2015-09-30 01:48:09 +02:00
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Minetest Game API
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=================
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2014-07-06 10:39:16 +02:00
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GitHub Repo: https://github.com/minetest/minetest_game
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2014-07-05 22:45:46 +02:00
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Introduction
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------------
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2015-09-30 01:48:09 +02:00
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The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
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allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
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2014-07-05 22:45:46 +02:00
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For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
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Please note:
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[XYZ] refers to a section the Minetest API
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[#ABC] refers to a section in this document
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^ Explanation for line above
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Bucket API
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----------
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The bucket API allows registering new types of buckets for non-default liquids.
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bucket.register_liquid(
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2015-09-30 01:48:09 +02:00
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"default:lava_source", -- name of the source node
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"default:lava_flowing", -- name of the flowing node
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"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
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"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
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"Lava Bucket", -- text description of the bucket item
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{lava_bucket = 1} -- groups of the bucket item, OPTIONAL
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2014-07-05 22:45:46 +02:00
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)
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2014-12-07 15:25:39 +01:00
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2015-02-24 11:59:15 +01:00
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Beds API
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--------
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beds.register_bed(
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2015-09-30 01:48:09 +02:00
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"beds:bed", -- Bed name
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def: See [#Bed definition] -- Bed definition
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2015-02-24 11:59:15 +01:00
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)
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2015-09-30 01:48:09 +02:00
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beds.read_spawns() -- returns a table containing players respawn positions
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beds.kick_players() -- forces all players to leave bed
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beds.skip_night() -- sets world time to morning and saves respawn position of all players currently sleeping
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2015-02-24 11:59:15 +01:00
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#Bed definition
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---------------
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{
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description = "Simple Bed",
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inventory_image = "beds_bed.png",
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wield_image = "beds_bed.png",
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tiles = {
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bottom = {[Tile definition],
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^ the tiles of the bottom part of the bed
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},
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top = {[Tile definition],
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^ the tiles of the bottom part of the bed
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}
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},
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nodebox = {
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2015-09-30 01:48:09 +02:00
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bottom = regular nodebox, see [Node boxes], -- bottm part of bed
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top = regular nodebox, see [Node boxes], -- top part of bed
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2015-02-24 11:59:15 +01:00
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},
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2015-09-30 01:48:09 +02:00
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selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
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recipe = { -- Craft recipe
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2015-02-24 11:59:15 +01:00
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{"group:wool", "group:wool", "group:wool"},
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{"group:wood", "group:wood", "group:wood"}
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}
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}
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2014-07-05 22:45:46 +02:00
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Doors API
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---------
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2015-02-03 20:11:23 +01:00
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The doors mod allows modders to register custom doors and trapdoors.
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2014-07-05 22:45:46 +02:00
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2015-02-03 20:11:23 +01:00
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doors.register_door(name, def)
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^ name: "Door name"
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^ def: See [#Door definition]
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-> Registers new door
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doors.register_trapdoor(name, def)
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New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
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^ name: "mod_door"
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2015-02-03 20:11:23 +01:00
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^ def: See [#Trapdoor definition]
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-> Registers new trapdoor
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2014-12-07 15:25:39 +01:00
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New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
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doors.get(pos)
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^ pos = { x = .., y = .., z = ..}
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-> Returns an ObjecRef to a door, or nil if the pos did not contain a door
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Methods:
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:open(player) -- Open the door object, returns if door was opened
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:close(player) -- Close the door object, returns if door was closed
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:toggle(player) -- Toggle the door state, returns if state was toggled
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:state() -- returns the door state, true = open, false = closed
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the "player" parameter can be omitted in all methods. If passed then
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the usual permission checks will be performed to make sure the player
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has the permissions needed to open this door. If omitted then no
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permission checks are performed.
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2014-07-05 22:45:46 +02:00
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#Door definition
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----------------
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{
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description = "Door description",
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inventory_image = "mod_door_inv.png",
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New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
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groups = {choppy = 1},
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tiles = { "mod_door.png" },
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material = "default:wood", -- used to make a craft recipe
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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protected = false,
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2014-07-05 22:45:46 +02:00
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^ If true, only placer can open the door (locked for others)
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}
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2015-02-03 20:11:23 +01:00
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#Trapdoor definition
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----------------
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{
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New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
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description = "Trapdoor description",
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inventory_image = "mod_trapdoor_inv.png",
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groups = {choppy = 1},
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2015-02-03 20:11:23 +01:00
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tile_front = "doors_trapdoor.png",
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^ the texture for the front and back of the trapdoor
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tile_side: "doors_trapdoor_side.png",
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^ the tiles of the four side parts of the trapdoor
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New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.
Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.
Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.
Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.
Metadata is used to store door state, just like the old version.
A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.
In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.
TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.
We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.
The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.
Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-01-16 03:50:32 +01:00
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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protected = false,
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^ If true, only placer can open the door (locked for others)
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2015-02-03 20:11:23 +01:00
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}
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Create API for fence.register, and use it.
This converts the call to minetest.register() for the default
fence node, so it can be called by other mods to quickly
setup other fences.
Since this creates an API, insert it into the game_api.txt.
The api looks like minetest.register(name, {def}), and has two
uncommon fields: "texture" and "material". Any normal nodedef
property can be passed through, except "drawtype". The "fence"
group will always be added.
The default fence recipe is modified to be as follows:
wood, stick, wood
wood, stick, wood
This recipe yields 4 fence nodes.
This allows us to create according recipes for acacia, pine,
aspen, and junglewood fences without adding new stick types:
pine wood, stick, pine wood
pine wood, stick, pine wood
This is a from-scratch implementation, written by heart but inspired
by (#665 - Add many wooden fences).
Stick and fences nodes are named in a consistent way.
2015-12-15 06:49:20 +01:00
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Fence API
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---------
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Allows creation of new fences with "fencelike" drawtype.
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default.register_fence(name, item definition)
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^ Registers a new fence. Custom fields texture and material are required, as
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^ are name and description. The rest is optional. You can pass most normal
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^ nodedef fields here except drawtype. The fence group will always be added
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^ for this node.
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#fence definition
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name = "default:fence_wood",
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description = "Wooden Fence",
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texture = "default_wood.png",
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material = "default:wood",
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groups = {choppy=2, oddly_breakable_by_hand = 2, flammable = 2},
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sounds = default.node_sound_wood_defaults(),
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2014-07-05 22:45:46 +02:00
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Farming API
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-----------
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The farming API allows you to easily register plants and hoes.
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farming.register_hoe(name, hoe definition)
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-> Register a new hoe, see [#hoe definition]
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2014-12-07 15:25:39 +01:00
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2014-07-05 22:45:46 +02:00
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farming.register_plant(name, Plant definition)
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-> Register a new growing plant, see [#Plant definition]
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#Hoe Definition
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---------------
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{
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2015-09-30 01:48:09 +02:00
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description = "", -- Description for tooltip
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inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
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max_uses = 30, -- Uses until destroyed
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material = "", -- Material for recipes
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recipe = { -- Craft recipe, if material isn't used
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2014-07-05 22:45:46 +02:00
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{"air", "air", "air"},
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{"", "group:stick"},
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{"", "group:stick"},
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}
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}
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#Plant definition
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-----------------
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{
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2015-09-30 01:48:09 +02:00
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description = "", -- Description of seed item
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inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
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steps = 8, -- How many steps the plant has to grow, until it can be harvested
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2015-02-14 01:21:36 +01:00
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^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
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2015-09-30 01:48:09 +02:00
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minlight = 13, -- Minimum light to grow
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maxlight = default.LIGHT_MAX -- Maximum light to grow
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2014-07-05 22:45:46 +02:00
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}
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2015-05-13 11:49:11 +02:00
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Screwdriver API
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---------------
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The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
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To use it, add the on_screwdriver function to the node definition.
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on_rotate(pos, node, user, mode, new_param2)
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^ pos: position of the node that the screwdriver is being used on
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^ node: that node
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^ user: the player who used the screwdriver
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^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
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^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there
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^ return value: false to disallow rotation, nil to keep default behaviour, true to allow
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2015-09-30 01:48:09 +02:00
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it but to indicate that changed have already been made (so the screwdriver will wear out)
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2015-05-13 11:49:11 +02:00
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^ use on_rotate = screwdriver.disallow to always disallow rotation
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^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
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2014-07-05 22:45:46 +02:00
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Stairs API
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----------
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The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
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2015-10-11 18:29:39 +02:00
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delivered with Minetest Game, to keep them compatible with other mods.
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2014-07-05 22:45:46 +02:00
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stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
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-> Registers a stair.
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-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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-> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
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-> groups: see [Known damage and digging time defining groups]
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-> images: see [Tile definition]
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-> description: used for the description field in the stair's definition
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-> sounds: see [#Default sounds]
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2014-12-07 15:25:39 +01:00
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2014-07-05 22:45:46 +02:00
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stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
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-> Registers a slabs
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-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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-> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
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-> groups: see [Known damage and digging time defining groups]
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-> images: see [Tile definition]
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|
-> description: used for the description field in the stair's definition
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-> sounds: see [#Default sounds]
|
2014-12-07 15:25:39 +01:00
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|
|
|
2014-07-05 22:45:46 +02:00
|
|
|
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
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-> A wrapper for stairs.register_stair and stairs.register_slab
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|
-> Uses almost the same arguments as stairs.register_stair
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-> desc_stair: Description for stair node
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|
-> desc_slab: Description for slab node
|
2014-12-07 15:25:39 +01:00
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|
2014-07-05 22:45:46 +02:00
|
|
|
Xpanes API
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|
----------
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Creates panes that automatically connect to each other
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xpanes.register_pane(subname, def)
|
2014-09-16 17:11:54 +02:00
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-> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
|
2014-07-05 22:45:46 +02:00
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-> def: See [#Pane definition]
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#Pane definition
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|
----------------
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{
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textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
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^ More tiles aren't supported
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groups = {group = rating},
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^ Uses the known node groups, see [Known damage and digging time defining groups]
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sounds = SoundSpec,
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^ See [#Default sounds]
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recipe = {{"","","","","","","","",""}},
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^ Recipe field only
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}
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|
2015-03-06 07:50:27 +01:00
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|
Raillike definitions
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|
--------------------
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The following nodes use the group `connect_to_raillike` and will only connect to
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raillike nodes within this group and the same group value.
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Use `minetest.raillike_group(<Name>)` to get the group value.
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|
2015-09-30 01:48:09 +02:00
|
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|
| Node type | Raillike group name
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+-----------------------+--------------------
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| default:rail | "rail"
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| tnt:gunpowder | "gunpowder"
|
2015-02-21 01:05:19 +01:00
|
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|
| tnt:gunpowder_burning | "gunpowder"
|
2015-03-06 07:50:27 +01:00
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|
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|
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Example:
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If you want to add a new rail type and want it to connect with default:rail,
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add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
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|
of your node.
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|
2014-07-05 22:45:46 +02:00
|
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|
Default sounds
|
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|
--------------
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Sounds inside the default table can be used within the sounds field of node definitions.
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default.node_sound_defaults()
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default.node_sound_stone_defaults()
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default.node_sound_dirt_defaults()
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|
default.node_sound_sand_defaults()
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default.node_sound_wood_defaults()
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default.node_sound_leaves_defaults()
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default.node_sound_glass_defaults()
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|
2014-12-07 15:17:09 +01:00
|
|
|
Default constants
|
|
|
|
-----------------
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|
|
default.LIGHT_MAX
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^ The maximum light level (see [Node definition] light_source)
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|
2014-07-05 22:45:46 +02:00
|
|
|
Player API
|
|
|
|
----------
|
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|
|
The player API can register player models and update the player's appearence
|
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|
|
default.player_register_model(name, def)
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^ Register a new model to be used by players.
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-> name: model filename such as "character.x", "foo.b3d", etc.
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|
-> def: See [#Model definition]
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|
|
default.registered_player_models[name]
|
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|
|
^ Get a model's definition
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|
|
-> see [#Model definition]
|
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|
|
default.player_set_model(player, model_name)
|
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|
|
^ Change a player's model
|
|
|
|
-> player: PlayerRef
|
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|
|
-> model_name: model registered with player_register_model()
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|
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default.player_set_animation(player, anim_name [, speed])
|
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|
|
^ Applies an animation to a player
|
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|
|
-> anim_name: name of the animation.
|
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|
|
-> speed: frames per second. If nil, default from the model is used
|
|
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|
|
default.player_set_textures(player, textures)
|
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|
|
^ Sets player textures
|
|
|
|
-> player: PlayerRef
|
|
|
|
-> textures: array of textures
|
|
|
|
^ If <textures> is nil, the default textures from the model def are used
|
|
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|
|
default.player_get_animation(player)
|
|
|
|
^ Returns a table containing fields "model", "textures" and "animation".
|
|
|
|
^ Any of the fields of the returned table may be nil.
|
|
|
|
-> player: PlayerRef
|
|
|
|
|
|
|
|
Model Definition
|
|
|
|
----------------
|
|
|
|
{
|
2015-09-30 01:48:09 +02:00
|
|
|
animation_speed = 30, -- Default animation speed, in FPS.
|
|
|
|
textures = {"character.png", }, -- Default array of textures.
|
|
|
|
visual_size = {x = 1, y = 1}, -- Used to scale the model.
|
2014-07-05 22:45:46 +02:00
|
|
|
animations = {
|
2015-09-30 01:48:09 +02:00
|
|
|
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
|
|
|
|
foo = {x = 0, y = 19},
|
|
|
|
bar = {x = 20, y = 39},
|
2014-07-05 22:45:46 +02:00
|
|
|
-- ...
|
|
|
|
},
|
|
|
|
}
|
2014-12-06 11:01:18 +01:00
|
|
|
|
|
|
|
Leafdecay
|
|
|
|
---------
|
|
|
|
To enable leaf decay for a node, add it to the "leafdecay" group.
|
|
|
|
|
|
|
|
The rating of the group determines how far from a node in the group "tree"
|
|
|
|
the node can be without decaying.
|
|
|
|
|
|
|
|
If param2 of the node is ~= 0, the node will always be preserved. Thus, if
|
|
|
|
the player places a node of that kind, you will want to set param2=1 or so.
|
|
|
|
|
2014-12-06 11:08:41 +01:00
|
|
|
The function default.after_place_leaves can be set as after_place_node of a node
|
|
|
|
to set param2 to 1 if the player places the node (should not be used for nodes
|
|
|
|
that use param2 otherwise (e.g. facedir)).
|
|
|
|
|
2014-12-06 11:01:18 +01:00
|
|
|
If the node is in the leafdecay_drop group then it will always be dropped as an
|
|
|
|
item.
|
2014-12-06 12:11:07 +01:00
|
|
|
|
|
|
|
Dyes
|
|
|
|
----
|
|
|
|
To make recipes that will work with any dye ever made by anybody, define
|
|
|
|
them based on groups. You can select any group of groups, based on your need for
|
|
|
|
amount of colors.
|
|
|
|
|
|
|
|
#Color groups
|
|
|
|
-------------
|
|
|
|
Base color groups:
|
|
|
|
- basecolor_white
|
|
|
|
- basecolor_grey
|
|
|
|
- basecolor_black
|
|
|
|
- basecolor_red
|
|
|
|
- basecolor_yellow
|
|
|
|
- basecolor_green
|
|
|
|
- basecolor_cyan
|
|
|
|
- basecolor_blue
|
|
|
|
- basecolor_magenta
|
|
|
|
|
|
|
|
Extended color groups (* = equal to a base color):
|
|
|
|
* excolor_white
|
|
|
|
- excolor_lightgrey
|
|
|
|
* excolor_grey
|
|
|
|
- excolor_darkgrey
|
|
|
|
* excolor_black
|
|
|
|
* excolor_red
|
|
|
|
- excolor_orange
|
|
|
|
* excolor_yellow
|
|
|
|
- excolor_lime
|
|
|
|
* excolor_green
|
|
|
|
- excolor_aqua
|
|
|
|
* excolor_cyan
|
|
|
|
- excolor_sky_blue
|
|
|
|
* excolor_blue
|
|
|
|
- excolor_violet
|
|
|
|
* excolor_magenta
|
|
|
|
- excolor_red_violet
|
|
|
|
|
|
|
|
The whole unifieddyes palette as groups:
|
|
|
|
- unicolor_<excolor>
|
|
|
|
For the following, no white/grey/black is allowed:
|
|
|
|
- unicolor_medium_<excolor>
|
|
|
|
- unicolor_dark_<excolor>
|
|
|
|
- unicolor_light_<excolor>
|
|
|
|
- unicolor_<excolor>_s50
|
|
|
|
- unicolor_medium_<excolor>_s50
|
|
|
|
- unicolor_dark_<excolor>_s50
|
|
|
|
|
|
|
|
Example of one shapeless recipe using a color group:
|
|
|
|
minetest.register_craft({
|
|
|
|
type = "shapeless",
|
|
|
|
output = '<mod>:item_yellow',
|
|
|
|
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
|
|
|
|
})
|
|
|
|
|
|
|
|
#Color lists
|
|
|
|
------------
|
|
|
|
dye.basecolors
|
|
|
|
^ Array containing the names of available base colors
|
|
|
|
|
|
|
|
dye.excolors
|
|
|
|
^ Array containing the names of the available extended colors
|
2014-12-07 15:25:39 +01:00
|
|
|
|
|
|
|
Trees
|
|
|
|
-----
|
|
|
|
default.grow_tree(pos, is_apple_tree)
|
2015-09-30 01:48:09 +02:00
|
|
|
^ Grows a mgv6 tree or apple tree at pos
|
2014-12-07 15:25:39 +01:00
|
|
|
|
|
|
|
default.grow_jungle_tree(pos)
|
2015-09-30 01:48:09 +02:00
|
|
|
^ Grows a mgv6 jungletree at pos
|
2014-12-07 15:25:39 +01:00
|
|
|
|
|
|
|
default.grow_pine_tree(pos)
|
2015-09-30 01:48:09 +02:00
|
|
|
^ Grows a mgv6 pinetree at pos
|
|
|
|
|
|
|
|
default.grow_new_apple_tree(pos)
|
|
|
|
^ Grows a new design apple tree at pos
|
|
|
|
|
|
|
|
default.grow_new_jungle_tree(pos)
|
|
|
|
^ Grows a new design jungle tree at pos
|
|
|
|
|
|
|
|
default.grow_new_pine_tree(pos)
|
|
|
|
^ Grows a new design pine tree at pos
|
|
|
|
|
|
|
|
default.grow_new_acacia_tree(pos)
|
|
|
|
^ Grows a new design acacia tree at pos
|