this post was submitted on 20 Apr 2025
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Luanti community

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Luanti is an infinite-world block sandbox game and a game engine, inspired by Infiniminer, Minecraft and the like.

The community is about the great and open source sandbox game writed in Lua, Luanti.

Feel free to call players for a multiplayer game or publish your project of a mod and everthing related.

Download the game. Check out the wiki.

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I want to create some cool multiplayer games on a server (operating on top of VoxeLibre or Mineclonia) but am still new to Luanti. I am familiar with creating Minecraft servers and server mods (like Bukkit plugins) but am not quite sure what it looks like with Luanti.

I've been playing around with VoxeLibre and Mineclonia for a while now, and I of course understand that they are games implemented in Lua under the Luanti engine, but I am not quite sure if there is a distinction between "client" mods and "server" mods in the Luanti ecosystem.

I found the Luanti modding book, but it does not mention there being a difference between client mods and server mods.

What I am aiming to do in the mod is:

  • Manipulate blocks in the world
  • Run a timer that changes the world state every X minutes
  • Handle events (like lava place, etc.) server-side
  • Give players items
  • Introduce special mechanics for certain items (for example, a fishing rod which teleports you to the bobber location)
  • Spawn chests with items in them

This all has to be controlled on the server end, and I hope that it does not require clients to have a copy of the code since I am planning to make frequent updates on the server end only.

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[โ€“] [email protected] 1 points 2 days ago (1 children)

That's all server-side code, which is the normal thing for luanti mods and games.

Client-side modding is currently a bit crude and limited, and requires a bit of funky manual installation, but allows you to read and alter some things on the client that aren't available to the server code. Client-side modding (CSM) was added a bit prematurely and is still in kind of a proof-of-concept stage; it was intended to be a step towards server-sent client-side modding (SSCSM) which will allow games to customize the behavior of the client.

For Exile we have an optional CSM for handling special keypresses, since reading key sequences can be difficult with lag over multiplayer, but 99.9% of our code is just the regular server-side code.

[โ€“] [email protected] 1 points 2 days ago* (last edited 2 days ago)

Thank you for the insight! Yes, I am interested in making server-side code.

Since games consist of mods, does this mean that all games (when played on a server) have to send textures for items and blocks to the clients? Presumably the core Luanti doesn't have all the items you would use in your game.

Also: Do VoxeLibre/Mineclonia have an API that makes modding them easier, like a "bed event listener" I can define to control when beds are usable? What I am hoping is that I do not have to do "surgery" on the game code for my modifications.