A fork of Luanti (formerly Minetest) — a free open-source voxel game engine with client-side enhancements, cheat features, and quality-of-life improvements.
For the upstream Luanti README, see LUANTI_README.md.
- C++17 compiler (GCC >= 7.5, Clang >= 7.0.1)
- CMake >= 3.16, LuaJIT >= 2.1, zlib, zstd, libcurl, libpng, libjpeg, libsqlite3
- Freetype, GMP, JsonCpp, OpenGL / OpenGL ES
cmake -B build -DCMAKE_BUILD_TYPE=Release -DRUN_IN_PLACE=TRUE -DBUILD_SERVER=OFF
cmake --build build -j$(nproc)Binaries are placed at bin/antilua (client) and bin/antiluaserver (server).
Use -j3 on 4-core machines.
Note: Out-of-tree builds in
build/only. Seeutil/ci/build.shfor CI flags.
See doc/compiling/ for platform-specific guides (Linux, Windows, macOS).
All features are toggleable via the Cheat Menu (default key: TAB) or by
setting their corresponding settings.
| Feature | Setting | Description |
|---|---|---|
| Freecam | freecam |
Detached camera — fly through world while player stays |
| Freelook | freelook |
Mouse-look without holding a button |
| Camera Roll | keymap_camera_roll_{left,right} |
Roll camera around look axis (Q/E, configurable speed/max/auto-reset) |
| Pitch Wraparound | pitch_wraparound |
Allow pitch past ±90° for loopings |
| AirJump | airjump |
Jump in mid-air |
| Spider | spider |
Climb any walkable wall |
| JetPack | jetpack |
Fly upward with the jump key |
| Jesus | jesus |
Walk on water/lava |
| NoSlow | no_slow |
No speed reduction in cobwebs etc. |
| AntiSlip | antislip |
Don't slip on ice |
| EntitySpeed | entity_speed |
Speed up rideable entities |
| Feature | Setting | Description |
|---|---|---|
| AntiKnockback | antiknockback |
No knockback from attacks |
| AttachmentFloat | float_above_parent |
Float above boats/minecarts |
| AutoHit | autohit |
Auto-attack nearby entities |
| Killaura | killaura |
Attack all entities in range |
| PatrolGuard | patrolguard |
Bot that patrols and engages targets |
| Scaffold | scaffold |
Auto-place blocks beneath your feet |
| Feature | Setting | Description |
|---|---|---|
| X-Ray | xray |
See through terrain; only specified nodes visible |
| Fullbright | fullbright |
Maximum light at all times |
| NoHurtCam | no_hurt_cam |
Disable damage red flash |
| CheatHUD | cheat_hud |
Overlay showing which cheats are active |
| HUDBypass | hud_flags_bypass |
Override server HUD flags |
| Entity ESP | enable_entity_esp |
Wireframe boxes around entities through walls |
| Entity Wallhack | enable_entity_wallhack |
Entity meshes rendered through walls |
| Entity Tracers | enable_entity_tracers |
Lines from camera to each entity |
| Player ESP | enable_player_esp |
Wireframe boxes around other players |
| Player Wallhack | enable_player_wallhack |
Player meshes through walls |
| Player Tracers | enable_player_tracers |
Lines from camera to each player |
| NodeESP | enable_node_esp |
Highlighted node bounding boxes |
| NodeTracers | enable_node_tracers |
Lines from camera to specified nodes |
| Feature | Setting | Description |
|---|---|---|
| Fast Dig | fastdig |
Faster node breaking |
| Fast Place | fastplace |
Faster block placement |
| Auto Dig | autodig |
Auto-dig the nearest node |
| Auto Place | autoplace |
Auto-place blocks |
| Instant Break | instant_break |
One-click node breaking |
| FastHit | spamclick |
High-speed auto-clicking |
| Feature | Setting | Description |
|---|---|---|
| NoFallDamage | prevent_natural_damage |
Negate fall/fire/lava damage |
| NoForceRotate | no_force_rotate |
Prevent server-forced rotation |
| Reach | reach |
Longer interaction range |
| AutoRespawn | autorespawn |
Auto-respawn on death |
| PointAll | point_all |
Point any node except air |
| ThroughWalls | dont_point_nodes |
Don't auto-select any node |
| PrivBypass | priv_bypass |
Bypass fly/fast/noclip privilege checks |
| AutoReconnect | auto_reconnect |
Auto-reconnect on disconnect |
| API | Description |
|---|---|
core.draw3d:* |
Render spheres, boxes, wireboxes, lines, circles in world space |
core.encode_png(w, h, data) |
Encode RGBA pixel data to PNG via libpng |
core.send_raw_packet |
Send arbitrary MTP packets to the server |
core.register_on_{receiving,sending}_raw_packet |
Intercept/modify/drop packets in transit |
core.TOCLIENT / core.TOSERVER |
Opcode constant tables for raw packet API |
core.find_path |
A* pathfinding on client-side node map |
core.{add,clear}_task_node / core.{add,clear}_task_tracer |
Persistent path/task markers |
core.ipc_{get,set,cas,poll} |
Inter-mod shared key-value store with compare-and-swap |
core.read_schematic / core.serialize_schematic |
Client-side MTS schematic deserialization/serialization |
core.override_item |
Modify item definitions client-side |
core.sound_play |
Play sounds via OpenAL (returns handle with :stop() / :fade()) |
core.camera:add_nametag / core.camera:remove_nametag / core.camera:clear_nametags |
World-space nametags |
core.ui.minimap:{add,remove,clear}_marker |
Colored dots on the minimap surface |
core.sky:* |
Sun/moon/star/fog/cloud visibility and parameters |
core.clouds:* |
Cloud density, height, thickness, speed, color |
core.localplayer:get_{collisionbox,eye_offset,standing_node,gravity,autojump} |
Physics extras |
Pressing TAB opens a dark overlay with movable, pinnable panels. The main panel lists all cheat categories. Click a category to open a detachable child panel with individual cheat toggles. Panels can be dragged, pinned, focused for keyboard navigation, closed, or reset to default position.
Cheats show [x] when enabled, [ ] when disabled. A > suffix indicates
the cheat has additional settings (click to open a settings formspec).
| Key | Action |
|---|---|
| TAB | Cheat Layer |
| G | Toggle Freecam |
| X | Toggle Killaura |
| Y | Toggle Scaffold |
| H | Open Ender Chest |
| Q / E | Roll camera left/right |
| Arrow keys | Navigate keyboard-focused panel |
| F | Confirm/toggle selected cheat |
Antilua extends the client-side Lua API with callbacks, object refs, inventory
actions, and a virtual mod filesystem. See doc/al_csm_api.md for the full
reference.
Over 35 callback hooks are available — intercept packets, formspecs, sounds, particles, HUD elements, inventory actions, physics overrides, and more.
The clientmods/ANTILUA/ directory contains ~40 mods providing automated
farming, combat bots, schematic building, waypoints, formspec editors, and
more. See doc/al_csm_api.md and FEATURES.md for details.
Antilua-specific settings with their type definitions live in
builtin/settingtypes_al.txt. Key settings include the cheat toggles listed
above, camera roll parameters (camera_roll_speed, camera_roll_max, etc.),
theme colors for the cheat menu, and the Lua pipe toggle
(pipe_lua_enable).
An optional named pipe (FIFO) for sending Lua expressions to the client and
receiving results. Enable pipe_lua_enable = true in settings. Write JSON
lines to the pipe at pipe_lua_path (default /tmp/antilua_lua). See
src/client/pipe_lua.cpp and doc/al_csm_api.md for protocol details.
The client can detach (hide window, keep connection/Lua state alive) and
reattach from the terminal — analogous to tmux for the game. Use the
"Detach" button in the pause menu (or core.detach() from Lua), then
reconnect with antilua --attach. Pass --forcenew to bypass a running
session. Requires pipe_lua_enable = true for reattach.
# Full test suite (requires xvfb-run for headless display)
./util/ci/run_al_tests.sh
# Client Lua Pipe test
./util/ci/test_pipe_lua.shPRs are accepted but only if they were written entirely by an AI. I have seen
what you call "code." I have read your pull requests. I know what lurks in the
hearts of git push. You will not learn anything by writing another for loop
at 2 AM. Feed a prompt to something that doesn't need sleep or caffeine, review
its output with the appropriate level of disdain, and let it deal with merge
conflicts. Your carbon-based brain is better suited for staring out a window
wondering if O(n²) truly matters when n is never more than 12.
Just kidding — all contributions are welcome. That said, PRs will be judged according to architecture and isolation from Luanti upstream code, not just by functionality.
Antilua is based on Luanti 5.17.0-dev.
See LUANTI_README.md for upstream documentation, compiling, configuration,
and Docker instructions.
Same as upstream Luanti — LGPLv2.1+ for the engine,
CC0 / CC BY-SA 3.0 / MIT for assets. See LICENSE.txt.