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Improve crafting recipe documentation (#12806)
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doc/lua_api.txt
273
doc/lua_api.txt
@ -1831,7 +1831,24 @@ are effective towards.
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Groups in crafting recipes
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--------------------------
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An example: Make meat soup from any meat, any water and any bowl:
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In crafting recipes, you can specify a group as an input item.
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This means that any item in that group will be accepted as input.
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The basic syntax is:
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"group:<group_name>"
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For example, `"group:meat"` will accept any item in the `meat` group.
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It is also possible to require an input item to be in
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multiple groups at once. The syntax for that is:
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"group:<group_name_1>,<group_name_2>,(...),<group_name_n>"
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For example, `"group:leaves,birch,trimmed"` accepts any item which is member
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of *all* the groups `leaves` *and* `birch` *and* `trimmed`.
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An example recipe: Craft a raw meat soup from any meat, any water and any bowl:
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{
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output = "food:meat_soup_raw",
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@ -1842,7 +1859,9 @@ An example: Make meat soup from any meat, any water and any bowl:
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},
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}
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Another example: Make red wool from white wool and red dye:
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Another example: Craft red wool from white wool and red dye
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(here, "red dye" is defined as any item which is member of
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*both* the groups `dye` and `basecolor_red`).
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{
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type = "shapeless",
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@ -8495,44 +8514,188 @@ Used by `minetest.register_node`.
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Crafting recipes
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----------------
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Used by `minetest.register_craft`.
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Crafting converts one or more inputs to one output itemstack of arbitrary
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count (except for fuels, which don't have an output). The conversion reduces
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each input ItemStack by 1.
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Craft recipes are registered by `minetest.register_craft` and use a
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table format. The accepted parameters are listed below.
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Recipe input items can either be specified by item name (item count = 1)
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or by group (see "Groups in crafting recipes" for details).
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The following sections describe the types and syntaxes of recipes.
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### Shaped
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This is the default recipe type (when no `type` is specified).
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A shaped recipe takes one or multiple items as input and has
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a single item stack as output. The input items must be specified
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in a 2-dimensional matrix (see parameters below) to specify the
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exact arrangement (the "shape") in which the player must place them
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in the crafting grid.
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For example, for a 3x3 recipe, the `recipes` table must have
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3 rows and 3 columns.
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In order to craft the recipe, the players' crafting grid must
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have equal or larger dimensions (both width and height).
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Parameters:
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* `type = "shaped"`: (optional) specifies recipe type as shaped
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* `output`: Itemstring of output itemstack (item counts >= 1 are allowed)
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* `recipe`: A 2-dimensional matrix of items, with a width *w* and height *h*.
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* *w* and *h* are chosen by you, they don't have to be equal but must be at least 1
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* The matrix is specified as a table containing tables containing itemnames
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* The inner tables are the rows. There must be *h* tables, specified from the top to the bottom row
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* Values inside of the inner table are the columns.
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Each inner table must contain a list of *w* items, specified from left to right
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* Empty slots *must* be filled with the empty string
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* `replacements`: (optional) Allows you to replace input items with some other items
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when something is crafted
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* Provided as a list of item pairs of the form `{ old_item, new_item }` where
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`old_item` is the input item to replace (same syntax as for a regular input
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slot; groups are allowed) and `new_item` is an itemstring for the item stack
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it will become
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* When the output is crafted, Minetest iterates through the list
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of input items if the crafting grid. For each input item stack, it checks if
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it matches with an `old_item` in the item pair list.
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* If it matches, the item will be replaced. Also, this item pair
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will *not* be applied again for the remaining items
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* If it does not match, the item is consumed (reduced by 1) normally
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* The `new_item` will appear in one of 3 places:
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* Crafting grid, if the input stack size was exactly 1
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* Player inventory, if input stack size was larger
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* Drops as item entity, if it fits neither in craft grid or inventory
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#### Examples
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A typical shaped recipe:
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-- Stone pickaxe
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{
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output = "default:pick_stone",
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output = "example:stone_pickaxe",
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-- A 3x3 recipe which needs 3 stone in the 1st row,
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-- and 1 stick in the horizontal middle in each of the 2nd and 3nd row.
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-- The 4 remaining slots have to be empty.
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recipe = {
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{"default:cobble", "default:cobble", "default:cobble"},
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{"", "default:stick", ""},
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{"", "default:stick", ""}, -- Also groups; e.g. "group:crumbly"
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{"example:stone", "example:stone", "example:stone"}, -- row 1
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{"", "example:stick", "" }, -- row 2
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{"", "example:stick", "" }, -- row 3
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-- ^ column 1 ^ column 2 ^ column 3
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},
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-- There is no replacements table, so every input item
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-- will be consumed.
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}
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Simple replacement example:
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-- Wet sponge
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{
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output = "example:wet_sponge",
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-- 1x2 recipe with a water bucket above a dry sponge
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recipe = {
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{"example:water_bucket"},
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{"example:dry_sponge"},
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},
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-- When the wet sponge is crafted, the water bucket
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-- in the input slot is replaced with an empty
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-- bucket
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replacements = {
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{"example:water_bucket", "example:empty_bucket"},
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},
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}
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Complex replacement example 1:
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-- Very wet sponge
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{
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output = "example:very_wet_sponge",
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-- 3x3 recipe with a wet sponge in the center
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-- and 4 water buckets around it
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recipe = {
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{"","example:water_bucket",""},
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{"example:water_bucket","example:wet_sponge","example:water_bucket"},
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{"","example:water_bucket",""},
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},
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-- When the wet sponge is crafted, all water buckets
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-- in the input slot become empty
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replacements = {
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-- Without these repetitions, only the first
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-- water bucket would be replaced.
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{"example:water_bucket", "example:empty_bucket"},
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{"example:water_bucket", "example:empty_bucket"},
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{"example:water_bucket", "example:empty_bucket"},
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{"example:water_bucket", "example:empty_bucket"},
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},
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}
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Complex replacement example 2:
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-- Magic book:
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-- 3 magic orbs + 1 book crafts a magic book,
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-- and the orbs will be replaced with 3 different runes.
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{
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output = "example:magic_book",
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-- 3x2 recipe
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recipe = {
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-- 3 items in the group `magic_orb` on top of a book in the middle
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{"group:magic_orb", "group:magic_orb", "group:magic_orb"},
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{"", "example:book", ""},
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},
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-- When the book is crafted, the 3 magic orbs will be turned into
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-- 3 runes: ice rune, earth rune and fire rune (from left to right)
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replacements = {
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{"group:magic_orb", "example:ice_rune"},
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{"group:magic_orb", "example:earth_rune"},
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{"group:magic_orb", "example:fire_rune"},
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},
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replacements = <list of item pairs>,
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-- replacements: replace one input item with another item on crafting
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-- (optional).
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}
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### Shapeless
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Takes a list of input items (at least 1). The order or arrangement
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of input items does not matter.
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In order to craft the recipe, the players' crafting grid must have matching or
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larger *count* of slots. The grid dimensions do not matter.
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Parameters:
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* `type = "shapeless"`: Mandatory
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* `output`: Same as for shaped recipe
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* `recipe`: List of item names
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* `replacements`: Same as for shaped recipe
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#### Example
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{
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-- Craft a mushroom stew from a bowl, a brown mushroom and a red mushroom
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-- (no matter where in the input grid the items are placed)
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type = "shapeless",
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output = "mushrooms:mushroom_stew",
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output = "example:mushroom_stew",
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recipe = {
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"mushrooms:bowl",
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"mushrooms:mushroom_brown",
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"mushrooms:mushroom_red",
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"example:bowl",
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"example:mushroom_brown",
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"example:mushroom_red",
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},
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replacements = <list of item pairs>,
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}
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### Tool repair
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Syntax:
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{
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type = "toolrepair",
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additional_wear = -0.02, -- multiplier of 65536
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}
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Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
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group. Player can put 2 equal tools in the craft grid to get one "repaired" tool
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group. If this recipe is used, repairing is possible with any crafting grid
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with at least 2 slots.
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The player can put 2 equal tools in the craft grid to get one "repaired" tool
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back.
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The wear of the output is determined by the wear of both tools, plus a
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'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
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@ -8547,25 +8710,83 @@ no crafting is possible.
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### Cooking
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A cooking recipe has a single input item, a single output item stack
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and a cooking time. It represents cooking/baking/smelting/etc. items in
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an oven, furnace, or something similar; the exact meaning is up for games
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to decide, if they choose to use cooking at all.
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The engine does not implement anything specific to cooking recipes, but
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the recipes can be retrieved later using `minetest.get_craft_result` to
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have a consistent interface across different games/mods.
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Parameters:
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* `type = "cooking"`: Mandatory
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* `output`: Same as for shaped recipe
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* `recipe`: An itemname of the single input item
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* `cooktime`: (optional) Time it takes to cook this item, in seconds.
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A floating-point number. (default: 3.0)
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* `replacements`: Same meaning as for shaped recipes, but the mods
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that utilize cooking recipes (e.g. for adding a furnace
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node) need to implement replacements on their own
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Note: Games and mods are free to re-interpret the cooktime in special
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cases, e.g. for a super furnace that cooks items twice as fast.
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#### Example
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Cooking sand to glass in 3 seconds:
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{
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type = "cooking",
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output = "default:glass",
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recipe = "default:sand",
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cooktime = 3,
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output = "example:glass",
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recipe = "example:sand",
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cooktime = 3.0,
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}
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### Furnace fuel
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### Fuel
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A fuel recipe is an item associated with a "burning time" and an optional
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item replacement. There is no output. This is usually used as fuel for
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furnaces, ovens, stoves, etc.
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Like with cooking recipes, the engine does not do anything specific with
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fuel recipes and it's up to games and mods to use them by retrieving
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them via `minetest.get_craft_result`.
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Parameters:
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* `type = "fuel"`: Mandatory
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* `recipe`: Itemname of the item to be used as fuel
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* `burntime`: (optional) Burning time this item provides, in seconds.
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A floating-point number. (default: 1.0)
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* `replacements`: Same meaning as for shaped recipes, but the mods
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that utilize fuels need to implement replacements
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on their own
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Note: Games and mods are free to re-interpret the burntime in special
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cases, e.g. for an efficient furnace in which fuels burn twice as
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long.
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#### Examples
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Coal lump with a burntime of 20 seconds. Will be consumed when used.
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{
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type = "fuel",
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recipe = "bucket:bucket_lava",
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burntime = 60,
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replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
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recipe = "example:coal_lump",
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burntime = 20.0,
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}
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The engine does not implement anything specific to cooking or fuels, but the
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recpies can be retrieved later using `minetest.get_craft_result` to have a
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consistent interface across different games/mods.
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Lava bucket with a burn time of 60 seconds. Will become an empty bucket
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if used:
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{
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type = "fuel",
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recipe = "example:lava_bucket",
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burntime = 60.0,
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replacements = {{"example:lava_bucket", "example:empty_bucket"}},
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}
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Ore definition
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--------------
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