Use Lua code blocks in `lua_api.md`

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@ -170,26 +170,28 @@ from the available ones of the following files:
Examples of sound parameter tables:
-- Play locationless
{
gain = 1.0, -- default
}
-- Play locationless, looped
{
gain = 1.0, -- default
loop = true,
}
-- Play in a location
{
pos = {x = 1, y = 2, z = 3},
gain = 1.0, -- default
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
loop = true,
}
```lua
-- Play locationless
{
gain = 1.0, -- default
}
-- Play locationless, looped
{
gain = 1.0, -- default
loop = true,
}
-- Play in a location
{
pos = {x = 1, y = 2, z = 3},
gain = 1.0, -- default
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
loop = true,
}
```
Looped sounds must either be connected to an object or played locationless.
@ -205,7 +207,9 @@ Representations of simple things
### Position/vector
{x=num, y=num, z=num}
```lua
{x=num, y=num, z=num}
```
For helper functions see "Vector helpers".
@ -231,19 +235,27 @@ is present, mapped to a boolean of any value, the specified flag is unset.
E.g. A flag field of value
{place_center_x = true, place_center_y=false, place_center_z=true}
```lua
{place_center_x = true, place_center_y=false, place_center_z=true}
```
is equivalent to
{place_center_x = true, noplace_center_y=true, place_center_z=true}
```lua
{place_center_x = true, noplace_center_y=true, place_center_z=true}
```
which is equivalent to
"place_center_x, noplace_center_y, place_center_z"
```lua
"place_center_x, noplace_center_y, place_center_z"
```
or even
"place_center_x, place_center_z"
```lua
"place_center_x, place_center_z"
```
since, by default, no schematic attributes are set.
@ -996,14 +1008,14 @@ Please do not try to access the reference until the camera is initialized, other
* `get_fov()`
* Returns a table with X, Y, maximum and actual FOV in degrees:
```lua
{
x = number,
y = number,
max = number,
actual = number
}
```
```lua
{
x = number,
y = number,
max = number,
actual = number
}
```
* `get_pos()`
* Returns position of camera with view bobbing
@ -1053,16 +1065,16 @@ Methods:
* `get_physics_override()`
* returns:
```lua
{
speed = float,
jump = float,
gravity = float,
sneak = boolean,
sneak_glitch = boolean,
new_move = boolean,
}
```
```lua
{
speed = float,
jump = float,
gravity = float,
sneak = boolean,
sneak_glitch = boolean,
new_move = boolean,
}
```
* `get_override_pos()`
* returns override position
@ -1075,38 +1087,38 @@ Methods:
* `get_movement_acceleration()`
* returns acceleration of the player in different environments:
```lua
{
fast = float,
air = float,
default = float,
}
```
```lua
{
fast = float,
air = float,
default = float,
}
```
* `get_movement_speed()`
* returns player's speed in different environments:
```lua
{
walk = float,
jump = float,
crouch = float,
fast = float,
climb = float,
}
```
```lua
{
walk = float,
jump = float,
crouch = float,
fast = float,
climb = float,
}
```
* `get_movement()`
* returns player's movement in different environments:
```lua
{
liquid_fluidity = float,
liquid_sink = float,
liquid_fluidity_smooth = float,
gravity = float,
}
```
```lua
{
liquid_fluidity = float,
liquid_sink = float,
liquid_fluidity_smooth = float,
gravity = float,
}
```
* `get_last_look_horizontal()`:
* returns last look horizontal angle
@ -1115,20 +1127,20 @@ Methods:
* `get_control()`:
* returns pressed player controls
```lua
{
up = boolean,
down = boolean,
left = boolean,
right = boolean,
jump = boolean,
aux1 = boolean,
sneak = boolean,
zoom = boolean,
dig = boolean,
place = boolean,
}
```
```lua
{
up = boolean,
down = boolean,
left = boolean,
right = boolean,
jump = boolean,
aux1 = boolean,
sneak = boolean,
zoom = boolean,
dig = boolean,
place = boolean,
}
```
* `get_armor_groups()`
* returns a table with the armor group ratings
@ -1176,10 +1188,12 @@ Can be obtained via `minetest.get_meta(pos)`.
A raycast on the map. It works with selection boxes.
Can be used as an iterator in a for loop as:
local ray = Raycast(...)
for pointed_thing in ray do
...
end
```lua
local ray = Raycast(...)
for pointed_thing in ray do
...
end
```
The map is loaded as the ray advances. If the map is modified after the
`Raycast` is created, the changes may or may not have an effect on the object.
@ -1207,97 +1221,100 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
#### Node Definition
```lua
{
has_on_construct = bool, -- Whether the node has the on_construct callback defined
has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
name = string, -- The name of the node e.g. "air", "default:dirt"
groups = table, -- The groups of the node
paramtype = string, -- Paramtype of the node
paramtype2 = string, -- ParamType2 of the node
drawtype = string, -- Drawtype of the node
mesh = <string>, -- Mesh name if existent
minimap_color = <Color>, -- Color of node on minimap *May not exist*
visual_scale = number, -- Visual scale of node
alpha = number, -- Alpha of the node. Only used for liquids
color = <Color>, -- Color of node *May not exist*
palette_name = <string>, -- Filename of palette *May not exist*
palette = <{ -- List of colors
Color,
Color
}>,
waving = number, -- 0 of not waving, 1 if waving
connect_sides = number, -- Used for connected nodes
connects_to = { -- List of nodes to connect to
"node1",
"node2"
},
post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
leveled = number, -- Max level for node
sunlight_propogates = bool, -- Whether light passes through the block
light_source = number, -- Light emitted by the block
is_ground_content = bool, -- Whether caves should cut through the node
walkable = bool, -- Whether the player collides with the node
pointable = bool, -- Whether the player can select the node
diggable = bool, -- Whether the player can dig the node
climbable = bool, -- Whether the player can climb up the node
buildable_to = bool, -- Whether the player can replace the node by placing a node on it
rightclickable = bool, -- Whether the player can place nodes pointing at this node
damage_per_second = number, -- HP of damage per second when the player is in the node
liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
liquid_viscosity = <number>, -- How slow the liquid flows *May not exist*
liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
liquid_range = <number>, -- How far the liquid flows *May not exist*
drowning = bool, -- Whether the player will drown in the node
floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
node_box = table, -- Nodebox to draw the node with
collision_box = table, -- Nodebox to set the collision area
selection_box = table, -- Nodebox to set the area selected by the player
sounds = { -- Table of sounds that the block makes
sound_footstep = SimpleSoundSpec,
sound_dig = SimpleSoundSpec,
sound_dug = SimpleSoundSpec
},
legacy_facedir_simple = bool, -- Whether to use old facedir
legacy_wallmounted = bool -- Whether to use old wallmounted
move_resistance = <number>, -- How slow players can move through the node *May not exist*
}
{
has_on_construct = bool, -- Whether the node has the on_construct callback defined
has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
name = string, -- The name of the node e.g. "air", "default:dirt"
groups = table, -- The groups of the node
paramtype = string, -- Paramtype of the node
paramtype2 = string, -- ParamType2 of the node
drawtype = string, -- Drawtype of the node
mesh = <string>, -- Mesh name if existent
minimap_color = <Color>, -- Color of node on minimap *May not exist*
visual_scale = number, -- Visual scale of node
alpha = number, -- Alpha of the node. Only used for liquids
color = <Color>, -- Color of node *May not exist*
palette_name = <string>, -- Filename of palette *May not exist*
palette = <{ -- List of colors
Color,
Color
}>,
waving = number, -- 0 of not waving, 1 if waving
connect_sides = number, -- Used for connected nodes
connects_to = { -- List of nodes to connect to
"node1",
"node2"
},
post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
leveled = number, -- Max level for node
sunlight_propogates = bool, -- Whether light passes through the block
light_source = number, -- Light emitted by the block
is_ground_content = bool, -- Whether caves should cut through the node
walkable = bool, -- Whether the player collides with the node
pointable = bool, -- Whether the player can select the node
diggable = bool, -- Whether the player can dig the node
climbable = bool, -- Whether the player can climb up the node
buildable_to = bool, -- Whether the player can replace the node by placing a node on it
rightclickable = bool, -- Whether the player can place nodes pointing at this node
damage_per_second = number, -- HP of damage per second when the player is in the node
liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
liquid_viscosity = <number>, -- How slow the liquid flows *May not exist*
liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
liquid_range = <number>, -- How far the liquid flows *May not exist*
drowning = bool, -- Whether the player will drown in the node
floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
node_box = table, -- Nodebox to draw the node with
collision_box = table, -- Nodebox to set the collision area
selection_box = table, -- Nodebox to set the area selected by the player
sounds = { -- Table of sounds that the block makes
sound_footstep = SimpleSoundSpec,
sound_dig = SimpleSoundSpec,
sound_dug = SimpleSoundSpec
},
legacy_facedir_simple = bool, -- Whether to use old facedir
legacy_wallmounted = bool -- Whether to use old wallmounted
move_resistance = <number>, -- How slow players can move through the node *May not exist*
}
```
#### Item Definition
```lua
{
name = string, -- Name of the item e.g. "default:stone"
description = string, -- Description of the item e.g. "Stone"
type = string, -- Item type: "none", "node", "craftitem", "tool"
inventory_image = string, -- Image in the inventory
wield_image = string, -- Image in wieldmesh
palette_image = string, -- Image for palette
color = Color, -- Color for item
wield_scale = Vector, -- Wieldmesh scale
stack_max = number, -- Number of items stackable together
usable = bool, -- Has on_use callback defined
liquids_pointable = bool, -- Whether you can point at liquids with the item
tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
groups = table, -- Groups of the item
sound_place = SimpleSoundSpec, -- Sound played when placed
sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
node_placement_prediction = string -- Node placed in client until server catches up
}
{
name = string, -- Name of the item e.g. "default:stone"
description = string, -- Description of the item e.g. "Stone"
type = string, -- Item type: "none", "node", "craftitem", "tool"
inventory_image = string, -- Image in the inventory
wield_image = string, -- Image in wieldmesh
palette_image = string, -- Image for palette
color = Color, -- Color for item
wield_scale = Vector, -- Wieldmesh scale
stack_max = number, -- Number of items stackable together
usable = bool, -- Has on_use callback defined
liquids_pointable = bool, -- Whether you can point at liquids with the item
tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
groups = table, -- Groups of the item
sound_place = SimpleSoundSpec, -- Sound played when placed
sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
node_placement_prediction = string -- Node placed in client until server catches up
}
```
-----------------
### Chat command definition (`register_chatcommand`)
{
params = "<name> <privilege>", -- Short parameter description
description = "Remove privilege from player", -- Full description
func = function(param), -- Called when command is run.
-- Returns boolean success and text output.
}
```lua
{
params = "<name> <privilege>", -- Short parameter description
description = "Remove privilege from player", -- Full description
func = function(param), -- Called when command is run.
-- Returns boolean success and text output.
}
```
### Server info
```lua
{
@ -1309,29 +1326,30 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
```
### HUD Definition (`hud_add`, `hud_get`)
```lua
{
hud_elem_type = "image", -- see HUD element types, default "text"
-- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
position = {x=0.5, y=0.5},
-- ^ Left corner position of element, default `{x=0,y=0}`.
name = "<name>", -- default ""
scale = {x=2, y=2}, -- default {x=0,y=0}
text = "<text>", -- default ""
number = 2, -- default 0
item = 3, -- default 0
-- ^ Selected item in inventory. 0 for no item selected.
direction = 0, -- default 0
-- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
alignment = {x=0, y=0}, -- default {x=0, y=0}
-- ^ See "HUD Element Types"
offset = {x=0, y=0}, -- default {x=0, y=0}
-- ^ See "HUD Element Types"
size = { x=100, y=100 }, -- default {x=0, y=0}
-- ^ Size of element in pixels
style = 0,
-- ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
}
{
hud_elem_type = "image", -- see HUD element types, default "text"
-- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
position = {x=0.5, y=0.5},
-- ^ Left corner position of element, default `{x=0,y=0}`.
name = "<name>", -- default ""
scale = {x=2, y=2}, -- default {x=0,y=0}
text = "<text>", -- default ""
number = 2, -- default 0
item = 3, -- default 0
-- ^ Selected item in inventory. 0 for no item selected.
direction = 0, -- default 0
-- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
alignment = {x=0, y=0}, -- default {x=0, y=0}
-- ^ See "HUD Element Types"
offset = {x=0, y=0}, -- default {x=0, y=0}
-- ^ See "HUD Element Types"
size = { x=100, y=100 }, -- default {x=0, y=0}
-- ^ Size of element in pixels
style = 0,
-- ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
}
```
Escape sequences
@ -1478,55 +1496,59 @@ Same as `image`, but does not accept a `position`; the position is instead deter
### Particle definition (`add_particle`)
{
pos = {x=0, y=0, z=0},
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
```lua
{
pos = {x=0, y=0, z=0},
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
-- ^ Spawn particle at pos with velocity and acceleration
expirationtime = 1,
expirationtime = 1,
-- ^ Disappears after expirationtime seconds
size = 1,
collisiondetection = false,
size = 1,
collisiondetection = false,
-- ^ collisiondetection: if true collides with physical objects
collision_removal = false,
collision_removal = false,
-- ^ collision_removal: if true then particle is removed when it collides,
-- ^ requires collisiondetection = true to have any effect
vertical = false,
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "image.png",
texture = "image.png",
-- ^ Uses texture (string)
animation = {Tile Animation definition},
animation = {Tile Animation definition},
-- ^ optional, specifies how to animate the particle texture
glow = 0
glow = 0
-- ^ optional, specify particle self-luminescence in darkness
}
}
```
### `ParticleSpawner` definition (`add_particlespawner`)
{
amount = 1,
time = 1,
```lua
{
amount = 1,
time = 1,
-- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
minpos = {x=0, y=0, z=0},
maxpos = {x=0, y=0, z=0},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 1,
minpos = {x=0, y=0, z=0},
maxpos = {x=0, y=0, z=0},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 1,
-- ^ The particle's properties are random values in between the bounds:
-- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
-- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
collisiondetection = false,
collisiondetection = false,
-- ^ collisiondetection: if true uses collision detection
collision_removal = false,
collision_removal = false,
-- ^ collision_removal: if true then particle is removed when it collides,
-- ^ requires collisiondetection = true to have any effect
vertical = false,
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "image.png",
texture = "image.png",
-- ^ Uses texture (string)
}
}
```

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@ -22,14 +22,16 @@ Gamedata
The "gamedata" table is read when calling `core.start()`. It should contain:
{
playername = <name>,
password = <password>,
address = <IP/address>,
port = <port>,
selected_world = <index>, -- 0 for client mode
singleplayer = <true/false>,
}
```lua
{
playername = <name>,
password = <password>,
address = <IP/address>,
port = <port>,
selected_world = <index>, -- 0 for client mode
singleplayer = <true/false>,
}
```
Functions
@ -116,53 +118,57 @@ HTTP Requests
Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
{
url = "http://example.org",
```lua
{
url = "http://example.org",
timeout = 10,
-- Timeout for connection in seconds. Default is 3 seconds.
timeout = 10,
-- Timeout for connection in seconds. Default is 3 seconds.
post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
-- Optional, if specified a POST request with post_data is performed.
-- Accepts both a string and a table. If a table is specified, encodes
-- table as x-www-form-urlencoded key-value pairs.
-- If post_data is not specified, a GET request is performed instead.
post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
-- Optional, if specified a POST request with post_data is performed.
-- Accepts both a string and a table. If a table is specified, encodes
-- table as x-www-form-urlencoded key-value pairs.
-- If post_data is not specified, a GET request is performed instead.
user_agent = "ExampleUserAgent",
-- Optional, if specified replaces the default minetest user agent with
-- given string
user_agent = "ExampleUserAgent",
-- Optional, if specified replaces the default minetest user agent with
-- given string
extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
-- Optional, if specified adds additional headers to the HTTP request.
-- You must make sure that the header strings follow HTTP specification
-- ("Key: Value").
extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
-- Optional, if specified adds additional headers to the HTTP request.
-- You must make sure that the header strings follow HTTP specification
-- ("Key: Value").
multipart = boolean
-- Optional, if true performs a multipart HTTP request.
-- Default is false.
}
multipart = boolean
-- Optional, if true performs a multipart HTTP request.
-- Default is false.
}
```
### `HTTPRequestResult` definition
Passed to `HTTPApiTable.fetch` callback. Returned by
`HTTPApiTable.fetch_async_get`.
{
completed = true,
-- If true, the request has finished (either succeeded, failed or timed
-- out)
```lua
{
completed = true,
-- If true, the request has finished (either succeeded, failed or timed
-- out)
succeeded = true,
-- If true, the request was successful
succeeded = true,
-- If true, the request was successful
timeout = false,
-- If true, the request timed out
timeout = false,
-- If true, the request timed out
code = 200,
-- HTTP status code
code = 200,
-- HTTP status code
data = "response"
}
data = "response"
}
```
Formspec
@ -209,38 +215,40 @@ GUI
* name of current renderer, e.g. "OpenGL 4.6"
* `core.get_window_info()`: Same as server-side `get_player_window_information` API.
-- Note that none of these things are constant, they are likely to change
-- as the player resizes the window and moves it between monitors
```lua
-- Note that none of these things are constant, they are likely to change
-- as the player resizes the window and moves it between monitors
--
-- real_gui_scaling and real_hud_scaling can be used instead of DPI.
-- OSes don't necessarily give the physical DPI, as they may allow user configuration.
-- real_*_scaling is just OS DPI / 96 but with another level of user configuration.
{
-- Current size of the in-game render target.
--
-- real_gui_scaling and real_hud_scaling can be used instead of DPI.
-- OSes don't necessarily give the physical DPI, as they may allow user configuration.
-- real_*_scaling is just OS DPI / 96 but with another level of user configuration.
{
-- Current size of the in-game render target.
--
-- This is usually the window size, but may be smaller in certain situations,
-- such as side-by-side mode.
size = {
x = 1308,
y = 577,
},
-- This is usually the window size, but may be smaller in certain situations,
-- such as side-by-side mode.
size = {
x = 1308,
y = 577,
},
-- Estimated maximum formspec size before Minetest will start shrinking the
-- formspec to fit. For a fullscreen formspec, use a size 10-20% larger than
-- this and `padding[-0.01,-0.01]`.
max_formspec_size = {
x = 20,
y = 11.25
},
-- Estimated maximum formspec size before Minetest will start shrinking the
-- formspec to fit. For a fullscreen formspec, use a size 10-20% larger than
-- this and `padding[-0.01,-0.01]`.
max_formspec_size = {
x = 20,
y = 11.25
},
-- GUI Scaling multiplier
-- Equal to the setting `gui_scaling` multiplied by `dpi / 96`
real_gui_scaling = 1,
-- GUI Scaling multiplier
-- Equal to the setting `gui_scaling` multiplied by `dpi / 96`
real_gui_scaling = 1,
-- HUD Scaling multiplier
-- Equal to the setting `hud_scaling` multiplied by `dpi / 96`
real_hud_scaling = 1,
}
-- HUD Scaling multiplier
-- Equal to the setting `hud_scaling` multiplied by `dpi / 96`
real_hud_scaling = 1,
}
```
@ -262,7 +270,7 @@ Package - content which is downloadable from the content db, may or may not be i
Ex:
```
```lua
{
mods = "/home/user/.minetest/mods",
share = "/usr/share/minetest/mods",
@ -281,42 +289,45 @@ Package - content which is downloadable from the content db, may or may not be i
* `core.get_games()` -> table of all games (possible in async calls)
* `name` in return value is deprecated, use `title` instead.
* returns a table (ipairs) with values:
{
id = <id>,
path = <full path to game>,
gamemods_path = <path>,
title = <title of game>,
menuicon_path = <full path to menuicon>,
author = "author",
DEPRECATED:
addon_mods_paths = {[1] = <path>,},
}
```lua
{
id = <id>,
path = <full path to game>,
gamemods_path = <path>,
title = <title of game>,
menuicon_path = <full path to menuicon>,
author = "author",
--DEPRECATED:
addon_mods_paths = {[1] = <path>,},
}
```
* `core.get_content_info(path)`
* returns
{
name = "technical_id",
type = "mod" or "modpack" or "game" or "txp",
title = "Human readable title",
description = "description",
author = "author",
path = "path/to/content",
depends = {"mod", "names"}, -- mods only
optional_depends = {"mod", "names"}, -- mods only
}
```lua
{
name = "technical_id",
type = "mod" or "modpack" or "game" or "txp",
title = "Human readable title",
description = "description",
author = "author",
path = "path/to/content",
depends = {"mod", "names"}, -- mods only
optional_depends = {"mod", "names"}, -- mods only
}
```
* `core.check_mod_configuration(world_path, mod_paths)`
* Checks whether configuration is valid.
* `world_path`: path to the world
* `mod_paths`: list of enabled mod paths
* returns:
{
is_consistent = true, -- true is consistent, false otherwise
unsatisfied_mods = {}, -- list of mod specs
satisfied_mods = {}, -- list of mod specs
error_message = "", -- message or nil
}
```lua
{
is_consistent = true, -- true is consistent, false otherwise
unsatisfied_mods = {}, -- list of mod specs
satisfied_mods = {}, -- list of mod specs
error_message = "", -- message or nil
}
```
Logging
-------
@ -346,14 +357,15 @@ Worlds
* `core.get_worlds()` -> list of worlds (possible in async calls)
* returns
{
[1] = {
path = <full path to world>,
name = <name of world>,
gameid = <gameid of world>,
},
}
```lua
{
[1] = {
path = <full path to world>,
name = <name of world>,
gameid = <gameid of world>,
},
}
```
* `core.create_world(worldname, gameid, init_settings)`
* `core.delete_world(index)`