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52038017f3
* bug fixes Fixes wrong new_y_min when shift_existing_biomes() shifts a biome below the nether floor, find_surface_anchorPos() no longer assumes y=0 will be outside the nether. Nil-reference fixed when a mods tries to register a portal after mods are finished loading, but the portal shape+material was already registered by another mod. * Make ShiftExistingBiomes available via API makes the ShiftExistingBiomes function available to other mods via the nether global, since it's not a simple function and biomes would also need to be shifted if another mod wants to add a second nether layer. * Allow layers to extend the depth of nether effects Mods can set/lower nether.DEPTH_FLOOR_LAYERS when creating a layer under the nether. This allows multiple layer mods to know where their ceiling should start, and to be included in the effects which only happen in the nether. * document nether API More of a tentative interop guide than an API. Use snake_case for API functions.
78 lines
3.7 KiB
Plaintext
78 lines
3.7 KiB
Plaintext
Modding/interop guide to Nether
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===============================
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For portals API see portal_api.txt
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The Nether mod exposes some of its functions and data via the lua global
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`nether` and `nether.mapgen`
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* `nether.DEPTH_CEILING`: [read-only] Y value of the top of the Nether.
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* `nether.DEPTH_FLOOR`: [read-only] Y value of the bottom of the Nether.
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* `nether.DEPTH_FLOOR_LAYERS`: [writable] Gives the bottom Y of all
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locations that wish to be considered part of the Nether.
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DEPTH_FLOOR_LAYERS Allows mods to insert extra layers below the
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Nether, by knowing where their layer ceiling should start, and letting
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the layers be included in effects which only happen in the Nether.
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If a mod wishes to add a layer below the Nether it should read
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`nether.DEPTH_FLOOR_LAYERS` to find the bottom Y of the Nether and any
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other layers already under the Nether. The mod should leave a small gap
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between DEPTH_FLOOR_LAYERS and its ceiling (e.g. use DEPTH_FLOOR_LAYERS - 6
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for its ceiling Y, so there is room to shift edge-case biomes), then set
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`nether.DEPTH_FLOOR_LAYERS` to reflect the mod's floor Y value, and call
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`shift_existing_biomes()` with DEPTH_FLOOR_LAYERS as the `floor_y` argument.
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* `nether.NETHER_REALM_ENABLED`: [read-only] Gets the value of the "Enable
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Nether realm & portal" setting the nether mod exposes in Minetest's
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"All Settings" -> "Mods" -> "nether" options.
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When false, the entire nether mapgen is disabled (not run), and the portal
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to it is not registered. Reasons someone might disable the Nether realm
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include if a nether-layer mod was to be used as the Nether instead, or if
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the portal mechanic was desired in a game without the Nether, etc.
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* `nether.useBiomes`: [read-only] When this is false, the Nether interop
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functions below are not available (nil).
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Indicates that the biomes-enabled mapgen is in use. The Nether mod falls back
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to older mapgen code for v6 maps and old versions of Minetest, the older
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mapgen code doesn't use biomes and doesn't provide API/interop functions.
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Mapgen functions available when nether.useBiomes is true
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--------------------------------------------------------
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The following functions are nil if `nether.useBiomes` is false,
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and also nil if `nether.NETHER_REALM_ENABLED` is false.
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* `nether.mapgen.shift_existing_biomes(floor_y, ceiling_y)` Move any existing
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biomes out of the y-range specified by `floor_y` and `ceiling_y`.
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* `nether.mapgen.get_region(pos)`: Returns two values, (region, noise) where
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`region` is a value from `nether.mapgen.RegionEnum` and `noise` is the
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unadjusted cave perlin value.
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* `nether.mapgen.RegionEnum` values are tables which contain an invariant
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`name` and a localized `desc`. Current region names include overworld,
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positive, positive shell, center, center shell, negative, and negative
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shell.
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"positive" corresponds to conventional Nether caverns, and "center"
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corresponds to the Mantle region.
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* `nether.mapgen.get_cave_point_perlin()`: Returns the PerlinNoise object for
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the Nether's cavern noise.
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* `nether.mapgen.get_cave_perlin_at(pos)`: Returns the Nether cavern noise
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value at a given 3D position.
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Other mapgen functions
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-------------------------------------------
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If the Nether realm is enabled, then this function will be available
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regardless of whether `nether.useBiomes` is true:
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* `nether.find_nether_ground_y(target_x, target_z, start_y, player_name)`
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Uses knowledge of the nether mapgen algorithm to return a suitable ground
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level for placing a portal.
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* `player_name` is optional, allowing a player to spawn a remote portal
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in their own protected areas. |