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A world contains an environment and/or building(s) you can play in. A world also includes all saved data associated with a world, like player data, mob positions, health, breath, and the like.
To install worlds: You have to extract them first—most of them are in
.zip, some of them can be in
.tar.gz format. To extract
.rar files on Windows, you need 7-Zip.
Put the extracted files in the “
worlds” folder of your Minetest installation folder. The files such as
env_meta.txt must be directly in the world’s folder (eg. “
Often, the compressed file also contains a “
mods” folder, his files have to be put into your “
mods” folder to show some additional blocks.
- Location of the
worldsdirectory within the directory 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. Irrelevant folders are not expanded.
This commented example shows the location and structure of a world called "someworld": minetest/ ├── worlds/ (this folder will be created when the first local/singleplayer world is created) │ ├── someworld (the name given to the world by the user when it is created) │ │ ├── players/ (ingame data for each player) │ │ ├── worldmods/ (create this folder for world exclusive mods) │ │ ├── auth.txt (player login data) │ │ ├── env_meta.txt (contains mostly time related information) │ │ ├── map.sqlite (database containing the map. The name may differ depending on backend used) │ │ ├── map_meta.txt (defines which mapgen is used and how) │ │ └── world.mt (should at least contain the subgame-id without which the world │ │ will not show up in the singleplayer tab) │ └── … (more saved worlds. Some with exclusive world mods) │ └── (other files and directories)
World directory content
As described in the file world_format.txt shipped with each Minetest in the docs folder.
Contains authentication data, player per line.
Legacy format (until 0.4.12) of password hash is <name><password> SHA1'd, in the base64 encoding.
Format (since 0.4.13) of password hash is #1#<salt>#<verifier>, with the parts inside <> encoded in the base64 encoding. <verifier> is an RFC 2945 compatible SRP verifier, of the given salt, password, and the player's name lowercased, using the 2048-bit group specified in RFC 5054 and the SHA-256 hash function.
Simple global environment variables. Example content:
game_time = 73471 time_of_day = 19118 EnvArgsEnd
Banned IP addresses and usernames. Example content:
seed = 7980462765762429666 [end_of_params]
Map data. Name may differ according to the database backend type used.
World metadata. At least this file should be present together with a database file as minetest will not list the world if it does not know which subgame is needed for the map. Example content:
gameid = mesetint
Player data. Filename can be anything. Contains ingame data for each player in a file named after the player.
This optional folder may contain mods that are needed for this map exclusivly.
Schem file Creation / Import
A schem file (
.mts) is used to import building(s) into a world with the WorldEdit mod. This file can be found in “
- To create a schem file :
- Type in your world name (with WorldEdit activated).
- Grant yourself all privileges:
- Press F5 to show the coordinates.
- Select the area to export by commands with
//pos2(these positions corresponds to an invisible diagonal of a cuboid selection).
- Create your schem file with
//mtschemcreate <name of your schem file>. The file will be created into your “
- To import a schem file :
- Enter in your world (with WorldEdit activated).
- Grant yourself all privileges:
- Put a schem file into your “
worlds/<name of your new world>/schems" folder.
- Press F5 to show the coordinatess.
- Place a position where you want with command:
- Import your schem file with
//mtschemplace <name of your schem file>
- Minetestmapper, a program to draw a 2D map of a Minetest world.