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88
README.md
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88
README.md
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@ -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`
|
100
README.txt
100
README.txt
@ -1,28 +1,86 @@
|
||||
Minetest Game [minetest_game]
|
||||
=============================
|
||||
The main game for the Minetest engine
|
||||
=====================================
|
||||
Minetest4 Game
|
||||
==============
|
||||
|
||||
To use this game with the Minetest engine, insert this repository as
|
||||
/games/minetest_game
|
||||
The default game for the Minetest4 engine.
|
||||
|
||||
The Minetest engine can be found in:
|
||||
https://github.com/minetest/minetest/
|
||||
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.
|
||||
|
||||
Compatibility
|
||||
--------------
|
||||
The Minetest Game github master HEAD is generally compatible with the github
|
||||
master HEAD of the Minetest engine.
|
||||
Introduction
|
||||
------------
|
||||
|
||||
Additionally, when the Minetest engine is tagged to be a certain version (eg.
|
||||
0.4.10), Minetest Game is tagged with the version too.
|
||||
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.
|
||||
|
||||
When stable releases are made, Minetest Game is packaged and made available in
|
||||
http://minetest.net/downloads/
|
||||
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!)
|
||||
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)
|
||||
|
||||
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`
|
||||
|
@ -1,3 +1,3 @@
|
||||
name = Minetest Game
|
||||
name = Minetest4
|
||||
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
966
game_api.md
Normal 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)
|
507
game_api.txt
507
game_api.txt
@ -1,20 +1,68 @@
|
||||
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
|
||||
------------
|
||||
|
||||
The Minetest 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 Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
|
||||
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
|
||||
----------
|
||||
@ -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.
|
||||
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
|
||||
--------
|
||||
|
||||
@ -45,7 +92,6 @@ Beds API
|
||||
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.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
|
||||
@ -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
|
||||
------------
|
||||
|
||||
@ -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
|
||||
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
|
||||
---------
|
||||
|
||||
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)`
|
||||
|
||||
* 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
|
||||
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
|
||||
|
||||
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_close = sound play for close door, -- optional
|
||||
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
|
||||
|
||||
@ -233,10 +201,6 @@ The doors mod allows modders to register custom doors and trapdoors.
|
||||
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)
|
||||
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
|
||||
|
||||
@ -246,42 +210,6 @@ The doors mod allows modders to register custom doors and trapdoors.
|
||||
material = "default:wood",
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
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
|
||||
---------
|
||||
@ -304,7 +232,6 @@ Allows creation of new fences with "fencelike" drawtype.
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = default.node_sound_wood_defaults(),
|
||||
|
||||
|
||||
Walls API
|
||||
---------
|
||||
|
||||
@ -317,7 +244,6 @@ walls.register(name, desc, texture, mat, sounds)
|
||||
^ mat = "default:stone". Used to auto-generate crafting recipe.
|
||||
^ sounds = sounds: see [#Default sounds]
|
||||
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
|
||||
Fire API
|
||||
--------
|
||||
|
||||
@ -409,62 +334,8 @@ Give Initial Stuff API
|
||||
^ 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.register_tnt(definition)`
|
||||
|
||||
@ -474,7 +345,6 @@ TNT API
|
||||
* `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`.
|
||||
* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
|
||||
* `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.
|
||||
@ -482,7 +352,7 @@ TNT API
|
||||
* `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".
|
||||
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png`.
|
||||
|
||||
`tnt.boom(position[, definition])`
|
||||
|
||||
@ -582,15 +452,11 @@ set a players home position and teleport a player to home position.
|
||||
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
|
||||
|
||||
**Pages**
|
||||
|
||||
* 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.register_page(name, def) - register a page, see section below
|
||||
* 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, "")
|
||||
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, 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"
|
||||
* `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]
|
||||
* `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, worldaligntex)`
|
||||
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
|
||||
|
||||
* Registers a slab
|
||||
* `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
|
||||
* 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 slab's definition
|
||||
* `sounds`: See [#Default sounds]
|
||||
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
|
||||
* `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_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
|
||||
* `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
|
||||
* A wrapper for stairs.register_stair and stairs.register_slab
|
||||
* 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
|
||||
|
||||
|
||||
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]
|
||||
sounds = SoundSpec, -- See [#Default sounds]
|
||||
recipe = {{"","","","","","","","",""}}, -- Recipe field only
|
||||
use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
|
||||
}
|
||||
|
||||
|
||||
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_metal_defaults()`
|
||||
|
||||
|
||||
Default constants
|
||||
-----------------
|
||||
|
||||
`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
|
||||
* x: Horizontal position in the formspec
|
||||
* y: Vertical position in the formspec
|
||||
* `player_api.registered_player_models[name]`
|
||||
* Get a model's definition
|
||||
* 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.
|
||||
|
||||
`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
|
||||
### 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
|
||||
---------
|
||||
@ -880,39 +739,70 @@ callback overridden. All the nodes listed in `leaves` have their
|
||||
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
|
||||
dye group and the color groups.
|
||||
Base 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`
|
||||
* `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`
|
||||
Extended color groups ( * means also base color )
|
||||
|
||||
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({
|
||||
type = "shapeless",
|
||||
output = "<mod>:item_yellow",
|
||||
recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
|
||||
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
|
||||
-----
|
||||
@ -950,13 +840,6 @@ Trees
|
||||
* `default.grow_acacia_bush(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
|
||||
-----
|
||||
|
||||
@ -979,7 +862,6 @@ Carts
|
||||
likely be called many times per second, so the function needs
|
||||
to make sure that the event is handled properly.
|
||||
|
||||
|
||||
Key API
|
||||
-------
|
||||
|
||||
@ -1037,3 +919,48 @@ 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)
|
||||
|
BIN
menu/header.png
BIN
menu/header.png
Binary file not shown.
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 3.2 KiB |
BIN
menu/icon.png
BIN
menu/icon.png
Binary file not shown.
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 2.9 KiB |
@ -1,5 +1,5 @@
|
||||
# This file contains settings of Minetest Game that can be changed in
|
||||
# minetest.conf.
|
||||
# This file contains settings of minetest4 Game that can be changed in
|
||||
# minetest4.conf.
|
||||
# By default, all the settings are commented and not functional.
|
||||
# Uncomment settings by removing the preceding #.
|
||||
|
||||
@ -37,15 +37,17 @@
|
||||
# Whether lavacooling should be enabled.
|
||||
#enable_lavacooling = true
|
||||
|
||||
# Whether the stuff in initial_stuff should be given to new players.
|
||||
#give_initial_stuff = false
|
||||
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,
|
||||
default:torch 99,default:cobble 99
|
||||
# Whether the stuff in initial_stuff should be given to new players
|
||||
# its depends of the configured at the initital_stuff_mod
|
||||
#give_initial_stuff = true
|
||||
|
||||
# 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>
|
||||
|
||||
# The radius of a TNT explosion.
|
||||
# The radius of a TNT explosion
|
||||
#tnt_radius = 3
|
||||
|
||||
# Enable the stairs mod ABM that replaces the old 'upside down'
|
||||
|
46
mods/README.md
Normal file
46
mods/README.md
Normal 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`
|
@ -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.
|
@ -1,2 +0,0 @@
|
||||
default
|
||||
creative?
|
@ -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"},
|
||||
}
|
||||
})
|
@ -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 |
@ -214,7 +214,8 @@ minetest.register_craftitem("default:skeleton_key", {
|
||||
return itemstack
|
||||
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
|
||||
return itemstack
|
||||
end
|
||||
|
26
mods/give_initial_stuff/README.md
Normal file
26
mods/give_initial_stuff/README.md
Normal 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)
|
@ -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.
|
||||
|
||||
Authors of source code
|
||||
----------------------
|
||||
#### Authors of source code
|
||||
|
||||
Perttu Ahola (celeron55) <celeron55@gmail.com> (MIT)
|
||||
Various Minetest developers and contributors (MIT)
|
||||
|
@ -1,2 +1,4 @@
|
||||
default
|
||||
farming
|
||||
|
||||
|
||||
|
@ -1,14 +1,16 @@
|
||||
local stuff_string = minetest.settings:get("initial_stuff") or
|
||||
"default:pick_steel,default:axe_steel,default:shovel_steel," ..
|
||||
"default:torch 99,default:cobble 99"
|
||||
"default:wood 2,farming:bread 2,default:furnace 1," ..
|
||||
"default:torch 5"
|
||||
|
||||
local modname = "give_initial_stuff"
|
||||
local modlogn = "["..modname.."]"
|
||||
|
||||
give_initial_stuff = {
|
||||
items = {}
|
||||
}
|
||||
|
||||
function give_initial_stuff.give(player)
|
||||
minetest.log("action",
|
||||
"Giving initial stuff to player " .. player:get_player_name())
|
||||
minetest.log("action",modlogn.." Giving initial stuff to player " .. player:get_player_name())
|
||||
local inv = player:get_inventory()
|
||||
for _, stack in ipairs(give_initial_stuff.items) do
|
||||
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
|
||||
minetest.register_on_newplayer(give_initial_stuff.give)
|
||||
end
|
||||
|
||||
|
@ -40,12 +40,18 @@ function player_api.set_model(player, model_name)
|
||||
if player_model[name] == model_name then
|
||||
return
|
||||
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({
|
||||
mesh = model_name,
|
||||
textures = player_textures[name] or model.textures,
|
||||
visual = "mesh",
|
||||
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,
|
||||
eye_height = model.eye_height or 1.47,
|
||||
})
|
||||
@ -54,7 +60,7 @@ function player_api.set_model(player, model_name)
|
||||
player:set_properties({
|
||||
textures = {"player.png", "player_back.png"},
|
||||
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,
|
||||
eye_height = 1.625,
|
||||
})
|
||||
|
@ -13,7 +13,7 @@ player_api.register_model("character.b3d", {
|
||||
walk_mine = {x = 200, y = 219},
|
||||
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,
|
||||
eye_height = 1.47,
|
||||
})
|
||||
|
Binary file not shown.
Binary file not shown.
@ -229,12 +229,16 @@ local function add_effects(pos, radius, drops)
|
||||
-- we just dropped some items. Look at the items entities and pick
|
||||
-- one of them to use as texture
|
||||
local texture = "tnt_blast.png" --fallback texture
|
||||
local node
|
||||
local most = 0
|
||||
for name, stack in pairs(drops) do
|
||||
local count = stack:get_count()
|
||||
if count > most then
|
||||
most = count
|
||||
local def = minetest.registered_nodes[name]
|
||||
if def then
|
||||
node = { name = name }
|
||||
end
|
||||
if def and def.tiles and def.tiles[1] then
|
||||
texture = def.tiles[1]
|
||||
end
|
||||
@ -252,9 +256,11 @@ local function add_effects(pos, radius, drops)
|
||||
maxacc = {x = 0, y = -10, z = 0},
|
||||
minexptime = 0.8,
|
||||
maxexptime = 2.0,
|
||||
minsize = radius * 0.66,
|
||||
maxsize = radius * 2,
|
||||
minsize = radius * 0.33,
|
||||
maxsize = radius,
|
||||
texture = texture,
|
||||
-- ^ only as fallback for clients without support for `node` parameter
|
||||
node = node,
|
||||
collisiondetection = true,
|
||||
})
|
||||
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 data = vm1:get_data()
|
||||
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_boom = minetest.get_content_id("tnt:boom")
|
||||
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
|
||||
if explode_center then
|
||||
count = 1
|
||||
|
@ -21,7 +21,7 @@ enable_lavacooling (Lavacooling) bool true
|
||||
|
||||
# If enabled, steel tools, torches and cobblestone will be given to new
|
||||
# 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
|
||||
# spawn.
|
||||
|
Loading…
x
Reference in New Issue
Block a user