game_api.txt 28 KB

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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 subgame 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.read_spawns() ` Returns a table containing players respawn positions
  36. * `beds.kick_players()` Forces all players to leave bed
  37. * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
  38. ### Bed definition
  39. {
  40. description = "Simple Bed",
  41. inventory_image = "beds_bed.png",
  42. wield_image = "beds_bed.png",
  43. tiles = {
  44. bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
  45. top = {Tile definition} -- the tiles of the bottom part of the bed.
  46. },
  47. nodebox = {
  48. bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
  49. top = 'regular nodebox', -- top part of bed (see [Node boxes])
  50. },
  51. selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
  52. recipe = { -- Craft recipe
  53. {"group:wool", "group:wool", "group:wool"},
  54. {"group:wood", "group:wood", "group:wood"}
  55. }
  56. }
  57. Creative API
  58. ------------
  59. Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
  60. For example,
  61. creative.register_tab("tools", "Tools", minetest.registered_tools)
  62. is used to show all tools. Name is used in the sfinv page name, title is the
  63. human readable title.
  64. `is_enabled_for` is used to check whether a player is in creative mode:
  65. creative.is_enabled_for(name)
  66. Override this to allow per-player game modes.
  67. The contents of `creative.formspec_add` is appended to every creative inventory
  68. page. Mods can use it to add additional formspec elements onto the default
  69. creative inventory formspec to be drawn after each update.
  70. Doors API
  71. ---------
  72. The doors mod allows modders to register custom doors and trapdoors.
  73. `doors.register_door(name, def)`
  74. * Registers new door
  75. * `name` Name for door
  76. * `def` See [#Door definition]
  77. `doors.register_trapdoor(name, def)`
  78. * Registers new trapdoor
  79. * `name` Name for trapdoor
  80. * `def` See [#Trapdoor definition]
  81. `doors.register_fencegate(name, def)`
  82. * Registers new fence gate
  83. * `name` Name for fence gate
  84. * `def` See [#Fence gate definition]
  85. `doors.get(pos)`
  86. * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
  87. * Returns an ObjectRef to a door, or nil if the position does not contain a door
  88. ### Methods
  89. :open(player) -- Open the door object, returns if door was opened
  90. :close(player) -- Close the door object, returns if door was closed
  91. :toggle(player) -- Toggle the door state, returns if state was toggled
  92. :state() -- returns the door state, true = open, false = closed
  93. the "player" parameter can be omitted in all methods. If passed then
  94. the usual permission checks will be performed to make sure the player
  95. has the permissions needed to open this door. If omitted then no
  96. permission checks are performed.
  97. ### Door definition
  98. description = "Door description",
  99. inventory_image = "mod_door_inv.png",
  100. groups = {choppy = 2},
  101. tiles = {"mod_door.png"}, -- UV map.
  102. recipe = craftrecipe,
  103. sounds = default.node_sound_wood_defaults(), -- optional
  104. sound_open = sound play for open door, -- optional
  105. sound_close = sound play for close door, -- optional
  106. protected = false, -- If true, only placer can open the door (locked for others)
  107. ### Trapdoor definition
  108. description = "Trapdoor description",
  109. inventory_image = "mod_trapdoor_inv.png",
  110. groups = {choppy = 2},
  111. tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
  112. tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
  113. sounds = default.node_sound_wood_defaults(), -- optional
  114. sound_open = sound play for open door, -- optional
  115. sound_close = sound play for close door, -- optional
  116. protected = false, -- If true, only placer can open the door (locked for others)
  117. ### Fence gate definition
  118. description = "Wooden Fence Gate",
  119. texture = "default_wood.png",
  120. material = "default:wood",
  121. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  122. sounds = default.node_sound_wood_defaults(), -- optional
  123. Fence API
  124. ---------
  125. Allows creation of new fences with "fencelike" drawtype.
  126. `default.register_fence(name, item definition)`
  127. Registers a new fence. Custom fields texture and material are required, as
  128. are name and description. The rest is optional. You can pass most normal
  129. nodedef fields here except drawtype. The fence group will always be added
  130. for this node.
  131. ### fence definition
  132. name = "default:fence_wood",
  133. description = "Wooden Fence",
  134. texture = "default_wood.png",
  135. material = "default:wood",
  136. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  137. sounds = default.node_sound_wood_defaults(),
  138. Walls API
  139. ---------
  140. The walls API allows easy addition of stone auto-connecting wall nodes.
  141. walls.register(name, desc, texture, mat, sounds)
  142. ^ name = "walls:stone_wall". Node name.
  143. ^ desc = "A Stone wall"
  144. ^ texture = "default_stone.png"
  145. ^ mat = "default:stone". Used to auto-generate crafting recipe.
  146. ^ sounds = sounds: see [#Default sounds]
  147. Farming API
  148. -----------
  149. The farming API allows you to easily register plants and hoes.
  150. `farming.register_hoe(name, hoe definition)`
  151. * Register a new hoe, see [#hoe definition]
  152. `farming.register_plant(name, Plant definition)`
  153. * Register a new growing plant, see [#Plant definition]
  154. `farming.registered_plants[name] = definition`
  155. * Table of registered plants, indexed by plant name
  156. ### Hoe Definition
  157. {
  158. description = "", -- Description for tooltip
  159. inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
  160. max_uses = 30, -- Uses until destroyed
  161. material = "", -- Material for recipes
  162. recipe = { -- Craft recipe, if material isn't used
  163. {"air", "air", "air"},
  164. {"", "group:stick"},
  165. {"", "group:stick"},
  166. }
  167. }
  168. ### Plant definition
  169. {
  170. description = "", -- Description of seed item
  171. inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
  172. steps = 8, -- How many steps the plant has to grow, until it can be harvested
  173. -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
  174. minlight = 13, -- Minimum light to grow
  175. maxlight = default.LIGHT_MAX -- Maximum light to grow
  176. }
  177. Fire API
  178. --------
  179. New node def property:
  180. `on_burn(pos)`
  181. * Called when fire attempts to remove a burning node.
  182. * `pos` Position of the burning node.
  183. `on_ignite(pos, igniter)`
  184. * Called when Flint and steel (or a mod defined ignitor) is used on a node.
  185. Defining it may prevent the default action (spawning flames) from triggering.
  186. * `pos` Position of the ignited node.
  187. * `igniter` Player that used the tool, when available.
  188. Give Initial Stuff API
  189. ----------------------
  190. `give_initial_stuff.give(player)`
  191. ^ Give initial stuff to "player"
  192. `give_initial_stuff.add(stack)`
  193. ^ Add item to the initial stuff
  194. ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
  195. ^ Can be called after the game has loaded
  196. `give_initial_stuff.clear()`
  197. ^ Removes all items from the initial stuff
  198. ^ Can be called after the game has loaded
  199. `give_initial_stuff.get_list()`
  200. ^ returns list of item stacks
  201. `give_initial_stuff.set_list(list)`
  202. ^ List of initial items with numeric indices.
  203. `give_initial_stuff.add_from_csv(str)`
  204. ^ str is a comma separated list of initial stuff
  205. ^ Adds items to the list of items to be given
  206. TNT API
  207. ----------
  208. `tnt.register_tnt(definition)`
  209. ^ Register a new type of tnt.
  210. * `name` The name of the node. If no prefix is given `tnt` is used.
  211. * `description` A description for your TNT.
  212. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
  213. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
  214. * `disable_drops` Disable drops. By default it is set to false.
  215. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
  216. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
  217. * `tiles` Textures for node
  218. * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
  219. * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
  220. * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
  221. * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
  222. `tnt.boom(position, definition)`
  223. ^ Create an explosion.
  224. * `position` The center of explosion.
  225. * `definition` The TNT definion as passed to `tnt.register`
  226. `tnt.burn(position, [nodename])`
  227. ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
  228. If no such callback exists, fallback to turn tnt group nodes to their
  229. "_burning" variant.
  230. nodename isn't required unless already known.
  231. To make dropping items from node inventories easier, you can use the
  232. following helper function from 'default':
  233. default.get_inventory_drops(pos, inventory, drops)
  234. ^ Return drops from node inventory "inventory" in drops.
  235. * `pos` - the node position
  236. * `inventory` - the name of the inventory (string)
  237. * `drops` - an initialized list
  238. The function returns no values. The drops are returned in the `drops`
  239. parameter, and drops is not reinitialized so you can call it several
  240. times in a row to add more inventory items to it.
  241. `on_blast` callbacks:
  242. Both nodedefs and entitydefs can provide an `on_blast()` callback
  243. `nodedef.on_blast(pos, intensity)`
  244. ^ Allow drop and node removal overriding
  245. * `pos` - node position
  246. * `intensity` - TNT explosion measure. larger or equal to 1.0
  247. ^ Should return a list of drops (e.g. {"default:stone"})
  248. ^ Should perform node removal itself. If callback exists in the nodedef
  249. ^ then the TNT code will not destroy this node.
  250. `entitydef.on_blast(luaobj, damage)`
  251. ^ Allow TNT effects on entities to be overridden
  252. * `luaobj` - LuaEntityRef of the entity
  253. * `damage` - suggested HP damage value
  254. ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
  255. * `do_damage` - if true then TNT mod wil damage the entity
  256. * `do_knockback` - if true then TNT mod will knock the entity away
  257. * `drops` - a list of drops, e.g. {"wool:red"}
  258. Screwdriver API
  259. ---------------
  260. The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
  261. To use it, add the `on_screwdriver` function to the node definition.
  262. `on_rotate(pos, node, user, mode, new_param2)`
  263. * `pos` Position of the node that the screwdriver is being used on
  264. * `node` that node
  265. * `user` The player who used the screwdriver
  266. * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
  267. * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
  268. * return value: false to disallow rotation, nil to keep default behaviour, true to allow
  269. it but to indicate that changed have already been made (so the screwdriver will wear out)
  270. * use `on_rotate = false` to always disallow rotation
  271. * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
  272. Sethome API
  273. -----------
  274. The sethome API adds three global functions to allow mods to read a players home position,
  275. set a players home position and teleport a player to home position.
  276. `sethome.get(name)`
  277. * `name` Player who's home position you wish to get
  278. * return value: false if no player home coords exist, position table if true
  279. `sethome.set(name, pos)`
  280. * `name` Player who's home position you wish to set
  281. * `pos` Position table containing coords of home position
  282. * return value: false if unable to set and save new home position, otherwise true
  283. `sethome.go(name)`
  284. * `name` Player you wish to teleport to their home position
  285. * return value: false if player cannot be sent home, otherwise true
  286. Sfinv API
  287. ---------
  288. ### sfinv Methods
  289. **Pages**
  290. * sfinv.set_page(player, pagename) - changes the page
  291. * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
  292. * sfinv.register_page(name, def) - register a page, see section below
  293. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
  294. * Note: Page must already be defined, (opt)depend on the mod defining it.
  295. * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
  296. and calls set_inventory_formspec().
  297. * sfinv.get_formspec(player, context) - builds current page's formspec
  298. **Contexts**
  299. * sfinv.get_or_create_context(player) - gets the player's context
  300. * sfinv.set_context(player, context)
  301. **Theming**
  302. * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
  303. * show_inv, defaults to false. Whether to show the player's main inventory
  304. * size, defaults to `size[8,8.6]` if not specified
  305. * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
  306. ### sfinv Members
  307. * pages - table of pages[pagename] = def
  308. * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
  309. * contexts - contexts[playername] = player_context
  310. * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
  311. ### Context
  312. A table with these keys:
  313. * page - current page name
  314. * nav - a list of page names
  315. * nav_titles - a list of page titles
  316. * nav_idx - current nav index (in nav and nav_titles)
  317. * any thing you want to store
  318. * sfinv will clear the stored data on log out / log in
  319. ### sfinv.register_page
  320. sfinv.register_page(name, def)
  321. def is a table containing:
  322. * `title` - human readable page name (required)
  323. * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
  324. * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
  325. * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
  326. * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
  327. * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
  328. ### get formspec
  329. Use sfinv.make_formspec to apply a layout:
  330. return sfinv.make_formspec(player, context, [[
  331. list[current_player;craft;1.75,0.5;3,3;]
  332. list[current_player;craftpreview;5.75,1.5;1,1;]
  333. image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
  334. listring[current_player;main]
  335. listring[current_player;craft]
  336. image[0,4.25;1,1;gui_hb_bg.png]
  337. image[1,4.25;1,1;gui_hb_bg.png]
  338. image[2,4.25;1,1;gui_hb_bg.png]
  339. image[3,4.25;1,1;gui_hb_bg.png]
  340. image[4,4.25;1,1;gui_hb_bg.png]
  341. image[5,4.25;1,1;gui_hb_bg.png]
  342. image[6,4.25;1,1;gui_hb_bg.png]
  343. image[7,4.25;1,1;gui_hb_bg.png]
  344. ]], true)
  345. See above (methods section) for more options.
  346. ### Customising themes
  347. Simply override this function to change the navigation:
  348. function sfinv.get_nav_fs(player, context, nav, current_idx)
  349. return "navformspec"
  350. end
  351. And override this function to change the layout:
  352. function sfinv.make_formspec(player, context, content, show_inv, size)
  353. local tmp = {
  354. size or "size[8,8.6]",
  355. theme_main,
  356. sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
  357. content
  358. }
  359. if show_inv then
  360. tmp[4] = theme_inv
  361. end
  362. return table.concat(tmp, "")
  363. end
  364. Stairs API
  365. ----------
  366. The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
  367. delivered with Minetest Game, to keep them compatible with other mods.
  368. `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
  369. * Registers a stair.
  370. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  371. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  372. * `groups`: see [Known damage and digging time defining groups]
  373. * `images`: see [Tile definition]
  374. * `description`: used for the description field in the stair's definition
  375. * `sounds`: see [#Default sounds]
  376. `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
  377. * Registers a slabs
  378. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  379. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
  380. * `groups`: see [Known damage and digging time defining groups]
  381. * `images`: see [Tile definition]
  382. * `description`: used for the description field in the stair's definition
  383. * `sounds`: see [#Default sounds]
  384. `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
  385. * A wrapper for stairs.register_stair and stairs.register_slab
  386. * Uses almost the same arguments as stairs.register_stair
  387. * `desc_stair`: Description for stair node
  388. * `desc_slab`: Description for slab node
  389. Xpanes API
  390. ----------
  391. Creates panes that automatically connect to each other
  392. `xpanes.register_pane(subname, def)`
  393. * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
  394. * `def`: See [#Pane definition]
  395. ### Pane definition
  396. {
  397. textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
  398. groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
  399. sounds = SoundSpec, -- See [#Default sounds]
  400. recipe = {{"","","","","","","","",""}}, -- Recipe field only
  401. }
  402. Raillike definitions
  403. --------------------
  404. The following nodes use the group `connect_to_raillike` and will only connect to
  405. raillike nodes within this group and the same group value.
  406. Use `minetest.raillike_group(<Name>)` to get the group value.
  407. | Node type | Raillike group name
  408. |-----------------------|---------------------
  409. | default:rail | "rail"
  410. | tnt:gunpowder | "gunpowder"
  411. | tnt:gunpowder_burning | "gunpowder"
  412. Example:
  413. If you want to add a new rail type and want it to connect with default:rail,
  414. add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
  415. of your node.
  416. Default sounds
  417. --------------
  418. Sounds inside the default table can be used within the sounds field of node definitions.
  419. * `default.node_sound_defaults()`
  420. * `default.node_sound_stone_defaults()`
  421. * `default.node_sound_dirt_defaults()`
  422. * `default.node_sound_sand_defaults()`
  423. * `default.node_sound_wood_defaults()`
  424. * `default.node_sound_leaves_defaults()`
  425. * `default.node_sound_glass_defaults()`
  426. * `default.node_sound_metal_defaults()`
  427. Default constants
  428. -----------------
  429. `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
  430. Player API
  431. ----------
  432. The player API can register player models and update the player's appearence
  433. `default.player_register_model(name, def)`
  434. * Register a new model to be used by players.
  435. * name: model filename such as "character.x", "foo.b3d", etc.
  436. * def: See [#Model definition]
  437. `default.registered_player_models[name]`
  438. * Get a model's definition
  439. * see [#Model definition]
  440. `default.player_set_model(player, model_name)`
  441. * Change a player's model
  442. * `player`: PlayerRef
  443. * `model_name`: model registered with player_register_model()
  444. `default.player_set_animation(player, anim_name [, speed])`
  445. * Applies an animation to a player
  446. * anim_name: name of the animation.
  447. * speed: frames per second. If nil, default from the model is used
  448. `default.player_set_textures(player, textures)`
  449. * Sets player textures
  450. * `player`: PlayerRef
  451. * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
  452. default.player_get_animation(player)
  453. * Returns a table containing fields `model`, `textures` and `animation`.
  454. * Any of the fields of the returned table may be nil.
  455. * player: PlayerRef
  456. ### Model Definition
  457. {
  458. animation_speed = 30, -- Default animation speed, in FPS.
  459. textures = {"character.png", }, -- Default array of textures.
  460. visual_size = {x = 1, y = 1}, -- Used to scale the model.
  461. animations = {
  462. -- <anim_name> = {x = <start_frame>, y = <end_frame>},
  463. foo = {x = 0, y = 19},
  464. bar = {x = 20, y = 39},
  465. -- ...
  466. },
  467. }
  468. Leafdecay
  469. ---------
  470. To enable leaf decay for leaves when a tree is cut down by a player,
  471. register the tree with the default.register_leafdecay(leafdecaydef)
  472. function.
  473. If `param2` of any registered node is ~= 0, the node will always be
  474. preserved. Thus, if the player places a node of that kind, you will
  475. want to set `param2 = 1` or so.
  476. The function `default.after_place_leaves` can be set as
  477. `after_place_node of a node` to set param2 to 1 if the player places
  478. the node (should not be used for nodes that use param2 otherwise
  479. (e.g. facedir)).
  480. If the node is in the `leafdecay_drop` group then it will always be
  481. dropped as an item.
  482. `default.register_leafdecay(leafdecaydef)`
  483. `leafdecaydef` is a table, with following members:
  484. {
  485. trunks = {"default:tree"}, -- nodes considered trunks
  486. leaves = {"default:leaves", "default:apple"},
  487. -- nodes considered for removal
  488. radius = 3, -- radius to consider for searching
  489. }
  490. Note: all the listed nodes in `trunks` have their `on_after_destruct`
  491. callback overridden. All the nodes listed in `leaves` have their
  492. `on_timer` callback overridden.
  493. Dyes
  494. ----
  495. To make recipes that will work with any dye ever made by anybody, define
  496. them based on groups. You can select any group of groups, based on your need for
  497. amount of colors.
  498. ### Color groups
  499. Base color groups:
  500. * `basecolor_white`
  501. * `basecolor_grey`
  502. * `basecolor_black`
  503. * `basecolor_red`
  504. * `basecolor_yellow`
  505. * `basecolor_green`
  506. * `basecolor_cyan`
  507. * `basecolor_blue`
  508. * `basecolor_magenta`
  509. Extended color groups ( * means also base color )
  510. * `excolor_white` *
  511. * `excolor_lightgrey`
  512. * `excolor_grey` *
  513. * `excolor_darkgrey`
  514. * `excolor_black` *
  515. * `excolor_red` *
  516. * `excolor_orange`
  517. * `excolor_yellow` *
  518. * `excolor_lime`
  519. * `excolor_green` *
  520. * `excolor_aqua`
  521. * `excolor_cyan` *
  522. * `excolor_sky_blue`
  523. * `excolor_blue` *
  524. * `excolor_violet`
  525. * `excolor_magenta` *
  526. * `excolor_red_violet`
  527. The whole unifieddyes palette as groups:
  528. * `unicolor_<excolor>`
  529. For the following, no white/grey/black is allowed:
  530. * `unicolor_medium_<excolor>`
  531. * `unicolor_dark_<excolor>`
  532. * `unicolor_light_<excolor>`
  533. * `unicolor_<excolor>_s50`
  534. * `unicolor_medium_<excolor>_s50`
  535. * `unicolor_dark_<excolor>_s50`
  536. Example of one shapeless recipe using a color group:
  537. minetest.register_craft({
  538. type = "shapeless",
  539. output = '<mod>:item_yellow',
  540. recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
  541. })
  542. ### Color lists
  543. * `dye.basecolors` are an array containing the names of available base colors
  544. * `dye.excolors` are an array containing the names of the available extended colors
  545. Trees
  546. -----
  547. * `default.grow_tree(pos, is_apple_tree)`
  548. * Grows a mgv6 tree or apple tree at pos
  549. * `default.grow_jungle_tree(pos)`
  550. * Grows a mgv6 jungletree at pos
  551. * `default.grow_pine_tree(pos)`
  552. * Grows a mgv6 pinetree at pos
  553. * `default.grow_new_apple_tree(pos)`
  554. * Grows a new design apple tree at pos
  555. * `default.grow_new_jungle_tree(pos)`
  556. * Grows a new design jungle tree at pos
  557. * `default.grow_new_pine_tree(pos)`
  558. * Grows a new design pine tree at pos
  559. * `default.grow_new_snowy_pine_tree(pos)`
  560. * Grows a new design snowy pine tree at pos
  561. * `default.grow_new_acacia_tree(pos)`
  562. * Grows a new design acacia tree at pos
  563. * `default.grow_new_aspen_tree(pos)`
  564. * Grows a new design aspen tree at pos
  565. * `default.grow_bush(pos)`
  566. * Grows a bush at pos
  567. * `default.grow_acacia_bush(pos)`
  568. * Grows an acaia bush at pos
  569. Carts
  570. -----
  571. carts.register_rail(
  572. "mycarts:myrail", -- Rail name
  573. nodedef, -- standard nodedef
  574. railparams -- rail parameter struct (optional)
  575. )
  576. railparams = {
  577. on_step(obj, dtime), -- Event handler called when
  578. -- cart is on rail
  579. acceleration, -- integer acceleration factor (negative
  580. -- values to brake)
  581. }
  582. The event handler is called after all default calculations
  583. are made, so the custom on_step handler can override things
  584. like speed, acceleration, player attachment. The handler will
  585. likely be called many times per second, so the function needs
  586. to make sure that the event is handled properly.
  587. Key API
  588. -------
  589. The key API allows mods to add key functionality to nodes that have
  590. ownership or specific permissions. Using the API will make it so
  591. that a node owner can use skeleton keys on their nodes to create keys
  592. for that node in that location, and give that key to other players,
  593. allowing them some sort of access that they otherwise would not have
  594. due to node protection.
  595. To make your new nodes work with the key API, you need to register
  596. two callback functions in each nodedef:
  597. `on_key_use(pos, player)`
  598. * Is called when a player right-clicks (uses) a normal key on your
  599. * node.
  600. * `pos` - position of the node
  601. * `player` - PlayerRef
  602. * return value: none, ignored
  603. The `on_key_use` callback should validate that the player is wielding
  604. a key item with the right key meta secret. If needed the code should
  605. deny access to the node functionality.
  606. If formspecs are used, the formspec callbacks should duplicate these
  607. checks in the metadata callback functions.
  608. `on_skeleton_key_use(pos, player, newsecret)`
  609. * Is called when a player right-clicks (uses) a skeleton key on your
  610. * node.
  611. * `pos` - position of the node
  612. * `player` - PlayerRef
  613. * `newsecret` - a secret value(string)
  614. * return values:
  615. * `secret` - `nil` or the secret value that unlocks the door
  616. * `name` - a string description of the node ("a locked chest")
  617. * `owner` - name of the node owner
  618. The `on_skeleton_key_use` function should validate that the player has
  619. the right permissions to make a new key for the item. The newsecret
  620. value is useful if the node has no secret value. The function should
  621. store this secret value somewhere so that in the future it may compare
  622. key secrets and match them to allow access. If a node already has a
  623. secret value, the function should return that secret value instead
  624. of the newsecret value. The secret value stored for the node should
  625. not be overwritten, as this would invalidate existing keys.
  626. Aside from the secret value, the function should retun a descriptive
  627. name for the node and the owner name. The return values are all
  628. encoded in the key that will be given to the player in replacement
  629. for the wielded skeleton key.
  630. if `nil` is returned, it is assumed that the wielder did not have
  631. permissions to create a key for this node, and no key is created.