Fix markdown formating in `game_api.txt`.
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game_api.txt
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game_api.txt
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@ -4,18 +4,21 @@ GitHub Repo: https://github.com/minetest/minetest_game
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Introduction
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------------
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The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
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allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
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For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
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Please note:
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[XYZ] refers to a section the Minetest API
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[#ABC] refers to a section in this document
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^ Explanation for line above
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* [XYZ] refers to a section the Minetest API
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* [#ABC] refers to a section in this document
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Bucket API
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----------
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The bucket API allows registering new types of buckets for non-default liquids.
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bucket.register_liquid(
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"default:lava_source", -- name of the source node
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"default:lava_flowing", -- name of the flowing node
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@ -27,59 +30,61 @@ The bucket API allows registering new types of buckets for non-default liquids.
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Beds API
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--------
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beds.register_bed(
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"beds:bed", -- Bed name
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def: See [#Bed definition] -- Bed definition
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"beds:bed", -- Bed name
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def -- See [#Bed definition]
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)
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beds.read_spawns() -- returns a table containing players respawn positions
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beds.kick_players() -- forces all players to leave bed
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beds.skip_night() -- sets world time to morning and saves respawn position of all players currently sleeping
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* `beds.read_spawns() ` Returns a table containing players respawn positions
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* `beds.kick_players()` Forces all players to leave bed
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* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
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###Bed definition
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#Bed definition
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---------------
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{
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description = "Simple Bed",
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inventory_image = "beds_bed.png",
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wield_image = "beds_bed.png",
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tiles = {
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bottom = {[Tile definition],
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^ the tiles of the bottom part of the bed
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},
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top = {[Tile definition],
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^ the tiles of the bottom part of the bed
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}
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},
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nodebox = {
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bottom = regular nodebox, see [Node boxes], -- bottm part of bed
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top = regular nodebox, see [Node boxes], -- top part of bed
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},
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selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
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recipe = { -- Craft recipe
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{"group:wool", "group:wool", "group:wool"},
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{"group:wood", "group:wood", "group:wood"}
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{
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description = "Simple Bed",
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inventory_image = "beds_bed.png",
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wield_image = "beds_bed.png",
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tiles = {
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bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
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top = {Tile definition} -- the tiles of the bottom part of the bed.
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},
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nodebox = {
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bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
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top = 'regular nodebox', -- top part of bed (see [Node boxes])
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},
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selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
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recipe = { -- Craft recipe
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{"group:wool", "group:wool", "group:wool"},
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{"group:wood", "group:wood", "group:wood"}
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}
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}
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}
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Doors API
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---------
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The doors mod allows modders to register custom doors and trapdoors.
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doors.register_door(name, def)
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^ name: "Door name"
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^ def: See [#Door definition]
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-> Registers new door
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`doors.register_door(name, def)`
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doors.register_trapdoor(name, def)
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^ name: "mod_door"
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^ def: See [#Trapdoor definition]
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-> Registers new trapdoor
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* Registers new door
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* `name` Name for door
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* `def` See [#Door definition]
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doors.get(pos)
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^ pos = { x = .., y = .., z = ..}
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-> Returns an ObjecRef to a door, or nil if the pos did not contain a door
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`doors.register_trapdoor(name, def)`
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Methods:
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* Registers new trapdoor
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* `name` Name for trapdoor
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* `def` See [#Trapdoor definition]
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`doors.get(pos)`
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* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
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* Returns an ObjecRef to a door, or nil if the position does not contain a door
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###Methods
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:open(player) -- Open the door object, returns if door was opened
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:close(player) -- Close the door object, returns if door was closed
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:toggle(player) -- Toggle the door state, returns if state was toggled
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@ -90,164 +95,166 @@ doors.get(pos)
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has the permissions needed to open this door. If omitted then no
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permission checks are performed.
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#Door definition
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----------------
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{
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###Door definition
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description = "Door description",
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inventory_image = "mod_door_inv.png",
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groups = {choppy = 1},
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tiles = { "mod_door.png" },
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groups = {choppy = 2},
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tiles = {"mod_door.png"}, -- UV map.
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recipe = craftrecipe,
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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protected = false,
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^ If true, only placer can open the door (locked for others)
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}
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protected = false, -- If true, only placer can open the door (locked for others)
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###Trapdoor definition
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#Trapdoor definition
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----------------
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{
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description = "Trapdoor description",
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inventory_image = "mod_trapdoor_inv.png",
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groups = {choppy = 1},
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tile_front = "doors_trapdoor.png",
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^ the texture for the front and back of the trapdoor
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tile_side: "doors_trapdoor_side.png",
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^ the tiles of the four side parts of the trapdoor
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groups = {choppy = 2},
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tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
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tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
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sounds = default.node_sound_wood_defaults(), -- optional
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sound_open = sound play for open door, -- optional
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sound_close = sound play for close door, -- optional
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protected = false,
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^ If true, only placer can open the door (locked for others)
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}
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protected = false, -- If true, only placer can open the door (locked for others)
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Fence API
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---------
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Allows creation of new fences with "fencelike" drawtype.
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default.register_fence(name, item definition)
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^ Registers a new fence. Custom fields texture and material are required, as
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^ are name and description. The rest is optional. You can pass most normal
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^ nodedef fields here except drawtype. The fence group will always be added
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^ for this node.
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`default.register_fence(name, item definition)`
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Registers a new fence. Custom fields texture and material are required, as
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are name and description. The rest is optional. You can pass most normal
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nodedef fields here except drawtype. The fence group will always be added
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for this node.
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###fence definition
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#fence definition
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name = "default:fence_wood",
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description = "Wooden Fence",
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texture = "default_wood.png",
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material = "default:wood",
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groups = {choppy=2, oddly_breakable_by_hand = 2, flammable = 2},
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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sounds = default.node_sound_wood_defaults(),
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Farming API
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-----------
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The farming API allows you to easily register plants and hoes.
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farming.register_hoe(name, hoe definition)
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-> Register a new hoe, see [#hoe definition]
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`farming.register_hoe(name, hoe definition)`
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* Register a new hoe, see [#hoe definition]
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farming.register_plant(name, Plant definition)
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-> Register a new growing plant, see [#Plant definition]
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`farming.register_plant(name, Plant definition)`
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* Register a new growing plant, see [#Plant definition]
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#Hoe Definition
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---------------
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{
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description = "", -- Description for tooltip
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inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
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max_uses = 30, -- Uses until destroyed
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material = "", -- Material for recipes
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recipe = { -- Craft recipe, if material isn't used
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{"air", "air", "air"},
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{"", "group:stick"},
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{"", "group:stick"},
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###Hoe Definition
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{
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description = "", -- Description for tooltip
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inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
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max_uses = 30, -- Uses until destroyed
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material = "", -- Material for recipes
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recipe = { -- Craft recipe, if material isn't used
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{"air", "air", "air"},
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{"", "group:stick"},
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{"", "group:stick"},
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}
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}
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}
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#Plant definition
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-----------------
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{
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description = "", -- Description of seed item
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inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
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steps = 8, -- How many steps the plant has to grow, until it can be harvested
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^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
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minlight = 13, -- Minimum light to grow
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maxlight = default.LIGHT_MAX -- Maximum light to grow
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}
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###Plant definition
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{
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description = "", -- Description of seed item
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inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
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steps = 8, -- How many steps the plant has to grow, until it can be harvested
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-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
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minlight = 13, -- Minimum light to grow
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maxlight = default.LIGHT_MAX -- Maximum light to grow
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}
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Screwdriver API
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---------------
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The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
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To use it, add the on_screwdriver function to the node definition.
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on_rotate(pos, node, user, mode, new_param2)
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^ pos: position of the node that the screwdriver is being used on
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^ node: that node
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^ user: the player who used the screwdriver
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^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
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^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there
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^ return value: false to disallow rotation, nil to keep default behaviour, true to allow
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To use it, add the `on_screwdriver` function to the node definition.
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`on_rotate(pos, node, user, mode, new_param2)`
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* `pos` Position of the node that the screwdriver is being used on
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* `node` that node
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* `user` The player who used the screwdriver
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* `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
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* `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
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* return value: false to disallow rotation, nil to keep default behaviour, true to allow
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it but to indicate that changed have already been made (so the screwdriver will wear out)
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^ use on_rotate = screwdriver.disallow to always disallow rotation
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^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
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* use `on_rotate = screwdriver.disallow` to always disallow rotation
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* use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
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Stairs API
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----------
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The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
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delivered with Minetest Game, to keep them compatible with other mods.
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stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
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-> Registers a stair.
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-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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-> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
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-> groups: see [Known damage and digging time defining groups]
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-> images: see [Tile definition]
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-> description: used for the description field in the stair's definition
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-> sounds: see [#Default sounds]
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`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
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stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
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-> Registers a slabs
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-> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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-> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
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-> groups: see [Known damage and digging time defining groups]
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-> images: see [Tile definition]
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-> description: used for the description field in the stair's definition
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-> sounds: see [#Default sounds]
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* Registers a stair.
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* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
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* `groups`: see [Known damage and digging time defining groups]
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* `images`: see [Tile definition]
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* `description`: used for the description field in the stair's definition
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* `sounds`: see [#Default sounds]
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stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
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-> A wrapper for stairs.register_stair and stairs.register_slab
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-> Uses almost the same arguments as stairs.register_stair
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-> desc_stair: Description for stair node
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-> desc_slab: Description for slab node
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`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
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* Registers a slabs
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* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
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* `groups`: see [Known damage and digging time defining groups]
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* `images`: see [Tile definition]
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* `description`: used for the description field in the stair's definition
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* `sounds`: see [#Default sounds]
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`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
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* A wrapper for stairs.register_stair and stairs.register_slab
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* Uses almost the same arguments as stairs.register_stair
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* `desc_stair`: Description for stair node
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* `desc_slab`: Description for slab node
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Xpanes API
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----------
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Creates panes that automatically connect to each other
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xpanes.register_pane(subname, def)
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-> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
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-> def: See [#Pane definition]
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`xpanes.register_pane(subname, def)`
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#Pane definition
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----------------
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{
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textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
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^ More tiles aren't supported
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groups = {group = rating},
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^ Uses the known node groups, see [Known damage and digging time defining groups]
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sounds = SoundSpec,
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^ See [#Default sounds]
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recipe = {{"","","","","","","","",""}},
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^ Recipe field only
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}
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* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
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* `def`: See [#Pane definition]
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###Pane definition
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{
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textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported
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groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
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sounds = SoundSpec, -- See [#Default sounds]
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recipe = {{"","","","","","","","",""}}, -- Recipe field only
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}
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Raillike definitions
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--------------------
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The following nodes use the group `connect_to_raillike` and will only connect to
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raillike nodes within this group and the same group value.
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Use `minetest.raillike_group(<Name>)` to get the group value.
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| Node type | Raillike group name
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+-----------------------+--------------------
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|-----------------------|---------------------
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| default:rail | "rail"
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| tnt:gunpowder | "gunpowder"
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| tnt:gunpowder_burning | "gunpowder"
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@ -260,168 +267,188 @@ of your node.
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Default sounds
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--------------
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Sounds inside the default table can be used within the sounds field of node definitions.
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default.node_sound_defaults()
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default.node_sound_stone_defaults()
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default.node_sound_dirt_defaults()
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default.node_sound_sand_defaults()
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default.node_sound_wood_defaults()
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default.node_sound_leaves_defaults()
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default.node_sound_glass_defaults()
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* `default.node_sound_defaults()`
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* `default.node_sound_stone_defaults()`
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* `default.node_sound_dirt_defaults()`
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* `default.node_sound_sand_defaults()`
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* `default.node_sound_wood_defaults()`
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* `default.node_sound_leaves_defaults()`
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* `default.node_sound_glass_defaults()`
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Default constants
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-----------------
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default.LIGHT_MAX
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^ The maximum light level (see [Node definition] light_source)
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`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
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Player API
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----------
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The player API can register player models and update the player's appearence
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default.player_register_model(name, def)
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^ Register a new model to be used by players.
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-> name: model filename such as "character.x", "foo.b3d", etc.
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-> def: See [#Model definition]
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`default.player_register_model(name, def)`
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default.registered_player_models[name]
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^ Get a model's definition
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-> see [#Model definition]
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* Register a new model to be used by players.
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* name: model filename such as "character.x", "foo.b3d", etc.
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* def: See [#Model definition]
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default.player_set_model(player, model_name)
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^ Change a player's model
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-> player: PlayerRef
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-> model_name: model registered with player_register_model()
|
||||
`default.registered_player_models[name]`
|
||||
|
||||
default.player_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
|
||||
* Get a model's definition
|
||||
* see [#Model definition]
|
||||
|
||||
default.player_set_textures(player, textures)
|
||||
^ Sets player textures
|
||||
-> player: PlayerRef
|
||||
-> textures: array of textures
|
||||
^ If <textures> is nil, the default textures from the model def are used
|
||||
`default.player_set_model(player, model_name)`
|
||||
|
||||
* Change a player's model
|
||||
* `player`: PlayerRef
|
||||
* `model_name`: model registered with player_register_model()
|
||||
|
||||
`default.player_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.player_set_textures(player, textures)`
|
||||
|
||||
* Sets player textures
|
||||
* `player`: PlayerRef
|
||||
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
|
||||
|
||||
default.player_get_animation(player)
|
||||
^ Returns a table containing fields "model", "textures" and "animation".
|
||||
^ Any of the fields of the returned table may be nil.
|
||||
-> player: PlayerRef
|
||||
|
||||
Model Definition
|
||||
----------------
|
||||
{
|
||||
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},
|
||||
* 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},
|
||||
-- ...
|
||||
},
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
Leafdecay
|
||||
---------
|
||||
To enable leaf decay for a node, add it to the "leafdecay" group.
|
||||
|
||||
The rating of the group determines how far from a node in the group "tree"
|
||||
To enable leaf decay for a node, add it to the `leafdecay` group.
|
||||
|
||||
The rating of the group determines how far from a node in the group `tree`
|
||||
the node can be without decaying.
|
||||
|
||||
If param2 of the 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.
|
||||
If `param2` of the 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
|
||||
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
|
||||
If the node is in the `leafdecay_drop` group then it will always be dropped as an
|
||||
item.
|
||||
|
||||
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
|
||||
###Color groups
|
||||
|
||||
Extended color groups (* = equal to a 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
|
||||
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>
|
||||
|
||||
* `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
|
||||
|
||||
* `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
|
||||
^ Array containing the names of available base colors
|
||||
minetest.register_craft({
|
||||
type = "shapeless",
|
||||
output = '<mod>:item_yellow',
|
||||
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
|
||||
})
|
||||
|
||||
dye.excolors
|
||||
^ Array containing the names of the available extended colors
|
||||
###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_tree(pos, is_apple_tree)`
|
||||
* Grows a mgv6 tree or apple tree at pos
|
||||
|
||||
default.grow_pine_tree(pos)
|
||||
^ Grows a mgv6 pinetree at pos
|
||||
* `default.grow_jungle_tree(pos)`
|
||||
* Grows a mgv6 jungletree at pos
|
||||
|
||||
default.grow_new_apple_tree(pos)
|
||||
^ Grows a new design apple tree at pos
|
||||
* `default.grow_pine_tree(pos)`
|
||||
* Grows a mgv6 pinetree at pos
|
||||
|
||||
default.grow_new_jungle_tree(pos)
|
||||
^ Grows a new design jungle tree at pos
|
||||
* `default.grow_new_apple_tree(pos)`
|
||||
* Grows a new design apple tree at pos
|
||||
|
||||
default.grow_new_pine_tree(pos)
|
||||
^ Grows a new design pine tree at pos
|
||||
* `default.grow_new_jungle_tree(pos)`
|
||||
* Grows a new design jungle tree at pos
|
||||
|
||||
default.grow_new_acacia_tree(pos)
|
||||
^ Grows a new design acacia tree at pos
|
||||
* `default.grow_new_pine_tree(pos)`
|
||||
* Grows a new design 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_new_snowy_pine_tree(pos)`
|
||||
* Grows a new design snowy pine tree at pos
|
Loading…
Reference in New Issue