game_api.txt 38 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.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
  36. * `beds.read_spawns() ` Returns a table containing players respawn positions
  37. * `beds.kick_players()` Forces all players to leave bed
  38. * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
  39. ### Bed definition
  40. {
  41. description = "Simple Bed",
  42. inventory_image = "beds_bed.png",
  43. wield_image = "beds_bed.png",
  44. tiles = {
  45. bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
  46. top = {Tile definition} -- the tiles of the bottom part of the bed.
  47. },
  48. nodebox = {
  49. bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
  50. top = 'regular nodebox', -- top part of bed (see [Node boxes])
  51. },
  52. selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
  53. recipe = { -- Craft recipe
  54. {"group:wool", "group:wool", "group:wool"},
  55. {"group:wood", "group:wood", "group:wood"}
  56. }
  57. }
  58. Bones API
  59. ---------
  60. An ordered list of listnames (default: "main", "craft") of the player inventory,
  61. that will be placed into bones or dropped on player death can be looked up or changed
  62. in `bones.player_inventory_lists`.
  63. e.g. `table.insert(bones.player_inventory_lists, "backpack")`
  64. Creative API
  65. ------------
  66. Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
  67. For example,
  68. creative.register_tab("tools", "Tools", minetest.registered_tools)
  69. is used to show all tools. Name is used in the sfinv page name, title is the
  70. human readable title.
  71. Creative provides `creative.is_enabled_for(name)`, which is identical in
  72. functionality to the engine's `minetest.creative_is_enabled(name)`.
  73. Its use is deprecated and it should also not be overriden.
  74. The contents of `creative.formspec_add` is appended to every creative inventory
  75. page. Mods can use it to add additional formspec elements onto the default
  76. creative inventory formspec to be drawn after each update.
  77. Group overrides can be used for any registered item, node or tool. Use one of
  78. the groups stated below to pick which category it will appear in.
  79. node = 1 -- Appears in the Nodes category
  80. tool = 1 -- Appears in the Tools category
  81. craftitem = 1 -- Appears in the Items category
  82. Chests API
  83. ----------
  84. The chests API allows the creation of chests, which have their own inventories for holding items.
  85. `default.chest.get_chest_formspec(pos)`
  86. * Returns a formspec for a specific chest.
  87. * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
  88. `default.chest.chest_lid_obstructed(pos)`
  89. * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
  90. * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
  91. `default.chest.chest_lid_close(pn)`
  92. * Closes the chest that a player is currently looking in.
  93. * `pn` The name of the player whose chest is going to be closed
  94. `default.chest.open_chests`
  95. * A table indexed by player name to keep track of who opened what chest.
  96. * Key: The name of the player.
  97. * Value: A table containing information about the chest the player is looking at.
  98. e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
  99. `default.chest.register_chest(name, def)`
  100. * Registers new chest
  101. * `name` Name for chest e.g. "default:chest"
  102. * `def` See [#Chest Definition]
  103. ### Chest Definition
  104. description = "Chest",
  105. tiles = {
  106. "default_chest_top.png",
  107. "default_chest_top.png",
  108. "default_chest_side.png",
  109. "default_chest_side.png",
  110. "default_chest_front.png",
  111. "default_chest_inside.png"
  112. }, -- Textures which are applied to the chest model.
  113. sounds = default.node_sound_wood_defaults(),
  114. sound_open = "default_chest_open",
  115. sound_close = "default_chest_close",
  116. groups = {choppy = 2, oddly_breakable_by_hand = 2},
  117. protected = false, -- If true, only placer can modify chest.
  118. Doors API
  119. ---------
  120. The doors mod allows modders to register custom doors and trapdoors.
  121. `doors.registered_doors[name] = Door definition`
  122. * Table of registered doors, indexed by door name
  123. `doors.registered_trapdoors[name] = Trapdoor definition`
  124. * Table of registered trap doors, indexed by trap door name
  125. `doors.register_door(name, def)`
  126. * Registers new door
  127. * `name` Name for door
  128. * `def` See [#Door definition]
  129. `doors.register_trapdoor(name, def)`
  130. * Registers new trapdoor
  131. * `name` Name for trapdoor
  132. * `def` See [#Trapdoor definition]
  133. `doors.register_fencegate(name, def)`
  134. * Registers new fence gate
  135. * `name` Name for fence gate
  136. * `def` See [#Fence gate definition]
  137. `doors.get(pos)`
  138. * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
  139. * Returns an ObjectRef to a door, or nil if the position does not contain a door
  140. ### Methods
  141. :open(player) -- Open the door object, returns if door was opened
  142. :close(player) -- Close the door object, returns if door was closed
  143. :toggle(player) -- Toggle the door state, returns if state was toggled
  144. :state() -- returns the door state, true = open, false = closed
  145. the "player" parameter can be omitted in all methods. If passed then
  146. the usual permission checks will be performed to make sure the player
  147. has the permissions needed to open this door. If omitted then no
  148. permission checks are performed.
  149. `doors.door_toggle(pos, node, clicker)`
  150. * Toggle door open or shut
  151. * `pos` Position of the door
  152. * `node` Node definition
  153. * `clicker` Player definition for the player that clicked on the door
  154. ### Door definition
  155. description = "Door description",
  156. inventory_image = "mod_door_inv.png",
  157. groups = {choppy = 2},
  158. model = "mod_door", -- (optional)
  159. -- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
  160. tiles = {"mod_door.png"}, -- UV map.
  161. -- The front and back of the door must be identical in appearence as they swap on
  162. -- open/close.
  163. recipe = craftrecipe,
  164. sounds = default.node_sound_wood_defaults(), -- optional
  165. sound_open = sound play for open door, -- optional
  166. sound_close = sound play for close door, -- optional
  167. gain_open = 0.3, -- optional, defaults to 0.3
  168. gain_close = 0.3, -- optional, defaults to 0.3
  169. protected = false, -- If true, only placer can open the door (locked for others)
  170. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
  171. -- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
  172. use_texture_alpha = "clip",
  173. ### Trapdoor definition
  174. description = "Trapdoor description",
  175. inventory_image = "mod_trapdoor_inv.png",
  176. nodebox_closed = {} -- Nodebox for closed model
  177. nodebox_opened = {} -- Nodebox for opened model
  178. -- (optional) both nodeboxes must be used, not one only
  179. groups = {choppy = 2},
  180. tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
  181. tile_side = "doors_trapdoor_side.png",
  182. -- The texture for the four sides of the trapdoor.
  183. -- The texture should have the trapdoor side drawn twice, in the lowest and highest
  184. -- 1/8ths of the texture, both upright. The area between is not used.
  185. -- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
  186. -- for the open trapdoor.
  187. sounds = default.node_sound_wood_defaults(), -- optional
  188. sound_open = sound play for open door, -- optional
  189. sound_close = sound play for close door, -- optional
  190. gain_open = 0.3, -- optional, defaults to 0.3
  191. gain_close = 0.3, -- optional, defaults to 0.3
  192. protected = false, -- If true, only placer can open the door (locked for others)
  193. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
  194. -- function containing the on_rightclick callback
  195. use_texture_alpha = "clip",
  196. ### Fence gate definition
  197. description = "Wooden Fence Gate",
  198. texture = "default_wood.png", -- `backface_culling` will automatically be
  199. -- set to `true` if not specified.
  200. material = "default:wood",
  201. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  202. sounds = default.node_sound_wood_defaults(), -- optional
  203. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
  204. -- function containing the on_rightclick callback
  205. Dungeon Loot API
  206. ----------------
  207. The mod that places chests with loot in dungeons provides an API to register additional loot.
  208. `dungeon_loot.register(def)`
  209. * Registers one or more loot items
  210. * `def` Can be a single [#Loot definition] or a list of them
  211. `dungeon_loot.registered_loot`
  212. * Table of all registered loot, not to be modified manually
  213. ### Loot definition
  214. name = "item:name",
  215. chance = 0.5,
  216. -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
  217. -- Due to an extra step in the selection process, 0.5 does not(!) mean that
  218. -- on average every second chest will have this item
  219. count = {1, 4},
  220. -- ^ table with minimum and maximum amounts of this item
  221. -- optional, defaults to always single item
  222. y = {-32768, -512},
  223. -- ^ table with minimum and maximum heights this item can be found at
  224. -- optional, defaults to no height restrictions
  225. types = {"desert"},
  226. -- ^ table with types of dungeons this item can be found in
  227. -- supported types: "normal" (the cobble/mossycobble one), "sandstone"
  228. -- "desert" and "ice"
  229. -- optional, defaults to no type restrictions
  230. Fence API
  231. ---------
  232. Allows creation of new fences with "fencelike" drawtype.
  233. `default.register_fence(name, item definition)`
  234. Registers a new fence. Custom fields texture and material are required, as
  235. are name and description. The rest is optional. You can pass most normal
  236. nodedef fields here except drawtype. The fence group will always be added
  237. for this node.
  238. ### fence definition
  239. name = "default:fence_wood",
  240. description = "Wooden Fence",
  241. texture = "default_wood.png",
  242. material = "default:wood",
  243. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  244. sounds = default.node_sound_wood_defaults(),
  245. Walls API
  246. ---------
  247. The walls API allows easy addition of stone auto-connecting wall nodes.
  248. walls.register(name, desc, texture, mat, sounds)
  249. ^ name = "walls:stone_wall". Node name.
  250. ^ desc = "A Stone wall"
  251. ^ texture = "default_stone.png"
  252. ^ mat = "default:stone". Used to auto-generate crafting recipe.
  253. ^ sounds = sounds: see [#Default sounds]
  254. Farming API
  255. -----------
  256. The farming API allows you to easily register plants and hoes.
  257. `farming.register_hoe(name, hoe definition)`
  258. * Register a new hoe, see [#hoe definition]
  259. `farming.register_plant(name, Plant definition)`
  260. * Register a new growing plant, see [#Plant definition]
  261. `farming.registered_plants[name] = definition`
  262. * Table of registered plants, indexed by plant name
  263. ### Hoe Definition
  264. {
  265. description = "", -- Description for tooltip
  266. inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
  267. max_uses = 30, -- Uses until destroyed
  268. material = "", -- Material for recipes
  269. recipe = { -- Craft recipe, if material isn't used
  270. {"air", "air", "air"},
  271. {"", "group:stick"},
  272. {"", "group:stick"},
  273. }
  274. }
  275. ### Plant definition
  276. {
  277. description = "", -- Description of seed item
  278. harvest_description = "", -- Description of harvest item
  279. -- (optional, derived automatically if not provided)
  280. inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
  281. steps = 8, -- How many steps the plant has to grow, until it can be harvested
  282. -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
  283. minlight = 13, -- Minimum light to grow
  284. maxlight = default.LIGHT_MAX -- Maximum light to grow
  285. }
  286. Fire API
  287. --------
  288. Add group flammable when registering a node to make fire seek for it.
  289. Add it to an item to make it burn up when dropped in lava or fire.
  290. New node def property:
  291. `on_burn(pos)`
  292. * Called when fire attempts to remove a burning node.
  293. * `pos` Position of the burning node.
  294. `on_ignite(pos, igniter)`
  295. * Called when Flint and steel (or a mod defined ignitor) is used on a node.
  296. Defining it may prevent the default action (spawning flames) from triggering.
  297. * `pos` Position of the ignited node.
  298. * `igniter` Player that used the tool, when available.
  299. Give Initial Stuff API
  300. ----------------------
  301. `give_initial_stuff.give(player)`
  302. ^ Give initial stuff to "player"
  303. `give_initial_stuff.add(stack)`
  304. ^ Add item to the initial stuff
  305. ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
  306. ^ Can be called after the game has loaded
  307. `give_initial_stuff.clear()`
  308. ^ Removes all items from the initial stuff
  309. ^ Can be called after the game has loaded
  310. `give_initial_stuff.get_list()`
  311. ^ returns list of item stacks
  312. `give_initial_stuff.set_list(list)`
  313. ^ List of initial items with numeric indices.
  314. `give_initial_stuff.add_from_csv(str)`
  315. ^ str is a comma separated list of initial stuff
  316. ^ Adds items to the list of items to be given
  317. Player API
  318. ----------
  319. The player API can register player models and update the player's appearance.
  320. * `player_api.register_model(name, def)`
  321. * Register a new model to be used by players
  322. * `name`: model filename such as "character.x", "foo.b3d", etc.
  323. * `def`: see [#Model definition]
  324. * Saved to player_api.registered_models
  325. * `player_api.registered_models[name]`
  326. * Get a model's definition
  327. * `name`: model filename
  328. * See [#Model definition]
  329. * `player_api.set_model(player, model_name)`
  330. * Change a player's model
  331. * `player`: PlayerRef
  332. * `model_name`: model registered with `player_api.register_model`
  333. * `player_api.set_animation(player, anim_name, speed)`
  334. * Applies an animation to a player if speed or anim_name differ from the currently playing animation
  335. * `player`: PlayerRef
  336. * `anim_name`: name of the animation
  337. * `speed`: keyframes per second. If nil, the default from the model def is used
  338. * `player_api.set_textures(player, textures)`
  339. * Sets player textures
  340. * `player`: PlayerRef
  341. * `textures`: array of textures. If nil, the default from the model def is used
  342. * `player_api.set_textures(player, index, texture)`
  343. * Sets one of the player textures
  344. * `player`: PlayerRef
  345. * `index`: Index into array of all textures
  346. * `texture`: the texture string
  347. * `player_api.get_animation(player)`
  348. * Returns a table containing fields `model`, `textures` and `animation`
  349. * Any of the fields of the returned table may be nil
  350. * `player`: PlayerRef
  351. * `player_api.player_attached`
  352. * A table that maps a player name to a boolean
  353. * If the value for a given player is set to true, the default player animations
  354. (walking, digging, ...) will no longer be updated, and knockback from damage is
  355. prevented for that player
  356. * Example of usage: A mod sets a player's value to true when attached to a vehicle
  357. ### Model Definition
  358. {
  359. animation_speed = 30, -- Default animation speed, in keyframes per second
  360. textures = {"character.png"}, -- Default array of textures
  361. animations = {
  362. -- [anim_name] = {
  363. -- x = <start_frame>,
  364. -- y = <end_frame>,
  365. -- collisionbox = <model collisionbox>, -- (optional)
  366. -- eye_height = <model eye height>, -- (optional)
  367. -- -- suspend client side animations while this one is active (optional)
  368. -- override_local = <true/false>
  369. -- },
  370. stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
  371. sit = ... -- used by boats and other MTG mods
  372. },
  373. -- Default object properties, see lua_api.txt
  374. visual_size = {x = 1, y = 1},
  375. collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
  376. stepheight = 0.6,
  377. eye_height = 1.47
  378. }
  379. TNT API
  380. -------
  381. `tnt.register_tnt(definition)`
  382. ^ Register a new type of tnt.
  383. * `name` The name of the node. If no prefix is given `tnt` is used.
  384. * `description` A description for your TNT.
  385. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
  386. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
  387. * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
  388. * `disable_drops` Disable drops. By default it is set to false.
  389. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
  390. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
  391. * `tiles` Textures for node
  392. * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
  393. * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
  394. * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
  395. * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
  396. `tnt.boom(position[, definition])`
  397. ^ Create an explosion.
  398. * `position` The center of explosion.
  399. * `definition` The TNT definion as passed to `tnt.register` with the following addition:
  400. * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
  401. `tnt.burn(position, [nodename])`
  402. ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
  403. If no such callback exists, fallback to turn tnt group nodes to their
  404. "_burning" variant.
  405. nodename isn't required unless already known.
  406. To make dropping items from node inventories easier, you can use the
  407. following helper function from 'default':
  408. default.get_inventory_drops(pos, inventory, drops)
  409. ^ Return drops from node inventory "inventory" in drops.
  410. * `pos` - the node position
  411. * `inventory` - the name of the inventory (string)
  412. * `drops` - an initialized list
  413. The function returns no values. The drops are returned in the `drops`
  414. parameter, and drops is not reinitialized so you can call it several
  415. times in a row to add more inventory items to it.
  416. `on_blast` callbacks:
  417. Both nodedefs and entitydefs can provide an `on_blast()` callback
  418. `nodedef.on_blast(pos, intensity)`
  419. ^ Allow drop and node removal overriding
  420. * `pos` - node position
  421. * `intensity` - TNT explosion measure. larger or equal to 1.0
  422. ^ Should return a list of drops (e.g. {"default:stone"})
  423. ^ Should perform node removal itself. If callback exists in the nodedef
  424. ^ then the TNT code will not destroy this node.
  425. `entitydef.on_blast(luaobj, damage)`
  426. ^ Allow TNT effects on entities to be overridden
  427. * `luaobj` - LuaEntityRef of the entity
  428. * `damage` - suggested HP damage value
  429. ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
  430. * `do_damage` - if true then TNT mod wil damage the entity
  431. * `do_knockback` - if true then TNT mod will knock the entity away
  432. * `drops` - a list of drops, e.g. {"wool:red"}
  433. Screwdriver API
  434. ---------------
  435. The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
  436. To use it, add the `on_screwdriver` function to the node definition.
  437. `on_rotate(pos, node, user, mode, new_param2)`
  438. * `pos` Position of the node that the screwdriver is being used on
  439. * `node` that node
  440. * `user` The player who used the screwdriver
  441. * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
  442. * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
  443. * return value: false to disallow rotation, nil to keep default behaviour, true to allow
  444. it but to indicate that changed have already been made (so the screwdriver will wear out)
  445. * use `on_rotate = false` to always disallow rotation
  446. * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
  447. Sethome API
  448. -----------
  449. The sethome API adds three global functions to allow mods to read a players home position,
  450. set a players home position and teleport a player to home position.
  451. `sethome.get(name)`
  452. * `name` Player who's home position you wish to get
  453. * return value: false if no player home coords exist, position table if true
  454. `sethome.set(name, pos)`
  455. * `name` Player who's home position you wish to set
  456. * `pos` Position table containing coords of home position
  457. * return value: false if unable to set and save new home position, otherwise true
  458. `sethome.go(name)`
  459. * `name` Player you wish to teleport to their home position
  460. * return value: false if player cannot be sent home, otherwise true
  461. Sfinv API
  462. ---------
  463. It is recommended that you read this link for a good introduction to the
  464. sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
  465. ### sfinv Methods
  466. **Pages**
  467. * sfinv.set_page(player, pagename) - changes the page
  468. * sfinv.get_page(player) - get the current page name. Will never return nil
  469. * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
  470. * sfinv.register_page(name, def) - register a page, see section below
  471. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
  472. * Note: Page must already be defined, (opt)depend on the mod defining it.
  473. * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
  474. and calls set_inventory_formspec().
  475. * sfinv.get_formspec(player, context) - builds current page's formspec
  476. **Contexts**
  477. * sfinv.get_or_create_context(player) - gets the player's context
  478. * sfinv.set_context(player, context)
  479. **Theming**
  480. * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
  481. * show_inv, defaults to false. Whether to show the player's main inventory
  482. * size, defaults to `size[8,8.6]` if not specified
  483. * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
  484. ### sfinv Members
  485. * pages - table of pages[pagename] = def
  486. * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
  487. * contexts - contexts[playername] = player_context
  488. * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
  489. ### Context
  490. A table with these keys:
  491. * page - current page name
  492. * nav - a list of page names
  493. * nav_titles - a list of page titles
  494. * nav_idx - current nav index (in nav and nav_titles)
  495. * any thing you want to store
  496. * sfinv will clear the stored data on log out / log in
  497. ### sfinv.register_page
  498. sfinv.register_page(name, def)
  499. def is a table containing:
  500. * `title` - human readable page name (required)
  501. * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
  502. * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
  503. * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
  504. * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
  505. * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
  506. ### get formspec
  507. Use sfinv.make_formspec to apply a layout:
  508. return sfinv.make_formspec(player, context, [[
  509. list[current_player;craft;1.75,0.5;3,3;]
  510. list[current_player;craftpreview;5.75,1.5;1,1;]
  511. image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
  512. listring[current_player;main]
  513. listring[current_player;craft]
  514. image[0,4.25;1,1;gui_hb_bg.png]
  515. image[1,4.25;1,1;gui_hb_bg.png]
  516. image[2,4.25;1,1;gui_hb_bg.png]
  517. image[3,4.25;1,1;gui_hb_bg.png]
  518. image[4,4.25;1,1;gui_hb_bg.png]
  519. image[5,4.25;1,1;gui_hb_bg.png]
  520. image[6,4.25;1,1;gui_hb_bg.png]
  521. image[7,4.25;1,1;gui_hb_bg.png]
  522. ]], true)
  523. See above (methods section) for more options.
  524. ### Customising themes
  525. Simply override this function to change the navigation:
  526. function sfinv.get_nav_fs(player, context, nav, current_idx)
  527. return "navformspec"
  528. end
  529. And override this function to change the layout:
  530. function sfinv.make_formspec(player, context, content, show_inv, size)
  531. local tmp = {
  532. size or "size[8,8.6]",
  533. theme_main,
  534. sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
  535. content
  536. }
  537. if show_inv then
  538. tmp[4] = theme_inv
  539. end
  540. return table.concat(tmp, "")
  541. end
  542. Stairs API
  543. ----------
  544. The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
  545. delivered with Minetest Game, to keep them compatible with other mods.
  546. The following node attributes are sourced from the recipeitem:
  547. * use_texture_alpha
  548. * sunlight_propagates
  549. * light_source
  550. * If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
  551. `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  552. * Registers a stair
  553. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  554. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  555. * `groups`: See [Known damage and digging time defining groups]
  556. * `images`: See [Tile definition]
  557. * `description`: Used for the description field in the stair's definition
  558. * `sounds`: See [#Default sounds]
  559. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  560. `stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  561. * Registers a slab
  562. * `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
  563. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
  564. * `groups`: See [Known damage and digging time defining groups]
  565. * `images`: See [Tile definition]
  566. * `description`: Used for the description field in the slab's definition
  567. * `sounds`: See [#Default sounds]
  568. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  569. `stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
  570. * Registers an inner corner stair
  571. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
  572. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  573. * `groups`: See [Known damage and digging time defining groups]
  574. * `images`: See [Tile definition]
  575. * `description`: Used for the description field in the stair's definition with "Inner" prepended
  576. * `sounds`: See [#Default sounds]
  577. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  578. * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
  579. `stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
  580. * Registers an outer corner stair
  581. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
  582. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  583. * `groups`: See [Known damage and digging time defining groups]
  584. * `images`: See [Tile definition]
  585. * `description`: Used for the description field in the stair's definition with "Outer" prepended
  586. * `sounds`: See [#Default sounds]
  587. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  588. * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
  589. ```
  590. stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
  591. sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
  592. ```
  593. * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
  594. * Uses almost the same arguments as stairs.register_stair
  595. * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
  596. `desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
  597. * `desc_slab`: Description for slab node
  598. * `desc_stair_inner`: Description for inner stair node
  599. * `desc_stair_outer`: Description for outer stair node
  600. Xpanes API
  601. ----------
  602. Creates panes that automatically connect to each other
  603. `xpanes.register_pane(subname, def)`
  604. * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
  605. * `def`: See [#Pane definition]
  606. ### Pane definition
  607. {
  608. textures = {
  609. "texture for front and back",
  610. (unused),
  611. "texture for the 4 edges"
  612. }, -- More tiles aren't supported
  613. groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
  614. sounds = SoundSpec, -- See [#Default sounds]
  615. recipe = {{"","","","","","","","",""}}, -- Recipe field only
  616. use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
  617. }
  618. Raillike definitions
  619. --------------------
  620. The following nodes use the group `connect_to_raillike` and will only connect to
  621. raillike nodes within this group and the same group value.
  622. Use `minetest.raillike_group(<Name>)` to get the group value.
  623. | Node type | Raillike group name
  624. |-----------------------|---------------------
  625. | default:rail | "rail"
  626. | tnt:gunpowder | "gunpowder"
  627. | tnt:gunpowder_burning | "gunpowder"
  628. Example:
  629. If you want to add a new rail type and want it to connect with default:rail,
  630. add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
  631. of your node.
  632. Default sounds
  633. --------------
  634. Sounds inside the default table can be used within the sounds field of node definitions.
  635. * `default.node_sound_defaults()`
  636. * `default.node_sound_stone_defaults()`
  637. * `default.node_sound_dirt_defaults()`
  638. * `default.node_sound_sand_defaults()`
  639. * `default.node_sound_wood_defaults()`
  640. * `default.node_sound_leaves_defaults()`
  641. * `default.node_sound_glass_defaults()`
  642. * `default.node_sound_metal_defaults()`
  643. Default constants
  644. -----------------
  645. `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
  646. GUI and formspecs
  647. -----------------
  648. `default.get_hotbar_bg(x, y)`
  649. * Get the hotbar background as string, containing the formspec elements
  650. * x: Horizontal position in the formspec
  651. * y: Vertical position in the formspec
  652. `default.gui_bg`
  653. * Deprecated, remove from mods.
  654. `default.gui_bg_img`
  655. * Deprecated, remove from mods.
  656. `default.gui_slots`
  657. * Deprecated, remove from mods.
  658. `default.gui_survival_form`
  659. * Entire formspec for the survival inventory
  660. `default.get_furnace_active_formspec(fuel_percent, item_percent)`
  661. * Get the active furnace formspec using the defined GUI elements
  662. * fuel_percent: Percent of how much the fuel is used
  663. * item_percent: Percent of how much the item is cooked
  664. `default.get_furnace_inactive_formspec()`
  665. * Get the inactive furnace formspec using the defined GUI elements
  666. Leafdecay
  667. ---------
  668. To enable leaf decay for leaves when a tree is cut down by a player,
  669. register the tree with the default.register_leafdecay(leafdecaydef)
  670. function.
  671. If `param2` of any registered node is ~= 0, the node will always be
  672. preserved. Thus, if the player places a node of that kind, you will
  673. want to set `param2 = 1` or so.
  674. The function `default.after_place_leaves` can be set as
  675. `after_place_node of a node` to set param2 to 1 if the player places
  676. the node (should not be used for nodes that use param2 otherwise
  677. (e.g. facedir)).
  678. If the node is in the `leafdecay_drop` group then it will always be
  679. dropped as an item.
  680. `default.register_leafdecay(leafdecaydef)`
  681. `leafdecaydef` is a table, with following members:
  682. {
  683. trunks = {"default:tree"}, -- nodes considered trunks
  684. leaves = {"default:leaves", "default:apple"},
  685. -- nodes considered for removal
  686. radius = 3, -- radius to consider for searching
  687. }
  688. Note: all the listed nodes in `trunks` have their `on_after_destruct`
  689. callback overridden. All the nodes listed in `leaves` have their
  690. `on_timer` callback overridden.
  691. Dyes
  692. ----
  693. Minetest Game dyes are registered with:
  694. groups = {dye = 1, color_<color> = 1},
  695. To make recipes that will work with dyes from many mods, define them using the
  696. dye group and the color groups.
  697. Dye color groups:
  698. * `color_white`
  699. * `color_grey`
  700. * `color_dark_grey`
  701. * `color_black`
  702. * `color_red`
  703. * `color_pink`
  704. * `color_orange`
  705. * `color_brown`
  706. * `color_yellow`
  707. * `color_green`
  708. * `color_dark_green`
  709. * `color_blue`
  710. * `color_cyan`
  711. * `color_violet`
  712. * `color_magenta`
  713. Example of one shapeless recipe using the dye group and a color group:
  714. minetest.register_craft({
  715. type = "shapeless",
  716. output = "<mod>:item_yellow",
  717. recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
  718. })
  719. Trees
  720. -----
  721. * `default.grow_tree(pos, is_apple_tree)`
  722. * Grows a mgv6 tree or apple tree at pos
  723. * `default.grow_jungle_tree(pos)`
  724. * Grows a mgv6 jungletree at pos
  725. * `default.grow_pine_tree(pos)`
  726. * Grows a mgv6 pinetree at pos
  727. * `default.grow_new_apple_tree(pos)`
  728. * Grows a new design apple tree at pos
  729. * `default.grow_new_jungle_tree(pos)`
  730. * Grows a new design jungle tree at pos
  731. * `default.grow_new_pine_tree(pos)`
  732. * Grows a new design pine tree at pos
  733. * `default.grow_new_snowy_pine_tree(pos)`
  734. * Grows a new design snowy pine tree at pos
  735. * `default.grow_new_acacia_tree(pos)`
  736. * Grows a new design acacia tree at pos
  737. * `default.grow_new_aspen_tree(pos)`
  738. * Grows a new design aspen tree at pos
  739. * `default.grow_bush(pos)`
  740. * Grows a bush at pos
  741. * `default.grow_acacia_bush(pos)`
  742. * Grows an acaia bush at pos
  743. * `default.grow_pine_bush(pos)`
  744. * Grows a pine bush at pos
  745. * `default.grow_blueberry_bush(pos)`
  746. * Grows a blueberry bush at pos
  747. Carts
  748. -----
  749. carts.register_rail(
  750. "mycarts:myrail", -- Rail name
  751. nodedef, -- standard nodedef
  752. railparams -- rail parameter struct (optional)
  753. )
  754. railparams = {
  755. on_step(obj, dtime), -- Event handler called when
  756. -- cart is on rail
  757. acceleration, -- integer acceleration factor (negative
  758. -- values to brake)
  759. }
  760. The event handler is called after all default calculations
  761. are made, so the custom on_step handler can override things
  762. like speed, acceleration, player attachment. The handler will
  763. likely be called many times per second, so the function needs
  764. to make sure that the event is handled properly.
  765. Key API
  766. -------
  767. The key API allows mods to add key functionality to nodes that have
  768. ownership or specific permissions. Using the API will make it so
  769. that a node owner can use skeleton keys on their nodes to create keys
  770. for that node in that location, and give that key to other players,
  771. allowing them some sort of access that they otherwise would not have
  772. due to node protection.
  773. To make your new nodes work with the key API, you need to register
  774. two callback functions in each nodedef:
  775. `on_key_use(pos, player)`
  776. * Is called when a player right-clicks (uses) a normal key on your
  777. * node.
  778. * `pos` - position of the node
  779. * `player` - PlayerRef
  780. * return value: none, ignored
  781. The `on_key_use` callback should validate that the player is wielding
  782. a key item with the right key meta secret. If needed the code should
  783. deny access to the node functionality.
  784. If formspecs are used, the formspec callbacks should duplicate these
  785. checks in the metadata callback functions.
  786. `on_skeleton_key_use(pos, player, newsecret)`
  787. * Is called when a player right-clicks (uses) a skeleton key on your
  788. * node.
  789. * `pos` - position of the node
  790. * `player` - PlayerRef
  791. * `newsecret` - a secret value(string)
  792. * return values:
  793. * `secret` - `nil` or the secret value that unlocks the door
  794. * `name` - a string description of the node ("a locked chest")
  795. * `owner` - name of the node owner
  796. The `on_skeleton_key_use` function should validate that the player has
  797. the right permissions to make a new key for the item. The newsecret
  798. value is useful if the node has no secret value. The function should
  799. store this secret value somewhere so that in the future it may compare
  800. key secrets and match them to allow access. If a node already has a
  801. secret value, the function should return that secret value instead
  802. of the newsecret value. The secret value stored for the node should
  803. not be overwritten, as this would invalidate existing keys.
  804. Aside from the secret value, the function should retun a descriptive
  805. name for the node and the owner name. The return values are all
  806. encoded in the key that will be given to the player in replacement
  807. for the wielded skeleton key.
  808. if `nil` is returned, it is assumed that the wielder did not have
  809. permissions to create a key for this node, and no key is created.
  810. `default.register_craft_metadata_copy(ingredient, result)`
  811. ----------------------------------------------------------
  812. This function registers a shapeless recipe that takes `ingredient`
  813. and `result` as input and outputs `result`.
  814. The metadata of the input `result` is copied to the output `result`.