forked from luanti-org/minetest_game
		
	Fix markdown formating in game_api.txt.
				
					
				
			This commit is contained in:
		
							
								
								
									
										535
									
								
								game_api.txt
									
									
									
									
									
								
							
							
						
						
									
										535
									
								
								game_api.txt
									
									
									
									
									
								
							@@ -4,18 +4,21 @@ GitHub Repo: https://github.com/minetest/minetest_game
 | 
			
		||||
 | 
			
		||||
Introduction
 | 
			
		||||
------------
 | 
			
		||||
 | 
			
		||||
The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
 | 
			
		||||
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
 | 
			
		||||
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
 | 
			
		||||
Please note:
 | 
			
		||||
	[XYZ] refers to a section the Minetest API
 | 
			
		||||
	[#ABC] refers to a section in this document
 | 
			
		||||
	^ Explanation for line above
 | 
			
		||||
 | 
			
		||||
 * [XYZ] refers to a section the Minetest API
 | 
			
		||||
 * [#ABC] refers to a section in this document
 | 
			
		||||
 | 
			
		||||
Bucket API
 | 
			
		||||
----------
 | 
			
		||||
 | 
			
		||||
The bucket API allows registering new types of buckets for non-default liquids.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	bucket.register_liquid(
 | 
			
		||||
		"default:lava_source",   -- name of the source node
 | 
			
		||||
		"default:lava_flowing",  -- name of the flowing node
 | 
			
		||||
@@ -27,59 +30,61 @@ The bucket API allows registering new types of buckets for non-default liquids.
 | 
			
		||||
 | 
			
		||||
Beds API
 | 
			
		||||
--------
 | 
			
		||||
 | 
			
		||||
	beds.register_bed(
 | 
			
		||||
		"beds:bed",                 -- Bed name
 | 
			
		||||
		def: See [#Bed definition]  -- Bed definition
 | 
			
		||||
		"beds:bed",    -- Bed name
 | 
			
		||||
		def            -- See [#Bed definition]
 | 
			
		||||
	)
 | 
			
		||||
 | 
			
		||||
	beds.read_spawns()   -- returns a table containing players respawn positions
 | 
			
		||||
	beds.kick_players()  -- forces all players to leave bed
 | 
			
		||||
	beds.skip_night()    -- sets world time to morning and saves respawn position of all players currently sleeping
 | 
			
		||||
 * `beds.read_spawns() `   Returns a table containing players respawn positions
 | 
			
		||||
 * `beds.kick_players()`  Forces all players to leave bed
 | 
			
		||||
 * `beds.skip_night()`   Sets world time to morning and saves respawn position of all players currently sleeping
 | 
			
		||||
 
 | 
			
		||||
###Bed definition
 | 
			
		||||
 | 
			
		||||
#Bed definition
 | 
			
		||||
---------------
 | 
			
		||||
{
 | 
			
		||||
	description = "Simple Bed",
 | 
			
		||||
	inventory_image = "beds_bed.png",
 | 
			
		||||
	wield_image = "beds_bed.png",
 | 
			
		||||
	tiles = {
 | 
			
		||||
	    bottom = {[Tile definition],
 | 
			
		||||
		^ the tiles of the bottom part of the bed
 | 
			
		||||
	    },
 | 
			
		||||
	    top = {[Tile definition],
 | 
			
		||||
		^ the tiles of the bottom part of the bed
 | 
			
		||||
	    }
 | 
			
		||||
	},
 | 
			
		||||
	nodebox = {
 | 
			
		||||
	    bottom = regular nodebox, see [Node boxes],    -- bottm part of bed
 | 
			
		||||
	    top = regular nodebox, see [Node boxes],       -- top part of bed
 | 
			
		||||
	},
 | 
			
		||||
	selectionbox = regular nodebox, see [Node boxes],  -- for both nodeboxes
 | 
			
		||||
	recipe = {                                         -- Craft recipe
 | 
			
		||||
		{"group:wool", "group:wool", "group:wool"},
 | 
			
		||||
		{"group:wood", "group:wood", "group:wood"}
 | 
			
		||||
	{
 | 
			
		||||
		description = "Simple Bed",
 | 
			
		||||
		inventory_image = "beds_bed.png",
 | 
			
		||||
		wield_image = "beds_bed.png",
 | 
			
		||||
		tiles = {
 | 
			
		||||
			bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
 | 
			
		||||
			top = {Tile definition} -- the tiles of the bottom part of the bed.
 | 
			
		||||
		},
 | 
			
		||||
		nodebox = {
 | 
			
		||||
			bottom = 'regular nodebox',     -- bottom part of bed (see [Node boxes])
 | 
			
		||||
			top = 'regular nodebox',        -- top part of bed (see [Node boxes])
 | 
			
		||||
		},
 | 
			
		||||
		selectionbox = 'regular nodebox',  -- for both nodeboxes (see [Node boxes])
 | 
			
		||||
		recipe = {                                         -- Craft recipe
 | 
			
		||||
			{"group:wool", "group:wool", "group:wool"},
 | 
			
		||||
			{"group:wood", "group:wood", "group:wood"}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Doors API
 | 
			
		||||
---------
 | 
			
		||||
 | 
			
		||||
The doors mod allows modders to register custom doors and trapdoors.
 | 
			
		||||
 | 
			
		||||
doors.register_door(name, def)
 | 
			
		||||
^ name: "Door name"
 | 
			
		||||
^ def: See [#Door definition]
 | 
			
		||||
 -> Registers new door
 | 
			
		||||
`doors.register_door(name, def)`
 | 
			
		||||
 | 
			
		||||
doors.register_trapdoor(name, def)
 | 
			
		||||
^ name: "mod_door"
 | 
			
		||||
^ def: See [#Trapdoor definition]
 | 
			
		||||
 -> Registers new trapdoor
 | 
			
		||||
 * Registers new door
 | 
			
		||||
 * `name` Name for door
 | 
			
		||||
 * `def`  See [#Door definition]
 | 
			
		||||
 | 
			
		||||
doors.get(pos)
 | 
			
		||||
^ pos = { x = .., y = .., z = ..}
 | 
			
		||||
 -> Returns an ObjecRef to a door, or nil if the pos did not contain a door
 | 
			
		||||
`doors.register_trapdoor(name, def)`
 | 
			
		||||
 | 
			
		||||
    Methods:
 | 
			
		||||
 * Registers new trapdoor
 | 
			
		||||
 * `name` Name for trapdoor
 | 
			
		||||
 * `def`  See [#Trapdoor definition]
 | 
			
		||||
 | 
			
		||||
`doors.get(pos)`
 | 
			
		||||
 
 | 
			
		||||
 * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
 | 
			
		||||
 * Returns an ObjecRef to a door, or nil if the position does not contain a door
 | 
			
		||||
 
 | 
			
		||||
 ###Methods
 | 
			
		||||
 
 | 
			
		||||
        :open(player)   -- Open the door object, returns if door was opened
 | 
			
		||||
        :close(player)  -- Close the door object, returns if door was closed
 | 
			
		||||
        :toggle(player) -- Toggle the door state, returns if state was toggled
 | 
			
		||||
@@ -90,164 +95,166 @@ doors.get(pos)
 | 
			
		||||
    has the permissions needed to open this door. If omitted then no
 | 
			
		||||
    permission checks are performed.
 | 
			
		||||
 | 
			
		||||
#Door definition
 | 
			
		||||
----------------
 | 
			
		||||
{
 | 
			
		||||
###Door definition
 | 
			
		||||
 | 
			
		||||
	description = "Door description",
 | 
			
		||||
	inventory_image = "mod_door_inv.png",
 | 
			
		||||
	groups = {choppy = 1},
 | 
			
		||||
	tiles = { "mod_door.png" },
 | 
			
		||||
	groups = {choppy = 2},
 | 
			
		||||
	tiles = {"mod_door.png"}, -- UV map.
 | 
			
		||||
	recipe = craftrecipe,
 | 
			
		||||
	sounds = default.node_sound_wood_defaults(), -- optional
 | 
			
		||||
	sound_open = sound play for open door, -- optional
 | 
			
		||||
	sound_close = sound play for close door, -- optional
 | 
			
		||||
	protected = false,
 | 
			
		||||
	^ If true, only placer can open the door (locked for others)
 | 
			
		||||
}
 | 
			
		||||
	protected = false, -- If true, only placer can open the door (locked for others)
 | 
			
		||||
 | 
			
		||||
###Trapdoor definition
 | 
			
		||||
 | 
			
		||||
#Trapdoor definition
 | 
			
		||||
----------------
 | 
			
		||||
{
 | 
			
		||||
	description = "Trapdoor description",
 | 
			
		||||
	inventory_image = "mod_trapdoor_inv.png",
 | 
			
		||||
	groups = {choppy = 1},
 | 
			
		||||
	tile_front = "doors_trapdoor.png",
 | 
			
		||||
	^ the texture for the front and back of the trapdoor
 | 
			
		||||
	tile_side: "doors_trapdoor_side.png",
 | 
			
		||||
	^ the tiles of the four side parts of the trapdoor
 | 
			
		||||
	groups = {choppy = 2},
 | 
			
		||||
	tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
 | 
			
		||||
	tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
 | 
			
		||||
	sounds = default.node_sound_wood_defaults(), -- optional
 | 
			
		||||
	sound_open = sound play for open door, -- optional
 | 
			
		||||
	sound_close = sound play for close door, -- optional
 | 
			
		||||
	protected = false,
 | 
			
		||||
	^ If true, only placer can open the door (locked for others)
 | 
			
		||||
}
 | 
			
		||||
	protected = false, -- If true, only placer can open the door (locked for others)
 | 
			
		||||
 | 
			
		||||
Fence API
 | 
			
		||||
---------
 | 
			
		||||
Allows creation of new fences with "fencelike" drawtype.
 | 
			
		||||
 | 
			
		||||
default.register_fence(name, item definition)
 | 
			
		||||
 ^ Registers a new fence. Custom fields texture and material are required, as
 | 
			
		||||
 ^ are name and description. The rest is optional. You can pass most normal
 | 
			
		||||
 ^ nodedef fields here except drawtype. The fence group will always be added
 | 
			
		||||
 ^ for this node.
 | 
			
		||||
`default.register_fence(name, item definition)`
 | 
			
		||||
 | 
			
		||||
 Registers a new fence. Custom fields texture and material are required, as
 | 
			
		||||
 are name and description. The rest is optional. You can pass most normal
 | 
			
		||||
 nodedef fields here except drawtype. The fence group will always be added
 | 
			
		||||
 for this node.
 | 
			
		||||
 | 
			
		||||
###fence definition
 | 
			
		||||
 | 
			
		||||
#fence definition
 | 
			
		||||
	name = "default:fence_wood",
 | 
			
		||||
	description = "Wooden Fence",
 | 
			
		||||
	texture = "default_wood.png",
 | 
			
		||||
	material = "default:wood",
 | 
			
		||||
	groups = {choppy=2, oddly_breakable_by_hand = 2, flammable = 2},
 | 
			
		||||
	groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
 | 
			
		||||
	sounds = default.node_sound_wood_defaults(),
 | 
			
		||||
 | 
			
		||||
Farming API
 | 
			
		||||
-----------
 | 
			
		||||
 | 
			
		||||
The farming API allows you to easily register plants and hoes.
 | 
			
		||||
 | 
			
		||||
farming.register_hoe(name, hoe definition)
 | 
			
		||||
 -> Register a new hoe, see [#hoe definition]
 | 
			
		||||
`farming.register_hoe(name, hoe definition)`
 | 
			
		||||
 * Register a new hoe, see [#hoe definition]
 | 
			
		||||
 | 
			
		||||
farming.register_plant(name, Plant definition)
 | 
			
		||||
 -> Register a new growing plant, see [#Plant definition]
 | 
			
		||||
`farming.register_plant(name, Plant definition)`
 | 
			
		||||
 * Register a new growing plant, see [#Plant definition]
 | 
			
		||||
 | 
			
		||||
#Hoe Definition
 | 
			
		||||
---------------
 | 
			
		||||
{
 | 
			
		||||
	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"},
 | 
			
		||||
###Hoe Definition
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	{
 | 
			
		||||
		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"},
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#Plant definition
 | 
			
		||||
-----------------
 | 
			
		||||
{
 | 
			
		||||
	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
 | 
			
		||||
}
 | 
			
		||||
###Plant definition
 | 
			
		||||
 | 
			
		||||
	{
 | 
			
		||||
		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
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
Screwdriver API
 | 
			
		||||
---------------
 | 
			
		||||
 | 
			
		||||
The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
 | 
			
		||||
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
 | 
			
		||||
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
 | 
			
		||||
 	it but to indicate that changed have already been made (so the screwdriver will wear out)
 | 
			
		||||
^ use on_rotate = screwdriver.disallow to always disallow rotation
 | 
			
		||||
^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
 | 
			
		||||
 * use `on_rotate = screwdriver.disallow` to always disallow rotation
 | 
			
		||||
 * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
 | 
			
		||||
 | 
			
		||||
Stairs API
 | 
			
		||||
----------
 | 
			
		||||
 | 
			
		||||
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
 | 
			
		||||
delivered with Minetest Game, to keep them compatible with other mods.
 | 
			
		||||
 | 
			
		||||
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"
 | 
			
		||||
 -> 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(subname, recipeitem, groups, images, description, 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]
 | 
			
		||||
 * Registers a stair.
 | 
			
		||||
 * `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
 | 
			
		||||
`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
 | 
			
		||||
 | 
			
		||||
Xpanes API
 | 
			
		||||
----------
 | 
			
		||||
 | 
			
		||||
Creates panes that automatically connect to each other
 | 
			
		||||
 | 
			
		||||
xpanes.register_pane(subname, def)
 | 
			
		||||
 -> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
 | 
			
		||||
 -> def: See [#Pane definition]
 | 
			
		||||
`xpanes.register_pane(subname, def)`
 | 
			
		||||
 | 
			
		||||
#Pane definition
 | 
			
		||||
----------------
 | 
			
		||||
{
 | 
			
		||||
	textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
 | 
			
		||||
	^ More tiles aren't supported
 | 
			
		||||
	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
 | 
			
		||||
}
 | 
			
		||||
 * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
 | 
			
		||||
 * `def`: See [#Pane definition]
 | 
			
		||||
 | 
			
		||||
###Pane definition
 | 
			
		||||
 | 
			
		||||
	{
 | 
			
		||||
		textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported
 | 
			
		||||
		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
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
Raillike definitions
 | 
			
		||||
--------------------
 | 
			
		||||
 | 
			
		||||
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.
 | 
			
		||||
 | 
			
		||||
| Node type             | Raillike group name
 | 
			
		||||
+-----------------------+--------------------
 | 
			
		||||
|-----------------------|---------------------
 | 
			
		||||
| default:rail          | "rail"
 | 
			
		||||
| tnt:gunpowder         | "gunpowder"
 | 
			
		||||
| tnt:gunpowder_burning	| "gunpowder"
 | 
			
		||||
@@ -260,168 +267,188 @@ of your node.
 | 
			
		||||
 | 
			
		||||
Default sounds
 | 
			
		||||
--------------
 | 
			
		||||
 | 
			
		||||
Sounds inside the default table can be used within the sounds field of node definitions.
 | 
			
		||||
 | 
			
		||||
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()
 | 
			
		||||
 * `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()`
 | 
			
		||||
 | 
			
		||||
Default constants
 | 
			
		||||
-----------------
 | 
			
		||||
default.LIGHT_MAX
 | 
			
		||||
^ The maximum light level (see [Node definition] light_source)
 | 
			
		||||
 | 
			
		||||
`default.LIGHT_MAX`  The maximum light level (see [Node definition] light_source)
 | 
			
		||||
 | 
			
		||||
Player API
 | 
			
		||||
----------
 | 
			
		||||
 | 
			
		||||
The player API can register player models and update the player's appearence
 | 
			
		||||
 | 
			
		||||
default.player_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]
 | 
			
		||||
`default.player_register_model(name, def)`
 | 
			
		||||
 | 
			
		||||
default.registered_player_models[name]
 | 
			
		||||
^ Get a model's definition
 | 
			
		||||
 -> see [#Model definition]
 | 
			
		||||
 * Register a new model to be used by players.
 | 
			
		||||
 * name: model filename such as "character.x", "foo.b3d", etc.
 | 
			
		||||
 * def: See [#Model definition]
 | 
			
		||||
 | 
			
		||||
default.player_set_model(player, model_name)
 | 
			
		||||
^ Change a player's model
 | 
			
		||||
 -> player: PlayerRef
 | 
			
		||||
 -> model_name: model registered with player_register_model()
 | 
			
		||||
`default.registered_player_models[name]`
 | 
			
		||||
 | 
			
		||||
default.player_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
 | 
			
		||||
 * Get a model's definition
 | 
			
		||||
 * see [#Model definition]
 | 
			
		||||
 | 
			
		||||
default.player_set_textures(player, textures)
 | 
			
		||||
^ Sets player textures
 | 
			
		||||
 -> player: PlayerRef
 | 
			
		||||
 -> textures: array of textures
 | 
			
		||||
 ^ If <textures> is nil, the default textures from the model def are used
 | 
			
		||||
`default.player_set_model(player, model_name)`
 | 
			
		||||
 | 
			
		||||
 * Change a player's model
 | 
			
		||||
 * `player`: PlayerRef
 | 
			
		||||
 * `model_name`: model registered with player_register_model()
 | 
			
		||||
 | 
			
		||||
`default.player_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
 | 
			
		||||
 | 
			
		||||
`default.player_set_textures(player, textures)`
 | 
			
		||||
 | 
			
		||||
 * Sets player textures
 | 
			
		||||
 * `player`: PlayerRef
 | 
			
		||||
 * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
 | 
			
		||||
 | 
			
		||||
default.player_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},
 | 
			
		||||
 * 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},
 | 
			
		||||
		-- ...
 | 
			
		||||
	},
 | 
			
		||||
}
 | 
			
		||||
		},
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
Leafdecay
 | 
			
		||||
---------
 | 
			
		||||
To enable leaf decay for a node, add it to the "leafdecay" group.
 | 
			
		||||
 | 
			
		||||
The rating of the group determines how far from a node in the group "tree"
 | 
			
		||||
To enable leaf decay for a node, add it to the `leafdecay` group.
 | 
			
		||||
 | 
			
		||||
The rating of the group determines how far from a node in the group `tree`
 | 
			
		||||
the node can be without decaying.
 | 
			
		||||
 | 
			
		||||
If param2 of the 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.
 | 
			
		||||
If `param2` of the 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.
 | 
			
		||||
 | 
			
		||||
The function default.after_place_leaves can be set as after_place_node of a node
 | 
			
		||||
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)).
 | 
			
		||||
 | 
			
		||||
If the node is in the leafdecay_drop group then it will always be dropped as an
 | 
			
		||||
If the node is in the `leafdecay_drop` group then it will always be dropped as an
 | 
			
		||||
item.
 | 
			
		||||
 | 
			
		||||
Dyes
 | 
			
		||||
----
 | 
			
		||||
 | 
			
		||||
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.
 | 
			
		||||
 | 
			
		||||
#Color groups
 | 
			
		||||
-------------
 | 
			
		||||
Base color groups:
 | 
			
		||||
- basecolor_white
 | 
			
		||||
- basecolor_grey
 | 
			
		||||
- basecolor_black
 | 
			
		||||
- basecolor_red
 | 
			
		||||
- basecolor_yellow
 | 
			
		||||
- basecolor_green
 | 
			
		||||
- basecolor_cyan
 | 
			
		||||
- basecolor_blue
 | 
			
		||||
- basecolor_magenta
 | 
			
		||||
###Color groups
 | 
			
		||||
 | 
			
		||||
Extended color groups (* = equal to a 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
 | 
			
		||||
Base color groups:
 | 
			
		||||
 | 
			
		||||
 * `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`
 | 
			
		||||
 | 
			
		||||
The whole unifieddyes palette as groups:
 | 
			
		||||
- unicolor_<excolor>
 | 
			
		||||
 | 
			
		||||
 * `unicolor_<excolor>`
 | 
			
		||||
 | 
			
		||||
For the following, no white/grey/black is allowed:
 | 
			
		||||
- unicolor_medium_<excolor>
 | 
			
		||||
- unicolor_dark_<excolor>
 | 
			
		||||
- unicolor_light_<excolor>
 | 
			
		||||
- unicolor_<excolor>_s50
 | 
			
		||||
- unicolor_medium_<excolor>_s50
 | 
			
		||||
- unicolor_dark_<excolor>_s50
 | 
			
		||||
 | 
			
		||||
 * `unicolor_medium_<excolor>`
 | 
			
		||||
 * `unicolor_dark_<excolor>`
 | 
			
		||||
 * `unicolor_light_<excolor>`
 | 
			
		||||
 * `unicolor_<excolor>_s50`
 | 
			
		||||
 * `unicolor_medium_<excolor>_s50`
 | 
			
		||||
 * `unicolor_dark_<excolor>_s50`
 | 
			
		||||
 | 
			
		||||
Example of one shapeless recipe using a color group:
 | 
			
		||||
minetest.register_craft({
 | 
			
		||||
	type = "shapeless",
 | 
			
		||||
	output = '<mod>:item_yellow',
 | 
			
		||||
	recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
 | 
			
		||||
})
 | 
			
		||||
 | 
			
		||||
#Color lists
 | 
			
		||||
------------
 | 
			
		||||
dye.basecolors
 | 
			
		||||
^ Array containing the names of available base colors
 | 
			
		||||
	minetest.register_craft({
 | 
			
		||||
		type = "shapeless",
 | 
			
		||||
		output = '<mod>:item_yellow',
 | 
			
		||||
		recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
 | 
			
		||||
	})
 | 
			
		||||
 | 
			
		||||
dye.excolors
 | 
			
		||||
^ Array containing the names of the available extended colors
 | 
			
		||||
###Color lists
 | 
			
		||||
 | 
			
		||||
 * `dye.basecolors` are an array containing the names of available base colors
 | 
			
		||||
 | 
			
		||||
 * `dye.excolors` are an array containing the names of the available extended colors
 | 
			
		||||
 | 
			
		||||
Trees
 | 
			
		||||
-----
 | 
			
		||||
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
 | 
			
		||||
 * `default.grow_tree(pos, is_apple_tree)`
 | 
			
		||||
  * Grows a mgv6 tree or apple tree at pos
 | 
			
		||||
 | 
			
		||||
default.grow_pine_tree(pos)
 | 
			
		||||
^ Grows a mgv6 pinetree at pos
 | 
			
		||||
 * `default.grow_jungle_tree(pos)`
 | 
			
		||||
  * Grows a mgv6 jungletree at pos
 | 
			
		||||
 | 
			
		||||
default.grow_new_apple_tree(pos)
 | 
			
		||||
^ Grows a new design apple tree at pos
 | 
			
		||||
 * `default.grow_pine_tree(pos)` 
 | 
			
		||||
  * Grows a mgv6 pinetree at pos
 | 
			
		||||
 | 
			
		||||
default.grow_new_jungle_tree(pos)
 | 
			
		||||
^ Grows a new design jungle tree at pos
 | 
			
		||||
 * `default.grow_new_apple_tree(pos)`
 | 
			
		||||
  * Grows a new design apple tree at pos
 | 
			
		||||
 | 
			
		||||
default.grow_new_pine_tree(pos)
 | 
			
		||||
^ Grows a new design pine tree at pos
 | 
			
		||||
 * `default.grow_new_jungle_tree(pos)`
 | 
			
		||||
  * Grows a new design jungle tree at pos
 | 
			
		||||
 | 
			
		||||
default.grow_new_acacia_tree(pos)
 | 
			
		||||
^ Grows a new design acacia tree at pos
 | 
			
		||||
 * `default.grow_new_pine_tree(pos)`
 | 
			
		||||
  * Grows a new design pine tree at pos
 | 
			
		||||
 | 
			
		||||
 * `default.grow_new_acacia_tree(pos)`
 | 
			
		||||
  * Grows a new design acacia tree at pos
 | 
			
		||||
 | 
			
		||||
 * `default.grow_new_aspen_tree(pos)`
 | 
			
		||||
  * Grows a new design aspen tree at pos
 | 
			
		||||
 | 
			
		||||
 * `default.grow_new_snowy_pine_tree(pos)`
 | 
			
		||||
  * Grows a new design snowy pine tree at pos
 | 
			
		||||
		Reference in New Issue
	
	Block a user