docs - update docs to the sfans mientest 0.4.18 release

* this branch is the respective game for the historical 0.4.18 archived
This commit is contained in:
mckaygerhard 2022-02-28 23:59:44 -04:00
parent 30f3d94688
commit 7711cddaf1
5 changed files with 182 additions and 337 deletions

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@ -10,8 +10,8 @@ for minetest v5 and minetest v4 or 0.4.
Introduction Introduction
------------ ------------
This is the branch `stable-4.0` of minetest game for minetest4 a version This is the branch `stable-4.1` of minetest game for minetest4 a version
that is focused in v5 of minetest but mainly in 4.0 release. There's that is focused in v4 of minetest but mainly in 0.4.18/4.0.18 release. There's
also a minetest4 game version too in `stable-4.0` branch. also a minetest4 game version too in `stable-4.0` branch.
This are focused to provide minimal default game featured for minetest4 This are focused to provide minimal default game featured for minetest4
@ -22,18 +22,18 @@ For further information, check the [Minetest Wiki](https://wiki.minetest.net/Sub
## Download ## Download
Can be obtained from https://codeberg.org/minenux/minetest-game-minetest/tags Can be obtained from https://codeberg.org/minenux/minetest-game-minetest/tags
those like 4.0.X by example https://codeberg.org/minenux/minetest-game-minetest/releases/tag/4.0.17 those like 4.0.X by example https://codeberg.org/minenux/minetest-game-minetest/releases/tag/4.0.18
It will download a tar.gz file, uncompress the content and a directory will be created, It will download a tar.gz file, uncompress the content and a directory will be created,
the name of the directory does not matter, the contents will be used later to install. the name of the directory does not matter, the contents will be used later to install.
When stable releases are made, Minetest Game and the Minetest engine is packaged When stable releases are made, Minetest Game and the Minetest engine is packaged
and made available at https://codeberg.org/minenux/minetest-engine/archive/stable-4.0.tar.gz and made available at https://codeberg.org/minenux/minetest-engine/archive/stable-4.0.tar.gz
or generally at https://codeberg.org/minenux/minetest-engine/releases/tag/4.0.17 by example. or generally at https://codeberg.org/minenux/minetest-engine/releases/tag/4.0.18 by example.
## Installation ## Installation
This game can be used in any version from 5.0 to 4.0, it may work with 5.3 but not with 5.5 This game can be used in any version from 0.4.18 to 4.0.18 and 5.2, it does nto work with 5.3 or up
After download, rename the directory decompressed to `minetest_game` and put to the "games" directory: After download, rename the directory decompressed to `minetest_game` and put to the "games" directory:
@ -50,11 +50,15 @@ For further information or help, see: https://wiki.minetest.net/Installing_Mods
* bucket * bucket
* bones * bones
* boats * boats
* butterflies
* creative * creative
* default * default
* player_api
* sethome
* doors * doors
* farming * farming
* fire * fire
* fireflies
* give_initial_stuff * give_initial_stuff
* stairs * stairs
* carts * carts
@ -68,17 +72,16 @@ For further information or help, see: https://wiki.minetest.net/Installing_Mods
* walls * walls
* wool * wool
The default mod provides sethome and player_api call ones, binoculars from v5 are The binoculars from v5 were removed due lackof features in engine api, and it
just separate privilegies for zoom, butterflies and fireflies from v5 can be set just separate privilegies for zoom, the spawn mod is just minimal spawn management
by dmobs or mobs_doomed mod, the spawn mod is just minimal spawn management
pooly provided and better managed by mods like rspawn and spawnrandom. pooly provided and better managed by mods like rspawn and spawnrandom.
## Compatibility ## Compatibility
This source code and files are only compatible with matched minetest4 engine This source code and files are only compatible with matched minetest4 engine
from https://codeberg.org/minenux/minetest-engine/src/branch/stable-4.0 from https://codeberg.org/minenux/minetest-engine/src/branch/stable-4.1
Additionally, when the Minetest4 engine is tagged to be a certain version (e.g. Additionally, when the Minetest4 engine is tagged to be a certain version (e.g.
4.0.17), Minetest Game is tagged with the version 4.0.17 too. 4.0.18), Minetest Game is tagged with the version 4.0.18 too.
## Licensing ## Licensing

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@ -10,8 +10,8 @@ for minetest v5 and minetest v4 or 0.4.
Introduction Introduction
------------ ------------
This is the branch `stable-4.0` of minetest game for minetest4 a version This is the branch `stable-4.1` of minetest game for minetest4 a version
that is focused in v5 of minetest but mainly in 4.0 release. There's that is focused in v4 of minetest but mainly in 0.4.18/4.0.18 release. There's
also a minetest4 game version too in `stable-4.0` branch. also a minetest4 game version too in `stable-4.0` branch.
This are focused to provide minimal default game featured for minetest4 This are focused to provide minimal default game featured for minetest4
@ -22,18 +22,18 @@ For further information, check the [Minetest Wiki](https://wiki.minetest.net/Sub
## Download ## Download
Can be obtained from https://codeberg.org/minenux/minetest-game-minetest/tags Can be obtained from https://codeberg.org/minenux/minetest-game-minetest/tags
those like 4.0.X by example https://codeberg.org/minenux/minetest-game-minetest/releases/tag/4.0.17 those like 4.0.X by example https://codeberg.org/minenux/minetest-game-minetest/releases/tag/4.0.18
It will download a tar.gz file, uncompress the content and a directory will be created, It will download a tar.gz file, uncompress the content and a directory will be created,
the name of the directory does not matter, the contents will be used later to install. the name of the directory does not matter, the contents will be used later to install.
When stable releases are made, Minetest Game and the Minetest engine is packaged When stable releases are made, Minetest Game and the Minetest engine is packaged
and made available at https://codeberg.org/minenux/minetest-engine/archive/stable-4.0.tar.gz and made available at https://codeberg.org/minenux/minetest-engine/archive/stable-4.0.tar.gz
or generally at https://codeberg.org/minenux/minetest-engine/releases/tag/4.0.17 by example. or generally at https://codeberg.org/minenux/minetest-engine/releases/tag/4.0.18 by example.
## Installation ## Installation
This game can be used in any version from 5.0 to 4.0, it may work with 5.3 but not with 5.5 This game can be used in any version from 0.4.18 to 4.0.18 and 5.2, it does nto work with 5.3 or up
After download, rename the directory decompressed to `minetest_game` and put to the "games" directory: After download, rename the directory decompressed to `minetest_game` and put to the "games" directory:
@ -50,11 +50,13 @@ For further information or help, see: https://wiki.minetest.net/Installing_Mods
* bucket * bucket
* bones * bones
* boats * boats
* butterflies
* creative * creative
* default * default
* doors * doors
* farming * farming
* fire * fire
* fireflies
* give_initial_stuff * give_initial_stuff
* stairs * stairs
* carts * carts
@ -69,14 +71,13 @@ For further information or help, see: https://wiki.minetest.net/Installing_Mods
* wool * wool
The default mod provides sethome and player_api call ones, binoculars from v5 are The default mod provides sethome and player_api call ones, binoculars from v5 are
just separate privilegies for zoom, butterflies and fireflies from v5 can be set just separate privilegies for zoom, the spawn mod is just minimal spawn management
by dmobs or mobs_doomed mod, the spawn mod is just minimal spawn management
pooly provided and better managed by mods like rspawn and spawnrandom. pooly provided and better managed by mods like rspawn and spawnrandom.
## Compatibility ## Compatibility
This source code and files are only compatible with matched minetest4 engine This source code and files are only compatible with matched minetest4 engine
from https://codeberg.org/minenux/minetest-engine/src/branch/stable-4.0 from https://codeberg.org/minenux/minetest-engine/src/branch/stable-4.1
Additionally, when the Minetest4 engine is tagged to be a certain version (e.g. Additionally, when the Minetest4 engine is tagged to be a certain version (e.g.
4.0.18), Minetest Game is tagged with the version 4.0.18 too. 4.0.18), Minetest Game is tagged with the version 4.0.18 too.

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@ -646,42 +646,44 @@ Default constants
Player API Player API
---------- ----------
The player API can register player models and update the player's appearence The player API can register player models and update the player's appearance.
`default.player_register_model(name, def)` * `player_api.register_model(name, def)`
* Register a new model to be used by players
* name: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition]
* saved to player_api.registered_models
* Register a new model to be used by players. * `player_api.registered_player_models[name]`
* name: model filename such as "character.x", "foo.b3d", etc. * Get a model's definition
* def: See [#Model definition] * see [#Model definition]
`default.registered_player_models[name]` * `player_api.set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_api.register_model()
* Get a model's definition * `player_api.set_animation(player, anim_name [, speed])`
* see [#Model definition] * Applies an animation to a player
* anim_name: name of the animation.
* speed: frames per second. If nil, default from the model is used
`default.player_set_model(player, model_name)` * `player_api.set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil the default
textures from the model def are used
* Change a player's model * `player_api.get_animation(player)`
* `player`: PlayerRef * Returns a table containing fields `model`, `textures` and `animation`.
* `model_name`: model registered with player_register_model() * Any of the fields of the returned table may be nil.
* player: PlayerRef
`default.player_set_animation(player, anim_name [, speed])` * `player_api.player_attached`
* A table that maps a player name to a boolean.
* Applies an animation to a player * If the value for a given player is set to true, the default player
* anim_name: name of the animation. animations (walking, digging, ...) will no longer be updated.
* speed: frames per second. If nil, default from the model is used Knockback from damage is also prevented for that player.
`default.player_set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
default.player_get_animation(player)
* Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil.
* player: PlayerRef
### Model Definition ### Model Definition
@ -693,8 +695,10 @@ default.player_get_animation(player)
-- <anim_name> = {x = <start_frame>, y = <end_frame>}, -- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19}, foo = {x = 0, y = 19},
bar = {x = 20, y = 39}, bar = {x = 20, y = 39},
-- ... -- ...
}, },
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position eye_height = 1.47, -- In nodes above feet position
} }

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@ -1,7 +1,8 @@
Minetest Game API Minetest Game API
================= =================
GitHub Repo: https://github.com/minetest/minetest_game
This is a fork of the original one at https://github.com/minetest/minetest_game
For more information about fork check [Differences](#differences) section.
Introduction Introduction
------------ ------------
@ -62,6 +63,7 @@ Please note:
- [Carts](#carts) - [Carts](#carts)
- [Key API](#key-api) - [Key API](#key-api)
Bucket API Bucket API
---------- ----------
@ -82,7 +84,6 @@ The bucket API allows registering new types of buckets for non-default liquids.
The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source. The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
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. 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.
Beds API Beds API
-------- --------
@ -91,7 +92,6 @@ Beds API
def -- See [#Bed definition] def -- See [#Bed definition]
) )
* `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
* `beds.read_spawns() ` Returns a table containing players respawn positions * `beds.read_spawns() ` Returns a table containing players respawn positions
* `beds.kick_players()` Forces all players to leave bed * `beds.kick_players()` Forces all players to leave bed
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
@ -117,17 +117,6 @@ Beds API
} }
} }
Bones API
---------
An ordered list of listnames (default: "main", "craft") of the player inventory,
that will be placed into bones or dropped on player death can be looked up or changed
in `bones.player_inventory_lists`.
e.g. `table.insert(bones.player_inventory_lists, "backpack")`
Creative API Creative API
------------ ------------
@ -149,69 +138,11 @@ The contents of `creative.formspec_add` is appended to every creative inventory
page. Mods can use it to add additional formspec elements onto the default page. Mods can use it to add additional formspec elements onto the default
creative inventory formspec to be drawn after each update. creative inventory formspec to be drawn after each update.
Chests API
----------
The chests API allows the creation of chests, which have their own inventories for holding items.
`default.chest.get_chest_formspec(pos)`
* Returns a formspec for a specific chest.
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
`default.chest.chest_lid_obstructed(pos)`
* Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
`default.chest.chest_lid_close(pn)`
* Closes the chest that a player is currently looking in.
* `pn` The name of the player whose chest is going to be closed
`default.chest.open_chests`
* A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player.
* Value: A table containing information about the chest the player is looking at.
e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
`default.chest.register_chest(name, def)`
* Registers new chest
* `name` Name for chest
* `def` See [#Chest Definition]
### Chest Definition
description = "Chest",
tiles = {
"default_chest_top.png",
"default_chest_top.png",
"default_chest_side.png",
"default_chest_side.png",
"default_chest_front.png",
"default_chest_inside.png"
}, -- Textures which are applied to the chest model.
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
protected = false, -- If true, only placer can modify chest.
Doors API Doors API
--------- ---------
The doors mod allows modders to register custom doors and trapdoors. The doors mod allows modders to register custom doors and trapdoors.
`doors.registered_doors[name] = Door definition`
* Table of registered doors, indexed by door name
`doors.registered_trapdoors[name] = Trapdoor definition`
* Table of registered trap doors, indexed by trap door name
`doors.register_door(name, def)` `doors.register_door(name, def)`
* Registers new door * Registers new door
@ -247,13 +178,6 @@ The doors mod allows modders to register custom doors and trapdoors.
has the permissions needed to open this door. If omitted then no has the permissions needed to open this door. If omitted then no
permission checks are performed. permission checks are performed.
`doors.door_toggle(pos, node, clicker)`
* Toggle door open or shut
* `pos` Position of the door
* `node` Node definition
* `clicker` Player definition for the player that clicked on the door
### Door definition ### Door definition
description = "Door description", description = "Door description",
@ -265,8 +189,6 @@ The doors mod allows modders to register custom doors and trapdoors.
sound_open = sound play for open door, -- optional sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others) protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
### Trapdoor definition ### Trapdoor definition
@ -279,10 +201,6 @@ The doors mod allows modders to register custom doors and trapdoors.
sound_open = sound play for open door, -- optional sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others) protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
### Fence gate definition ### Fence gate definition
@ -292,42 +210,6 @@ The doors mod allows modders to register custom doors and trapdoors.
material = "default:wood", material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional sounds = default.node_sound_wood_defaults(), -- optional
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
Dungeon Loot API
----------------
The mod that places chests with loot in dungeons provides an API to register additional loot.
`dungeon_loot.register(def)`
* Registers one or more loot items
* `def` Can be a single [#Loot definition] or a list of them
`dungeon_loot.registered_loot`
* Table of all registered loot, not to be modified manually
### Loot definition
name = "item:name",
chance = 0.5,
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
-- due to an extra step in the selection process, 0.5 does not(!) mean that
-- on average every second chest will have this item
count = {1, 4},
-- ^ table with minimum and maximum amounts of this item
-- optional, defaults to always single item
y = {-32768, -512},
-- ^ table with minimum and maximum heights this item can be found at
-- optional, defaults to no height restrictions
types = {"desert"},
-- ^ table with types of dungeons this item can be found in
-- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
-- optional, defaults to no type restrictions
Fence API Fence API
--------- ---------
@ -350,7 +232,6 @@ Allows creation of new fences with "fencelike" drawtype.
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), sounds = default.node_sound_wood_defaults(),
Walls API Walls API
--------- ---------
@ -363,7 +244,6 @@ walls.register(name, desc, texture, mat, sounds)
^ mat = "default:stone". Used to auto-generate crafting recipe. ^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds] ^ sounds = sounds: see [#Default sounds]
Farming API Farming API
----------- -----------
@ -404,7 +284,6 @@ The farming API allows you to easily register plants and hoes.
maxlight = default.LIGHT_MAX -- Maximum light to grow maxlight = default.LIGHT_MAX -- Maximum light to grow
} }
Fire API Fire API
-------- --------
@ -455,62 +334,8 @@ Give Initial Stuff API
^ Adds items to the list of items to be given ^ Adds items to the list of items to be given
Players API
-----------
The player API can register player models and update the player's appearence
* `player_api.register_model(name, def)`
* Register a new model to be used by players
* name: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition]
* saved to player_api.registered_models
* `player_api.registered_player_models[name]`
* Get a model's definition
* see [#Model definition]
* `player_api.set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_api.register_model()
* `player_api.set_animation(player, anim_name [, speed])`
* Applies an animation to a player
* anim_name: name of the animation.
* speed: frames per second. If nil, default from the model is used
* `player_api.set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil the default
textures from the model def are used
* `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil.
* player: PlayerRef
### Model Definition
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position
}
TNT API TNT API
------- ----------
`tnt.register_tnt(definition)` `tnt.register_tnt(definition)`
@ -520,7 +345,6 @@ TNT API
* `description` A description for your TNT. * `description` A description for your TNT.
* `radius` The radius within which the TNT can destroy nodes. The default is 3. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
* `disable_drops` Disable drops. By default it is set to false. * `disable_drops` Disable drops. By default it is set to false.
* `ignore_protection` Don't check `minetest.is_protected` before removing a node. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
* `ignore_on_blast` Don't call `on_blast` even if a node has one. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
@ -528,7 +352,7 @@ TNT API
* `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`. * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
* `top` Top tile. By default the name of the tnt with a suffix of `_top.png`. * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`. * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png". * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png`.
`tnt.boom(position[, definition])` `tnt.boom(position[, definition])`
@ -628,15 +452,11 @@ set a players home position and teleport a player to home position.
Sfinv API Sfinv API
--------- ---------
It is recommended that you read this link for a good introduction to the
sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
### sfinv Methods ### sfinv Methods
**Pages** **Pages**
* sfinv.set_page(player, pagename) - changes the page * sfinv.set_page(player, pagename) - changes the page
* sfinv.get_page(player) - get the current page name. Will never return nil
* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
* sfinv.register_page(name, def) - register a page, see section below * sfinv.register_page(name, def) - register a page, see section below
* sfinv.override_page(name, def) - overrides fields of an page registered with register_page. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
@ -733,65 +553,39 @@ And override this function to change the layout:
return table.concat(tmp, "") return table.concat(tmp, "")
end end
Stairs API Stairs API
---------- ----------
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
delivered with Minetest Game, to keep them compatible with other mods. delivered with Minetest Game, to keep them compatible with other mods.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)` `stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
* Registers a stair * Registers a stair.
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname" * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil` * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups] * `groups`: see [Known damage and digging time defining groups]
* `images`: See [Tile definition] * `images`: see [Tile definition]
* `description`: Used for the description field in the stair's definition * `description`: used for the description field in the stair's definition
* `sounds`: See [#Default sounds] * `sounds`: see [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)` `stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
* Registers a slab * Registers a slabs
* `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname" * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble" * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
* `groups`: See [Known damage and digging time defining groups] * `groups`: see [Known damage and digging time defining groups]
* `images`: See [Tile definition] * `images`: see [Tile definition]
* `description`: Used for the description field in the slab's definition * `description`: used for the description field in the stair's definition
* `sounds`: See [#Default sounds] * `sounds`: see [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex)` `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
* Registers an inner corner stair * A wrapper for stairs.register_stair and stairs.register_slab
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers an outer corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
* Uses almost the same arguments as stairs.register_stair * Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed * `desc_stair`: Description for stair node
* `desc_slab`: Description for slab node * `desc_slab`: Description for slab node
Xpanes API Xpanes API
---------- ----------
@ -809,10 +603,8 @@ Creates panes that automatically connect to each other
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups] groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
sounds = SoundSpec, -- See [#Default sounds] sounds = SoundSpec, -- See [#Default sounds]
recipe = {{"","","","","","","","",""}}, -- Recipe field only recipe = {{"","","","","","","","",""}}, -- Recipe field only
use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
} }
Raillike definitions Raillike definitions
-------------------- --------------------
@ -846,48 +638,69 @@ Sounds inside the default table can be used within the sounds field of node defi
* `default.node_sound_glass_defaults()` * `default.node_sound_glass_defaults()`
* `default.node_sound_metal_defaults()` * `default.node_sound_metal_defaults()`
Default constants Default constants
----------------- -----------------
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source) `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
Player API
----------
GUI and formspecs The player API can register player models and update the player's appearance.
-----------------
`default.get_hotbar_bg(x, y)` * `player_api.register_model(name, def)`
* Register a new model to be used by players
* name: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition]
* saved to player_api.registered_models
* Get the hotbar background as string, containing the formspec elements * `player_api.registered_player_models[name]`
* x: Horizontal position in the formspec * Get a model's definition
* y: Vertical position in the formspec * see [#Model definition]
`default.gui_bg` * `player_api.set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_api.register_model()
* Deprecated, remove from mods. * `player_api.set_animation(player, anim_name [, speed])`
* Applies an animation to a player
* anim_name: name of the animation.
* speed: frames per second. If nil, default from the model is used
`default.gui_bg_img` * `player_api.set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil the default
textures from the model def are used
* Deprecated, remove from mods. * `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil.
* player: PlayerRef
`default.gui_slots` * `player_api.player_attached`
* A table that maps a player name to a boolean.
* If the value for a given player is set to true, the default player
animations (walking, digging, ...) will no longer be updated.
Knockback from damage is also prevented for that player.
* Deprecated, remove from mods. ### Model Definition
`default.gui_survival_form`
* Entire formspec for the survival inventory
`default.get_furnace_active_formspec(fuel_percent, item_percent)`
* Get the active furnace formspec using the defined GUI elements
* fuel_percent: Percent of how much the fuel is used
* item_percent: Percent of how much the item is cooked
`default.get_furnace_inactive_formspec()`
* Get the inactive furnace formspec using the defined GUI elements
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position
}
Leafdecay Leafdecay
--------- ---------
@ -926,39 +739,70 @@ callback overridden. All the nodes listed in `leaves` have their
Dyes Dyes
---- ----
Minetest Game dyes are registered with: To make recipes that will work with any dye ever made by anybody, define
them based on groups. You can select any group of groups, based on your need for
amount of colors.
groups = {dye = 1, color_<color> = 1}, ### Color groups
To make recipes that will work with dyes from many mods, define them using the Base color groups:
dye group and the color groups.
Dye color groups: * `basecolor_white`
* `basecolor_grey`
* `basecolor_black`
* `basecolor_red`
* `basecolor_yellow`
* `basecolor_green`
* `basecolor_cyan`
* `basecolor_blue`
* `basecolor_magenta`
* `color_white` Extended color groups ( * means also base color )
* `color_grey`
* `color_dark_grey`
* `color_black`
* `color_red`
* `color_pink`
* `color_orange`
* `color_brown`
* `color_yellow`
* `color_green`
* `color_dark_green`
* `color_blue`
* `color_cyan`
* `color_violet`
* `color_magenta`
Example of one shapeless recipe using the dye group and a color group: * `excolor_white` *
* `excolor_lightgrey`
* `excolor_grey` *
* `excolor_darkgrey`
* `excolor_black` *
* `excolor_red` *
* `excolor_orange`
* `excolor_yellow` *
* `excolor_lime`
* `excolor_green` *
* `excolor_aqua`
* `excolor_cyan` *
* `excolor_sky_blue`
* `excolor_blue` *
* `excolor_violet`
* `excolor_magenta` *
* `excolor_red_violet`
The whole unifieddyes palette as groups:
* `unicolor_<excolor>`
For the following, no white/grey/black is allowed:
* `unicolor_medium_<excolor>`
* `unicolor_dark_<excolor>`
* `unicolor_light_<excolor>`
* `unicolor_<excolor>_s50`
* `unicolor_medium_<excolor>_s50`
* `unicolor_dark_<excolor>_s50`
Example of one shapeless recipe using a color group:
minetest.register_craft({ minetest.register_craft({
type = "shapeless", type = "shapeless",
output = "<mod>:item_yellow", output = '<mod>:item_yellow',
recipe = {"<mod>:item_no_color", "group:dye,color_yellow"}, recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
}) })
### Color lists
* `dye.basecolors` are an array containing the names of available base colors
* `dye.excolors` are an array containing the names of the available extended colors
Trees Trees
----- -----
@ -996,13 +840,6 @@ Trees
* `default.grow_acacia_bush(pos)` * `default.grow_acacia_bush(pos)`
* Grows an acaia bush at pos * Grows an acaia bush at pos
* `default.grow_pine_bush(pos)`
* Grows a pine bush at pos
* `default.grow_blueberry_bush(pos)`
* Grows a blueberry bush at pos
Carts Carts
----- -----
@ -1025,7 +862,6 @@ Carts
likely be called many times per second, so the function needs likely be called many times per second, so the function needs
to make sure that the event is handled properly. to make sure that the event is handled properly.
Key API Key API
------- -------

View File

@ -10,11 +10,13 @@ For information check [../README.md](../README.md)
* bucket * bucket
* bones * bones
* boats * boats
* butterflies
* creative * creative
* default * default
* doors * doors
* farming * farming
* fire * fire
* fireflies
* give_initial_stuff * give_initial_stuff
* stairs * stairs
* carts * carts
@ -29,8 +31,7 @@ For information check [../README.md](../README.md)
* wool * wool
The default mod provides sethome and player_api call ones, binoculars from v5 are The default mod provides sethome and player_api call ones, binoculars from v5 are
just separate privilegies for zoom, butterflies and fireflies from v5 can be set just separate privilegies for zoom, the spawn mod is just minimal spawn management
by dmobs or mobs_doomed mod, the spawn mod is just minimal spawn management
pooly provided and better managed by mods like rspawn and spawnrandom. pooly provided and better managed by mods like rspawn and spawnrandom.
## Compatibility ## Compatibility