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- Minetest Game API
- =================
- GitHub Repo: https://github.com/minetest/minetest_game
- Introduction
- ------------
- The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
- allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
- For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
- Please note:
- * [XYZ] refers to a section the Minetest API
- * [#ABC] refers to a section in this document
- * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
- Bucket API
- ----------
- The bucket API allows registering new types of buckets for non-default liquids.
- bucket.register_liquid(
- "default:lava_source", -- name of the source node
- "default:lava_flowing", -- name of the flowing node
- "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
- "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
- "Lava Bucket", -- text description of the bucket item
- {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
- false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
- -- a source neighbour, even if defined as 'liquid_renewable = false'.
- -- Needed to avoid creating holes in sloping rivers.
- )
- The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
- 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.
- Beds API
- --------
- beds.register_bed(
- "beds:bed", -- Bed name
- def -- See [#Bed definition]
- )
- * `beds.read_spawns() ` Returns a table containing players respawn positions
- * `beds.kick_players()` Forces all players to leave bed
- * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
- ### Bed definition
- {
- description = "Simple Bed",
- inventory_image = "beds_bed.png",
- wield_image = "beds_bed.png",
- tiles = {
- bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
- top = {Tile definition} -- the tiles of the bottom part of the bed.
- },
- nodebox = {
- bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
- top = 'regular nodebox', -- top part of bed (see [Node boxes])
- },
- selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
- recipe = { -- Craft recipe
- {"group:wool", "group:wool", "group:wool"},
- {"group:wood", "group:wood", "group:wood"}
- }
- }
- Bones API
- ---------
- An ordered list of listnames (default: "main", "craft") of the player inventory,
- that will be placed into bones or dropped on player death can be looked up or changed
- in `bones.player_inventory_lists`.
- e.g. `table.insert(bones.player_inventory_lists, "backpack")`
- Creative API
- ------------
- Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
- For example,
- creative.register_tab("tools", "Tools", minetest.registered_tools)
- is used to show all tools. Name is used in the sfinv page name, title is the
- human readable title.
- `is_enabled_for` is used to check whether a player is in creative mode:
- creative.is_enabled_for(name)
- Override this to allow per-player game modes.
- The contents of `creative.formspec_add` is appended to every creative inventory
- page. Mods can use it to add additional formspec elements onto the default
- creative inventory formspec to be drawn after each update.
- Chests API
- ----------
- The chests API allows the creation of chests, which have their own inventories for holding items.
- `default.chest.get_chest_formspec(pos)`
- * Returns a formspec for a specific chest.
- * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
- `default.chest.chest_lid_obstructed(pos)`
- * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
- * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
- `default.chest.chest_lid_close(pn)`
- * Closes the chest that a player is currently looking in.
- * `pn` The name of the player whose chest is going to be closed
- `default.chest.open_chests`
- * A table indexed by player name to keep track of who opened what chest.
- * Key: The name of the player.
- * Value: A table containing information about the chest the player is looking at.
- e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
- `default.chest.register_chest(name, def)`
- * Registers new chest
- * `name` Name for chest
- * `def` See [#Chest Definition]
- ### Chest Definition
- description = "Chest",
- tiles = {
- "default_chest_top.png",
- "default_chest_top.png",
- "default_chest_side.png",
- "default_chest_side.png",
- "default_chest_front.png",
- "default_chest_inside.png"
- }, -- Textures which are applied to the chest model.
- sounds = default.node_sound_wood_defaults(),
- sound_open = "default_chest_open",
- sound_close = "default_chest_close",
- groups = {choppy = 2, oddly_breakable_by_hand = 2},
- protected = false, -- If true, only placer can modify chest.
- Doors API
- ---------
- The doors mod allows modders to register custom doors and trapdoors.
- `doors.register_door(name, def)`
- * Registers new door
- * `name` Name for door
- * `def` See [#Door definition]
- `doors.register_trapdoor(name, def)`
- * Registers new trapdoor
- * `name` Name for trapdoor
- * `def` See [#Trapdoor definition]
- `doors.register_fencegate(name, def)`
- * Registers new fence gate
- * `name` Name for fence gate
- * `def` See [#Fence gate definition]
- `doors.get(pos)`
- * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
- * Returns an ObjectRef to a door, or nil if the position does not contain a door
- ### Methods
- :open(player) -- Open the door object, returns if door was opened
- :close(player) -- Close the door object, returns if door was closed
- :toggle(player) -- Toggle the door state, returns if state was toggled
- :state() -- returns the door state, true = open, false = closed
- the "player" parameter can be omitted in all methods. If passed then
- the usual permission checks will be performed to make sure the player
- has the permissions needed to open this door. If omitted then no
- permission checks are performed.
- ### Door definition
- description = "Door description",
- inventory_image = "mod_door_inv.png",
- groups = {choppy = 2},
- tiles = {"mod_door.png"}, -- UV map.
- recipe = craftrecipe,
- sounds = default.node_sound_wood_defaults(), -- optional
- sound_open = sound play for open door, -- optional
- sound_close = sound play for close door, -- optional
- protected = false, -- If true, only placer can open the door (locked for others)
- ### Trapdoor definition
- description = "Trapdoor description",
- inventory_image = "mod_trapdoor_inv.png",
- groups = {choppy = 2},
- tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
- tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
- sounds = default.node_sound_wood_defaults(), -- optional
- sound_open = sound play for open door, -- optional
- sound_close = sound play for close door, -- optional
- protected = false, -- If true, only placer can open the door (locked for others)
- ### Fence gate definition
- description = "Wooden Fence Gate",
- texture = "default_wood.png", -- `backface_culling` will automatically be
- -- set to `true` if not specified.
- material = "default:wood",
- groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
- sounds = default.node_sound_wood_defaults(), -- optional
- Dungeon Loot API
- ----------------
- The mod that places chests with loot in dungeons provides an API to register additional loot.
- `dungeon_loot.register(def)`
- * Registers one or more loot items
- * `def` Can be a single [#Loot definition] or a list of them
- `dungeon_loot.registered_loot`
- * Table of all registered loot, not to be modified manually
- ### Loot definition
- name = "item:name",
- chance = 0.5,
- -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
- -- due to an extra step in the selection process, 0.5 does not(!) mean that
- -- on average every second chest will have this item
- count = {1, 4},
- -- ^ table with minimum and maximum amounts of this item
- -- optional, defaults to always single item
- y = {-32768, -512},
- -- ^ table with minimum and maximum heights this item can be found at
- -- optional, defaults to no height restrictions
- types = {"desert"},
- -- ^ table with types of dungeons this item can be found in
- -- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
- -- optional, defaults to no type restrictions
- Fence API
- ---------
- Allows creation of new fences with "fencelike" drawtype.
- `default.register_fence(name, item definition)`
- Registers a new fence. Custom fields texture and material are required, as
- are name and description. The rest is optional. You can pass most normal
- nodedef fields here except drawtype. The fence group will always be added
- for this node.
- ### fence definition
- name = "default:fence_wood",
- description = "Wooden Fence",
- texture = "default_wood.png",
- material = "default:wood",
- groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
- sounds = default.node_sound_wood_defaults(),
- Walls API
- ---------
- The walls API allows easy addition of stone auto-connecting wall nodes.
- walls.register(name, desc, texture, mat, sounds)
- ^ name = "walls:stone_wall". Node name.
- ^ desc = "A Stone wall"
- ^ texture = "default_stone.png"
- ^ mat = "default:stone". Used to auto-generate crafting recipe.
- ^ sounds = sounds: see [#Default sounds]
- Farming API
- -----------
- The farming API allows you to easily register plants and hoes.
- `farming.register_hoe(name, hoe definition)`
- * Register a new hoe, see [#hoe definition]
- `farming.register_plant(name, Plant definition)`
- * Register a new growing plant, see [#Plant definition]
- `farming.registered_plants[name] = definition`
- * Table of registered plants, indexed by plant name
- ### Hoe Definition
- {
- description = "", -- Description for tooltip
- inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
- max_uses = 30, -- Uses until destroyed
- material = "", -- Material for recipes
- recipe = { -- Craft recipe, if material isn't used
- {"air", "air", "air"},
- {"", "group:stick"},
- {"", "group:stick"},
- }
- }
- ### Plant definition
- {
- description = "", -- Description of seed item
- inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
- steps = 8, -- How many steps the plant has to grow, until it can be harvested
- -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
- minlight = 13, -- Minimum light to grow
- maxlight = default.LIGHT_MAX -- Maximum light to grow
- }
- Fire API
- --------
- New node def property:
- `on_burn(pos)`
- * Called when fire attempts to remove a burning node.
- * `pos` Position of the burning node.
- `on_ignite(pos, igniter)`
- * Called when Flint and steel (or a mod defined ignitor) is used on a node.
- Defining it may prevent the default action (spawning flames) from triggering.
- * `pos` Position of the ignited node.
- * `igniter` Player that used the tool, when available.
- Give Initial Stuff API
- ----------------------
- `give_initial_stuff.give(player)`
- ^ Give initial stuff to "player"
- `give_initial_stuff.add(stack)`
- ^ Add item to the initial stuff
- ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
- ^ Can be called after the game has loaded
- `give_initial_stuff.clear()`
- ^ Removes all items from the initial stuff
- ^ Can be called after the game has loaded
- `give_initial_stuff.get_list()`
- ^ returns list of item stacks
- `give_initial_stuff.set_list(list)`
- ^ List of initial items with numeric indices.
- `give_initial_stuff.add_from_csv(str)`
- ^ str is a comma separated list of initial stuff
- ^ Adds items to the list of items to be given
- Players API
- -----------
- The player API can register player models and update the player's appearence
- * `player_api.register_model(name, def)`
- * Register a new model to be used by players
- * name: model filename such as "character.x", "foo.b3d", etc.
- * def: See [#Model definition]
- * saved to player_api.registered_models
- * `player_api.registered_player_models[name]`
- * Get a model's definition
- * see [#Model definition]
- * `player_api.set_model(player, model_name)`
- * Change a player's model
- * `player`: PlayerRef
- * `model_name`: model registered with player_api.register_model()
- * `player_api.set_animation(player, anim_name [, speed])`
- * Applies an animation to a player
- * anim_name: name of the animation.
- * speed: frames per second. If nil, default from the model is used
- * `player_api.set_textures(player, textures)`
- * Sets player textures
- * `player`: PlayerRef
- * `textures`: array of textures, If `textures` is nil the default
- textures from the model def are used
- * `player_api.get_animation(player)`
- * Returns a table containing fields `model`, `textures` and `animation`.
- * Any of the fields of the returned table may be nil.
- * player: PlayerRef
- ### Model Definition
- {
- animation_speed = 30, -- Default animation speed, in FPS.
- textures = {"character.png", }, -- Default array of textures.
- visual_size = {x = 1, y = 1}, -- Used to scale the model.
- animations = {
- -- <anim_name> = {x = <start_frame>, y = <end_frame>},
- foo = {x = 0, y = 19},
- bar = {x = 20, y = 39},
- -- ...
- },
- collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
- stepheight = 0.6, -- In nodes
- eye_height = 1.47, -- In nodes above feet position
- }
- TNT API
- -------
- `tnt.register_tnt(definition)`
- ^ Register a new type of tnt.
- * `name` The name of the node. If no prefix is given `tnt` is used.
- * `description` A description for your TNT.
- * `radius` The radius within which the TNT can destroy nodes. The default is 3.
- * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
- * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
- * `disable_drops` Disable drops. By default it is set to false.
- * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
- * `ignore_on_blast` Don't call `on_blast` even if a node has one.
- * `tiles` Textures for node
- * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
- * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
- * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
- * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
- `tnt.boom(position[, definition])`
- ^ Create an explosion.
- * `position` The center of explosion.
- * `definition` The TNT definion as passed to `tnt.register` with the following addition:
- * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
- `tnt.burn(position, [nodename])`
- ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
- If no such callback exists, fallback to turn tnt group nodes to their
- "_burning" variant.
- nodename isn't required unless already known.
- To make dropping items from node inventories easier, you can use the
- following helper function from 'default':
- default.get_inventory_drops(pos, inventory, drops)
- ^ Return drops from node inventory "inventory" in drops.
- * `pos` - the node position
- * `inventory` - the name of the inventory (string)
- * `drops` - an initialized list
- The function returns no values. The drops are returned in the `drops`
- parameter, and drops is not reinitialized so you can call it several
- times in a row to add more inventory items to it.
- `on_blast` callbacks:
- Both nodedefs and entitydefs can provide an `on_blast()` callback
- `nodedef.on_blast(pos, intensity)`
- ^ Allow drop and node removal overriding
- * `pos` - node position
- * `intensity` - TNT explosion measure. larger or equal to 1.0
- ^ Should return a list of drops (e.g. {"default:stone"})
- ^ Should perform node removal itself. If callback exists in the nodedef
- ^ then the TNT code will not destroy this node.
- `entitydef.on_blast(luaobj, damage)`
- ^ Allow TNT effects on entities to be overridden
- * `luaobj` - LuaEntityRef of the entity
- * `damage` - suggested HP damage value
- ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
- * `do_damage` - if true then TNT mod wil damage the entity
- * `do_knockback` - if true then TNT mod will knock the entity away
- * `drops` - a list of drops, e.g. {"wool:red"}
- Screwdriver API
- ---------------
- The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
- To use it, add the `on_screwdriver` function to the node definition.
- `on_rotate(pos, node, user, mode, new_param2)`
- * `pos` Position of the node that the screwdriver is being used on
- * `node` that node
- * `user` The player who used the screwdriver
- * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
- * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
- * return value: false to disallow rotation, nil to keep default behaviour, true to allow
- it but to indicate that changed have already been made (so the screwdriver will wear out)
- * use `on_rotate = false` to always disallow rotation
- * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
- Sethome API
- -----------
- The sethome API adds three global functions to allow mods to read a players home position,
- set a players home position and teleport a player to home position.
- `sethome.get(name)`
- * `name` Player who's home position you wish to get
- * return value: false if no player home coords exist, position table if true
- `sethome.set(name, pos)`
- * `name` Player who's home position you wish to set
- * `pos` Position table containing coords of home position
- * return value: false if unable to set and save new home position, otherwise true
- `sethome.go(name)`
- * `name` Player you wish to teleport to their home position
- * return value: false if player cannot be sent home, otherwise true
- Sfinv API
- ---------
- It is recommended that you read this link for a good introduction to the
- sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
- ### sfinv Methods
- **Pages**
- * sfinv.set_page(player, pagename) - changes the page
- * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
- * sfinv.register_page(name, def) - register a page, see section below
- * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
- * Note: Page must already be defined, (opt)depend on the mod defining it.
- * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
- and calls set_inventory_formspec().
- * sfinv.get_formspec(player, context) - builds current page's formspec
- **Contexts**
- * sfinv.get_or_create_context(player) - gets the player's context
- * sfinv.set_context(player, context)
- **Theming**
- * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
- * show_inv, defaults to false. Whether to show the player's main inventory
- * size, defaults to `size[8,8.6]` if not specified
- * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
- ### sfinv Members
- * pages - table of pages[pagename] = def
- * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
- * contexts - contexts[playername] = player_context
- * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
- ### Context
- A table with these keys:
- * page - current page name
- * nav - a list of page names
- * nav_titles - a list of page titles
- * nav_idx - current nav index (in nav and nav_titles)
- * any thing you want to store
- * sfinv will clear the stored data on log out / log in
- ### sfinv.register_page
- sfinv.register_page(name, def)
- def is a table containing:
- * `title` - human readable page name (required)
- * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
- * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
- * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
- * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
- * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
- ### get formspec
- Use sfinv.make_formspec to apply a layout:
- return sfinv.make_formspec(player, context, [[
- list[current_player;craft;1.75,0.5;3,3;]
- list[current_player;craftpreview;5.75,1.5;1,1;]
- image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
- listring[current_player;main]
- listring[current_player;craft]
- image[0,4.25;1,1;gui_hb_bg.png]
- image[1,4.25;1,1;gui_hb_bg.png]
- image[2,4.25;1,1;gui_hb_bg.png]
- image[3,4.25;1,1;gui_hb_bg.png]
- image[4,4.25;1,1;gui_hb_bg.png]
- image[5,4.25;1,1;gui_hb_bg.png]
- image[6,4.25;1,1;gui_hb_bg.png]
- image[7,4.25;1,1;gui_hb_bg.png]
- ]], true)
- See above (methods section) for more options.
- ### Customising themes
- Simply override this function to change the navigation:
- function sfinv.get_nav_fs(player, context, nav, current_idx)
- return "navformspec"
- end
- And override this function to change the layout:
- function sfinv.make_formspec(player, context, content, show_inv, size)
- local tmp = {
- size or "size[8,8.6]",
- theme_main,
- sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
- content
- }
- if show_inv then
- tmp[4] = theme_inv
- end
- return table.concat(tmp, "")
- end
- Stairs API
- ----------
- The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
- delivered with Minetest Game, to keep them compatible with other mods.
- `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
- * Registers a stair.
- * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
- * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
- * `groups`: see [Known damage and digging time defining groups]
- * `images`: see [Tile definition]
- * `description`: used for the description field in the stair's definition
- * `sounds`: see [#Default sounds]
- `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
- * Registers a slabs
- * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
- * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
- * `groups`: see [Known damage and digging time defining groups]
- * `images`: see [Tile definition]
- * `description`: used for the description field in the stair's definition
- * `sounds`: see [#Default sounds]
- `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
- * A wrapper for stairs.register_stair and stairs.register_slab
- * Uses almost the same arguments as stairs.register_stair
- * `desc_stair`: Description for stair node
- * `desc_slab`: Description for slab node
- Xpanes API
- ----------
- Creates panes that automatically connect to each other
- `xpanes.register_pane(subname, def)`
- * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
- * `def`: See [#Pane definition]
- ### Pane definition
- {
- textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
- groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
- sounds = SoundSpec, -- See [#Default sounds]
- recipe = {{"","","","","","","","",""}}, -- Recipe field only
- use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
- }
- Raillike definitions
- --------------------
- The following nodes use the group `connect_to_raillike` and will only connect to
- raillike nodes within this group and the same group value.
- Use `minetest.raillike_group(<Name>)` to get the group value.
- | Node type | Raillike group name
- |-----------------------|---------------------
- | default:rail | "rail"
- | tnt:gunpowder | "gunpowder"
- | tnt:gunpowder_burning | "gunpowder"
- Example:
- If you want to add a new rail type and want it to connect with default:rail,
- add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
- of your node.
- Default sounds
- --------------
- Sounds inside the default table can be used within the sounds field of node definitions.
- * `default.node_sound_defaults()`
- * `default.node_sound_stone_defaults()`
- * `default.node_sound_dirt_defaults()`
- * `default.node_sound_sand_defaults()`
- * `default.node_sound_wood_defaults()`
- * `default.node_sound_leaves_defaults()`
- * `default.node_sound_glass_defaults()`
- * `default.node_sound_metal_defaults()`
- Default constants
- -----------------
- `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
- GUI and formspecs
- -----------------
- `default.get_hotbar_bg(x, y)`
- * Get the hotbar background as string, containing the formspec elements
- * x: Horizontal position in the formspec
- * y: Vertical position in the formspec
- `default.gui_bg`
- * Deprecated, remove from mods.
- `default.gui_bg_img`
- * Deprecated, remove from mods.
- `default.gui_slots`
- * Deprecated, remove from mods.
- `default.gui_survival_form`
- * Entire formspec for the survival inventory
- `default.get_furnace_active_formspec(fuel_percent, item_percent)`
- * Get the active furnace formspec using the defined GUI elements
- * fuel_percent: Percent of how much the fuel is used
- * item_percent: Percent of how much the item is cooked
- `default.get_furnace_inactive_formspec()`
- * Get the inactive furnace formspec using the defined GUI elements
- Leafdecay
- ---------
- To enable leaf decay for leaves when a tree is cut down by a player,
- register the tree with the default.register_leafdecay(leafdecaydef)
- function.
- If `param2` of any registered node is ~= 0, the node will always be
- preserved. Thus, if the player places a node of that kind, you will
- want to set `param2 = 1` or so.
- The function `default.after_place_leaves` can be set as
- `after_place_node of a node` to set param2 to 1 if the player places
- the node (should not be used for nodes that use param2 otherwise
- (e.g. facedir)).
- If the node is in the `leafdecay_drop` group then it will always be
- dropped as an item.
- `default.register_leafdecay(leafdecaydef)`
- `leafdecaydef` is a table, with following members:
- {
- trunks = {"default:tree"}, -- nodes considered trunks
- leaves = {"default:leaves", "default:apple"},
- -- nodes considered for removal
- radius = 3, -- radius to consider for searching
- }
- Note: all the listed nodes in `trunks` have their `on_after_destruct`
- callback overridden. All the nodes listed in `leaves` have their
- `on_timer` callback overridden.
- Dyes
- ----
- To make recipes that will work with any dye ever made by anybody, define
- them based on groups. You can select any group of groups, based on your need for
- amount of colors.
- ### Color groups
- Base color groups:
- * `basecolor_white`
- * `basecolor_grey`
- * `basecolor_black`
- * `basecolor_red`
- * `basecolor_yellow`
- * `basecolor_green`
- * `basecolor_cyan`
- * `basecolor_blue`
- * `basecolor_magenta`
- Extended color groups ( * means also base color )
- * `excolor_white` *
- * `excolor_lightgrey`
- * `excolor_grey` *
- * `excolor_darkgrey`
- * `excolor_black` *
- * `excolor_red` *
- * `excolor_orange`
- * `excolor_yellow` *
- * `excolor_lime`
- * `excolor_green` *
- * `excolor_aqua`
- * `excolor_cyan` *
- * `excolor_sky_blue`
- * `excolor_blue` *
- * `excolor_violet`
- * `excolor_magenta` *
- * `excolor_red_violet`
- The whole unifieddyes palette as groups:
- * `unicolor_<excolor>`
- For the following, no white/grey/black is allowed:
- * `unicolor_medium_<excolor>`
- * `unicolor_dark_<excolor>`
- * `unicolor_light_<excolor>`
- * `unicolor_<excolor>_s50`
- * `unicolor_medium_<excolor>_s50`
- * `unicolor_dark_<excolor>_s50`
- Example of one shapeless recipe using a color group:
- minetest.register_craft({
- type = "shapeless",
- output = '<mod>:item_yellow',
- recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
- })
- ### Color lists
- * `dye.basecolors` are an array containing the names of available base colors
- * `dye.excolors` are an array containing the names of the available extended colors
- Trees
- -----
- * `default.grow_tree(pos, is_apple_tree)`
- * Grows a mgv6 tree or apple tree at pos
- * `default.grow_jungle_tree(pos)`
- * Grows a mgv6 jungletree at pos
- * `default.grow_pine_tree(pos)`
- * Grows a mgv6 pinetree at pos
- * `default.grow_new_apple_tree(pos)`
- * Grows a new design apple tree at pos
- * `default.grow_new_jungle_tree(pos)`
- * Grows a new design jungle tree at pos
- * `default.grow_new_pine_tree(pos)`
- * Grows a new design pine tree at pos
- * `default.grow_new_snowy_pine_tree(pos)`
- * Grows a new design snowy pine tree at pos
- * `default.grow_new_acacia_tree(pos)`
- * Grows a new design acacia tree at pos
- * `default.grow_new_aspen_tree(pos)`
- * Grows a new design aspen tree at pos
- * `default.grow_bush(pos)`
- * Grows a bush at pos
- * `default.grow_acacia_bush(pos)`
- * Grows an acaia bush at pos
- Carts
- -----
- carts.register_rail(
- "mycarts:myrail", -- Rail name
- nodedef, -- standard nodedef
- railparams -- rail parameter struct (optional)
- )
- railparams = {
- on_step(obj, dtime), -- Event handler called when
- -- cart is on rail
- acceleration, -- integer acceleration factor (negative
- -- values to brake)
- }
- The event handler is called after all default calculations
- are made, so the custom on_step handler can override things
- like speed, acceleration, player attachment. The handler will
- likely be called many times per second, so the function needs
- to make sure that the event is handled properly.
- Key API
- -------
- The key API allows mods to add key functionality to nodes that have
- ownership or specific permissions. Using the API will make it so
- that a node owner can use skeleton keys on their nodes to create keys
- for that node in that location, and give that key to other players,
- allowing them some sort of access that they otherwise would not have
- due to node protection.
- To make your new nodes work with the key API, you need to register
- two callback functions in each nodedef:
- `on_key_use(pos, player)`
- * Is called when a player right-clicks (uses) a normal key on your
- * node.
- * `pos` - position of the node
- * `player` - PlayerRef
- * return value: none, ignored
- The `on_key_use` callback should validate that the player is wielding
- a key item with the right key meta secret. If needed the code should
- deny access to the node functionality.
- If formspecs are used, the formspec callbacks should duplicate these
- checks in the metadata callback functions.
- `on_skeleton_key_use(pos, player, newsecret)`
- * Is called when a player right-clicks (uses) a skeleton key on your
- * node.
- * `pos` - position of the node
- * `player` - PlayerRef
- * `newsecret` - a secret value(string)
- * return values:
- * `secret` - `nil` or the secret value that unlocks the door
- * `name` - a string description of the node ("a locked chest")
- * `owner` - name of the node owner
- The `on_skeleton_key_use` function should validate that the player has
- the right permissions to make a new key for the item. The newsecret
- value is useful if the node has no secret value. The function should
- store this secret value somewhere so that in the future it may compare
- key secrets and match them to allow access. If a node already has a
- secret value, the function should return that secret value instead
- of the newsecret value. The secret value stored for the node should
- not be overwritten, as this would invalidate existing keys.
- Aside from the secret value, the function should retun a descriptive
- name for the node and the owner name. The return values are all
- encoded in the key that will be given to the player in replacement
- for the wielded skeleton key.
- if `nil` is returned, it is assumed that the wielder did not have
- permissions to create a key for this node, and no key is created.
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