Season I Megathread ⛏

Ep. 3 | Markets and Mailboxes

:mailbox: Updates

A few mods have been installed since the previous episode, most notably Teleport Potion, Mailbox and Commodity Market. Thanks to @Zephyr for utilizing the new features to add a public mine and post office to the server infrastructure. Additionally, the lighthouse and pirate ship built by @chi have been utilized as the establishments for the King’s and Night markets respectively. I have begun stocking the lighthouse with books and bread, and many other items have begun to appear on the markets as well.

Market complexity

Several users have mentioned the complexity of Commodity Markets and its fairly inscrutable interface; however, I am inclined to argue in favor of its functionality, which mimics real financial markets. An example would be the Kraken cryptocurrency exchange, for which I began working on a trading bot in Q1 of 2025. For these reasons, and absent overwhelming dissent from the community, I intend to continue using Commodity Markets for the time being.

How do you feel about the Commodity Markets mod?

  • :+1:
  • :neutral_face:
  • :-1:
0 voters

:bug: Animalia bug

We discovered a bug in the Animalia mod that caused the server to enter an infinite crash loop. A rat had been captured in a net and then released back into the world. It seems that mobs gain additional properties after player interaction, as this rat began trying to steal bread and wheat from nearby chests. The action resulted in the following error:

2025-05-19 13:54:37: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'animalia' in callback luaentity_Step(): /config/.minetest/mods/animalia/api/mob_ai.lua:1597: attempt to 
index local 'def' (a nil value)
2025-05-19 13:54:37: ERROR[Main]: stack traceback:
2025-05-19 13:54:37: ERROR[Main]:       /config/.minetest/mods/animalia/api/mob_ai.lua:1597: in function 'take_food_from_chest'
2025-05-19 13:54:37: ERROR[Main]:       /config/.minetest/mods/animalia/api/mob_ai.lua:1624: in function 'func'
2025-05-19 13:54:37: ERROR[Main]:       /config/.minetest/mods/creatura/mob_meta.lua:1185: in function '_execute_utilities'
2025-05-19 13:54:37: ERROR[Main]:       /config/.minetest/mods/creatura/mob_meta.lua:938: in function </config/.minetest/mods/creatura/mob_meta.lua:903>

This issue arose after an electrical outage caused an ungraceful server reboot, and could be directly related; nevertheless, I created an issue on the project’s GitHub page in case it is more common. Much to my amusement, the issue was resolved locally once the problem rat was exterminated.
:rat: :axe: :skull:

:two: Season II

It has always been in the back of my mind that we may like to reset the server every so often for a fresh start in a new “season”. This first season, in particular, was intended to test mods and settings, and was thereby expected to be somewhat volatile. As such, there are a few existing issues that cannot be resolved without a server reset:

  • The aforementioned Animalia bug
  • Dwarf Fortress Style Caverns dependencies and generation
  • Default privs for existing players

Given the Animalia issue has, for now, been mitigated, and that the others are not necessarily game breaking, there is not a pressing need to reset the server at this time; furthermore, there are still things I would like to do in the current world. There is, therefore, no current plan or time-frame for moving forward with a server reset.

Player survey

How do you feel about a server reset?

  • :+1:
  • :neutral_face:
  • :-1:
0 voters

If we reset the server, how soon would you like to see that happen?

  • <1 Month
  • 1-3 Months
  • 4-6 Months
  • 7-12 Months
  • >12 Months
  • I do not want a server reset
0 voters

If we reset the server, would you like us to use the same seed or a new one?

  • Use the same seed
  • Use a new seed
  • No opinion
0 voters

Please feel free to leave additional feedback regarding a second season in a reply!

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