Difference between revisions of "Installing Mods"

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(Modpacks)
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{{Languages}}
 
{{Languages}}
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__NOTOC__
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== Security considerations ==
  
 
'''Prior to installing any [[Mods|mod]], please make sure that you have received it from someone you trust. Malicious code can damage your computer, violate your privacy or cause your computer to take part in illegal activities.'''
 
'''Prior to installing any [[Mods|mod]], please make sure that you have received it from someone you trust. Malicious code can damage your computer, violate your privacy or cause your computer to take part in illegal activities.'''
  
After downloading a [[Mods|mod]] (e.g. from the [http://forum.minetest.net/viewforum.php?f=11 Mod Releases forum]) you usually have a .zip archive. In order to get the mod running in you have to unpack it in one of the folders where Minetest looks for mods. This depends on what Minetest version you have installed.
+
== Installing a mod ==
 +
After downloading a [[Mods|mod]] (e.g. from the [http://forum.minetest.net/viewforum.php?f=11 Mod Releases forum]) you usually have a Zip archive. In order to get the mod running, you have to unpack it in one of the folders where Minetest looks for mods. This depends on what Minetest version you have installed.
  
Make sure that you rename the folder to the modname (e.g. rename <code>PilzAdam-carts-70cc4f4</code> to <code>carts</code>). You can usually find the modname in the title of the forum topic -- It is the last name within the square brackets in the topic title.
+
You may have to change the folder name to the “technical” mod name (e.g. rename <code>PilzAdam-carts-70cc4f4</code> to <code>carts</code>). You can usually find the mod name in the title of the forum topic—It is the last name within the square brackets in the topic title.
 
For example, if the title is <code>[Mod] Lol Mod [1.0] [anotherlolmod]</code>, then the folder must be renamed to <code>anotherlolmod</code>.
 
For example, if the title is <code>[Mod] Lol Mod [1.0] [anotherlolmod]</code>, then the folder must be renamed to <code>anotherlolmod</code>.
  
 
If one of the below mentioned directories does not exist, create it.
 
If one of the below mentioned directories does not exist, create it.
  
== Install directory ==
+
== Installing a modpack ==
 +
A modpack is installed in the same way as a mod, but you are usually not required to change the directory name of the modpack. Just make sure the name does not collide with that of any other installed mod or modpack.
  
As of 0.4.7, the mods are installed globally and enabled per world.
+
== Installation directory ==
  
The common place to install them is <code>$path_user/mods/</code>. That is <code>minetest-install-directory/mods/</code> in the official Windows releases and on GNU/Linux with RUN_IN_PLACE enabled and<br/>
+
As of 0.4.7, the mods are installed globally and enabled per [[world]].
'''<code>~/.minetest/mods/</code>''' in globally installed Minetest versions.
+
 
 +
The common place to install them is <code>$path_user/mods/</code>. That is <code>minetest-install-directory/mods/</code> in the official Windows releases and on GNU/Linux with <code>RUN_IN_PLACE</code> enabled and '''<code>~/.minetest/mods/</code>''' in globally installed Minetest versions.
  
 
* 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. Unrelevant folders are not expanded.
 
* 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. Unrelevant folders are not expanded.
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== Example structure ==
 
== Example structure ==
  
In this example the mods “carts” and “tnt” are installed:
+
In this example the mods “<code>carts</code>” and “<code>tnt</code>”, and the modpack “<code>mesecons</code>” are installed:
  
 
<pre>
 
<pre>
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     │      ├── cart.x
 
     │      ├── cart.x
 
     │      └── …
 
     │      └── …
     └── tnt/
+
     ├── tnt/
        ├── init.lua
+
    │  ├── init.lua
        ├── depends.txt
+
    │  ├── depends.txt
        ├── README.txt
+
    │  ├── README.txt
        ├── textures/
+
    │  ├── textures/
        │  ├── tnt_side.png
+
    │  │  ├── tnt_side.png
 +
    │  │  └── …
 +
    │  └── sounds/
 +
    │      ├── tnt_explode.ogg
 +
    │      └── …
 +
    └── mesecons/
 +
        ├── modpack.txt
 +
        ├── mesecons/
 +
        │  ├── init.lua
 +
        │  └── …
 +
        ├── mesecons_alias/
 +
        │  ├── init.lua
 +
        │  └── …
 +
        ├── mesecons_blinkyplant
 +
        │  ├── init.lua
 +
        │  └── …
 +
        ├── mesecons_button
 +
        │  ├── init.lua
 
         │  └── …
 
         │  └── …
         └── sounds/
+
         ├── …
            ├── tnt_explode.ogg
 
            └──
 
 
</pre>
 
</pre>
  

Revision as of 11:09, 27 July 2016

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Security considerations

Prior to installing any mod, please make sure that you have received it from someone you trust. Malicious code can damage your computer, violate your privacy or cause your computer to take part in illegal activities.

Installing a mod

After downloading a mod (e.g. from the Mod Releases forum) you usually have a Zip archive. In order to get the mod running, you have to unpack it in one of the folders where Minetest looks for mods. This depends on what Minetest version you have installed.

You may have to change the folder name to the “technical” mod name (e.g. rename PilzAdam-carts-70cc4f4 to carts). You can usually find the mod name in the title of the forum topic—It is the last name within the square brackets in the topic title. For example, if the title is [Mod] Lol Mod [1.0] [anotherlolmod], then the folder must be renamed to anotherlolmod.

If one of the below mentioned directories does not exist, create it.

Installing a modpack

A modpack is installed in the same way as a mod, but you are usually not required to change the directory name of the modpack. Just make sure the name does not collide with that of any other installed mod or modpack.

Installation directory

As of 0.4.7, the mods are installed globally and enabled per world.

The common place to install them is $path_user/mods/. 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.

  • 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. Unrelevant folders are not expanded.
minetest/
├── bin/
├── builtin/
├── cache/
├── client/
├── doc/
├── fonts/
├── games/
│   ├── minetest_game/
│   ├── minimal/
│   └── … (installed extra games)
├── locale/
├── mods/
│   └── … (installed extra mods and modpacks)
├── textures/
│   ├── base/
│   │   └── pack/
│   └── … (installed extra texturepacks)
└── worlds/
    └── … (saved worlds. Some with exclusive world mods)

After extracting the mod there you need to enable it for your world. This can either be done in the GUI by clicking on “Configure” in the world selection, or by adding load_mod_<modname> = true in the world.mt file in the world directory.

Note that new installed mods are disabled for all worlds by default, so you explicitly need to enable them.

Additional install directories (all Minetest versions)

Other places to install mods are world-directory/worldmods/, $path_share/mods/ and $<path_user, path_share>/games/<gameid>/mods/.

Note that users should generally install mods in the normal install directory and not in the additional ones.

Example structure

In this example the mods “carts” and “tnt”, and the modpack “mesecons” are installed:

    mods/
    ├── carts/
    │   ├── init.lua
    │   ├── functions.lua
    │   ├── depends.txt
    │   ├── README.txt
    │   ├── textures/
    │   │   ├── carts_top.png
    │   │   └── …
    │   └── models/
    │       ├── cart.x
    │       └── …
    ├── tnt/
    │   ├── init.lua
    │   ├── depends.txt
    │   ├── README.txt
    │   ├── textures/
    │   │   ├── tnt_side.png
    │   │   └── …
    │   └── sounds/
    │       ├── tnt_explode.ogg
    │       └── …
    └── mesecons/
        ├── modpack.txt
        ├── mesecons/
        │   ├── init.lua
        │   └── …
        ├── mesecons_alias/
        │   ├── init.lua
        │   └── …
        ├── mesecons_blinkyplant
        │   ├── init.lua
        │   └── …
        ├── mesecons_button
        │   ├── init.lua
        │   └── …
        ├── …