LEGO® Universe

Welcome to the LEGO Universe, newly imagined (LUNI) server project.


We’ve moved to LUNIServer.com. You can expect us to be moving there, since there are forums, tutorials, and lots of help.

LUNI Leaderboard (Feb 2015 – Sep 2015)

Position User LUPoint
1 Timtech 3531
2 CDFalcon 2086
3 Jonny 1590
4 HappyAngryCatfish 1224
5 Rabbit21 1088
6 airplane1717 1002
7 Lego king 845
8 Jon002 805
9 mater06 746
10 Mister Piano 709
Position User LUPoint

The LEGO® Group has not endorsed or authorized the operation of this game and is not liable for any safety issues in relation to the operation of this game. All files are under the General Public License, version 3, and are only for use on a non-commercial basis. More>

Readers Comments (155)

  1. Hey, I played this game 3 months before the close, but i deleted it. Because i had only the demo (In this time i was small). But then i saw a channel on Youtube that would to bring the game back, but it was a fake and they would only have Likes. I was really sad about that and I have searched an another way. Finally i found Timtech’s channel, went on this Website and downloaded the Files. I was so happy.
    Thanks for Everything <3

    • Great, enjoy your files! Just remember that if you saw fake videos, they weren’t using the LUNIServer files, which still have a bunch of features unimplemented.

      • I got 0.6 and it loads up but it is stuck at 0% on the travel when I make a person and then hit play it just gets stuck at 0% when im going to travel
        does anyone know how to fix this?

  2. don't worry i'm not raffa :> April 2, 2015 @ 12:01 PM

    Can anyone get me the link to the files with the virus?

    most recent

    • If you comment back with a legit e-mail I can send you a link, because I do not post links to viruses and stuff like that publicly. (Or you can look back through the repository commits and check for the virus code).

  3. @JonasMnw, Tim is NOT censoring your posts, he hasn’t been on lately (the other is still awaiting moderation along with a couple other people’s posts). Also, that poll will NOY solve anything. It’s only to get a rise out of Tim. I, myself, will not participate because it won’t accomplish anything. I know your on raffa’s side, but he isn’t the one who made the server. At best, you’ve made me not want to work with you, at worst, all the rest of the actual developers.

    Due to your behavior, I feel you have grounds for a ban (which is not censorship). Tim has approved every comment that you have made (so far) and all of them are geared to insult him. Rude behavior and Internet insults are usually one of the top 10 rules for a warning and then a ban. I, for one, don’t know if your raffa or someone else (I don’t want to accuse right now because he once though I was Tim), but so far you have been insulting this team. I, as an actual developer, refuse to work with you until you stop the constant insults. It’s perfectly fine that you think raffa was right, but keep it to yourself.

    Answer the Call. Save Imagination.
    -Jon002

  4. Is there anyway to get pass 55% when trying the launch pad.

    • No. For this we will need a Replica Manager (RM). And that’s the thing the developers currently working on.

  5. Jon, I’m not sure why you’re saying you need to find a bool in the replica packets… Doing a control-f in the replica info doc yields 53 times that it’s documented as in a packet.
    Random questions:
    Do you know a reliable way I can find out which packets start with 0x24?
    I’m not quite understanding why writing a 1 bit value would require a 4 byte bit shift. Would you be able to explain the logic in needing to do that?
    Also, would doing a bit shift be possible by just deleting characters wthin a certain range?

    Thanks. I know I’m probably being a pain in the neck, but I’m honestly really new to this.

    • That’s perfectly fine! I’m not a pro at reverse engineering either..

      What I mean by “finding bools” means that while you’re inspecting packet data, if you are able to interpret some of it, but believe there has been a bit shift, this could be because there was a bool value written to RakNet::BitStream before it was sent as a packet.

      Now for the other questions:
      First, finding packets that start with 0x24 is really easy! All you have to do is open the .bin file with a hex editor (I use HxD for basic hex inspecting or Hex Workshop just incase I am looking a Replica packets). When you do, hex data is usually divided into pairs, like such: “24 0A 33 2B”. The first hex value you see in the file will be “24”. 0x24 is just a more convenient way of saying “hex value 24”.

      Next, what exactly do you mean by four byte bit shifts? writing a bool value to a RakNet::BitStream will result in a one-bit bit shift to the right. A four byte bit shift would mean that 24 bits were written to the file… Are you asking because of 0x24?

      Finally, a bit shift is harder to do. One byte is 8 bits long, but normally, you cannot write one bit to a file. Hex files will always have bytes written to them, so you need to be able to use a hex editor (such as Hex Workshop) to do a bit shift to the left.

      Does this answer your questions?

      Answer the Call. Save Imagination.
      -Jon002

      • I’m getting there. 😛

        I meant finding all the packets that have it at once, as opposed to looking one by one.

        You mentioned that I would have to do a four byte shift to the left at 0x24, didn’t you?

        I mean, I have the hex plugin for Notepad++, can I work with that? I can’t find any free editors that do bit shifts, even though Wikipedia says they can do bitwise operations, which should include that.

        • By 0x24 I meant 0x0b. 😛

          I’ve been looking at one of the files and the docs… I’m having a hard time understanding how you can read the bool value, and how this affects the bit shift. Could you give me an example of what I need to do (before & after), and highlight what each part of the data is (doesn’t have to be a whole thing, just a line or so)?

          Also, what is the difference between ObjectID, NetworkID, and LOT? Where can all of these be found?

          On a side note, you said that you were looking for info in object packets that do not have a LOT, but to do a bit shift to look for LOTs? Is that just for me to get some knowledge? FYI, there is a such thing as a LOT of 1, could it be that instead of not having a lot? LOT = 1 is apparently a ‘general object’.

          Tim, there is a bunch of new info in the docs, at least the replica one, so I would suggest adding a link to the originals on luni.info as well as making sure they stay updated).

          • Never mind on reading the hex, I figured out it would just require reading the file as binary. 😛 Still need to know how the bit writing, bit shifts, and whatnot work/are related though to make sure I’m reading this right.

          • Thanks for elling me about the file updates; I didn’t realize they wre updated. I will update my copy and add links.

          • I’m not sure what you mean by bit shifts. Just ignore bit shifts with the idea that any data that is only one bit long (recorded in the replica_packets file) is a bool value. To write a one-bit value, simply write a bool value to the bitStream.

            Answer the Call. Save Imagination.
            -Jon002

          • Jon, I’m referring to your comment here: http://prntscr.com/6pgx5p

            Do I have to do a bit shift to read the packet data, or not?

        • Oh, doc question: in the replica packet docs, what does index mean?

        • Just tried running a 0.5.1 server from the source so i could test sending packets, and when I try to log in to the client, it stalls at handshaking with authentification… Any reason why that would happen? Theoretically, the source should compile the same as the release.

  6. Hey Tim!
    There’s a 80% chance to get Character Customization working in the middle of 2015?

    • Eww. I mean playing as created character* XD

    • That largely depends on if we can get to the point where we can implement the ReplicaManager. Doubtful that would be able to happen unless things are able to clear up very quickly.

  7. Just tried 0.6 and got a message saying MSVCP120.dll was not found. Anyone know what that is? Is it because I didn’t get xamp (yet)? For now I’ll try o.5.1

  8. same problem with 0.5.1

    I need help with this…

    • That’s strange…
      In 0.5 there was an error called “You will need MSVCP120.dll to run this program.” This error occured if you not have Visual Studio 2013 Express installed. But in 0.5.1 this error hasn’t been found. So, make sure you downloaded & run the right server.

      • I ran o.5.1 as I heard you didn’t need Visual Studio 2013 Express for it (I can’t get that program). All I’ve done is download the nexus2 thing and the compiled 0.5.1 (not 0.6 because of the loading issues I heard about). I extracted the files and then when it came to opening “LUNI Server” It gave me that message and everything I tried came up with a different one.

  9. I don’t know what I’m doing but I searched and found msvcp120_clr0400.dll and changed the name and that seemed to work then it said MSVCR120 was missing and I found msvcr120_clr0400 but changing the name of that didn’t work as now it says “the procedure entry point_except1 could not be located in the dynamic link library MSVCR120.dll

  10. is there a more detailed tutorial for 0.5.1? Because I’m just going in circles with this thing (again).

  11. Tim, can you update the download link for 0.6 to the newest build on Jon’s source forge forum?

    Because in the newest build the world server is working.

    • PS: I can give you the compiled edition of it if you want me to do but I believe you have Visual Studio so maybe you don’t need my help. 🙂

  12. jonnylegoboy911 April 4, 2015 @ 11:15 AM

    is anyone on here now who might be able to help me?

  13. jonnylegoboy911 April 4, 2015 @ 11:34 AM

    well do you know exactly what should be done to get to play the game? Tell me step by step and I’ll see if I did something wrong…

  14. @jonnylegoboy911:

    That’s really odd. Could you screenshot the error and post it, as well as the extracted folder you downloaded (don’t include the address bar in your screenshot)? I just want to make sue that I understand your problem.

    It is possible that because your computer is too old that it can’t run that file even when it’s included with the compiled version…

  15. jonnylegoboy911 April 4, 2015 @ 11:44 AM

    how can I post a screenshot here?

  16. jonnylegoboy911 April 4, 2015 @ 11:47 AM

    also the erros kept on coming, when I opened the actual game it just says “could not sign you in” after you see the login screen with bob and have a go. I assume that because you need to ‘register’ on the LUNI Server thing and it’s opening that when the problem occurs. Then like I said I tried playing around with the files and when I found that msvcp120_clr0400.dll and changed the name and that seemed to work then it said MSVCR120 was missing and I found msvcr120_clr0400 but changing the name of that didn’t work as now it says “the procedure entry point_except1 could not be located in the dynamic link library MSVCR120.dll

    Trying several other things failed as well…

    • Renaming files won’t help, and could break things. They are not the same file.

      • jonnylegoboy911 April 4, 2015 @ 12:13 PM

        I copied the files and renamed the copies to prevent ‘breaking things’.

        • Well, at any rate renaming files will not help, as they are completely different things.

  17. jonnylegoboy911 April 4, 2015 @ 11:48 AM

    what exactly should I take a screenshot of?

  18. LUNI 0.5.1 step by step tutorial:

    1. Download the 0.5.1 server files and unzip them.

    2. Run the ‘LUNI Server.exe’ file which is in your unzipped server files.
    (There actually shouldn’t be a problem)

    3. Open your client and log in with a random username and a random password.

    4. Play as one of the 4 available chars.

  19. jonnylegoboy911 April 4, 2015 @ 12:29 PM

    also do I still need to change my config.ini to show my ip? I have done that but should I have?

  20. jonnylegoboy911 April 4, 2015 @ 1:06 PM

    where’d everybody go? 😛

  21. jonnylegoboy911 April 4, 2015 @ 1:08 PM

    oh, all your replies just popped up

  22. jonnylegoboy911 April 4, 2015 @ 1:29 PM

  23. @jonnylegoboy911
    I just saw your Venture Koi project.
    If all of us would support that project we have a chance to bring back LU to the mind of the LEGO community.

    • jonnylegoboy911 April 4, 2015 @ 1:44 PM

      It won’t be up for much longer since they only give you a year now. You’ll have to get everyone who comes here to support within the month! XD Or when I resubmit it…

      It’s a dream. I’m not sure whether I’d prefer LU sets or the return of the game. Perhaps we may just be lucky enough to get both!

      Anyone else wants to see just click: https://ideas.lego.com/projects/62654/

  24. jonnylegoboy911 April 4, 2015 @ 1:45 PM

    anyone looking at my screenshot?

    • Yeah.

      Jon, do you think it might be possible that the DLL in question should be included in the release folder?

      • jonnylegoboy911 April 4, 2015 @ 2:04 PM

        what? Have I done something wrong or was something missing?

        • Most people here probably have VS13, so it is possible that the file needs to be included with the release.

  25. jonnylegoboy911 April 4, 2015 @ 2:07 PM

    not to make any more problems but is anyone here any good at rendering using ldd2povray and povray because my venture koi will probably get a ton more supports that way and like I said before, I had issues with that as well. The tech guy fell at the 23rd hurdle I think, not bad going but it was right at the end of the rendering. 22 issues solved wasn’t bad though…

  26. jonnylegoboy911 April 4, 2015 @ 2:09 PM

    will you help in the last push for supports this time?

  27. jonnylegoboy911 April 4, 2015 @ 2:10 PM

    renaming the file I had with a similar name to the missing dll worked as that message was not show again but then the one with an r instead of a p in the name was missing and renaming the similar file only came up with errors saying there was something wrong with the entry point

  28. jonnylegoboy911 April 4, 2015 @ 2:39 PM

    so is there any solution to my problem?

    As for lego ideas all you can do is give your support and if you’re feeling really nice/nostalgic about LU just tell EVERYBODY YOU KNOW! XD 😛

  29. jonnylegoboy911 April 4, 2015 @ 2:46 PM

    now benboy755 has the same problem!

  30. jonnylegoboy911 April 4, 2015 @ 2:54 PM

    well option simply is not an option for me. I’m not gonna go and buy a newer computer right now!

    do you know where I should look for option 2 then? (specifically)

  31. jonnylegoboy911 April 4, 2015 @ 3:07 PM

    the download full of exes? :/

  32. jonnylegoboy911 April 4, 2015 @ 3:11 PM

    just that?

  33. Jon, can you please give me the permissions to see and download the source code on your source forge site? I’m the user ‘CuzItsJonny’.

  34. jonnylegoboy911 April 4, 2015 @ 3:42 PM

    so you jsut need to open it then you can log in (with a random username and password)? I saw on one thing where you had to ‘register’ on luni server but do you not have to do that?

  35. jonnylegoboy911 April 4, 2015 @ 3:43 PM

    oh wait worked it out, never mind

  36. jonnylegoboy911 April 4, 2015 @ 3:47 PM

    uh oh, Luni server keeps crashing when I try to enter the username!!!

  37. jonnylegoboy911 April 4, 2015 @ 4:11 PM

    1. I cannot ‘register’ a username because I type it, press enter and it stops responding/crashes

    2. If I try to ignore that and open LU and log in with a random name and password it says “sorry can’t sign you in!”

    • The first thing is unneeded so don’t worry about it, but the second one… I don’t know, it should work. Make sure you launch the LUNI Server first and then launch the client.

  38. @Jon

    Looks like licensing software under CC could be an issue? https://wiki.creativecommons.org/Frequently_Asked_Questions#Can_I_apply_a_Creative_Commons_license_to_software.3F

    However, this does state that it is only a recommendation, but just to keep it in mind.

    • We may not have to license it under the CC when it is done. Because raffa isn’t updating it, by the time it is done I could argue that it in no way resembles raffa’s version and thus his license does not apply. In fact, I may even be able to claim ownership of my own source, which I would return the the GPL.

      Answer the Call. Save Imagination.
      -Jon002

  39. jonnylegoboy911 April 4, 2015 @ 4:25 PM

    oh so they both have to be open! Yes it logged in! I’m on the characters page. If I delete one what happens? I’m pretty sure making your own is a future/v0.6 update?

    😛 now what’s the betting the worlds don’t load. Story of my life. Hopefully they will… here goes….

    • You can delete a character and make a new one, however upon clicking play after that, the client will not do anything. In 0.6 you can fully create a character and save it, however it does not load in the world (it should load cheekeymonkey I believe, however this does not work in 0.6, I think it does in the latest dev version 0.6.1).

  40. Jonnylegoboy here’s been telling me about this thing, downloaded it, but it’s not running… he told me a few things I could do but none of those did anything for me. Got any solutions? It comes up as MSVCP120.dll is missing when I try to open the LUNI server file. I’m using Windows 8.1 as an OS.

  41. jonnylegoboy911 April 4, 2015 @ 4:38 PM

    also I understand that each character goes to a different world? Is it possible to get to other worlds than the 4? Is it to do with checksums?

    • You can go to any world by changing checksums. Probably except the 1 world.
      You will find everything in FAQ 🙂

  42. jonnylegoboy911 April 4, 2015 @ 4:47 PM

    Also how do you play with other people? Not a pressing matter for me as of yet but I’d like to know for future!

    • Multiple people can connect to the server by putting in the appropriate IP into their client, HOWEVER you will not be able to see or communicate with each other as that functionality has not been able to be implemented yet.

      • jonnylegoboy911 April 4, 2015 @ 5:22 PM

        ok. Well it loaded and I’m not sure if you’re aware but I was a F2P, a level 42 F2P, but a F2P none the less so I’d like to thank all who built this game and helped me get onto it for the first time in over 3 years AND for giving me my first glimpse of Nimbus Station other than the large plaza in the sky that could be seen from Avant Gardens. Red Blocks was cool, even if I only managed a few minutes before I jumped in the water only to realise it was like glue to my minifigure! I got stuck then the game crashed! 😛 I’ll have another go and be less careless…

        The vendors my not work, all the gear in the backpack my be useless and there are no coins in site but I’m just glad to see the good old game again!

  43. I’ve been reading about the Creative Commons license, and now I’ve got raffa coming at me for violating the CC license. What I’ve done is simply give him credit (undeserved) and updated my license on my page. Other then that, I can modify the source as I wish guaranteed by the CC license. If y’all are wondering where my source went, I took it down for now, but hopefully will get it back up in the next few days.

    I don’t want to change my license, but is rather not get into a bunch of legal business right now. I’d win, of course, but it costs money and so I (atm) am just keeping the project on sourceforge. I do not agree with what raffa is doing – he’s hindering my progress (he’s now calling my thing a clone and saying I made the project die when I’ve updated the source a lot as well as stimulated the community and updated the project… Still trying to follow his logic).

    Answer the Call. Save Imagination.
    -Jon002

  44. I just finished my GUI world changer for LUNI Server v0.5.1.
    It’s also working in the 0.6.1 but 0.6.1 is not available to the public at the moment as I know.
    I’ll create a source forge project to release the source code and the download link.

  45. I’ve been away for a while, so I have some quick questions

    1. What’s the difference between 0.5.1 and 0.6?
    2. 0.6 says ‘Unable to connect to database’
    3. What is 0.6.1?

    • 1. In the 0.6 you can create your own character, save it and load it but can’t play as it yet.

      2. The 0.6 needs a MySQL database to save the character data.

      3. If we are talking about ‘0.6.1’ then we are talking about the fixed and improved version of the 0.6 because in the first official release of the 0.6 there was a bug that you can’t access the world server.

  46. Hello, I’m new here. How do I login? What do I need to do? On your website you said to login with any username and password. So I used the login that I used when I played Lego Universe before it got shut down. Please see my screen recording. Thanks.

    ^^ If the embed player does not work then go here: https://www.youtube.com/watch?v=N1n2OU1MMr8

    • In the video you’re using the 0.6. If you really want to play the game you should use the 0.5.1 because there you can easily login with any username/password. 🙂

  47. Jon, just to recap the remaining questions I have left, as this place got pretty crazy. O_o

    Referring to your comment here: http://prntscr.com/6pgx5p Do I have to do a bit shift to read the packet data, or not? Is it just a matter of bit shifting one byte to the left whenever there is a bool value?

    Also, what is the difference between ObjectID, NetworkID, and LOT? Where can all of these be found?

    On a side note, you said that you were looking for info in object packets that do not have a LOT, but to do a bit shift to look for LOTs? Is that just for me to get some knowledge? FYI, there is a such thing as a LOT of 1, could it be that instead of not having a lot? LOT = 1 is apparently a ‘general object’.

    Just tried running a 0.5.1 server from the source so i could test sending packets, and when I try to log in to the client, it stalls at handshaking with authentification… Any reason why that would happen? Theoretically, the source should compile the same as the release.

    Is it possible that MSVCP120.dll needs to be included in the release version? It appears that some people have had issues with an error being thrown that it’s required but not found (as they don’t have VS13 or the C++ redistributables installed).

    • Perhaps the release version requires the redistributable? Make sure when you compile from source that you have config.ini as needed.

      • What do you mean in reference to the config? The client config should always be local host when on the same system as far as I know.

        • I think you’re thinking of the client’s boot.cfg. I’m just wondering that if you compile from source you might be missing the server’s config.ini.

          • Ah! Possible. I’ll take a look. If that’s true, it should make it into dev info somewhere.

    • LCDR was on the chat in the docs, so i was able to ask him about how the binary values work, and he added a section in the references about the ObjectID, NetworkID, and LOT.

      • Okay, I guess I need to start updating luni.info with the links + updated copy as well.

        • Yup. They even stated that the docs are a constant work in progress.

          Btw, always good to cite the original location they came from.

          • Right, I must have missed that detail. Anyway, in addition to credit I have links to all docs on luni.info so that updates can be found 🙂

    • Btw, I think only ints and floats are in little endian.

      • You’re probably right! At any rates, booleans (bits) couldn’t be, as well as bytes.

        • I think Jon may be thinking that the whole packet is little endian (ie, last bit of the whole packet is read first)?

          • Wow… I never even understood why people bothered to make things little endian. I guess it helps with compression in some cases but I don’t see why it is so beneficial.

          • It’s more machine readable… I think it improves speed/efficiency if I remember correctly.

          • Little endian is actually what windows uses. When windows writes data, it uses little endian, so everything SHOULD be in little endian. Otherwise there was something written to change it.

            Answer the Call. Save Imagination.
            -Jon002

    • I was able to get the server working. Just needed the packets. ^.^

    • AHA! Finally, I understand what you are talking about! What I meant by bit shifting 4 bytes of data is that if you select 4 bytes in Hex Workshop, you an shift them all (all 32 bits) to the left or right. Because boo leans are 1 bit long, sometimes you may have to but shift some data around to see the original data.

      About the NetworkID, LOT, and ObjectID, what humanoid is calling the ObjectID is called the Network ID in current versions of RakNet (it is 8 bytes long). The LOT is the ID of the object in cdclient.xml (those IDs are somewhere around here…). Finally, I actually have no idea what the NetworkID (as humanoid uses it) that is 2 bytes long is… Guess I need to keep researching.

      Next, I’m not sure why the 0.5.1 source won’t complete the login… Check around in the packets or try 0.5. The small differences between them shouldn’t make the server unable to send new data (in fact, it may be easier to use than newer versions).

      Lastly, It may be a good idea to include that with the release. I will include it next release for other too.

      Hopefully this answers your questions!

      Answer the Call. Save Imagination.
      -Jon002

      • According to LCDR:
        NetworkID is the temp id given by RakNet
        LOT is the object template
        ObjectID is the implementation of a particular object (for example, a stromling that patrols location x will always have a particular objectID independent from the LOT and the particular instance of the object.

        Wouldn’t compile because the packets and the configure weren’t there :p

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