Minetest Game - The default game for the Minetest engine https://github.com/minetest/minetest_game.git
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  1. Minetest Game API
  2. =================
  3. GitHub Repo: https://github.com/minetest/minetest_game
  4. Introduction
  5. ------------
  6. The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
  7. allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
  8. For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
  9. Please note:
  10. * [XYZ] refers to a section the Minetest API
  11. * [#ABC] refers to a section in this document
  12. * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
  13. Bucket API
  14. ----------
  15. The bucket API allows registering new types of buckets for non-default liquids.
  16. bucket.register_liquid(
  17. "default:lava_source", -- name of the source node
  18. "default:lava_flowing", -- name of the flowing node
  19. "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
  20. "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
  21. "Lava Bucket", -- text description of the bucket item
  22. {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
  23. false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
  24. -- a source neighbour, even if defined as 'liquid_renewable = false'.
  25. -- Needed to avoid creating holes in sloping rivers.
  26. )
  27. The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
  28. 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.
  29. Beds API
  30. --------
  31. beds.register_bed(
  32. "beds:bed", -- Bed name
  33. def -- See [#Bed definition]
  34. )
  35. * `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
  36. * `beds.read_spawns() ` Returns a table containing players respawn positions
  37. * `beds.kick_players()` Forces all players to leave bed
  38. * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
  39. ### Bed definition
  40. {
  41. description = "Simple Bed",
  42. inventory_image = "beds_bed.png",
  43. wield_image = "beds_bed.png",
  44. tiles = {
  45. bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
  46. top = {Tile definition} -- the tiles of the bottom part of the bed.
  47. },
  48. nodebox = {
  49. bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
  50. top = 'regular nodebox', -- top part of bed (see [Node boxes])
  51. },
  52. selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
  53. recipe = { -- Craft recipe
  54. {"group:wool", "group:wool", "group:wool"},
  55. {"group:wood", "group:wood", "group:wood"}
  56. }
  57. }
  58. Bones API
  59. ---------
  60. An ordered list of listnames (default: "main", "craft") of the player inventory,
  61. that will be placed into bones or dropped on player death can be looked up or changed
  62. in `bones.player_inventory_lists`.
  63. e.g. `table.insert(bones.player_inventory_lists, "backpack")`
  64. Creative API
  65. ------------
  66. Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
  67. For example,
  68. creative.register_tab("tools", "Tools", minetest.registered_tools)
  69. is used to show all tools. Name is used in the sfinv page name, title is the
  70. human readable title.
  71. `is_enabled_for` is used to check whether a player is in creative mode:
  72. creative.is_enabled_for(name)
  73. Override this to allow per-player game modes.
  74. The contents of `creative.formspec_add` is appended to every creative inventory
  75. page. Mods can use it to add additional formspec elements onto the default
  76. creative inventory formspec to be drawn after each update.
  77. Group overrides can be used for any registered item, node or tool. Use one of
  78. the groups stated below to pick which category it will appear in.
  79. node = 1 -- Appears in the Nodes category
  80. tool = 1 -- Appears in the Tools category
  81. craftitem = 1 -- Appears in the Items category
  82. Chests API
  83. ----------
  84. The chests API allows the creation of chests, which have their own inventories for holding items.
  85. `default.chest.get_chest_formspec(pos)`
  86. * Returns a formspec for a specific chest.
  87. * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
  88. `default.chest.chest_lid_obstructed(pos)`
  89. * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
  90. * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
  91. `default.chest.chest_lid_close(pn)`
  92. * Closes the chest that a player is currently looking in.
  93. * `pn` The name of the player whose chest is going to be closed
  94. `default.chest.open_chests`
  95. * A table indexed by player name to keep track of who opened what chest.
  96. * Key: The name of the player.
  97. * Value: A table containing information about the chest the player is looking at.
  98. e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
  99. `default.chest.register_chest(name, def)`
  100. * Registers new chest
  101. * `name` Name for chest e.g. "default:chest"
  102. * `def` See [#Chest Definition]
  103. ### Chest Definition
  104. description = "Chest",
  105. tiles = {
  106. "default_chest_top.png",
  107. "default_chest_top.png",
  108. "default_chest_side.png",
  109. "default_chest_side.png",
  110. "default_chest_front.png",
  111. "default_chest_inside.png"
  112. }, -- Textures which are applied to the chest model.
  113. sounds = default.node_sound_wood_defaults(),
  114. sound_open = "default_chest_open",
  115. sound_close = "default_chest_close",
  116. groups = {choppy = 2, oddly_breakable_by_hand = 2},
  117. protected = false, -- If true, only placer can modify chest.
  118. Doors API
  119. ---------
  120. The doors mod allows modders to register custom doors and trapdoors.
  121. `doors.registered_doors[name] = Door definition`
  122. * Table of registered doors, indexed by door name
  123. `doors.registered_trapdoors[name] = Trapdoor definition`
  124. * Table of registered trap doors, indexed by trap door name
  125. `doors.register_door(name, def)`
  126. * Registers new door
  127. * `name` Name for door
  128. * `def` See [#Door definition]
  129. `doors.register_trapdoor(name, def)`
  130. * Registers new trapdoor
  131. * `name` Name for trapdoor
  132. * `def` See [#Trapdoor definition]
  133. `doors.register_fencegate(name, def)`
  134. * Registers new fence gate
  135. * `name` Name for fence gate
  136. * `def` See [#Fence gate definition]
  137. `doors.get(pos)`
  138. * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
  139. * Returns an ObjectRef to a door, or nil if the position does not contain a door
  140. ### Methods
  141. :open(player) -- Open the door object, returns if door was opened
  142. :close(player) -- Close the door object, returns if door was closed
  143. :toggle(player) -- Toggle the door state, returns if state was toggled
  144. :state() -- returns the door state, true = open, false = closed
  145. the "player" parameter can be omitted in all methods. If passed then
  146. the usual permission checks will be performed to make sure the player
  147. has the permissions needed to open this door. If omitted then no
  148. permission checks are performed.
  149. `doors.door_toggle(pos, node, clicker)`
  150. * Toggle door open or shut
  151. * `pos` Position of the door
  152. * `node` Node definition
  153. * `clicker` Player definition for the player that clicked on the door
  154. ### Door definition
  155. description = "Door description",
  156. inventory_image = "mod_door_inv.png",
  157. groups = {choppy = 2},
  158. tiles = {"mod_door.png"}, -- UV map.
  159. -- The front and back of the door must be identical in appearence as they swap on
  160. -- open/close.
  161. recipe = craftrecipe,
  162. sounds = default.node_sound_wood_defaults(), -- optional
  163. sound_open = sound play for open door, -- optional
  164. sound_close = sound play for close door, -- optional
  165. protected = false, -- If true, only placer can open the door (locked for others)
  166. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
  167. -- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
  168. ### Trapdoor definition
  169. description = "Trapdoor description",
  170. inventory_image = "mod_trapdoor_inv.png",
  171. groups = {choppy = 2},
  172. tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
  173. tile_side = "doors_trapdoor_side.png",
  174. -- The texture for the four sides of the trapdoor.
  175. -- The texture should have the trapdoor side drawn twice, in the lowest and highest
  176. -- 1/8ths of the texture, both upright. The area between is not used.
  177. -- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
  178. -- for the open trapdoor.
  179. sounds = default.node_sound_wood_defaults(), -- optional
  180. sound_open = sound play for open door, -- optional
  181. sound_close = sound play for close door, -- optional
  182. protected = false, -- If true, only placer can open the door (locked for others)
  183. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
  184. -- function containing the on_rightclick callback
  185. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
  186. -- function containing the on_rightclick callback
  187. ### Fence gate definition
  188. description = "Wooden Fence Gate",
  189. texture = "default_wood.png", -- `backface_culling` will automatically be
  190. -- set to `true` if not specified.
  191. material = "default:wood",
  192. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  193. sounds = default.node_sound_wood_defaults(), -- optional
  194. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
  195. -- function containing the on_rightclick callback
  196. Dungeon Loot API
  197. ----------------
  198. The mod that places chests with loot in dungeons provides an API to register additional loot.
  199. `dungeon_loot.register(def)`
  200. * Registers one or more loot items
  201. * `def` Can be a single [#Loot definition] or a list of them
  202. `dungeon_loot.registered_loot`
  203. * Table of all registered loot, not to be modified manually
  204. ### Loot definition
  205. name = "item:name",
  206. chance = 0.5,
  207. -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
  208. -- Due to an extra step in the selection process, 0.5 does not(!) mean that
  209. -- on average every second chest will have this item
  210. count = {1, 4},
  211. -- ^ table with minimum and maximum amounts of this item
  212. -- optional, defaults to always single item
  213. y = {-32768, -512},
  214. -- ^ table with minimum and maximum heights this item can be found at
  215. -- optional, defaults to no height restrictions
  216. types = {"desert"},
  217. -- ^ table with types of dungeons this item can be found in
  218. -- supported types: "normal" (the cobble/mossycobble one), "sandstone"
  219. -- "desert" and "ice"
  220. -- optional, defaults to no type restrictions
  221. Fence API
  222. ---------
  223. Allows creation of new fences with "fencelike" drawtype.
  224. `default.register_fence(name, item definition)`
  225. Registers a new fence. Custom fields texture and material are required, as
  226. are name and description. The rest is optional. You can pass most normal
  227. nodedef fields here except drawtype. The fence group will always be added
  228. for this node.
  229. ### fence definition
  230. name = "default:fence_wood",
  231. description = "Wooden Fence",
  232. texture = "default_wood.png",
  233. material = "default:wood",
  234. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  235. sounds = default.node_sound_wood_defaults(),
  236. Walls API
  237. ---------
  238. The walls API allows easy addition of stone auto-connecting wall nodes.
  239. walls.register(name, desc, texture, mat, sounds)
  240. ^ name = "walls:stone_wall". Node name.
  241. ^ desc = "A Stone wall"
  242. ^ texture = "default_stone.png"
  243. ^ mat = "default:stone". Used to auto-generate crafting recipe.
  244. ^ sounds = sounds: see [#Default sounds]
  245. Farming API
  246. -----------
  247. The farming API allows you to easily register plants and hoes.
  248. `farming.register_hoe(name, hoe definition)`
  249. * Register a new hoe, see [#hoe definition]
  250. `farming.register_plant(name, Plant definition)`
  251. * Register a new growing plant, see [#Plant definition]
  252. `farming.registered_plants[name] = definition`
  253. * Table of registered plants, indexed by plant name
  254. ### Hoe Definition
  255. {
  256. description = "", -- Description for tooltip
  257. inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
  258. max_uses = 30, -- Uses until destroyed
  259. material = "", -- Material for recipes
  260. recipe = { -- Craft recipe, if material isn't used
  261. {"air", "air", "air"},
  262. {"", "group:stick"},
  263. {"", "group:stick"},
  264. }
  265. }
  266. ### Plant definition
  267. {
  268. description = "", -- Description of seed item
  269. harvest_description = "", -- Description of harvest item
  270. -- (optional, derived automatically if not provided)
  271. inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
  272. steps = 8, -- How many steps the plant has to grow, until it can be harvested
  273. -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
  274. minlight = 13, -- Minimum light to grow
  275. maxlight = default.LIGHT_MAX -- Maximum light to grow
  276. }
  277. Fire API
  278. --------
  279. Add group flammable when registering a node to make fire seek for it.
  280. Add it to an item to make it burn up when dropped in lava or fire.
  281. New node def property:
  282. `on_burn(pos)`
  283. * Called when fire attempts to remove a burning node.
  284. * `pos` Position of the burning node.
  285. `on_ignite(pos, igniter)`
  286. * Called when Flint and steel (or a mod defined ignitor) is used on a node.
  287. Defining it may prevent the default action (spawning flames) from triggering.
  288. * `pos` Position of the ignited node.
  289. * `igniter` Player that used the tool, when available.
  290. Give Initial Stuff API
  291. ----------------------
  292. `give_initial_stuff.give(player)`
  293. ^ Give initial stuff to "player"
  294. `give_initial_stuff.add(stack)`
  295. ^ Add item to the initial stuff
  296. ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
  297. ^ Can be called after the game has loaded
  298. `give_initial_stuff.clear()`
  299. ^ Removes all items from the initial stuff
  300. ^ Can be called after the game has loaded
  301. `give_initial_stuff.get_list()`
  302. ^ returns list of item stacks
  303. `give_initial_stuff.set_list(list)`
  304. ^ List of initial items with numeric indices.
  305. `give_initial_stuff.add_from_csv(str)`
  306. ^ str is a comma separated list of initial stuff
  307. ^ Adds items to the list of items to be given
  308. Players API
  309. -----------
  310. The player API can register player models and update the player's appearance.
  311. * `player_api.register_model(name, def)`
  312. * Register a new model to be used by players
  313. * name: model filename such as "character.x", "foo.b3d", etc.
  314. * def: See [#Model definition]
  315. * saved to player_api.registered_models
  316. * `player_api.registered_player_models[name]`
  317. * Get a model's definition
  318. * see [#Model definition]
  319. * `player_api.set_model(player, model_name)`
  320. * Change a player's model
  321. * `player`: PlayerRef
  322. * `model_name`: model registered with player_api.register_model()
  323. * `player_api.set_animation(player, anim_name [, speed])`
  324. * Applies an animation to a player
  325. * anim_name: name of the animation.
  326. * speed: frames per second. If nil, default from the model is used
  327. * `player_api.set_textures(player, textures)`
  328. * Sets player textures
  329. * `player`: PlayerRef
  330. * `textures`: array of textures, If `textures` is nil the default
  331. textures from the model def are used
  332. * `player_api.get_animation(player)`
  333. * Returns a table containing fields `model`, `textures` and `animation`.
  334. * Any of the fields of the returned table may be nil.
  335. * player: PlayerRef
  336. * `player_api.player_attached`
  337. * A table that maps a player name to a boolean.
  338. * If the value for a given player is set to true, the default player
  339. animations (walking, digging, ...) will no longer be updated.
  340. Knockback from damage is also prevented for that player.
  341. ### Model Definition
  342. {
  343. animation_speed = 30, -- Default animation speed, in FPS.
  344. textures = {"character.png", }, -- Default array of textures.
  345. visual_size = {x = 1, y = 1}, -- Used to scale the model.
  346. animations = {
  347. -- <anim_name> = {x = <start_frame>, y = <end_frame>},
  348. foo = {x = 0, y = 19},
  349. bar = {x = 20, y = 39},
  350. -- ...
  351. },
  352. collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
  353. stepheight = 0.6, -- In nodes
  354. eye_height = 1.47, -- In nodes above feet position
  355. }
  356. TNT API
  357. -------
  358. `tnt.register_tnt(definition)`
  359. ^ Register a new type of tnt.
  360. * `name` The name of the node. If no prefix is given `tnt` is used.
  361. * `description` A description for your TNT.
  362. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
  363. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
  364. * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
  365. * `disable_drops` Disable drops. By default it is set to false.
  366. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
  367. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
  368. * `tiles` Textures for node
  369. * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
  370. * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
  371. * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
  372. * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
  373. `tnt.boom(position[, definition])`
  374. ^ Create an explosion.
  375. * `position` The center of explosion.
  376. * `definition` The TNT definion as passed to `tnt.register` with the following addition:
  377. * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
  378. `tnt.burn(position, [nodename])`
  379. ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
  380. If no such callback exists, fallback to turn tnt group nodes to their
  381. "_burning" variant.
  382. nodename isn't required unless already known.
  383. To make dropping items from node inventories easier, you can use the
  384. following helper function from 'default':
  385. default.get_inventory_drops(pos, inventory, drops)
  386. ^ Return drops from node inventory "inventory" in drops.
  387. * `pos` - the node position
  388. * `inventory` - the name of the inventory (string)
  389. * `drops` - an initialized list
  390. The function returns no values. The drops are returned in the `drops`
  391. parameter, and drops is not reinitialized so you can call it several
  392. times in a row to add more inventory items to it.
  393. `on_blast` callbacks:
  394. Both nodedefs and entitydefs can provide an `on_blast()` callback
  395. `nodedef.on_blast(pos, intensity)`
  396. ^ Allow drop and node removal overriding
  397. * `pos` - node position
  398. * `intensity` - TNT explosion measure. larger or equal to 1.0
  399. ^ Should return a list of drops (e.g. {"default:stone"})
  400. ^ Should perform node removal itself. If callback exists in the nodedef
  401. ^ then the TNT code will not destroy this node.
  402. `entitydef.on_blast(luaobj, damage)`
  403. ^ Allow TNT effects on entities to be overridden
  404. * `luaobj` - LuaEntityRef of the entity
  405. * `damage` - suggested HP damage value
  406. ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
  407. * `do_damage` - if true then TNT mod wil damage the entity
  408. * `do_knockback` - if true then TNT mod will knock the entity away
  409. * `drops` - a list of drops, e.g. {"wool:red"}
  410. Screwdriver API
  411. ---------------
  412. The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
  413. To use it, add the `on_screwdriver` function to the node definition.
  414. `on_rotate(pos, node, user, mode, new_param2)`
  415. * `pos` Position of the node that the screwdriver is being used on
  416. * `node` that node
  417. * `user` The player who used the screwdriver
  418. * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
  419. * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
  420. * return value: false to disallow rotation, nil to keep default behaviour, true to allow
  421. it but to indicate that changed have already been made (so the screwdriver will wear out)
  422. * use `on_rotate = false` to always disallow rotation
  423. * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
  424. Sethome API
  425. -----------
  426. The sethome API adds three global functions to allow mods to read a players home position,
  427. set a players home position and teleport a player to home position.
  428. `sethome.get(name)`
  429. * `name` Player who's home position you wish to get
  430. * return value: false if no player home coords exist, position table if true
  431. `sethome.set(name, pos)`
  432. * `name` Player who's home position you wish to set
  433. * `pos` Position table containing coords of home position
  434. * return value: false if unable to set and save new home position, otherwise true
  435. `sethome.go(name)`
  436. * `name` Player you wish to teleport to their home position
  437. * return value: false if player cannot be sent home, otherwise true
  438. Sfinv API
  439. ---------
  440. It is recommended that you read this link for a good introduction to the
  441. sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
  442. ### sfinv Methods
  443. **Pages**
  444. * sfinv.set_page(player, pagename) - changes the page
  445. * sfinv.get_page(player) - get the current page name. Will never return nil
  446. * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
  447. * sfinv.register_page(name, def) - register a page, see section below
  448. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
  449. * Note: Page must already be defined, (opt)depend on the mod defining it.
  450. * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
  451. and calls set_inventory_formspec().
  452. * sfinv.get_formspec(player, context) - builds current page's formspec
  453. **Contexts**
  454. * sfinv.get_or_create_context(player) - gets the player's context
  455. * sfinv.set_context(player, context)
  456. **Theming**
  457. * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
  458. * show_inv, defaults to false. Whether to show the player's main inventory
  459. * size, defaults to `size[8,8.6]` if not specified
  460. * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
  461. ### sfinv Members
  462. * pages - table of pages[pagename] = def
  463. * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
  464. * contexts - contexts[playername] = player_context
  465. * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
  466. ### Context
  467. A table with these keys:
  468. * page - current page name
  469. * nav - a list of page names
  470. * nav_titles - a list of page titles
  471. * nav_idx - current nav index (in nav and nav_titles)
  472. * any thing you want to store
  473. * sfinv will clear the stored data on log out / log in
  474. ### sfinv.register_page
  475. sfinv.register_page(name, def)
  476. def is a table containing:
  477. * `title` - human readable page name (required)
  478. * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
  479. * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
  480. * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
  481. * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
  482. * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
  483. ### get formspec
  484. Use sfinv.make_formspec to apply a layout:
  485. return sfinv.make_formspec(player, context, [[
  486. list[current_player;craft;1.75,0.5;3,3;]
  487. list[current_player;craftpreview;5.75,1.5;1,1;]
  488. image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
  489. listring[current_player;main]
  490. listring[current_player;craft]
  491. image[0,4.25;1,1;gui_hb_bg.png]
  492. image[1,4.25;1,1;gui_hb_bg.png]
  493. image[2,4.25;1,1;gui_hb_bg.png]
  494. image[3,4.25;1,1;gui_hb_bg.png]
  495. image[4,4.25;1,1;gui_hb_bg.png]
  496. image[5,4.25;1,1;gui_hb_bg.png]
  497. image[6,4.25;1,1;gui_hb_bg.png]
  498. image[7,4.25;1,1;gui_hb_bg.png]
  499. ]], true)
  500. See above (methods section) for more options.
  501. ### Customising themes
  502. Simply override this function to change the navigation:
  503. function sfinv.get_nav_fs(player, context, nav, current_idx)
  504. return "navformspec"
  505. end
  506. And override this function to change the layout:
  507. function sfinv.make_formspec(player, context, content, show_inv, size)
  508. local tmp = {
  509. size or "size[8,8.6]",
  510. theme_main,
  511. sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
  512. content
  513. }
  514. if show_inv then
  515. tmp[4] = theme_inv
  516. end
  517. return table.concat(tmp, "")
  518. end
  519. Stairs API
  520. ----------
  521. The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
  522. delivered with Minetest Game, to keep them compatible with other mods.
  523. `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  524. * Registers a stair
  525. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  526. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  527. * `groups`: See [Known damage and digging time defining groups]
  528. * `images`: See [Tile definition]
  529. * `description`: Used for the description field in the stair's definition
  530. * `sounds`: See [#Default sounds]
  531. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  532. `stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  533. * Registers a slab
  534. * `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
  535. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
  536. * `groups`: See [Known damage and digging time defining groups]
  537. * `images`: See [Tile definition]
  538. * `description`: Used for the description field in the slab's definition
  539. * `sounds`: See [#Default sounds]
  540. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  541. `stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
  542. * Registers an inner corner stair
  543. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
  544. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  545. * `groups`: See [Known damage and digging time defining groups]
  546. * `images`: See [Tile definition]
  547. * `description`: Used for the description field in the stair's definition with "Inner" prepended
  548. * `sounds`: See [#Default sounds]
  549. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  550. * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
  551. `stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
  552. * Registers an outer corner stair
  553. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
  554. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  555. * `groups`: See [Known damage and digging time defining groups]
  556. * `images`: See [Tile definition]
  557. * `description`: Used for the description field in the stair's definition with "Outer" prepended
  558. * `sounds`: See [#Default sounds]
  559. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  560. * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
  561. `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
  562. * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
  563. * Uses almost the same arguments as stairs.register_stair
  564. * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
  565. * `desc_slab`: Description for slab node
  566. Xpanes API
  567. ----------
  568. Creates panes that automatically connect to each other
  569. `xpanes.register_pane(subname, def)`
  570. * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
  571. * `def`: See [#Pane definition]
  572. ### Pane definition
  573. {
  574. textures = {
  575. "texture for front and back",
  576. (unused),
  577. "texture for the 4 edges"
  578. }, -- More tiles aren't supported
  579. groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
  580. sounds = SoundSpec, -- See [#Default sounds]
  581. recipe = {{"","","","","","","","",""}}, -- Recipe field only
  582. use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
  583. }
  584. Raillike definitions
  585. --------------------
  586. The following nodes use the group `connect_to_raillike` and will only connect to
  587. raillike nodes within this group and the same group value.
  588. Use `minetest.raillike_group(<Name>)` to get the group value.
  589. | Node type | Raillike group name
  590. |-----------------------|---------------------
  591. | default:rail | "rail"
  592. | tnt:gunpowder | "gunpowder"
  593. | tnt:gunpowder_burning | "gunpowder"
  594. Example:
  595. If you want to add a new rail type and want it to connect with default:rail,
  596. add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
  597. of your node.
  598. Default sounds
  599. --------------
  600. Sounds inside the default table can be used within the sounds field of node definitions.
  601. * `default.node_sound_defaults()`
  602. * `default.node_sound_stone_defaults()`
  603. * `default.node_sound_dirt_defaults()`
  604. * `default.node_sound_sand_defaults()`
  605. * `default.node_sound_wood_defaults()`
  606. * `default.node_sound_leaves_defaults()`
  607. * `default.node_sound_glass_defaults()`
  608. * `default.node_sound_metal_defaults()`
  609. Default constants
  610. -----------------
  611. `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
  612. GUI and formspecs
  613. -----------------
  614. `default.get_hotbar_bg(x, y)`
  615. * Get the hotbar background as string, containing the formspec elements
  616. * x: Horizontal position in the formspec
  617. * y: Vertical position in the formspec
  618. `default.gui_bg`
  619. * Deprecated, remove from mods.
  620. `default.gui_bg_img`
  621. * Deprecated, remove from mods.
  622. `default.gui_slots`
  623. * Deprecated, remove from mods.
  624. `default.gui_survival_form`
  625. * Entire formspec for the survival inventory
  626. `default.get_furnace_active_formspec(fuel_percent, item_percent)`
  627. * Get the active furnace formspec using the defined GUI elements
  628. * fuel_percent: Percent of how much the fuel is used
  629. * item_percent: Percent of how much the item is cooked
  630. `default.get_furnace_inactive_formspec()`
  631. * Get the inactive furnace formspec using the defined GUI elements
  632. Leafdecay
  633. ---------
  634. To enable leaf decay for leaves when a tree is cut down by a player,
  635. register the tree with the default.register_leafdecay(leafdecaydef)
  636. function.
  637. If `param2` of any registered node is ~= 0, the node will always be
  638. preserved. Thus, if the player places a node of that kind, you will
  639. want to set `param2 = 1` or so.
  640. The function `default.after_place_leaves` can be set as
  641. `after_place_node of a node` to set param2 to 1 if the player places
  642. the node (should not be used for nodes that use param2 otherwise
  643. (e.g. facedir)).
  644. If the node is in the `leafdecay_drop` group then it will always be
  645. dropped as an item.
  646. `default.register_leafdecay(leafdecaydef)`
  647. `leafdecaydef` is a table, with following members:
  648. {
  649. trunks = {"default:tree"}, -- nodes considered trunks
  650. leaves = {"default:leaves", "default:apple"},
  651. -- nodes considered for removal
  652. radius = 3, -- radius to consider for searching
  653. }
  654. Note: all the listed nodes in `trunks` have their `on_after_destruct`
  655. callback overridden. All the nodes listed in `leaves` have their
  656. `on_timer` callback overridden.
  657. Dyes
  658. ----
  659. Minetest Game dyes are registered with:
  660. groups = {dye = 1, color_<color> = 1},
  661. To make recipes that will work with dyes from many mods, define them using the
  662. dye group and the color groups.
  663. Dye color groups:
  664. * `color_white`
  665. * `color_grey`
  666. * `color_dark_grey`
  667. * `color_black`
  668. * `color_red`
  669. * `color_pink`
  670. * `color_orange`
  671. * `color_brown`
  672. * `color_yellow`
  673. * `color_green`
  674. * `color_dark_green`
  675. * `color_blue`
  676. * `color_cyan`
  677. * `color_violet`
  678. * `color_magenta`
  679. Example of one shapeless recipe using the dye group and a color group:
  680. minetest.register_craft({
  681. type = "shapeless",
  682. output = "<mod>:item_yellow",
  683. recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
  684. })
  685. Trees
  686. -----
  687. * `default.grow_tree(pos, is_apple_tree)`
  688. * Grows a mgv6 tree or apple tree at pos
  689. * `default.grow_jungle_tree(pos)`
  690. * Grows a mgv6 jungletree at pos
  691. * `default.grow_pine_tree(pos)`
  692. * Grows a mgv6 pinetree at pos
  693. * `default.grow_new_apple_tree(pos)`
  694. * Grows a new design apple tree at pos
  695. * `default.grow_new_jungle_tree(pos)`
  696. * Grows a new design jungle tree at pos
  697. * `default.grow_new_pine_tree(pos)`
  698. * Grows a new design pine tree at pos
  699. * `default.grow_new_snowy_pine_tree(pos)`
  700. * Grows a new design snowy pine tree at pos
  701. * `default.grow_new_acacia_tree(pos)`
  702. * Grows a new design acacia tree at pos
  703. * `default.grow_new_aspen_tree(pos)`
  704. * Grows a new design aspen tree at pos
  705. * `default.grow_bush(pos)`
  706. * Grows a bush at pos
  707. * `default.grow_acacia_bush(pos)`
  708. * Grows an acaia bush at pos
  709. * `default.grow_pine_bush(pos)`
  710. * Grows a pine bush at pos
  711. * `default.grow_blueberry_bush(pos)`
  712. * Grows a blueberry bush at pos
  713. Carts
  714. -----
  715. carts.register_rail(
  716. "mycarts:myrail", -- Rail name
  717. nodedef, -- standard nodedef
  718. railparams -- rail parameter struct (optional)
  719. )
  720. railparams = {
  721. on_step(obj, dtime), -- Event handler called when
  722. -- cart is on rail
  723. acceleration, -- integer acceleration factor (negative
  724. -- values to brake)
  725. }
  726. The event handler is called after all default calculations
  727. are made, so the custom on_step handler can override things
  728. like speed, acceleration, player attachment. The handler will
  729. likely be called many times per second, so the function needs
  730. to make sure that the event is handled properly.
  731. Key API
  732. -------
  733. The key API allows mods to add key functionality to nodes that have
  734. ownership or specific permissions. Using the API will make it so
  735. that a node owner can use skeleton keys on their nodes to create keys
  736. for that node in that location, and give that key to other players,
  737. allowing them some sort of access that they otherwise would not have
  738. due to node protection.
  739. To make your new nodes work with the key API, you need to register
  740. two callback functions in each nodedef:
  741. `on_key_use(pos, player)`
  742. * Is called when a player right-clicks (uses) a normal key on your
  743. * node.
  744. * `pos` - position of the node
  745. * `player` - PlayerRef
  746. * return value: none, ignored
  747. The `on_key_use` callback should validate that the player is wielding
  748. a key item with the right key meta secret. If needed the code should
  749. deny access to the node functionality.
  750. If formspecs are used, the formspec callbacks should duplicate these
  751. checks in the metadata callback functions.
  752. `on_skeleton_key_use(pos, player, newsecret)`
  753. * Is called when a player right-clicks (uses) a skeleton key on your
  754. * node.
  755. * `pos` - position of the node
  756. * `player` - PlayerRef
  757. * `newsecret` - a secret value(string)
  758. * return values:
  759. * `secret` - `nil` or the secret value that unlocks the door
  760. * `name` - a string description of the node ("a locked chest")
  761. * `owner` - name of the node owner
  762. The `on_skeleton_key_use` function should validate that the player has
  763. the right permissions to make a new key for the item. The newsecret
  764. value is useful if the node has no secret value. The function should
  765. store this secret value somewhere so that in the future it may compare
  766. key secrets and match them to allow access. If a node already has a
  767. secret value, the function should return that secret value instead
  768. of the newsecret value. The secret value stored for the node should
  769. not be overwritten, as this would invalidate existing keys.
  770. Aside from the secret value, the function should retun a descriptive
  771. name for the node and the owner name. The return values are all
  772. encoded in the key that will be given to the player in replacement
  773. for the wielded skeleton key.
  774. if `nil` is returned, it is assumed that the wielder did not have
  775. permissions to create a key for this node, and no key is created.
  776. `default.register_craft_metadata_copy(ingredient, result)`
  777. ----------------------------------------------------------
  778. This function registers a shapeless recipe that takes `ingredient`
  779. and `result` as input and outputs `result`.
  780. The metadata of the input `result` is copied to the output `result`.