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1234 lines
43 KiB
Plaintext
1234 lines
43 KiB
Plaintext
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 game 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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* [#ABC] refers to a section in this document
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* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
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Bucket API
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----------
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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", -- 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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false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
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-- a source neighbour, even if defined as 'liquid_renewable = false'.
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-- Needed to avoid creating holes in sloping rivers.
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)
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The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
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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.
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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]
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)
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* `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
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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.day_interval` Is a table with keys "start" and "finish". Allows you
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to set the period of the day (timeofday format). Default: `{ start = 0.2, finish = 0.805 }`.
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### Bed definition
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{
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description = "Simple Bed",
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inventory_image = "beds_bed.png",
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wield_image = "beds_bed.png",
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tiles = {
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bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
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top = {Tile definition} -- the tiles of the bottom part of the bed.
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},
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nodebox = {
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bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
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top = 'regular nodebox', -- top part of bed (see [Node boxes])
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},
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selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
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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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}
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Bones API
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---------
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An ordered list of listnames (default: "main", "craft") of the player inventory,
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that will be placed into bones or dropped on player death can be looked up or changed
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in `bones.player_inventory_lists`.
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e.g. `table.insert(bones.player_inventory_lists, "backpack")`
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Creative API
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------------
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Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
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For example,
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creative.register_tab("tools", "Tools", minetest.registered_tools)
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is used to show all tools. Name is used in the sfinv page name, title is the
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human readable title.
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Creative provides `creative.is_enabled_for(name)`, which is identical in
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functionality to the engine's `minetest.creative_is_enabled(name)`.
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Its use is deprecated and it should also not be overriden.
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The contents of `creative.formspec_add` is appended to every creative inventory
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page. Mods can use it to add additional formspec elements onto the default
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creative inventory formspec to be drawn after each update.
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Group overrides can be used for any registered item, node or tool. Use one of
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the groups stated below to pick which category it will appear in.
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node = 1 -- Appears in the Nodes category
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tool = 1 -- Appears in the Tools category
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craftitem = 1 -- Appears in the Items category
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Chests API
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----------
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The chests API allows the creation of chests, which have their own inventories for holding items.
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`default.chest.get_chest_formspec(pos)`
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* Returns a formspec for a specific chest.
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* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
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`default.chest.chest_lid_obstructed(pos)`
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* Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
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* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
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`default.chest.chest_lid_close(pn)`
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* Closes the chest that a player is currently looking in.
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* `pn` The name of the player whose chest is going to be closed
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`default.chest.open_chests`
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* A table indexed by player name to keep track of who opened what chest.
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* Key: The name of the player.
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* Value: A table containing information about the chest the player is looking at.
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e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
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`default.chest.register_chest(name, def)`
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* Registers new chest
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* `name` Name for chest e.g. "default:chest"
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* `def` See [#Chest Definition]
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### Chest Definition
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description = "Chest",
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tiles = {
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"default_chest_top.png",
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"default_chest_top.png",
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"default_chest_side.png",
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"default_chest_side.png",
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"default_chest_front.png",
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"default_chest_inside.png"
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}, -- Textures which are applied to the chest model.
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sounds = default.node_sound_wood_defaults(),
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sound_open = "default_chest_open",
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sound_close = "default_chest_close",
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groups = {choppy = 2, oddly_breakable_by_hand = 2},
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protected = false, -- If true, only placer can modify chest.
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Doors API
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---------
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The doors mod allows modders to register custom doors and trapdoors.
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`doors.registered_doors[name] = Door definition`
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* Table of registered doors, indexed by door name
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`doors.registered_trapdoors[name] = Trapdoor definition`
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* Table of registered trap doors, indexed by trap door name
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`doors.register_door(name, def)`
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* Registers new door
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* `name` Name for door
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* `def` See [#Door definition]
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`doors.register_trapdoor(name, def)`
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* Registers new trapdoor
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* `name` Name for trapdoor
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* `def` See [#Trapdoor definition]
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`doors.register_fencegate(name, def)`
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* Registers new fence gate
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* `name` Name for fence gate
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* `def` See [#Fence gate definition]
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`doors.get(pos)`
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* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
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* Returns an ObjectRef to a door, or nil if the position does not contain a door
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### Methods
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:open(player) -- Open the door object, returns if door was opened
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:close(player) -- Close the door object, returns if door was closed
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:toggle(player) -- Toggle the door state, returns if state was toggled
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:state() -- returns the door state, true = open, false = closed
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the "player" parameter can be omitted in all methods. If passed then
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the usual permission checks will be performed to make sure the player
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has the permissions needed to open this door. If omitted then no
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permission checks are performed.
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`doors.door_toggle(pos, node, clicker)`
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* Toggle door open or shut
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* `pos` Position of the door
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* `node` Node definition
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* `clicker` Player definition for the player that clicked on the door
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### Door definition
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description = "Door description",
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inventory_image = "mod_door_inv.png",
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groups = {choppy = 2},
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model = "mod_door", -- (optional)
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-- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
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tiles = {"mod_door.png"}, -- UV map.
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-- The front and back of the door must be identical in appearence as they swap on
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-- open/close.
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recipe = craftrecipe,
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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gain_open = 0.3, -- optional, defaults to 0.3
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gain_close = 0.3, -- optional, defaults to 0.3
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protected = false, -- If true, only placer can open the door (locked for others)
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
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-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
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use_texture_alpha = "clip",
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### Trapdoor definition
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description = "Trapdoor description",
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inventory_image = "mod_trapdoor_inv.png",
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nodebox_closed = {} -- Nodebox for closed model
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nodebox_opened = {} -- Nodebox for opened model
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-- (optional) both nodeboxes must be used, not one only
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groups = {choppy = 2},
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tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
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tile_side = "doors_trapdoor_side.png",
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-- The texture for the four sides of the trapdoor.
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-- The texture should have the trapdoor side drawn twice, in the lowest and highest
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-- 1/8ths of the texture, both upright. The area between is not used.
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-- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
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-- for the open trapdoor.
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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gain_open = 0.3, -- optional, defaults to 0.3
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gain_close = 0.3, -- optional, defaults to 0.3
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protected = false, -- If true, only placer can open the door (locked for others)
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
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-- function containing the on_rightclick callback
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use_texture_alpha = "clip",
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### Fence gate definition
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description = "Wooden Fence Gate",
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texture = "default_wood.png", -- `backface_culling` will automatically be
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-- set to `true` if not specified.
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material = "default:wood",
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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sounds = default.node_sound_wood_defaults(), -- optional
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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-- function containing the on_rightclick callback
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Dungeon Loot API
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----------------
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The mod that places chests with loot in dungeons provides an API to register additional loot.
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`dungeon_loot.register(def)`
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* Registers one or more loot items
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* `def` Can be a single [#Loot definition] or a list of them
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`dungeon_loot.registered_loot`
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* Table of all registered loot, not to be modified manually
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### Loot definition
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name = "item:name",
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chance = 0.5,
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-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
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-- Due to an extra step in the selection process, 0.5 does not(!) mean that
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-- on average every second chest will have this item
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count = {1, 4},
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-- ^ table with minimum and maximum amounts of this item
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-- optional, defaults to always single item
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y = {-32768, -512},
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-- ^ table with minimum and maximum heights this item can be found at
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-- optional, defaults to no height restrictions
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types = {"desert"},
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-- ^ table with types of dungeons this item can be found in
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-- supported types: "normal" (the cobble/mossycobble one), "sandstone"
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-- "desert" and "ice"
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-- optional, defaults to no type restrictions
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Fence API
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---------
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Allows creation of new fences with "fencelike" drawtype.
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`default.register_fence(name, item definition)`
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Registers a new fence. Custom fields texture and material are required, as
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are name and description. The rest is optional. You can pass most normal
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nodedef fields here except drawtype. The fence group will always be added
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for this node.
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### fence definition
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name = "default:fence_wood",
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description = "Wooden Fence",
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texture = "default_wood.png",
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material = "default:wood", -- `nil` if you don't want the recipe
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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sounds = default.node_sound_wood_defaults(),
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Walls API
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---------
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The walls API allows easy addition of stone auto-connecting wall nodes.
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walls.register(name, desc, texture, mat, sounds)
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^ name = "walls:stone_wall". Node name.
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^ desc = "A Stone wall"
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^ texture = "default_stone.png"
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^ mat = "default:stone". Used to auto-generate crafting recipe.
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^ sounds = sounds: see [#Default sounds]
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All walls will be connected to any nodes with one of the following groups:
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* `wall`
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* `stone`
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* `fence`
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* `wall_connected`
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Farming API
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-----------
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The farming API allows you to easily register plants and hoes.
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`farming.register_hoe(name, hoe definition)`
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* Register a new hoe, see [#hoe definition]
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`farming.register_plant(name, Plant definition)`
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* Register a new growing plant, see [#Plant definition]
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`farming.registered_plants[name] = definition`
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* Table of registered plants, indexed by plant name
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### Hoe Definition
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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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{"air", "air", "air"},
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{"", "group:stick"},
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{"", "group:stick"},
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}
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}
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### Plant definition
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{
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description = "", -- Description of seed item
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harvest_description = "", -- Description of harvest item
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-- (optional, derived automatically if not provided)
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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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can_grow = function(pos) -- Сalled every growth tick to check if the plant can grow, returns bool
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-- (optional, checks for wet soil by default)
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}
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Fire API
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--------
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Add group flammable when registering a node to make fire seek for it.
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Add it to an item to make it burn up when dropped in lava or fire.
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New node def property:
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`on_burn(pos)`
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* Called when fire attempts to remove a burning node.
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* `pos` Position of the burning node.
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`on_ignite(pos, igniter)`
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* Called when Flint and steel (or a mod defined ignitor) is used on a node.
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Defining it may prevent the default action (spawning flames) from triggering.
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* `pos` Position of the ignited node.
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* `igniter` Player that used the tool, when available.
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Give Initial Stuff API
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----------------------
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`give_initial_stuff.give(player)`
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^ Give initial stuff to "player"
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`give_initial_stuff.add(stack)`
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^ Add item to the initial stuff
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^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
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^ Can be called after the game has loaded
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`give_initial_stuff.clear()`
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^ Removes all items from the initial stuff
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^ Can be called after the game has loaded
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`give_initial_stuff.get_list()`
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^ returns list of item stacks
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`give_initial_stuff.set_list(list)`
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^ List of initial items with numeric indices.
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`give_initial_stuff.add_from_csv(str)`
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^ str is a comma separated list of initial stuff
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^ Adds items to the list of items to be given
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Player API
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----------
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The player API can register player models and update the player's appearance.
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* `player_api.globalstep(dtime, ...)`
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* The function called by the globalstep that controls player animations.
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You can override this to replace the globalstep with your own implementation.
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* Receives all args that minetest.register_globalstep() passes
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* `player_api.register_model(name, def)`
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* Register a new model to be used by players
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* `name`: model filename such as "character.x", "foo.b3d", etc.
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* `def`: see [#Model definition]
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* Saved to player_api.registered_models
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* `player_api.registered_models[name]`
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* Get a model's definition
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* `name`: model filename
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* See [#Model definition]
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* `player_api.set_model(player, model_name)`
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* Change a player's model
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* `player`: PlayerRef
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* `model_name`: model registered with `player_api.register_model`
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* `player_api.set_animation(player, anim_name, speed)`
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* Applies an animation to a player if speed or anim_name differ from the currently playing animation
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* `player`: PlayerRef
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* `anim_name`: name of the animation
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* `speed`: keyframes per second. If nil, the default from the model def is used
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* `player_api.set_textures(player, textures)`
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* Sets player textures
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* `player`: PlayerRef
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* `textures`: array of textures. If nil, the default from the model def is used
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* `player_api.set_textures(player, index, texture)`
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* Sets one of the player textures
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* `player`: PlayerRef
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* `index`: Index into array of all textures
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* `texture`: the texture string
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* `player_api.get_animation(player)`
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* Returns a table containing fields `model`, `textures` and `animation`
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* Any of the fields of the returned table may be nil
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* `player`: PlayerRef
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* `player_api.player_attached`
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* A table that maps a player name to a boolean
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* If the value for a given player is set to true, the default player animations
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(walking, digging, ...) will no longer be updated, and knockback from damage is
|
||
prevented for that player
|
||
* Example of usage: A mod sets a player's value to true when attached to a vehicle
|
||
|
||
### Model Definition
|
||
|
||
{
|
||
animation_speed = 30, -- Default animation speed, in keyframes per second
|
||
textures = {"character.png"}, -- Default array of textures
|
||
animations = {
|
||
-- [anim_name] = {
|
||
-- x = <start_frame>,
|
||
-- y = <end_frame>,
|
||
-- collisionbox = <model collisionbox>, -- (optional)
|
||
-- eye_height = <model eye height>, -- (optional)
|
||
-- -- suspend client side animations while this one is active (optional)
|
||
-- override_local = <true/false>
|
||
-- },
|
||
stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
|
||
sit = ... -- used by boats and other MTG mods
|
||
},
|
||
-- Default object properties, see lua_api.txt
|
||
visual_size = {x = 1, y = 1},
|
||
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
|
||
stepheight = 0.6,
|
||
eye_height = 1.47
|
||
}
|
||
|
||
|
||
TNT API
|
||
-------
|
||
|
||
`tnt.register_tnt(definition)`
|
||
|
||
^ Register a new type of tnt.
|
||
|
||
* `name` The name of the node. If no prefix is given `tnt` is used.
|
||
* `description` A description for your TNT.
|
||
* `radius` The radius within which the TNT can destroy nodes. The default is 3.
|
||
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
|
||
* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
|
||
* `disable_drops` Disable drops. By default it is set to false.
|
||
* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
|
||
* `ignore_on_blast` Don't call `on_blast` even if a node has one.
|
||
* `tiles` Textures for node
|
||
* `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
|
||
* `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
|
||
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
|
||
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
|
||
|
||
`tnt.boom(position[, definition])`
|
||
|
||
^ Create an explosion.
|
||
|
||
* `position` The center of explosion.
|
||
* `definition` The TNT definion as passed to `tnt.register` with the following addition:
|
||
* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
|
||
|
||
`tnt.burn(position, [nodename])`
|
||
|
||
^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
|
||
If no such callback exists, fallback to turn tnt group nodes to their
|
||
"_burning" variant.
|
||
nodename isn't required unless already known.
|
||
|
||
To make dropping items from node inventories easier, you can use the
|
||
following helper function from 'default':
|
||
|
||
default.get_inventory_drops(pos, inventory, drops)
|
||
|
||
^ Return drops from node inventory "inventory" in drops.
|
||
|
||
* `pos` - the node position
|
||
* `inventory` - the name of the inventory (string)
|
||
* `drops` - an initialized list
|
||
|
||
The function returns no values. The drops are returned in the `drops`
|
||
parameter, and drops is not reinitialized so you can call it several
|
||
times in a row to add more inventory items to it.
|
||
|
||
|
||
`on_blast` callbacks:
|
||
|
||
Both nodedefs and entitydefs can provide an `on_blast()` callback
|
||
|
||
`nodedef.on_blast(pos, intensity)`
|
||
^ Allow drop and node removal overriding
|
||
* `pos` - node position
|
||
* `intensity` - TNT explosion measure. larger or equal to 1.0
|
||
^ Should return a list of drops (e.g. {"default:stone"})
|
||
^ Should perform node removal itself. If callback exists in the nodedef
|
||
^ then the TNT code will not destroy this node.
|
||
|
||
`entitydef.on_blast(luaobj, damage)`
|
||
^ Allow TNT effects on entities to be overridden
|
||
* `luaobj` - LuaEntityRef of the entity
|
||
* `damage` - suggested HP damage value
|
||
^ Should return a list of (bool do_damage, bool do_knockback, table drops)
|
||
* `do_damage` - if true then TNT mod wil damage the entity
|
||
* `do_knockback` - if true then TNT mod will knock the entity away
|
||
* `drops` - a list of drops, e.g. {"wool:red"}
|
||
|
||
|
||
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
|
||
it but to indicate that changed have already been made (so the screwdriver will wear out)
|
||
* use `on_rotate = false` to always disallow rotation
|
||
* use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
|
||
|
||
|
||
Sethome API
|
||
-----------
|
||
|
||
The sethome API adds three global functions to allow mods to read a players home position,
|
||
set a players home position and teleport a player to home position.
|
||
|
||
`sethome.get(name)`
|
||
|
||
* `name` Player who's home position you wish to get
|
||
* return value: false if no player home coords exist, position table if true
|
||
|
||
`sethome.set(name, pos)`
|
||
|
||
* `name` Player who's home position you wish to set
|
||
* `pos` Position table containing coords of home position
|
||
* return value: false if unable to set and save new home position, otherwise true
|
||
|
||
`sethome.go(name)`
|
||
|
||
* `name` Player you wish to teleport to their home position
|
||
* return value: false if player cannot be sent home, otherwise true
|
||
|
||
Spawn API
|
||
---------
|
||
|
||
The spawn mod takes care of deciding the position of new and respawning players
|
||
in the world and has an API to modify its behavior.
|
||
|
||
`spawn.get_default_pos()`
|
||
* Gets the default spawn position as decided by a biome-dependent algorithm.
|
||
* This is not influenced by settings like "static_spawnpoint" or "engine_spawn".
|
||
* return value: a vector or `nil` on failure
|
||
|
||
`spawn.add_suitable_biome(biome)`:
|
||
* Adds a biome to the list of allowed biomes for the above algorithm.
|
||
* `biome`: Name of a registered biome
|
||
|
||
`spawn.register_on_spawn(func)`:
|
||
* Registers a callback to be called when a player (re-)spawns. This can be used
|
||
to intercept the normal logic to e.g. respawn a player at his bed.
|
||
* `func`: `function(player, is_new)` with arguments
|
||
- `player`: ObjectRef
|
||
- `is_new`: true if the player is joining the server for the first time
|
||
- return value: true to skip all other spawn logic, false or nil otherwise
|
||
|
||
When a player (re-)spawns the following order is executed:
|
||
1. All spawn callbacks in order of registration.
|
||
2. If no result, teleport player to `spawn.get_default_pos()`.
|
||
3. If that fails, spawning is left up to engine.
|
||
|
||
|
||
Sfinv API
|
||
---------
|
||
|
||
It is recommended that you read this link for a good introduction to the
|
||
sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
|
||
|
||
### sfinv Methods
|
||
|
||
**Pages**
|
||
|
||
* sfinv.set_page(player, pagename) - changes the page
|
||
* sfinv.get_page(player) - get the current page name. Will never return nil
|
||
* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
|
||
* sfinv.register_page(name, def) - register a page, see section below
|
||
* sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
|
||
* Note: Page must already be defined, (opt)depend on the mod defining it.
|
||
* sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
|
||
and calls set_inventory_formspec().
|
||
* sfinv.get_formspec(player, context) - builds current page's formspec
|
||
|
||
**Contexts**
|
||
|
||
* sfinv.get_or_create_context(player) - gets the player's context
|
||
* sfinv.set_context(player, context)
|
||
|
||
**Theming**
|
||
|
||
* sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
|
||
* show_inv, defaults to false. Whether to show the player's main inventory
|
||
* size, defaults to `size[8,8.6]` if not specified
|
||
* sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
|
||
|
||
### sfinv Members
|
||
|
||
* pages - table of pages[pagename] = def
|
||
* pages_unordered - array table of pages in order of addition (used to build navigation tabs).
|
||
* contexts - contexts[playername] = player_context
|
||
* enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
|
||
|
||
### Context
|
||
|
||
A table with these keys:
|
||
|
||
* page - current page name
|
||
* nav - a list of page names
|
||
* nav_titles - a list of page titles
|
||
* nav_idx - current nav index (in nav and nav_titles)
|
||
* any thing you want to store
|
||
* sfinv will clear the stored data on log out / log in
|
||
|
||
### sfinv.register_page
|
||
|
||
sfinv.register_page(name, def)
|
||
|
||
def is a table containing:
|
||
|
||
* `title` - human readable page name (required)
|
||
* `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
|
||
* `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
|
||
* `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
|
||
* `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
|
||
* `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
|
||
|
||
### get formspec
|
||
|
||
Use sfinv.make_formspec to apply a layout:
|
||
|
||
return sfinv.make_formspec(player, context, [[
|
||
list[current_player;craft;1.75,0.5;3,3;]
|
||
list[current_player;craftpreview;5.75,1.5;1,1;]
|
||
image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
|
||
listring[current_player;main]
|
||
listring[current_player;craft]
|
||
image[0,4.25;1,1;gui_hb_bg.png]
|
||
image[1,4.25;1,1;gui_hb_bg.png]
|
||
image[2,4.25;1,1;gui_hb_bg.png]
|
||
image[3,4.25;1,1;gui_hb_bg.png]
|
||
image[4,4.25;1,1;gui_hb_bg.png]
|
||
image[5,4.25;1,1;gui_hb_bg.png]
|
||
image[6,4.25;1,1;gui_hb_bg.png]
|
||
image[7,4.25;1,1;gui_hb_bg.png]
|
||
]], true)
|
||
|
||
See above (methods section) for more options.
|
||
|
||
### Customising themes
|
||
|
||
Simply override this function to change the navigation:
|
||
|
||
function sfinv.get_nav_fs(player, context, nav, current_idx)
|
||
return "navformspec"
|
||
end
|
||
|
||
And override this function to change the layout:
|
||
|
||
function sfinv.make_formspec(player, context, content, show_inv, size)
|
||
local tmp = {
|
||
size or "size[8,8.6]",
|
||
theme_main,
|
||
sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
|
||
content
|
||
}
|
||
if show_inv then
|
||
tmp[4] = theme_inv
|
||
end
|
||
return table.concat(tmp, "")
|
||
end
|
||
|
||
|
||
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.
|
||
|
||
The following node attributes are sourced from the recipeitem:
|
||
* use_texture_alpha
|
||
* sunlight_propagates
|
||
* light_source
|
||
* If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
|
||
|
||
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
||
|
||
* 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", may be `nil`
|
||
* `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]
|
||
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||
|
||
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
|
||
|
||
* Registers a slab
|
||
* `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_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 slab's definition
|
||
* `sounds`: See [#Default sounds]
|
||
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||
|
||
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
|
||
|
||
* Registers an inner corner stair
|
||
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
|
||
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||
* `groups`: See [Known damage and digging time defining groups]
|
||
* `images`: See [Tile definition]
|
||
* `description`: Used for the description field in the stair's definition with "Inner" prepended
|
||
* `sounds`: See [#Default sounds]
|
||
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
|
||
|
||
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
|
||
|
||
* Registers an outer corner stair
|
||
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
|
||
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
|
||
* `groups`: See [Known damage and digging time defining groups]
|
||
* `images`: See [Tile definition]
|
||
* `description`: Used for the description field in the stair's definition with "Outer" prepended
|
||
* `sounds`: See [#Default sounds]
|
||
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
|
||
|
||
```
|
||
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
|
||
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
|
||
```
|
||
|
||
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
|
||
* Uses almost the same arguments as stairs.register_stair
|
||
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
|
||
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
|
||
* `desc_slab`: Description for slab node
|
||
* `desc_stair_inner`: Description for inner stair node
|
||
* `desc_stair_outer`: Description for outer stair 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]
|
||
|
||
### Pane definition
|
||
|
||
{
|
||
textures = {
|
||
"texture for front and back",
|
||
(unused),
|
||
"texture for the 4 edges"
|
||
}, -- 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
|
||
use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
|
||
}
|
||
|
||
|
||
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"
|
||
|
||
Example:
|
||
If you want to add a new rail type and want it to connect with default:rail,
|
||
add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
|
||
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_metal_defaults()`
|
||
|
||
|
||
Default constants
|
||
-----------------
|
||
|
||
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
|
||
|
||
|
||
GUI and formspecs
|
||
-----------------
|
||
|
||
`default.get_hotbar_bg(x, y)`
|
||
|
||
* Get the hotbar background as string, containing the formspec elements
|
||
* x: Horizontal position in the formspec
|
||
* y: Vertical position in the formspec
|
||
|
||
`default.gui_bg`
|
||
|
||
* Deprecated, remove from mods.
|
||
|
||
`default.gui_bg_img`
|
||
|
||
* Deprecated, remove from mods.
|
||
|
||
`default.gui_slots`
|
||
|
||
* Deprecated, remove from mods.
|
||
|
||
`default.gui_survival_form`
|
||
|
||
* Entire formspec for the survival inventory
|
||
|
||
`default.get_furnace_active_formspec(fuel_percent, item_percent)`
|
||
|
||
* Get the active furnace formspec using the defined GUI elements
|
||
* fuel_percent: Percent of how much the fuel is used
|
||
* item_percent: Percent of how much the item is cooked
|
||
|
||
`default.get_furnace_inactive_formspec()`
|
||
|
||
* Get the inactive furnace formspec using the defined GUI elements
|
||
|
||
|
||
Leafdecay
|
||
---------
|
||
|
||
To enable leaf decay for leaves when a tree is cut down by a player,
|
||
register the tree with the default.register_leafdecay(leafdecaydef)
|
||
function.
|
||
|
||
If `param2` of any registered 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` 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 item.
|
||
|
||
`default.register_leafdecay(leafdecaydef)`
|
||
|
||
`leafdecaydef` is a table, with following members:
|
||
{
|
||
trunks = {"default:tree"}, -- nodes considered trunks
|
||
leaves = {"default:leaves", "default:apple"},
|
||
-- nodes considered for removal
|
||
radius = 3, -- radius to consider for searching
|
||
}
|
||
|
||
Note: all the listed nodes in `trunks` have their `on_after_destruct`
|
||
callback overridden. All the nodes listed in `leaves` have their
|
||
`on_timer` callback overridden.
|
||
|
||
|
||
Dyes
|
||
----
|
||
|
||
Minetest Game dyes are registered with:
|
||
|
||
groups = {dye = 1, color_<color> = 1},
|
||
|
||
To make recipes that will work with dyes from many mods, define them using the
|
||
dye group and the color groups.
|
||
|
||
Dye color groups:
|
||
|
||
* `color_white`
|
||
* `color_grey`
|
||
* `color_dark_grey`
|
||
* `color_black`
|
||
* `color_red`
|
||
* `color_pink`
|
||
* `color_orange`
|
||
* `color_brown`
|
||
* `color_yellow`
|
||
* `color_green`
|
||
* `color_dark_green`
|
||
* `color_blue`
|
||
* `color_cyan`
|
||
* `color_violet`
|
||
* `color_magenta`
|
||
|
||
Example of one shapeless recipe using the dye group and a color group:
|
||
|
||
minetest.register_craft({
|
||
type = "shapeless",
|
||
output = "<mod>:item_yellow",
|
||
recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
|
||
})
|
||
|
||
|
||
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_pine_tree(pos)`
|
||
* Grows a mgv6 pinetree at pos
|
||
|
||
* `default.grow_new_apple_tree(pos)`
|
||
* Grows a new design apple tree at pos
|
||
|
||
* `default.grow_new_jungle_tree(pos)`
|
||
* Grows a new design jungle tree at pos
|
||
|
||
* `default.grow_new_pine_tree(pos)`
|
||
* Grows a new design pine tree at pos
|
||
|
||
* `default.grow_new_snowy_pine_tree(pos)`
|
||
* Grows a new design snowy 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_bush(pos)`
|
||
* Grows a bush at pos
|
||
|
||
* `default.grow_acacia_bush(pos)`
|
||
* Grows an acaia bush at pos
|
||
|
||
* `default.grow_pine_bush(pos)`
|
||
* Grows a pine bush at pos
|
||
|
||
* `default.grow_blueberry_bush(pos)`
|
||
* Grows a blueberry bush at pos
|
||
|
||
* `default.on_grow_failed(pos)`
|
||
* Reset the node timer to 300 seconds, used as default callback when the growth of a sapling fails
|
||
|
||
* `default.sapling_growth_defs`
|
||
* Table that contains all the definitions for the growable saplings, see `default.register_sapling_growth`
|
||
|
||
* `default.register_sapling_growth(name, def)`
|
||
* Register a new sapling growth configuration. Useful to add custom sapling and trees to the game in a compact way.
|
||
default.register_sapling_growth(
|
||
"default:sapling", -- Name of the sapling
|
||
{
|
||
can_grow = default.can_grow, -- Function called to determine whether the sapling can grow, should return a boolean
|
||
on_grow_failed = default.on_grow_failed, -- Function called when the growth fails
|
||
grow = function(pos) -- Function called when the growth has success. This should replace the sapling with a tree.
|
||
}
|
||
)
|
||
|
||
* `default.grow_sapling(pos)`
|
||
* Attempt to grow a sapling at the given position. Useful as on_timer callback.
|
||
|
||
|
||
|
||
Carts
|
||
-----
|
||
|
||
carts.register_rail(
|
||
"mycarts:myrail", -- Rail name
|
||
nodedef, -- standard nodedef
|
||
railparams -- rail parameter struct (optional)
|
||
)
|
||
|
||
railparams = {
|
||
on_step(obj, dtime), -- Event handler called when
|
||
-- cart is on rail
|
||
acceleration, -- integer acceleration factor (negative
|
||
-- values to brake)
|
||
}
|
||
|
||
The event handler is called after all default calculations
|
||
are made, so the custom on_step handler can override things
|
||
like speed, acceleration, player attachment. The handler will
|
||
likely be called many times per second, so the function needs
|
||
to make sure that the event is handled properly.
|
||
|
||
|
||
Key API
|
||
-------
|
||
|
||
The key API allows mods to add key functionality to nodes that have
|
||
ownership or specific permissions. Using the API will make it so
|
||
that a node owner can use skeleton keys on their nodes to create keys
|
||
for that node in that location, and give that key to other players,
|
||
allowing them some sort of access that they otherwise would not have
|
||
due to node protection.
|
||
|
||
To make your new nodes work with the key API, you need to register
|
||
two callback functions in each nodedef:
|
||
|
||
|
||
`on_key_use(pos, player)`
|
||
* Is called when a player right-clicks (uses) a normal key on your
|
||
* node.
|
||
* `pos` - position of the node
|
||
* `player` - PlayerRef
|
||
* return value: none, ignored
|
||
|
||
The `on_key_use` callback should validate that the player is wielding
|
||
a key item with the right key meta secret. If needed the code should
|
||
deny access to the node functionality.
|
||
|
||
If formspecs are used, the formspec callbacks should duplicate these
|
||
checks in the metadata callback functions.
|
||
|
||
|
||
`on_skeleton_key_use(pos, player, newsecret)`
|
||
|
||
* Is called when a player right-clicks (uses) a skeleton key on your
|
||
* node.
|
||
* `pos` - position of the node
|
||
* `player` - PlayerRef
|
||
* `newsecret` - a secret value(string)
|
||
* return values:
|
||
* `secret` - `nil` or the secret value that unlocks the door
|
||
* `name` - a string description of the node ("a locked chest")
|
||
* `owner` - name of the node owner
|
||
|
||
The `on_skeleton_key_use` function should validate that the player has
|
||
the right permissions to make a new key for the item. The newsecret
|
||
value is useful if the node has no secret value. The function should
|
||
store this secret value somewhere so that in the future it may compare
|
||
key secrets and match them to allow access. If a node already has a
|
||
secret value, the function should return that secret value instead
|
||
of the newsecret value. The secret value stored for the node should
|
||
not be overwritten, as this would invalidate existing keys.
|
||
|
||
Aside from the secret value, the function should retun a descriptive
|
||
name for the node and the owner name. The return values are all
|
||
encoded in the key that will be given to the player in replacement
|
||
for the wielded skeleton key.
|
||
|
||
if `nil` is returned, it is assumed that the wielder did not have
|
||
permissions to create a key for this node, and no key is created.
|
||
|
||
`default.register_craft_metadata_copy(ingredient, result)`
|
||
----------------------------------------------------------
|
||
|
||
This function registers a shapeless recipe that takes `ingredient`
|
||
and `result` as input and outputs `result`.
|
||
|
||
The metadata of the input `result` is copied to the output `result`.
|
||
|
||
|
||
Log API
|
||
-------
|
||
|
||
Logs action of the player with a node at a certain position.
|
||
By default only actions of real players are logged.
|
||
Actions of non-players (usually machines) are logged only when
|
||
setting `log_non_player_actions` is enabled.
|
||
A player is considered non-player if `player:is_player()` returns
|
||
`false` or `player.is_fake_player` is truthy. The use of
|
||
`is_fake_player` is an unofficial standard between mods.
|
||
These non-players are marked by the content of `is_fake_player`
|
||
(if it is a string) or a "*" in brackets after the player name in
|
||
the log.
|
||
|
||
`default.log_player_action(player, ...)`
|
||
|
||
* `player` The player who performed the action
|
||
* `message_parts` Any mumber of message parts describing the action
|
||
in 3rd person singular present tense. It can also
|
||
contain a `pos` which is logged as "(X,Y,Z)"
|
||
|
||
`default.set_inventory_action_loggers(def, name)`
|
||
|
||
* hooks the callbacks `on_metadata_inventory_move`,
|
||
`on_metadata_inventory_put` and `on_metadata_inventory_take`
|
||
that log corresponding actions
|
||
* after logging the action, the original callback (if any) is called
|
||
* `def` See [Node definition]
|
||
* `name` Description of the node in the log message
|
||
|
||
|
||
Weather API
|
||
-----------
|
||
|
||
The weather mod will constantly adjust weather effects seen by the player
|
||
(that is: cloud parameters, shadow intensity, bloom and volumetric lighting).
|
||
These can be influenced using this API.
|
||
|
||
#### `weather.get = function(player)`
|
||
|
||
* Returns the current weather effects seen by the player.
|
||
It returns a table with two keys:
|
||
* `clouds`: A table (or `nil`) with cloud data following the same format as used for `player:set_clouds()`.
|
||
* `lighting`: A table (or `nil`) with lighting data following the same format as used for `player:set_lighting()`.
|
||
* `player`: ObjectRef of the relevant player
|
||
* You can override this function to change the weather effects by simply returning different values.
|
||
Setting `clouds` or `lighting` in the result table to `nil` will *prevent* those from changing.
|
||
|
||
Utilities
|
||
---------
|
||
|
||
`default.dig_up(pos, node, digger, max_height)`
|
||
|
||
* Find all nodes above `pos` that is the same, then dig them all
|
||
* `max_height` Maximum number of nodes to iterate. Default: 100
|