Compare commits

...

10 Commits

Author SHA1 Message Date
7711cddaf1 docs - update docs to the sfans mientest 0.4.18 release
* this branch is the respective game for the historical 0.4.18 archived
2022-02-28 23:59:44 -04:00
30f3d94688 improve README and api documentation 2022-02-28 23:49:09 -04:00
d7e1e44c24 * document, configure and improve the give_initial_stuff
* This mod provides some stuff per player at initial play when first join only
* set initial_stuff = default:wood 2,farming:bread 2,default:furnace 1,default:torch 5
* the initial_stuff is only configured per config files not at menu
* cherry-picked from 18aed0219b
2021-12-13 20:21:50 -06:00
d5cc8c46f6 set art and game default, use minenux name and logo venenux 2021-11-30 23:04:04 -04:00
mckaygerhard
61debd8c3b Merge pull request 'master use mostly almost possible of 5.1 on 4.0 (not 0.4)' (#1) from master into stable-4.0
Reviewed-on: https://codeberg.org/minenux/minetest-game-minetest/pulls/1
2021-11-24 05:12:59 +01:00
Montandalar
575ecc3125 Do not crash when a skeleton key is used on an unknown node (#2806) 2021-11-23 23:56:28 -04:00
sfan5
ac8ac98fe2 Use node particles for TNT explosions (#2695) 2021-11-23 23:56:00 -04:00
sfan5
fe915a3c7f Fix crash on TNT explosions if tnt is disabled 2021-11-23 23:55:32 -04:00
feec4659cb minetest 4 game with some backports from 5.2
* taking care .. thi is 5.1 with removed binocular
* updated README for our fork minenux
* minetest 4 game with some backports from 5.3
2021-11-23 23:53:56 -04:00
luk3yx
0e0ea932ef Fix for 0.4.18.5-dev.
• Remove the "binoculars" mod, as it is broken on 0.4.
2019-03-12 16:02:41 +13:00
25 changed files with 1491 additions and 511 deletions

88
README.md Normal file
View File

@ -0,0 +1,88 @@
Minetest4 Game
==============
The default game for the Minetest4 engine.
This is a fork from minetest default game, this
are made from minenux project https://codeberg.org/minenux
for minetest v5 and minetest v4 or 0.4.
Introduction
------------
This is the branch `stable-4.1` of minetest game for minetest4 a version
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.
This are focused to provide minimal default game featured for minetest4
to be playable, with an [api](game_api.md) for more aditions (in the form of mods)
For further information, check the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game)
## Download
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/4.0.18
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.
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
or generally at https://codeberg.org/minenux/minetest-engine/releases/tag/4.0.18 by example.
## Installation
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:
- GNU/Linux: If you use a system-wide installation place
it in ~/.minetest4/games/.
- Others: `minetest/games/` or `games` directory from the path were the binary are.
For further information or help, see: https://wiki.minetest.net/Installing_Mods
## Content
* api
* beds
* bucket
* bones
* boats
* butterflies
* creative
* default
* player_api
* sethome
* doors
* farming
* fire
* fireflies
* give_initial_stuff
* stairs
* carts
* dye
* flowers
* screwdriver
* tnt
* xpanes
* sfinv
* vessels
* walls
* wool
The binoculars from v5 were removed due lackof features in engine api, and it
just separate privilegies for zoom, the spawn mod is just minimal spawn management
pooly provided and better managed by mods like rspawn and spawnrandom.
## Compatibility
This source code and files are only compatible with matched minetest4 engine
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.
4.0.18), Minetest Game is tagged with the version 4.0.18 too.
## Licensing
See `LICENSE.txt`

View File

@ -1,28 +1,86 @@
Minetest Game [minetest_game] Minetest4 Game
============================= ==============
The main game for the Minetest engine
=====================================
To use this game with the Minetest engine, insert this repository as The default game for the Minetest4 engine.
/games/minetest_game
The Minetest engine can be found in: This is a fork from minetest default game, this
https://github.com/minetest/minetest/ are made from minenux project https://codeberg.org/minenux
for minetest v5 and minetest v4 or 0.4.
Compatibility Introduction
-------------- ------------
The Minetest Game github master HEAD is generally compatible with the github
master HEAD of the Minetest engine.
Additionally, when the Minetest engine is tagged to be a certain version (eg. This is the branch `stable-4.1` of minetest game for minetest4 a version
0.4.10), Minetest Game is tagged with the version too. 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.
When stable releases are made, Minetest Game is packaged and made available in This are focused to provide minimal default game featured for minetest4
http://minetest.net/downloads/ to be playable, with an [api](game_api.md) for more aditions (in the form of mods)
and in case the repository has grown too much, it may be reset. In that sense,
this is not a "real" git repository. (Package maintainers please note!)
Licensing For further information, check the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game)
---------
See LICENSE.txt ## Download
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/4.0.18
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.
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
or generally at https://codeberg.org/minenux/minetest-engine/releases/tag/4.0.18 by example.
## Installation
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:
- GNU/Linux: If you use a system-wide installation place
it in ~/.minetest4/games/.
- Others: `minetest/games/` or `games` directory from the path were the binary are.
For further information or help, see: https://wiki.minetest.net/Installing_Mods
## Content
* api
* beds
* bucket
* bones
* boats
* butterflies
* creative
* default
* doors
* farming
* fire
* fireflies
* give_initial_stuff
* stairs
* carts
* dye
* flowers
* screwdriver
* tnt
* xpanes
* sfinv
* vessels
* walls
* wool
The default mod provides sethome and player_api call ones, binoculars from v5 are
just separate privilegies for zoom, the spawn mod is just minimal spawn management
pooly provided and better managed by mods like rspawn and spawnrandom.
## Compatibility
This source code and files are only compatible with matched minetest4 engine
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.
4.0.18), Minetest Game is tagged with the version 4.0.18 too.
## Licensing
See `LICENSE.txt`

View File

@ -1,3 +1,3 @@
name = Minetest Game name = Minetest4
author = minetest author = minetest
description = Bundled by default with Minetest, and aims to be lightweight, moddable, and fairly playable without mods. description = MinenuX Bundled by default with Minetest4

966
game_api.md Normal file
View File

@ -0,0 +1,966 @@
Minetest Game API
=================
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
------------
The Minetest4 Game game offers multiple new possibilities in addition to
the Minetest engine's built-in API, allowing you to add new plants to farming mod,
buckets for new liquids, new stairs and custom panes.
For information on the Minetest4 API, visit https://codeberg.org/minenux/minetest-engine-minetest/src/branch/stable-4.0/doc/lua_api.txt
Please note:
* [XYZ] refers to a section the Minetest API
* [#ABC] refers to a section in this document
* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
## Table of Contents
- [Bucket API](#bucket-api)
- [Beds API](#beds-api)
- [Bed definition](#bed-definition)
- [Creative API](#creative-api)
- [Doors API](#doors-api)
- [Methods](#methods)
- [Door definition](#door-definition)
- [Trapdoor definition](#trapdoor-definition)
- [Fence gate definition](#fence-gate-definition)
- [Fence API](#fence-api)
- [fence definition](#fence-definition)
- [Walls API](#walls-api)
- [Farming API](#farming-api)
- [Hoe Definition](#hoe-definition)
- [Plant definition](#plant-definition)
- [Fire API](#fire-api)
- [Give Initial Stuff API](#give-initial-stuff-api)
- [TNT API](#tnt-api)
- [Screwdriver API](#screwdriver-api)
- [Sethome API](#sethome-api)
- [Sfinv API](#sfinv-api)
- [sfinv Methods](#sfinv-methods)
- [sfinv Members](#sfinv-members)
- [Context](#context)
- [sfinv.register_page](#sfinvregister_page)
- [get formspec](#get-formspec)
- [Customising themes](#customising-themes)
- [Stairs API](#stairs-api)
- [Xpanes API](#xpanes-api)
- [Pane definition](#pane-definition)
- [Raillike definitions](#raillike-definitions)
- [Default sounds](#default-sounds)
- [Default constants](#default-constants)
- [Player API](#player-api)
- [Model Definition](#model-definition)
- [Leafdecay](#leafdecay)
- [Dyes](#dyes)
- [Color groups](#color-groups)
- [Color lists](#color-lists)
- [Trees](#trees)
- [Carts](#carts)
- [Key API](#key-api)
Bucket API
----------
The bucket API allows registering new types of buckets for non-default liquids.
bucket.register_liquid(
"default:lava_source", -- name of the source node
"default:lava_flowing", -- name of the flowing node
"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
"Lava Bucket", -- text description of the bucket item
{lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
-- a source neighbour, even if defined as 'liquid_renewable = false'.
-- Needed to avoid creating holes in sloping rivers.
)
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.
Beds API
--------
beds.register_bed(
"beds:bed", -- Bed name
def -- See [#Bed definition]
)
* `beds.read_spawns() ` Returns a table containing players respawn positions
* `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
### Bed definition
{
description = "Simple Bed",
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
top = {Tile definition} -- the tiles of the bottom part of the bed.
},
nodebox = {
bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
top = 'regular nodebox', -- top part of bed (see [Node boxes])
},
selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
recipe = { -- Craft recipe
{"group:wool", "group:wool", "group:wool"},
{"group:wood", "group:wood", "group:wood"}
}
}
Creative API
------------
Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
For example,
creative.register_tab("tools", "Tools", minetest.registered_tools)
is used to show all tools. Name is used in the sfinv page name, title is the
human readable title.
`is_enabled_for` is used to check whether a player is in creative mode:
creative.is_enabled_for(name)
Override this to allow per-player game modes.
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
creative inventory formspec to be drawn after each update.
Doors API
---------
The doors mod allows modders to register custom doors and trapdoors.
`doors.register_door(name, def)`
* Registers new door
* `name` Name for door
* `def` See [#Door definition]
`doors.register_trapdoor(name, def)`
* Registers new trapdoor
* `name` Name for trapdoor
* `def` See [#Trapdoor definition]
`doors.register_fencegate(name, def)`
* Registers new fence gate
* `name` Name for fence gate
* `def` See [#Fence gate definition]
`doors.get(pos)`
* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
* Returns an ObjectRef to a door, or nil if the position does not contain a door
### Methods
:open(player) -- Open the door object, returns if door was opened
:close(player) -- Close the door object, returns if door was closed
:toggle(player) -- Toggle the door state, returns if state was toggled
:state() -- returns the door state, true = open, false = closed
the "player" parameter can be omitted in all methods. If passed then
the usual permission checks will be performed to make sure the player
has the permissions needed to open this door. If omitted then no
permission checks are performed.
### Door definition
description = "Door description",
inventory_image = "mod_door_inv.png",
groups = {choppy = 2},
tiles = {"mod_door.png"}, -- UV map.
recipe = craftrecipe,
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
### Trapdoor definition
description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png",
groups = {choppy = 2},
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
### Fence gate definition
description = "Wooden Fence Gate",
texture = "default_wood.png", -- `backface_culling` will automatically be
-- set to `true` if not specified.
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
Fence API
---------
Allows creation of new fences with "fencelike" drawtype.
`default.register_fence(name, item definition)`
Registers a new fence. Custom fields texture and material are required, as
are name and description. The rest is optional. You can pass most normal
nodedef fields here except drawtype. The fence group will always be added
for this node.
### fence definition
name = "default:fence_wood",
description = "Wooden Fence",
texture = "default_wood.png",
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
Walls API
---------
The walls API allows easy addition of stone auto-connecting wall nodes.
walls.register(name, desc, texture, mat, sounds)
^ name = "walls:stone_wall". Node name.
^ desc = "A Stone wall"
^ texture = "default_stone.png"
^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds]
Farming API
-----------
The farming API allows you to easily register plants and hoes.
`farming.register_hoe(name, hoe definition)`
* Register a new hoe, see [#hoe definition]
`farming.register_plant(name, Plant definition)`
* Register a new growing plant, see [#Plant definition]
`farming.registered_plants[name] = definition`
* Table of registered plants, indexed by plant name
### Hoe Definition
{
description = "", -- Description for tooltip
inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
max_uses = 30, -- Uses until destroyed
material = "", -- Material for recipes
recipe = { -- Craft recipe, if material isn't used
{"air", "air", "air"},
{"", "group:stick"},
{"", "group:stick"},
}
}
### Plant definition
{
description = "", -- Description of seed item
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
steps = 8, -- How many steps the plant has to grow, until it can be harvested
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
minlight = 13, -- Minimum light to grow
maxlight = default.LIGHT_MAX -- Maximum light to grow
}
Fire API
--------
New node def property:
`on_burn(pos)`
* Called when fire attempts to remove a burning node.
* `pos` Position of the burning node.
`on_ignite(pos, igniter)`
* Called when Flint and steel (or a mod defined ignitor) is used on a node.
Defining it may prevent the default action (spawning flames) from triggering.
* `pos` Position of the ignited node.
* `igniter` Player that used the tool, when available.
Give Initial Stuff API
----------------------
`give_initial_stuff.give(player)`
^ Give initial stuff to "player"
`give_initial_stuff.add(stack)`
^ Add item to the initial stuff
^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
^ Can be called after the game has loaded
`give_initial_stuff.clear()`
^ Removes all items from the initial stuff
^ Can be called after the game has loaded
`give_initial_stuff.get_list()`
^ returns list of item stacks
`give_initial_stuff.set_list(list)`
^ List of initial items with numeric indices.
`give_initial_stuff.add_from_csv(str)`
^ str is a comma separated list of initial stuff
^ Adds items to the list of items to be given
TNT API
----------
`tnt.register_tnt(definition)`
^ Register a new type of tnt.
* `name` The name of the node. If no prefix is given `tnt` is used.
* `description` A description for your TNT.
* `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`.
* `disable_drops` Disable drops. By default it is set to false.
* `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.
* `tiles` Textures for node
* `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`.
* `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`.
`tnt.boom(position[, definition])`
^ Create an explosion.
* `position` The center of explosion.
* `definition` The TNT definion as passed to `tnt.register` with the following addition:
* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
`tnt.burn(position, [nodename])`
^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
If no such callback exists, fallback to turn tnt group nodes to their
"_burning" variant.
nodename isn't required unless already known.
To make dropping items from node inventories easier, you can use the
following helper function from 'default':
default.get_inventory_drops(pos, inventory, drops)
^ Return drops from node inventory "inventory" in drops.
* `pos` - the node position
* `inventory` - the name of the inventory (string)
* `drops` - an initialized list
The function returns no values. The drops are returned in the `drops`
parameter, and drops is not reinitialized so you can call it several
times in a row to add more inventory items to it.
`on_blast` callbacks:
Both nodedefs and entitydefs can provide an `on_blast()` callback
`nodedef.on_blast(pos, intensity)`
^ Allow drop and node removal overriding
* `pos` - node position
* `intensity` - TNT explosion measure. larger or equal to 1.0
^ Should return a list of drops (e.g. {"default:stone"})
^ Should perform node removal itself. If callback exists in the nodedef
^ then the TNT code will not destroy this node.
`entitydef.on_blast(luaobj, damage)`
^ Allow TNT effects on entities to be overridden
* `luaobj` - LuaEntityRef of the entity
* `damage` - suggested HP damage value
^ Should return a list of (bool do_damage, bool do_knockback, table drops)
* `do_damage` - if true then TNT mod wil damage the entity
* `do_knockback` - if true then TNT mod will knock the entity away
* `drops` - a list of drops, e.g. {"wool:red"}
Screwdriver API
---------------
The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
To use it, add the `on_screwdriver` function to the node definition.
`on_rotate(pos, node, user, mode, new_param2)`
* `pos` Position of the node that the screwdriver is being used on
* `node` that node
* `user` The player who used the screwdriver
* `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
* `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
* return value: false to disallow rotation, nil to keep default behaviour, true to allow
it but to indicate that changed have already been made (so the screwdriver will wear out)
* use `on_rotate = false` to always disallow rotation
* use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
Sethome API
-----------
The sethome API adds three global functions to allow mods to read a players home position,
set a players home position and teleport a player to home position.
`sethome.get(name)`
* `name` Player who's home position you wish to get
* return value: false if no player home coords exist, position table if true
`sethome.set(name, pos)`
* `name` Player who's home position you wish to set
* `pos` Position table containing coords of home position
* return value: false if unable to set and save new home position, otherwise true
`sethome.go(name)`
* `name` Player you wish to teleport to their home position
* return value: false if player cannot be sent home, otherwise true
Sfinv API
---------
### sfinv Methods
**Pages**
* sfinv.set_page(player, pagename) - changes the page
* 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.override_page(name, def) - overrides fields of an page registered with register_page.
* Note: Page must already be defined, (opt)depend on the mod defining it.
* sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
and calls set_inventory_formspec().
* sfinv.get_formspec(player, context) - builds current page's formspec
**Contexts**
* sfinv.get_or_create_context(player) - gets the player's context
* sfinv.set_context(player, context)
**Theming**
* sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
* show_inv, defaults to false. Whether to show the player's main inventory
* size, defaults to `size[8,8.6]` if not specified
* sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
### sfinv Members
* pages - table of pages[pagename] = def
* pages_unordered - array table of pages in order of addition (used to build navigation tabs).
* contexts - contexts[playername] = player_context
* enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
### Context
A table with these keys:
* page - current page name
* nav - a list of page names
* nav_titles - a list of page titles
* nav_idx - current nav index (in nav and nav_titles)
* any thing you want to store
* sfinv will clear the stored data on log out / log in
### sfinv.register_page
sfinv.register_page(name, def)
def is a table containing:
* `title` - human readable page name (required)
* `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
* `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
* `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
* `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
* `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
### get formspec
Use sfinv.make_formspec to apply a layout:
return sfinv.make_formspec(player, context, [[
list[current_player;craft;1.75,0.5;3,3;]
list[current_player;craftpreview;5.75,1.5;1,1;]
image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
listring[current_player;main]
listring[current_player;craft]
image[0,4.25;1,1;gui_hb_bg.png]
image[1,4.25;1,1;gui_hb_bg.png]
image[2,4.25;1,1;gui_hb_bg.png]
image[3,4.25;1,1;gui_hb_bg.png]
image[4,4.25;1,1;gui_hb_bg.png]
image[5,4.25;1,1;gui_hb_bg.png]
image[6,4.25;1,1;gui_hb_bg.png]
image[7,4.25;1,1;gui_hb_bg.png]
]], true)
See above (methods section) for more options.
### Customising themes
Simply override this function to change the navigation:
function sfinv.get_nav_fs(player, context, nav, current_idx)
return "navformspec"
end
And override this function to change the layout:
function sfinv.make_formspec(player, context, content, show_inv, size)
local tmp = {
size or "size[8,8.6]",
theme_main,
sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
content
}
if show_inv then
tmp[4] = theme_inv
end
return table.concat(tmp, "")
end
Stairs API
----------
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.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
* Registers a stair.
* `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`
* `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]
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
* Registers a slabs
* `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"
* `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]
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
* A wrapper for stairs.register_stair and stairs.register_slab
* Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair node
* `desc_slab`: Description for slab node
Xpanes API
----------
Creates panes that automatically connect to each other
`xpanes.register_pane(subname, def)`
* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
* `def`: See [#Pane definition]
### Pane definition
{
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
sounds = SoundSpec, -- See [#Default sounds]
recipe = {{"","","","","","","","",""}}, -- Recipe field only
}
Raillike definitions
--------------------
The following nodes use the group `connect_to_raillike` and will only connect to
raillike nodes within this group and the same group value.
Use `minetest.raillike_group(<Name>)` to get the group value.
| Node type | Raillike group name
|-----------------------|---------------------
| default:rail | "rail"
| tnt:gunpowder | "gunpowder"
| tnt:gunpowder_burning | "gunpowder"
Example:
If you want to add a new rail type and want it to connect with default:rail,
add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
of your node.
Default sounds
--------------
Sounds inside the default table can be used within the sounds field of node definitions.
* `default.node_sound_defaults()`
* `default.node_sound_stone_defaults()`
* `default.node_sound_dirt_defaults()`
* `default.node_sound_sand_defaults()`
* `default.node_sound_wood_defaults()`
* `default.node_sound_leaves_defaults()`
* `default.node_sound_glass_defaults()`
* `default.node_sound_metal_defaults()`
Default constants
-----------------
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
Player API
----------
The player API can register player models and update the player's appearance.
* `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
* `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.
### 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
}
Leafdecay
---------
To enable leaf decay for leaves when a tree is cut down by a player,
register the tree with the default.register_leafdecay(leafdecaydef)
function.
If `param2` of any registered node is ~= 0, the node will always be
preserved. Thus, if the player places a node of that kind, you will
want to set `param2 = 1` or so.
The function `default.after_place_leaves` can be set as
`after_place_node of a node` to set param2 to 1 if the player places
the node (should not be used for nodes that use param2 otherwise
(e.g. facedir)).
If the node is in the `leafdecay_drop` group then it will always be
dropped as an item.
`default.register_leafdecay(leafdecaydef)`
`leafdecaydef` is a table, with following members:
{
trunks = {"default:tree"}, -- nodes considered trunks
leaves = {"default:leaves", "default:apple"},
-- nodes considered for removal
radius = 3, -- radius to consider for searching
}
Note: all the listed nodes in `trunks` have their `on_after_destruct`
callback overridden. All the nodes listed in `leaves` have their
`on_timer` callback overridden.
Dyes
----
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.
### Color groups
Base color groups:
* `basecolor_white`
* `basecolor_grey`
* `basecolor_black`
* `basecolor_red`
* `basecolor_yellow`
* `basecolor_green`
* `basecolor_cyan`
* `basecolor_blue`
* `basecolor_magenta`
Extended color groups ( * means also base color )
* `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({
type = "shapeless",
output = '<mod>:item_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
-----
* `default.grow_tree(pos, is_apple_tree)`
* Grows a mgv6 tree or apple tree at pos
* `default.grow_jungle_tree(pos)`
* Grows a mgv6 jungletree at pos
* `default.grow_pine_tree(pos)`
* Grows a mgv6 pinetree at pos
* `default.grow_new_apple_tree(pos)`
* Grows a new design apple tree at pos
* `default.grow_new_jungle_tree(pos)`
* Grows a new design jungle tree at pos
* `default.grow_new_pine_tree(pos)`
* Grows a new design pine tree at pos
* `default.grow_new_snowy_pine_tree(pos)`
* Grows a new design snowy pine tree at pos
* `default.grow_new_acacia_tree(pos)`
* Grows a new design acacia tree at pos
* `default.grow_new_aspen_tree(pos)`
* Grows a new design aspen tree at pos
* `default.grow_bush(pos)`
* Grows a bush at pos
* `default.grow_acacia_bush(pos)`
* Grows an acaia bush at pos
Carts
-----
carts.register_rail(
"mycarts:myrail", -- Rail name
nodedef, -- standard nodedef
railparams -- rail parameter struct (optional)
)
railparams = {
on_step(obj, dtime), -- Event handler called when
-- cart is on rail
acceleration, -- integer acceleration factor (negative
-- values to brake)
}
The event handler is called after all default calculations
are made, so the custom on_step handler can override things
like speed, acceleration, player attachment. The handler will
likely be called many times per second, so the function needs
to make sure that the event is handled properly.
Key API
-------
The key API allows mods to add key functionality to nodes that have
ownership or specific permissions. Using the API will make it so
that a node owner can use skeleton keys on their nodes to create keys
for that node in that location, and give that key to other players,
allowing them some sort of access that they otherwise would not have
due to node protection.
To make your new nodes work with the key API, you need to register
two callback functions in each nodedef:
`on_key_use(pos, player)`
* Is called when a player right-clicks (uses) a normal key on your
* node.
* `pos` - position of the node
* `player` - PlayerRef
* return value: none, ignored
The `on_key_use` callback should validate that the player is wielding
a key item with the right key meta secret. If needed the code should
deny access to the node functionality.
If formspecs are used, the formspec callbacks should duplicate these
checks in the metadata callback functions.
`on_skeleton_key_use(pos, player, newsecret)`
* Is called when a player right-clicks (uses) a skeleton key on your
* node.
* `pos` - position of the node
* `player` - PlayerRef
* `newsecret` - a secret value(string)
* return values:
* `secret` - `nil` or the secret value that unlocks the door
* `name` - a string description of the node ("a locked chest")
* `owner` - name of the node owner
The `on_skeleton_key_use` function should validate that the player has
the right permissions to make a new key for the item. The newsecret
value is useful if the node has no secret value. The function should
store this secret value somewhere so that in the future it may compare
key secrets and match them to allow access. If a node already has a
secret value, the function should return that secret value instead
of the newsecret value. The secret value stored for the node should
not be overwritten, as this would invalidate existing keys.
Aside from the secret value, the function should retun a descriptive
name for the node and the owner name. The return values are all
encoded in the key that will be given to the player in replacement
for the wielded skeleton key.
if `nil` is returned, it is assumed that the wielder did not have
permissions to create a key for this node, and no key is created.
## Table of Contents
- [Bucket API](#bucket-api)
- [Beds API](#beds-api)
- [Bed definition](#bed-definition)
- [Creative API](#creative-api)
- [Doors API](#doors-api)
- [Methods](#methods)
- [Door definition](#door-definition)
- [Trapdoor definition](#trapdoor-definition)
- [Fence gate definition](#fence-gate-definition)
- [Fence API](#fence-api)
- [fence definition](#fence-definition)
- [Walls API](#walls-api)
- [Farming API](#farming-api)
- [Hoe Definition](#hoe-definition)
- [Plant definition](#plant-definition)
- [Fire API](#fire-api)
- [Give Initial Stuff API](#give-initial-stuff-api)
- [TNT API](#tnt-api)
- [Screwdriver API](#screwdriver-api)
- [Sethome API](#sethome-api)
- [Sfinv API](#sfinv-api)
- [sfinv Methods](#sfinv-methods)
- [sfinv Members](#sfinv-members)
- [Context](#context)
- [sfinv.register_page](#sfinvregister_page)
- [get formspec](#get-formspec)
- [Customising themes](#customising-themes)
- [Stairs API](#stairs-api)
- [Xpanes API](#xpanes-api)
- [Pane definition](#pane-definition)
- [Raillike definitions](#raillike-definitions)
- [Default sounds](#default-sounds)
- [Default constants](#default-constants)
- [Player API](#player-api)
- [Model Definition](#model-definition)
- [Leafdecay](#leafdecay)
- [Dyes](#dyes)
- [Color groups](#color-groups)
- [Color lists](#color-lists)
- [Trees](#trees)
- [Carts](#carts)
- [Key API](#key-api)

View File

@ -1,20 +1,68 @@
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
------------ ------------
The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API, The Minetest4 Game game offers multiple new possibilities in addition to
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes. the Minetest engine's built-in API, allowing you to add new plants to farming mod,
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt buckets for new liquids, new stairs and custom panes.
For information on the Minetest4 API, visit https://codeberg.org/minenux/minetest-engine-minetest/src/branch/stable-4.0/doc/lua_api.txt
Please note: Please note:
* [XYZ] refers to a section the Minetest API * [XYZ] refers to a section the Minetest API
* [#ABC] refers to a section in this document * [#ABC] refers to a section in this document
* [pos] refers to a position table `{x = -5, y = 0, z = 200}` * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
## Table of Contents
- [Bucket API](#bucket-api)
- [Beds API](#beds-api)
- [Bed definition](#bed-definition)
- [Creative API](#creative-api)
- [Doors API](#doors-api)
- [Methods](#methods)
- [Door definition](#door-definition)
- [Trapdoor definition](#trapdoor-definition)
- [Fence gate definition](#fence-gate-definition)
- [Fence API](#fence-api)
- [fence definition](#fence-definition)
- [Walls API](#walls-api)
- [Farming API](#farming-api)
- [Hoe Definition](#hoe-definition)
- [Plant definition](#plant-definition)
- [Fire API](#fire-api)
- [Give Initial Stuff API](#give-initial-stuff-api)
- [TNT API](#tnt-api)
- [Screwdriver API](#screwdriver-api)
- [Sethome API](#sethome-api)
- [Sfinv API](#sfinv-api)
- [sfinv Methods](#sfinv-methods)
- [sfinv Members](#sfinv-members)
- [Context](#context)
- [sfinv.register_page](#sfinvregister_page)
- [get formspec](#get-formspec)
- [Customising themes](#customising-themes)
- [Stairs API](#stairs-api)
- [Xpanes API](#xpanes-api)
- [Pane definition](#pane-definition)
- [Raillike definitions](#raillike-definitions)
- [Default sounds](#default-sounds)
- [Default constants](#default-constants)
- [Player API](#player-api)
- [Model Definition](#model-definition)
- [Leafdecay](#leafdecay)
- [Dyes](#dyes)
- [Color groups](#color-groups)
- [Color lists](#color-lists)
- [Trees](#trees)
- [Carts](#carts)
- [Key API](#key-api)
Bucket API Bucket API
---------- ----------
@ -36,7 +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
-------- --------
@ -45,7 +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
@ -71,17 +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
------------ ------------
@ -103,69 +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
@ -201,13 +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",
@ -219,8 +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
@ -233,10 +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
@ -246,42 +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
--------- ---------
@ -304,7 +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
--------- ---------
@ -317,7 +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
----------- -----------
@ -358,7 +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
-------- --------
@ -409,62 +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)`
@ -474,7 +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.
@ -482,7 +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])`
@ -582,15 +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.
@ -687,65 +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
---------- ----------
@ -763,10 +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
-------------------- --------------------
@ -800,48 +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
--------- ---------
@ -880,39 +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
----- -----
@ -950,13 +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
----- -----
@ -979,7 +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
------- -------
@ -1037,3 +919,48 @@ for the wielded skeleton key.
if `nil` is returned, it is assumed that the wielder did not have if `nil` is returned, it is assumed that the wielder did not have
permissions to create a key for this node, and no key is created. permissions to create a key for this node, and no key is created.
## Table of Contents
- [Bucket API](#bucket-api)
- [Beds API](#beds-api)
- [Bed definition](#bed-definition)
- [Creative API](#creative-api)
- [Doors API](#doors-api)
- [Methods](#methods)
- [Door definition](#door-definition)
- [Trapdoor definition](#trapdoor-definition)
- [Fence gate definition](#fence-gate-definition)
- [Fence API](#fence-api)
- [fence definition](#fence-definition)
- [Walls API](#walls-api)
- [Farming API](#farming-api)
- [Hoe Definition](#hoe-definition)
- [Plant definition](#plant-definition)
- [Fire API](#fire-api)
- [Give Initial Stuff API](#give-initial-stuff-api)
- [TNT API](#tnt-api)
- [Screwdriver API](#screwdriver-api)
- [Sethome API](#sethome-api)
- [Sfinv API](#sfinv-api)
- [sfinv Methods](#sfinv-methods)
- [sfinv Members](#sfinv-members)
- [Context](#context)
- [sfinv.register_page](#sfinvregister_page)
- [get formspec](#get-formspec)
- [Customising themes](#customising-themes)
- [Stairs API](#stairs-api)
- [Xpanes API](#xpanes-api)
- [Pane definition](#pane-definition)
- [Raillike definitions](#raillike-definitions)
- [Default sounds](#default-sounds)
- [Default constants](#default-constants)
- [Player API](#player-api)
- [Model Definition](#model-definition)
- [Leafdecay](#leafdecay)
- [Dyes](#dyes)
- [Color groups](#color-groups)
- [Color lists](#color-lists)
- [Trees](#trees)
- [Carts](#carts)
- [Key API](#key-api)

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

After

Width:  |  Height:  |  Size: 3.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.9 KiB

After

Width:  |  Height:  |  Size: 2.9 KiB

View File

@ -1,5 +1,5 @@
# This file contains settings of Minetest Game that can be changed in # This file contains settings of minetest4 Game that can be changed in
# minetest.conf. # minetest4.conf.
# By default, all the settings are commented and not functional. # By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #. # Uncomment settings by removing the preceding #.
@ -37,15 +37,17 @@
# Whether lavacooling should be enabled. # Whether lavacooling should be enabled.
#enable_lavacooling = true #enable_lavacooling = true
# Whether the stuff in initial_stuff should be given to new players. # Whether the stuff in initial_stuff should be given to new players
#give_initial_stuff = false # its depends of the configured at the initital_stuff_mod
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel, #give_initial_stuff = true
default:torch 99,default:cobble 99
# Whether the TNT mod should be enabled. # What initial stuff will be given to player if initial stuff are set to true
#initial_stuff = default:wood,farming:bread,default:furnace,default:torch
# Whether the TNT mod should be enabled
#enable_tnt = <true in singleplayer, false in multiplayer> #enable_tnt = <true in singleplayer, false in multiplayer>
# The radius of a TNT explosion. # The radius of a TNT explosion
#tnt_radius = 3 #tnt_radius = 3
# Enable the stairs mod ABM that replaces the old 'upside down' # Enable the stairs mod ABM that replaces the old 'upside down'

46
mods/README.md Normal file
View File

@ -0,0 +1,46 @@
Default mods
------------
For information check [../README.md](../README.md)
## Content
* api
* beds
* bucket
* bones
* boats
* butterflies
* creative
* default
* doors
* farming
* fire
* fireflies
* give_initial_stuff
* stairs
* carts
* dye
* flowers
* screwdriver
* tnt
* xpanes
* sfinv
* vessels
* walls
* wool
The default mod provides sethome and player_api call ones, binoculars from v5 are
just separate privilegies for zoom, the spawn mod is just minimal spawn management
pooly provided and better managed by mods like rspawn and spawnrandom.
## Compatibility
This source code and files are only compatible with matched minetest4 engine
from https://codeberg.org/minenux/minetest-engine/src/branch/stable-4.0
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.
## Licensing
See `LICENSE.txt`

View File

@ -1,37 +0,0 @@
Minetest Game mod: binoculars
=============================
See license.txt for license information.
Authors of source code
----------------------
paramat (MIT)
Authors of media (textures)
---------------------------
paramat (CC BY-SA 3.0):
binoculars_binoculars.png
Crafting
--------
binoculars:binoculars
default:obsidian_glass O
default:bronze_ingot B
O_O
BBB
O_O
Usage
-----
In survival mode, use of zoom requires the binoculars item in your inventory,
they will allow a 10 degree field of view.
It can take up to 5 seconds for adding to or removal from inventory to have an
effect, however to instantly allow the use of this zoom 'use' (leftclick) the
item.
Zoom with a field of view of 15 degrees is automatically allowed in creative
mode and for any player with the 'creative' privilege.
The 'binoculars.update_player_property()' function is global so can be
redefined by a mod for alternative behaviour.

View File

@ -1,2 +0,0 @@
default
creative?

View File

@ -1,76 +0,0 @@
-- Mod global namespace
binoculars = {}
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property
-- Global to allow overriding
function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0
if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then
new_zoom_fov = 10
elseif creative_enabled then
new_zoom_fov = 15
end
-- Only set property if necessary to avoid player mesh reload
if player:get_properties().zoom_fov ~= new_zoom_fov then
player:set_properties({zoom_fov = new_zoom_fov})
end
end
-- Set player property 'on joinplayer'
minetest.register_on_joinplayer(function(player)
binoculars.update_player_property(player)
end)
-- Cyclic update of player property
local function cyclic_update()
for _, player in ipairs(minetest.get_connected_players()) do
binoculars.update_player_property(player)
end
minetest.after(4.7, cyclic_update)
end
minetest.after(4.7, cyclic_update)
-- Binoculars item
minetest.register_craftitem("binoculars:binoculars", {
description = "Binoculars\nUse with 'Zoom' key",
inventory_image = "binoculars_binoculars.png",
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user)
end,
})
-- Crafting
minetest.register_craft({
output = "binoculars:binoculars",
recipe = {
{"default:obsidian_glass", "", "default:obsidian_glass"},
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
{"default:obsidian_glass", "", "default:obsidian_glass"},
}
})

View File

@ -1,59 +0,0 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2017 paramat
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2017 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

Binary file not shown.

Before

Width:  |  Height:  |  Size: 219 B

View File

@ -214,7 +214,8 @@ minetest.register_craftitem("default:skeleton_key", {
return itemstack return itemstack
end end
local on_skeleton_key_use = minetest.registered_nodes[node.name].on_skeleton_key_use local node_reg = minetest.registered_nodes[node.name]
local on_skeleton_key_use = node_reg and node_reg.on_skeleton_key_use
if not on_skeleton_key_use then if not on_skeleton_key_use then
return itemstack return itemstack
end end

View File

@ -0,0 +1,26 @@
Minetest mod: give_initial_stuff
================================
This mod provides some stuff per player at initial play when first join only
Usage and information
---------------------
To activate initial stuff per players do per config file:
`give_initial_stuff = true`
To specify the stuff per config file use by example:
`initial_stuff = default:wood 2,farming:bread 2,default:furnace 1,default:torch 5`
LICENSE
-------
See license.txt for license information.
#### Authors of source code
Perttu Ahola (celeron55) <celeron55@gmail.com> (MIT)
Various Minetest developers and contributors (MIT)

View File

@ -1,8 +1,26 @@
Minetest Game mod: give_initial_stuff Minetest mod: give_initial_stuff
===================================== ================================
This mod provides some stuff per player at initial play when first join only
Usage and information
---------------------
To activate initial stuff per players do per config file:
`give_initial_stuff = true`
To specify the stuff per config file use by example:
`initial_stuff = default:wood 2,farming:bread 2,default:furnace 1,default:torch 5`
LICENSE
-------
See license.txt for license information. See license.txt for license information.
Authors of source code #### Authors of source code
----------------------
Perttu Ahola (celeron55) <celeron55@gmail.com> (MIT) Perttu Ahola (celeron55) <celeron55@gmail.com> (MIT)
Various Minetest developers and contributors (MIT) Various Minetest developers and contributors (MIT)

View File

@ -1,2 +1,4 @@
default default
farming

View File

@ -1,14 +1,16 @@
local stuff_string = minetest.settings:get("initial_stuff") or local stuff_string = minetest.settings:get("initial_stuff") or
"default:pick_steel,default:axe_steel,default:shovel_steel," .. "default:wood 2,farming:bread 2,default:furnace 1," ..
"default:torch 99,default:cobble 99" "default:torch 5"
local modname = "give_initial_stuff"
local modlogn = "["..modname.."]"
give_initial_stuff = { give_initial_stuff = {
items = {} items = {}
} }
function give_initial_stuff.give(player) function give_initial_stuff.give(player)
minetest.log("action", minetest.log("action",modlogn.." Giving initial stuff to player " .. player:get_player_name())
"Giving initial stuff to player " .. player:get_player_name())
local inv = player:get_inventory() local inv = player:get_inventory()
for _, stack in ipairs(give_initial_stuff.items) do for _, stack in ipairs(give_initial_stuff.items) do
inv:add_item("main", stack) inv:add_item("main", stack)
@ -42,3 +44,4 @@ give_initial_stuff.add_from_csv(stuff_string)
if minetest.settings:get_bool("give_initial_stuff") then if minetest.settings:get_bool("give_initial_stuff") then
minetest.register_on_newplayer(give_initial_stuff.give) minetest.register_on_newplayer(give_initial_stuff.give)
end end

View File

@ -40,12 +40,18 @@ function player_api.set_model(player, model_name)
if player_model[name] == model_name then if player_model[name] == model_name then
return return
end end
local c = model.collisionbox or {-0.3, -1, -0.3, 0.3, 0.75, 0.3}
if c[2] > -0.5 then
c = {c[1], c[2] - 1, c[3], c[4], c[5] - 1, c[6]}
end
player:set_properties({ player:set_properties({
mesh = model_name, mesh = model_name,
textures = player_textures[name] or model.textures, textures = player_textures[name] or model.textures,
visual = "mesh", visual = "mesh",
visual_size = model.visual_size or {x = 1, y = 1}, visual_size = model.visual_size or {x = 1, y = 1},
collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, collisionbox = c,
stepheight = model.stepheight or 0.6, stepheight = model.stepheight or 0.6,
eye_height = model.eye_height or 1.47, eye_height = model.eye_height or 1.47,
}) })
@ -54,7 +60,7 @@ function player_api.set_model(player, model_name)
player:set_properties({ player:set_properties({
textures = {"player.png", "player_back.png"}, textures = {"player.png", "player_back.png"},
visual = "upright_sprite", visual = "upright_sprite",
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.75, 0.3}, collisionbox = {-0.3, -1.0, -0.3, 0.3, 0.75, 0.3},
stepheight = 0.6, stepheight = 0.6,
eye_height = 1.625, eye_height = 1.625,
}) })

View File

@ -13,7 +13,7 @@ player_api.register_model("character.b3d", {
walk_mine = {x = 200, y = 219}, walk_mine = {x = 200, y = 219},
sit = {x = 81, y = 160}, sit = {x = 81, y = 160},
}, },
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, collisionbox = {-0.3, -1, -0.3, 0.3, 0.75, 0.3},
stepheight = 0.6, stepheight = 0.6,
eye_height = 1.47, eye_height = 1.47,
}) })

Binary file not shown.

View File

@ -229,12 +229,16 @@ local function add_effects(pos, radius, drops)
-- we just dropped some items. Look at the items entities and pick -- we just dropped some items. Look at the items entities and pick
-- one of them to use as texture -- one of them to use as texture
local texture = "tnt_blast.png" --fallback texture local texture = "tnt_blast.png" --fallback texture
local node
local most = 0 local most = 0
for name, stack in pairs(drops) do for name, stack in pairs(drops) do
local count = stack:get_count() local count = stack:get_count()
if count > most then if count > most then
most = count most = count
local def = minetest.registered_nodes[name] local def = minetest.registered_nodes[name]
if def then
node = { name = name }
end
if def and def.tiles and def.tiles[1] then if def and def.tiles and def.tiles[1] then
texture = def.tiles[1] texture = def.tiles[1]
end end
@ -252,9 +256,11 @@ local function add_effects(pos, radius, drops)
maxacc = {x = 0, y = -10, z = 0}, maxacc = {x = 0, y = -10, z = 0},
minexptime = 0.8, minexptime = 0.8,
maxexptime = 2.0, maxexptime = 2.0,
minsize = radius * 0.66, minsize = radius * 0.33,
maxsize = radius * 2, maxsize = radius,
texture = texture, texture = texture,
-- ^ only as fallback for clients without support for `node` parameter
node = node,
collisiondetection = true, collisiondetection = true,
}) })
end end
@ -283,10 +289,15 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owne
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm1:get_data() local data = vm1:get_data()
local count = 0 local count = 0
local c_tnt = minetest.get_content_id("tnt:tnt") local c_tnt
local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning") local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning")
local c_tnt_boom = minetest.get_content_id("tnt:boom") local c_tnt_boom = minetest.get_content_id("tnt:boom")
local c_air = minetest.get_content_id("air") local c_air = minetest.get_content_id("air")
if enable_tnt then
c_tnt = minetest.get_content_id("tnt:tnt")
else
c_tnt = c_tnt_burning -- tnt is not registered if disabled
end
-- make sure we still have explosion even when centre node isnt tnt related -- make sure we still have explosion even when centre node isnt tnt related
if explode_center then if explode_center then
count = 1 count = 1

View File

@ -21,7 +21,7 @@ enable_lavacooling (Lavacooling) bool true
# If enabled, steel tools, torches and cobblestone will be given to new # If enabled, steel tools, torches and cobblestone will be given to new
# players. # players.
give_initial_stuff (Give initial items) bool false give_initial_stuff (Give initial items) bool true
# If enabled, players respawn at the bed they last lay on instead of normal # If enabled, players respawn at the bed they last lay on instead of normal
# spawn. # spawn.