accepts new string modes (5.4.0) Whether get_velocity() and add_velocity() can be used on players (5.4.0) ![]() Whether Collision info is available to an objects' on_step (5.3.0) Whether minetest.find_path is functional (5.2.0) Whether AreaStore's IDs are kept on save/load (5.1.0) Whether formspec_version may be used (5.1.0) Specifies whether binary data can be uploaded or downloaded using Object selectionbox is settable independently from collisionbox objects (ie: players and lua entities) (5.0.0) Chat messages are no longer predicted (0.4.16) add_entity supports passing initial staticdata to on_activate Unique Area ID for AreaStore:insert_area (0.4.14) Texture grouping is possible using parentheses (0.4.11) Tree and grass ABMs are no longer done from C++ (0.4.8) The transparency channel of textures can optionally be used on Get_all_craft_recipes_works = true, - 0.4.7 Minetest.features: Table containing API feature flags version/release number)Ĭan be manually read from nf in the game's root directory. Minetest.get_game_info(): returns a table containing information about theĬurrent game.
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