game_api.txt 27 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. The contents of `creative.formspec_add` is appended to every creative inventory
  65. page. Mods can use it to add additional formspec elements onto the default
  66. creative inventory formspec to be drawn after each update.
  67. Doors API
  68. ---------
  69. The doors mod allows modders to register custom doors and trapdoors.
  70. `doors.register_door(name, def)`
  71. * Registers new door
  72. * `name` Name for door
  73. * `def` See [#Door definition]
  74. `doors.register_trapdoor(name, def)`
  75. * Registers new trapdoor
  76. * `name` Name for trapdoor
  77. * `def` See [#Trapdoor definition]
  78. `doors.register_fencegate(name, def)`
  79. * Registers new fence gate
  80. * `name` Name for fence gate
  81. * `def` See [#Fence gate definition]
  82. `doors.get(pos)`
  83. * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
  84. * Returns an ObjectRef to a door, or nil if the position does not contain a door
  85. ### Methods
  86. :open(player) -- Open the door object, returns if door was opened
  87. :close(player) -- Close the door object, returns if door was closed
  88. :toggle(player) -- Toggle the door state, returns if state was toggled
  89. :state() -- returns the door state, true = open, false = closed
  90. the "player" parameter can be omitted in all methods. If passed then
  91. the usual permission checks will be performed to make sure the player
  92. has the permissions needed to open this door. If omitted then no
  93. permission checks are performed.
  94. ### Door definition
  95. description = "Door description",
  96. inventory_image = "mod_door_inv.png",
  97. groups = {choppy = 2},
  98. tiles = {"mod_door.png"}, -- UV map.
  99. recipe = craftrecipe,
  100. sounds = default.node_sound_wood_defaults(), -- optional
  101. sound_open = sound play for open door, -- optional
  102. sound_close = sound play for close door, -- optional
  103. protected = false, -- If true, only placer can open the door (locked for others)
  104. ### Trapdoor definition
  105. description = "Trapdoor description",
  106. inventory_image = "mod_trapdoor_inv.png",
  107. groups = {choppy = 2},
  108. tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
  109. tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
  110. sounds = default.node_sound_wood_defaults(), -- optional
  111. sound_open = sound play for open door, -- optional
  112. sound_close = sound play for close door, -- optional
  113. protected = false, -- If true, only placer can open the door (locked for others)
  114. ### Fence gate definition
  115. description = "Wooden Fence Gate",
  116. texture = "default_wood.png",
  117. material = "default:wood",
  118. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  119. sounds = default.node_sound_wood_defaults(), -- optional
  120. Fence API
  121. ---------
  122. Allows creation of new fences with "fencelike" drawtype.
  123. `default.register_fence(name, item definition)`
  124. Registers a new fence. Custom fields texture and material are required, as
  125. are name and description. The rest is optional. You can pass most normal
  126. nodedef fields here except drawtype. The fence group will always be added
  127. for this node.
  128. ### fence definition
  129. name = "default:fence_wood",
  130. description = "Wooden Fence",
  131. texture = "default_wood.png",
  132. material = "default:wood",
  133. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  134. sounds = default.node_sound_wood_defaults(),
  135. Walls API
  136. ---------
  137. The walls API allows easy addition of stone auto-connecting wall nodes.
  138. walls.register(name, desc, texture, mat, sounds)
  139. ^ name = "walls:stone_wall". Node name.
  140. ^ desc = "A Stone wall"
  141. ^ texture = "default_stone.png"
  142. ^ mat = "default:stone". Used to auto-generate crafting recipe.
  143. ^ sounds = sounds: see [#Default sounds]
  144. Farming API
  145. -----------
  146. The farming API allows you to easily register plants and hoes.
  147. `farming.register_hoe(name, hoe definition)`
  148. * Register a new hoe, see [#hoe definition]
  149. `farming.register_plant(name, Plant definition)`
  150. * Register a new growing plant, see [#Plant definition]
  151. `farming.registered_plants[name] = definition`
  152. * Table of registered plants, indexed by plant name
  153. ### Hoe Definition
  154. {
  155. description = "", -- Description for tooltip
  156. inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
  157. max_uses = 30, -- Uses until destroyed
  158. material = "", -- Material for recipes
  159. recipe = { -- Craft recipe, if material isn't used
  160. {"air", "air", "air"},
  161. {"", "group:stick"},
  162. {"", "group:stick"},
  163. }
  164. }
  165. ### Plant definition
  166. {
  167. description = "", -- Description of seed item
  168. inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
  169. steps = 8, -- How many steps the plant has to grow, until it can be harvested
  170. -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
  171. minlight = 13, -- Minimum light to grow
  172. maxlight = default.LIGHT_MAX -- Maximum light to grow
  173. }
  174. Fire API
  175. --------
  176. New node def property:
  177. `on_burn(pos)`
  178. * Called when fire attempts to remove a burning node.
  179. * `pos` Position of the burning node.
  180. `on_ignite(pos, igniter)`
  181. * Called when Flint and steel (or a mod defined ignitor) is used on a node.
  182. Defining it may prevent the default action (spawning flames) from triggering.
  183. * `pos` Position of the ignited node.
  184. * `igniter` Player that used the tool, when available.
  185. Give Initial Stuff API
  186. ----------------------
  187. `give_initial_stuff.give(player)`
  188. ^ Give initial stuff to "player"
  189. `give_initial_stuff.add(stack)`
  190. ^ Add item to the initial stuff
  191. ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
  192. ^ Can be called after the game has loaded
  193. `give_initial_stuff.clear()`
  194. ^ Removes all items from the initial stuff
  195. ^ Can be called after the game has loaded
  196. `give_initial_stuff.get_list()`
  197. ^ returns list of item stacks
  198. `give_initial_stuff.set_list(list)`
  199. ^ List of initial items with numeric indices.
  200. `give_initial_stuff.add_from_csv(str)`
  201. ^ str is a comma separated list of initial stuff
  202. ^ Adds items to the list of items to be given
  203. Nyancat API
  204. -----------
  205. `nyancat.place(pos, facedir, length)`
  206. ^ Place a cat at `pos` facing `facedir` with tail length `length`
  207. Only accepts facedir 0-3, if facedir > 3 then it will be interpreted as facedir = 0
  208. `nyancat.generate(minp, maxp, seed)`
  209. ^ Called by `minetest.register_on_generated`. To disable nyancat generation,
  210. you can redefine nyancat.generate() to be an empty function
  211. TNT API
  212. ----------
  213. `tnt.register_tnt(definition)`
  214. ^ Register a new type of tnt.
  215. * `name` The name of the node. If no prefix is given `tnt` is used.
  216. * `description` A description for your TNT.
  217. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
  218. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
  219. * `disable_drops` Disable drops. By default it is set to false.
  220. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
  221. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
  222. * `tiles` Textures for node
  223. * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
  224. * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
  225. * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
  226. * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
  227. `tnt.boom(position, definition)`
  228. ^ Create an explosion.
  229. * `position` The center of explosion.
  230. * `definition` The TNT definion as passed to `tnt.register`
  231. `tnt.burn(position, [nodename])`
  232. ^ Ignite TNT at position, nodename isn't required unless already known.
  233. To make dropping items from node inventories easier, you can use the
  234. following helper function from 'default':
  235. default.get_inventory_drops(pos, inventory, drops)
  236. ^ Return drops from node inventory "inventory" in drops.
  237. * `pos` - the node position
  238. * `inventory` - the name of the inventory (string)
  239. * `drops` - an initialized list
  240. The function returns no values. The drops are returned in the `drops`
  241. parameter, and drops is not reinitialized so you can call it several
  242. times in a row to add more inventory items to it.
  243. `on_blast` callbacks:
  244. Both nodedefs and entitydefs can provide an `on_blast()` callback
  245. `nodedef.on_blast(pos, intensity)`
  246. ^ Allow drop and node removal overriding
  247. * `pos` - node position
  248. * `intensity` - TNT explosion measure. larger or equal to 1.0
  249. ^ Should return a list of drops (e.g. {"default:stone"})
  250. ^ Should perform node removal itself. If callback exists in the nodedef
  251. ^ then the TNT code will not destroy this node.
  252. `entitydef.on_blast(luaobj, damage)`
  253. ^ Allow TNT effects on entities to be overridden
  254. * `luaobj` - LuaEntityRef of the entity
  255. * `damage` - suggested HP damage value
  256. ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
  257. * `do_damage` - if true then TNT mod wil damage the entity
  258. * `do_knockback` - if true then TNT mod will knock the entity away
  259. * `drops` - a list of drops, e.g. {"wool:red"}
  260. Screwdriver API
  261. ---------------
  262. The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
  263. To use it, add the `on_screwdriver` function to the node definition.
  264. `on_rotate(pos, node, user, mode, new_param2)`
  265. * `pos` Position of the node that the screwdriver is being used on
  266. * `node` that node
  267. * `user` The player who used the screwdriver
  268. * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
  269. * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
  270. * return value: false to disallow rotation, nil to keep default behaviour, true to allow
  271. it but to indicate that changed have already been made (so the screwdriver will wear out)
  272. * use `on_rotate = false` to always disallow rotation
  273. * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
  274. Sethome API
  275. -----------
  276. The sethome API adds three global functions to allow mods to read a players home position,
  277. set a players home position and teleport a player to home position.
  278. `sethome.get(name)`
  279. * `name` Player who's home position you wish to get
  280. * return value: false if no player home coords exist, position table if true
  281. `sethome.set(name, pos)`
  282. * `name` Player who's home position you wish to set
  283. * `pos` Position table containing coords of home position
  284. * return value: false if unable to set and save new home position, otherwise true
  285. `sethome.go(name)`
  286. * `name` Player you wish to teleport to their home position
  287. * return value: false if player cannot be sent home, otherwise true
  288. Sfinv API
  289. ---------
  290. ### sfinv Methods
  291. * sfinv.set_player_inventory_formspec(player, context) - builds page formspec
  292. and calls set_inventory_formspec().
  293. If context is nil, it is either found or created.
  294. * sfinv.get_formspec(player, context) - builds current page's formspec
  295. * sfinv.get_nav_fs(player, context, nav, current_idx) - see above
  296. * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
  297. * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
  298. * show_inv, defaults to false. Whether to show the player's main inventory
  299. * size, defaults to `size[8,8.6]` if not specified
  300. * sfinv.register_page(name, def) - register a page, see section below
  301. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
  302. * Note: Page must already be defined, (opt)depend on the mod defining it.
  303. ### sfinv Members
  304. * pages - table of pages[pagename] = def
  305. * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
  306. * contexts - contexts[playername] = player_context
  307. * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
  308. ### Context
  309. A table with these keys:
  310. * page - current page name
  311. * nav - a list of page names
  312. * nav_titles - a list of page titles
  313. * nav_idx - current nav index (in nav and nav_titles)
  314. * any thing you want to store
  315. * sfinv will clear the stored data on log out / log in
  316. ### sfinv.register_page
  317. sfinv.register_page(name, def)
  318. def is a table containing:
  319. * `title` - human readable page name (required)
  320. * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
  321. * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
  322. * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
  323. * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
  324. * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
  325. ### get formspec
  326. Use sfinv.make_formspec to apply a layout:
  327. return sfinv.make_formspec(player, context, [[
  328. list[current_player;craft;1.75,0.5;3,3;]
  329. list[current_player;craftpreview;5.75,1.5;1,1;]
  330. image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
  331. listring[current_player;main]
  332. listring[current_player;craft]
  333. image[0,4.25;1,1;gui_hb_bg.png]
  334. image[1,4.25;1,1;gui_hb_bg.png]
  335. image[2,4.25;1,1;gui_hb_bg.png]
  336. image[3,4.25;1,1;gui_hb_bg.png]
  337. image[4,4.25;1,1;gui_hb_bg.png]
  338. image[5,4.25;1,1;gui_hb_bg.png]
  339. image[6,4.25;1,1;gui_hb_bg.png]
  340. image[7,4.25;1,1;gui_hb_bg.png]
  341. ]], true)
  342. See above (methods section) for more options.
  343. ### Customising themes
  344. Simply override this function to change the navigation:
  345. function sfinv.get_nav_fs(player, context, nav, current_idx)
  346. return "navformspec"
  347. end
  348. And override this function to change the layout:
  349. function sfinv.make_formspec(player, context, content, show_inv, size)
  350. local tmp = {
  351. size or "size[8,8.6]",
  352. theme_main,
  353. sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
  354. content
  355. }
  356. if show_inv then
  357. tmp[4] = theme_inv
  358. end
  359. return table.concat(tmp, "")
  360. end
  361. Stairs API
  362. ----------
  363. The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
  364. delivered with Minetest Game, to keep them compatible with other mods.
  365. `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
  366. * Registers a stair.
  367. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  368. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  369. * `groups`: see [Known damage and digging time defining groups]
  370. * `images`: see [Tile definition]
  371. * `description`: used for the description field in the stair's definition
  372. * `sounds`: see [#Default sounds]
  373. `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
  374. * Registers a slabs
  375. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  376. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
  377. * `groups`: see [Known damage and digging time defining groups]
  378. * `images`: see [Tile definition]
  379. * `description`: used for the description field in the stair's definition
  380. * `sounds`: see [#Default sounds]
  381. `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
  382. * A wrapper for stairs.register_stair and stairs.register_slab
  383. * Uses almost the same arguments as stairs.register_stair
  384. * `desc_stair`: Description for stair node
  385. * `desc_slab`: Description for slab node
  386. Xpanes API
  387. ----------
  388. Creates panes that automatically connect to each other
  389. `xpanes.register_pane(subname, def)`
  390. * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
  391. * `def`: See [#Pane definition]
  392. ### Pane definition
  393. {
  394. textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
  395. groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
  396. sounds = SoundSpec, -- See [#Default sounds]
  397. recipe = {{"","","","","","","","",""}}, -- Recipe field only
  398. }
  399. Raillike definitions
  400. --------------------
  401. The following nodes use the group `connect_to_raillike` and will only connect to
  402. raillike nodes within this group and the same group value.
  403. Use `minetest.raillike_group(<Name>)` to get the group value.
  404. | Node type | Raillike group name
  405. |-----------------------|---------------------
  406. | default:rail | "rail"
  407. | tnt:gunpowder | "gunpowder"
  408. | tnt:gunpowder_burning | "gunpowder"
  409. Example:
  410. If you want to add a new rail type and want it to connect with default:rail,
  411. add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
  412. of your node.
  413. Default sounds
  414. --------------
  415. Sounds inside the default table can be used within the sounds field of node definitions.
  416. * `default.node_sound_defaults()`
  417. * `default.node_sound_stone_defaults()`
  418. * `default.node_sound_dirt_defaults()`
  419. * `default.node_sound_sand_defaults()`
  420. * `default.node_sound_wood_defaults()`
  421. * `default.node_sound_leaves_defaults()`
  422. * `default.node_sound_glass_defaults()`
  423. * `default.node_sound_metal_defaults()`
  424. Default constants
  425. -----------------
  426. `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
  427. Player API
  428. ----------
  429. The player API can register player models and update the player's appearence
  430. `default.player_register_model(name, def)`
  431. * Register a new model to be used by players.
  432. * name: model filename such as "character.x", "foo.b3d", etc.
  433. * def: See [#Model definition]
  434. `default.registered_player_models[name]`
  435. * Get a model's definition
  436. * see [#Model definition]
  437. `default.player_set_model(player, model_name)`
  438. * Change a player's model
  439. * `player`: PlayerRef
  440. * `model_name`: model registered with player_register_model()
  441. `default.player_set_animation(player, anim_name [, speed])`
  442. * Applies an animation to a player
  443. * anim_name: name of the animation.
  444. * speed: frames per second. If nil, default from the model is used
  445. `default.player_set_textures(player, textures)`
  446. * Sets player textures
  447. * `player`: PlayerRef
  448. * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
  449. default.player_get_animation(player)
  450. * Returns a table containing fields `model`, `textures` and `animation`.
  451. * Any of the fields of the returned table may be nil.
  452. * player: PlayerRef
  453. ### Model Definition
  454. {
  455. animation_speed = 30, -- Default animation speed, in FPS.
  456. textures = {"character.png", }, -- Default array of textures.
  457. visual_size = {x = 1, y = 1}, -- Used to scale the model.
  458. animations = {
  459. -- <anim_name> = {x = <start_frame>, y = <end_frame>},
  460. foo = {x = 0, y = 19},
  461. bar = {x = 20, y = 39},
  462. -- ...
  463. },
  464. }
  465. Leafdecay
  466. ---------
  467. To enable leaf decay for a node, add it to the `leafdecay` group.
  468. The rating of the group determines how far from a node in the group `tree`
  469. the node can be without decaying.
  470. If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
  471. the player places a node of that kind, you will want to set `param2 = 1` or so.
  472. The function `default.after_place_leaves` can be set as `after_place_node of a node`
  473. to set param2 to 1 if the player places the node (should not be used for nodes
  474. that use param2 otherwise (e.g. facedir)).
  475. If the node is in the `leafdecay_drop` group then it will always be dropped as an
  476. item.
  477. Dyes
  478. ----
  479. To make recipes that will work with any dye ever made by anybody, define
  480. them based on groups. You can select any group of groups, based on your need for
  481. amount of colors.
  482. ### Color groups
  483. Base color groups:
  484. * `basecolor_white`
  485. * `basecolor_grey`
  486. * `basecolor_black`
  487. * `basecolor_red`
  488. * `basecolor_yellow`
  489. * `basecolor_green`
  490. * `basecolor_cyan`
  491. * `basecolor_blue`
  492. * `basecolor_magenta`
  493. Extended color groups ( * means also base color )
  494. * `excolor_white` *
  495. * `excolor_lightgrey`
  496. * `excolor_grey` *
  497. * `excolor_darkgrey`
  498. * `excolor_black` *
  499. * `excolor_red` *
  500. * `excolor_orange`
  501. * `excolor_yellow` *
  502. * `excolor_lime`
  503. * `excolor_green` *
  504. * `excolor_aqua`
  505. * `excolor_cyan` *
  506. * `excolor_sky_blue`
  507. * `excolor_blue` *
  508. * `excolor_violet`
  509. * `excolor_magenta` *
  510. * `excolor_red_violet`
  511. The whole unifieddyes palette as groups:
  512. * `unicolor_<excolor>`
  513. For the following, no white/grey/black is allowed:
  514. * `unicolor_medium_<excolor>`
  515. * `unicolor_dark_<excolor>`
  516. * `unicolor_light_<excolor>`
  517. * `unicolor_<excolor>_s50`
  518. * `unicolor_medium_<excolor>_s50`
  519. * `unicolor_dark_<excolor>_s50`
  520. Example of one shapeless recipe using a color group:
  521. minetest.register_craft({
  522. type = "shapeless",
  523. output = '<mod>:item_yellow',
  524. recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
  525. })
  526. ### Color lists
  527. * `dye.basecolors` are an array containing the names of available base colors
  528. * `dye.excolors` are an array containing the names of the available extended colors
  529. Trees
  530. -----
  531. * `default.grow_tree(pos, is_apple_tree)`
  532. * Grows a mgv6 tree or apple tree at pos
  533. * `default.grow_jungle_tree(pos)`
  534. * Grows a mgv6 jungletree at pos
  535. * `default.grow_pine_tree(pos)`
  536. * Grows a mgv6 pinetree at pos
  537. * `default.grow_new_apple_tree(pos)`
  538. * Grows a new design apple tree at pos
  539. * `default.grow_new_jungle_tree(pos)`
  540. * Grows a new design jungle tree at pos
  541. * `default.grow_new_pine_tree(pos)`
  542. * Grows a new design pine tree at pos
  543. * `default.grow_new_acacia_tree(pos)`
  544. * Grows a new design acacia tree at pos
  545. * `default.grow_new_aspen_tree(pos)`
  546. * Grows a new design aspen tree at pos
  547. * `default.grow_new_snowy_pine_tree(pos)`
  548. * Grows a new design snowy pine tree at pos
  549. Carts
  550. -----
  551. carts.register_rail(
  552. "mycarts:myrail", -- Rail name
  553. nodedef, -- standard nodedef
  554. railparams -- rail parameter struct (optional)
  555. )
  556. railparams = {
  557. on_step(obj, dtime), -- Event handler called when
  558. -- cart is on rail
  559. acceleration, -- integer acceleration factor (negative
  560. -- values to brake)
  561. }
  562. The event handler is called after all default calculations
  563. are made, so the custom on_step handler can override things
  564. like speed, acceleration, player attachment. The handler will
  565. likely be called many times per second, so the function needs
  566. to make sure that the event is handled properly.
  567. Key API
  568. -------
  569. The key API allows mods to add key functionality to nodes that have
  570. ownership or specific permissions. Using the API will make it so
  571. that a node owner can use skeleton keys on their nodes to create keys
  572. for that node in that location, and give that key to other players,
  573. allowing them some sort of access that they otherwise would not have
  574. due to node protection.
  575. To make your new nodes work with the key API, you need to register
  576. two callback functions in each nodedef:
  577. `on_key_use(pos, player)`
  578. * Is called when a player right-clicks (uses) a normal key on your
  579. * node.
  580. * `pos` - position of the node
  581. * `player` - PlayerRef
  582. * return value: none, ignored
  583. The `on_key_use` callback should validate that the player is wielding
  584. a key item with the right key meta secret. If needed the code should
  585. deny access to the node functionality.
  586. If formspecs are used, the formspec callbacks should duplicate these
  587. checks in the metadata callback functions.
  588. `on_skeleton_key_use(pos, player, newsecret)`
  589. * Is called when a player right-clicks (uses) a skeleton key on your
  590. * node.
  591. * `pos` - position of the node
  592. * `player` - PlayerRef
  593. * `newsecret` - a secret value(string)
  594. * return values:
  595. * `secret` - `nil` or the secret value that unlocks the door
  596. * `name` - a string description of the node ("a locked chest")
  597. * `owner` - name of the node owner
  598. The `on_skeleton_key_use` function should validate that the player has
  599. the right permissions to make a new key for the item. The newsecret
  600. value is useful if the node has no secret value. The function should
  601. store this secret value somewhere so that in the future it may compare
  602. key secrets and match them to allow access. If a node already has a
  603. secret value, the function should return that secret value instead
  604. of the newsecret value. The secret value stored for the node should
  605. not be overwritten, as this would invalidate existing keys.
  606. Aside from the secret value, the function should retun a descriptive
  607. name for the node and the owner name. The return values are all
  608. encoded in the key that will be given to the player in replacement
  609. for the wielded skeleton key.
  610. if `nil` is returned, it is assumed that the wielder did not have
  611. permissions to create a key for this node, and no key is created.