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Lua_api.txt: Improve section titles, clarify sections (#7533)
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doc/lua_api.txt
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doc/lua_api.txt
@ -3,8 +3,12 @@ Minetest Lua Modding API Reference
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* More information at <http://www.minetest.net/>
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* Developer Wiki: <http://dev.minetest.net/>
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Introduction
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------------
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============
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Content and functionality can be added to Minetest using Lua scripting
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in run-time loaded mods.
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@ -44,8 +48,12 @@ Paths
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* Linux: `$HOME/.minetest`
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* Windows: `C:/users/<user>/AppData/minetest` (maybe)
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Games
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-----
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=====
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Games are looked up from:
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* `$path_share/games/gameid/`
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@ -82,6 +90,12 @@ If you want to specify multiple images for one identifier, add additional
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images named like `$identifier.$n.png`, with an ascending number $n starting
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with 1, and a random image will be chosen from the provided ones.
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Mods
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====
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Mod load path
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-------------
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Generic:
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@ -126,7 +140,7 @@ should be a mod, contains a file named `modpack.txt`. This file shall be
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empty, except for lines starting with `#`, which are comments.
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Mod directory structure
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------------------------
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-----------------------
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mods
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|-- modname
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@ -236,8 +250,12 @@ when registering it.
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The `:` prefix can also be used for maintaining backwards compatibility.
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Aliases
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-------
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=======
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Aliases can be added by using `minetest.register_alias(name, convert_to)` or
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`minetest.register_alias_force(name, convert_to)`.
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@ -326,8 +344,12 @@ Dungeons:
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"mapgen_mossycobble"
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"mapgen_stair_desert_stone"
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Textures
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--------
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========
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Mods should generally prefix their textures with `modname_`, e.g. given
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the mod name `foomod`, a texture could be called:
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@ -719,8 +741,12 @@ Example (colored grass block):
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palette = "default_foilage.png",
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})
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Sounds
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------
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======
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Only Ogg Vorbis files are supported.
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For positional playing of sounds, only single-channel (mono) files are
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@ -790,8 +816,12 @@ one player using `to_player = name,`
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* e.g. `{name = "default_place_node", gain = 1.0}`
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* e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
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Registered definitions of stuff
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-------------------------------
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===============================
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Anything added using certain `minetest.register_*` functions get added to
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the global `minetest.registered_*` tables.
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@ -879,8 +909,12 @@ Example: `minetest.get_item_group(name, group)` has been implemented as:
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return minetest.registered_items[name].groups[group]
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end
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Nodes
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-----
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=====
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Nodes are the bulk data of the world: cubes and other things that take the
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space of a cube. Huge amounts of them are handled efficiently, but they
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are quite static.
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@ -1149,6 +1183,10 @@ A box of a regular node would look like:
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HUD
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===
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HUD element types
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-----------------
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The position field is used for all element types.
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@ -1226,8 +1264,11 @@ Displays distance to selected world position.
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text.
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* `world_pos`: World position of the waypoint.
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Representations of simple things
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--------------------------------
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================================
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### Position/vector
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@ -1240,8 +1281,12 @@ For helper functions see "Spatial Vectors".
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* `{type="node", under=pos, above=pos}`
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* `{type="object", ref=ObjectRef}`
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Flag Specifier Format
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---------------------
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=====================
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Flags using the standardized flag specifier format can be specified in either
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of two ways, by string or table.
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@ -1273,8 +1318,11 @@ or even
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since, by default, no schematic attributes are set.
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Items
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-----
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=====
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### Item types
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There are three kinds of items: nodes, tools and craftitems.
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@ -1334,8 +1382,11 @@ When an item must be passed to a function, it can usually be in any of
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these formats.
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Groups
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------
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======
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In a number of places, there is a group table. Groups define the
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properties of a thing (item, node, armor of entity, capabilities of
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tool) in such a way that the engine and other mods can can interact with
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@ -1474,6 +1525,12 @@ Tools define their properties by a list of parameters for groups. They
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cannot dig other groups; thus it is important to use a standard bunch of
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groups to enable interaction with tools.
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Tools
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=====
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#### Tools definition
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Tools define:
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@ -1566,8 +1623,12 @@ Table of resulting tool uses:
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easy nodes to be quickly breakable.
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* At `level > 2`, the node is not diggable, because it's `level > maxlevel`
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Entity damage mechanism
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-----------------------
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=======================
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Damage calculation:
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damage = 0
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@ -1616,6 +1677,12 @@ To punch an entity/object in Lua, call:
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* If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
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will be automatically filled in based on the location of `puncher`.
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Metadata
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========
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Node Metadata
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-------------
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The instance of a node in the world normally only contains the three values
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@ -1680,8 +1747,12 @@ Example stuff:
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meta:set_string("key", "value")
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print(dump(meta:to_table()))
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Formspec
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--------
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========
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Formspec defines a menu. Currently not much else than inventories are
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supported. It is a string, with a somewhat strange format.
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@ -2050,6 +2121,12 @@ appearing when you don't expect them to. See `no_prepend[]`
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**Note**: do _not_ use a element name starting with `key_`; those names are
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reserved to pass key press events to formspec!
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Inventory
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=========
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Inventory locations
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-------------------
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* `"context"`: Selected node metadata (deprecated: `"current_name"`)
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@ -2065,6 +2142,12 @@ Player Inventory lists
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* `craftpreview`: list containing the craft output
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* `hand`: list containing an override for the empty hand
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Colours
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=======
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`ColorString`
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-------------
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`#RGB` defines a color in hexadecimal format.
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@ -2091,8 +2174,12 @@ numerical form, the raw integer value of an ARGB8 quad:
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or string form, a ColorString (defined above):
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`colorspec = "green"`
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Escape sequences
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----------------
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================
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Most text can contain escape sequences, that can for example color the text.
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There are a few exceptions: tab headers, dropdowns and vertical labels can't.
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The following functions provide escape sequences:
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@ -2116,8 +2203,12 @@ The following functions provide escape sequences:
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* `minetest.strip_colors(str)`
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* Removes all color escape sequences.
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Spatial Vectors
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---------------
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===============
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For the following functions, `v`, `v1`, `v2` are vectors,
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`p1`, `p2` are positions:
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@ -2158,8 +2249,12 @@ For the following functions `x` can be either a vector or a number:
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* `vector.divide(v, x)`:
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* Returns a scaled vector or Schur quotient.
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Helper functions
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----------------
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================
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* `dump2(obj, name, dumped)`: returns a string which makes `obj`
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human-readable, handles reference loops.
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* `obj`: arbitrary variable
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@ -2222,8 +2317,11 @@ Helper functions
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position.
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* returns the exact position on the surface of a pointed node
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Translations
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------------
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============
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Texts can be translated client-side with the help of `minetest.translate` and
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translation files.
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@ -2311,8 +2409,12 @@ Strings that need to be translated can contain several escapes, preceded by `@`.
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`minetest.translate`, but is in translation files.
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* `@n` acts as a literal newline as well.
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Perlin noise
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------------
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============
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Perlin noise creates a continuously-varying value depending on the input values.
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Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
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The result is used during map generation to create the terrain shape, vary heat
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@ -2460,6 +2562,12 @@ For 2D or 3D perlin noise or perlin noise maps:
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For 2D noise the Z component of `spread` is still defined but is ignored.
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A single noise parameter table can be used for 2D or 3D noise.
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Ores
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====
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Ore types
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---------
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These tell in what manner the ore is generated.
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@ -2587,8 +2695,12 @@ this attribute set, puff ore generation will instead generate the absolute
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difference in noise displacement values. This flag has no effect for ore types
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other than `puff`.
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Decoration types
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----------------
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================
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The varying types of decorations that can be placed.
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### `simple`
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@ -2605,6 +2717,12 @@ 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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Schematics
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==========
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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
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@ -2650,8 +2768,12 @@ Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
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* `force_placement`: Schematic nodes other than "ignore" will replace existing
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nodes.
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Lua Voxel Manipulator
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---------------------
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=====================
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### About VoxelManip
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VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
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facility. The purpose of this object is for fast, low-level, bulk access to
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@ -2933,8 +3055,12 @@ The coordinates are *inclusive*, like most other things in Minetest.
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`[z [y [x]]]`.
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* `iterp(minp, maxp)`: same as above, except takes a vector
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Mapgen objects
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--------------
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==============
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A mapgen object is a construct used in map generation. Mapgen objects can be
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used by an `on_generate` callback to speed up operations by avoiding
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unnecessary recalculations, these can be retrieved using the
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@ -2986,8 +3112,12 @@ Possible fields of the table returned are:
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Decorations have a key in the format of `"decoration#id"`, where `id` is the
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numeric unique decoration ID.
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Registered entities
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-------------------
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===================
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* Functions receive a "luaentity" as `self`:
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* It has the member `.name`, which is the registered name `("mod:thing")`
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* It has the member `.object`, which is an `ObjectRef` pointing to the
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@ -3027,8 +3157,11 @@ Registered entities
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* Should return a string that will be passed to `on_activate` when
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the object is instantiated the next time.
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L-system trees
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--------------
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==============
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### Tree definition
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@ -3099,8 +3232,10 @@ Spawn a small apple tree:
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minetest.spawn_tree(pos,apple_tree)
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`minetest` namespace reference
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------------------------------
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'minetest' namespace reference
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==============================
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### Utilities
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@ -4353,8 +4488,12 @@ These functions return the leftover itemstack.
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* List of registered decoration definitions.
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Class reference
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---------------
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===============
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Sorted alphabetically.
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### `AreaStore`
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A fast access data structure to store areas, and find areas near a given
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@ -4975,8 +5114,10 @@ Can be obtained via `minetest.get_mod_storage()` during load time.
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* All methods in MetaDataRef
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Definition tables
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-----------------
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=================
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### Object Properties
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