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