game_api.txt 28 KB

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  1. Minetest Game API
  2. =================
  3. GitHub Repo: https://github.com/minetest/minetest_game
  4. Introduction
  5. ------------
  6. The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
  7. allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
  8. For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
  9. Please note:
  10. * [XYZ] refers to a section the Minetest API
  11. * [#ABC] refers to a section in this document
  12. * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
  13. Bucket API
  14. ----------
  15. The bucket API allows registering new types of buckets for non-default liquids.
  16. bucket.register_liquid(
  17. "default:lava_source", -- name of the source node
  18. "default:lava_flowing", -- name of the flowing node
  19. "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
  20. "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
  21. "Lava Bucket", -- text description of the bucket item
  22. {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
  23. false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
  24. -- a source neighbour, even if defined as 'liquid_renewable = false'.
  25. -- Needed to avoid creating holes in sloping rivers.
  26. )
  27. The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
  28. When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
  29. Beds API
  30. --------
  31. beds.register_bed(
  32. "beds:bed", -- Bed name
  33. def -- See [#Bed definition]
  34. )
  35. * `beds.read_spawns() ` Returns a table containing players respawn positions
  36. * `beds.kick_players()` Forces all players to leave bed
  37. * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
  38. ### Bed definition
  39. {
  40. description = "Simple Bed",
  41. inventory_image = "beds_bed.png",
  42. wield_image = "beds_bed.png",
  43. tiles = {
  44. bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
  45. top = {Tile definition} -- the tiles of the bottom part of the bed.
  46. },
  47. nodebox = {
  48. bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
  49. top = 'regular nodebox', -- top part of bed (see [Node boxes])
  50. },
  51. selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
  52. recipe = { -- Craft recipe
  53. {"group:wool", "group:wool", "group:wool"},
  54. {"group:wood", "group:wood", "group:wood"}
  55. }
  56. }
  57. Creative API
  58. ------------
  59. Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
  60. For example,
  61. creative.register_tab("tools", "Tools", minetest.registered_tools)
  62. is used to show all tools. Name is used in the sfinv page name, title is the
  63. human readable title.
  64. `is_enabled_for` is used to check whether a player is in creative mode:
  65. creative.is_enabled_for(name)
  66. Override this to allow per-player game modes.
  67. The contents of `creative.formspec_add` is appended to every creative inventory
  68. page. Mods can use it to add additional formspec elements onto the default
  69. creative inventory formspec to be drawn after each update.
  70. Doors API
  71. ---------
  72. The doors mod allows modders to register custom doors and trapdoors.
  73. `doors.register_door(name, def)`
  74. * Registers new door
  75. * `name` Name for door
  76. * `def` See [#Door definition]
  77. `doors.register_trapdoor(name, def)`
  78. * Registers new trapdoor
  79. * `name` Name for trapdoor
  80. * `def` See [#Trapdoor definition]
  81. `doors.register_fencegate(name, def)`
  82. * Registers new fence gate
  83. * `name` Name for fence gate
  84. * `def` See [#Fence gate definition]
  85. `doors.get(pos)`
  86. * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
  87. * Returns an ObjectRef to a door, or nil if the position does not contain a door
  88. ### Methods
  89. :open(player) -- Open the door object, returns if door was opened
  90. :close(player) -- Close the door object, returns if door was closed
  91. :toggle(player) -- Toggle the door state, returns if state was toggled
  92. :state() -- returns the door state, true = open, false = closed
  93. the "player" parameter can be omitted in all methods. If passed then
  94. the usual permission checks will be performed to make sure the player
  95. has the permissions needed to open this door. If omitted then no
  96. permission checks are performed.
  97. ### Door definition
  98. description = "Door description",
  99. inventory_image = "mod_door_inv.png",
  100. groups = {choppy = 2},
  101. tiles = {"mod_door.png"}, -- UV map.
  102. recipe = craftrecipe,
  103. sounds = default.node_sound_wood_defaults(), -- optional
  104. sound_open = sound play for open door, -- optional
  105. sound_close = sound play for close door, -- optional
  106. protected = false, -- If true, only placer can open the door (locked for others)
  107. ### Trapdoor definition
  108. description = "Trapdoor description",
  109. inventory_image = "mod_trapdoor_inv.png",
  110. groups = {choppy = 2},
  111. tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
  112. tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
  113. sounds = default.node_sound_wood_defaults(), -- optional
  114. sound_open = sound play for open door, -- optional
  115. sound_close = sound play for close door, -- optional
  116. protected = false, -- If true, only placer can open the door (locked for others)
  117. ### Fence gate definition
  118. description = "Wooden Fence Gate",
  119. texture = "default_wood.png", -- `backface_culling` will automatically be
  120. -- set to `true` if not specified.
  121. material = "default:wood",
  122. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  123. sounds = default.node_sound_wood_defaults(), -- optional
  124. Fence API
  125. ---------
  126. Allows creation of new fences with "fencelike" drawtype.
  127. `default.register_fence(name, item definition)`
  128. Registers a new fence. Custom fields texture and material are required, as
  129. are name and description. The rest is optional. You can pass most normal
  130. nodedef fields here except drawtype. The fence group will always be added
  131. for this node.
  132. ### fence definition
  133. name = "default:fence_wood",
  134. description = "Wooden Fence",
  135. texture = "default_wood.png",
  136. material = "default:wood",
  137. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  138. sounds = default.node_sound_wood_defaults(),
  139. Walls API
  140. ---------
  141. The walls API allows easy addition of stone auto-connecting wall nodes.
  142. walls.register(name, desc, texture, mat, sounds)
  143. ^ name = "walls:stone_wall". Node name.
  144. ^ desc = "A Stone wall"
  145. ^ texture = "default_stone.png"
  146. ^ mat = "default:stone". Used to auto-generate crafting recipe.
  147. ^ sounds = sounds: see [#Default sounds]
  148. Farming API
  149. -----------
  150. The farming API allows you to easily register plants and hoes.
  151. `farming.register_hoe(name, hoe definition)`
  152. * Register a new hoe, see [#hoe definition]
  153. `farming.register_plant(name, Plant definition)`
  154. * Register a new growing plant, see [#Plant definition]
  155. `farming.registered_plants[name] = definition`
  156. * Table of registered plants, indexed by plant name
  157. ### Hoe Definition
  158. {
  159. description = "", -- Description for tooltip
  160. inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
  161. max_uses = 30, -- Uses until destroyed
  162. material = "", -- Material for recipes
  163. recipe = { -- Craft recipe, if material isn't used
  164. {"air", "air", "air"},
  165. {"", "group:stick"},
  166. {"", "group:stick"},
  167. }
  168. }
  169. ### Plant definition
  170. {
  171. description = "", -- Description of seed item
  172. inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
  173. steps = 8, -- How many steps the plant has to grow, until it can be harvested
  174. -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
  175. minlight = 13, -- Minimum light to grow
  176. maxlight = default.LIGHT_MAX -- Maximum light to grow
  177. }
  178. Fire API
  179. --------
  180. New node def property:
  181. `on_burn(pos)`
  182. * Called when fire attempts to remove a burning node.
  183. * `pos` Position of the burning node.
  184. `on_ignite(pos, igniter)`
  185. * Called when Flint and steel (or a mod defined ignitor) is used on a node.
  186. Defining it may prevent the default action (spawning flames) from triggering.
  187. * `pos` Position of the ignited node.
  188. * `igniter` Player that used the tool, when available.
  189. Give Initial Stuff API
  190. ----------------------
  191. `give_initial_stuff.give(player)`
  192. ^ Give initial stuff to "player"
  193. `give_initial_stuff.add(stack)`
  194. ^ Add item to the initial stuff
  195. ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
  196. ^ Can be called after the game has loaded
  197. `give_initial_stuff.clear()`
  198. ^ Removes all items from the initial stuff
  199. ^ Can be called after the game has loaded
  200. `give_initial_stuff.get_list()`
  201. ^ returns list of item stacks
  202. `give_initial_stuff.set_list(list)`
  203. ^ List of initial items with numeric indices.
  204. `give_initial_stuff.add_from_csv(str)`
  205. ^ str is a comma separated list of initial stuff
  206. ^ Adds items to the list of items to be given
  207. TNT API
  208. ----------
  209. `tnt.register_tnt(definition)`
  210. ^ Register a new type of tnt.
  211. * `name` The name of the node. If no prefix is given `tnt` is used.
  212. * `description` A description for your TNT.
  213. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
  214. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
  215. * `disable_drops` Disable drops. By default it is set to false.
  216. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
  217. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
  218. * `tiles` Textures for node
  219. * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
  220. * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
  221. * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
  222. * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
  223. `tnt.boom(position[, definition])`
  224. ^ Create an explosion.
  225. * `position` The center of explosion.
  226. * `definition` The TNT definion as passed to `tnt.register` with the following addition:
  227. * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
  228. `tnt.burn(position, [nodename])`
  229. ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
  230. If no such callback exists, fallback to turn tnt group nodes to their
  231. "_burning" variant.
  232. nodename isn't required unless already known.
  233. To make dropping items from node inventories easier, you can use the
  234. following helper function from 'default':
  235. default.get_inventory_drops(pos, inventory, drops)
  236. ^ Return drops from node inventory "inventory" in drops.
  237. * `pos` - the node position
  238. * `inventory` - the name of the inventory (string)
  239. * `drops` - an initialized list
  240. The function returns no values. The drops are returned in the `drops`
  241. parameter, and drops is not reinitialized so you can call it several
  242. times in a row to add more inventory items to it.
  243. `on_blast` callbacks:
  244. Both nodedefs and entitydefs can provide an `on_blast()` callback
  245. `nodedef.on_blast(pos, intensity)`
  246. ^ Allow drop and node removal overriding
  247. * `pos` - node position
  248. * `intensity` - TNT explosion measure. larger or equal to 1.0
  249. ^ Should return a list of drops (e.g. {"default:stone"})
  250. ^ Should perform node removal itself. If callback exists in the nodedef
  251. ^ then the TNT code will not destroy this node.
  252. `entitydef.on_blast(luaobj, damage)`
  253. ^ Allow TNT effects on entities to be overridden
  254. * `luaobj` - LuaEntityRef of the entity
  255. * `damage` - suggested HP damage value
  256. ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
  257. * `do_damage` - if true then TNT mod wil damage the entity
  258. * `do_knockback` - if true then TNT mod will knock the entity away
  259. * `drops` - a list of drops, e.g. {"wool:red"}
  260. Screwdriver API
  261. ---------------
  262. The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
  263. To use it, add the `on_screwdriver` function to the node definition.
  264. `on_rotate(pos, node, user, mode, new_param2)`
  265. * `pos` Position of the node that the screwdriver is being used on
  266. * `node` that node
  267. * `user` The player who used the screwdriver
  268. * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
  269. * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
  270. * return value: false to disallow rotation, nil to keep default behaviour, true to allow
  271. it but to indicate that changed have already been made (so the screwdriver will wear out)
  272. * use `on_rotate = false` to always disallow rotation
  273. * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
  274. Sethome API
  275. -----------
  276. The sethome API adds three global functions to allow mods to read a players home position,
  277. set a players home position and teleport a player to home position.
  278. `sethome.get(name)`
  279. * `name` Player who's home position you wish to get
  280. * return value: false if no player home coords exist, position table if true
  281. `sethome.set(name, pos)`
  282. * `name` Player who's home position you wish to set
  283. * `pos` Position table containing coords of home position
  284. * return value: false if unable to set and save new home position, otherwise true
  285. `sethome.go(name)`
  286. * `name` Player you wish to teleport to their home position
  287. * return value: false if player cannot be sent home, otherwise true
  288. Sfinv API
  289. ---------
  290. ### sfinv Methods
  291. **Pages**
  292. * sfinv.set_page(player, pagename) - changes the page
  293. * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
  294. * sfinv.register_page(name, def) - register a page, see section below
  295. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
  296. * Note: Page must already be defined, (opt)depend on the mod defining it.
  297. * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
  298. and calls set_inventory_formspec().
  299. * sfinv.get_formspec(player, context) - builds current page's formspec
  300. **Contexts**
  301. * sfinv.get_or_create_context(player) - gets the player's context
  302. * sfinv.set_context(player, context)
  303. **Theming**
  304. * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
  305. * show_inv, defaults to false. Whether to show the player's main inventory
  306. * size, defaults to `size[8,8.6]` if not specified
  307. * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
  308. ### sfinv Members
  309. * pages - table of pages[pagename] = def
  310. * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
  311. * contexts - contexts[playername] = player_context
  312. * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
  313. ### Context
  314. A table with these keys:
  315. * page - current page name
  316. * nav - a list of page names
  317. * nav_titles - a list of page titles
  318. * nav_idx - current nav index (in nav and nav_titles)
  319. * any thing you want to store
  320. * sfinv will clear the stored data on log out / log in
  321. ### sfinv.register_page
  322. sfinv.register_page(name, def)
  323. def is a table containing:
  324. * `title` - human readable page name (required)
  325. * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
  326. * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
  327. * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
  328. * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
  329. * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
  330. ### get formspec
  331. Use sfinv.make_formspec to apply a layout:
  332. return sfinv.make_formspec(player, context, [[
  333. list[current_player;craft;1.75,0.5;3,3;]
  334. list[current_player;craftpreview;5.75,1.5;1,1;]
  335. image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
  336. listring[current_player;main]
  337. listring[current_player;craft]
  338. image[0,4.25;1,1;gui_hb_bg.png]
  339. image[1,4.25;1,1;gui_hb_bg.png]
  340. image[2,4.25;1,1;gui_hb_bg.png]
  341. image[3,4.25;1,1;gui_hb_bg.png]
  342. image[4,4.25;1,1;gui_hb_bg.png]
  343. image[5,4.25;1,1;gui_hb_bg.png]
  344. image[6,4.25;1,1;gui_hb_bg.png]
  345. image[7,4.25;1,1;gui_hb_bg.png]
  346. ]], true)
  347. See above (methods section) for more options.
  348. ### Customising themes
  349. Simply override this function to change the navigation:
  350. function sfinv.get_nav_fs(player, context, nav, current_idx)
  351. return "navformspec"
  352. end
  353. And override this function to change the layout:
  354. function sfinv.make_formspec(player, context, content, show_inv, size)
  355. local tmp = {
  356. size or "size[8,8.6]",
  357. theme_main,
  358. sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
  359. content
  360. }
  361. if show_inv then
  362. tmp[4] = theme_inv
  363. end
  364. return table.concat(tmp, "")
  365. end
  366. Stairs API
  367. ----------
  368. The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
  369. delivered with Minetest Game, to keep them compatible with other mods.
  370. `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
  371. * Registers a stair.
  372. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  373. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  374. * `groups`: see [Known damage and digging time defining groups]
  375. * `images`: see [Tile definition]
  376. * `description`: used for the description field in the stair's definition
  377. * `sounds`: see [#Default sounds]
  378. `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
  379. * Registers a slabs
  380. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  381. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
  382. * `groups`: see [Known damage and digging time defining groups]
  383. * `images`: see [Tile definition]
  384. * `description`: used for the description field in the stair's definition
  385. * `sounds`: see [#Default sounds]
  386. `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
  387. * A wrapper for stairs.register_stair and stairs.register_slab
  388. * Uses almost the same arguments as stairs.register_stair
  389. * `desc_stair`: Description for stair node
  390. * `desc_slab`: Description for slab node
  391. Xpanes API
  392. ----------
  393. Creates panes that automatically connect to each other
  394. `xpanes.register_pane(subname, def)`
  395. * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
  396. * `def`: See [#Pane definition]
  397. ### Pane definition
  398. {
  399. textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
  400. groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
  401. sounds = SoundSpec, -- See [#Default sounds]
  402. recipe = {{"","","","","","","","",""}}, -- Recipe field only
  403. }
  404. Raillike definitions
  405. --------------------
  406. The following nodes use the group `connect_to_raillike` and will only connect to
  407. raillike nodes within this group and the same group value.
  408. Use `minetest.raillike_group(<Name>)` to get the group value.
  409. | Node type | Raillike group name
  410. |-----------------------|---------------------
  411. | default:rail | "rail"
  412. | tnt:gunpowder | "gunpowder"
  413. | tnt:gunpowder_burning | "gunpowder"
  414. Example:
  415. If you want to add a new rail type and want it to connect with default:rail,
  416. add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
  417. of your node.
  418. Default sounds
  419. --------------
  420. Sounds inside the default table can be used within the sounds field of node definitions.
  421. * `default.node_sound_defaults()`
  422. * `default.node_sound_stone_defaults()`
  423. * `default.node_sound_dirt_defaults()`
  424. * `default.node_sound_sand_defaults()`
  425. * `default.node_sound_wood_defaults()`
  426. * `default.node_sound_leaves_defaults()`
  427. * `default.node_sound_glass_defaults()`
  428. * `default.node_sound_metal_defaults()`
  429. Default constants
  430. -----------------
  431. `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
  432. Player API
  433. ----------
  434. The player API can register player models and update the player's appearence
  435. `default.player_register_model(name, def)`
  436. * Register a new model to be used by players.
  437. * name: model filename such as "character.x", "foo.b3d", etc.
  438. * def: See [#Model definition]
  439. `default.registered_player_models[name]`
  440. * Get a model's definition
  441. * see [#Model definition]
  442. `default.player_set_model(player, model_name)`
  443. * Change a player's model
  444. * `player`: PlayerRef
  445. * `model_name`: model registered with player_register_model()
  446. `default.player_set_animation(player, anim_name [, speed])`
  447. * Applies an animation to a player
  448. * anim_name: name of the animation.
  449. * speed: frames per second. If nil, default from the model is used
  450. `default.player_set_textures(player, textures)`
  451. * Sets player textures
  452. * `player`: PlayerRef
  453. * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
  454. default.player_get_animation(player)
  455. * Returns a table containing fields `model`, `textures` and `animation`.
  456. * Any of the fields of the returned table may be nil.
  457. * player: PlayerRef
  458. ### Model Definition
  459. {
  460. animation_speed = 30, -- Default animation speed, in FPS.
  461. textures = {"character.png", }, -- Default array of textures.
  462. visual_size = {x = 1, y = 1}, -- Used to scale the model.
  463. animations = {
  464. -- <anim_name> = {x = <start_frame>, y = <end_frame>},
  465. foo = {x = 0, y = 19},
  466. bar = {x = 20, y = 39},
  467. -- ...
  468. },
  469. }
  470. Leafdecay
  471. ---------
  472. To enable leaf decay for leaves when a tree is cut down by a player,
  473. register the tree with the default.register_leafdecay(leafdecaydef)
  474. function.
  475. If `param2` of any registered node is ~= 0, the node will always be
  476. preserved. Thus, if the player places a node of that kind, you will
  477. want to set `param2 = 1` or so.
  478. The function `default.after_place_leaves` can be set as
  479. `after_place_node of a node` to set param2 to 1 if the player places
  480. the node (should not be used for nodes that use param2 otherwise
  481. (e.g. facedir)).
  482. If the node is in the `leafdecay_drop` group then it will always be
  483. dropped as an item.
  484. `default.register_leafdecay(leafdecaydef)`
  485. `leafdecaydef` is a table, with following members:
  486. {
  487. trunks = {"default:tree"}, -- nodes considered trunks
  488. leaves = {"default:leaves", "default:apple"},
  489. -- nodes considered for removal
  490. radius = 3, -- radius to consider for searching
  491. }
  492. Note: all the listed nodes in `trunks` have their `on_after_destruct`
  493. callback overridden. All the nodes listed in `leaves` have their
  494. `on_timer` callback overridden.
  495. Dyes
  496. ----
  497. To make recipes that will work with any dye ever made by anybody, define
  498. them based on groups. You can select any group of groups, based on your need for
  499. amount of colors.
  500. ### Color groups
  501. Base color groups:
  502. * `basecolor_white`
  503. * `basecolor_grey`
  504. * `basecolor_black`
  505. * `basecolor_red`
  506. * `basecolor_yellow`
  507. * `basecolor_green`
  508. * `basecolor_cyan`
  509. * `basecolor_blue`
  510. * `basecolor_magenta`
  511. Extended color groups ( * means also base color )
  512. * `excolor_white` *
  513. * `excolor_lightgrey`
  514. * `excolor_grey` *
  515. * `excolor_darkgrey`
  516. * `excolor_black` *
  517. * `excolor_red` *
  518. * `excolor_orange`
  519. * `excolor_yellow` *
  520. * `excolor_lime`
  521. * `excolor_green` *
  522. * `excolor_aqua`
  523. * `excolor_cyan` *
  524. * `excolor_sky_blue`
  525. * `excolor_blue` *
  526. * `excolor_violet`
  527. * `excolor_magenta` *
  528. * `excolor_red_violet`
  529. The whole unifieddyes palette as groups:
  530. * `unicolor_<excolor>`
  531. For the following, no white/grey/black is allowed:
  532. * `unicolor_medium_<excolor>`
  533. * `unicolor_dark_<excolor>`
  534. * `unicolor_light_<excolor>`
  535. * `unicolor_<excolor>_s50`
  536. * `unicolor_medium_<excolor>_s50`
  537. * `unicolor_dark_<excolor>_s50`
  538. Example of one shapeless recipe using a color group:
  539. minetest.register_craft({
  540. type = "shapeless",
  541. output = '<mod>:item_yellow',
  542. recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
  543. })
  544. ### Color lists
  545. * `dye.basecolors` are an array containing the names of available base colors
  546. * `dye.excolors` are an array containing the names of the available extended colors
  547. Trees
  548. -----
  549. * `default.grow_tree(pos, is_apple_tree)`
  550. * Grows a mgv6 tree or apple tree at pos
  551. * `default.grow_jungle_tree(pos)`
  552. * Grows a mgv6 jungletree at pos
  553. * `default.grow_pine_tree(pos)`
  554. * Grows a mgv6 pinetree at pos
  555. * `default.grow_new_apple_tree(pos)`
  556. * Grows a new design apple tree at pos
  557. * `default.grow_new_jungle_tree(pos)`
  558. * Grows a new design jungle tree at pos
  559. * `default.grow_new_pine_tree(pos)`
  560. * Grows a new design pine tree at pos
  561. * `default.grow_new_snowy_pine_tree(pos)`
  562. * Grows a new design snowy pine tree at pos
  563. * `default.grow_new_acacia_tree(pos)`
  564. * Grows a new design acacia tree at pos
  565. * `default.grow_new_aspen_tree(pos)`
  566. * Grows a new design aspen tree at pos
  567. * `default.grow_bush(pos)`
  568. * Grows a bush at pos
  569. * `default.grow_acacia_bush(pos)`
  570. * Grows an acaia bush at pos
  571. Carts
  572. -----
  573. carts.register_rail(
  574. "mycarts:myrail", -- Rail name
  575. nodedef, -- standard nodedef
  576. railparams -- rail parameter struct (optional)
  577. )
  578. railparams = {
  579. on_step(obj, dtime), -- Event handler called when
  580. -- cart is on rail
  581. acceleration, -- integer acceleration factor (negative
  582. -- values to brake)
  583. }
  584. The event handler is called after all default calculations
  585. are made, so the custom on_step handler can override things
  586. like speed, acceleration, player attachment. The handler will
  587. likely be called many times per second, so the function needs
  588. to make sure that the event is handled properly.
  589. Key API
  590. -------
  591. The key API allows mods to add key functionality to nodes that have
  592. ownership or specific permissions. Using the API will make it so
  593. that a node owner can use skeleton keys on their nodes to create keys
  594. for that node in that location, and give that key to other players,
  595. allowing them some sort of access that they otherwise would not have
  596. due to node protection.
  597. To make your new nodes work with the key API, you need to register
  598. two callback functions in each nodedef:
  599. `on_key_use(pos, player)`
  600. * Is called when a player right-clicks (uses) a normal key on your
  601. * node.
  602. * `pos` - position of the node
  603. * `player` - PlayerRef
  604. * return value: none, ignored
  605. The `on_key_use` callback should validate that the player is wielding
  606. a key item with the right key meta secret. If needed the code should
  607. deny access to the node functionality.
  608. If formspecs are used, the formspec callbacks should duplicate these
  609. checks in the metadata callback functions.
  610. `on_skeleton_key_use(pos, player, newsecret)`
  611. * Is called when a player right-clicks (uses) a skeleton key on your
  612. * node.
  613. * `pos` - position of the node
  614. * `player` - PlayerRef
  615. * `newsecret` - a secret value(string)
  616. * return values:
  617. * `secret` - `nil` or the secret value that unlocks the door
  618. * `name` - a string description of the node ("a locked chest")
  619. * `owner` - name of the node owner
  620. The `on_skeleton_key_use` function should validate that the player has
  621. the right permissions to make a new key for the item. The newsecret
  622. value is useful if the node has no secret value. The function should
  623. store this secret value somewhere so that in the future it may compare
  624. key secrets and match them to allow access. If a node already has a
  625. secret value, the function should return that secret value instead
  626. of the newsecret value. The secret value stored for the node should
  627. not be overwritten, as this would invalidate existing keys.
  628. Aside from the secret value, the function should retun a descriptive
  629. name for the node and the owner name. The return values are all
  630. encoded in the key that will be given to the player in replacement
  631. for the wielded skeleton key.
  632. if `nil` is returned, it is assumed that the wielder did not have
  633. permissions to create a key for this node, and no key is created.