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Add more information to lua_api.txt
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Minetest Lua Modding API Reference 0.4.dev
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==========================================
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More information at http://c55.me/minetest/
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Introduction
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-------------
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Content and functionality can be added to Minetest 0.4 by using Lua
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scripting in run-time loaded mods.
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A mod is a self-contained bunch of scripts, textures and other related
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things that is loaded by and interfaces with Minetest.
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Mods are contained and ran solely on the server side. Definitions and media
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files are automatically transferred to the client.
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If you see a deficiency in the API, feel free to attempt to add the
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functionality in the engine and API. You can send such improvements as
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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:
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http://www.lua.org/pil/
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Helper functions
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-----------------
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dump2(obj, name="_", dumped={})
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^ Return object serialized as a string, handles reference loops
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dump(obj, dumped={})
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^ Return object serialized as a string
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Startup
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--------
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Mods are loaded during server startup from the mod load paths by running
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the init.lua scripts.
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Mod load path
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-------------
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@ -32,9 +46,42 @@ On an installed version on linux:
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~/.minetest/mods/gameid/ <-- User-installed mods
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~/.minetest/worlds/worldname/worldmods
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Mod directory structure
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------------------------
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mods
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|-- modname
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| |-- depends.txt
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| |-- init.lua
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| |-- textures
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| | |-- modname_stuff.png
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| | `-- modname_something_else.png
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| `-- <custom data>
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`-- another
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modname:
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The location of this directory can be fetched by using
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minetest.get_modpath(modname)
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depends.txt:
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List of mods that have to be loaded before loading this mod.
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A single line contains a single modname.
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init.lua:
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The main Lua script. Running this script should register everything it
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wants to register. Subsequent execution depends on minetest calling the
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registered callbacks.
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minetest.setting_get(name) and minetest.setting_getbool(name) can be used
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to read custom or existing settings at load time, if necessary.
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textures:
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These textures will be transferred to the client and can be referred to
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by the mod.
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Naming convention for registered textual names
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----------------------------------------------
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"modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
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Registered names should generally be in this format:
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"modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
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This is to prevent conflicting names from corrupting maps and is
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enforced by the mod loader.
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@ -49,12 +96,15 @@ Example: Any mod can redefine experimental:tnt by using the name
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":experimental:tnt" when registering it.
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(also that mod is required to have "experimental" as a dependency)
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The ":" prefix can be used for maintaining backwards compatibility.
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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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Aliases can be added by using minetest.register_alias(name, convert_to)
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This will make Minetest to convert things called name to things called
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convert_to.
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This can be used for maintaining backwards compatibility.
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This can be also used for setting quick access names for things, eg. if
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@ -299,6 +349,13 @@ To punch an entity/object in Lua, call ''object:punch(puncher, time_from_last_pu
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* If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
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automatically filled in based on the location of ''puncher''.
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Helper functions
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-----------------
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dump2(obj, name="_", dumped={})
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^ Return object serialized as a string, handles reference loops
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dump(obj, dumped={})
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^ Return object serialized as a string
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minetest namespace reference
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-----------------------------
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minetest.register_entity(name, prototype table)
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