Portal API Reference ==================== The portal system used to get to the Nether can be used to create portals to other realms. Helper functions ---------------- * `nether.volume_is_natural(minp, maxp)` * use this when determining where to spawn a portal, to avoid overwriting player builds. It checks the area for any nodes that aren't ground or trees. * `nether.find_surface_target_y(target_x, target_z, portal_name)` * Can be used to implement custom find_surface_anchorPos() functions * Providing the portal_name allows existing portals on the surface to be reused. API functions ------------- Call these functions only at load time! * `nether.register_portal(name, portal definition)` * Returns true on success. Can return false if the portal definition clashes with a portal already registered by another mod, e.g. if the size and frame node is not unique. * `nether.unregister_portal(name)` * Unregisters the portal from the engine, and deletes the entry with key `name` from `nether.registered_portals` and associated internal tables. * Returns true on success * register_portal_ignition_item(name) Portal definition ----------------- Used by `nether.register_portal`. { shape = PortalShape_Traditional, -- optional. wormhole_node_name = "nether:portal", -- optional. Allows a custom wormhole node to be specified. -- Useful if you want the portals to have a different post_effect_color -- or texture. wormhole_node_color = 0, particle_color = "#808", -- Optional. Will default to the same colour as wormhole_node_color if -- not specified. frame_node_name = "default:obsidian", -- required sound_ambient = "portal_hum", sound_ignite = "", sound_extinguish = "", sound_teleport = "", within_realm = function(pos) end, find_realm_anchorPos = function(pos) end, find_surface_anchorPos = function(pos) end, on_run_wormhole, on_ignite, on_extinguish, on_player_teleported, on_created }