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Rename to Minetest Game
Rename in game.conf and documentation Update game_api.txt documentation for bucket API and tree functions Fix tab, space and comment formatting in game_api.txt Rename in mod READMEs
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103
game_api.txt
103
game_api.txt
@ -1,11 +1,11 @@
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minetest_game API
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======================
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Minetest Game API
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=================
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GitHub Repo: https://github.com/minetest/minetest_game
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Introduction
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------------
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The minetest_game gamemode offers multiple new possibilities in addition to Minetest's built-in API, allowing you to
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add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
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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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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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[XYZ] refers to a section the Minetest API
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@ -17,23 +17,24 @@ Bucket API
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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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"default:lava_source", -- Source node name
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"default:lava_flowing", -- Flowing node name
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"bucket:bucket_lava", -- Name to be used for bucket
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"bucket_lava.png", -- Bucket texture (for wielditem and inventory_image)
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"Lava Bucket" -- Bucket description
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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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{lava_bucket = 1} -- groups of the bucket item, OPTIONAL
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)
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Beds API
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--------
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beds.register_bed(
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"beds:bed", -- Bed name
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def: See [#Bed definition] -- Bed definition
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"beds:bed", -- Bed name
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def: See [#Bed definition] -- Bed definition
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)
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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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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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#Bed definition
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---------------
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@ -50,11 +51,11 @@ Beds API
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}
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},
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nodebox = {
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bottom = regular nodebox, see [Node boxes], -- bottm part of bed
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top = regular nodebox, see [Node boxes], -- top part of bed
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bottom = regular nodebox, see [Node boxes], -- bottm part of bed
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top = regular nodebox, see [Node boxes], -- top part of bed
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},
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selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
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recipe = { -- Craft recipe
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selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
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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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@ -104,9 +105,9 @@ doors.register_trapdoor(name, def)
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sound_open = sound to play when opening the trapdoor, OPTIONAL,
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sound_close = sound to play when closing the trapdoor, OPTIONAL,
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-> You can add any other node definition properties for minetest.register_node,
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such as wield_image, inventory_image, sounds, groups, description, ...
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Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick
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will be overwritten by the trapdoor registration function
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such as wield_image, inventory_image, sounds, groups, description, ...
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Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick
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will be overwritten by the trapdoor registration function
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}
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Farming API
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@ -122,11 +123,11 @@ farming.register_plant(name, Plant definition)
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#Hoe Definition
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---------------
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{
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description = "", -- Description for tooltip
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inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
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max_uses = 30, -- Uses until destroyed
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material = "", -- Material for recipes
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recipe = { -- Craft recipe, if material isn't used
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description = "", -- Description for tooltip
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inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
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max_uses = 30, -- Uses until destroyed
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material = "", -- Material for recipes
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recipe = { -- Craft recipe, if material isn't used
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{"air", "air", "air"},
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{"", "group:stick"},
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{"", "group:stick"},
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@ -136,12 +137,12 @@ farming.register_plant(name, Plant definition)
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#Plant definition
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-----------------
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{
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description = "", -- Description of seed item
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inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
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steps = 8, -- How many steps the plant has to grow, until it can be harvested
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description = "", -- Description of seed item
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inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
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steps = 8, -- How many steps the plant has to grow, until it can be harvested
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^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
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minlight = 13, -- Minimum light to grow
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maxlight = default.LIGHT_MAX -- Maximum light to grow
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minlight = 13, -- Minimum light to grow
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maxlight = default.LIGHT_MAX -- Maximum light to grow
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}
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Screwdriver API
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@ -155,7 +156,7 @@ on_rotate(pos, node, user, mode, new_param2)
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^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
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^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there
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^ return value: false to disallow rotation, nil to keep default behaviour, true to allow
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it but to indicate that changed have already been made (so the screwdriver will wear out)
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it but to indicate that changed have already been made (so the screwdriver will wear out)
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^ use on_rotate = screwdriver.disallow to always disallow rotation
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^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
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@ -215,10 +216,10 @@ The following nodes use the group `connect_to_raillike` and will only connect to
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raillike nodes within this group and the same group value.
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Use `minetest.raillike_group(<Name>)` to get the group value.
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| Node type | Raillike group name
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+-----------------------+----------------------------------
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| default:rail | "rail"
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| tnt:gunpowder | "gunpowder"
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| Node type | Raillike group name
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+-----------------------+--------------------
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| default:rail | "rail"
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| tnt:gunpowder | "gunpowder"
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| tnt:gunpowder_burning | "gunpowder"
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Example:
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@ -281,13 +282,13 @@ default.player_get_animation(player)
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Model Definition
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----------------
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{
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x=1, y=1,}, -- Used to scale the model.
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x = 1, y = 1}, -- Used to scale the model.
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animations = {
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-- <anim_name> = { x=<start_frame>, y=<end_frame>, },
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foo = { x= 0, y=19, },
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bar = { x=20, y=39, },
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-- <anim_name> = {x = <start_frame>, y = <end_frame>},
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foo = {x = 0, y = 19},
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bar = {x = 20, y = 39},
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-- ...
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},
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}
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@ -375,10 +376,22 @@ dye.excolors
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Trees
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-----
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default.grow_tree(pos, is_apple_tree)
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^ Grows a tree or apple tree at pos
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^ Grows a mgv6 tree or apple tree at pos
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default.grow_jungle_tree(pos)
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^ Grows a jungletree at pos
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^ Grows a mgv6 jungletree at pos
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default.grow_pine_tree(pos)
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^ Grows a pinetree at pos
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^ Grows a mgv6 pinetree at pos
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default.grow_new_apple_tree(pos)
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^ Grows a new design apple tree at pos
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default.grow_new_jungle_tree(pos)
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^ Grows a new design jungle tree at pos
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default.grow_new_pine_tree(pos)
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^ Grows a new design pine tree at pos
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default.grow_new_acacia_tree(pos)
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^ Grows a new design acacia tree at pos
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