game_api.txt 32 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 game offers multiple new possibilities in addition to the Minetest engine's built-in API,
  7. allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
  8. For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
  9. Please note:
  10. * [XYZ] refers to a section the Minetest API
  11. * [#ABC] refers to a section in this document
  12. * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
  13. Bucket API
  14. ----------
  15. The bucket API allows registering new types of buckets for non-default liquids.
  16. bucket.register_liquid(
  17. "default:lava_source", -- name of the source node
  18. "default:lava_flowing", -- name of the flowing node
  19. "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
  20. "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
  21. "Lava Bucket", -- text description of the bucket item
  22. {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
  23. false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
  24. -- a source neighbour, even if defined as 'liquid_renewable = false'.
  25. -- Needed to avoid creating holes in sloping rivers.
  26. )
  27. The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
  28. When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
  29. Beds API
  30. --------
  31. beds.register_bed(
  32. "beds:bed", -- Bed name
  33. def -- See [#Bed definition]
  34. )
  35. * `beds.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. Bones API
  58. ---------
  59. An ordered list of listnames (default: "main", "craft") of the player inventory,
  60. that will be placed into bones or dropped on player death can be looked up or changed
  61. in `bones.player_inventory_lists`.
  62. e.g. `table.insert(bones.player_inventory_lists, "backpack")`
  63. Creative API
  64. ------------
  65. Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
  66. For example,
  67. creative.register_tab("tools", "Tools", minetest.registered_tools)
  68. is used to show all tools. Name is used in the sfinv page name, title is the
  69. human readable title.
  70. `is_enabled_for` is used to check whether a player is in creative mode:
  71. creative.is_enabled_for(name)
  72. Override this to allow per-player game modes.
  73. The contents of `creative.formspec_add` is appended to every creative inventory
  74. page. Mods can use it to add additional formspec elements onto the default
  75. creative inventory formspec to be drawn after each update.
  76. Chests API
  77. ----------
  78. The chests API allows the creation of chests, which have their own inventories for holding items.
  79. `default.chest.get_chest_formspec(pos)`
  80. * Returns a formspec for a specific chest.
  81. * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
  82. `default.chest.chest_lid_obstructed(pos)`
  83. * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
  84. * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
  85. `default.chest.chest_lid_close(pn)`
  86. * Closes the chest that a player is currently looking in.
  87. * `pn` The name of the player whose chest is going to be closed
  88. `default.chest.open_chests`
  89. * A table indexed by player name to keep track of who opened what chest.
  90. * Key: The name of the player.
  91. * Value: A table containing information about the chest the player is looking at.
  92. e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
  93. `default.chest.register_chest(name, def)`
  94. * Registers new chest
  95. * `name` Name for chest
  96. * `def` See [#Chest Definition]
  97. ### Chest Definition
  98. description = "Chest",
  99. tiles = {
  100. "default_chest_top.png",
  101. "default_chest_top.png",
  102. "default_chest_side.png",
  103. "default_chest_side.png",
  104. "default_chest_front.png",
  105. "default_chest_inside.png"
  106. }, -- Textures which are applied to the chest model.
  107. sounds = default.node_sound_wood_defaults(),
  108. sound_open = "default_chest_open",
  109. sound_close = "default_chest_close",
  110. groups = {choppy = 2, oddly_breakable_by_hand = 2},
  111. protected = false, -- If true, only placer can modify chest.
  112. Doors API
  113. ---------
  114. The doors mod allows modders to register custom doors and trapdoors.
  115. `doors.register_door(name, def)`
  116. * Registers new door
  117. * `name` Name for door
  118. * `def` See [#Door definition]
  119. `doors.register_trapdoor(name, def)`
  120. * Registers new trapdoor
  121. * `name` Name for trapdoor
  122. * `def` See [#Trapdoor definition]
  123. `doors.register_fencegate(name, def)`
  124. * Registers new fence gate
  125. * `name` Name for fence gate
  126. * `def` See [#Fence gate definition]
  127. `doors.get(pos)`
  128. * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
  129. * Returns an ObjectRef to a door, or nil if the position does not contain a door
  130. ### Methods
  131. :open(player) -- Open the door object, returns if door was opened
  132. :close(player) -- Close the door object, returns if door was closed
  133. :toggle(player) -- Toggle the door state, returns if state was toggled
  134. :state() -- returns the door state, true = open, false = closed
  135. the "player" parameter can be omitted in all methods. If passed then
  136. the usual permission checks will be performed to make sure the player
  137. has the permissions needed to open this door. If omitted then no
  138. permission checks are performed.
  139. ### Door definition
  140. description = "Door description",
  141. inventory_image = "mod_door_inv.png",
  142. groups = {choppy = 2},
  143. tiles = {"mod_door.png"}, -- UV map.
  144. recipe = craftrecipe,
  145. sounds = default.node_sound_wood_defaults(), -- optional
  146. sound_open = sound play for open door, -- optional
  147. sound_close = sound play for close door, -- optional
  148. protected = false, -- If true, only placer can open the door (locked for others)
  149. ### Trapdoor definition
  150. description = "Trapdoor description",
  151. inventory_image = "mod_trapdoor_inv.png",
  152. groups = {choppy = 2},
  153. tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
  154. tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
  155. sounds = default.node_sound_wood_defaults(), -- optional
  156. sound_open = sound play for open door, -- optional
  157. sound_close = sound play for close door, -- optional
  158. protected = false, -- If true, only placer can open the door (locked for others)
  159. ### Fence gate definition
  160. description = "Wooden Fence Gate",
  161. texture = "default_wood.png", -- `backface_culling` will automatically be
  162. -- set to `true` if not specified.
  163. material = "default:wood",
  164. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  165. sounds = default.node_sound_wood_defaults(), -- optional
  166. Dungeon Loot API
  167. ----------------
  168. The mod that places chests with loot in dungeons provides an API to register additional loot.
  169. `dungeon_loot.register(def)`
  170. * Registers one or more loot items
  171. * `def` Can be a single [#Loot definition] or a list of them
  172. `dungeon_loot.registered_loot`
  173. * Table of all registered loot, not to be modified manually
  174. ### Loot definition
  175. name = "item:name",
  176. chance = 0.5,
  177. -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
  178. -- due to an extra step in the selection process, 0.5 does not(!) mean that
  179. -- on average every second chest will have this item
  180. count = {1, 4},
  181. -- ^ table with minimum and maximum amounts of this item
  182. -- optional, defaults to always single item
  183. y = {-32768, -512},
  184. -- ^ table with minimum and maximum heights this item can be found at
  185. -- optional, defaults to no height restrictions
  186. types = {"desert"},
  187. -- ^ table with types of dungeons this item can be found in
  188. -- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
  189. -- optional, defaults to no type restrictions
  190. Fence API
  191. ---------
  192. Allows creation of new fences with "fencelike" drawtype.
  193. `default.register_fence(name, item definition)`
  194. Registers a new fence. Custom fields texture and material are required, as
  195. are name and description. The rest is optional. You can pass most normal
  196. nodedef fields here except drawtype. The fence group will always be added
  197. for this node.
  198. ### fence definition
  199. name = "default:fence_wood",
  200. description = "Wooden Fence",
  201. texture = "default_wood.png",
  202. material = "default:wood",
  203. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  204. sounds = default.node_sound_wood_defaults(),
  205. Walls API
  206. ---------
  207. The walls API allows easy addition of stone auto-connecting wall nodes.
  208. walls.register(name, desc, texture, mat, sounds)
  209. ^ name = "walls:stone_wall". Node name.
  210. ^ desc = "A Stone wall"
  211. ^ texture = "default_stone.png"
  212. ^ mat = "default:stone". Used to auto-generate crafting recipe.
  213. ^ sounds = sounds: see [#Default sounds]
  214. Farming API
  215. -----------
  216. The farming API allows you to easily register plants and hoes.
  217. `farming.register_hoe(name, hoe definition)`
  218. * Register a new hoe, see [#hoe definition]
  219. `farming.register_plant(name, Plant definition)`
  220. * Register a new growing plant, see [#Plant definition]
  221. `farming.registered_plants[name] = definition`
  222. * Table of registered plants, indexed by plant name
  223. ### Hoe Definition
  224. {
  225. description = "", -- Description for tooltip
  226. inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
  227. max_uses = 30, -- Uses until destroyed
  228. material = "", -- Material for recipes
  229. recipe = { -- Craft recipe, if material isn't used
  230. {"air", "air", "air"},
  231. {"", "group:stick"},
  232. {"", "group:stick"},
  233. }
  234. }
  235. ### Plant definition
  236. {
  237. description = "", -- Description of seed item
  238. inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
  239. steps = 8, -- How many steps the plant has to grow, until it can be harvested
  240. -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
  241. minlight = 13, -- Minimum light to grow
  242. maxlight = default.LIGHT_MAX -- Maximum light to grow
  243. }
  244. Fire API
  245. --------
  246. New node def property:
  247. `on_burn(pos)`
  248. * Called when fire attempts to remove a burning node.
  249. * `pos` Position of the burning node.
  250. `on_ignite(pos, igniter)`
  251. * Called when Flint and steel (or a mod defined ignitor) is used on a node.
  252. Defining it may prevent the default action (spawning flames) from triggering.
  253. * `pos` Position of the ignited node.
  254. * `igniter` Player that used the tool, when available.
  255. Give Initial Stuff API
  256. ----------------------
  257. `give_initial_stuff.give(player)`
  258. ^ Give initial stuff to "player"
  259. `give_initial_stuff.add(stack)`
  260. ^ Add item to the initial stuff
  261. ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
  262. ^ Can be called after the game has loaded
  263. `give_initial_stuff.clear()`
  264. ^ Removes all items from the initial stuff
  265. ^ Can be called after the game has loaded
  266. `give_initial_stuff.get_list()`
  267. ^ returns list of item stacks
  268. `give_initial_stuff.set_list(list)`
  269. ^ List of initial items with numeric indices.
  270. `give_initial_stuff.add_from_csv(str)`
  271. ^ str is a comma separated list of initial stuff
  272. ^ Adds items to the list of items to be given
  273. Players API
  274. -----------
  275. The player API can register player models and update the player's appearence
  276. * `player_api.register_model(name, def)`
  277. * Register a new model to be used by players
  278. * name: model filename such as "character.x", "foo.b3d", etc.
  279. * def: See [#Model definition]
  280. * saved to player_api.registered_models
  281. * `player_api.registered_player_models[name]`
  282. * Get a model's definition
  283. * see [#Model definition]
  284. * `player_api.set_model(player, model_name)`
  285. * Change a player's model
  286. * `player`: PlayerRef
  287. * `model_name`: model registered with player_api.register_model()
  288. * `player_api.set_animation(player, anim_name [, speed])`
  289. * Applies an animation to a player
  290. * anim_name: name of the animation.
  291. * speed: frames per second. If nil, default from the model is used
  292. * `player_api.set_textures(player, textures)`
  293. * Sets player textures
  294. * `player`: PlayerRef
  295. * `textures`: array of textures, If `textures` is nil the default
  296. textures from the model def are used
  297. * `player_api.get_animation(player)`
  298. * Returns a table containing fields `model`, `textures` and `animation`.
  299. * Any of the fields of the returned table may be nil.
  300. * player: PlayerRef
  301. ### Model Definition
  302. {
  303. animation_speed = 30, -- Default animation speed, in FPS.
  304. textures = {"character.png", }, -- Default array of textures.
  305. visual_size = {x = 1, y = 1}, -- Used to scale the model.
  306. animations = {
  307. -- <anim_name> = {x = <start_frame>, y = <end_frame>},
  308. foo = {x = 0, y = 19},
  309. bar = {x = 20, y = 39},
  310. -- ...
  311. },
  312. collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
  313. stepheight = 0.6, -- In nodes
  314. eye_height = 1.47, -- In nodes above feet position
  315. }
  316. TNT API
  317. -------
  318. `tnt.register_tnt(definition)`
  319. ^ Register a new type of tnt.
  320. * `name` The name of the node. If no prefix is given `tnt` is used.
  321. * `description` A description for your TNT.
  322. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
  323. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
  324. * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
  325. * `disable_drops` Disable drops. By default it is set to false.
  326. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
  327. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
  328. * `tiles` Textures for node
  329. * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
  330. * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
  331. * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
  332. * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
  333. `tnt.boom(position[, definition])`
  334. ^ Create an explosion.
  335. * `position` The center of explosion.
  336. * `definition` The TNT definion as passed to `tnt.register` with the following addition:
  337. * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
  338. `tnt.burn(position, [nodename])`
  339. ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
  340. If no such callback exists, fallback to turn tnt group nodes to their
  341. "_burning" variant.
  342. nodename isn't required unless already known.
  343. To make dropping items from node inventories easier, you can use the
  344. following helper function from 'default':
  345. default.get_inventory_drops(pos, inventory, drops)
  346. ^ Return drops from node inventory "inventory" in drops.
  347. * `pos` - the node position
  348. * `inventory` - the name of the inventory (string)
  349. * `drops` - an initialized list
  350. The function returns no values. The drops are returned in the `drops`
  351. parameter, and drops is not reinitialized so you can call it several
  352. times in a row to add more inventory items to it.
  353. `on_blast` callbacks:
  354. Both nodedefs and entitydefs can provide an `on_blast()` callback
  355. `nodedef.on_blast(pos, intensity)`
  356. ^ Allow drop and node removal overriding
  357. * `pos` - node position
  358. * `intensity` - TNT explosion measure. larger or equal to 1.0
  359. ^ Should return a list of drops (e.g. {"default:stone"})
  360. ^ Should perform node removal itself. If callback exists in the nodedef
  361. ^ then the TNT code will not destroy this node.
  362. `entitydef.on_blast(luaobj, damage)`
  363. ^ Allow TNT effects on entities to be overridden
  364. * `luaobj` - LuaEntityRef of the entity
  365. * `damage` - suggested HP damage value
  366. ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
  367. * `do_damage` - if true then TNT mod wil damage the entity
  368. * `do_knockback` - if true then TNT mod will knock the entity away
  369. * `drops` - a list of drops, e.g. {"wool:red"}
  370. Screwdriver API
  371. ---------------
  372. The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
  373. To use it, add the `on_screwdriver` function to the node definition.
  374. `on_rotate(pos, node, user, mode, new_param2)`
  375. * `pos` Position of the node that the screwdriver is being used on
  376. * `node` that node
  377. * `user` The player who used the screwdriver
  378. * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
  379. * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
  380. * return value: false to disallow rotation, nil to keep default behaviour, true to allow
  381. it but to indicate that changed have already been made (so the screwdriver will wear out)
  382. * use `on_rotate = false` to always disallow rotation
  383. * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
  384. Sethome API
  385. -----------
  386. The sethome API adds three global functions to allow mods to read a players home position,
  387. set a players home position and teleport a player to home position.
  388. `sethome.get(name)`
  389. * `name` Player who's home position you wish to get
  390. * return value: false if no player home coords exist, position table if true
  391. `sethome.set(name, pos)`
  392. * `name` Player who's home position you wish to set
  393. * `pos` Position table containing coords of home position
  394. * return value: false if unable to set and save new home position, otherwise true
  395. `sethome.go(name)`
  396. * `name` Player you wish to teleport to their home position
  397. * return value: false if player cannot be sent home, otherwise true
  398. Sfinv API
  399. ---------
  400. It is recommended that you read this link for a good introduction to the
  401. sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
  402. ### sfinv Methods
  403. **Pages**
  404. * sfinv.set_page(player, pagename) - changes the page
  405. * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
  406. * sfinv.register_page(name, def) - register a page, see section below
  407. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
  408. * Note: Page must already be defined, (opt)depend on the mod defining it.
  409. * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
  410. and calls set_inventory_formspec().
  411. * sfinv.get_formspec(player, context) - builds current page's formspec
  412. **Contexts**
  413. * sfinv.get_or_create_context(player) - gets the player's context
  414. * sfinv.set_context(player, context)
  415. **Theming**
  416. * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
  417. * show_inv, defaults to false. Whether to show the player's main inventory
  418. * size, defaults to `size[8,8.6]` if not specified
  419. * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
  420. ### sfinv Members
  421. * pages - table of pages[pagename] = def
  422. * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
  423. * contexts - contexts[playername] = player_context
  424. * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
  425. ### Context
  426. A table with these keys:
  427. * page - current page name
  428. * nav - a list of page names
  429. * nav_titles - a list of page titles
  430. * nav_idx - current nav index (in nav and nav_titles)
  431. * any thing you want to store
  432. * sfinv will clear the stored data on log out / log in
  433. ### sfinv.register_page
  434. sfinv.register_page(name, def)
  435. def is a table containing:
  436. * `title` - human readable page name (required)
  437. * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
  438. * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
  439. * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
  440. * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
  441. * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
  442. ### get formspec
  443. Use sfinv.make_formspec to apply a layout:
  444. return sfinv.make_formspec(player, context, [[
  445. list[current_player;craft;1.75,0.5;3,3;]
  446. list[current_player;craftpreview;5.75,1.5;1,1;]
  447. image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
  448. listring[current_player;main]
  449. listring[current_player;craft]
  450. image[0,4.25;1,1;gui_hb_bg.png]
  451. image[1,4.25;1,1;gui_hb_bg.png]
  452. image[2,4.25;1,1;gui_hb_bg.png]
  453. image[3,4.25;1,1;gui_hb_bg.png]
  454. image[4,4.25;1,1;gui_hb_bg.png]
  455. image[5,4.25;1,1;gui_hb_bg.png]
  456. image[6,4.25;1,1;gui_hb_bg.png]
  457. image[7,4.25;1,1;gui_hb_bg.png]
  458. ]], true)
  459. See above (methods section) for more options.
  460. ### Customising themes
  461. Simply override this function to change the navigation:
  462. function sfinv.get_nav_fs(player, context, nav, current_idx)
  463. return "navformspec"
  464. end
  465. And override this function to change the layout:
  466. function sfinv.make_formspec(player, context, content, show_inv, size)
  467. local tmp = {
  468. size or "size[8,8.6]",
  469. theme_main,
  470. sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
  471. content
  472. }
  473. if show_inv then
  474. tmp[4] = theme_inv
  475. end
  476. return table.concat(tmp, "")
  477. end
  478. Stairs API
  479. ----------
  480. The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
  481. delivered with Minetest Game, to keep them compatible with other mods.
  482. `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
  483. * Registers a stair.
  484. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  485. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  486. * `groups`: see [Known damage and digging time defining groups]
  487. * `images`: see [Tile definition]
  488. * `description`: used for the description field in the stair's definition
  489. * `sounds`: see [#Default sounds]
  490. `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
  491. * Registers a slabs
  492. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  493. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
  494. * `groups`: see [Known damage and digging time defining groups]
  495. * `images`: see [Tile definition]
  496. * `description`: used for the description field in the stair's definition
  497. * `sounds`: see [#Default sounds]
  498. `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
  499. * A wrapper for stairs.register_stair and stairs.register_slab
  500. * Uses almost the same arguments as stairs.register_stair
  501. * `desc_stair`: Description for stair node
  502. * `desc_slab`: Description for slab node
  503. Xpanes API
  504. ----------
  505. Creates panes that automatically connect to each other
  506. `xpanes.register_pane(subname, def)`
  507. * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
  508. * `def`: See [#Pane definition]
  509. ### Pane definition
  510. {
  511. textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
  512. groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
  513. sounds = SoundSpec, -- See [#Default sounds]
  514. recipe = {{"","","","","","","","",""}}, -- Recipe field only
  515. use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
  516. }
  517. Raillike definitions
  518. --------------------
  519. The following nodes use the group `connect_to_raillike` and will only connect to
  520. raillike nodes within this group and the same group value.
  521. Use `minetest.raillike_group(<Name>)` to get the group value.
  522. | Node type | Raillike group name
  523. |-----------------------|---------------------
  524. | default:rail | "rail"
  525. | tnt:gunpowder | "gunpowder"
  526. | tnt:gunpowder_burning | "gunpowder"
  527. Example:
  528. If you want to add a new rail type and want it to connect with default:rail,
  529. add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
  530. of your node.
  531. Default sounds
  532. --------------
  533. Sounds inside the default table can be used within the sounds field of node definitions.
  534. * `default.node_sound_defaults()`
  535. * `default.node_sound_stone_defaults()`
  536. * `default.node_sound_dirt_defaults()`
  537. * `default.node_sound_sand_defaults()`
  538. * `default.node_sound_wood_defaults()`
  539. * `default.node_sound_leaves_defaults()`
  540. * `default.node_sound_glass_defaults()`
  541. * `default.node_sound_metal_defaults()`
  542. Default constants
  543. -----------------
  544. `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
  545. GUI and formspecs
  546. -----------------
  547. `default.get_hotbar_bg(x, y)`
  548. * Get the hotbar background as string, containing the formspec elements
  549. * x: Horizontal position in the formspec
  550. * y: Vertical position in the formspec
  551. `default.gui_bg`
  552. * Deprecated, remove from mods.
  553. `default.gui_bg_img`
  554. * Deprecated, remove from mods.
  555. `default.gui_slots`
  556. * Deprecated, remove from mods.
  557. `default.gui_survival_form`
  558. * Entire formspec for the survival inventory
  559. `default.get_furnace_active_formspec(fuel_percent, item_percent)`
  560. * Get the active furnace formspec using the defined GUI elements
  561. * fuel_percent: Percent of how much the fuel is used
  562. * item_percent: Percent of how much the item is cooked
  563. `default.get_furnace_inactive_formspec()`
  564. * Get the inactive furnace formspec using the defined GUI elements
  565. Leafdecay
  566. ---------
  567. To enable leaf decay for leaves when a tree is cut down by a player,
  568. register the tree with the default.register_leafdecay(leafdecaydef)
  569. function.
  570. If `param2` of any registered node is ~= 0, the node will always be
  571. preserved. Thus, if the player places a node of that kind, you will
  572. want to set `param2 = 1` or so.
  573. The function `default.after_place_leaves` can be set as
  574. `after_place_node of a node` to set param2 to 1 if the player places
  575. the node (should not be used for nodes that use param2 otherwise
  576. (e.g. facedir)).
  577. If the node is in the `leafdecay_drop` group then it will always be
  578. dropped as an item.
  579. `default.register_leafdecay(leafdecaydef)`
  580. `leafdecaydef` is a table, with following members:
  581. {
  582. trunks = {"default:tree"}, -- nodes considered trunks
  583. leaves = {"default:leaves", "default:apple"},
  584. -- nodes considered for removal
  585. radius = 3, -- radius to consider for searching
  586. }
  587. Note: all the listed nodes in `trunks` have their `on_after_destruct`
  588. callback overridden. All the nodes listed in `leaves` have their
  589. `on_timer` callback overridden.
  590. Dyes
  591. ----
  592. To make recipes that will work with any dye ever made by anybody, define
  593. them based on groups. You can select any group of groups, based on your need for
  594. amount of colors.
  595. ### Color groups
  596. Base color groups:
  597. * `basecolor_white`
  598. * `basecolor_grey`
  599. * `basecolor_black`
  600. * `basecolor_red`
  601. * `basecolor_yellow`
  602. * `basecolor_green`
  603. * `basecolor_cyan`
  604. * `basecolor_blue`
  605. * `basecolor_magenta`
  606. Extended color groups ( * means also base color )
  607. * `excolor_white` *
  608. * `excolor_lightgrey`
  609. * `excolor_grey` *
  610. * `excolor_darkgrey`
  611. * `excolor_black` *
  612. * `excolor_red` *
  613. * `excolor_orange`
  614. * `excolor_yellow` *
  615. * `excolor_lime`
  616. * `excolor_green` *
  617. * `excolor_aqua`
  618. * `excolor_cyan` *
  619. * `excolor_sky_blue`
  620. * `excolor_blue` *
  621. * `excolor_violet`
  622. * `excolor_magenta` *
  623. * `excolor_red_violet`
  624. The whole unifieddyes palette as groups:
  625. * `unicolor_<excolor>`
  626. For the following, no white/grey/black is allowed:
  627. * `unicolor_medium_<excolor>`
  628. * `unicolor_dark_<excolor>`
  629. * `unicolor_light_<excolor>`
  630. * `unicolor_<excolor>_s50`
  631. * `unicolor_medium_<excolor>_s50`
  632. * `unicolor_dark_<excolor>_s50`
  633. Example of one shapeless recipe using a color group:
  634. minetest.register_craft({
  635. type = "shapeless",
  636. output = '<mod>:item_yellow',
  637. recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
  638. })
  639. ### Color lists
  640. * `dye.basecolors` are an array containing the names of available base colors
  641. * `dye.excolors` are an array containing the names of the available extended colors
  642. Trees
  643. -----
  644. * `default.grow_tree(pos, is_apple_tree)`
  645. * Grows a mgv6 tree or apple tree at pos
  646. * `default.grow_jungle_tree(pos)`
  647. * Grows a mgv6 jungletree at pos
  648. * `default.grow_pine_tree(pos)`
  649. * Grows a mgv6 pinetree at pos
  650. * `default.grow_new_apple_tree(pos)`
  651. * Grows a new design apple tree at pos
  652. * `default.grow_new_jungle_tree(pos)`
  653. * Grows a new design jungle tree at pos
  654. * `default.grow_new_pine_tree(pos)`
  655. * Grows a new design pine tree at pos
  656. * `default.grow_new_snowy_pine_tree(pos)`
  657. * Grows a new design snowy pine tree at pos
  658. * `default.grow_new_acacia_tree(pos)`
  659. * Grows a new design acacia tree at pos
  660. * `default.grow_new_aspen_tree(pos)`
  661. * Grows a new design aspen tree at pos
  662. * `default.grow_bush(pos)`
  663. * Grows a bush at pos
  664. * `default.grow_acacia_bush(pos)`
  665. * Grows an acaia bush at pos
  666. Carts
  667. -----
  668. carts.register_rail(
  669. "mycarts:myrail", -- Rail name
  670. nodedef, -- standard nodedef
  671. railparams -- rail parameter struct (optional)
  672. )
  673. railparams = {
  674. on_step(obj, dtime), -- Event handler called when
  675. -- cart is on rail
  676. acceleration, -- integer acceleration factor (negative
  677. -- values to brake)
  678. }
  679. The event handler is called after all default calculations
  680. are made, so the custom on_step handler can override things
  681. like speed, acceleration, player attachment. The handler will
  682. likely be called many times per second, so the function needs
  683. to make sure that the event is handled properly.
  684. Key API
  685. -------
  686. The key API allows mods to add key functionality to nodes that have
  687. ownership or specific permissions. Using the API will make it so
  688. that a node owner can use skeleton keys on their nodes to create keys
  689. for that node in that location, and give that key to other players,
  690. allowing them some sort of access that they otherwise would not have
  691. due to node protection.
  692. To make your new nodes work with the key API, you need to register
  693. two callback functions in each nodedef:
  694. `on_key_use(pos, player)`
  695. * Is called when a player right-clicks (uses) a normal key on your
  696. * node.
  697. * `pos` - position of the node
  698. * `player` - PlayerRef
  699. * return value: none, ignored
  700. The `on_key_use` callback should validate that the player is wielding
  701. a key item with the right key meta secret. If needed the code should
  702. deny access to the node functionality.
  703. If formspecs are used, the formspec callbacks should duplicate these
  704. checks in the metadata callback functions.
  705. `on_skeleton_key_use(pos, player, newsecret)`
  706. * Is called when a player right-clicks (uses) a skeleton key on your
  707. * node.
  708. * `pos` - position of the node
  709. * `player` - PlayerRef
  710. * `newsecret` - a secret value(string)
  711. * return values:
  712. * `secret` - `nil` or the secret value that unlocks the door
  713. * `name` - a string description of the node ("a locked chest")
  714. * `owner` - name of the node owner
  715. The `on_skeleton_key_use` function should validate that the player has
  716. the right permissions to make a new key for the item. The newsecret
  717. value is useful if the node has no secret value. The function should
  718. store this secret value somewhere so that in the future it may compare
  719. key secrets and match them to allow access. If a node already has a
  720. secret value, the function should return that secret value instead
  721. of the newsecret value. The secret value stored for the node should
  722. not be overwritten, as this would invalidate existing keys.
  723. Aside from the secret value, the function should retun a descriptive
  724. name for the node and the owner name. The return values are all
  725. encoded in the key that will be given to the player in replacement
  726. for the wielded skeleton key.
  727. if `nil` is returned, it is assumed that the wielder did not have
  728. permissions to create a key for this node, and no key is created.