Lua_api.txt: Split long lines. Capitalise 'Biome API'. Minor edits
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doc/lua_api.txt
129
doc/lua_api.txt
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@ -65,15 +65,19 @@ e.g.
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The game directory can contain the file minetest.conf, which will be used
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The game directory can contain the file minetest.conf, which will be used
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to set default settings when running the particular game.
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to set default settings when running the particular game.
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It can also contain a settingtypes.txt in the same format as the one in builtin.
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It can also contain a settingtypes.txt in the same format as the one in builtin.
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This settingtypes.txt will be parsed by the menu and the settings will be displayed in the "Games" category in the settings tab.
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This settingtypes.txt will be parsed by the menu and the settings will be displayed
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in the "Games" category in the settings tab.
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### Menu images
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### Menu images
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Games can provide custom main menu images. They are put inside a `menu` directory inside the game directory.
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Games can provide custom main menu images. They are put inside a `menu` directory
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inside the game directory.
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The images are named `$identifier.png`, where `$identifier` is one of `overlay,background,footer,header`.
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The images are named `$identifier.png`, where `$identifier` is
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If you want to specify multiple images for one identifier, add additional images named like `$identifier.$n.png`, with an ascending number $n starting with 1,
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one of `overlay,background,footer,header`.
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and a random image will be chosen from the provided ones.
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If you want to specify multiple images for one identifier, add additional images named
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like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
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image will be chosen from the provided ones.
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Mod load path
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Mod load path
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@ -243,7 +247,8 @@ Example:
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default_dirt.png^default_grass_side.png
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default_dirt.png^default_grass_side.png
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`default_grass_side.png` is overlayed over `default_dirt.png`.
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`default_grass_side.png` is overlayed over `default_dirt.png`.
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The texture with the lower resolution will be automatically upscaled to the higher resolution texture.
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The texture with the lower resolution will be automatically upscaled to
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the higher resolution texture.
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### Texture grouping
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### Texture grouping
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Textures can be grouped together by enclosing them in `(` and `)`.
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Textures can be grouped together by enclosing them in `(` and `)`.
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@ -468,8 +473,8 @@ the global `minetest.registered_*` tables.
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* added to `minetest.registered_schematic` with the key of `schematic.name`
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* added to `minetest.registered_schematic` with the key of `schematic.name`
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* if `schematic.name` is nil, the key is the returned ID
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* if `schematic.name` is nil, the key is the returned ID
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* if the schematic is loaded from a file, schematic.name is set to the filename
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* if the schematic is loaded from a file, schematic.name is set to the filename
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* if the function is called when loading the mod, and schematic.name is a relative path,
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* if the function is called when loading the mod, and schematic.name is a relative
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* then the current mod path will be prepended to the schematic filename
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path, then the current mod path will be prepended to the schematic filename
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* `minetest.clear_registered_biomes()`
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* `minetest.clear_registered_biomes()`
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* clears all biomes currently registered
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* clears all biomes currently registered
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@ -1416,13 +1421,13 @@ examples.
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#### `listring[<inventory location>;<list name>]`
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#### `listring[<inventory location>;<list name>]`
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* Allows to create a ring of inventory lists
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* Allows to create a ring of inventory lists
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* Shift-clicking on items in one element of the ring
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* Shift-clicking on items in one element of the ring
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* will send them to the next inventory list inside the ring
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will send them to the next inventory list inside the ring
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* The first occurrence of an element inside the ring will
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* The first occurrence of an element inside the ring will
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* determine the inventory where items will be sent to
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determine the inventory where items will be sent to
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#### `listring[]`
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#### `listring[]`
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* Shorthand for doing `listring[<inventory location>;<list name>]`
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* Shorthand for doing `listring[<inventory location>;<list name>]`
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* for the last two inventory lists added by list[...]
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for the last two inventory lists added by list[...]
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#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
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#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
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* Sets background color of slots as `ColorString`
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* Sets background color of slots as `ColorString`
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@ -1475,7 +1480,7 @@ examples.
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* Textual password style field; will be sent to server when a button is clicked
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* Textual password style field; will be sent to server when a button is clicked
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* `x` and `y` position the field relative to the top left of the menu
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* `x` and `y` position the field relative to the top left of the menu
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* `w` and `h` are the size of the field
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* `w` and `h` are the size of the field
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* fields are a set height, but will be vertically centred on `h`
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* Fields are a set height, but will be vertically centred on `h`
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* Position and size units are inventory slots
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* Position and size units are inventory slots
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* `name` is the name of the field as returned in fields to `on_receive_fields`
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* `name` is the name of the field as returned in fields to `on_receive_fields`
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* `label`, if not blank, will be text printed on the top left above the field
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* `label`, if not blank, will be text printed on the top left above the field
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@ -1484,7 +1489,7 @@ examples.
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* Textual field; will be sent to server when a button is clicked
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* Textual field; will be sent to server when a button is clicked
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* `x` and `y` position the field relative to the top left of the menu
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* `x` and `y` position the field relative to the top left of the menu
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* `w` and `h` are the size of the field
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* `w` and `h` are the size of the field
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* fields are a set height, but will be vertically centred on `h`
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* Fields are a set height, but will be vertically centred on `h`
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* Position and size units are inventory slots
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* Position and size units are inventory slots
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* `name` is the name of the field as returned in fields to `on_receive_fields`
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* `name` is the name of the field as returned in fields to `on_receive_fields`
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* `label`, if not blank, will be text printed on the top left above the field
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* `label`, if not blank, will be text printed on the top left above the field
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@ -1494,13 +1499,13 @@ examples.
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* **Note**: no extra text or more than a single variable is supported ATM.
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* **Note**: no extra text or more than a single variable is supported ATM.
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#### `field[<name>;<label>;<default>]`
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#### `field[<name>;<label>;<default>]`
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* as above, but without position/size units
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* As above, but without position/size units
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* special field for creating simple forms, such as sign text input
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* Special field for creating simple forms, such as sign text input
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* must be used without a `size[]` element
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* Must be used without a `size[]` element
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* a "Proceed" button will be added automatically
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* A "Proceed" button will be added automatically
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#### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
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#### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
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* same as fields above, but with multi-line input
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* Same as fields above, but with multi-line input
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#### `label[<X>,<Y>;<label>]`
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#### `label[<X>,<Y>;<label>]`
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* `x` and `y` work as per field
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* `x` and `y` work as per field
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@ -1561,12 +1566,12 @@ examples.
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* `name` fieldname sent to server on doubleclick value is current selected element
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* `name` fieldname sent to server on doubleclick value is current selected element
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* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
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* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
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* if you want a listelement to start with "#" write "##"
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* if you want a listelement to start with "#" write "##"
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* index to be selected within textlist
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* Index to be selected within textlist
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* `true`/`false`: draw transparent background
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* `true`/`false`: draw transparent background
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* see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
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* See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
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#### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
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#### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
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* show a tab**header** at specific position (ignores formsize)
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* Show a tab**header** at specific position (ignores formsize)
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* `x` and `y` position the itemlist relative to the top left of the menu
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* `x` and `y` position the itemlist relative to the top left of the menu
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* `name` fieldname data is transferred to Lua
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* `name` fieldname data is transferred to Lua
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* `caption 1`...: name shown on top of tab
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* `caption 1`...: name shown on top of tab
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@ -1575,24 +1580,24 @@ examples.
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* `draw_border` (optional): draw border
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* `draw_border` (optional): draw border
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#### `box[<X>,<Y>;<W>,<H>;<color>]`
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#### `box[<X>,<Y>;<W>,<H>;<color>]`
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* simple colored semitransparent box
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* Simple colored semitransparent box
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* `x` and `y` position the box relative to the top left of the menu
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* `x` and `y` position the box relative to the top left of the menu
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* `w` and `h` are the size of box
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* `w` and `h` are the size of box
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* `color` is color specified as a `ColorString`
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* `color` is color specified as a `ColorString`
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#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
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#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
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* show a dropdown field
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* Show a dropdown field
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* **Important note**: There are two different operation modes:
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* **Important note**: There are two different operation modes:
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1. handle directly on change (only changed dropdown is submitted)
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1. handle directly on change (only changed dropdown is submitted)
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2. read the value on pressing a button (all dropdown values are available)
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2. read the value on pressing a button (all dropdown values are available)
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* `x` and `y` position of dropdown
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* `x` and `y` position of dropdown
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* width of dropdown
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* Width of dropdown
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* fieldname data is transferred to Lua
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* Fieldname data is transferred to Lua
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* items to be shown in dropdown
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* Items to be shown in dropdown
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* index of currently selected dropdown item
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* Index of currently selected dropdown item
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#### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
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#### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
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* show a checkbox
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* Show a checkbox
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* `x` and `y`: position of checkbox
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* `x` and `y`: position of checkbox
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* `name` fieldname data is transferred to Lua
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* `name` fieldname data is transferred to Lua
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* `label` to be shown left of checkbox
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* `label` to be shown left of checkbox
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@ -1600,29 +1605,29 @@ examples.
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* `tooltip` (optional)
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* `tooltip` (optional)
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#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
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#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
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* show a scrollbar
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* Show a scrollbar
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* there are two ways to use it:
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* There are two ways to use it:
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1. handle the changed event (only changed scrollbar is available)
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1. handle the changed event (only changed scrollbar is available)
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2. read the value on pressing a button (all scrollbars are available)
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2. read the value on pressing a button (all scrollbars are available)
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* `x` and `y`: position of trackbar
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* `x` and `y`: position of trackbar
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* `w` and `h`: width and height
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* `w` and `h`: width and height
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* `orientation`: `vertical`/`horizontal`
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* `orientation`: `vertical`/`horizontal`
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* fieldname data is transferred to Lua
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* Fieldname data is transferred to Lua
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* value this trackbar is set to (`0`-`1000`)
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* Value this trackbar is set to (`0`-`1000`)
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* see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
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* See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
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#### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
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#### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
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* show scrollable table using options defined by the previous `tableoptions[]`
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* Show scrollable table using options defined by the previous `tableoptions[]`
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* displays cells as defined by the previous `tablecolumns[]`
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* Displays cells as defined by the previous `tablecolumns[]`
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* `x` and `y`: position the itemlist relative to the top left of the menu
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* `x` and `y`: position the itemlist relative to the top left of the menu
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* `w` and `h` are the size of the itemlist
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* `w` and `h` are the size of the itemlist
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* `name`: fieldname sent to server on row select or doubleclick
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* `name`: fieldname sent to server on row select or doubleclick
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* `cell 1`...`cell n`: cell contents given in row-major order
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* `cell 1`...`cell n`: cell contents given in row-major order
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* `selected idx`: index of row to be selected within table (first row = `1`)
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* `selected idx`: index of row to be selected within table (first row = `1`)
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* see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
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* See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
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#### `tableoptions[<opt 1>;<opt 2>;...]`
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#### `tableoptions[<opt 1>;<opt 2>;...]`
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* sets options for `table[]`
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* Sets options for `table[]`
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* `color=#RRGGBB`
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* `color=#RRGGBB`
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* default text color (`ColorString`), defaults to `#FFFFFF`
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* default text color (`ColorString`), defaults to `#FFFFFF`
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* `background=#RRGGBB`
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* `background=#RRGGBB`
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@ -1638,14 +1643,14 @@ examples.
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* only useful when there is a column of type "tree"
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* only useful when there is a column of type "tree"
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#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
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#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
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* sets columns for `table[]`
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* Sets columns for `table[]`
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* types: `text`, `image`, `color`, `indent`, `tree`
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* Types: `text`, `image`, `color`, `indent`, `tree`
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* `text`: show cell contents as text
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* `text`: show cell contents as text
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* `image`: cell contents are an image index, use column options to define images
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* `image`: cell contents are an image index, use column options to define images
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* `color`: cell contents are a ColorString and define color of following cell
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* `color`: cell contents are a ColorString and define color of following cell
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* `indent`: cell contents are a number and define indentation of following cell
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* `indent`: cell contents are a number and define indentation of following cell
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* `tree`: same as indent, but user can open and close subtrees (treeview-like)
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* `tree`: same as indent, but user can open and close subtrees (treeview-like)
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* column options:
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* Column options:
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* `align=<value>`
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* `align=<value>`
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* for `text` and `image`: content alignment within cells.
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* for `text` and `image`: content alignment within cells.
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Available values: `left` (default), `center`, `right`, `inline`
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Available values: `left` (default), `center`, `right`, `inline`
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@ -1948,7 +1953,8 @@ Call these functions only at load time!
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* `minetest.register_chatcommand(cmd, chatcommand definition)`
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* `minetest.register_chatcommand(cmd, chatcommand definition)`
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* `minetest.register_privilege(name, definition)`
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* `minetest.register_privilege(name, definition)`
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* `definition`: `"description text"`
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* `definition`: `"description text"`
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* `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
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* `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
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the default of `give_to_singleplayer` is true
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* To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
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* To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
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* `minetest.register_authentication_handler(handler)`
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* `minetest.register_authentication_handler(handler)`
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* See `minetest.builtin_auth_handler` in `builtin.lua` for reference
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* See `minetest.builtin_auth_handler` in `builtin.lua` for reference
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@ -2669,7 +2675,8 @@ This is basically a reference to a C++ `ServerActiveObject`
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##### Player-only (no-op for other objects)
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##### Player-only (no-op for other objects)
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* `get_player_name()`: returns `""` if is not a player
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* `get_player_name()`: returns `""` if is not a player
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* `get_player_velocity()`: returns `nil` if is not a player otherwise a table {x, y, z} representing the player's instantaneous velocity in nodes/s
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* `get_player_velocity()`: returns `nil` if is not a player, otherwise a
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table {x, y, z} representing the player's instantaneous velocity in nodes/s
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* `get_look_dir()`: get camera direction as a unit vector
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* `get_look_dir()`: get camera direction as a unit vector
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* `get_look_pitch()`: pitch in radians
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* `get_look_pitch()`: pitch in radians
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* `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
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* `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
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@ -2783,25 +2790,40 @@ An `InvRef` is a reference to an inventory.
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A fast access data structure to store areas, and find areas near a given position or area.
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A fast access data structure to store areas, and find areas near a given position or area.
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Every area has a `data` string attribute to store additional information.
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Every area has a `data` string attribute to store additional information.
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You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
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You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
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If you chose the parameter-less constructor, a fast implementation will be automatically chosen for you.
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If you chose the parameter-less constructor, a fast implementation will be automatically
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chosen for you.
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#### Methods
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#### Methods
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* `get_area(id, include_borders, include_data)`: returns the area with the id `id`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
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* `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
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* `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain the position `pos`. (optional) Boolean values `include_borders` and `include_data` control what's copied.
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(optional) Boolean values `include_borders` and `include_data` control what's copied.
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* `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`: returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive). If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area. (optional) Boolean values `include_borders` and `include_data` control what's copied.
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* `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
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* `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID, or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area. `data` is a string stored with the area. If passed, `id` will be used as the internal area ID, it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it, or insertions are likely to fail due to conflicts.
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the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
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* `reserve(count)`: reserves resources for at most `count` many contained areas. Only needed for efficiency, and only some implementations profit.
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what's copied.
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* `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
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||||||
|
returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
|
||||||
|
If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
|
||||||
|
(optional) Boolean values `include_borders` and `include_data` control what's copied.
|
||||||
|
* `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
|
||||||
|
or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
|
||||||
|
`data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
|
||||||
|
it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
|
||||||
|
or insertions are likely to fail due to conflicts.
|
||||||
|
* `reserve(count)`: reserves resources for at most `count` many contained areas.
|
||||||
|
Only needed for efficiency, and only some implementations profit.
|
||||||
* `remove_area(id)`: removes the area with the given id from the store, returns success.
|
* `remove_area(id)`: removes the area with the given id from the store, returns success.
|
||||||
* `set_cache_params(params)`: sets params for the included prefiltering cache. Calling invalidates the cache, so that its elements have to be newly generated.
|
* `set_cache_params(params)`: sets params for the included prefiltering cache.
|
||||||
|
Calling invalidates the cache, so that its elements have to be newly generated.
|
||||||
* `params`:
|
* `params`:
|
||||||
{
|
{
|
||||||
enabled = boolean, -- whether to enable, default true
|
enabled = boolean, -- whether to enable, default true
|
||||||
block_radius = number, -- the radius (in nodes) of the areas the cache generates prefiltered lists for, minimum 16, default 64
|
block_radius = number, -- the radius (in nodes) of the areas the cache generates
|
||||||
|
prefiltered lists for, minimum 16, default 64
|
||||||
limit = number, -- the cache's size, minimum 20, default 1000
|
limit = number, -- the cache's size, minimum 20, default 1000
|
||||||
}
|
}
|
||||||
* `to_string()`: Experimental. Returns area store serialized as a (binary) string.
|
* `to_string()`: Experimental. Returns area store serialized as a (binary) string.
|
||||||
* `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
|
* `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
|
||||||
* `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore. Returns success and, optionally, an error message.
|
* `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
|
||||||
|
Returns success and, optionally, an error message.
|
||||||
* `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
|
* `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
|
||||||
|
|
||||||
### `ItemStack`
|
### `ItemStack`
|
||||||
|
@ -3517,7 +3539,8 @@ Definition tables
|
||||||
liquid_alternative_flowing = "", -- Flowing version of source liquid
|
liquid_alternative_flowing = "", -- Flowing version of source liquid
|
||||||
liquid_alternative_source = "", -- Source version of flowing liquid
|
liquid_alternative_source = "", -- Source version of flowing liquid
|
||||||
liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
|
liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
|
||||||
liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
|
liquid_renewable = true, --[[
|
||||||
|
^ If true, a new liquid source can be created by placing two or more sources nearby ]]
|
||||||
leveled = 0, --[[
|
leveled = 0, --[[
|
||||||
^ Block contains level in param2. Value is default level, used for snow.
|
^ Block contains level in param2. Value is default level, used for snow.
|
||||||
^ Don't forget to use "leveled" type nodebox. ]]
|
^ Don't forget to use "leveled" type nodebox. ]]
|
||||||
|
@ -3724,7 +3747,7 @@ Definition tables
|
||||||
### Biome definition (`register_biome`)
|
### Biome definition (`register_biome`)
|
||||||
|
|
||||||
**Note**
|
**Note**
|
||||||
The biome API is still in an experimental phase and subject to change.
|
The Biome API is still in an experimental phase and subject to change.
|
||||||
|
|
||||||
{
|
{
|
||||||
name = "tundra",
|
name = "tundra",
|
||||||
|
|
Loading…
Reference in New Issue