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- ...ated()</code> to be usable, but only needs to be created once, many mapgen mods create it for every mapchunk, this consumes memory unnecessarily.5 KB (756 words) - 19:52, 26 June 2020
- A good mod is one that still works when a lot of other mods are used. Read [[Mod_interoperability]] for a lot of useful hints. ...utside should be made local. This will avoid a lot of weird bugs caused by mods overwriting their global variables each other. As a rule of thumb, your mod13 KB (2,143 words) - 11:17, 1 May 2023
- ...Emerge threads stay at a complete standstill! For this reason, intensive mods should designed with speed in mind.4 KB (683 words) - 19:11, 25 January 2023
- .../minetest/minetest/pull/12315 Add world-independent storage directory for mods] - approved, but there's concerns about how multiple instances of Minetest * [https://github.com/minetest/minetest/pull/12284 Show dep errors in Select Mods modal] - pls someone review55 KB (7,809 words) - 16:23, 28 April 2024
- * Any default games: Change to game's <code>mods</code> directory, then run <code>util/mod_translation_updater.py -r</code>14 KB (2,201 words) - 18:31, 6 May 2024
- ...access to all standard Lua API, just a subset, to protect your computers. Mods should be installed in @user_path@/clientmods. * Add mod metadata API permitting mods to have a standard way to write their own data. We recommend you to use thi94 KB (14,569 words) - 22:32, 3 October 2021
- ...lved dependencies can no longer be loaded. This ensures that the specified mods are loaded properly. * Let mods choose a forceload limit (''TurkeyMcMac'')95 KB (12,760 words) - 15:47, 28 April 2024