2015-09-30 01:48:09 +02:00
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Minetest Game API
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=================
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2014-07-06 10:39:16 +02:00
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GitHub Repo: https://github.com/minetest/minetest_game
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2014-07-05 22:45:46 +02:00
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Introduction
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------------
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2016-03-03 18:40:24 +01:00
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2015-09-30 01:48:09 +02:00
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The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
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allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
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2014-07-05 22:45:46 +02:00
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For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
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Please note:
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2016-03-03 18:40:24 +01:00
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* [XYZ] refers to a section the Minetest API
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* [#ABC] refers to a section in this document
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2016-07-04 12:59:07 +02:00
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* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
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2014-07-05 22:45:46 +02:00
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Bucket API
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----------
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2016-03-03 18:40:24 +01:00
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2014-07-05 22:45:46 +02:00
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The bucket API allows registering new types of buckets for non-default liquids.
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bucket.register_liquid(
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2015-09-30 01:48:09 +02:00
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"default:lava_source", -- name of the source node
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"default:lava_flowing", -- name of the flowing node
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"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
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"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
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"Lava Bucket", -- text description of the bucket item
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2016-10-10 00:33:07 +02:00
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{lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
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false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
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-- a source neighbour, even if defined as 'liquid_renewable = false'.
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-- Needed to avoid creating holes in sloping rivers.
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2014-07-05 22:45:46 +02:00
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)
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2014-12-07 15:25:39 +01:00
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2016-09-11 09:55:33 +02:00
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The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
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When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
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2015-02-24 11:59:15 +01:00
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Beds API
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--------
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2016-03-03 18:40:24 +01:00
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2015-02-24 11:59:15 +01:00
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beds.register_bed(
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2016-03-03 18:40:24 +01:00
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"beds:bed", -- Bed name
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def -- See [#Bed definition]
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2015-02-24 11:59:15 +01:00
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)
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2016-03-03 18:40:24 +01:00
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* `beds.read_spawns() ` Returns a table containing players respawn positions
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* `beds.kick_players()` Forces all players to leave bed
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* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
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2016-01-02 13:28:07 +01:00
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### Bed definition
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2016-03-03 18:40:24 +01:00
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{
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description = "Simple Bed",
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inventory_image = "beds_bed.png",
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wield_image = "beds_bed.png",
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tiles = {
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bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
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top = {Tile definition} -- the tiles of the bottom part of the bed.
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},
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nodebox = {
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bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
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top = 'regular nodebox', -- top part of bed (see [Node boxes])
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},
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selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
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recipe = { -- Craft recipe
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{"group:wool", "group:wool", "group:wool"},
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{"group:wood", "group:wood", "group:wood"}
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}
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2015-02-24 11:59:15 +01:00
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}
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2016-05-18 09:18:59 +02:00
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Creative API
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------------
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2016-07-04 20:19:39 +02:00
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Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
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For example,
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creative.register_tab("tools", "Tools", minetest.registered_tools)
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is used to show all tools. Name is used in the sfinv page name, title is the
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human readable title.
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2016-12-30 23:13:27 +01:00
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`is_enabled_for` is used to check whether a player is in creative mode:
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creative.is_enabled_for(name)
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Override this to allow per-player game modes.
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2016-07-04 20:19:39 +02:00
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The contents of `creative.formspec_add` is appended to every creative inventory
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page. Mods can use it to add additional formspec elements onto the default
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creative inventory formspec to be drawn after each update.
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2016-05-18 09:18:59 +02:00
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2014-07-05 22:45:46 +02:00
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Doors API
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---------
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2016-03-03 18:40:24 +01:00
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2015-02-03 20:11:23 +01:00
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The doors mod allows modders to register custom doors and trapdoors.
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2014-07-05 22:45:46 +02:00
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2016-03-03 18:40:24 +01:00
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`doors.register_door(name, def)`
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2015-02-03 20:11:23 +01:00
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2016-03-03 18:40:24 +01:00
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* Registers new door
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* `name` Name for door
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* `def` See [#Door definition]
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2014-12-07 15:25:39 +01:00
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2016-03-03 18:40:24 +01:00
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`doors.register_trapdoor(name, def)`
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New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
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2016-03-03 18:40:24 +01:00
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* Registers new trapdoor
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* `name` Name for trapdoor
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* `def` See [#Trapdoor definition]
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2016-03-18 08:33:14 +01:00
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`doors.register_fencegate(name, def)`
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* Registers new fence gate
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* `name` Name for fence gate
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* `def` See [#Fence gate definition]
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2016-03-03 18:40:24 +01:00
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`doors.get(pos)`
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2016-01-02 13:28:07 +01:00
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2016-03-03 18:40:24 +01:00
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* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
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2016-01-02 13:28:07 +01:00
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* Returns an ObjectRef to a door, or nil if the position does not contain a door
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### Methods
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New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
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:open(player) -- Open the door object, returns if door was opened
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:close(player) -- Close the door object, returns if door was closed
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:toggle(player) -- Toggle the door state, returns if state was toggled
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:state() -- returns the door state, true = open, false = closed
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the "player" parameter can be omitted in all methods. If passed then
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the usual permission checks will be performed to make sure the player
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has the permissions needed to open this door. If omitted then no
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permission checks are performed.
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2016-01-02 13:28:07 +01:00
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### Door definition
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2016-03-03 18:40:24 +01:00
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2014-07-05 22:45:46 +02:00
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description = "Door description",
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inventory_image = "mod_door_inv.png",
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2016-03-03 18:40:24 +01:00
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groups = {choppy = 2},
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tiles = {"mod_door.png"}, -- UV map.
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2016-02-13 19:03:23 +01:00
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recipe = craftrecipe,
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New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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2016-03-03 18:40:24 +01:00
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protected = false, -- If true, only placer can open the door (locked for others)
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2016-01-02 13:28:07 +01:00
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### Trapdoor definition
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2014-07-05 22:45:46 +02:00
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New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
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description = "Trapdoor description",
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inventory_image = "mod_trapdoor_inv.png",
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2016-03-03 18:40:24 +01:00
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groups = {choppy = 2},
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tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
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tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
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New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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2016-03-03 18:40:24 +01:00
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protected = false, -- If true, only placer can open the door (locked for others)
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2015-02-03 20:11:23 +01:00
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2016-01-02 13:28:07 +01:00
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### Fence gate definition
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2016-03-18 08:33:14 +01:00
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description = "Wooden Fence Gate",
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2017-06-19 18:51:21 +02:00
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texture = "default_wood.png", -- `backface_culling` will automatically be
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-- set to `true` if not specified.
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2016-03-18 08:33:14 +01:00
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material = "default:wood",
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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sounds = default.node_sound_wood_defaults(), -- optional
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Create API for fence.register, and use it.
This converts the call to minetest.register() for the default
fence node, so it can be called by other mods to quickly
setup other fences.
Since this creates an API, insert it into the game_api.txt.
The api looks like minetest.register(name, {def}), and has two
uncommon fields: "texture" and "material". Any normal nodedef
property can be passed through, except "drawtype". The "fence"
group will always be added.
The default fence recipe is modified to be as follows:
wood, stick, wood
wood, stick, wood
This recipe yields 4 fence nodes.
This allows us to create according recipes for acacia, pine,
aspen, and junglewood fences without adding new stick types:
pine wood, stick, pine wood
pine wood, stick, pine wood
This is a from-scratch implementation, written by heart but inspired
by (#665 - Add many wooden fences).
Stick and fences nodes are named in a consistent way.
2015-12-15 06:49:20 +01:00
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Fence API
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---------
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2016-01-02 13:28:07 +01:00
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Create API for fence.register, and use it.
This converts the call to minetest.register() for the default
fence node, so it can be called by other mods to quickly
setup other fences.
Since this creates an API, insert it into the game_api.txt.
The api looks like minetest.register(name, {def}), and has two
uncommon fields: "texture" and "material". Any normal nodedef
property can be passed through, except "drawtype". The "fence"
group will always be added.
The default fence recipe is modified to be as follows:
wood, stick, wood
wood, stick, wood
This recipe yields 4 fence nodes.
This allows us to create according recipes for acacia, pine,
aspen, and junglewood fences without adding new stick types:
pine wood, stick, pine wood
pine wood, stick, pine wood
This is a from-scratch implementation, written by heart but inspired
by (#665 - Add many wooden fences).
Stick and fences nodes are named in a consistent way.
2015-12-15 06:49:20 +01:00
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Allows creation of new fences with "fencelike" drawtype.
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2016-03-03 18:40:24 +01:00
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`default.register_fence(name, item definition)`
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Registers a new fence. Custom fields texture and material are required, as
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are name and description. The rest is optional. You can pass most normal
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nodedef fields here except drawtype. The fence group will always be added
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for this node.
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2016-01-02 13:28:07 +01:00
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### fence definition
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Create API for fence.register, and use it.
This converts the call to minetest.register() for the default
fence node, so it can be called by other mods to quickly
setup other fences.
Since this creates an API, insert it into the game_api.txt.
The api looks like minetest.register(name, {def}), and has two
uncommon fields: "texture" and "material". Any normal nodedef
property can be passed through, except "drawtype". The "fence"
group will always be added.
The default fence recipe is modified to be as follows:
wood, stick, wood
wood, stick, wood
This recipe yields 4 fence nodes.
This allows us to create according recipes for acacia, pine,
aspen, and junglewood fences without adding new stick types:
pine wood, stick, pine wood
pine wood, stick, pine wood
This is a from-scratch implementation, written by heart but inspired
by (#665 - Add many wooden fences).
Stick and fences nodes are named in a consistent way.
2015-12-15 06:49:20 +01:00
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name = "default:fence_wood",
|
|
|
|
description = "Wooden Fence",
|
|
|
|
texture = "default_wood.png",
|
|
|
|
material = "default:wood",
|
2016-03-03 18:40:24 +01:00
|
|
|
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
Create API for fence.register, and use it.
This converts the call to minetest.register() for the default
fence node, so it can be called by other mods to quickly
setup other fences.
Since this creates an API, insert it into the game_api.txt.
The api looks like minetest.register(name, {def}), and has two
uncommon fields: "texture" and "material". Any normal nodedef
property can be passed through, except "drawtype". The "fence"
group will always be added.
The default fence recipe is modified to be as follows:
wood, stick, wood
wood, stick, wood
This recipe yields 4 fence nodes.
This allows us to create according recipes for acacia, pine,
aspen, and junglewood fences without adding new stick types:
pine wood, stick, pine wood
pine wood, stick, pine wood
This is a from-scratch implementation, written by heart but inspired
by (#665 - Add many wooden fences).
Stick and fences nodes are named in a consistent way.
2015-12-15 06:49:20 +01:00
|
|
|
sounds = default.node_sound_wood_defaults(),
|
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
Walls API
|
2016-01-12 06:53:38 +01:00
|
|
|
---------
|
2016-01-02 13:28:07 +01:00
|
|
|
|
2016-01-12 06:53:38 +01:00
|
|
|
The walls API allows easy addition of stone auto-connecting wall nodes.
|
|
|
|
|
|
|
|
walls.register(name, desc, texture, mat, sounds)
|
|
|
|
^ name = "walls:stone_wall". Node name.
|
|
|
|
^ desc = "A Stone wall"
|
|
|
|
^ texture = "default_stone.png"
|
|
|
|
^ mat = "default:stone". Used to auto-generate crafting recipe.
|
|
|
|
^ sounds = sounds: see [#Default sounds]
|
|
|
|
|
2014-07-05 22:45:46 +02:00
|
|
|
Farming API
|
|
|
|
-----------
|
2016-03-03 18:40:24 +01:00
|
|
|
|
2014-07-05 22:45:46 +02:00
|
|
|
The farming API allows you to easily register plants and hoes.
|
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
`farming.register_hoe(name, hoe definition)`
|
|
|
|
* Register a new hoe, see [#hoe definition]
|
2014-12-07 15:25:39 +01:00
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
`farming.register_plant(name, Plant definition)`
|
|
|
|
* Register a new growing plant, see [#Plant definition]
|
2014-07-05 22:45:46 +02:00
|
|
|
|
2016-05-07 11:50:59 +02:00
|
|
|
`farming.registered_plants[name] = definition`
|
|
|
|
* Table of registered plants, indexed by plant name
|
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
### Hoe Definition
|
2016-03-03 18:40:24 +01:00
|
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
description = "", -- Description for tooltip
|
|
|
|
inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
|
|
|
|
max_uses = 30, -- Uses until destroyed
|
|
|
|
material = "", -- Material for recipes
|
|
|
|
recipe = { -- Craft recipe, if material isn't used
|
|
|
|
{"air", "air", "air"},
|
|
|
|
{"", "group:stick"},
|
|
|
|
{"", "group:stick"},
|
|
|
|
}
|
2014-07-05 22:45:46 +02:00
|
|
|
}
|
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
### Plant definition
|
2016-03-03 18:40:24 +01:00
|
|
|
|
|
|
|
{
|
|
|
|
description = "", -- Description of seed item
|
|
|
|
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
|
|
|
|
steps = 8, -- How many steps the plant has to grow, until it can be harvested
|
|
|
|
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
|
|
|
|
minlight = 13, -- Minimum light to grow
|
|
|
|
maxlight = default.LIGHT_MAX -- Maximum light to grow
|
|
|
|
}
|
2014-07-05 22:45:46 +02:00
|
|
|
|
2016-01-20 23:18:03 +01:00
|
|
|
Fire API
|
|
|
|
--------
|
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
New node def property:
|
|
|
|
|
2016-01-20 23:18:03 +01:00
|
|
|
`on_burn(pos)`
|
|
|
|
|
|
|
|
* Called when fire attempts to remove a burning node.
|
|
|
|
* `pos` Position of the burning node.
|
|
|
|
|
2016-10-24 22:24:49 +02:00
|
|
|
`on_ignite(pos, igniter)`
|
|
|
|
|
|
|
|
* Called when Flint and steel (or a mod defined ignitor) is used on a node.
|
|
|
|
Defining it may prevent the default action (spawning flames) from triggering.
|
|
|
|
* `pos` Position of the ignited node.
|
|
|
|
* `igniter` Player that used the tool, when available.
|
|
|
|
|
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
Give Initial Stuff API
|
|
|
|
----------------------
|
|
|
|
|
|
|
|
`give_initial_stuff.give(player)`
|
|
|
|
|
|
|
|
^ Give initial stuff to "player"
|
|
|
|
|
|
|
|
`give_initial_stuff.add(stack)`
|
|
|
|
|
|
|
|
^ Add item to the initial stuff
|
|
|
|
^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
|
|
|
|
^ Can be called after the game has loaded
|
|
|
|
|
|
|
|
`give_initial_stuff.clear()`
|
|
|
|
|
|
|
|
^ Removes all items from the initial stuff
|
|
|
|
^ Can be called after the game has loaded
|
|
|
|
|
|
|
|
`give_initial_stuff.get_list()`
|
|
|
|
|
|
|
|
^ returns list of item stacks
|
|
|
|
|
|
|
|
`give_initial_stuff.set_list(list)`
|
|
|
|
|
|
|
|
^ List of initial items with numeric indices.
|
|
|
|
|
|
|
|
`give_initial_stuff.add_from_csv(str)`
|
|
|
|
|
|
|
|
^ str is a comma separated list of initial stuff
|
|
|
|
^ Adds items to the list of items to be given
|
|
|
|
|
2016-01-01 23:49:32 +01:00
|
|
|
|
2017-07-26 20:38:11 +02:00
|
|
|
Players API
|
|
|
|
-----------
|
|
|
|
|
|
|
|
The player API can register player models and update the player's appearence
|
|
|
|
|
|
|
|
* `player_api.register_model(name, def)`
|
|
|
|
* Register a new model to be used by players
|
|
|
|
* name: model filename such as "character.x", "foo.b3d", etc.
|
|
|
|
* def: See [#Model definition]
|
|
|
|
* saved to player_api.registered_models
|
|
|
|
|
|
|
|
* `player_api.registered_player_models[name]`
|
|
|
|
* Get a model's definition
|
|
|
|
* see [#Model definition]
|
|
|
|
|
|
|
|
* `player_api.set_model(player, model_name)`
|
|
|
|
* Change a player's model
|
|
|
|
* `player`: PlayerRef
|
|
|
|
* `model_name`: model registered with player_api.register_model()
|
|
|
|
|
|
|
|
* `player_api.set_animation(player, anim_name [, speed])`
|
|
|
|
* Applies an animation to a player
|
|
|
|
* anim_name: name of the animation.
|
|
|
|
* speed: frames per second. If nil, default from the model is used
|
|
|
|
|
|
|
|
* `player_api.set_textures(player, textures)`
|
|
|
|
* Sets player textures
|
|
|
|
* `player`: PlayerRef
|
2017-08-07 05:27:19 +02:00
|
|
|
* `textures`: array of textures, If `textures` is nil the default
|
|
|
|
textures from the model def are used
|
2017-07-26 20:38:11 +02:00
|
|
|
|
|
|
|
* `player_api.get_animation(player)`
|
|
|
|
* Returns a table containing fields `model`, `textures` and `animation`.
|
|
|
|
* Any of the fields of the returned table may be nil.
|
|
|
|
* player: PlayerRef
|
|
|
|
|
|
|
|
### Model Definition
|
|
|
|
|
|
|
|
{
|
|
|
|
animation_speed = 30, -- Default animation speed, in FPS.
|
|
|
|
textures = {"character.png", }, -- Default array of textures.
|
|
|
|
visual_size = {x = 1, y = 1}, -- Used to scale the model.
|
|
|
|
animations = {
|
|
|
|
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
|
|
|
|
foo = {x = 0, y = 19},
|
|
|
|
bar = {x = 20, y = 39},
|
|
|
|
-- ...
|
|
|
|
},
|
2017-08-07 05:27:19 +02:00
|
|
|
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.77, 0.3}, -- In nodes from feet position
|
|
|
|
stepheight = 0.6, -- In nodes
|
2017-07-26 20:38:11 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
TNT API
|
2017-07-26 20:38:11 +02:00
|
|
|
-------
|
2016-01-01 23:49:32 +01:00
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
`tnt.register_tnt(definition)`
|
2016-01-01 23:49:32 +01:00
|
|
|
|
|
|
|
^ Register a new type of tnt.
|
|
|
|
|
|
|
|
* `name` The name of the node. If no prefix is given `tnt` is used.
|
|
|
|
* `description` A description for your TNT.
|
|
|
|
* `radius` The radius within which the TNT can destroy nodes. The default is 3.
|
|
|
|
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
|
2017-07-08 22:17:33 +02:00
|
|
|
* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
|
2016-01-01 23:49:32 +01:00
|
|
|
* `disable_drops` Disable drops. By default it is set to false.
|
|
|
|
* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
|
|
|
|
* `ignore_on_blast` Don't call `on_blast` even if a node has one.
|
|
|
|
* `tiles` Textures for node
|
|
|
|
* `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
|
|
|
|
* `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
|
|
|
|
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
|
|
|
|
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
|
|
|
|
|
2017-09-28 16:18:52 +02:00
|
|
|
`tnt.boom(position[, definition])`
|
2016-01-01 23:49:32 +01:00
|
|
|
|
|
|
|
^ Create an explosion.
|
|
|
|
|
|
|
|
* `position` The center of explosion.
|
2017-08-26 23:14:44 +02:00
|
|
|
* `definition` The TNT definion as passed to `tnt.register` with the following addition:
|
|
|
|
* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
|
2016-01-01 23:49:32 +01:00
|
|
|
|
2016-10-05 17:15:49 +02:00
|
|
|
`tnt.burn(position, [nodename])`
|
2016-01-01 23:49:32 +01:00
|
|
|
|
2016-11-13 16:08:07 +01:00
|
|
|
^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
|
|
|
|
If no such callback exists, fallback to turn tnt group nodes to their
|
|
|
|
"_burning" variant.
|
|
|
|
nodename isn't required unless already known.
|
2016-04-16 04:21:45 +02:00
|
|
|
|
|
|
|
To make dropping items from node inventories easier, you can use the
|
|
|
|
following helper function from 'default':
|
|
|
|
|
|
|
|
default.get_inventory_drops(pos, inventory, drops)
|
|
|
|
|
|
|
|
^ Return drops from node inventory "inventory" in drops.
|
|
|
|
|
|
|
|
* `pos` - the node position
|
|
|
|
* `inventory` - the name of the inventory (string)
|
|
|
|
* `drops` - an initialized list
|
|
|
|
|
|
|
|
The function returns no values. The drops are returned in the `drops`
|
|
|
|
parameter, and drops is not reinitialized so you can call it several
|
|
|
|
times in a row to add more inventory items to it.
|
|
|
|
|
|
|
|
|
2016-04-28 05:15:52 +02:00
|
|
|
`on_blast` callbacks:
|
|
|
|
|
|
|
|
Both nodedefs and entitydefs can provide an `on_blast()` callback
|
|
|
|
|
|
|
|
`nodedef.on_blast(pos, intensity)`
|
|
|
|
^ Allow drop and node removal overriding
|
|
|
|
* `pos` - node position
|
|
|
|
* `intensity` - TNT explosion measure. larger or equal to 1.0
|
|
|
|
^ Should return a list of drops (e.g. {"default:stone"})
|
|
|
|
^ Should perform node removal itself. If callback exists in the nodedef
|
|
|
|
^ then the TNT code will not destroy this node.
|
|
|
|
|
|
|
|
`entitydef.on_blast(luaobj, damage)`
|
|
|
|
^ Allow TNT effects on entities to be overridden
|
|
|
|
* `luaobj` - LuaEntityRef of the entity
|
|
|
|
* `damage` - suggested HP damage value
|
|
|
|
^ Should return a list of (bool do_damage, bool do_knockback, table drops)
|
|
|
|
* `do_damage` - if true then TNT mod wil damage the entity
|
|
|
|
* `do_knockback` - if true then TNT mod will knock the entity away
|
|
|
|
* `drops` - a list of drops, e.g. {"wool:red"}
|
|
|
|
|
|
|
|
|
2015-05-13 11:49:11 +02:00
|
|
|
Screwdriver API
|
|
|
|
---------------
|
2016-03-03 18:40:24 +01:00
|
|
|
|
2015-05-13 11:49:11 +02:00
|
|
|
The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
|
2016-03-03 18:40:24 +01:00
|
|
|
To use it, add the `on_screwdriver` function to the node definition.
|
|
|
|
|
|
|
|
`on_rotate(pos, node, user, mode, new_param2)`
|
|
|
|
|
|
|
|
* `pos` Position of the node that the screwdriver is being used on
|
|
|
|
* `node` that node
|
|
|
|
* `user` The player who used the screwdriver
|
|
|
|
* `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
|
|
|
|
* `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
|
|
|
|
* return value: false to disallow rotation, nil to keep default behaviour, true to allow
|
2015-09-30 01:48:09 +02:00
|
|
|
it but to indicate that changed have already been made (so the screwdriver will wear out)
|
2016-08-05 12:14:33 +02:00
|
|
|
* use `on_rotate = false` to always disallow rotation
|
2016-03-03 18:40:24 +01:00
|
|
|
* use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
|
2015-05-13 11:49:11 +02:00
|
|
|
|
2016-07-04 10:12:37 +02:00
|
|
|
|
|
|
|
Sethome API
|
|
|
|
-----------
|
|
|
|
|
|
|
|
The sethome API adds three global functions to allow mods to read a players home position,
|
|
|
|
set a players home position and teleport a player to home position.
|
|
|
|
|
|
|
|
`sethome.get(name)`
|
|
|
|
|
|
|
|
* `name` Player who's home position you wish to get
|
|
|
|
* return value: false if no player home coords exist, position table if true
|
|
|
|
|
|
|
|
`sethome.set(name, pos)`
|
|
|
|
|
|
|
|
* `name` Player who's home position you wish to set
|
|
|
|
* `pos` Position table containing coords of home position
|
|
|
|
* return value: false if unable to set and save new home position, otherwise true
|
|
|
|
|
|
|
|
`sethome.go(name)`
|
|
|
|
|
|
|
|
* `name` Player you wish to teleport to their home position
|
|
|
|
* return value: false if player cannot be sent home, otherwise true
|
|
|
|
|
|
|
|
|
2016-07-04 20:19:39 +02:00
|
|
|
Sfinv API
|
|
|
|
---------
|
|
|
|
|
|
|
|
### sfinv Methods
|
|
|
|
|
2017-02-06 19:26:33 +01:00
|
|
|
**Pages**
|
|
|
|
|
|
|
|
* sfinv.set_page(player, pagename) - changes the page
|
2016-11-29 10:26:56 +01:00
|
|
|
* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
|
2016-07-04 20:19:39 +02:00
|
|
|
* sfinv.register_page(name, def) - register a page, see section below
|
|
|
|
* sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
|
|
|
|
* Note: Page must already be defined, (opt)depend on the mod defining it.
|
2017-02-06 19:26:33 +01:00
|
|
|
* sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
|
|
|
|
and calls set_inventory_formspec().
|
|
|
|
* sfinv.get_formspec(player, context) - builds current page's formspec
|
|
|
|
|
|
|
|
**Contexts**
|
|
|
|
|
|
|
|
* sfinv.get_or_create_context(player) - gets the player's context
|
|
|
|
* sfinv.set_context(player, context)
|
|
|
|
|
|
|
|
**Theming**
|
|
|
|
|
|
|
|
* sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
|
|
|
|
* show_inv, defaults to false. Whether to show the player's main inventory
|
|
|
|
* size, defaults to `size[8,8.6]` if not specified
|
|
|
|
* sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
|
2016-07-04 20:19:39 +02:00
|
|
|
|
|
|
|
### sfinv Members
|
|
|
|
|
|
|
|
* pages - table of pages[pagename] = def
|
|
|
|
* pages_unordered - array table of pages in order of addition (used to build navigation tabs).
|
|
|
|
* contexts - contexts[playername] = player_context
|
|
|
|
* enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
|
|
|
|
|
|
|
|
### Context
|
|
|
|
|
|
|
|
A table with these keys:
|
|
|
|
|
|
|
|
* page - current page name
|
|
|
|
* nav - a list of page names
|
|
|
|
* nav_titles - a list of page titles
|
|
|
|
* nav_idx - current nav index (in nav and nav_titles)
|
|
|
|
* any thing you want to store
|
|
|
|
* sfinv will clear the stored data on log out / log in
|
|
|
|
|
|
|
|
### sfinv.register_page
|
|
|
|
|
|
|
|
sfinv.register_page(name, def)
|
|
|
|
|
|
|
|
def is a table containing:
|
|
|
|
|
|
|
|
* `title` - human readable page name (required)
|
|
|
|
* `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
|
|
|
|
* `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
|
|
|
|
* `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
|
|
|
|
* `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
|
|
|
|
* `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
|
|
|
|
|
|
|
|
### get formspec
|
|
|
|
|
|
|
|
Use sfinv.make_formspec to apply a layout:
|
|
|
|
|
|
|
|
return sfinv.make_formspec(player, context, [[
|
|
|
|
list[current_player;craft;1.75,0.5;3,3;]
|
|
|
|
list[current_player;craftpreview;5.75,1.5;1,1;]
|
|
|
|
image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
|
|
|
|
listring[current_player;main]
|
|
|
|
listring[current_player;craft]
|
|
|
|
image[0,4.25;1,1;gui_hb_bg.png]
|
|
|
|
image[1,4.25;1,1;gui_hb_bg.png]
|
|
|
|
image[2,4.25;1,1;gui_hb_bg.png]
|
|
|
|
image[3,4.25;1,1;gui_hb_bg.png]
|
|
|
|
image[4,4.25;1,1;gui_hb_bg.png]
|
|
|
|
image[5,4.25;1,1;gui_hb_bg.png]
|
|
|
|
image[6,4.25;1,1;gui_hb_bg.png]
|
|
|
|
image[7,4.25;1,1;gui_hb_bg.png]
|
|
|
|
]], true)
|
|
|
|
|
|
|
|
See above (methods section) for more options.
|
|
|
|
|
|
|
|
### Customising themes
|
|
|
|
|
|
|
|
Simply override this function to change the navigation:
|
|
|
|
|
|
|
|
function sfinv.get_nav_fs(player, context, nav, current_idx)
|
|
|
|
return "navformspec"
|
|
|
|
end
|
|
|
|
|
|
|
|
And override this function to change the layout:
|
|
|
|
|
|
|
|
function sfinv.make_formspec(player, context, content, show_inv, size)
|
|
|
|
local tmp = {
|
|
|
|
size or "size[8,8.6]",
|
|
|
|
theme_main,
|
|
|
|
sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
|
|
|
|
content
|
|
|
|
}
|
|
|
|
if show_inv then
|
|
|
|
tmp[4] = theme_inv
|
|
|
|
end
|
|
|
|
return table.concat(tmp, "")
|
|
|
|
end
|
|
|
|
|
2014-07-05 22:45:46 +02:00
|
|
|
Stairs API
|
|
|
|
----------
|
2016-03-03 18:40:24 +01:00
|
|
|
|
2014-07-05 22:45:46 +02:00
|
|
|
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
|
2015-10-11 18:29:39 +02:00
|
|
|
delivered with Minetest Game, to keep them compatible with other mods.
|
2014-07-05 22:45:46 +02:00
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
|
|
|
|
|
|
|
|
* Registers a stair.
|
|
|
|
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
2016-05-30 21:03:55 +02:00
|
|
|
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
2016-03-03 18:40:24 +01:00
|
|
|
* `groups`: see [Known damage and digging time defining groups]
|
|
|
|
* `images`: see [Tile definition]
|
|
|
|
* `description`: used for the description field in the stair's definition
|
|
|
|
* `sounds`: see [#Default sounds]
|
|
|
|
|
|
|
|
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
|
|
|
|
|
|
|
|
* Registers a slabs
|
|
|
|
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
|
|
|
|
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
|
|
|
|
* `groups`: see [Known damage and digging time defining groups]
|
|
|
|
* `images`: see [Tile definition]
|
|
|
|
* `description`: used for the description field in the stair's definition
|
|
|
|
* `sounds`: see [#Default sounds]
|
|
|
|
|
|
|
|
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
|
|
|
|
|
|
|
|
* A wrapper for stairs.register_stair and stairs.register_slab
|
|
|
|
* Uses almost the same arguments as stairs.register_stair
|
|
|
|
* `desc_stair`: Description for stair node
|
|
|
|
* `desc_slab`: Description for slab node
|
2014-12-07 15:25:39 +01:00
|
|
|
|
2014-07-05 22:45:46 +02:00
|
|
|
Xpanes API
|
|
|
|
----------
|
2016-03-03 18:40:24 +01:00
|
|
|
|
2014-07-05 22:45:46 +02:00
|
|
|
Creates panes that automatically connect to each other
|
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
`xpanes.register_pane(subname, def)`
|
|
|
|
|
|
|
|
* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
|
|
|
|
* `def`: See [#Pane definition]
|
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
### Pane definition
|
2016-03-03 18:40:24 +01:00
|
|
|
|
|
|
|
{
|
2016-03-17 08:40:30 +01:00
|
|
|
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
|
2016-03-03 18:40:24 +01:00
|
|
|
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
|
|
|
|
sounds = SoundSpec, -- See [#Default sounds]
|
|
|
|
recipe = {{"","","","","","","","",""}}, -- Recipe field only
|
|
|
|
}
|
2014-07-05 22:45:46 +02:00
|
|
|
|
2015-03-06 07:50:27 +01:00
|
|
|
Raillike definitions
|
|
|
|
--------------------
|
2016-03-03 18:40:24 +01:00
|
|
|
|
2015-03-06 07:50:27 +01:00
|
|
|
The following nodes use the group `connect_to_raillike` and will only connect to
|
|
|
|
raillike nodes within this group and the same group value.
|
|
|
|
Use `minetest.raillike_group(<Name>)` to get the group value.
|
|
|
|
|
2015-09-30 01:48:09 +02:00
|
|
|
| Node type | Raillike group name
|
2016-03-03 18:40:24 +01:00
|
|
|
|-----------------------|---------------------
|
2015-09-30 01:48:09 +02:00
|
|
|
| default:rail | "rail"
|
|
|
|
| tnt:gunpowder | "gunpowder"
|
2015-02-21 01:05:19 +01:00
|
|
|
| tnt:gunpowder_burning | "gunpowder"
|
2015-03-06 07:50:27 +01:00
|
|
|
|
|
|
|
Example:
|
|
|
|
If you want to add a new rail type and want it to connect with default:rail,
|
|
|
|
add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
|
|
|
|
of your node.
|
|
|
|
|
|
|
|
|
2014-07-05 22:45:46 +02:00
|
|
|
Default sounds
|
|
|
|
--------------
|
2016-03-03 18:40:24 +01:00
|
|
|
|
2014-07-05 22:45:46 +02:00
|
|
|
Sounds inside the default table can be used within the sounds field of node definitions.
|
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
* `default.node_sound_defaults()`
|
|
|
|
* `default.node_sound_stone_defaults()`
|
|
|
|
* `default.node_sound_dirt_defaults()`
|
|
|
|
* `default.node_sound_sand_defaults()`
|
|
|
|
* `default.node_sound_wood_defaults()`
|
|
|
|
* `default.node_sound_leaves_defaults()`
|
|
|
|
* `default.node_sound_glass_defaults()`
|
2016-10-25 17:42:28 +02:00
|
|
|
* `default.node_sound_metal_defaults()`
|
2014-07-05 22:45:46 +02:00
|
|
|
|
2014-12-07 15:17:09 +01:00
|
|
|
Default constants
|
|
|
|
-----------------
|
2016-03-03 18:40:24 +01:00
|
|
|
|
|
|
|
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
|
2014-12-07 15:17:09 +01:00
|
|
|
|
2017-07-16 14:31:34 +02:00
|
|
|
|
|
|
|
GUI and formspecs
|
|
|
|
-----------------
|
|
|
|
|
|
|
|
`default.get_hotbar_bg(x, y)`
|
|
|
|
|
|
|
|
* Get the hotbar background as string, containing the formspec elements
|
|
|
|
* x: Horizontal position in the formspec
|
|
|
|
* y: Vertical position in the formspec
|
|
|
|
|
|
|
|
`default.gui_bg`
|
|
|
|
|
|
|
|
* Background color formspec element
|
|
|
|
|
|
|
|
`default.gui_bg_img`
|
|
|
|
|
|
|
|
* Image overlay formspec element for the background to use in formspecs
|
|
|
|
|
|
|
|
`default.gui_slots`
|
|
|
|
|
|
|
|
* `listcolors` formspec element that is used to format the slots in formspecs
|
|
|
|
|
|
|
|
`default.gui_survival_form`
|
|
|
|
|
|
|
|
* Entire formspec for the survival inventory
|
|
|
|
|
|
|
|
`default.get_chest_formspec(pos)`
|
|
|
|
|
|
|
|
* Get the chest formspec using the defined GUI elements
|
|
|
|
* pos: Location of the node
|
|
|
|
|
|
|
|
`default.get_furnace_active_formspec(fuel_percent, item_percent)`
|
|
|
|
|
|
|
|
* Get the active furnace formspec using the defined GUI elements
|
|
|
|
* fuel_percent: Percent of how much the fuel is used
|
|
|
|
* item_percent: Percent of how much the item is cooked
|
|
|
|
|
|
|
|
`default.get_furnace_inactive_formspec()`
|
|
|
|
|
|
|
|
* Get the inactive furnace formspec using the defined GUI elements
|
|
|
|
|
|
|
|
|
2014-12-06 11:01:18 +01:00
|
|
|
Leafdecay
|
|
|
|
---------
|
|
|
|
|
Leafdecay: Node timer based implementation, API
This implements a node-timer based leafdecay mechanism, and exposes
an API to use it in mods.
The API is documented in game_api.txt.
`default.register_leafdecay(leafdecaydef)`
`leafdecaydef` is a table, with following members:
{
trunks = { "default:tree"}, -- nodes considered trunks
leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
radius = 3, -- activates leafdecay this far from the trunk
}
The algorithm will drop `leaves` items in the area if no `trunks` are found
in the `trunk_radius` sized area around the position of the leaf. If a node
listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
otherwise the item is removed but not dropped.
The algorithm also implements a value `default.leafdecay_speed` (default
15) which can be modified to increase or decrease of the leaf decay. The
algorithm will vary the actual speed a bit to introduce randomness.
Leaf decay is randomized by 0.1 seconds to reduce the chance that
decay happens many times on the same second interval. This requires
nodetimer_interval to be set to values lower than 1.0 to have an
effect.
The leaves will decay between 2 and 10 seconds after digging the trunk,
and happen at non-integer second intervals.
-- The API was added by sofar.
2017-02-08 01:28:02 +01:00
|
|
|
To enable leaf decay for leaves when a tree is cut down by a player,
|
|
|
|
register the tree with the default.register_leafdecay(leafdecaydef)
|
|
|
|
function.
|
2016-03-03 18:40:24 +01:00
|
|
|
|
Leafdecay: Node timer based implementation, API
This implements a node-timer based leafdecay mechanism, and exposes
an API to use it in mods.
The API is documented in game_api.txt.
`default.register_leafdecay(leafdecaydef)`
`leafdecaydef` is a table, with following members:
{
trunks = { "default:tree"}, -- nodes considered trunks
leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
radius = 3, -- activates leafdecay this far from the trunk
}
The algorithm will drop `leaves` items in the area if no `trunks` are found
in the `trunk_radius` sized area around the position of the leaf. If a node
listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
otherwise the item is removed but not dropped.
The algorithm also implements a value `default.leafdecay_speed` (default
15) which can be modified to increase or decrease of the leaf decay. The
algorithm will vary the actual speed a bit to introduce randomness.
Leaf decay is randomized by 0.1 seconds to reduce the chance that
decay happens many times on the same second interval. This requires
nodetimer_interval to be set to values lower than 1.0 to have an
effect.
The leaves will decay between 2 and 10 seconds after digging the trunk,
and happen at non-integer second intervals.
-- The API was added by sofar.
2017-02-08 01:28:02 +01:00
|
|
|
If `param2` of any registered node is ~= 0, the node will always be
|
|
|
|
preserved. Thus, if the player places a node of that kind, you will
|
|
|
|
want to set `param2 = 1` or so.
|
2014-12-06 11:01:18 +01:00
|
|
|
|
Leafdecay: Node timer based implementation, API
This implements a node-timer based leafdecay mechanism, and exposes
an API to use it in mods.
The API is documented in game_api.txt.
`default.register_leafdecay(leafdecaydef)`
`leafdecaydef` is a table, with following members:
{
trunks = { "default:tree"}, -- nodes considered trunks
leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
radius = 3, -- activates leafdecay this far from the trunk
}
The algorithm will drop `leaves` items in the area if no `trunks` are found
in the `trunk_radius` sized area around the position of the leaf. If a node
listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
otherwise the item is removed but not dropped.
The algorithm also implements a value `default.leafdecay_speed` (default
15) which can be modified to increase or decrease of the leaf decay. The
algorithm will vary the actual speed a bit to introduce randomness.
Leaf decay is randomized by 0.1 seconds to reduce the chance that
decay happens many times on the same second interval. This requires
nodetimer_interval to be set to values lower than 1.0 to have an
effect.
The leaves will decay between 2 and 10 seconds after digging the trunk,
and happen at non-integer second intervals.
-- The API was added by sofar.
2017-02-08 01:28:02 +01:00
|
|
|
The function `default.after_place_leaves` can be set as
|
|
|
|
`after_place_node of a node` to set param2 to 1 if the player places
|
|
|
|
the node (should not be used for nodes that use param2 otherwise
|
|
|
|
(e.g. facedir)).
|
2014-12-06 11:01:18 +01:00
|
|
|
|
Leafdecay: Node timer based implementation, API
This implements a node-timer based leafdecay mechanism, and exposes
an API to use it in mods.
The API is documented in game_api.txt.
`default.register_leafdecay(leafdecaydef)`
`leafdecaydef` is a table, with following members:
{
trunks = { "default:tree"}, -- nodes considered trunks
leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
radius = 3, -- activates leafdecay this far from the trunk
}
The algorithm will drop `leaves` items in the area if no `trunks` are found
in the `trunk_radius` sized area around the position of the leaf. If a node
listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
otherwise the item is removed but not dropped.
The algorithm also implements a value `default.leafdecay_speed` (default
15) which can be modified to increase or decrease of the leaf decay. The
algorithm will vary the actual speed a bit to introduce randomness.
Leaf decay is randomized by 0.1 seconds to reduce the chance that
decay happens many times on the same second interval. This requires
nodetimer_interval to be set to values lower than 1.0 to have an
effect.
The leaves will decay between 2 and 10 seconds after digging the trunk,
and happen at non-integer second intervals.
-- The API was added by sofar.
2017-02-08 01:28:02 +01:00
|
|
|
If the node is in the `leafdecay_drop` group then it will always be
|
|
|
|
dropped as an item.
|
|
|
|
|
|
|
|
`default.register_leafdecay(leafdecaydef)`
|
|
|
|
|
|
|
|
`leafdecaydef` is a table, with following members:
|
|
|
|
{
|
|
|
|
trunks = {"default:tree"}, -- nodes considered trunks
|
|
|
|
leaves = {"default:leaves", "default:apple"},
|
|
|
|
-- nodes considered for removal
|
|
|
|
radius = 3, -- radius to consider for searching
|
|
|
|
}
|
|
|
|
|
|
|
|
Note: all the listed nodes in `trunks` have their `on_after_destruct`
|
|
|
|
callback overridden. All the nodes listed in `leaves` have their
|
|
|
|
`on_timer` callback overridden.
|
2014-12-06 11:08:41 +01:00
|
|
|
|
2014-12-06 12:11:07 +01:00
|
|
|
|
|
|
|
Dyes
|
|
|
|
----
|
2016-03-03 18:40:24 +01:00
|
|
|
|
2014-12-06 12:11:07 +01:00
|
|
|
To make recipes that will work with any dye ever made by anybody, define
|
|
|
|
them based on groups. You can select any group of groups, based on your need for
|
|
|
|
amount of colors.
|
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
### Color groups
|
2016-03-03 18:40:24 +01:00
|
|
|
|
2014-12-06 12:11:07 +01:00
|
|
|
Base color groups:
|
2016-03-03 18:40:24 +01:00
|
|
|
|
|
|
|
* `basecolor_white`
|
|
|
|
* `basecolor_grey`
|
|
|
|
* `basecolor_black`
|
|
|
|
* `basecolor_red`
|
|
|
|
* `basecolor_yellow`
|
|
|
|
* `basecolor_green`
|
|
|
|
* `basecolor_cyan`
|
|
|
|
* `basecolor_blue`
|
|
|
|
* `basecolor_magenta`
|
|
|
|
|
|
|
|
Extended color groups ( * means also base color )
|
|
|
|
|
|
|
|
* `excolor_white` *
|
|
|
|
* `excolor_lightgrey`
|
|
|
|
* `excolor_grey` *
|
|
|
|
* `excolor_darkgrey`
|
|
|
|
* `excolor_black` *
|
|
|
|
* `excolor_red` *
|
|
|
|
* `excolor_orange`
|
|
|
|
* `excolor_yellow` *
|
|
|
|
* `excolor_lime`
|
|
|
|
* `excolor_green` *
|
|
|
|
* `excolor_aqua`
|
|
|
|
* `excolor_cyan` *
|
|
|
|
* `excolor_sky_blue`
|
|
|
|
* `excolor_blue` *
|
|
|
|
* `excolor_violet`
|
|
|
|
* `excolor_magenta` *
|
|
|
|
* `excolor_red_violet`
|
2014-12-06 12:11:07 +01:00
|
|
|
|
|
|
|
The whole unifieddyes palette as groups:
|
2016-03-03 18:40:24 +01:00
|
|
|
|
|
|
|
* `unicolor_<excolor>`
|
|
|
|
|
2014-12-06 12:11:07 +01:00
|
|
|
For the following, no white/grey/black is allowed:
|
2016-03-03 18:40:24 +01:00
|
|
|
|
|
|
|
* `unicolor_medium_<excolor>`
|
|
|
|
* `unicolor_dark_<excolor>`
|
|
|
|
* `unicolor_light_<excolor>`
|
|
|
|
* `unicolor_<excolor>_s50`
|
|
|
|
* `unicolor_medium_<excolor>_s50`
|
|
|
|
* `unicolor_dark_<excolor>_s50`
|
2014-12-06 12:11:07 +01:00
|
|
|
|
|
|
|
Example of one shapeless recipe using a color group:
|
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
minetest.register_craft({
|
|
|
|
type = "shapeless",
|
|
|
|
output = '<mod>:item_yellow',
|
|
|
|
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
|
|
|
|
})
|
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
### Color lists
|
2016-03-03 18:40:24 +01:00
|
|
|
|
|
|
|
* `dye.basecolors` are an array containing the names of available base colors
|
2014-12-06 12:11:07 +01:00
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
* `dye.excolors` are an array containing the names of the available extended colors
|
2014-12-07 15:25:39 +01:00
|
|
|
|
|
|
|
Trees
|
|
|
|
-----
|
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
* `default.grow_tree(pos, is_apple_tree)`
|
|
|
|
* Grows a mgv6 tree or apple tree at pos
|
|
|
|
|
|
|
|
* `default.grow_jungle_tree(pos)`
|
|
|
|
* Grows a mgv6 jungletree at pos
|
|
|
|
|
2016-01-02 13:28:07 +01:00
|
|
|
* `default.grow_pine_tree(pos)`
|
2016-03-03 18:40:24 +01:00
|
|
|
* Grows a mgv6 pinetree at pos
|
|
|
|
|
|
|
|
* `default.grow_new_apple_tree(pos)`
|
|
|
|
* Grows a new design apple tree at pos
|
2014-12-07 15:25:39 +01:00
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
* `default.grow_new_jungle_tree(pos)`
|
|
|
|
* Grows a new design jungle tree at pos
|
2015-09-30 01:48:09 +02:00
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
* `default.grow_new_pine_tree(pos)`
|
|
|
|
* Grows a new design pine tree at pos
|
2015-09-30 01:48:09 +02:00
|
|
|
|
2017-04-12 10:25:21 +02:00
|
|
|
* `default.grow_new_snowy_pine_tree(pos)`
|
|
|
|
* Grows a new design snowy pine tree at pos
|
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
* `default.grow_new_acacia_tree(pos)`
|
|
|
|
* Grows a new design acacia tree at pos
|
2015-09-30 01:48:09 +02:00
|
|
|
|
2016-03-03 18:40:24 +01:00
|
|
|
* `default.grow_new_aspen_tree(pos)`
|
|
|
|
* Grows a new design aspen tree at pos
|
2015-09-30 01:48:09 +02:00
|
|
|
|
2017-04-12 10:25:21 +02:00
|
|
|
* `default.grow_bush(pos)`
|
|
|
|
* Grows a bush at pos
|
|
|
|
|
|
|
|
* `default.grow_acacia_bush(pos)`
|
|
|
|
* Grows an acaia bush at pos
|
Carts: Merge boost_cart as "carts" mod
This is all the working code from SmallJoker's boost_cart, poored into
a more suitable form for minetest_game.
- Mesecons and moreores stuff was removed entirely.
- Textures were all renamed and moved out of default/
- Updated license, readme.txt, attribution
- Changed code license to MIT, left artwork at CC0
- removed default:rail and made aliases for it
- :carts:rail is now carts:rail.
- localized entity def
- removed copper rail entirely
- startstop rail was removed, as well as detector rail
- remodeled to b3d using stujones11 excellent blend model, but sizes
of cart adjusted to make pixel sizes consistent (0.625) everywhere.
- slightly more complex texture map for the cart (front/side visibly
different)
- rail parameters are passed as a separate def table, and stored in
a private list. This avoids having to call `get_meta` on every
node. In return, we need the node name, though.
- adds metal sounds (based on default metal sound function) and
cart moving sound.
- reduced cart speeds to max 7, 5 by pushing.
- Added on_step() rail event handler, gets called when a cart is on
a rail.
- Added various rebased updates from upstream (thanks Krock)
- Included a fix that removes the 'reverse jiggle' when stopping.
- Included reworked textures by sofar.
The mod namespace is still public, but I'm NOT declaring it an API. I'd
rather see it localized instead, for now. Any public interface in this
code is *experimental* at best, and should be considered non-stable and
unsupported for now.
2016-10-08 23:14:10 +02:00
|
|
|
|
|
|
|
Carts
|
|
|
|
-----
|
|
|
|
|
|
|
|
carts.register_rail(
|
|
|
|
"mycarts:myrail", -- Rail name
|
|
|
|
nodedef, -- standard nodedef
|
|
|
|
railparams -- rail parameter struct (optional)
|
|
|
|
)
|
|
|
|
|
|
|
|
railparams = {
|
|
|
|
on_step(obj, dtime), -- Event handler called when
|
|
|
|
-- cart is on rail
|
|
|
|
acceleration, -- integer acceleration factor (negative
|
|
|
|
-- values to brake)
|
|
|
|
}
|
|
|
|
|
|
|
|
The event handler is called after all default calculations
|
|
|
|
are made, so the custom on_step handler can override things
|
|
|
|
like speed, acceleration, player attachment. The handler will
|
|
|
|
likely be called many times per second, so the function needs
|
|
|
|
to make sure that the event is handled properly.
|
Keys: Allow easy sharing of access without commands
This code adds the key concept to minetest_game, and integrates it
with lockable nodes. Currently supported lockable items are the Steel
Door, the Steel Trapdoor, and the Locked Chest.
The goal of this modification is to introduce a fine-grained multi-
player permission system that is intuitive and usable without any
console or chat commands, and doesn't require extra privileges to
be granted or setup. Keys can also physically be conveyed to other
players, adding to gameplay and adding some personality that is
preferable to console commands or editing formspecs.
A skeleton key can be crafted with 1 gold ingot. Skeleton keys can
then be matched to a lockable node by right-clicking the skeleton
key on a lockable node, which changes the skeleton key to a "key".
Gold was chosen as it's currently a not-so very useful item, and
therefore it's likely that players have some, but aren't really
using it for any purpose.
This key can subsequently used by any player to open or access that
lockable node, including retrieving items from Locked Chests, or
putting items in them.
They key is programmed to fit only the particular locked node it is
programmed to. This is achieved by storing a secret value in both
key and locked node. If this secret value doesn't match, the key
will not open the locked node. This allows many keys to be created
for one chest or door, but a key will only fit one node ever. The
secrets are stored in node, and item meta for the key.
If a locked node is removed, all keys that opened it are no longer
valid. Even if a new door/chest is placed in exactly the same spot,
the old keys will no longer fit that node.
Keys can be smelted back in gold ingots if they are no longer useful.
The method of storing a secret in nodemeta and itemstackmeta is secure
as there is no way for the client to create new items on the server
with a particular secret metadata value. Even if you could possible
create such an itemstack on the client, the server does not ever read
itemstackmeta from a client package.
The patch adds an API that allows other nodes and nodes added by
mods to use the same keys as well. The method how to implement this
is described in game_api.txt. The mod should add 2 callbacks to it's
node definition. Example code is given.
Textures are from PixelBOX, thanks to Gambit.
2015-12-26 20:16:49 +01:00
|
|
|
|
|
|
|
Key API
|
|
|
|
-------
|
|
|
|
|
|
|
|
The key API allows mods to add key functionality to nodes that have
|
|
|
|
ownership or specific permissions. Using the API will make it so
|
|
|
|
that a node owner can use skeleton keys on their nodes to create keys
|
|
|
|
for that node in that location, and give that key to other players,
|
|
|
|
allowing them some sort of access that they otherwise would not have
|
|
|
|
due to node protection.
|
|
|
|
|
|
|
|
To make your new nodes work with the key API, you need to register
|
|
|
|
two callback functions in each nodedef:
|
|
|
|
|
|
|
|
|
|
|
|
`on_key_use(pos, player)`
|
|
|
|
* Is called when a player right-clicks (uses) a normal key on your
|
|
|
|
* node.
|
|
|
|
* `pos` - position of the node
|
|
|
|
* `player` - PlayerRef
|
|
|
|
* return value: none, ignored
|
|
|
|
|
|
|
|
The `on_key_use` callback should validate that the player is wielding
|
|
|
|
a key item with the right key meta secret. If needed the code should
|
|
|
|
deny access to the node functionality.
|
|
|
|
|
|
|
|
If formspecs are used, the formspec callbacks should duplicate these
|
|
|
|
checks in the metadata callback functions.
|
|
|
|
|
|
|
|
|
|
|
|
`on_skeleton_key_use(pos, player, newsecret)`
|
|
|
|
|
|
|
|
* Is called when a player right-clicks (uses) a skeleton key on your
|
|
|
|
* node.
|
|
|
|
* `pos` - position of the node
|
|
|
|
* `player` - PlayerRef
|
|
|
|
* `newsecret` - a secret value(string)
|
|
|
|
* return values:
|
|
|
|
* `secret` - `nil` or the secret value that unlocks the door
|
|
|
|
* `name` - a string description of the node ("a locked chest")
|
|
|
|
* `owner` - name of the node owner
|
|
|
|
|
|
|
|
The `on_skeleton_key_use` function should validate that the player has
|
|
|
|
the right permissions to make a new key for the item. The newsecret
|
|
|
|
value is useful if the node has no secret value. The function should
|
|
|
|
store this secret value somewhere so that in the future it may compare
|
|
|
|
key secrets and match them to allow access. If a node already has a
|
|
|
|
secret value, the function should return that secret value instead
|
|
|
|
of the newsecret value. The secret value stored for the node should
|
|
|
|
not be overwritten, as this would invalidate existing keys.
|
|
|
|
|
|
|
|
Aside from the secret value, the function should retun a descriptive
|
|
|
|
name for the node and the owner name. The return values are all
|
|
|
|
encoded in the key that will be given to the player in replacement
|
|
|
|
for the wielded skeleton key.
|
|
|
|
|
|
|
|
if `nil` is returned, it is assumed that the wielder did not have
|
|
|
|
permissions to create a key for this node, and no key is created.
|