Lua_api.txt: Split long lines part 6

This commit is contained in:
paramat 2018-03-17 05:00:37 +00:00 committed by paramat
parent e800684ead
commit fdc02a59ba

@ -4794,51 +4794,58 @@ Definition tables
-- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
zoom_fov = 0.0,
-- ^ For players only. Zoom FOV in degrees.
-- Note that zoom loads and/or generates world beyond the server's maximum
-- send and generate distances, so acts like a telescope.
-- Note that zoom loads and/or generates world beyond the server's
-- maximum send and generate distances, so acts like a telescope.
-- Smaller zoomFOV values increase the distance loaded and/or generated.
-- Defaults to 15 in creative mode, 0 in survival mode.
-- zoom_fov = 0 disables zooming for the player.
eye_height = 1.625,
-- ^ For players only. Camera height above feet position in nodes. Defaults to 1.625
-- ^ For players only. Camera height above feet position in nodes.
-- Defaults to 1.625.
physical = true,
collide_with_objects = true, -- collide with other objects if physical = true
collide_with_objects = true,
-- ^ Collide with other objects if physical = true.
weight = 5,
collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
-- ^ Default, uses collision box dimensions when not set.
-- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
-- object position.
pointable = true, -- overrides selection box when false
pointable = true,
-- ^ Overrides selection box when false.
visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
-- ^ "cube" is a node-sized cube.
-- ^ "sprite" is a flat texture always facing the player.
-- ^ "upright_sprite" is a vertical flat texture.
-- ^ "mesh" uses the defined mesh model.
-- ^ "wielditem" is used for dropped items (see builtin/game/item_entity.lua).
-- ^ "wielditem" is used for dropped items
-- (see builtin/game/item_entity.lua).
-- For this use 'textures = {itemname}'.
-- If the item has a 'wield_image' the object will be an extrusion of that,
-- otherwise:
-- If 'itemname' is a cubic node or nodebox the object will appear identical
-- to 'itemname'.
-- If 'itemname' is a plantlike node the object will be an extrusion of its
-- texture.
-- If the item has a 'wield_image' the object will be an extrusion of
-- that, otherwise:
-- If 'itemname' is a cubic node or nodebox the object will appear
-- identical to 'itemname'.
-- If 'itemname' is a plantlike node the object will be an extrusion of
-- its texture.
-- Otherwise for non-node items, the object will be an extrusion of
-- 'inventory_image'.
visual_size = {x = 1, y = 1},
-- ^ `x` multiplies horizontal (X and Z) visual size.
-- ^ `y` multiplies vertical (Y) visual size.
mesh = "model",
textures = {}, -- number of required textures depends on visual
textures = {},
-- ^ Number of required textures depends on visual.
-- ^ "cube" uses 6 textures in the way a node does.
-- ^ "sprite" uses 1 texture.
-- ^ "upright_sprite" uses 2 textures: {front, back}.
-- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
colors = {}, -- number of required colors depends on visual
colors = {},
-- ^ Number of required colors depends on visual.
spritediv = {x = 1, y = 1},
-- ^ Used with spritesheet textures for animation and/or frame selection according
-- to position relative to player.
-- ^ Defines the number of columns and rows in the spritesheet: {columns, rows}.
-- ^ Used with spritesheet textures for animation and/or frame selection
-- according to position relative to player.
-- ^ Defines the number of columns and rows in the spritesheet:
-- {columns, rows}.
initial_sprite_basepos = {x = 0, y = 0},
-- ^ Used with spritesheet textures.
-- ^ Defines the {column, row} position of the initially used frame in the
@ -4855,17 +4862,22 @@ Definition tables
automatic_face_movement_max_rotation_per_sec = -1,
-- ^ Limit automatic rotation to this value in degrees per second,
-- value < 0 no limit.
backface_culling = true, -- false to disable backface_culling for model
backface_culling = true,
-- ^ Set to false to disable backface_culling for model.
glow = 0,
-- ^ Add this much extra lighting when calculating texture color.
-- Value < 0 disables light's effect on texture color.
-- For faking self-lighting, UI style entities, or programmatic coloring in mods.
nametag = "", -- by default empty, for players their name is shown if empty
nametag_color = <color>, -- sets color of nametag as ColorSpec
infotext = "", -- by default empty, text to be shown when pointed at object
-- For faking self-lighting, UI style entities, or programmatic coloring
-- in mods.
nametag = "",
-- ^ By default empty, for players their name is shown if empty.
nametag_color = <color>,
-- ^ Sets color of nametag as ColorSpec.
infotext = "",
-- ^ By default empty, text to be shown when pointed at object.
static_save = true,
-- ^ If false, never save this object statically. It will simply be deleted when the
-- block gets unloaded.
-- ^ If false, never save this object statically. It will simply be
-- deleted when the block gets unloaded.
-- The get_staticdata() callback is never called then.
-- Defaults to 'true'
}
@ -4885,9 +4897,9 @@ Definition tables
-- ^ Called sometimes; the string returned is passed to on_activate when
-- the entity is re-activated from static state
-- Also you can define arbitrary member variables here (see item definition for
-- more info)
_custom_field = whatever,
-- ^ You can define arbitrary member variables here (see item definition
-- for more info) by using a '_' prefix.
}
### ABM (ActiveBlockModifier) definition (`register_abm`)
@ -4907,17 +4919,21 @@ Definition tables
interval = 1.0,
^ Operation interval in seconds.
chance = 1,
^ Chance of triggering `action` per-node per-interval is 1.0 / this value.
^ Chance of triggering `action` per-node per-interval is 1.0 / this
value.
catch_up = true,
^ If true, catch-up behaviour is enabled: The `chance` value is temporarily
reduced when returning to an area to simulate time lost by the area being
unattended. Note that the `chance` value can often be reduced to 1.
^ If true, catch-up behaviour is enabled: The `chance` value is
temporarily reduced when returning to an area to simulate time lost
by the area being unattended. Note that the `chance` value can often
be reduced to 1.
action = function(pos, node, active_object_count, active_object_count_wider),
^ Function triggered for each qualifying node.
^ `active_object_count` is number of active objects in the node's mapblock.
^ `active_object_count` is number of active objects in the node's
mapblock.
^ `active_object_count_wider` is number of active objects in the node's
mapblock plus all 26 neighboring mapblocks. If any neighboring mapblocks
are unloaded an estmate is calculated for them based on loaded mapblocks.
mapblock plus all 26 neighboring mapblocks. If any neighboring
mapblocks are unloaded an estmate is calculated for them based on
loaded mapblocks.
}
### LBM (LoadingBlockModifier) definition (`register_lbm`)
@ -4949,7 +4965,8 @@ Definition tables
{bendy = 2, snappy = 1},
{hard = 1, metal = 1, spikes = 1}
inventory_image = "default_tool_steelaxe.png",
inventory_overlay = "overlay.png", -- an overlay which does not get colorized
inventory_overlay = "overlay.png",
^ An overlay which does not get colorized.
wield_image = "",
wield_overlay = "",
palette = "",
@ -4962,9 +4979,7 @@ Definition tables
^ "colorfacedir" and "colorwallmounted" nodes.
]]
color = "0xFFFFFFFF",
--[[
^ The color of the item. The palette overrides this.
]]
wield_scale = {x = 1, y = 1, z = 1},
stack_max = 99,
range = 4.0,
@ -4974,7 +4989,8 @@ Definition tables
max_drop_level = 0,
groupcaps = {
-- For example:
choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
uses = 20, maxlevel = 2},
},
damage_groups = {groupname = damage},
},
@ -5105,7 +5121,8 @@ Definition tables
^ node, for the other drawtypes the image will be centered on the node.
^ Note that positioning for "torchlike" may still change. ]]
tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
^ Textures of node; +Y, -Y, +X, -X, +Z, -Z
^ Old field name was 'tile_images'.
^ List can be shortened to needed length ]]
overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
^ Same as `tiles`, but these textures are drawn on top of the
@ -5114,27 +5131,34 @@ Definition tables
^ overlay is not drawn. Since such tiles are drawn twice, it
^ is not recommended to use overlays on very common nodes. ]]
special_tiles = {tile definition 1, Tile definition 2}, --[[
^ Special textures of node; used rarely (old field name: special_materials)
^ Special textures of node; used rarely
^ Old field name was 'special_materials'.
^ List can be shortened to needed length ]]
color = ColorSpec, --[[
^ The node's original color will be multiplied with this color.
^ If the node has a palette, then this setting only has an effect
^ in the inventory and on the wield item. ]]
use_texture_alpha = false, -- Use texture's alpha channel
use_texture_alpha = false,
^ Use texture's alpha channel.
palette = "palette.png", --[[
^ The node's `param2` is used to select a pixel from the image
^ (pixels are arranged from left to right and from top to bottom).
^ The node's color will be multiplied with the selected pixel's
^ color. Tiles can override this behavior.
^ Only when `paramtype2` supports palettes. ]]
post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
paramtype = "none", -- See "Nodes" --[[
^ paramtype = "light" allows light to propagate from or through the node with light value
^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
post_effect_color = "green#0F",
^ Screen tint if player is inside node, see "ColorSpec".
paramtype = "none", --[[
^ See "Nodes".
^ paramtype = "light" allows light to propagate from or through the
^ node with light value falling by 1 per node. This line is essential
^ for a light source node to spread its light. ]]
paramtype2 = "none", -- See "Nodes"
place_param2 = nil, -- Force value for param2 when player places node
is_ground_content = true, -- If false, the cave generator will not carve through this
sunlight_propagates = false, -- If true, sunlight will go infinitely through this
is_ground_content = true,
^ If false, the cave generator will not carve through this node.
sunlight_propagates = false,
^ If true, sunlight will go infinitely through this.
walkable = true, -- If true, objects collide with node
pointable = true, -- If true, can be pointed at
diggable = true, -- If false, can never be dug
@ -5142,43 +5166,55 @@ Definition tables
buildable_to = false, -- If true, placed nodes can replace this node
floodable = false, --[[
^ If true, liquids flow into and replace this node.
^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
^ Warning: making a liquid node 'floodable' will cause problems. ]]
liquidtype = "none", -- "none"/"source"/"flowing"
liquid_alternative_flowing = "", -- Flowing version of source liquid
liquid_alternative_source = "", -- Source version of flowing liquid
liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
liquid_renewable = true, --[[
^ If true, a new liquid source can be created by placing two or more sources nearby ]]
^ If true, a new liquid source can be created by placing two or more
sources nearby. ]]
leveled = 16, --[[
^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
^ Allows defining the nodebox height without using param2.
^ The nodebox height is 'leveled' / 64 nodes.
^ The maximum value of 'leveled' is 127. ]]
liquid_range = 8, -- number of flowing nodes around source (max. 8)
drowning = 0, -- Player will take this amount of damage if no bubbles are left
drowning = 0,
^ Player will take this amount of damage if no bubbles are left.
light_source = 0, --[[
^ Amount of light emitted by node.
^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
damage_per_second = 0, -- If player is inside node, this damage is caused
^ To set the maximum (currently 14), use the value
^ 'minetest.LIGHT_MAX'.
^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined
^ behavior.]]
damage_per_second = 0,
^ If player is inside node, this damage is caused.
node_box = {type="regular"}, -- See "Node boxes"
connects_to = nodenames, --[[
* Used for nodebox nodes with the type == "connected"
* Specifies to what neighboring nodes connections will be drawn
* e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
^ Used for nodebox nodes with the type == "connected"
^ Specifies to what neighboring nodes connections will be drawn
^ e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
-- [[
^ Tells connected nodebox nodes to connect only to these sides of this
^ node. ]]
mesh = "model",
selection_box = {type="regular"}, -- See "Node boxes" --[[
^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
legacy_facedir_simple = false, -- Support maps made in and before January 2012
legacy_wallmounted = false, -- Support maps made in and before January 2012
waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
selection_box = {type="regular"}, --[[
^ See "Node boxes".
^ If drawtype "nodebox" is used and selection_box is nil, then node_box
^ is used. ]]
legacy_facedir_simple = false,
^ Support maps made in and before January 2012.
legacy_wallmounted = false,
^ Support maps made in and before January 2012.
waving = 0, --[[
^ Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
^ 1 - wave node like plants (top of node moves, bottom is fixed)
^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
^ caveats: not all models will properly wave
^ plantlike drawtype nodes can only wave like plants
^ allfaces_optional drawtype nodes can only wave like leaves --]]
^ 2 - wave node like leaves (whole node moves side-to-side)
^ caveats: not all models will properly wave.
^ plantlike drawtype nodes can only wave like plants.
^ allfaces_optional drawtype nodes can only wave like leaves. --]]
sounds = {
footstep = <SimpleSoundSpec>,
dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
@ -5186,15 +5222,17 @@ Definition tables
place = <SimpleSoundSpec>,
place_failed = <SimpleSoundSpec>,
},
drop = "", -- Name of dropped node when dug. Default is the node itself.
-- Alternatively:
drop = "",
^ Name of dropped node when dug. Default is the node itself.
^ Alternatively:
drop = {
max_items = 1, -- Maximum number of items to drop.
items = { -- Choose max_items randomly from this list.
items = { -- Choose max_items randomly from this list.
{
items = {"foo:bar", "baz:frob"}, -- Items to drop.
rarity = 1, -- Probability of dropping is 1 / rarity.
inherit_color = true, -- To inherit palette color from the node
inherit_color = true, -- To inherit palette color from the
node.
},
},
},
@ -5204,14 +5242,17 @@ Definition tables
^ Can set up metadata and stuff like that
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
on_destruct = func(pos), --[[
^ Node destructor; called before removing node
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
after_destruct = func(pos, oldnode), --[[
^ Node destructor; called after removing node
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
on_flood = func(pos, oldnode, newnode), --[[
^ Called when a liquid (newnode) is about to flood oldnode, if
^ it has `floodable = true` in the nodedef. Not called for bulk
@ -5219,26 +5260,31 @@ Definition tables
^ return true the node is not flooded, but on_flood callback will
^ most likely be called over and over again every liquid update
^ interval. Default: nil.
^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
^ Warning: making a liquid node 'floodable' will cause problems. ]]
preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
^ Called when oldnode is about be converted to an item, but before the
^ node is deleted from the world or the drops are added. This is
^ generally the result of either the node being dug or an attached node
^ becoming detached.
^ drops is a table of ItemStacks, so any metadata to be preserved can
^ be added directly to one or more of the dropped items. See
^ "ItemStackMetaRef".
^ default: nil ]]
preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
^ Called when oldnode is about be converted to an item, but before the
node is deleted from the world or the drops are added. This is generally
the result of either the node being dug or an attached node becoming detached.
^ drops is a table of ItemStacks, so any metadata to be preserved can be
added directly to one or more of the dropped items. See "ItemStackMetaRef".
^ default: nil ]]
after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
^ Called after constructing node when node was placed using
minetest.item_place_node / minetest.place_node
^ minetest.item_place_node / minetest.place_node
^ If return true no item is taken from itemstack
^ `placer` may be any valid ObjectRef or nil
^ default: nil ]]
after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
^ oldmetadata is in table format
^ Called after destructing node when node was dug using
minetest.node_dig / minetest.dig_node
^ minetest.node_dig / minetest.dig_node
^ default: nil ]]
can_dig = function(pos, [player]) --[[
^ returns true if node can be dug, or false if not
^ default: nil ]]
@ -5246,13 +5292,15 @@ Definition tables
on_punch = func(pos, node, puncher, pointed_thing), --[[
^ default: minetest.node_punch
^ By default: Calls minetest.register_on_punchnode callbacks ]]
on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
--[[
^ default: nil
^ itemstack will hold clicker's wielded item
^ Shall return the leftover itemstack
^ Note: pointed_thing can be nil, if a mod calls this function
This function does not get triggered by clients <=0.4.16 if the
"formspec" node metadata field is set ]]
^ This function does not get triggered by clients <=0.4.16 if the
^ "formspec" node metadata field is set ]]
on_dig = func(pos, node, digger), --[[
^ default: minetest.node_dig
@ -5262,33 +5310,37 @@ Definition tables
^ default: nil
^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
^ elapsed is the total time passed since the timer was started
^ return true to run the timer for another cycle with the same timeout value ]]
^ return true to run the timer for another cycle with the same timeout
^ value. ]]
on_receive_fields = func(pos, formname, fields, sender), --[[
^ fields = {name1 = value1, name2 = value2, ...}
^ Called when an UI form (e.g. sign text input) returns data
^ default: nil ]]
allow_metadata_inventory_move = func(pos, from_list, from_index,
to_list, to_index, count, player), --[[
allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
--[[
^ Called when a player wants to move items inside the inventory
^ Return value: number of items allowed to move ]]
allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
allow_metadata_inventory_put = func(pos, listname, index, stack, player),
--[[
^ Called when a player wants to put something into the inventory
^ Return value: number of items allowed to put
^ Return value: -1: Allow and don't modify item count in inventory ]]
allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
allow_metadata_inventory_take = func(pos, listname, index, stack, player),
--[[
^ Called when a player wants to take something out of the inventory
^ Return value: number of items allowed to take
^ Return value: -1: Allow and don't modify item count in inventory ]]
on_metadata_inventory_move = func(pos, from_list, from_index,
to_list, to_index, count, player),
on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
on_metadata_inventory_put = func(pos, listname, index, stack, player),
on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
^ Called after the actual action has happened, according to what was allowed.
on_metadata_inventory_take = func(pos, listname, index, stack, player),
--[[
^ Called after the actual action has happened, according to what was
^ allowed.
^ No return value ]]
on_blast = func(pos, intensity), --[[
@ -5361,18 +5413,20 @@ Definition tables
-- ^ a list of nodenames is supported too
clust_scarcity = 8 * 8 * 8,
-- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
-- ^ If the desired average distance between ores is 'd', set this to d * d * d.
-- ^ If the desired average distance between ores is 'd', set this to
-- ^ d * d * d.
clust_num_ores = 8,
-- ^ Number of ores in a cluster
clust_size = 3,
-- ^ Size of the bounding box of the cluster
-- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27 nodes
-- ^ are coal ore.
-- ^ In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
-- ^ nodes are coal ore.
y_min = -31000,
y_max = 64,
-- ^ Lower and upper limits for ore.
flags = "",
-- ^ Attributes for this ore generation, see 'Ore attributes' section above.
-- ^ Attributes for this ore generation, see 'Ore attributes' section
-- ^ above.
noise_threshold = 0.5,
-- ^ If noise is above this threshold, ore is placed. Not needed for a
-- ^ uniform distribution.
@ -5384,15 +5438,16 @@ Definition tables
octaves = 3,
persist = 0.7
},
-- ^ NoiseParams structure describing one of the perlin noises used for ore
-- ^ distribution.
-- ^ NoiseParams structure describing one of the perlin noises used for
-- ^ ore distribution.
-- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
-- ^ Omit from "scatter" ore for a uniform ore distribution.
-- ^ Omit from "stratum ore for a simple horizontal strata from y_min to y_max.
-- ^ Omit from "stratum ore for a simple horizontal strata from y_min to
-- ^ y_max.
biomes = {"desert", "rainforest"}
-- ^ List of biomes in which this decoration occurs.
-- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen being
-- ^ used does not support biomes.
-- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen
-- ^ being used does not support biomes.
-- ^ Can be a list of (or a single) biome names, IDs, or definitions.
column_height_min = 1,
column_height_max = 16,
@ -5451,9 +5506,11 @@ Definition tables
depth_water_top = 10,
-- ^ Node forming a surface layer in seawater with the defined thickness.
node_water = "",
-- ^ Node that replaces all seawater nodes not in the defined surface layer.
-- ^ Node that replaces all seawater nodes not in the defined surface
-- ^ layer.
node_river_water = "default:ice",
-- ^ Node that replaces river water in mapgens that use default:river_water.
-- ^ Node that replaces river water in mapgens that use
-- ^ default:river_water.
node_riverbed = "default:gravel",
depth_riverbed = 2,
-- ^ Node placed under river water and thickness of this layer.
@ -5488,17 +5545,31 @@ Definition tables
place_on = "default:dirt_with_grass",
-- ^ Node (or list of nodes) that the decoration can be placed on
sidelen = 8,
-- ^ Size of divisions made in the chunk being generated.
-- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
-- ^ Size of the square divisions of the mapchunk being generated.
-- ^ Determines the resolution of noise variation if used.
-- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made
-- ^ equal to the chunk size.
fill_ratio = 0.02,
-- ^ Ratio of the area to be uniformly filled by the decoration.
-- ^ The value determines 'decorations per surface node'.
-- ^ Used only if noise_params is not specified.
noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
-- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
-- ^ The result of this is multiplied by the 2d area of the division being decorated.
noise_params = {
offset = 0,
scale = 0.45,
spread = {x = 100, y = 100, z = 100},
seed = 354,
octaves = 3,
persist = 0.7,
lacunarity = 2.0,
flags = "absvalue"
},
-- ^ NoiseParams structure describing the perlin noise used for decoration
-- ^ distribution.
-- ^ A noise value is calculated for each square division and determines
-- ^ 'decorations per surface node' within each division.
biomes = {"Oceanside", "Hills", "Plains"},
-- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
-- ^ and ignored if the Mapgen being used does not support biomes.
-- ^ List of biomes in which this decoration occurs. Occurs in all biomes
-- ^ if this is omitted, and ignored if the Mapgen being used does not
-- ^ support biomes.
-- ^ Can be a list of (or a single) biome names, IDs, or definitions.
y_min = -31000
y_max = 31000
@ -5506,10 +5577,12 @@ Definition tables
-- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
spawn_by = "default:water",
-- ^ Node (or list of nodes) that the decoration only spawns next to.
-- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
-- ^ one plane level with the 'place_on' node and a plane one node above that.
-- ^ Checks two horizontal planes of 8 neighbouring nodes (including
-- ^ diagonal neighbours), one plane level with the 'place_on' node and a
-- ^ plane one node above that.
num_spawn_by = 1,
-- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
-- ^ Number of spawn_by nodes that must be surrounding the decoration
-- ^ position to occur.
-- ^ If absent or -1, decorations occur next to any nodes.
flags = "liquid_surface, force_placement, all_floors, all_ceilings",
-- ^ Flags for all decoration types.
@ -5531,16 +5604,19 @@ Definition tables
----- Simple-type parameters
decoration = "default:grass",
-- ^ The node name used as the decoration.
-- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
-- ^ If instead a list of strings, a randomly selected node from the list
-- ^ is placed as the decoration.
height = 1,
-- ^ Decoration height in nodes.
-- ^ If height_max is not 0, this is the lower limit of a randomly selected height.
-- ^ If height_max is not 0, this is the lower limit of a randomly
-- ^ selected height.
height_max = 0,
-- ^ Upper limit of the randomly selected height.
-- ^ If absent, the parameter 'height' is used as a constant.
param2 = 0,
-- ^ Param2 value of decoration nodes.
-- ^ If param2_max is not 0, this is the lower limit of a randomly selected param2.
-- ^ If param2_max is not 0, this is the lower limit of a randomly
-- ^ selected param2.
param2_max = 0,
-- ^ Upper limit of the randomly selected param2.
-- ^ If absent, the parameter 'param2' is used as a constant.
@ -5554,23 +5630,22 @@ Definition tables
----- Schematic-type parameters
schematic = "foobar.mts",
-- ^ If schematic is a string, it is the filepath relative to the current working directory of the
-- ^ specified Minetest schematic file.
-- ^ If schematic is a string, it is the filepath relative to the current
-- ^ working directory of the specified Minetest schematic file.
-- ^ - OR -, could be the ID of a previously registered schematic
-- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
-- ^ and an optional table yslice_prob:
-- ^ - OR -, could instead be a table containing two mandatory fields,
-- ^ size and data, and an optional table yslice_prob:
schematic = {
size = {x=4, y=6, z=4},
size = {x = 4, y = 6, z = 4},
data = {
{name="default:cobble", param1=255, param2=0},
{name="default:dirt_with_grass", param1=255, param2=0},
{name="ignore", param1=255, param2=0},
{name="air", param1=255, param2=0},
{name = "default:cobble", param1 = 255, param2 = 0},
{name = "default:dirt_with_grass", param1 = 255, param2 = 0},
{name = "air", param1 = 255, param2 = 0},
...
},
yslice_prob = {
{ypos=2, prob=128},
{ypos=5, prob=64},
{ypos = 2, prob = 128},
{ypos = 5, prob = 64},
...
},
},
@ -5578,7 +5653,7 @@ Definition tables
replacements = {["oldname"] = "convert_to", ...},
flags = "place_center_x, place_center_y, place_center_z",
-- ^ Flags for schematic decorations. See 'Schematic attributes'.
rotation = "90" -- rotate schematic 90 degrees on placement
rotation = "90",
-- ^ Rotation can be "0", "90", "180", "270", or "random".
place_offset_y = 0,
-- ^ If the flag 'place_center_y' is set this parameter is ignored.
@ -5597,19 +5672,21 @@ Definition tables
description = "Remove privilege from player", -- Full description
privs = {privs=true}, -- Require the "privs" privilege to run
func = function(name, param), -- Called when command is run.
-- Returns boolean success and text output.
-- Returns boolean success and text
-- output.
}
Note that in params, use of symbols is as follows:
* `<>` signifies a placeholder to be replaced when the command is used. For example,
when a player name is needed: `<name>`
* `[]` signifies param is optional and not required when the command is used. For
example, if you require param1 but param2 is optional: `<param1> [<param2>]`
* `<>` signifies a placeholder to be replaced when the command is used. For
example, when a player name is needed: `<name>`
* `[]` signifies param is optional and not required when the command is used.
For example, if you require param1 but param2 is optional:
`<param1> [<param2>]`
* `|` signifies exclusive or. The command requires one param from the options
provided. For example: `<param1> | <param2>`
* `()` signifies grouping. For example, when param1 and param2 are both required,
or only param3 is required: `(<param1> <param2>) | <param3>`
* `()` signifies grouping. For example, when param1 and param2 are both
required, or only param3 is required: `(<param1> <param2>) | <param3>`
### Detached inventory callbacks
@ -5631,7 +5708,8 @@ Note that in params, use of symbols is as follows:
on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
on_put = func(inv, listname, index, stack, player),
on_take = func(inv, listname, index, stack, player),
-- ^ Called after the actual action has happened, according to what was allowed.
-- ^ Called after the actual action has happened, according to what was
-- ^ allowed.
-- ^ No return value
}
@ -5639,11 +5717,12 @@ Note that in params, use of symbols is as follows:
{
hud_elem_type = "image", -- see HUD element types
-- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
-- ^ type of HUD element, can be either of "image", "text", "statbar",
"inventory".
position = {x=0.5, y=0.5},
-- ^ Left corner position of element
name = "<name>",
scale = {x=2, y=2},
scale = {x = 2, y = 2},
text = "<text>",
number = 2,
item = 3,
@ -5691,7 +5770,8 @@ Note that in params, use of symbols is as follows:
{
amount = 1,
time = 1,
-- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
-- ^ If time is 0 has infinite lifespan and spawns the amount on a
-- ^ per-second basis.
minpos = {x=0, y=0, z=0},
maxpos = {x=0, y=0, z=0},
minvel = {x=0, y=0, z=0},
@ -5703,22 +5783,24 @@ Note that in params, use of symbols is as follows:
minsize = 1,
maxsize = 1,
-- ^ The particle's properties are random values in between the bounds:
-- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
-- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
-- ^ minpos/maxpos, minvel/maxvel (velocity),
-- ^ minacc/maxacc (acceleration), minsize/maxsize,
-- ^ minexptime/maxexptime (expirationtime).
collisiondetection = false,
-- ^ collisiondetection: if true uses collision detection
collision_removal = false,
-- ^ collision_removal: if true then particle is removed when it collides,
-- ^ requires collisiondetection = true to have any effect
attached = ObjectRef,
-- ^ attached: if defined, particle positions, velocities and accelerations
-- ^ are relative to this object's position and yaw.
-- ^ attached: if defined, particle positions, velocities and
-- ^ accelerations are relative to this object's position and yaw.
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "image.png",
-- ^ Uses texture (string)
playername = "singleplayer"
-- ^ Playername is optional, if specified spawns particle only on the player's client
-- ^ Playername is optional, if specified spawns particle only on the
-- ^ player's client.
animation = {Tile Animation definition},
-- ^ optional, specifies how to animate the particle texture
glow = 0
@ -5730,32 +5812,36 @@ Note that in params, use of symbols is as follows:
{
url = "http://example.org",
timeout = 10,
-- ^ Timeout for connection in seconds. Default is 3 seconds.
post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
-- ^ Optional, if specified a POST request with post_data is performed.
-- ^ Accepts both a string and a table. If a table is specified, encodes table
-- ^ as x-www-form-urlencoded key-value pairs.
-- ^ If post_data ist not specified, a GET request is performed instead.
-- ^ Timeout for connection in seconds. Default is 3 seconds.
post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
-- ^ Optional, if specified a POST request with post_data is performed.
-- ^ Accepts both a string and a table. If a table is specified, encodes
-- ^ table as x-www-form-urlencoded key-value pairs.
-- ^ If post_data ist not specified, a GET request is performed instead.
user_agent = "ExampleUserAgent",
-- ^ Optional, if specified replaces the default minetest user agent with given string
-- ^ Optional, if specified replaces the default minetest user agent with
-- ^ given string.
extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
-- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
-- ^ that the header strings follow HTTP specification ("Key: Value").
-- ^ Optional, if specified adds additional headers to the HTTP request.
-- ^ You must make sure that the header strings follow HTTP specification
-- ^ ("Key: Value").
multipart = boolean
-- ^ Optional, if true performs a multipart HTTP request. Default is false.
-- ^ Optional, if true performs a multipart HTTP request.
-- ^ Default is false.
}
### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
{
completed = true,
-- ^ If true, the request has finished (either succeeded, failed or timed out)
-- ^ If true, the request has finished (either succeeded, failed or timed
out).
succeeded = true,
-- ^ If true, the request was successful
-- ^ If true, the request was successful
timeout = false,
-- ^ If true, the request timed out
-- ^ If true, the request timed out
code = 200,
-- ^ HTTP status code
-- ^ HTTP status code
data = "response"
}
@ -5763,25 +5849,30 @@ Note that in params, use of symbols is as follows:
{
get_auth = func(name),
-- ^ Get authentication data for existing player `name` (`nil` if player doesn't exist)
-- ^ returns following structure `{password=<string>, privileges=<table>, last_login=<number or nil>}`
-- ^ Get authentication data for existing player `name` (`nil` if player
doesn't exist).
-- ^ returns following structure:
-- ^ `{password=<string>, privileges=<table>, last_login=<number or nil>}`
create_auth = func(name, password),
-- ^ Create new auth data for player `name`
-- ^ Note that `password` is not plain-text but an arbitrary representation decided by the engine
-- ^ Note that `password` is not plain-text but an arbitrary
-- ^ representation decided by the engine
delete_auth = func(name),
-- ^ Delete auth data of player `name`, returns boolean indicating success (false if player nonexistant)
-- ^ Delete auth data of player `name`, returns boolean indicating success
-- ^ (false if player nonexistant).
set_password = func(name, password),
-- ^ Set password of player `name` to `password`
Auth data should be created if not present
set_privileges = func(name, privileges),
-- ^ Set privileges of player `name`
-- ^ `privileges` is in table form, auth data should be created if not present
-- ^ `privileges` is in table form, auth data should be created if not
-- ^ present.
reload = func(),
-- ^ Reload authentication data from the storage location
-- ^ Returns boolean indicating success
record_login = func(name),
-- ^ Called when player joins, used for keeping track of last_login
iterate = func(),
-- ^ Returns an iterator (use with `for` loops) for all player names currently in the auth database
-- ^ Returns an iterator (use with `for` loops) for all player names
-- ^ currently in the auth database.
}