forked from Mirrorlandia_minetest/minetest
Wrap lines longer than 80 characters in lua_api.txt ...and minor formating changes
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doc/lua_api.txt
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doc/lua_api.txt
@ -20,7 +20,8 @@ source code patches to <celeron55@gmail.com>.
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Programming in Lua
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------------------
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If you have any difficulty in understanding this, please read [Programming in Lua](http://www.lua.org/pil/).
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If you have any difficulty in understanding this, please read
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[Programming in Lua](http://www.lua.org/pil/).
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Startup
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-------
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@ -599,7 +600,8 @@ For supported model formats see Irrlicht engine documentation.
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Noise Parameters
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----------------
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Noise Parameters, or commonly called "`NoiseParams`", define the properties of perlin noise.
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Noise Parameters, or commonly called "`NoiseParams`", define the properties of
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perlin noise.
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### `offset`
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Offset that the noise is translated by (i.e. added) after calculation.
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@ -679,21 +681,23 @@ All default ores are of the uniformly-distributed scatter type.
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Randomly chooses a location and generates a cluster of ore.
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If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
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that point is greater than the `noise_threshold`, giving the ability to create a non-equal
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distribution of ore.
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that point is greater than the `noise_threshold`, giving the ability to create
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a non-equal distribution of ore.
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### `sheet`
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Creates a sheet of ore in a blob shape according to the 2D perlin noise described by `noise_params`.
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The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
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a non-zero `scale` parameter in `noise_params`.
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Creates a sheet of ore in a blob shape according to the 2D perlin noise
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described by `noise_params`. The relative height of the sheet can be
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controlled by the same perlin noise as well, by specifying a non-zero
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`scale` parameter in `noise_params`.
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**IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing against the noise
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threshold, but scale is used to determine relative height.
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**IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing
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against the noise threshold, but scale is used to determine relative height.
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The height of the blob is randomly scattered, with a maximum height of `clust_size`.
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`clust_scarcity` and `clust_num_ores` are ignored.
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This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
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This is essentially an improved version of the so-called "stratus" ore seen in
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some unofficial mods.
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### `blob`
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Creates a deformed sphere of ore according to 3d perlin noise described by
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@ -741,39 +745,47 @@ The varying types of decorations that can be placed.
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The default value is `simple`, and is currently the only type supported.
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### `simple`
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Creates a 1 times `H` times 1 column of a specified node (or a random node from a list, if a
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decoration list is specified). Can specify a certain node it must spawn next to, such as water or
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lava, for example. Can also generate a decoration of random height between a specified lower and
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upper bound. This type of decoration is intended for placement of grass, flowers, cacti, papyri,
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and so on.
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Creates a 1 times `H` times 1 column of a specified node (or a random node from
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a list, if a decoration list is specified). Can specify a certain node it must
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spawn next to, such as water or lava, for example. Can also generate a
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decoration of random height between a specified lower and upper bound.
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This type of decoration is intended for placement of grass, flowers, cacti,
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papyri, and so on.
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### `schematic`
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Copies a box of `MapNodes` from a specified schematic file (or raw description). Can specify a
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probability of a node randomly appearing when placed. This decoration type is intended to be used
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for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
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Copies a box of `MapNodes` from a specified schematic file (or raw description).
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Can specify a probability of a node randomly appearing when placed.
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This decoration type is intended to be used for multi-node sized discrete
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structures, such as trees, cave spikes, rocks, and so on.
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Schematic specifier
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--------------------
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A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (`.mts`)
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or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
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A schematic specifier identifies a schematic by either a filename to a
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Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
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in the form of a table. This table must specify two fields:
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* The `size` field is a 3D vector containing the dimensions of the provided schematic.
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* The `data` field is a flat table of MapNodes making up the schematic, in the order of `[z [y [x]]]`.
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* The `data` field is a flat table of MapNodes making up the schematic,
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in the order of `[z [y [x]]]`.
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**Important**: The default value for `param1` in MapNodes here is `255`, which represents "always place".
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**Important**: The default value for `param1` in MapNodes here is `255`,
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which represents "always place".
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In the bulk `MapNode` data, `param1`, instead of the typical light values, instead represents the
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probability of that node appearing in the structure.
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In the bulk `MapNode` data, `param1`, instead of the typical light values,
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instead represents the probability of that node appearing in the structure.
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When passed to `minetest.create_schematic`, probability is an integer value ranging from `0` to `255`:
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When passed to `minetest.create_schematic`, probability is an integer value
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ranging from `0` to `255`:
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* A probability value of `0` means that node will never appear (0% chance).
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* A probability value of `255` means the node will always appear (100% chance).
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* If the probability value `p` is greater than `0`, then there is a `(p / 256 * 100)`% chance that node
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will appear when the schematic is placed on the map.
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* If the probability value `p` is greater than `0`, then there is a
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`(p / 256 * 100)`% chance that node will appear when the schematic is
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placed on the map.
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**Important note**: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
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**Important note**: Node aliases cannot be used for a raw schematic provided
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when registering as a decoration.
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Schematic attributes
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@ -791,14 +803,15 @@ HUD element types
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-----------------
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The position field is used for all element types.
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To account for differing resolutions, the position coordinates are the percentage of the screen,
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ranging in value from `0` to `1`.
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To account for differing resolutions, the position coordinates are the percentage
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of the screen, ranging in value from `0` to `1`.
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The name field is not yet used, but should contain a description of what the HUD element represents.
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The direction field is the direction in which something is drawn.
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The name field is not yet used, but should contain a description of what the
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HUD element represents. The direction field is the direction in which something
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is drawn.
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`0` draws from left to right, `1` draws from right to left, `2` draws from top to bottom,
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and `3` draws from bottom to top.
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`0` draws from left to right, `1` draws from right to left, `2` draws from
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top to bottom, and `3` draws from bottom to top.
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The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
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with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
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@ -812,7 +825,8 @@ items in the HUD.
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Below are the specific uses for fields in each type; fields not listed for that type are ignored.
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**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
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**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
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in the experimental stages.
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### `image`
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Displays an image on the HUD.
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@ -876,15 +890,18 @@ For helper functions see "Vector helpers".
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Flag Specifier Format
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---------------------
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Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
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Flags using the standardized flag specifier format can be specified in either of
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two ways, by string or table.
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The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
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Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string `"no"` explicitly
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The string format is a comma-delimited set of flag names; whitespace and
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unrecognized flag fields are ignored. Specifying a flag in the string sets the
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flag, and specifying a flag prefixed by the string `"no"` explicitly
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clears the flag from whatever the default may be.
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In addition to the standard string flag format, the schematic flags field can also be a table of flag names
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to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
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prefixed with `"no"` is present, mapped to a boolean of any value, the specified flag is unset.
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In addition to the standard string flag format, the schematic flags field can
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also be a table of flag names to boolean values representing whether or not the
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flag is set. Additionally, if a field with the flag name prefixed with `"no"`
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is present, mapped to a boolean of any value, the specified flag is unset.
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E.g. A flag field of value
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@ -1177,7 +1194,8 @@ Damage calculation:
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damage = 0
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foreach group in cap.damage_groups:
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damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
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damage += cap.damage_groups[group] * limit(actual_interval /
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cap.full_punch_interval, 0.0, 1.0)
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* (object.armor_groups[group] / 100.0)
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-- Where object.armor_groups[group] is 0 for inexistent values
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return damage
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@ -1198,8 +1216,8 @@ On the Lua side, every punch calls:
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entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
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This should never be called directly, because damage is usually not handled by the entity
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itself.
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This should never be called directly, because damage is usually not handled by
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the entity itself.
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* `puncher` is the object performing the punch. Can be `nil`. Should never be
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accessed unless absolutely required, to encourage interoperability.
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@ -1244,12 +1262,14 @@ Example stuff:
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print(dump(meta:to_table()))
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meta:from_table({
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inventory = {
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main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "",
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[7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "",
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[14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "",
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[19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "",
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[24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "",
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[31] = "", [32] = ""}
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main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
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[5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
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[10] = "", [11] = "", [12] = "", [13] = "",
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[14] = "default:cobble", [15] = "", [16] = "", [17] = "",
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[18] = "", [19] = "", [20] = "default:cobble", [21] = "",
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[22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
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[27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
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[32] = ""}
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},
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fields = {
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formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
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@ -1866,8 +1886,10 @@ and `minetest.auth_reload` call the authetification handler.
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`mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
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* `minetest.set_mapgen_params(MapgenParams)`
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* Set map generation parameters
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* Function cannot be called after the registration period; only initialization and `on_mapgen_init`
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* Takes a table as an argument with the fields `mgname`, `seed`, `water_level`, and `flags`.
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* Function cannot be called after the registration period; only initialization
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and `on_mapgen_init`
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* Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
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and `flags`.
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* Leave field unset to leave that parameter unchanged
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* `flags` contains a comma-delimited string of flags to set,
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or if the prefix `"no"` is attached, clears instead.
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@ -1926,7 +1948,8 @@ and `minetest.auth_reload` call the authetification handler.
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* `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
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* callbacks: See "Detached inventory callbacks"
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* Creates a detached inventory. If it already exists, it is cleared.
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* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`: returns left over ItemStack
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* `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
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returns left over ItemStack
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* See `minetest.item_eat` and `minetest.register_on_item_eat`
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### Formspec
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@ -2100,12 +2123,15 @@ These functions return the leftover itemstack.
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* Create a schematic from the volume of map specified by the box formed by p1 and p2.
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* Apply the specified probability values to the specified nodes in `probability_list`.
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* `probability_list` is an array of tables containing two fields, `pos` and `prob`.
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* `pos` is the 3D vector specifying the absolute coordinates of the node being modified,
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* `pos` is the 3D vector specifying the absolute coordinates of the
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node being modified,
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* `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
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* If there are two or more entries with the same pos value, the last entry is used.
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* If there are two or more entries with the same pos value, the
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last entry is used.
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* If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
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* If `probability_list` equals `nil`, no probabilities are applied.
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* Slice probability works in the same manner, except takes a field called `ypos` instead which
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* Slice probability works in the same manner, except takes a field
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called `ypos` instead which
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indicates the y position of the slice with a probability applied.
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* If slice probability list equals `nil`, no slice probabilities are applied.
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* Saves schematic in the Minetest Schematic format to filename.
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@ -2367,7 +2393,8 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `gravity`: multiplier to default gravity value (default: `1`)
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* `sneak`: whether player can sneak (default: `true`)
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* `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
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* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID number on success
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* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
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number on success
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* `hud_remove(id)`: remove the HUD element of the specified id
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* `hud_change(id, stat, value)`: change a value of a previously added HUD element
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* element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
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@ -2399,13 +2426,16 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `override_day_night_ratio(ratio or nil)`
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* `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
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* `nil`: Disables override, defaulting to sunlight based on day-night cycle
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* `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`:
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* `set_local_animation(walk, dig, walk+dig, frame_speed=frame_speed)`
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set animation for player model in third person view
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* stand/idle animation key frames
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* walk animation key frames
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* dig animation key frames
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* walk+dig animation key frames
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* animation frame speed
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set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
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{x=168, y=187}, -- < walk animation key frames
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{x=189, y=198}, -- < dig animation key frames
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{x=200, y=219}, -- < walk+dig animation key frames
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frame_speed=30): -- < animation frame speed
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* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
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* in first person view
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* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
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@ -2526,36 +2556,43 @@ It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
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The map will be pre-loaded if two positions are passed to either.
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#### Methods
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* `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the region formed by `p1` and `p2`.
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* `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the
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region formed by `p1` and `p2`.
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* returns actual emerged `pmin`, actual emerged `pmax`
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* `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
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* **important**: data must be set using `VoxelManip:set_data` before calling this
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* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in the `VoxelManip` at that position
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* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
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* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
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the `VoxelManip` at that position
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* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
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that position
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* `get_data()`: Gets the data read into the `VoxelManip` object
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* returns raw node data is in the form of an array of node content IDs
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* `set_data(data)`: Sets the data contents of the `VoxelManip` object
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* `update_map()`: Update map after writing chunk back to map.
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* To be used only by `VoxelManip` objects created by the mod itself; not a `VoxelManip` that was
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retrieved from `minetest.get_mapgen_object`
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* To be used only by `VoxelManip` objects created by the mod itself;
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not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
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* `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
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* `light` is a table, `{day=<0...15>, night=<0...15>}`
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* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
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* (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
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* (`p1`, `p2`) is the area in which lighting is set;
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defaults to the whole area if left out
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* `get_light_data()`: Gets the light data read into the `VoxelManip` object
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* Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
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* Each value is the bitwise combination of day and night light values (`0` to `15` each)
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* `light = day + (night * 16)`
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* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node in the `VoxelManip`
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* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
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in the `VoxelManip`
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* expects lighting data in the same format that `get_light_data()` returns
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* `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
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* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
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* `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
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* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
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* (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
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* (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
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if left out
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* `update_liquids()`: Update liquid flow
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* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator had been modified since
|
||||
the last read from map, due to a call to `minetest.set_data()` on the loaded area elsewhere
|
||||
* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
|
||||
had been modified since the last read from map, due to a call to
|
||||
`minetest.set_data()` on the loaded area elsewhere
|
||||
* `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
|
||||
|
||||
### `VoxelArea`
|
||||
@ -2564,10 +2601,12 @@ It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
|
||||
The coordinates are *inclusive*, like most other things in Minetest.
|
||||
|
||||
#### Methods
|
||||
* `getExtent()`: returns a 3D vector containing the size of the area formed by `MinEdge` and `MaxEdge`
|
||||
* `getExtent()`: returns a 3D vector containing the size of the area formed by
|
||||
`MinEdge` and `MaxEdge`
|
||||
* `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
|
||||
* `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
|
||||
* useful for things like `VoxelManip`, raw Schematic specifiers, `PerlinNoiseMap:get2d`/`3dMap`, and so on
|
||||
* useful for things like `VoxelManip`, raw Schematic specifiers,
|
||||
`PerlinNoiseMap:get2d`/`3dMap`, and so on
|
||||
* `indexp(p)`: same as above, except takes a vector
|
||||
* `position(i)`: returns the absolute position vector corresponding to index `i`
|
||||
* `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
|
||||
@ -2594,37 +2633,39 @@ It can be created via `Settings(filename)`.
|
||||
|
||||
Mapgen objects
|
||||
--------------
|
||||
A mapgen object is a construct used in map generation. Mapgen objects can be used by an `on_generate`
|
||||
callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
|
||||
`minetest.get_mapgen_object()` function. If the requested Mapgen object is unavailable, or
|
||||
`get_mapgen_object()` was called outside of an `on_generate()` callback, `nil` is returned.
|
||||
A mapgen object is a construct used in map generation. Mapgen objects can be used
|
||||
by an `on_generate` callback to speed up operations by avoiding unnecessary
|
||||
recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
|
||||
function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
|
||||
was called outside of an `on_generate()` callback, `nil` is returned.
|
||||
|
||||
The following Mapgen objects are currently available:
|
||||
|
||||
### `voxelmanip`
|
||||
This returns three values; the `VoxelManip` object to be used, minimum and maximum emerged position, in that
|
||||
order. All mapgens support this object.
|
||||
This returns three values; the `VoxelManip` object to be used, minimum and maximum
|
||||
emerged position, in that order. All mapgens support this object.
|
||||
|
||||
### `heightmap`
|
||||
Returns an array containing the y coordinates of the ground levels of nodes in the most recently
|
||||
generated chunk by the current mapgen.
|
||||
Returns an array containing the y coordinates of the ground levels of nodes in
|
||||
the most recently generated chunk by the current mapgen.
|
||||
|
||||
### `biomemap`
|
||||
Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
|
||||
current mapgen.
|
||||
Returns an array containing the biome IDs of nodes in the most recently
|
||||
generated chunk by the current mapgen.
|
||||
|
||||
### `heatmap`
|
||||
Returns an array containing the temperature values of nodes in the most recently generated chunk by
|
||||
the current mapgen.
|
||||
Returns an array containing the temperature values of nodes in the most
|
||||
recently generated chunk by the current mapgen.
|
||||
|
||||
### `humiditymap`
|
||||
Returns an array containing the humidity values of nodes in the most recently generated chunk by the
|
||||
current mapgen.
|
||||
Returns an array containing the humidity values of nodes in the most recently
|
||||
generated chunk by the current mapgen.
|
||||
|
||||
### `gennotify`
|
||||
Returns a table mapping requested generation notification types to arrays of positions at which the
|
||||
corresponding generated structures are located at within the current chunk. To set the capture of positions
|
||||
of interest to be recorded on generate, use `minetest.set_gen_notify()`.
|
||||
Returns a table mapping requested generation notification types to arrays of
|
||||
positions at which the corresponding generated structures are located at within
|
||||
the current chunk. To set the capture of positions of interest to be recorded
|
||||
on generate, use `minetest.set_gen_notify()`.
|
||||
|
||||
Possible fields of the table returned are:
|
||||
|
||||
@ -2636,7 +2677,8 @@ Possible fields of the table returned are:
|
||||
* `large_cave_end`
|
||||
* `decoration`
|
||||
|
||||
Decorations have a key in the format of `"decoration#id"`, where `id` is the numeric unique decoration ID.
|
||||
Decorations have a key in the format of `"decoration#id"`, where `id` is the
|
||||
numeric unique decoration ID.
|
||||
|
||||
Registered entities
|
||||
-------------------
|
||||
@ -2683,7 +2725,8 @@ L-system trees
|
||||
angle, --num angle in deg
|
||||
iterations, --num max # of iterations, usually 2 -5
|
||||
random_level, --num factor to lower nr of iterations, usually 0 - 3
|
||||
trunk_type, --string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
|
||||
trunk_type, --string single/double/crossed) type of trunk: 1 node,
|
||||
-- 2x2 nodes or 3x3 in cross shape
|
||||
thin_branches, --boolean true -> use thin (1 node) branches
|
||||
fruit, --string fruit node name
|
||||
fruit_chance, --num chance (0-100) to replace leaves with fruit node
|
||||
|
Loading…
Reference in New Issue
Block a user