2024-09-13 09:36:59 +00:00

6.4 KiB

API

Groups

Mineclonia makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important. Groups are explained in GROUPS.md.

Mod naming convention

Mods mods in Mineclonia follow a simple naming convention: Mods with the prefix “mcl_” are specific to Mineclonia, although they may be based on an existing standalone. Mods which lack this prefix are usually verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible.

Adding items

Special fields

Items can have these fields:

  • _mcl_generate_description(itemstack): Required for any items which manipulate their description in any way. This function takes an itemstack of its own type and must set the proper advanced description for this itemstack. If you don't do this, anvils will fail at properly restoring the description when their custom name gets cleared at an anvil. See mcl_banners for an example.

Tools can have these fields:

  • _mcl_diggroups: Specifies the digging groups that a tool can dig and how efficiently. See _mcl_autogroup for more information.

All nodes can have these fields:

  • _mcl_hardness: Hardness of the block, ranges from 0 to infinity (represented by -1). Determines digging times. Default: 0
  • _mcl_blast_resistance: How well this block blocks and resists explosions. Default: 0
  • _mcl_falling_node_alternative: If set to an itemstring, the node will turn into this node before it starts to fall.
  • _mcl_after_falling(pos): Called after a falling node finished falling and turned into a node.

Tool Callbacks

Nodes can have "tool callbacks" modifying the on_place function of certain tools. The first return value should be the itemstack and the second an option bool i ndicatingif no wear should be added to the tool e.g. because the mod does it itsself.

  • _on_axe_place(itemstack,placer,pointed_thing)
  • _on_shovel_place(itemstack,placer,pointed_thing)
  • _on_sword_place(itemstack,placer,pointed_thing)
  • _on_pickaxe_place(itemstack,placer,pointed_thing)
  • _on_shears_place(itemstack,placer,pointed_thing)
  • _on_hoe_place(itemstack,placer,pointed_thing)

Use the mcl_sounds mod for the sounds.

APIs

A lot of things are possible by using one of the APIs in the mods. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that Mineclonia is still unfinished. All directory names are relative to mods/

Items

  • Doors: ITEMS/mcl_doors
  • Fences and fence gates: ITEMS/mcl_fences
  • Stairs and slabs: ITEM/mcl_stairs
  • Walls: ITEMS/mcl_walls
  • Beds: ITEMS/mcl_beds
  • Buckets: ITEMS/mcl_buckets
  • Dispenser support: ITEMS/REDSTONE/mcl_dispensers
  • Campfires: ITEMS/mcl_campfires
  • Trees and wood related nodes: ITEMS/mcl_trees

Mobs

  • Mobs: ENTITIES/mcl_mobs

Mineclonia uses its own mobs framework, called “mcl_mobs”. This is a fork of mobs redo by TenPlus1.

You can add your own mobs, spawn eggs and spawning rules with this mod. API documnetation is included in ENTITIES/mcl_mobs/api.txt.

This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods. The API is mostly identical, but a few features have been added. Compability is not really a goal, but function and attribute names of Mobs Redo 1.41 are kept. If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in Mineclonia, chances are good that it works out of the box.

Help

  • Item help texts: HELP/doc/doc_items
  • Low-level help entry and category framework: HELP/doc/doc
  • Support for lookup tool (required for all entities): HELP/doc/doc_identifier

HUD

  • Statbars: HUD/hudbars

Utility APIs

  • Change player physics: PLAYER/playerphysics
  • Select random treasures: CORE/mcl_loot
  • Get flowing direction of liquids: CORE/flowlib

Item Definitions

These can be applied to all item registrations:

  • _on_set_item_entity callback that is called when an item is set converted to an item entity: function(itemstack, luaentity). Shall return the changed itemstack and optionally as second return value a table of object properties to be applied to the object when the new item is set.

Node Definitions

These can be applied to all node registrations.

  • on_walk_over callback for nodes: CORE/walkover

  • _on_arrow_hit callback when node is hit by an arrow: function(pos, arrow_luaentity)

  • _on_dye_place callback when node is rickclicked with a dye: function(pos, color_name)

  • _on_hopper_in callback when an item is about to be pushed to the node from a hopper: function(hopper_pos, node_pos)

  • _on_hopper_out callback when an item is about to be sucked into a hopper under the node: function(node_pos, hopper_pos)

  • _after_hopper_in callback when an item is pushed into the node from a hopper: function(node_pos)

  • _after_hopper_out callback when an item is sucked from the node by a hopper: function(node_pos)

  • _on_lightning_strike callback when a node is hit by lightning: function(node_pos, lightning_pos1, lightning_pos2)

  • _mcl_baseitem this used to determine the item corresponding to the placed node. Can either be an itemstring or a function(pos) returning an itemstack.

  • Get node names close to player (to reduce constant querying): PLAYER/mcl_playerinfo

  • Colors and dyes API: ITEMS/mcl_dyes

  • Explosion API

  • Music discs API

  • Flowers and flower pots

  • Add job sites: ENTITIES/mobs_mc

  • Add villager professions: MAGPGEN/mcl_villages

  • placement_prevented(table) callback to see if a node will accept an attachment on the face being attached to. The table takes the following keys:

    {
    	itemstack = itemstack,
    	placer = placer,
    	pointed_thing = pointed_thing,
    }
    

Unstable APIs

The following APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!

  • Panes (like glass panes and iron bars): ITEMS/xpanes
  • _on_ignite callback: ITEMS/mcl_fire
  • Farming: ITEMS/mcl_farming
  • Anything related to redstone: Don't touch (yet)
  • Any other mod not explicitly mentioned above

Planned APIs

  • Custom banner patterns
  • Custom dimensions
  • Custom portals
  • Proper sky and weather APIs