Add give_initial_items API
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game_api.txt
77
game_api.txt
@ -39,8 +39,8 @@ Beds API
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* `beds.read_spawns() ` Returns a table containing players respawn positions
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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.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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* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
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###Bed definition
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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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description = "Simple Bed",
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@ -85,12 +85,12 @@ The doors mod allows modders to register custom doors and trapdoors.
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* `def` See [#Fence gate definition]
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* `def` See [#Fence gate definition]
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`doors.get(pos)`
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`doors.get(pos)`
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* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
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* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
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* Returns an ObjecRef to a door, or nil if the position does not contain a door
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* Returns an ObjectRef to a door, or nil if the position does not contain a door
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###Methods
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### Methods
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:open(player) -- Open the door object, returns if door was opened
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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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: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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:toggle(player) -- Toggle the door state, returns if state was toggled
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@ -101,7 +101,7 @@ The doors mod allows modders to register custom doors and trapdoors.
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has the permissions needed to open this door. If omitted then no
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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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permission checks are performed.
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###Door definition
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### Door definition
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description = "Door description",
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description = "Door description",
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inventory_image = "mod_door_inv.png",
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inventory_image = "mod_door_inv.png",
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@ -113,7 +113,7 @@ The doors mod allows modders to register custom doors and trapdoors.
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sound_close = sound play for close door, -- optional
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sound_close = sound play for close door, -- optional
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protected = false, -- If true, only placer can open the door (locked for others)
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protected = false, -- If true, only placer can open the door (locked for others)
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###Trapdoor definition
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### Trapdoor definition
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description = "Trapdoor description",
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description = "Trapdoor description",
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inventory_image = "mod_trapdoor_inv.png",
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inventory_image = "mod_trapdoor_inv.png",
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@ -125,7 +125,7 @@ The doors mod allows modders to register custom doors and trapdoors.
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sound_close = sound play for close door, -- optional
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sound_close = sound play for close door, -- optional
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protected = false, -- If true, only placer can open the door (locked for others)
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protected = false, -- If true, only placer can open the door (locked for others)
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###Fence gate definition
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### Fence gate definition
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description = "Wooden Fence Gate",
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description = "Wooden Fence Gate",
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texture = "default_wood.png",
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texture = "default_wood.png",
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@ -135,6 +135,7 @@ The doors mod allows modders to register custom doors and trapdoors.
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Fence API
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Fence API
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---------
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---------
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Allows creation of new fences with "fencelike" drawtype.
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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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`default.register_fence(name, item definition)`
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@ -144,7 +145,7 @@ Allows creation of new fences with "fencelike" drawtype.
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nodedef fields here except drawtype. The fence group will always be added
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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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for this node.
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###fence definition
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### fence definition
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name = "default:fence_wood",
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name = "default:fence_wood",
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description = "Wooden Fence",
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description = "Wooden Fence",
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@ -153,8 +154,9 @@ Allows creation of new fences with "fencelike" drawtype.
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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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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sounds = default.node_sound_wood_defaults(),
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#Walls API
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Walls API
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---------
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---------
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The walls API allows easy addition of stone auto-connecting wall nodes.
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The walls API allows easy addition of stone auto-connecting wall nodes.
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walls.register(name, desc, texture, mat, sounds)
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walls.register(name, desc, texture, mat, sounds)
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@ -175,7 +177,7 @@ The farming API allows you to easily register plants and hoes.
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`farming.register_plant(name, Plant definition)`
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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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* Register a new growing plant, see [#Plant definition]
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###Hoe Definition
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### Hoe Definition
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{
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{
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@ -190,7 +192,7 @@ The farming API allows you to easily register plants and hoes.
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}
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}
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}
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}
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###Plant definition
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### Plant definition
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{
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{
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description = "", -- Description of seed item
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description = "", -- Description of seed item
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@ -204,16 +206,49 @@ The farming API allows you to easily register plants and hoes.
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Fire API
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Fire API
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--------
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--------
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New node def property:
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`on_burn(pos)`
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`on_burn(pos)`
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* Called when fire attempts to remove a burning node.
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* Called when fire attempts to remove a burning node.
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* `pos` Position of the burning node.
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* `pos` Position of the burning node.
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Give Initial Stuff API
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----------------------
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#TNT API
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`give_initial_stuff.give(player)`
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^ Give initial stuff to "player"
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`give_initial_stuff.add(stack)`
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^ Add item to the initial stuff
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^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
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^ Can be called after the game has loaded
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`give_initial_stuff.clear()`
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^ Removes all items from the initial stuff
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^ Can be called after the game has loaded
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`give_initial_stuff.get_list()`
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^ returns list of item stacks
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`give_initial_stuff.set_list(list)`
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^ List of initial items with numeric indices.
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`give_initial_stuff.add_from_csv(str)`
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^ str is a comma separated list of initial stuff
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^ Adds items to the list of items to be given
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TNT API
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----------
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----------
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tnt.register_tnt(definition)
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`tnt.register_tnt(definition)`
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^ Register a new type of tnt.
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^ Register a new type of tnt.
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@ -341,7 +376,7 @@ Creates panes that automatically connect to each other
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* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
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* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
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* `def`: See [#Pane definition]
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* `def`: See [#Pane definition]
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###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"}, -- More tiles aren't supported
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textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported
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@ -427,7 +462,7 @@ default.player_get_animation(player)
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* Any of the fields of the returned table may be nil.
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* Any of the fields of the returned table may be nil.
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* player: PlayerRef
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* player: PlayerRef
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###Model Definition
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### Model Definition
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{
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{
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animation_speed = 30, -- Default animation speed, in FPS.
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animation_speed = 30, -- Default animation speed, in FPS.
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@ -466,7 +501,7 @@ To make recipes that will work with any dye ever made by anybody, define
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them based on groups. You can select any group of groups, based on your need for
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them based on groups. You can select any group of groups, based on your need for
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amount of colors.
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amount of colors.
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###Color groups
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### Color groups
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Base color groups:
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Base color groups:
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@ -521,7 +556,7 @@ Example of one shapeless recipe using a color group:
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recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
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recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
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})
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})
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###Color lists
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### Color lists
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* `dye.basecolors` are an array containing the names of available base colors
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* `dye.basecolors` are an array containing the names of available base colors
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@ -536,7 +571,7 @@ Trees
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* `default.grow_jungle_tree(pos)`
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* `default.grow_jungle_tree(pos)`
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* Grows a mgv6 jungletree at pos
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* Grows a mgv6 jungletree at pos
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* `default.grow_pine_tree(pos)`
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* `default.grow_pine_tree(pos)`
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* Grows a mgv6 pinetree at pos
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* Grows a mgv6 pinetree at pos
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* `default.grow_new_apple_tree(pos)`
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* `default.grow_new_apple_tree(pos)`
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@ -18,8 +18,9 @@
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# 'permanent flame' nodes will remain with either setting
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# 'permanent flame' nodes will remain with either setting
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#disable_fire = false
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#disable_fire = false
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# Whether steel tools, torches and cobblestone should be given to new players
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# Whether the stuff in initial_stuff should be given to new players
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#give_initial_stuff = false
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#give_initial_stuff = false
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#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
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# Whether the TNT mod should be enabled
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# Whether the TNT mod should be enabled
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#enable_tnt = <true in singleplayer, false in multiplayer>
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#enable_tnt = <true in singleplayer, false in multiplayer>
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@ -1,12 +1,44 @@
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minetest.register_on_newplayer(function(player)
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local stuff_string = minetest.setting_get("initial_stuff") or
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--print("on_newplayer")
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"default:pick_steel,default:axe_steel,default:shovel_steel," ..
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if minetest.setting_getbool("give_initial_stuff") then
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"default:torch 99,default:cobble 99"
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minetest.log("action", "Giving initial stuff to player "..player:get_player_name())
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player:get_inventory():add_item('main', 'default:pick_steel')
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player:get_inventory():add_item('main', 'default:torch 99')
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player:get_inventory():add_item('main', 'default:axe_steel')
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player:get_inventory():add_item('main', 'default:shovel_steel')
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player:get_inventory():add_item('main', 'default:cobble 99')
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end
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end)
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give_initial_stuff = {
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items = {}
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}
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function give_initial_stuff.give(player)
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minetest.log("action",
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"Giving initial stuff to player " .. player:get_player_name())
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local inv = player:get_inventory()
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for _, stack in ipairs(give_initial_stuff.items) do
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inv:add_item("main", stack)
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end
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end
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function give_initial_stuff.add(stack)
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give_initial_stuff.items[#give_initial_stuff.items + 1] = ItemStack(stack)
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end
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function give_initial_stuff.clear()
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give_initial_stuff.items = {}
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end
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function give_initial_stuff.add_from_csv(str)
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local items = str:split(",")
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for _, itemname in ipairs(items) do
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give_initial_stuff.add(itemname)
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end
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end
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function give_initial_stuff.set_list(list)
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give_initial_stuff.items = list
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end
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function give_initial_stuff.get_list()
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return give_initial_stuff.items
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end
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give_initial_stuff.add_from_csv(stuff_string)
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if minetest.setting_getbool("give_initial_stuff") then
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minetest.register_on_newplayer(give_initial_stuff.give)
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end
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